
Once in a while, I'll hear a question like "I'm tired of flipping burgers/school/my job as a sewer cleaner; how do I get into games programming?" Some people will say "don't do that -- game developers are treated like the scum of the earth, and careers are brutal and under-paid." I think that doesn't quite capture reality, though.
In the US, a game programmer is likely to make less in pay than a financial services programmer, true -- but he (or she) is still likely to make more than, say, a middle school teacher, or a registered nurse. Game development also has the benefit of working on creative things with mostly fun people. If you work at a small studio with a hit, you'll probably get a nice bonus, too. I would not say that game developer is at all a bad job, in the same way that "house cleaner" or "burger flipper" or "wall-mart greeter" are low-end jobs with little chance of advancement.
Games artists don't make as much money as games programmers, unless they are really good. However, a really good technical artist (who really understands skinning, animation, scripting, shaders and game engine technical requirements) may make more than many of the programmers on the team. There's clearly a possibility of advancement in that position.
Also, after working on games, you're going to be qualified for a number of other jobs in movies, entertainment or plain-old business, that may provide saner work hours, higher pay, but perhaps more boring work. Game development is a hard-working trade for hard-working individuals, and learning the skills necessary is hard work for a long time. (Then again, so is becoming an architect, or a lawyer, or a CPA)
Developing games is a cooperative art. Skill #1 is to be able to work well with others. Make sure you listen to everybody, understand what they're saying and why they're saying it, and then contribute your own opinion in a non-confrontational, constructive way. ("like an adult" some people would say -- but many adults don't know how to do this!) Skill #2 is whatever your specialty is. Because so many people go into making a professional game, each person is highly specialized. Someone might be a game asset modeler, building chairs, buildings and ships. Someone else might be a character modeler, building heroes and enemies. Someone else might be a texture artist, painting the textures and other maps, yet someone else is an environment artist, putting it all together to a good-looking, well-playing level. Then you have the game designers, who are trained in psychology, story-telling and pacing, the programmers, who specialize in AI, or physics, or graphics, or networking, or gameplay, or core/low-level programming. Add sound designers, composers, producers (keeping track of the schedule, and prioritizing which things should be done out of the hundreds that could be done), quality assurance / testing, and a sprinkling of management and support roles, and you have a modern game studio. Rather than saying "I want to do it all," you pretty much need to pick one or two specialties, and focus on those.
If you don't know which specialties work out best for you, you can try them all by making your own game, although that will look a lot simpler and smaller than a full professional game. On the upside, you'll be able to try things out that might totally fail, and thus would be barred from a professional (expensive) game project. If those things end up not failing, you may have invented a new kind of game! (A game named "Narbacular Drop" tried a portal-placing gameplay strategy, that ended up being turned into the hit game "Portal")
I recommend you start out with a good book or two, to get a flavor for what you're doing. The Indie Game Development Survival Guide is a good start, because it covers a lot of what it takes to make a game, and the environment within which you can do it, across the board. It doesn't talk about how to write code, or model environments, but talks about how you should apply those skills towards making your own game. It's also not terribly long, which is a good thing :-)
Comments
Nice blog entry
Hello,
Thanks for sharing your insights about being a game developer...
Regards,
Carl
Game industry is terrible for a programmer
Game industry is all about content. Because of that programmers are peripheral. The days of working on cool tech are long gone, all cool tech is now middleware. All you get to work on is integrating middleware (disgusting mechanical job), digging through bazillion lines of messy code in Unreal engine trying to figure out how it works and not writing a single line of code for weeks or programming lame boring stuff like triggering gates and player mechanics and fix bugs 24/7. You will get burned out and bored out of your mind in 2-3 years doing that. Game industry is an ok place for designers because they drive the process (who are mostly people with no specialized skills who really have no other choice but to flip burgers otherwise) and maybe artists (although there's little room for creative expression except for concept art) whereas programmers would be better off both financially and in terms of technical challenge and long term development in ANY other place but the game industry. If you are a talented coder go work for a decent Fortune 500 company outside of game industry and you'll be making 2-4x as much in 10 years. Also, because game industry no longer requires talanted people, the bar is low and they don't pay much. Why hire a Stanford grad and compete with Googles and IBMs of tech for top grads when they can get away with hiring someone out of digipen for 55k/year to do dirty manual labor which game industry is. Game industry generally struggles to make money as a whole so you shouldn't expect to make any either. Also game industry is poorly respected by general public. "You play games at work?" That's what people think. Not cool. Even if you get super lucky and do get to work on cool stuff, in the long term you are trapping yourself to a super tiny industry. 10 years down the road you'll get bored or laid off and find yourself too specialized to be working at a real company doing stuff that's in demand by the market (which has nothing to do with programming aliens walking around in circles).