![]() be it for games or for some accounting firm. Playing video games may be fun, but the actual creation of them is not nearly as entertaining to some. it can really be a love / hate relationship at times. it's not all that glamorous as it sounds. ![]() You have a lot of work ahead of you and the prize is getting that dream job but you're going to have to put your time in the trenches to get there. don't try to catch the football before it has even been thrown. Schools like these are more about getting your tuition than about actually preparing you for a career. You only get out of it what you put into it. Ultimately the person who is responsible for educating you is you. Very few actually succeed, and the ones who do, stand out ahead of their peers by a huge margin. The job market in gaming/entertainment is like trying to get a job in acting. If you do go to this school, go into it with the notion that it is doing nothing for you and that you are going to be doing everything you can to be better than the very top 1%. My Dad was a programmer and throughout his career he had to continually learn new programming languages because each employer used something different or changed their platforms. Programming languages change all the time and you are expected to keep pace with those changes. I agree that learning a specific language and getting married to it is a mistake. The rest just end up getting a piece of paper and often never actually find work in the business. The "success stories" are individuals who came into the program with a fair amount of skill/knowledge who merely honed their portfolios while attempting to land a job. It has been my experience that these schools don't actually teach you anything that you couldn't already do on your own. ![]() It takes time and practice and writing code is a skill so you have to do it to get good at it.Ĭlick to expand.Not a programmer but have taken courses at schools like the one you linked for modeling/animation. Many times things will click when you skip over them and learn a different concept. This is literally part of programming and doesn't really go away, you just get better at dealing with it. With programming: You will get stuck, you will think you're terrible at it, you'll want to give up. Too many people follow guides/tutorials and then end up lost when it comes to making their own projects because they were busy following a recipe instead of learning to cook. Your first game should be something moving a dot on the screen to a goal. A small, polished game will teach you infinitely more than a large unfinished project. If you wait for the school to teach you what you need to know you'll be failing to get a job by the time you leave because your peers dove in in their spare time and made stuff rather than wait. My school had no computer classes I just learned on my own (this was the mid-90s). I learned how to make games in high school with a book on game development in C. Don't expect school to teach you and don't wait to learn. The engine really isn't important unless you're a AAA studio, finishing the game is. Make games, not arguments.Īnd on the topic of engines: For engines, I used to love Unity but have switched to Godot recently, I just like it way better. If you don't know the fundamentals/basics no engine is going to make your game better. yet these people can't make Tetris or Pong. Lots of beginners (not saying you just in general) will be like "I need to use Unreal but instead of Blue Prints I'm going to roll my own solution in C++". You can argue all day but if you're not releasing a game the argument is doing you no good. DO NOT I REPEAT DO NOT get caught up in tech arguments (x language is better than y, x engine is better than y). That being said, it sounds like you guys are brand new to game development so let me offer some advice in that regard: Personally I would pick an engine (Unity, Godot, etc) and focus on the language of that engine because the engine will build to multiple platforms. I used to run Unity, Maya, ZBrush, Xcode, Modo, Houdini, and many others I'm probably forgetting on mine.Īnd as another poster mentioned.Java? Uh. Personally for school I think the Air is a perfect machine because it's small/light enough to lug around to class, relatively affordable compared to other Macs, and way more powerful than people realize. Small screens can be an issue sometimes (I wrote a few C++ and OpenGL apps on an original eeePC while traveling so I understand) but if you use the windowing features (Stage Manager in the next version of macOS, Mission Control in the current version) things are easier. A small group isn't going to be making some giant triple A title with bleeding edge graphics. I wrote many a game (nothing released, just fun stuff for me) on my MacBook Air 12-ish years ago.
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