Game Design Worth Studying
Hello all.
I am completely new here ( just signed up ), although I've been browsing the forums unregistered for a while now. I have a question for you all.
I am currently a 3rd year Psychology Student and thus will be getting my BA degree this year. I unfortunately can only work as Psychologist with Masters Degree and the possibility of getting there is quite slim. I've been looking at alternatives for a while now and found 2 Game Design courses. 1 at Wits, and the other at Open Window Institute. My question is, is it worth studying Game Design in South Africa in the current state that it is in? Since we don't really have that much game studios here, not even speaking about the 20+ teams, is it worth actually following a career path in it? Or should I rather do Game Design as a hobby and follow a different career until that lucky break ?
I am completely new here ( just signed up ), although I've been browsing the forums unregistered for a while now. I have a question for you all.
I am currently a 3rd year Psychology Student and thus will be getting my BA degree this year. I unfortunately can only work as Psychologist with Masters Degree and the possibility of getting there is quite slim. I've been looking at alternatives for a while now and found 2 Game Design courses. 1 at Wits, and the other at Open Window Institute. My question is, is it worth studying Game Design in South Africa in the current state that it is in? Since we don't really have that much game studios here, not even speaking about the 20+ teams, is it worth actually following a career path in it? Or should I rather do Game Design as a hobby and follow a different career until that lucky break ?
Comments
I don't think anyone can actually answer the question of whether it's "worth it" for you, because that's pretty highly dependent on your own personal situation, and your passions.
I've been able to make a success of it, and I've certainly worked my butt off to get here (and still will be), but there's a lot of stuff that worked in my favour that made it easier for me to work hard. I imagine I'm pretty successful at the moment, though obviously there's a lot of room to grow and a lot more work to do.
- I had bursaries and scholarships, so my studies didn't cost much at all.
- My parents are amazing, and paid for the remainder (which was still not insignificant).
- I could focus exclusively on my studies, not having to work a part time job or anything to pay for my school fees. (And by "studies" I mean learning in general. Lots of time was spent on school work, but arguably an even larger part of my time was spent learning outside of assignments.)
- I had internet, and could get my learning from a multitude of online resources, which was especially useful when I realised how little my school actually knew about making games.
- I had made contacts with people working in the game industry who fed me tutorials and gave me crit, and I prioritised learning from them over stuff I learnt at school.
- My parents let me live with them rent-free while I was studying, and for the first couple of years of working when I was paid very little. This allowed me to save almost all of my salary, which allowed me to sign up for online courses and fly to GDC.
- I had a car so I could drive to work.
- Work-wise, I genuinely don't think I could be happier working in anything other than games. I mean, yeah, if I had to choose between building websites or working in a bank, and starving, I'd go do the boring work to pay the bills. But I've just had to work super hard, take some calculated risks, to try and make it that I'll never have to make that choice.
The industry's in this weird funk right now where there's certainly not enough steady work to absorb all of the people who're studying game-related courses, but at the same time there's a bunch of potential contract work that's been coming in to various contract studios that they've had to turn down because of not having enough (good/experienced) game staff to be able to accept the work.I also think that while it may be quite difficult to get a game job because of how many people want them and how few of the stable ones there are, there's this weird hump you've just got to get over. There's a point at which you're so skilled that you really start to stand out, and once you get to that point, it's pretty easy for you to get work in any studio (because the value you bring is far greater than what they're paying you), whether it's local or overseas. And at that point it's relatively easy to be paid well, because if you're not happy you have several other options of employment. How quickly it takes you to get over that hump and start being undeniably valuable really depends a lot on how much self-discipline you have and how strong your work ethic is, and, maybe, how willing you are to sacrifice other parts of what people might normally call a "balanced" life until you get there. Whether you're able to endure the relatively low pay until you start being irreplaceably awesome is, again, dependent on your situation.
What is the possibility of me ending up with the degree but no job in it? Not making millions but making enough money to put food on the table for me. I'm planning on doing the double major Game Design/3D Animation. I thought that if I can't get a job I still have the 3D Animation to fall back on.
If I may ask, what exactly do you do in the industry? And do you only work in the Game Industry or do you have side projects/jobs as well as a xxx (insert whatever your job in the industry is)
But yeah, all through the time I was working (and now), I've still been taking online courses, striving and learning to do better. I don't _have_ to do these things to hold down a job, but I think just being super curious and wanting to improve my skills is just part of who I am now. Also, I can do some programming, so while a lot of my work involves making game art, a not-insignificant portion is also spent writing shaders, doing some scripting, writing tools and other more technical things that pure artists usually don't do. I think that's helped quite a bit with making myself more competitive as a hire. I think it'd be pretty useful for you to find ways to make yourself a stand-out candidate too, offering skills that other artists are unlikely to be able to offer, and being able to match them artistically too.
Oh, and at the time I was studying at TOW, there was the option that I could leave the school after 2 years with a diploma, rather than being locked in for a 3 year degree. I don't know if that's still a thing there, but it's worth keeping in mind. I found that after 2 years I'd built enough of a portfolio that a game studio was willing to hire me, and jumped ship immediately, given that I already had a degree and had no real need for another one.
I don't think TOW has that option anymore. They do have a one-year course in 3D Animation & Game Design. I emailed them asking the difference and they replied "The one year programme is aligned to a certificate level. You will gain a lot of skill which may allow you to do your own projects or work yourself up a company. A degree is NQF 7, with much more intense focus and you can do a lot more than elementary skills you get in a one year programme".
I thought that I might take this option and then take the Games Development course at Learn3D. Althought I'm not sure to what depth the C# is at the Learn3D course.
You can PM me if you want to hear my thoughts on the other courses.
@dammit, do you know any good Youtube channels that provide tutorials on Animation?
Ya the self published games the lecturer was talking about is Jelly terror seeped and Ander I worked on all 3 and Ander being my solo project
For art in general (I assume you mean that when you say "animation", the way that schools offer "3D animation" courses but actually teach storyboarding, modelling, texturing and the rest as well), there are excellent Youtube tuts by Scott Robertson, Feng Zhu and Anthony Jones. There's also a series of art talks called Level Up! that are pretty great. For learning specific skills, I'd look at doing courses, buying books and DVDs from places like the Gnomon Workshop, 3DTotal, 2DMA/3DMA, Schoolism, CGSociety, among others; the vital thing, to me, is that the material is fairly recent, and is taught by someone who's actually working or has worked in the game industry in the specialization that you're trying to learn, with a good few years of experience. And the Polycount wiki is fantastic.