Good question? Piracy? Not that I advocate it, and some people here tend to get a bit uppity about it (as they've forgotten they did it, too, when they first started out and were too poor to afford anything useful and were teaching themselves :P)
Other than that there's free alternatives like Blender, xNormal, and cheaper programs like Nevercenter Silo which are superb.
So, I went to a game school named Full Sail and while some people are quick to slam it as well as other schools I did learn quite a bit while there. When I went there I really didn't know any terminology or design when it came to making the polys. This is where the school really came through and taught me the basics.
However, truly the only thing I learned there were basics. Past the basic working knowledge of Maya, I have learned almost everything else to these boards and others like it. So, if you know nothing of 3D design, maybe a school isn't a bad choice to have someone standing by and teaching you this stuff. If you already have a good working knowledge, I think that practicing and research would take you most the way.
Also it will save you something to the tune of at least $40K.
I like to knock art institutes myself but at the end of the day it all comes down to how much your willing to learn vs, how much you want to learn.
if you think a teacher is going to be able to tell you everything you know you`ed be hard pressed to prove this true. on the other hand teachers are awesome for pushing you in the right dir.
If you want to learn game art...find a school that has a great Fine Arts course. Take a few. Or read some books, learn how to sketch, and paint. If you become adept at using colors other than brown and black...you're well on your way. Don't worry about finding a course on learning how to use a 3D application. All that info can be found here or anywhere else online for free..
If you want to program, learn to program. Many schools have a course for this. Or teach yourself. Get a book.
If you want to do game design (not art, don't confuse them), create some demos. Start a mod. Write numerous design documents. Read books on the topic.
For software, do what everyone else has done. But don't expect them to admit it.
If you want to learn game art...find a school that has a great Fine Arts course. Take a few. Or read some books, learn how to sketch, and paint. If you become adept at using colors other than brown and black...you're well on your way. Don't worry about finding a course on learning how to use a 3D application. All that info can be found here or anywhere else online for free..
If you want to program, learn to program. Many schools have a course for this. Or teach yourself. Get a book.
If you want to do game design (not art, don't confuse them), create some demos. Start a mod. Write numerous design documents. Read books on the topic.
For software, do what everyone else has done. But don't expect them to admit it.
Welcome to polycount.
Teachers may not teach you just enough to steal their jobs. Learning the foundations are more important if you're an artist, anyone can man a 3d app behind a screen.
Teachers may not teach you just enough to steal their jobs. Learning the foundations are more important if you're an artist, anyone can man a 3d app behind a screen.
What? What does any of that even mean? And why did you quote my post?
Actually, I'm an AiPittsburgh graduate and I found work at a AAA studio within months of graduating.
If you're choosing to pursue a higher education leading to a job in the Game Industry, be sure to really look at their course outline. Like Ely said, you want to find a school that has a solid base in the traditional arts. You can always learn the 3D/Computer stuff on the side....trolling forums, picking up books, etc.
Bottom line, no program out there is going to make you a marketable game artist. Only you can do that. Whatever road you decide to go down to achieve that goal is up to you, but you better be fully dedicated to it, otherwise you'll have a very expensive piece of paper. I work next to and know people who graduated from an Art Institute, FullSail, GuildHall, various other art schools, and people who simply learned at their own pace, in their own time...with no degree. It boils down to the individual's dedication to their career path.
I'd say go to what you can afford.
So don't feel like you need to go to some prestigious school just because it's prestigious.
With most school/courses you get out of it what you put into it.
Learn the core stuff as best you can because that's really the most time consuming stuff.
Most art schools are pricey as all hell and most of my friends that graduated are still paying off their debts which are upwards to 30-50k.
I did a state school (4yr Univ, i had no plans of the game industry at the time and graduated with a New Media/Graphic Design degree) then took a 1 yr long comm college course on 3DS Max, and another course on Maya after graduating. I paid off the community courses at the time i took them (they were cheap like $1k for the whole thing). College was 12-18k upon graduating. School is almost paid off and I'm rocking it up.
This is probably how I got my initial skillz.
15% school
50% online competitions
30% close friends' critiques
5% other
B
Having been through a game art course, if I were to go back and choose again, I'd have chosen a fine art course and used the school of the internet (Polycount, Game-Artist, CGTalk, Game Artisans, etc...) to learn game art.
Having been through a game art course, if I were to go back and choose again, I'd have chosen a fine art course and used the school of the internet (Polycount, Game-Artist, CGTalk, Game Artisans, etc...) to learn game art.
I already work in the industry, but am planning on taking some traditional art courses to further improve my skills, though I do teach myself with books, etc. and not to mention learning things from coworkers, fellow Polycounters, et al.
Do you guys know of anyone that has graduated from academy of art? i would go to my local college but they dont offer any real art classes. Plus my work schedule sucks to boot, so im looking at online schools like Academy of Art, and Ai Pittsburgh online. but when it comes right down to the nitty gritty its the money thing that im looking at
LISTEN! An online college course won't teach you what you need to know in Art for games. This forum and many others will. In addition, read books, read tutorials, read wikis. Practice. Save your money to buy software and a better computer. Maybe some eye glasses.
if you think a teacher is going to be able to tell you everything you know you`ed be hard pressed to prove this true. on the other hand teachers are awesome for pushing you in the right dir.
That isn't always true. I had a '3D modeling for games' teacher who desperately wanted to push everyone in the NURBS direction.
Do you guys know of anyone that has graduated from academy of art? i would go to my local college but they dont offer any real art classes. Plus my work schedule sucks to boot, so im looking at online schools like Academy of Art, and Ai Pittsburgh online. but when it comes right down to the nitty gritty its the money thing that im looking at
I graduated from the Academy of Art in '02. Back then, the 3D courses were almost all geared towards film, so I ended up taking illustration and industrial design courses because I knew I wanted to work in games at the time. Things may have changed now. But regardless, I really enjoyed my time at the school and learned a ton. I didn't know they offered online courses now but like everyone is saying, don't do that. Part of the appeal of going to a school like the Academy is being surrounded by students from all over the world with the same interests as you and being in a major metropolitan area like SF.
On money and work and stuff: Art school is a full time job that will eat up hours and hours and hours of your time. If you can't commit 100% then don't do it. Period.
I strongly advise a major in Computer Science, with a minor in fine arts.
If you don't enjoy programming (you'll know by sophomore year), then swap to a major in fine arts with a minor in Computer Science.
Formal training in those subjects will provide an ideal background for game development.
Create games in your spare time, outside of class. