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Future Game Coders - Online Education or College?

Posted by Cliff on Tue Mar 27, 2007 06:30 PM
from the a-fork-in-the-road dept.
An anonymous reader asks: "My cousin is about to graduate high school and wants to enter the game industry. I told him to get a day job (possibly as QA in a game studio) and get an online degree like DeVry's Game and Simulation Programming degree or The Art Institute of Pittsburgh's Game Art & Design degree. I have a BS and an MS in Computer Science, and I've only found what I learned mildly useful for my game programming hobby. Should he suck it up and get a 4-year degree, or is taking online courses focused on game development the way to go? Has anybody gotten one of these degrees and done well for themselves?"
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  • That's ridiculous (Score:5, Insightful)

    by Hawkxor (693408) on Tuesday March 27 2007, @06:40PM (#18509459)
    A 4-year degree is better than a fake degree
    • Re: (Score:3, Insightful)

      Yes a 4 year degree is very important and shouldn't be blown off. But one thing thats equally important as gaining knowledge, is being able to use that knowledge. There are allot of professionals out there with BS and MS degrees that are quite useless. Knowledge isn't everything, the most important thing to have is ability to use what you know. So if you are capable of using what you know then definitely shoot for at least a BS degree from a state college.
  • by SyniK (11922) <tomNO@SPAMgamerzday.com> on Tuesday March 27 2007, @06:41PM (#18509467) Homepage Journal
    If he will love game programming for the rest of his life, skip the 4-year degree.
    If he might want to change to something else later, say outside of computer programming even, get the 4-year degree.
    • He already has BS and a MS so either option is moot for the future. He needs to learn new skills quickly so either on-line or one-off college course from the university. I would recommend the later just in case he does want to get another degree.
        • in which case he should get the 4 year degree.

          the 4-year degree is more about improving yourself as a person and learning how to learn than it is about training for a specific career. An added bonus is that it looks significantly better on a resume than a "fake degree"

          Go to college, have fun, major in what you find interesting (you may discover you dont really want to be a game programmer at all and instead love cell biology...who knows) and take classes that will allow you to branch out in different directions (learn how to code...take a microeconomics course...make sure you can write well...do all of those and you will be fine no matter what you want to do)

    • Just posted to remove my "overrated" moderation which wasn't meant for you.
    • I don't think college is something you should skip if you have the chance to go. It's four years when you learn more than just a skill set. You make friends that you'll have for the rest of your life. He might meet a special lady friend there. You become interested in things you never thought you would. There's nothing than can compare with the college experience. Plus, if he really loves video games that much, he can teach himself what he wants to know during his free time. The fact is though, for t
  • by Shados (741919) on Tuesday March 27 2007, @06:42PM (#18509487)

    Unless the university totally sucks, a computer science degree contains most of the important stuff for game development: maths, maths, applied maths, more maths. Did I mention some math? Oh, and some system programming.

    In the end, thats all what games are about.

    I didn't check by myself, but my girlfriend who goes to CMU told me they have a graduate program for game programming thats fairly popular with EA too I think, so then one can kill 2 birds with one stone: have a fairly decent CS degree, and game specific education, with a potential big name having you in their line of sight as soon as you graduate... Its almost a flawless plan, if it is true.
    • Being a game programmer for EA is like being an animator for Disney. You're a temp that they'll use up and throw away.
    • You don't need a lot of math in game programming. Just some linear algebra (up to eigenvalues and eigenvectors) and analytic geometry. I've learned these things when I was at school, it's not hard at all.

      Well, if you want to implement a physics engine you'll need some tensor calculus and differential equations. That was covered in a single year at my university (I don't remember if it was the first or second year).
      • Thats already more math than 99% of other programming related jobs :)
      • And if you want to implement AI? What if you're working for a company that isn't interested in last years' games, but next years', which might feature fluid simulation or something? And what about the next generation of multi-core CPUs where locking will be so expensive that you'll need to start using lock-free programming?

        It might just be me, but I would not hire anyone who deliberately learned as little as possible, to do only just what was required to do last years' job.

        The best favour you can do you

        • What kind of AI? Image-recognition or bot-like intelligence?

          I've worked in image recognition field, it doesn't really need much math too. Intelligence of game bots needs even less math.

          As for parallel programming (BTW, one of my favorite languages is Erlang) - you don't need math at all for it. You do need a good knowledge of CS, but it's not university math.

          But you might just like math :) I still read new books on mathematical logic even though I don't need it at work.
          • For the record, I'm specifically talking about a general computer science education, with maths. Now read on...

            Intelligence of game bots needs even less math.

