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Made in us
Rough Rider with Boomstick





United States

EDIT: I want to build an engine from scratch to create games. I know they won't be works of art, I am aiming for something along the lines of Pokemon Red haha. And thanks so far for the info everyone!

I want to start making videogames (or at least get on the road to start) and I can only take classes from my local community college, I have very little knowledge of programming. I was wondering which of these would be good ones to take and which I should never take:

Oh, and if you could tell me how they would help me on my road to videogame making, I would love to know (I havn't decided if I want to do more in art, programming, etc, but I would rather be able to make my own game, simple graphics but a lot of options).

Thanks in advance!

CS 142: Object oriented programing- Intro to object-oriented programming with Java. Classes, objects, inheritance, polymorphism. Variables, control structures, etc.

CNA 101: Introduction to Networking: Cisco1- First of four courses leading to the Cisco Certified Network assiciate

CNA 120: Command Line Interface- Introduction to using the windows command line interface. Includes file and disk management, disk partitioning and formatting, command usage and syntax, and bath file/ script creation.

CNA 130: Introduction to Linux/Unix- learn system fundamentals from the perspective of a new user. Understand the shell interface, utilities and basic characteristics of the operating system.

CAD 101 Mechanical Drafting 1- Intoruductorylevel mechanical drafting/cad. Includes basic CAD drawing and editing tool usage, with an emphasis on 3-D projection theory.

CAD 150, Introduction to CAD: Introduction to Computer Aided drafting. Includes file management, coordinate systems, draw commands, editing commands, parametric modeling and plotting.

CAD 160, Civil Drafting- Introductory to level Civil Drafting, traditional computer aided drafting theory-building course. Fundamental procedures in the development and understanding of Civil Drafting. Field note interpretation, plottint traverse, legal descriptions.

CAD 120, Architectural Drafting I- Understanding drawing scales, construction materials, cost estimating basics, residential building codes.

CIS 168, Programming Logic- An introduction to the mathematics of computer programing, Covers symbolic logic, set theory, truth tables, number systems, algorithm design, decision table and logic diagrams.

CIS 282, SQL Projects, Developing relational database applications using structured Query Language in a client-server environment using Microsift SQL Server.

This message was edited 1 time. Last update was at 2013/09/04 05:09:00


Resin Printer (minaitures) is a 4K printer with one of the largest build volumes available for a resin printer (192mm x 120mm x 245mm) with an amazing .01mm resolution! This professional printer is one of the best resin printers on the market!

FDM Printer (terrain) also has one of the largest build volumes available for an FDM printer (400mm x 400mm x 450mm) and has an amazing ,05mm build accuracy.
 
   
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Spitsbergen

Lots of math, I suppose? I have no idea honestly.





































Get a mac.
   
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Kid_Kyoto






Probably work

 Ryan_A wrote:
I want to start making videogames (or at least get on the road to start) and I can only take classes from my local community college, I have very little knowledge of programming. I was wondering which of these would be good ones to take and which I should never take:

Oh, and if you could tell me how they would help me on my road to videogame making, I would love to know (I havn't decided if I want to do more in art, programming, etc, but I would rather be able to make my own game, simple graphics but a lot of options).


So, when you say "start making video games", what do you mean?

If you mean "build an engine from scratch", then you need all the programming, math, and animation classes you can find. If you mean "work for a game company developing graphical assets", then animation, creative writing, and maybe a game design class, if available (which it doesn't seem to be).

Do you have ANY experience in programming or animation (or anything applicable)?

Also, CAD classes aren't going to be very helpful. CAD software != 3d modeling software.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Rough Rider with Boomstick





United States

 daedalus wrote:
 Ryan_A wrote:
I want to start making videogames (or at least get on the road to start) and I can only take classes from my local community college, I have very little knowledge of programming. I was wondering which of these would be good ones to take and which I should never take:

Oh, and if you could tell me how they would help me on my road to videogame making, I would love to know (I havn't decided if I want to do more in art, programming, etc, but I would rather be able to make my own game, simple graphics but a lot of options).


So, when you say "start making video games", what do you mean?

If you mean "build an engine from scratch", then you need all the programming, math, and animation classes you can find. If you mean "work for a game company developing graphical assets", then animation, creative writing, and maybe a game design class, if available (which it doesn't seem to be).

