[game_edu] placement rates (was Introduction - Sheri Rubin)

Darius Kazemi darius.kazemi at gmail.com
Tue Sep 22 17:58:59 EDT 2009


I think the answer is, "If you care about placement rates, you're doing this
whole 'education' thing wrong." But hey, that's my two curmudgeonly cents :)
-Darius

On Tue, Sep 22, 2009 at 5:54 PM, Dan Carreker <DanC at narrativedesigns.com>wrote:


> Baylor,

>

> I think you have some great points here.

>

> USC has a 49% placement rate? (making sure I understand you correctly)

> Does anyone have any other data on placement rates? I'm giving a talk

> soon on how to choose a game design school and I'm sure this question will

> come up.

>

>

>

> Dan Carreker

> www.NarrativeDesigns.com

> "If I had only six minutes to live, I wouldn't brood.

> I'd type a little faster." - Asimov

>

> ----- Original Message -----

> *From:* baylor wetzel <baylorw at gmail.com>

> *To:* amenezes at imagecampus.com.ar ; IGDA Game Education Listserv<game_edu at igda.org>

> *Sent:* Tuesday, September 22, 2009 2:45 PM

> *Subject:* Re: [game_edu] Introduction - Sheri Rubin

>

> >In the end, we are training future customers for these

> > companies and it would be wiser to consider us as

> > partners, not customers, don't you thnk?

>

> i realize i'm going to seem like a tremendous jerk, but i'm not sure that

> it is a real partnership. Probably the top issue our school is facing is

> placement - most of our students just aren't getting jobs with game

> companies. This situation is true for most of the game schools i know of

> (USC's GamePipe, based in LA next to 49% of all North American game jobs,

> being the big exception). i don't think my school has a lot of leverage with

> game companies and although i wish they'd give us licenses for old games,

> snippets of source code, free (or cheap) copies of Unreal 2007, etc., i

> honestly don't see any reason why they should

>

> It's also worth noting that publishers aren't developers and developers are

> often very, very small and frequently go out of business, so setting up a

> relationship with most is fairly difficult. Many of the people they hire

> aren't people with game degrees, they're friends and talented people

> (probably without a degree) who send in a fantastic portfolio. Maybe they

> should hire someone different (although there's a good argument that they

> shouldn't), but they don't. So what's their incentive to take the (not

> insubstantial) time to manage relationships with game schools, especially

> given how many have popped up in the last few years (the growth in the

> number of game schools has been truly dizzying)?

>

> We use cheap tools (Flash, Torque, the level editor in Unreal 2004) and not

> very cheap educational versions of tools such as Photoshop and 3DSMax. If we

> want to show them "classic" games, we show them movies and screenshots of

> them (asking a student to invest 40 hours per game to find those classic

> bits like the bathroom scene in Deus Ex or the low int dialog option in

> Fallout is fairly unrealistic) or, to study concepts, we make our clones. As

> much as we wish we could get Mudbox, a motion capture system, the source

> code to Half-Life and unlimited free copies of Monkey Island, we'd be happy

> with just the game companies showing up at our career fair

>

> -baylor

>

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