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 lifes goals and building and keeping a sensible balance between work and everything else.
Key Features:
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
Chapter 1 High School
Chapter 2 Paralyzed by a Plethora of
Possibilities
Chapter 3 Before You Get to CollegeChapter 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.