Do you have ANY experience in programming or animation (or anything applicable)?

Also, CAD classes aren't going to be very helpful. CAD software != 3d modeling software.


I mean I want to build an engine from scratch. I have practically no programming or animation. Thanks for the info on CAD.

Resin Printer (minaitures) is a 4K printer with one of the largest build volumes available for a resin printer (192mm x 120mm x 245mm) with an amazing .01mm resolution! This professional printer is one of the best resin printers on the market!

FDM Printer (terrain) also has one of the largest build volumes available for an FDM printer (400mm x 400mm x 450mm) and has an amazing ,05mm build accuracy.
 
   
Made in jp
Fixture of Dakka





Japan

Well the only thing i see that is useful is "CS 142: Object oriented programing- Intro to object-oriented programming with Java. Classes, objects, inheritance, polymorphism. Variables, control structures, etc. "

Jave is very similar to C;;/C# so it is a good start and if you want to make games on android phones, the android language is a subset of java.

also do some bussiness classes

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Made in us
Rough Rider with Boomstick





United States

 Jehan-reznor wrote:
Well the only thing i see that is useful is "CS 142: Object oriented programing- Intro to object-oriented programming with Java. Classes, objects, inheritance, polymorphism. Variables, control structures, etc. "

Jave is very similar to C;;/C# so it is a good start and if you want to make games on android phones, the android language is a subset of java.

also do some bussiness classes


Thanks! I'll sign up for that then!

Resin Printer (minaitures) is a 4K printer with one of the largest build volumes available for a resin printer (192mm x 120mm x 245mm) with an amazing .01mm resolution! This professional printer is one of the best resin printers on the market!

FDM Printer (terrain) also has one of the largest build volumes available for an FDM printer (400mm x 400mm x 450mm) and has an amazing ,05mm build accuracy.
 
   
Made in us
Confessor Of Sins




WA, USA

If this is something you want to build a career out of, you will need to push yourself hard, but the biggest piece of advice for you is build your contacts.

If your location means Bellingham, Washington, you have a good opportunity with the large number of gaming companies near and around Seattle. A bit of a distance for you, but in the industry, the bottom line is that there are going to be hundreds, thousands of people with the same skillset as you, and the same level of experience. The adage 'it's not what you know, it's who you know' applies very much to this industry.

Go to conventions. Meet people (face to face). Build and maintain a network.

 Ouze wrote:

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Made in us
Kid_Kyoto






Probably work

 Ryan_A wrote:

I mean I want to build an engine from scratch. I have practically no programming or animation. Thanks for the info on CAD.


In that case, I hope you like math and physics, because you'll want all of it you can get. You'll need to get some 3d graphics classes too, not CAD, but animation type stuff with software like Blender, Maya3d, and others (which probably don't exist at your community college). You have to understand some pretty complicated concepts, even something simple like hit detection on a complex model on a 3d field is harder to do than you'd think. You will probably need to teach yourself a lot from scratch.

There are game design schools, but as I understand they are typically expensive and of dubious quality. Best bet it to try to throw something simple but creative together to get your name on something and see if you can get the attention of another gaming shop in your relative area.

I've spoken with several people who have been in the industry and initially wanted to go into it myself, but I couldn't hack the math. Depending on who you work for, it can be soulless drudgery, and it burns people out fast.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
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Ollanius Pius - Savior of the Emperor






Gathering the Informations.

You would be best served by asking/searching for Cliff Blezinski's blog posts on the subject.

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Shas'ui with Bonding Knife





Toronto, Canada

I was going to answer the OP by saying Paladins and Necromancers.... but he wanted something else :(

   
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Secret Force Behind the Rise of the Tau




USA

Get a mac.


I am no fan of Apple, but this is sound advice. Lots of graphics programming and processing is done on Macs and familiarizing yourself with the system is valuable. While you might want to program an engine, if your goal is to make games you will need to understand graphics processing and programming as this is integral to the process of making games and a lot of that work is done on Macs and Mac has many programs that can help supplement graphic programming.

This message was edited 2 times. Last update was at 2013/09/04 19:03:25


   
Made in us
Elite Tyranid Warrior






If you are wanting to write a new engine, you might need to become a bit fimilar with Linear Algebra.

