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RadioactiveMicrobe

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  1. The main reasoning behind his suggestion was that the SE program here kind of fast-tracks you through the language and such, and then throws you into the security and database courses early on. Once that's done, it's mainly focus on developing larger systems and management software for corporations. Right now I'm in a course where we spend the semester working on an air-travel agency program, developing databases of airports and flights, managing them and parsing them, all while using an agile development method. He said that since there's such a focus on those aspects, it's not particularly good for game development, since the program actually discourages students from taking the courses for graphics, openGL, etc. I've attached the three curriculums (CS has a CT and CIS emphasis) What I'm really worried about is the whole senior project taking up so much time, and not being a game. I mean as of now, I'm usually going to class at 9, and working until 10pm every night. So fitting in time for my own game dev stuff is near impossible.
  2. So I'm a sophmore with an SE major right now. Recently, I was told by an academic adviser that I shouldn't be pursuing a software engineering degree, but rather a computer science degree if I plan on going into game development. He explained that the SE degree's focus doesn't apply to any game development, as far as this college is concerned. This obviously came as quite a surprise to me. I'm getting conflicting answers from all professors at my university over which would be better for game development. Does anyone on here have any advice? I can post the curriculum for each major.
  3. Well, after some searching around, I found out that among software engineering schools, UW Platteville ranks among the top 10? That certainly surprised me, and it's quite a bit cheaper than Digipen or U of W. Anyone know anymore with Platteville?
  4. [quote name='Tom Sloper' timestamp='1351109402' post='4993531'] What did Digipen say when you asked them this question? [/quote] Well, you got me. I haven't really talked to any colleges. I really have no idea what I'm doing with that. My high school hasn't really told me anything about that, so I've been just kind of winging it. [quote name='Tom Sloper' timestamp='1351109402' post='4993531'] 2. By "mainstream market," you mean casual/social games, I take it? [/quote]Not necessarily social/casual. What I mean is that right around that time is when the game industry itself became more mainstream in the eyes of the public. Like, nowadays, games have become a lot more acceptable media of entertainment than about 8-9 years ago. So naturally the industry changed a lot and evolved, which lead to the influx of the casual/social games we see today.
  5. [quote name='Ravyne' timestamp='1351102879' post='4993496'] As a Digipen grad myself (now several years ago), I will say that there are both pros and cons to going the Digipen route. But first, a detour. Just like there are little-c colleges (e.g. University of Middle-of-Nowhere) and there are big-C Colleges (MIT, et all), so too are there game schools and Game Schools. little-g game schools are places like Devry, as-seen-on-TV schools, and other such degree-mills. Big-G Game Schools are a category occupied by, IMHO, Digipen and games/multimedia-focused programs at Universities such as the Guildhall at SMU. Then there's FullSail, which occupies a weird sort of middle-ground, not poor enough to be called a degree-mill, but not up to the level of a University or Digipen, either. End detour. Pros:[list] [*]Structured, hands-on environment (4+ game projects of increasing scale/complexity). [*]Surround yourself with passionate, like-minded individuals. [*]Focus on C++ (Don't limit your world-view to C++, but many programs offer no hands-on C++ at all) [*]Deep dive into stuff relevant to game development. [*]Some really great instructors. [*]Engaging coursework. [/list] Cons:[list] [*]The degree is less portable, most hiring managers have no clue what to make of it if they're outside games or entertainment. [*]Somewhat shallow coverage of some traditional CS coursework (Operating Systems, Compiler theory, etc) [*]Little exposure to topics well outside of game development methodology (e.g. Functional programming) [*]Limited interaction with people outside the gamer mentality (If you attend Digipen, I suggest making friends at nearby University of Washington) [*]Less opportunity to study or pursue other interests (few non-technical courses, no theater, sports, or practical skills courses, for