            No, it doesn't, but how can you make an informed choice between two path-finding algorithms? No, you don't have to have seen and analysed them both before, but you at least need to be able to do the analysis.

            As for parallel programming (BTW, one of my favorite languages is Erlang) - you don't need math at all for it. You do need a good knowledge o

      • Re: (Score:3, Informative)

        You don't need extremely high level math, but the further you go with it, the more likely you are to be able to retain and apply the basics in appropriate situations. A 2 year certification program generally isn't going to cover much university level math at all. When it comes right down to it, you could learn almost anything on your own without a degree, but if you have the skills for it, just get a real degree and make yourself employable.
  • My advice (Score:2, Interesting)

    Get the dayjob being a game tester, see how demanding and unlike playing games working in the field really is, and then go from there. Granted, it looks and sounds fun, but for every person who's bragging about how cool there job is there's probably a horror story to match it.

    There's no real need to rush to college or start paying for speciality education right out of highschool. Make sure you like the smell the roses before you want to grow them.
  • by eric76 (679787) on Tuesday March 27 2007, @06:44PM (#18509503)
    He will have far greater options with a regular degree.

    An on-line degree is unlikely to open the doors that a degree from a regular college or university will.

    Even from a regular college or university, the choice of the school can make a big difference. Years ago, I sent in an application to one company in New York City but never heard back. I mentioned that to someone who was familiar with that company. According to him, it is nearly impossible for anyone without a degree from an Ivy League School to get any kind of development job there.

    So the choice of school does matter. A degree from an on-line school won't open near as many doors as from a regular school.
  • by PhrostyMcByte (589271) <phrosty@gmail.com> on Tuesday March 27 2007, @06:48PM (#18509545) Homepage
    College is there for four things:
    a) to further prepare you for a professional working life.
    b) to give hands-on training with hardware you couldn't afford at home.
    c) for people who can't learn as well on their own.
    d) breaking into a career that heavily depends on diplomas.

    Ask your cousin if he needs any of this, and he'll know his answer. D is definately a hurdle for programming jobs, but it fades as you gain experience to vouch for your skills.
    • I don't think (b) is quite right. College CS programs tend to have the same desktop/windows/visual studio setups as anywhere else. The unix machines (if they even have them) are probably donations of obsolete hardware, stuff you could get on ebay for $500.

      a, c, d and right on the mark though.
      • Re: (Score:3, Insightful)

        I was going to agree, but I just got access to my school's supercomputer today. If you're fortunate enough to go to a school with good computing resources, there are many opportunities to play with some really incredible machines that you'd probably never get access to in any other way.

        (Of course, my first thought when logging on and noticing that I currently had the whole system to myself was "is there really anything I'll need this much power for?")
    • You forgot the substance abuse, and hopefully getting laid.
    • by GT_Alias (551463) on Tuesday March 27 2007, @09:25PM (#18510669)
      I think "friends and networking" deserved its own bullet point (unless it fell under A). I wouldn't have imagined I'd maintain some of the contacts I have to-date, and they've led me to opportunities that would have been difficult to come by otherwise.
  • Begin shameless plug:

    Rensselaer Polytechnic Institute just got their new Games and Simulation Arts and Sciences program out the door--your son can get a four-year education in Game Design with one of five concentrations, or elect to take a dual-major or dual-degree with GSAS and a more traditional major like CS, Psychology, or something else.

    I'm a freshman at RPI and I'm not planning on transferring into this program, but I am planning on taking a minor in Game Design Studies, which has been available
  • I work in the industry (art side, not code side), and I can say that at the end of the day it doesn't matter where you got your skills, as long as you have them.

    We've got coders who are self taught, coders from 4 year programs, and across the spectrum in between. I would mainly suggest NOT going to DeVry or a vocational program like it. They don't offer a very strong foundation or practical projects to learn on. Go to a local community college and start working on mods if you want the cheaper/faster approac
  • A few points (Score:4, Insightful)

    by subreality (157447) on Tuesday March 27 2007, @07:01PM (#18509669)
    Coding games as a hobby and working in the games industry are *vastly* different experiences. If he's hoping to find a career doing what you do for a hobby, he's in for a rough time.

    Vocational education will teach him how to code. A college education will teach a much broader range of things. Note that the games industry isn't all about coding, and if/when he gets sick of it, the college degree will be applicable to a much wider range of jobs.

    I'd suggest that he intern at a games company for a little while and see if it's really what he has in mind. And if he thinks it is, then he can choose between learning to code and learning a broad range of skills, depending what he sees himself doing there.
  • Better solution (Score:5, Insightful)

    by Overzeetop (214511) on Tuesday March 27 2007, @07:04PM (#18509707) Journal
    Rather than spending four (or more) years in college up front, perhaps a better choice would be to get into the lifestyle for 6-8 months first.