After I graduated with my degree, my first major project required me to rewrite a MFC application (Microsoft Foundation Classes) that was visually displaying data either in real time or play back from a file to a Direct 3D application to improve the visual rendering speed.

While I doubt you will find courses in college regarding rasterisation (converting 3d vertexes and shapes to 2d pixels), learning the processes and mathematics behind transformational matrices was important to know in learning how to do this.

Also, learning how to write shaders and what is capable with these shaders are important for writing a new engine.

Of course, you could always just buy a engine but it might not have everything you need or is applicable to your application.

This message was edited 2 times. Last update was at 2013/09/04 20:31:53


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Oakland, CA -- U.S.A.

Keep an eye out for QA jobs as well.
It is a great potentially entry-level position that can help you understand how games are put together by being involved in some other people's.

It is also a good way to build contacts, which curran12 is 100% right about.

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Renegade Inquisitor with a Bound Daemon





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 LordofHats wrote:
Get a mac.


I am no fan of Apple, but this is sound advice. Lots of graphics programming and processing is done on Macs and familiarizing yourself with the system is valuable. While you might want to program an engine, if your goal is to make games you will need to understand graphics processing and programming as this is integral to the process of making games and a lot of that work is done on Macs and Mac has many programs that can help supplement graphic programming.


Good god no, this is absolutely awful advice. Pretty much every valuable development program is available for both Mac and Windows, or Windows exclusive these days. It may have been that way 15+ years ago, but definitely not anymore.

I'd post more, but I have a dental appointment shortly. I'll add some more advice when I get back.

This message was edited 1 time. Last update was at 2013/09/04 20:50:14


 
   
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[MOD]
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Somewhere in south-central England.

Start with the programming logic, then go on to the object oriented programming course.

To get into modern game engine programming at a high level you will need to do a lot of 3D maths and possibly AI, but that can come later.

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United States

 Kilkrazy wrote:
Start with the programming logic, then go on to the object oriented programming course.

To get into modern game engine programming at a high level you will need to do a lot of 3D maths and possibly AI, but that can come later.


Thank you, I'll sign up for programming logic too. And thank you everyone else for your help thus-far.

Resin Printer (minaitures) is a 4K printer with one of the largest build volumes available for a resin printer (192mm x 120mm x 245mm) with an amazing .01mm resolution! This professional printer is one of the best resin printers on the market!

FDM Printer (terrain) also has one of the largest build volumes available for an FDM printer (400mm x 400mm x 450mm) and has an amazing ,05mm build accuracy.
 
   
Made in au
Water-Caste Negotiator





australia

I'm a bit late to the party, but hey, I was late to my own birth so nothing new

I can't really help with the engine but I can advise on it as a career

Try learning by doing as well and check if online courses are viable. (check out quantm and the academy of interactive entertainment)

If you are thinking of this as a career then I suggest maybe specialising eventually

Think about what parts of making videogames attracts you, there are three main areas
Design
Development
And Art (my OCD makes me want a synonym for art beginning with d)

Art covers everything from character models to concept art
Look at blender and Maya (as was said by those before me)

Development is basically coding etc.
familiarise yourself with code, I recommend looking for one of the freeware versions of the latest visual studio. you can make basic games with it and the latest version supports a couple languages, java, c and basic. I won't tell you to stay away from basic, but others will, it's not a popular language because it is really basic, butnif you play with it for about a week or so it can teach you some basic concepts like 'if' and other such shenanigans. visual studio should also get you a bit more familiar with interfacing with dev tools again it just teaches you some basic concepts so that there are no big surprises.
From there look at Unreal dev kit (UDK) and unity. There is a free version of unity that isn't really different from the paid version except it has more licenses, kust so you know, all the slender games were made with unity, so it is a real professional tool but it is more user friendly than UDK and less geared towards shooters and more towards whatever you feel like making.

Design (this is my thing) designers are basically the mad men who come up with this , basically they do ideas, design documents, which are like blueprints but on white A4 and less cool looking and make the first rough prototypes just to show what they're talking about
for design do both the art and development suggestions and play games paying attention to control schemes, character and level design, etc.