example) [*]Male-female ratio of about 30:1 (better in the art programs, worse in the technical programs) [*]Some pretty poor instructors. [/list] Overall, I'm satisfied with my degree (though, at the time I got mine it was about 35% less expensive than now) and, despite being only an Associate's Degree, which they used to offer mostly as a means to those who had already graduated from a CS degree (I hadn't, but I had programming experience) it's served me well enough. There's a slight misconception that Digipen is completely devoid of teaching any theoretical underpinnings of computer science, and while its true that some of the more-ancillary aspects are given a shallower treatment than they might be in a good, traditional CS program, they still do introduce a fair breadth of topics and teachings. You're not going to write an operating system (well, the computer engineers probably do, actually), and you're not going to write a compiler (but you will perform optimizations on abstract syntax trees), but you will design logic and breadboard simple designs, study data structures and big-O analysis, learn how computer networks operate at low-levels, and lots of other things that you probably don't get at any of those little-g game schools. In the end, its really a question of location, expense, the teaching and peer environment you prefer, whether you're the kind of person who would prefer to cobble together games while at University, or to flesh out your CS theory while at Digipen, and whether the added portability and "safety" of a University degree is important to you. [/quote] Thank you so much for the information! [quote name='Ravyne' timestamp='1351102879' post='4993496']Male-female ratio of about 30:1 (better in the art programs, worse in the technical programs)[/quote] Had to chuckle at that a bit. But really, thank you for some first-hand advice on the matter. It really helps in getting an idea on what to expect for the programming aspect of the school. So it comes down to; A) Getting a strong game development background at the expense of shallow coverage of the traditional CS work and experience. (The benefit being the exposure to the game industry, making it easier to get yourself known.) B) Getting a strong software engineering background, then translating it to game development. (The benefit being that it has a bigger "safety net.") From what I've read on here, it seems that many agree that it's more effective to take option B. Am I right in thinking this?
  6. [quote name='frob' timestamp='1351097298' post='4993472'] The forum FAQ's entries on game schools still seems very applicable. What about them do you feel is outdated? [/quote]I just look at the post dates of those articles, and they were written in 1999-2004. Even in the articles themselves, they mention that the industry is rapidly changing, and how instructors constantly have to adapt the curriculum to suit the changing industry. Since these were written right around the very start of the explosion of games into the mainstream market, I assumed many of these points may be have been moot. I thought the general advice was helpful, but I wondered if the specifics about Digipen, and the quality of programs in other schools, were outdated. So generally, Digipen may not be the most... prestigious school for software engineering, and as long as whatever school I choose has a stronger background in Software engineering, I should be okay? If anything, maybe I can consider Digipen for my Master's, since Washington is somewhere I'd love to be.
  7. So, I know there's a similar thread a bit further down on the page about digipen. And I've read the material in the replies there, and, throgh they are helpful, were posted long ago, when the industry was much different (As even the articles themselves mention.) I've naturally been thinking about Digipen, since it's, you know, Digipen. I've been looking at the requirements for admission, and the requirements confuse me. For the BS in Game Design, it says I'm required to complete a summer sketchbook thingy. IS that reall something I have to do as someone who is interested in the software engineering aspect of game development? Looking over the requirements sugests that Digipen focuses more on the creative aspect than the technical. This got me thinking, is that something that is expected for top-tier programmers? To have a background in art as well? I don't know, I rationalized that this would make communication between programmer and artist easier. Basically, in today's industry, is Digipen really the best for someone interested soley in the programming aspect? Or is Digipen right in asking me to somehow acquire artistic talent?