    I would recommend 8-10 cups of strong coffee per day, so that he can stay up writing code for 12-16 hours, 7 days a week (start slow - 10x6, then work up to 16x7). Not fun code, but really mind numbing stuff. Get a good test project, then let him go at it. Figure a good project might be 4-6 weeks long (say, 500-600 hours of programming). When he gets about 75% of the way through - ideally when he starts seeing the light at the end of the tunnel - change the specs. This will be hardest for you, as you'll need to phase the changes so that there are 2-3 new things that need to be incorporated each week, plus 2-3 things that will need to be rewritten. Make sure that you throw in the rolling-rewrite or two - somehting he's already rewritten that "needs" to be changed...again. If you're certain he's not saving old code, do a re-set once in a while to make him re-code something he's deleted as not needed anymore.

    If he's not a slobbering idiot in 8 months, he'll at least be ready to save yoy a year's worth of tuition by taking 22-24 credits per semester. And you'll know he can hack the EA deathmarch. Well, at least until he has a family.
  • by badboy_tw2002 (524611) on Tuesday March 27 2007, @07:24PM (#18509857)
    ...and regularly hire programmers. The job interview generally goes pretty much like any other engineering position. If he wants to code, he needs to know how to code. Don't know how to write multi-threaded code? Sorry, no job. Never heard of a pointer? Don't need you. That's not to say a four year program is required, we've hired people from game schools as well. Generally they have a background in CS (working in IT, another BS, hobby programmer) that has given them exposure to hard programming topics. I've found that in general game college doesn't give you any real rigorous CS training, and if you want to be a programmer its no different in this industry than any other.

    Oh, and QA won't help you get an engineering job. It will take time away from school. Better off spending that time writing a demo or something, as that would be more impressive than saying how you tested X and thought Y would be a better way to do it.
  • I could just say "specialization breeds weakness", but I'll actually give a little more this time, I think :)

    The usefulness of a 4 year degree is obvious - although game dev is gaining more and more cred, I would wager that many non-gaming businesses would hesitate to hire someone with a gaming degree (you don't always get to jump right into your ideal career, in many cases). Beyond that, the experiences from a good 4 year program are more than just learning how to make games - think of it like Public Sc

  • by MaineCoon (12585) on Tuesday March 27 2007, @07:40PM (#18509973) Homepage
    I've been programming video games on for about 9 years now, with many shipped commercial titles on various platforms.

    For the love of god, get a real degree. "Game" degrees are useless outside the game industry, and a joke and target of pity from within the industry.
  • The longer and harder the degree, the more someone will believe you can learn and do work, in a very generic sort of way. If his vision of a career in games is working for someone else to make their games, then this is going to have an upside. So spend as much time and effort as possible; it's all about sending a message.

    If he wants to make games and isn't thinking in terms of working for someone else, then top priority is to start writing games. Right now. If that's the way he wants to go, then CS may

  • How can you be a game dev without the calculus and linear algebra? The fact that you haven't used your CS degree simply means that your job may be outsourced soon. Computer science is a degree in applied mathematics; Mathematical logic, Number theory, Graph theory, Type Theory, Automata theory, Computability theory, Computational complexity theory, Quantum computing theory, Analysis of algorithms, Algorithms, Data structures, etc... A real computer science degree will not, and should not, teach you about pr
    • Re: (Score:2, Offtopic)

      Warning, this is a little offtopic.

      No, just no. While Computer Science is definately extremely useful, and many jobs (like game development) are nice bets for it, saying that a CS degree should not teach you about practical programming because you can pick that up on your own is insanity. CS Degree should not focus on programming, that is correct (it should have a little bit, since it is applied math, but not much, you are right).

      However, practical programming also is taught in school: its called software e
    • Methinks the person more likely to suffer an imminent outsource related surprise is you, not the original poster.

      Having worked in several organisations who've used outsourcing, the first ones to go are usually the ones with the technical, day to day programming skills while the ones who remain are the ones who understand the business processes. Hell, I've got a CS degree from a good university. Big wow. You know what? I've barely used any of it since I graduated. Have I ever been, or do I consider myself i
  • By which I mean, clown college. As we all know, offshored humor is just not funny.

  • I'm about to finish a BS in Computer Engineering. I just landed a programming job at a fairly prestigious game company.

