Should You Get a Degree in Game Design?
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If you have any interest in going to university for game design, you may have some questions swirling in your head—questions such as, “Why is college so expensive?” and “What even is a video game?” and “You mean people get paid to make those things?” I earned my bachelor’s in game design three months ago, where I can confidently say I learned the answer to at least one of those questions. Here are my key takeaways from the experience that will hopefully help inform your decision to pursue games studies (or not).
(Normally we try to explain what abbreviations and insider jargon mean here at Endless Mode, but we’re just going to assume that if you’re seriously considering studying game design in college you’ll understand basic terms like “UI” and “QA” and let it rip.—Ed.)
Why Study Game Design?
Before starting my program, I was possessed with fear that I wouldn’t end up liking game design because I had no idea what to expect. I had a nebulous idea that I would be “coding,” and that was about it.
At many universities, you will be making games independently and/or in very tiny groups. This means you will have a garden variety of technical obligations, including but not limited to: programming, UI/UX design, animation, lighting and rendering, 3D modeling and/or 2D asset design, technical art, audio design, level design, system design, writing, and QA testing. This multidisciplinary process is overwhelming at first, but it’s also what many developers (including myself) love about making games.
If you are a creative person with an interest in multiple artistic and/or technical pursuits (if, for instance, you’re like me and enjoy both writing and drawing) this will probably suit you very well. If you’re really into just one field—if, say, you love making art and your dream is to become a concept artist for games—I would suggest pursuing a degree in a more specialized field. Research the kind of programs you’re interested in to see what kind of work you’ll be doing. And if you’re an artistic person worried about programming, just know that it’s kinda like doing proofs in geometry.
I would like to stress that you don’t have to be a good programmer to pursue games. The point of learning coding in a game design program is to give you working knowledge of game engines so you can effectively communicate and work with other designers. This applies to every other games specialization—you learn how to do everything in order to gain a comprehensive understanding of the game production pipeline.
Coding is also easier to learn than ever before; there are tons of free resources out there for game development. It’s also worth noting that the development process looks different in every game engine. So if you’re struggling to learn Unreal, that might mean Unity or Godot would be a better fit for you.
If you want to get a better understanding of what goes into making a game, I would recommend making a project in Bitsy, a free game engine by Adam De Loux. It’s very easy to learn and fun to noodle in. If you’d benefit from a guided experience, check out Anna Anthropy’s Itsy Bitsy Exercises.
What Made My Program Unique
As you may have gathered, I studied game design at an art school. This meant my experience was very different from someone who studied at a more computer science-oriented university. Of course, every university’s program is different, but there is a philosophy specific to art school I’d like to discuss.
If you’ve ever taken an art class, you’ve probably done a critique. This is when a student presents their work and the class has a discussion about where the work succeeded, what questions the work brings up, and what could be improved. The critique structure helps students discover their unique strengths and weaknesses, and the individualized feedback fosters rapid development. Critique also gets you in the habit of thinking deeply about games, which of course makes you a better designer, as well as mentally detaching your own capabilities as a creator from the success of any one particular project.