Allow me, if you will, the opportunity to whine a bit. Indulge me, please, if you can, so that I can have a chance to work this out of my system. It has been a difficult process for me to get back into the routine of blogging now that I finally have time to do it again, and I am thinking that perhaps my problem is that I need to get this self-indulgence out of the way. Thanks for your patience, I will try and keep it brief.
I am a game design school dropout. Having spent a scarce few (although rather intense) weeks in school does not make me an expert on the state of game design education. I know this is so true, yet somehow this wisdom has not prevented me from developing a mighty strong opinion on the matter in spite of the facts. Even though my reasons for leaving school were 95.7% personal, and were the result of real-life issues wholly unrelated to anything having to do with game design, I find I have an increasingly nagging feeling about the state of game design education and how it reflects on the direction of the industry.
In looking back on my brief experience as a student in pursuit of a Masters in Interactive Technology, Art Creation Specialization degree (ack, doesn't that sound so grand? - I just had to see it in writing one more time!) I keep having the same question pop up over and over again. Why is game design, and thus game design education, such a stressed-out affair? Over the last few months I have been thinking it over, and I have a lot to say about the answers I have come up with, but first I need to cover a little ground (Read: here comes the whining).
There are two words that have stuck with me that best describe my experience at game design school: Boot Camp. The military model was obviously in the minds of the creators of the educational philosophy behind the program I attended. Although none of the instructors resorted to calling us "maggots" and making us do push-ups, the over-all structure of the program was strict and grueling. A few of the young men in the program even went out and got crew cuts
the first week of classes, assumedly to free up the extra ten
minutes a day they devoted to their hair, giving them an
edge on the rest of us high-maintenance slaves to personal grooming. The reason for the long hours and sleepless nights required of the students was the expectation that these would be the conditions we would be working under once we had our industry jobs: they were training us for crunch-time. As students we were treated like employees of the school (except we were doing the paying) and were given more work than we could reasonably complete and still have time for the luxuries of life like preparing meals and sleeping. The feeling this gave me at the time was that if I wanted to be in 'this man's army', meaning, if I wanted to hold my own in the game design industry, I was going to have to be put through the wringer and prove that I would be able to survive in the trenches once I had an industry job.
Clearly, I did not pass muster. The lingering and nagging thing about this for me is that this type of education favors the young and (dare I say it?) the male. If what the game design industry needs in order to grow and prosper is diversity beyond the traditional nerd boy army that makes up its proud history, then maybe they need to rethink a few things so that the first ones to drop aren't the females or the grown-ups that are used to having a life (such as, say, myself) so that they can grow beyond that stereotype. Texturing, modeling, level design, programming game engines and AI are all hard enough already that there are not so many people with a talent for this field of study. Do we really need to make this a battle of the sleep-deprived and the toxically caffeinated on top of all that? What about that is good for game design?
I have more thoughts on this, that I will explore in more detail, hopefully without the whining, but I have gone on longer than planned already. In the mean-time, your comments are greatly appreciated!
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