    I think the 4-year degree is the way to go, assuming you are looking at a programming career path. Here's why:
    • Game programming is hard. You need to be a first-class programmer (seriously), and I think the DeVry's degree would put you at a disadvantage.
    • The game industry has a bias against online degrees (because of the above).
    • The game industry often pays less than other software j
    • Actually V&V, or non-auditing SQA is a reasonable path to becoming a programmer, since, if done right, the meat of V&V work *is* programming.

      That said, game programmers are, as you say, underpaid, and I'd only assume it is worse for game testers.

      My advice would be to stay well clear of the game industry altogether.

      But to think of it another way, being a game programmer is a reasonable path to becoming a well-paid, professional programmer. It just won't happen while you're actually writing games. Gam
  • Why? Because with a real college degree there will be very little question about his ability to learn something new. Or the ability to fully understand and comprehend a problem. Critical thinking and full problem analysis are skills that are only really developed at a good university. Sure you can learn a computer language on your own and learn the current tricks of the trade outside a university setting. But, if that is the case, you will only ever be a code monkey writing some sub function or routine. You
  • (if anyone answers : )

    How hard is it to get into the game development field for a programmer who has done 15 years of programming, but not game programming (for example in my case: desktop and web development (2/3rds desktop development) doing all sort of languages (my strongest being, these days, C#, C++, and (unfortunately, and outdated) VB 6). Have a 4-year Computer Science degree from University of Tulsa (got it in 93) and been programming ever since.

    I was curious on the feedback (if at all to my q
    • by namityadav (989838) on Tuesday March 27 2007, @07:03PM (#18509697)

      It isn't 1984 anymore. There is nothing new in video games to warrent actually having a computer science degree..
      I can't stress enough on how nonsensical this statement is. I find statements like, "There's nothing left here to research" very silly.
      Please note that the questions is about "Game coders", not about music developers or graphics developers. The reason it's better to educate yourself in Computer Science and Software Engineering is because you want to be a scientist / engineer, not a mechanic. Game programming is still programming and has all the requirements (In fact, at times more challenging requirements) as any other sort of programming. And don't we all keep telling college kids to focus on the "Science" aspect of "Computer Science" for the long run benefits?
      A Compsci degree will train the student to think in an analytical way to solve problems and understand the mathematical background of games. While a game design specific degree will train the student to follow an already defined path (Which will get obsolete in a couple of years anyway). A computer science student will be able to handle all problems technical or otherwise reasonably well. Game programming is a complex field. Not having thorough understanding of maths and computer science can only produce average-at-best programmers. In fact, in some cases, even maths and physics graduates will be more valuable to a game programming task than a game design degree holder.
      For now, knowing game programming doesn't mean that you understand computer science. But the other way round is true (To some extent).
      • Best of both worlds. I can get a BS in "computational media" and some extra stuff then stay for another 5 semesters and have a MS in CompSci. I can try the games industry and if it proves I'm not cut out for it or I don't enjoy it as much as I think I will I can go somewhere outside the industry and get a job that will do me well.
    • You are simply wrong. Why do you think that game coders lament the fact that everytime we start a new game, we reinvent the camera? [slashdot.org] Hobby coding is just that, a hobby. It's totally different than doing it professionally.

      I'll give you a hint, it's not because we're reusing the stock engine for the game we just finished, or any other stock game engine, for that matter.

      As for the original question, get a four year college degree. Good fundamentals are the most important thing I care about when looking to hire
    • by JFitzsimmons (764599) <justin@fitzsimmons.ca> on Tuesday March 27 2007, @07:30PM (#18509895)
      As someone who works at simply modding other people's game engines, I can easily say that you have no idea what the fuck you're talking about. Games aren't just about having an engine that you can simply throw assets at and run off the assembly line (well, EA may think so). Coding is an extremely important part of game design. Even if I were to agree with your point, SOMEONE has to make these engines that you speak of.

      Depending on where you'd like to go with it, you may or may not require a computer science degree. If you're looking to get into the hardcore parts of engine design then computer science may be for you. There's an awful lot of complicated concepts required at that level, both in terms of application design, and mathematics. For 3d engines you need to know a good deal about 3d vectors, matrices, quaternions. If you're looking at programming AI then you've got to have not only a solid foundation of understanding the mathematics of the engine but also AI's own fun programming style, such as finite state machines, and graphs (especially with respect to pathfinding), just to throw a couple of the more popular AI paradigms out there.

      On the other hand, if you're just looking at doing game logic code, which is still vastly important to a game (since it handles the details of gameplay), then CS might not be as important. A strong foundation in programming and at least an understanding of some of the topics stated above is an asset. As a modder, this is where I stand now. My education isn't complete, and I simply don't have the time to be fiddling around with creating my own engines or modifying those that already exist.

