The Education of a Computer Game Designer
So, my young friend, you want to be a game designer, and you have
turned to me for advice. I will offer you my best advice, but I suspect
that you'll reject it and take the advice of those who tell you what
you want to hear. But that's fine with me -- all I can do is tell the
truth and hope that it will get through to a few people.
First, you must make a major career decision: training or education?
Training gives you specific skills that you can use to get a job
straight out of school. Education gives you broader skills that won't
have immediate application, but will in the long run serve you better.
It's basically a choice between a quickie approach and a strategic
approach. If you're in too much of a hurry to plan strategically, then
go ahead and attend a school where they'll teach you the details of
handling the latest, greatest computer technology. Energy, not
patience, is the strength of youth, so I can understand if you just
can't stomach the thought of not plunging straight into your avocation.
When I was your age, I too was impatient with all the irrelevant
courses that the University forced upon me; now I blush at my
impertinence and thank those teachers who pushed me so hard.
The quickie route will indeed yield faster results. If you attend a
school that is dedicated to game design, or major in computer games at
a decent college or university, you'll likely learn many of the details
of present-day game design. You have a good chance of landing a job
right out of school at an actual games company, working on games before
you're 23.
But hold on here, hotshot. There's a difference between working on
games and designing games. That first job you land will surely be the
gruntiest of grunt jobs. You'll be assigned to some tiny task, like
animating a minor character in the game who does nothing but walk
across the background, or writing the code that asks, "Are you sure?"
when the user decides to quit the game. If you do a good job with that,
after a few years you might get promoted to handling more complex
animation, or writing a more important piece of code. And after a few
more years, you might even get promoted to a position where you're
handling some pretty serious work.
But don't count on it. The basic problem is that there are hundreds of
thousands, perhaps even millions of students just like you who are
bursting with eagerness to become part of the computer games industry.
Think in terms of supply, demand, and price. When the supply of workers
is ten or a hundred times greater than the demand for workers, the
price goes way down. You can expect to be paid starvation wages, and
you probably won't be treated with any respect. You can complain, but
the answer they'll give you is simple and honest: if you don't like it,
feel free to quit. There are a hundred more kids just like you who are
dying to have your job.
In fact, that is exactly what happens. Sometime you ought to wander
around the halls of the Game Developers' Conference; it's held in San
Jose every March or April. You don't need to actually pay the money to
enter any of the events; just wander around the San Jose Convention
Center and take note of the people in attendance. You'll find two
surprising rules: first, everybody is dressed in black, and second, the
average age of the attendees is between 25 and 30.
I don't know why everybody dresses in black; it seems to be a standard
that everybody conforms to. I can, however, tell you why they're all so
young: everybody leaves the industry after a few years. The games
industry is like a big building with one entrance and a lot of exits.
There are thousands of eager young kids crowded at the front entrance,
pushing and shoving to get inside; only a few make it in. But for every
person who gets in, another person leaves -- that's what keeps the
industry in balance. And the fact that so many of the people in the
business are so young demonstrates who quickly people bail out of the
industry. Not many survive until their thirties.
If you think about it, it really does make sense. If there are
thousands of kids eager to work for peanuts to build games, then you
can hire them at a dime a dozen, work them like slaves until they drop,
and then hire replacements. You need only a skeleton crew of managers
to keep the kids working. The system works perfectly.
The only question is, do you want to be part of this system? I hope
not. However, if you're too fired up with enthusiasm about making your
big break into the games biz, then go ahead -- no amount of talk from
an old fool like me will deter you. You just have to learn these things
for yourself.
But there is an alternative I can offer you. Here's how it works.
First, get yourself a real education, not some one-night-stand
training. Go to a real school and major in anything except games.
Almost anything will do: biology, physics (that's where I got my
start), art, literature, history, psychology, linguistics. Just make
sure that you get what used to be called a "liberal education". Take
lots of courses outside your major. And yes, you should probably minor
in computer science.
On the side, you should be experimenting with building games. Don't go
for the snazzy graphics just yet -- that can always be slapped onto the
design. You want to concentrate on the guts of the game, the
architecture and game mechanics. How do the little gears and levers
inside the game operate? Don't try to build games that are just as good
as the commercial games -- for crying out loud, those games have dozens
of people working on them; anything that little ole you can do will
look pretty pathetic next to those extravaganzas. Think of your process
as rather like building a car. Don't worry about the chrome and the
paint job just now; you want to concentrate on learning how to put
pistons together, how the valves operate, what the carburetor does. You
want to build little go-karts, not shiny Rolls-Royces. They're all
experimental; you should never think that your designs have any
commercial potential. Build them and throw them away. Creativity
requires you to murder your children. If you are so enthralled with
your designs that you can't let them go, then you'll never have the
hard-bitten creativity of a truly good designer.
Meanwhile, keep building the intellectual foundations for your
creativity. There's no way you can compete with the formidable
creativity of a seasoned game designer, so for now, concentrate on
building your strength. Hey, even Neo couldn't take on Agent Smith
until he had spent enough time building the foundations of his skills.
Learn everything you can. Do not graduate without having examined every
bookshelf in your library; you'd be surprised what interesting things
you will stumble on in those dusty aisles.
Once you get out of college, don't rush into the games biz. Get a real
job at a real company and earn some money, but keep expanding your
education. You'll learn a lot about organizational behavior and how to
handle yourself in a corporate environment. You'll learn how and when
to stand up to your boss -- which is rarely, by the way. And you'll
prepare yourself to swim with the sharks when you do enter the games
biz.
But continue to work on games in your spare time. Build lots of
different games go-karts, trying out each one for its handling, its
speed, and its other characteristics. Once you've gotten six or ten
games built, you might want to think about putting together a
substantial project, but still on your own. Recruit a few like-minded
folk to help you out, and build something really impressive. Show it
off to the world. Then you can use that game as your resume when you do
apply for a position in the games industry. If your game is good
enough, you'll get a job as an actual game designer, not some
dime-a-dozen minion. You'll still be a junior assistant to the
assistant game designer, but you'll be in the right place, and if you
work hard and do your job well, you might actually have a future in the
games biz.
I realize that this is not what you wanted to hear. What you want to
hear is a quick fix. Take such-and-such courses and you'll be
guaranteed a high-paid job with a big office, all the best computers,
and complete creative control. Sure, everybody wants that -- but nobody
gets it. Anybody who tells you that kind of story is a shyster trying
to get your money. The sad fact is that the pioneering days of game
design are over and it's now a big industry; nobody gets "discovered"
and turned into a superstar overnight. It's a long, long slog for
beginners.
You've got the passion, the energy, and the drive to make it happen --
do you have the strategic insight to plan for the long slog, or are you
going to rush in before you're truly ready?
Good luck, kid. I'm rooting for you.