» Fri May 13, 2011 2:21 pm
I feel like I should speak up here.
About 10 years ago, I finished high school. I went all through that time convinced that I was going to go to school and become a game designer. Now, this was a time when the concept of a "game design degree" was brand new, and to me it seemed like the fast track into the industry. I enrolled in a school in San Francisco. http://www.artinstitutes.edu/san-francisco/. My major? A bachelors of Science in Game Art and Design.
Now, my parents were not rich, and I had never had a job. I pretty much depended on student loans for everything. This included not only tuition, but housing and supplies too. I figured it was alright, because once I got my degree, companies all over the California Bay Area would be clamoring to hire me, right?
Well... not so much.
Turns out, such a degree is useless. And ordinary high school graduate has about the same chance of getting their foot in the door as I do. Only an ordinary high school graduate isn't tens of thousands of dollars in debt.
Game development companies do not care what kinds of degrees you hold. It might help to get their attention, but there are other ways to do that too. In the field of design, two things hold more importance than anything else;
1- Your portfolio.
2- Your ability to network.
Your portfolio is very important. It shows what you are capable of, and the more diverse it is the better your chances. With your portfolio, you are selling your services, and if a company doesn't think your stuff is good enough, or really suits them, they won't care. You are also in competition with every other artist out there with a portfolio in their hands, so if you have good stuff, and someone else has somewhat better stuff, guess who gets hired. Game design is a competitive, cutthroat industry.
You have to be able to network. You have to put your self out there. You could have the best portfolio in the world, and without the right people looking at it, you won't get hired. Your mom doesn't count. Attend the conventions. Join http://www.igda.org/, the International Game Developers Association and attend the meetings. Hand out business cards. Shake hands with industry big-wigs. Keep your portfolio on you, or some small sample of your work. A lot of guys will make a digital portfolio, which is a disk or website showcasing what they do. If a big-wig gets bored, and decides to check out the site of that crazy artist at the last IGDA meeting, they might check your work, and if it's awesome, they might call you. You have to be visible, and these guys have to want to hire you over the other aspiring game designers and artists clamoring for a job.
So here's my advice. School is great. If you can afford it, attend it, but skip the "game design" career paths, or other trendy programs. If you want to be an artist, take clases that correspond to game design or art. Take life drawing, etc. Work on your stuff. Build up your portfolio. Then put yourself out there. That last part is most important. Without that, all your work is for naught, and you'll end up like me, selling cellular phones at Wal Mart, only drawing in the sketch book to keep from losing your ability all together, and losing all hope of breaking into the industry now that you are married and have a two year old.