Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else.
- What you can expect from a top college Game Design Program, from an experienced college professor
- What to expect while working in the games industry, from 25-year veteran game developer.
- How to find an industry job after gaining a relevant college degree
- How to build and maintain a satisfying career in the games industry
Table of Contents
Chapter 1 – High School Chapter 2 – Paralyzed by a Plethora of Possibilities Chapter 3 – Before You Get to College…Chapter 4 – Day One Chapter 5 – Year OneChapter 6 – Teamwork, Part One Chapter 7 – The Roles in Building a Game Chapter 8 – Year Two Chapter 9 – Becoming a Professional Chapter 10 – San Francisco (and LA) Bound Chapter 11 – Year Three Chapter 12 – Internships and Coops Chapter 13 – Year Four Chapter 14 – Graduation Day Chapter 15 – Transitions Chapter 16 - The Hiring Process Chapter 17 – Your First Gig Chapter 18 – A Day in the Life Chapter 19 - Teamwork, Part TwoChapter 20 - Crunch Time Chapter 21 – Post Mortem Chapter 22 – Your First Promotion
Professor Michael F. Lynch, Rensselear Polytechnic Institute, has been a member of the Games and Simulation Arts and Sciences (GSAS) program in HASS since its inception. Within that, he is primarily interested in Interactive Storytelling, music and sound design. His continuing research interests revolve around several topics in Interactive Storytelling (I-S), particularly new forms of Artificial Intelligence (based on Clarion) that can provide for more human-realistic Non-Player Characters (NPCs).
Adrian Earle is a game developer and industry veteran who has been credited on games developed by the following companies: Vicarious Visions, Inc., MicroProse-Spectrum HoloByte UK-Europe, Stormfront, etc.