[game_edu] placement rates (was Introduction - Sheri Rubin)
Johnnemann Nordhagen
jnordhagen at gmail.com
Wed Sep 23 13:06:34 EDT 2009
I'd be curious to see the source of those statistics - are you sure it was
LA specifically, and not California as a whole? The San Francisco Bay Area
is also a big games center - larger than LA, I think, with LucasArts and all
its spin-offs, Sony, Capcom, Konami, and of course EA. Seattle might also
be up there, with MS, Nintendo, and Valve, plus a handful of others.
On Tue, Sep 22, 2009 at 3:01 PM, baylor wetzel <baylorw at gmail.com> wrote:
> >USC has a 49% placement rate?
>
> Oh lord no. i was at their last demo days in May and from listening in the
> hall, it sounded like everyone had multiple offers. i watched give people in
> a row turn down an executive from a particularly well known MMO that my
> students would have killed to get into. i'd be surprised if their placement
> rate wasn't near 100%
>
> The last statistics i saw said 49% of all game jobs in North America are in
> LA. 18% are in Austin and then a handful of cities (or North Carolina) had
> the majority of the rest. Games jobs, like Hollywood jobs, are very
> concentrated geographically. My school, in the midwest, has a hard time
> getting companies to visit us (especially in Winter), which is perhaps why
> we've had 40-50 of our students at the last 3 GDCs. LA, on the other hand,
> has game companies everywhere, so it's less of an imposition for their staff
> to show up at a local school
>
> Location isn't the only reason USC's program places so many people (from
> what i can tell, it's actually a pretty good program), but it certainly
> helps
>
> -b
>
> On Tue, Sep 22, 2009 at 4:54 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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