  8. [quote name='ApochPiQ' timestamp='1320626746' post='4881218'] Permit me to throw out an analogy and see if it helps explain our replies a little better. Take a long rope and tie it around a pole stuck in the ground. Your goal is to stretch the rope from that pole over to a tree a little ways away. Now, imagine that your rope is not just tied to the pole, but also wrapped around the pole. Is the rope pointing in the right direction to get to the tree? You're still young. You have a little bit of education and some starter practice, which is good. But you're still coiled around that starting pole. You have to unwrap and start pulling on the rope to figure out if it's going the right way; right now, you can almost think of it as if it were pointing [i]everywhere and nowhere[/i] at the same time. Now, this shows that you're at least thinking about what direction to take, which is a good thing! But you haven't really moved all that far towards the destination. It will take a lot of time, experience, and life discipline to get there - a lot of pulling on the rope. I hope this doesn't sound discouraging; frankly most people your age aren't nearly as self-aware with regards to their futures, and that alone gives you a small advantage. But you're also up against some serious competition. Just as an example: there are people in the industry who, at your age, had already been programming for over a decade and published several of their own games, often for profit. It is not uncommon to hear of the upper-percentile game developers leaving college with more development experience than most people will have in their chosen careers by their mid 30s. And a lot of those people still find the competition in the industry to be fierce, and have to continue working for opportunities and advancements. As Telastyn noted, there's nothing [i]wrong[/i] with the plan you've described - but it's the same general approach that thousands of other people are taking, and it doesn't really set you apart from them. To get noticed - and to have a reasonably secure chance of landing a job in the business - you need to exceed even that standard. Yes, by comparison with most 17 year olds, you're ahead of the game - but on an absolute scale, there's a long road ahead. Personally, I get the feeling you can succeed if you really put your mind to it; so I hope this is more of a challenge to you to push yourself even harder, rather than a sign to give up :-) [/quote] Well, and I don't know if this is a blassing or a curse, nothing ever seems to work out, or go easily. (And I mean on EVERYTHING) Now yes, that kind of sucks, since it'd be nice to get a break on something for once, but it's also taught me to just deal with it, and get to work. What you've told me is what will get me to buckle down. I'll probably start looking at specifically game languages tomorrow, and get started on learning some basics, and advance from there. It'll me along, tough road, I know. But that is what life is, after all. Thanks for the replies, I'll get started by reading some stuff on here.
  9. [quote name='Telastyn' timestamp='1320597682' post='4881095'] [quote name='RadioactiveMicrobe' timestamp='1320549916' post='4880969'] All I'm asking is; do I have what it takes? [/quote] Dunno. Sounds like you could, but I must caution that's there's a lot of red flags raised. High school, and even local community colleges are not challenging. Top tier colleges and game companies are challenging. Just because you think you're hot shit in the minors doesn't always translate to the big leagues. A good work ethic, a good dose of self-awareness, some ability to learn on your own, and a big dash of tenacity are very important. In a few years you'll be faced with the awkward truth that knowing something is far less important than school made it out to be. [i]Experience [/i]is vital for programmers. Just a warning: I was pretty much in your boat. Had the 4.2 GPA in my junior year without studying; skipped my senior year and went to college. And y'know what? I wasn't mature enough to deal with that. I didn't have the work ethic needed to succeed at a competitive school. And while I've gotten to be a very good programmer since, it took about 6 years more than it should have. Knowing things is good. Having aptitude for programming is important. But just be aware that there's a bunch of other things that aren't necessarily obvious that go into making you successful. [/quote] Okay, thank you. I would just like to stress, that by no means do I think I'm ready to get into the big leagues. The basic question, which I suppose I should have clarified, was; Is this a good start? (I honestly don't know how competitive programming is) The basic plan is; get ready freaking good grades, and hopefully get a full ride scholarship. If not, take 2 years in some local college (or however long it takes to get the core stuff out of the way) then start moving up, and hopefully get into a competitive college for a Masters. Thank you for the feedback. Honestly, everyone always keeps praising me and figuratively toting me around on their schoulders , and it's almost refreshing for people to say that I haven't done anything yet.
  10. So, I'm a 17 year-old junior in high school who LOVES to play games. I know what many of you are thinking, "Yeah, well liking to play games doesn't mean you can make those games, kid." I assure you, I do more than that. I'm a junior in high school with a 4.175 GPA, and am enrolled in 3 classes at a local college this year. All relate to Software Engineering, (Entry level Computer Science, and some entry Software Engineering) After those classes, I'll have enough college credits to count for 2 semesters in college. I excel at Math and Science, getting A's with no studying required. Programming doesn't seem to hold any problems as well, I've learned basic HTML, Javascript, and the incredibly useful Visual Basic. I know these aren't exactly game programming languages, but nonetheless, a start. All I'm saying is, do the grizzled veterans here think that I can climb the ladder? You may be asking, how high do I want to go? The top, as in Bungie top. All I'm asking is; do I have what it takes?