Getting into the gaming industry

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Trivun

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Dec 13, 2008
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I'm currently studying at Leeds University in the UK, doing a degree in Mathematics (note to Americans - it's MATHS, not MATH, there is an 's' in the word), and want to know how to get into the gaming industry. I've got a copy of YoYoGames' Game Maker program but I can't afford any other software that isn't freeware and I'm not sure if it's any use anyway, although I suppose experience of game development is better for someone who wants to be a developer. I also heard that the gaming industry is crying out for Maths graduates, so is that true? In particular I'd like to go into level design so any tips for getting into the industry?
 

Xojins

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Jan 7, 2008
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Math [noun] - a science (or group of related sciences) dealing with the logic of quantity and shape and arrangement.

No "s."
 

D_987

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Jun 15, 2008
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*sigh* - google it - there are tons of guides that will go into much greater detail than anything we could tell you...

Math is used in programming (the boring part of games creating =p)
 

ParkourMcGhee

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Jan 4, 2008
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Xojins said:
Math [noun] - a science (or group of related sciences) dealing with the logic of quantity and shape and arrangement.

No "s."
Official Oxford dictionary:
{maths

(N. Amer. math)

? noun short for MATHEMATICS.
}

I'm sorry to tell you that I've never worked in the gaming industry. I've heard lots of rumors such as game testing is a good entrance, or that they like to see that you've been in mod projects before...

As for the freeware, the best help I can offer is that Microsoft releases a free trial of their VC++ and as far as I'm concerned I've been able to use it as the real thing, no need to spend money. If you're into modelling I'd reccomend 3DS Max, Maya and XSI, the only free one of these unfortunately is the XSI mod tool, but that's still good enough for some things especially if starting out. Finally Adobe photoshop the latest version if you can get your hands on it but if you really can't I heard that GIMP is pretty good but I haven't properly tested it out.

If you decide to start modding the 2 big options are Steam's Orange box engine and Unreal 3 Engine. For simplicity's sake I would recommend Steam, they have a bunch of tools and guides in various places that you can build skills up with. Also don't forget to check out moddb.com if you have the time start working on a mod, but I wouldn't get seriously worked up about it. I've worked on 4 or so mods and all of them died, which is due mainly to the long time it takes to make a fully working version and people not knowing just how much commitment has to be put in for a finished version of a decent mod.

If any of this helps you, I'll be happy :).
 

Raptoricus

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Jan 13, 2009
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Well I'm doing a game development degree, and from what I've learned I can say:

Yes maths is definately a good thing to have, but maybe not as usefull in level design to be honest, more on the programming side. (Physics etc)

No I wouldn't bother with any game making software if you want to get into the industry, I'd concentrate on learning a programming language (c++ is pretty much industry standard) and learn how to build a game from scratch. *OR seems as you want to get into level design, maybe start playing with some SDK's such as Valve's Source engine (you will need to learn to program again to do this) and maybe try modding some games and making your own maps for them.

And most importantly get a portfolio built up, as this is what will help get your foot in the door.
http://source.valvesoftware.com/sourcesdk.php
^This will be pretty heavy stuff to start out on though, I'd definately learn the basics of c++ first

Hope this helps :)
 

OneHP

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Jan 31, 2008
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Learn to draw well and like Bigfootmech says learn how to create levels for the Unreal 3 and Orange Box engines.
 

Nutcase

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Dec 3, 2008
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http://www.igda.org/breakingin/
http://www.sloperama.com/advice/m69.htm

^
Browse those sites and you'll have a good idea what the options are and how to pursue them.

A person becomes a level designer chiefly by
1) learning level design tools
2) learning what works, what doesn't, and why (on conceptual level)
3) learning production process (incl. testing, iterative improvement, being able to see the faults of your own design and not just others')

That's for making levels that play and flow well. In order to go even further, learning architecture, cinema, other kinds of art, feeding your imagination with general knowledge allows you to make a level beautiful/dramatic/realistic/etc.

Portfolio is everything. If you want to be a level designer, you have to be one before you walk into the office for an interview.

Actually, if you are serious about getting into level design, you'll have to be able to do a little bit of programming (for scripting). So no matter what, hit a programming course. There's no spot on the development team where it would not help *somehow* other than pure graphic/sound artist roles.
edit: C++ is almost the worst possible language to start out with. Better to go with Python or perhaps Java, this is what our undergrads get started with these days. Level design will lead you to work in scripting languages like Python, Lua, etc.
 

Raptoricus

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Jan 13, 2009
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Nutcase said:
*snip*
edit: C++ is almost the worst possible language to start out with. Better to go with Python or perhaps Java, this is what our undergrads get started with these days. Level design will lead you to work in scripting languages like Python, Lua, etc.
Yeah to be honest agreed, c++ is probably a bit heavy to begin with, it's just what we use for the programming side (damn me thinking about what I'm doing all the time). Scripting languages will probably be the way to go for level design.
 

Bob_F_It

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May 7, 2008
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I'm in the same position as you; doing a maths degree in the UK.
While you are right that the industry is annoyed at the lack of maths skills in undergraduates ([a href="http://news.bbc.co.uk/1/hi/technology/7460870.stm"]news[/a]), I question how well a maths degree we do on it's own. Two reasons for this: pissing around with calculus seems extremely irrelavent with games development, and I read in my careers advice centre that 80% of workers in the games industry have a postgraduate degree.

