TimeKillr said:
Fact: Professional game development will most likely kill your love for games.
It will not kill your love of games, but often you will find that A) You don't have as much time to play them B) You play for a short time and try to distill as much from that session C) Don't feel like playing games after a hard days work.
If your love of games is killed, then you should leave the industry, because you won't have the passion to drive a vision or product, IMO.
TimeKillr said:
Fact: QA does not mean you'll be "playing games all day". While it technically may be so, it is one of the hardest jobs in the industry. There's a GOOD reason why most of the QA people want to get out of QA. In my 6 years in the industry, I've only met one QA guy who was actually passionate about QA.
I think QA is where you separate the wheat from the chaff. Those that stick through it, probably have the passion and the want to go further, others were probably not cut out for the pace of the industry.
TimeKillr said:
Fact: Game design schools/degrees/whatnot are useless and are considered to be shit in the industry. Nowhere have I ever interviewed someone or heard of an interviewer saying "Wow, this guy did this or that school! He must be good!"
I don't agree on this at all. Effort put in shows determination and passion. The final portfolio shows accrued talent that can be molded, as well as some of the basic skills needed: ability to communicate clearly across all disciplines, ability to work with others, ability to compromise, time management, responsibility.
Where people should be weary of are the actual schools themselves and look deeply into the actual programs themselves. The Art Institutes has a "game design" program but if you get down to it is more of a "game ART" program than design. Sure you get one or two quick courses in design but it's all about ART.
Other schools actually separate the various disciplines and you have to look at their programs. Digipen is great for programming and they really do turn out some of the best and brightest, oddly enough Columbia College Chicago has a very good program that separates all disciplines and in order to graduate students must work together to present an industry quality game that can be used as portfolio. Same thing with DePaul. They separate the various disciplines, then to graduate everyone has to do their part on a final game project
That paper does mean something, along with a solid portfolio of work, will get you more interviews than even modding can. Because at the end of the day you can say "I worked on and finished a GAME on a deadline (your graduation date)." If you are looking at school, you really have to drill at how their courses are structured and what are their requirements to graduate.
TimeKillr said:
Fact: Mod development, while being good training for an actual job, is INCREDIBLY different from actually working at a game developer. There are no execs, for one. And most execs are the worst type of people in the world.
I agree. But not 100% on the execs. The problem with modding, imo, is that it doesn't show your ability to manage time or even hit deadlines. It's a mod, you have all the time in the world to do it in. You don't have milestones and various other deadlines that need to be met. Let alone you can probably do feature creep all you want and not look at brass tacks and say, "look this is essential to gameplay, this isn't so cut that feature." But you do gain knowledge in how to use a toolset, which is a big step.
TimeKillr said:
Fact: Well, more personal than anything, but every game design job I've been at (usually smaller devs, not sure about bigger houses) basically has designers as glorified secretaries for an exec. I pretty much only need big boobs and a skirt and I'd be a secretary.
But that is what working at a small dev is about. You have to multi-task. You have to be the jack-of-all-trades. They can't afford a QA team, so guess who is QA, YOU. They can't afford a writer, guess who is going to end up with that duty? YOU. At a small dev, everyone has to do more than what their job title is and you LEARN other skillsets that can come in handy in the future. If you work for EA, yeah, you can be just a specific cog in a machine doing one thing. They can afford the burn rate.
If you just want to be a writer/creative guy, there are far a few companies that just have idea people. You will have to bring other skills to the table to justify your burn rate.