   
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Kinebrach-Knobbling Xeno Interrogator





South CakkaLakka

Check out Full Sail - a college in Orlando, Florida

I graduated and got my B.S. Game Design and Development - not an Arts degree but a fully accredited Science degree. Before I enrolled, I already had 12 years experience in programming but the course still whipped my arse.
Here are some of the classes;
- Programming 1 & 2 (now I think they have split 2 into 2 & 3...)
- Artificial Intelligence
- Engine developement 1 & 2
- Windows programming
- OpenGL (my professor was Richard Wright, the man who developed this particular graphics language)
- DirectX
- Game Developement (my professor was Dave Arneson RIP)
- Physics
- Math 1 & 2 (algebra, calc, trig, matrices, etc...)
- Machine code (programming for the GameBoy)
- Networking
- Software design & optimization

I attended a good 5 years ago and there have been some changes to the curriculum.
Be warned that this college is full-time; I mean that I had classes and labs at all times during the day (yes, 1am labs suck...) and no holidays except for general ones (i.e.: Christmas, NYE, etc...).

Where are some of my class mates;
- 1 who works for a bunch of yids developing AI software for the Predator Drone (yes, he has a security clearance)
- 3 who work for Rockstar West (worked on Red Dead and Grand Theft Auto)
- 2 (including me) who started up their own software companies

If you have zero experience programming, then I would suggest start learning. Don't get too hung up on the language but more importantly think about the concept of programming something; a logical and sequential thought process.
If you are not a logical thinker than you will have difficulties, but remember one thing; impossible is nothing

Good luck brother!

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Longtime Dakkanaut






If you don't already know a ton about programming, my advice to you is to look for game design courses. A subsidiary of the company for whom I work employs programmers and designers in separate capacities, though I'm not certain of the competitiveness of the game design jobs (i.e., how difficult they are to obtain).

Lots of psychology, writing courses, and other humanities courses would be valuable in this case.

You should also read about what makes games fun. Read articles by Edward Castronova, Dickey, and others on the factors that make video games entertaining.

This message was edited 2 times. Last update was at 2013/09/05 19:26:12


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Confessor Of Sins




WA, USA

Also, avoid 'game design' courses you might see on TV from places like ITT Tech or University of Phoenix or whatever. Those things, from the perspective of an employer, are pretty much garbage.

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Afterward, Curran killed a guy in the parking lot with a trident.
 
   
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 Fafnir wrote:
 LordofHats wrote:
Get a mac.


I am no fan of Apple, but this is sound advice. Lots of graphics programming and processing is done on Macs and familiarizing yourself with the system is valuable. While you might want to program an engine, if your goal is to make games you will need to understand graphics processing and programming as this is integral to the process of making games and a lot of that work is done on Macs and Mac has many programs that can help supplement graphic programming.


Good god no, this is absolutely awful advice. Pretty much every valuable development program is available for both Mac and Windows, or Windows exclusive these days. It may have been that way 15+ years ago, but definitely not anymore.

I'd post more, but I have a dental appointment shortly. I'll add some more advice when I get back.


This. If you're serious about making production video games from sctratch, you're going to want to be using windows. The misconception that macs are much better at media is always frustrating.

As far as classes you need to take, take fundamentals. Although boring and possibly abstract, I can't stress enough how important the fundamentals are when programming. I've seen far too many products die or be riddled with bugs because their designers didn't think them through or design them properly. That being said, here is generally what you're looking for:

- A basic OO (object oriented) class, so like java, python, c++ etc...
- An algorithms class
- A data structures class (may be in the OO class)

Those are the biggies, during my undergrad I also found these to be super helpful:

- Distributed systems (lots of focus on parallel processing and big systems with complex data)
- Computer Architecture and Design (optimizing programs is easier when you know how a computer works from the transistor level up)
- Programming Languages (SO HELPFUL!! This made it very easy to pick up new languages and concepts later in life)

Good luck on your journey sir! If the video game industry doesn't treat you well, there are tons of other software dev openings too, and with a background like this you'll be hired in no time.
   
Made in us
Longtime Dakkanaut






As an addendum, if you're content with simply modifying existing engines, there's no reason that you can't just learn how to screw around with Unreal, for example. Most serious engines are built by people with tons of programming experience. This may be a case where starting at the top and working backwards is useful.

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If you really can't tell which classes would help you with "I wanna make VIDEO GAMES!!" then you're off to a tough start. I would recommend doing a lot more research into that area as it is obviously a huge community and you might find that you do not enjoy it as much as you thought.