I'll repeat that in bold: 80% of workers in the games industry have a postgraduate degree.

So if you don't have one, there's probably a one-in-five chance of you getting a job. A feasable chance, but it's a gamble. Other reasons for doing this is that it'll spice up your education beyond "just maths" so that employers can see that you're better geared for working in games, and it'll also give you more time to build up a portfolio.

Please build up a portfolio. When you're going to an interview with 3 other people who want the same job, it becomes a competition. The interviewer is far more likely to pick the candidate with past experience. So do something with the packages that everyone else has been listing. I'm personally going to fiddle with UnrealEd and Flash8 so that I can get my head around level design and some scripting. Afterwards, you will have some appropiate skills and something to wave in the interviewer's face.

Also, it's not a bad idea to get some work experience with a developer, even if you're just a runner (that's the work experience kid, not the girl with the red bag). A huge plus to this is that you'll be inside a developer, witnessing exactly how it's done.
Is there a video games society at your university? If there is, get involved with it and even try to get a place on the commitee if you're going to be there next year (which will be certain if you're doing that postgrad), otherwise you can set it up (talk to your union about this). Do this, and an employer will see that you really have an interest in video games.

A further note about postgraduate courses and money. I'm not certain on whether you can get funding for such a course. The rules seem different to undergraduate courses; there isn't a limit on course fees, and the government no longer gives a shit and is unwilling to give you any more loans.
See for yourself: http://www.direct.gov.uk/en/EducationAndLearning/UniversityAndHigherEducation/ChoicesAfterYouGraduate/DG_10012463
There are various other things that might help you; the university might be willing to fund at least some of the course, you could try to get sponsership (it's a mosh pit for this), or you could get a personal loan if you're really serious (not something I'm inclined to recommend), or just study part time and work the rest of the week. It could cost a lot, but in the end you will fall into that 80% I told you about.

EDIT: anchor tag broke
 

L.B. Jeffries

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Nov 29, 2007
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The last couple of Valve employees were picked up because they were releasing ridiculously good mods for free. Microsoft has a similar policy with their game making software (it's a 100 bucks for the whole kit and you can release stuff on Xbox Live).

So I'd just use what you can get and put together a game you think is going to catch people's attention. The dude who made Gravity Bone was using the Quake 2 Engine and the interwebs are blowing up about the game.

http://www.blendogames.com/
 

Haberley

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Sep 11, 2008
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Bob_F_It said:
A further note about postgraduate courses and money. I'm not certain on whether you can get funding for such a course. The rules seem different to undergraduate courses; there isn't a limit on course fees, and the government no longer gives a shit and is unwilling to give you any more loans. [a href:"http://www.direct.gov.uk/en/EducationAndLearning/UniversityAndHigherEducation/ChoicesAfterYouGraduate/DG_10012463"]See for yourself.[/a] There are various other things that might help you; the university might be willing to fund at least some of the course, you could try to get sponsership (it's a mosh pit for this), or you could get a personal loan if you're really serious (not something I'm inclined to recommend), or just study part time and work the rest of the week. It could cost a lot, but in the end you will fall into that 80% I told you about.
Just a quick note on this - I'm in my third year of a Games Design course at Staffordshire University, and have been looking into postgrad courses for a while now. If you're serious about getting the master's/PhD./Whatever, then a personal loan would be the easiest one to manage, as nearly every company in the country is massively oversubscribed for sponsors and scholarships. Most places won't loan you money, with the following exception: some places will pay at least half your loan if you're going onto a MEng course (Master of Engineering). This may seem wierd, but I'm getting my loan mostly paid next year for my master's simply by changing the letters at the end of my course from BSc to BEng!
 

ParkourMcGhee

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Jan 4, 2008
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Bob_F_It said:
A huge plus to this is that you'll be inside a developer
hehe sorry I just had to giggle reading this. You do raise some very good points though, you need to be involved. I'll do this kind of stuff when I get to uni - especially since I don't have any spare time at the moment. Thanks for the video game club recommendation :p I actually want to see if there is one at the UNI I'll go to (atm I'm in U6, on the final stretch *phew*).
So far in the past I've just experimented with loads of things but that was for fun mostly rather than a serious attempt to boost a resume.
 

Trivun

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Dec 13, 2008
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Thanks for the advice, there's actually a chance in my 3rd year (i'm in my 1st now) to do a work placement for a year and return to uni for my final year, so I'll have a look and try and get a placement with a game developement company.
 

D_987

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Trivun said:
Thanks for the advice, there's actually a chance in my 3rd year (i'm in my 1st now) to do a work placement for a year and return to uni for my final year, so I'll have a look and try and get a placement with a game developement company.
Another thing - how do you know you want to work in the games industry - making games is not like playing games; its hard work (hence why I gave up on the idea, its frustrating, tedious (one bug can destroy hours of work) and to be honest, at times boring.

Create a game before you commit yourself. (I am assuming you havn't created a game before with this post)
 

ParkourMcGhee

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I go strongly with D_987's advice here. Mods fail easily because people think that there's a reasonable comparison. Sure you get the satisfaction of working in a team towards a goal. But more often than not demotivation is the downfall. In the end as he said, just try it and see if you like it before buying... it's not like it's the Woolworth's pick'n'mix (which is what I'm sure was their downfall).