Getting into the Game Industry

Getting into any industry requires a skill-set applicable to the job you want at the very least. When it comes to creative industries things get complicated though, it’s not just get the skill get the job; sometimes you may not have a skill but land the job for other reasons. This makes giving advice (and getting it) hard to do in the games industry.

One thing that keeps getting mentioned by people I talk to who work in the world of gaming have done so by making games. It sounds obvious but it cannot be overstated how important actually making a game is. Go make a board game, a quick and dirty flash game, make a live-action game.

A finished (or almost finished) game shows that can you can convince of an idea and make it happen, and hopefully make it fun.

Now go make a game!

You probably aren’t making a game right now. Lucky for you since Brenda Brathwaite and Ian Schreiber have gotten into the games industry and they have shared their advice in book form, here’s an excerpt:

Question: Lots of stuff I learn in school seems like it has nothing to do with actually making games for a living. What classes did you take that were the most useful on the job?

Ian: In other words, you want to know what you should pay attention to, and which classes you can safely ignore or sleep through. If you are just taking classes to get a piece of paper, or if you are the kind of person who tries to do just the bare minimum to get by, you will probably not enjoy working in the game industry. It’s an industry where you are expected to be passionate and go above and beyond the minimum on a regular basis, so this would be a good time to consider a career change.
But that’s not what you want to hear. You want to know, with so many subjects competing for your attention, where do you put the effort so that your time is used the most effectively?
First, whatever your major is, concentrate on the core classes that form the major requirements (art classes for artists, computer science classes for programmers, and so on). This is your primary competency, so you want to be competent. That much is obvious.
Second, pay attention to the classes that are relevant to other fields of game development. If you’re a programmer, take art and design and audio and production classes if you can find them, for example. This gives you an appreciation for the work that your teammates do, lets you speak and be understood even across departmental lines, and lets you do your own job in a way that makes things easier and more efficient for the rest of your team.
Third, pay attention to your electives that seem like they have nothing to do with game development. Sometimes they are shockingly relevant if you just look at it the right way; a class in World History might seem useless until you find yourself working on a historically-based game, for example, at which point that history class suddenly becomes the thing that gets you hired. The more random little tidbits there are about you, the better your chances of accidentally falling into the perfect position.

Read the rest at Game Career Guide.



August 30th, 2011 by Adam

Games to Promote Nonprofits

I’m an advocate for using games and play in new spaces that they are not traditionally used. Over at the Nonprofit Technology Network there’s an article on how nonprofits can use video games. Essentially, it focus on using games as awareness tools, it’s a step in the right direction but I can’t help but feel that there is so much more that games can do.

How can nonprofits use game elements to promote their cause?

Gamers are already helping tackle real-world problems, just by playing games. 57,000 gamers have outperformed supercomputers in the task of folding proteins in new ways that could lead scientists to cures for Alzheimer’s, cancer and more. And 19,000 players have helped improve food security, increase access to clean energ,y and end poverty in more than 130 countries with EVOKE, an online game created for the World Bank Institute that’s resulted in real-world solutions for key problems.

Read more at nten



August 29th, 2011 by Adam

Slavoj Zizek: Catastrophic But Not Serious

Slavoj Zizek gave a talk at CUNY and Fora has it online, which is pretty handy. It’s a good lecture, if a little long (I suggest skipping to about the 10min mark), that covers quite a bit.

Zizek goes into our relationship with nature, the material and immaterial world, and how it relates to politics and religion. Definitely a good lecture!

It gets me thinking about how do games fit into his understanding of authenticity and what the meaning of games actually is (if anything).



August 27th, 2011 by Adam

Escape From City 17 – Part Two

After two long years of waiting the minds and talent behind the first Escape From City 17 comes part two:

The original:



August 25th, 2011 by Adam

Challenges for Faculty and Students

Being a student is tough, just ask anyone finishing the Bachelor’s, or Master’s degree (PhD students are born for this stress so they don’t count ;) ).

Being a teacher can be just as stressful.

On the teaching side of education staying ‘in touch’ and relevant to students is always a challenge. Not only does the knowledge about the discipline being taught change over time, so does culture. Indeed, culture changes a lot: take a look at the famous (or is it infamous) annual Mindset List from Beloit College. Here’s news coverage of the 2010 release.

The Chronicle of Higher Education have compiled a similar lists for students – The Mindset of Faculty. So students you have more to study!

Speaking of studying, here’s what really stress out students:

Stressed Out Students



August 25th, 2011 by Adam
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