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Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Programing and aesthetic elements aside, one thing that's important to learn are the principles of game design. All games are essentially a set of rules, and learning how those rules are supposed to come together to create something fun requires a specific sense of logic and understanding. Understanding this is the most important thing if you want to be an actual designer, and not just a programming monkey.

Art direction, from concept art to modelling, requires a completely different set of skills, but being able to at least understand how the other parts work is important.
If you want to get involved in modelling, I cannot stress enough that an understanding and background in drawing is incredibly important. You don't even need to be good at it, just understand it. The basic principles of form, anatomy, and perspective are important for modelling anything. Back at my university, I saw so many people who wanted to be modellers or animators who didn't want to put the extra work in to start with the fundamentals, and every single one of them is terrible at what they do.

On the other end, I focus on concept artwork. Learning some of the fundamentals of modelling helps you not only understand the work that modellers/animators do, making you better at actually designing elements for them to work with, but also makes you better at visualizing elements in a 3D space.

To stress just how important the fundamental skills of drawing are to aesthetics for games, I focus almost entirely on concept art. I have almost no technical understanding of the tools in most 3D software (they primarily used 3DSmax at my university), hell, I greatly dislike modelling to begin with. But because of my background, I ended up being a more competent modeller than almost every single person dedicated to that role in my year because of those skills and understanding developed with 2D work, where almost everyone else chose to ignore that. Do not overlook the basics.

This message was edited 1 time. Last update was at 2013/09/05 21:31:03


 
   
Made in gb
Longtime Dakkanaut





Scotland

In terms of teaching yourself before looking into higher education I would strongly recommend learning how to use an existing engine, the best example being, from my v.limited experience : unity.

unity's Script editor Monodevelop has a great feature called the script reference, online only mind, it allows you to see how unity has constructed its classes and variables in raw code. If you're like me this is simply a learning tool to better understand how unity is thinking but for you and your engine ambitions this could prove incredibly useful.

Unity also imo has the best and largest selection of free tuts online.

The only downside is that unity doesn't use the C++ language that industry programmers have to learn. However it does support java which is very useful especially in mobile/android sphere. Also because it comes with the middle ware physx little effort afaik has gone into doing your own physics from scratch that's not to say it's not possible.

People may say you're better served with, the also free, U D K but I would steer clear as it uses unreal script which Epic themselves have dropped in favour of c++ for U E 4. I guess you could wait for a free version of unreal engine 4.

Finally although I have no experience with it, the humble GameMaker software is actually a very good and powerful piece of software. Did you know the smash hit/critical darling Spelunky is made with it?

Something that's not clear from my post and I apologise is that what programming language you choose to start learning is not vitally important. They all afaik work in a similar way, expressing your variables, calling your functions etc. Getting in the scripting mind set appears to be the important thing. The fact unity script reference shows everything in both java and c# helps with this imo.

This message was edited 1 time. Last update was at 2013/09/05 22:53:34


Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in us
Fresh-Faced New User





About three years ago, I met Chris Avellone at Comic Con. He was the creative director for Fallout: New Vegas and has worked on a ton of games that we've all played. Mostly on behalf of a friend of mine, I asked him how to get a job as a game designer. Chris was the nicest guy in the world. He not only talked to me about it for 20 minutes, but sent a follow-up email that was extremely detailed. I'm pasting the email he sent me in the spoiler. I hope it helps!

Spoiler:


My suggestion would be to work on mods and building your own modules (or, if you're interested in working on games like Half-Life, Team Fortress, or Unreal games, grab those editors on the web and start making your own maps). Don't do this with the intention of making this a portfolio piece - do it with the intention of making something gamers can play, and ideally, have it be something you submit to the gaming community to try out. Get their feedback on what you made, revise and iterate on it, then put it up again. Players can give you the best feedback on your work of anyone.

Also, look for ways to help out with mod communities - game development isn't a solitary process, and the more you can show on your resume that you brought a module, adventure, or campaign to completion with 10+ other people, that really stands out as valuable experience in the gaming community.

Here's some other advice specifically about RPGs, if you're interested:

First off, if you're interested in story and world creation, I would recommend trying to get established in the pen and paper game industry or in books or novels - game design requires a love of game mechanics, lists, and tons upon tons of rule sets. If you're interested in computer game designing, then here's what we look for/what you should focus on:

1. A love of RPGs.

2. A critical eye for RPGs (and preferably, other games as well), including feel, interface, pacing, weapon balance, level design, and so on. Play a lot of them and be able to tell what you like and don't about each game. The more specific, the better.