      Game logic includes things like defining how items are stored in a player's inventory, building the bridge between the inventory UI and the inventory in memory, how enemies are spawned, the interaction of agents with the environment, etc. While some may describe it as being more "menial" (i.e. some may claim that there is not a lot of challenge when hooking up an interface with an API), I would say that game logic is still highly stimulating and provides a good degree of challenging problems to be overcome. While engine designers may be making interesting innovations in the world of graphics and physics, the logic coders are the ones making interesting innovations in the world of gameplay. To pull a quick example, Gears of War's "active reload" is something that is handled by game logic and not the engine, and I consider this to be at least a little innovative.

      To further a counter-point to parent, the Doom 3 engine was licenced to Human Head for the production of Prey. Human Head did not simply have a team of artists that put assets and maps into the engine until they had a game. There was still a vast amount of change that needed to be made to the engine and the game code to handle the new things that happened in Prey. Portals that could be shot and seen through, anti-gravity, the ability to leave your body, etc. all did not exist in Doom 3. These had to come from somewhere; the coders from Human Head, that worked on a pre-designed engine. "Completed" engines do not preclude programmers.

      From an employment standpoint, I can offer no advice. I have never been employed at a development studio nor have I applied.
    • Perhaps the original poster of the article wishes to set up his own game company - it certainly is possible in the UK. Put together your own team (find some entry-level animators/artists and put together a game engine demo to show to publishers).
    • Re: (Score:2, Informative)

      Total BS. The staff on most games is about 40% engineering. There are more artists per title than programmers, but the programmers make more money. I know because I work as a Rendering Engineer for a game company.

      Programmers are needed to do everything from writing the code to optimize a mesh's index list for the GPU's post-transform cache, to writing blinn shaders, to making sure that the sliders work in the game so that the artists can work. The visual quality of a game depends on both artists and engi

    • by UnknownSoldier (67820) on Tuesday March 27 2007, @09:37PM (#18510759)
      As someone who has worked on PC, PSX, PS2 games, and currently a Wii title, you're talking out of your @$$, because not everyone works for EA, THQ, etc...

      Here's WHY you want a 4 yr B. Sc. degree:

      * You will be exposed to the breadth of comp sci. Games are one of the few applications that require you to know a little of EVERYTHING. Specifically:
      • hardware (timers, interrupts, input),
      • math,
      • graphics (and why and where you need to use the various "cheats/hacks" such as simulating a stencil buffer with alpha, etc.)
      • audio,
      • real-time computing,
      • networking,
      • compiler optimization (i.e. why you need to know asm, so you can see why gcc sucks so bad generating bloated STL code, and replace it with your own...)
      • memory management
      • audio
      • AI
      • scripting & language design (i.e. ok, LUA doesn't suck so bad now, now that I've replaced it's memory management...)
      • software engineering (knowing the trade offs of various designs)
      • optimization (standard speed vs flexibility)
      • database design and management (including file formats), and last but not least,
      • User Interface Design.

      If games sound a lot like an Operating System, it is because they practically are!

      * Sure some of the classes you will never use again, but at least you'll have the language and the background to know WHEN you should choose one algorithm over another, and the pros/cons of each. i.e. static arrays over dynamic lists, etc. Learning big O notation will help in this.

      * YES, you probably could be be a great games programmer without a degree, but it's hard to prove it without experience. To get experience you have to demonstrate you have the knowledge. (classic chicken-egg) That piece of paper shows that at least you
        a) understand the basics, and
        b) were committed to finish getting it.

      * Lastly, don't get into game programmers for the money. The pay stinks, & the are hours long. (BOO Crunch Time). Only the crazy ones survive in this industry (avg turn around time is There is always something NEW to learn, especially when the "next-gen" consoles come out. (Usually scratching your head at trying to figure out how to best make efficient use of the hardware)

      Cheers
      • sorry, last paragraph got munched....

        * Lastly, don't get into game programmers for the money. The pay stinks, & the are hours long. (BOO Crunch Time). Only the crazy ones survive in this industry (avg turn around time is less then 5 years before jumping to another industry) because we eat, breath, and live code, and like constantly being challenged. There is always something NEW to learn, especially when the "next-gen" consoles come out. (Usually scratching your head at trying to figure out how to
      • Even wrong can be interesting. I've learned a lot from this thread- turns out code reuse isn't as prevelant in the gaming industry as it appeared to be to me (I happen to be the type of person who HATES First Person Shooter games- and DOOM3's engine seems to have taken over 95% of the gaming industry).