[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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