[game_edu] Brenda Braithwaite's game_edu rant at GDC

John Hopson john.hopson at gmail.com
Fri Mar 4 11:46:26 EST 2011


(delurk)

+1

Erin's exactly right about the rising level of applicants. My company is currently looking to hire a couple of games user researchers, and the quality of entry-level candidates we're seeing is phenomenal. Between the general maturation of the field, improved games education (thanks, guys!), and the general economy we're getting some very impressive resumes even from new graduates.

I get it that Brenda's rant may not be literally true, but it's still really good advice. If a design candidate wants to stand out these days, programming is a really good way to do it.

(relurk)


On Mar 3, 2011, at 9:45 PM, Erin Hoffman <erin.n.hoffman at gmail.com> wrote:


> Just a quick second perspective from a working game designer who lurks on this list (apologies if there were already replies from others)...

>

> Being a game designer without being able to code is a bit more like being a painter without ever learning color theory. You can get along without it, there are entirely self-taught people who sort of reverse engineer things -- you're just at a significant disadvantage. And with the number of students who want to get into game design today, that is a very serious and potentially game-changing disadvantage.

>

> A secondary disadvantage beyond the hampered ability to design feasible systems and communicate those designs to engineering (and, VERY importantly, convince them that what they think might be impossible is actually possible!) is that you are reliant on other people both to speed up your learning (to see your designs in action) and to express it in a portfolio. I get great resumes from college grad candidates these days who have flash games they've made entirely themselves and show very clear windows into their design ethic and thinking that just put them far ahead of other applicants of the same level.

>

> Thirdly, having taken the time to learn some programming -- and she doesn't say a full CS degree is required, just that it sure wouldn't hurt -- shows dedication to the craft. It shows seriousness and maturity about what is involved and good common sense about the challenges they'll encounter. CS lower level classes also should teach logic and creative problem solving -- both of which are the better part of making it as a game designer. Coding is definitely a key piece of well-roundedness in a design candidate. Can a person get by without it, even at entry level? If they are VERY exceptional, perhaps -- but especially when they're coming out of college, it raises questions as to why they would leave out this part of their education that is so intrinsic to the creation of videogames. The game industry is still fast-changing and volatile enough that the people who make it tend to be those who are willing to get their hands dirty and do what it takes to get a project done, even if it's against their core interests.

>

> Lastly, I have also been watching IGDA GDC student scholarship applications for about the last five years and have seen the steep upward ramp in achievements of applicants. The base college grad education set from the top tier schools is WAY more competitive than it used to be. This is great, but it's also what students are up against.

>

> I hope you are all encouraging students interested in game design to learn to code...

>

> --Erin

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