3. Good design skills - not only do you notice the elements mentioned above, but you can also implement them well. Know and recognize game clichés.

4. Good writing skills - when not actually arguing and throwing feces at each other through our cage bars, a large portion of a game designer's job is design documentation or writing 5000 emails. That means you need good technical writing skills and an ability to organize your thoughts. You need to be able to pass a document off to audio, QA, marketing, the programming staff, and an artist, and they should be able to find out whatever information they need just by looking at the document.

If you want to prep for a job in the game design field, I'd suggest the following:

1. Play a lot of games and analyze what you like and don't like about them. If you interview for a game company, that'll always be part of the interview questions, and having smart answers ready beforehand helps them determine if you'll be a good developer or not.

2. You should play a lot of games, but just as importantly, watch a lot of other people play games. Pay attention to how the game is played, especially the interface and menus and the means by which the player interacts with the game. When you do, you'll quickly start seeing what irritates players and what they enjoy - keep a running log in your head of successful ideas used in games and what made them work.

3. If a game comes with level or map editors, play around with them, try out levels or scenarios with your friends and use that as an acid test for your work. There are tons of editors out there, like the level editors for Oblivion, Fallout, Dragon Age, Warcraft, Neverwinter Nights, or any others you can get your hands on. Put your levels or mods up on the net, get critiques, and try to make a name for yourself as a good level or map designer before you even go to a game company - it helps when the interviewer's already seen your work on the internet and perhaps even played one of your levels.

4. Persistence and enthusiasm mean a lot in the game industry, so if you get knocked down once, just get back up and try again. You'll get noticed.

5. If you're looking for college classes to take, I'd suggest some programming courses and creative writing courses, maybe a little bit of art, and any classes that deal with interface design or layout for computer programs. Learn how to write critically and technically, and become familiar with Microsoft Word. Programming classes are a bonus because it helps designers understand how computers "think," and gives them better avenues of communication with programmers in general.

6. Game development is a very team-oriented process, so we'd also recommend taking as many college classes as possible that reinforce teamwork and communication (or if not in college, finding the opportunity to work with teams). If you have difficulty with working in teams or communication, your job in game development will end up being more difficult for both you and the people you work with.

7. A lot of designers did not start out as designers. If you want a door into the game industry, try manual writing, web design, quality assurance, or any of a bunch of other jobs in the game industry. Make your interest in becoming a designer known, and if you have the skills, somebody should give you a chance.

Then there's the application process. A lot of this information you can find on the web, but it can't hurt to stress it a little more:

1. Always include a cover letter with your résumé.

2. Spell-check and proofread anything you submit. Ask your friends to look over your cover letter and resume, too. We have rejected numerous applicants because they don't proof their work - in the game industry, that kind of attitude creates bugs and makes people mad.

3. Research the company to which you are applying. If possible address your cover letter to the specific person who will be reading it. Customize your résumé and cover letter to suit that company and the position to which you are applying. You don't have to know everything about the company, but know enough so you speak intelligently about what they do and why you're interested.

4. Carefully read and follow the company's submission criteria. For example, if they ask for a writing sample, be sure to include one. Again, we have rejected numerous applicants because they can't follow directions, which again, is a bad thing in game development, since it causes bugs and makes people mad.

5. Touch base with your references before you give their contact information out. Sometimes relationships sour - or dim with perspective. Or, in some cases, aren't even there anymore.

In any event, hope this helps. Good luck!

Chris

This message was edited 2 times. Last update was at 2013/09/05 23:45:54


 
   
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 la'DunX wrote:
And Art (my OCD makes me want a synonym for art beginning with d)

Decoration?

 
   
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Right, I don't think they'll appreciate it but the art department is now the decorating department and artist shall now be called decorators. Happy Frinight everybody!

   
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I went to Collins College for Game design, wasted, I mean it ran me about 30k in student loans.

Your first question is what platform are you planning on using, there are many different programming languages out there, VBA being super easy and Java being easy and very useful for games.




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Also do you plan on doing this as a career, for fun are you looking to make money or work for a game company?

This message was edited 1 time. Last update was at 2013/09/06 14:18:50


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