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Tom
Each month, industry veteran Tom Sloper provides career guidance to game
biz wannabes, newbies, and junior professionals with the goal of helping
them break into the industry, and stay in. Submit
a question to Tom for developer-oriented advice in this column (IGDA
members only).

by Tom Sloper |
The Whole Game School Thing: Follow up (July 2009)
Hey Tom, I was reading your June 2009 column on game schools, and
one detail struck me, as I am currently accepted in a second cycle
university program in Game Design.
You mention the length of the degree as a (general) measure for its
quality.
I just finished a 3 years bachelor's degree in communications (interactive
media -- not really game related) and I'm starting a games design
specialized certificate in september, a 1 year program, with internship
after. Would you say that kind of program is not well recognized in
the industry?
Etienne
Hi Etienne,
I could have expressed the thought a bit more clearly, I suppose.
I didn't mean to convey the impression that a short degree is inherently
bad when considered by itself without regard for any other information
about the applicant. A degree has to be taken in context. Many masters'
degrees are done in just one year, or two. That doesn't mean that
I regard masters' degrees as worth less than bachelors' degrees -
quite the opposite, in fact.
My comment was meant to address that desire on the part of many to
get the quickest education possible--a two-year degree, for instance--so
as to hurry up and get into the game industry sooner rather than later.
I fully approve of game school as postgrad study. Too many kids think
they should go to a two-year game school instead of a regular four-year
school, and I don't approve of that. A two-year community college,
and then a two-year game school? Great! Perfect! See, two plus
two equals... four years. Or, as you did, a three-year program plus
a one-year program. Four years. That's what I was talking about.
By the way, a "game school" that is also a regular school?
That is to say, a school where you get a complete well-rounded four-year
education. That's not what I'm talking about when I use the phrase
"game school." Especially when I use the phrase in quotation
marks. When I use the phrase "game school" in quote marks,
I'm usually talking about one of those schools where they have a two-year
degree. A regular school that offers, among regular degrees, a game
program is not what I'm talking about when I say "game school."
I've written before about the criteria that someone should use when
deciding whether or not to take a degree program. That you should
use multiple criteria. As far as I'm concerned, the school's
"reputation" or "recognition" shouldn't be your
deciding criterion (see my November 2005 column). Don't worry so much
about what other people might think of that school. You get out of
it what you put into it, so you can come out a winner from a despised
school, and you can come out a loser from a respected school. Cost
and passion should be your two biggest criteria. If you can manage
getting an education from a school that you really want to go to,
then go for it.
If you want to get a game degree, if that's your passion, then go
for it. If you later decide to leave the industry, or even if you
never get into the industry, you won't have screwed yourself. A lot
of people wind up pursuing careers in fields other than those they
studied in college. A lot!
(c) 2009 Tom Sloper
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Please note that there is no guarantee that Tom will be able to respond
to all the questions he receives. It is up to his discretion which questions
he uses for this column. For further advice and resources, check out the
IGDA's discussion forums,
the Breaking In web site and the Students
& Newbies Outreach section.
Tom's Bio
Tom Sloper's game biz career began over twenty years ago at Western Technologies,
where he designed LCD games and the Vectrex games "Spike" and
"Bedlam". There followed stints at Sega Enterprises, Rudell Design,
Atari Corporation, and Activision. In 12 years at Activision, Tom produced
36 unique game titles (plus innumerable ports and localizations), designed
four games, and won five awards. Tom worked for several months in Activision's
Japan operation, in Tokyo. He is perhaps best known for designing, managing
and producing Activision's "Shanghai" line. He is currently consulting,
writing, speaking, teaching, and developing original games. Find out more
at Sloperama.
© 2007 Tom Sloper. All rights reserved.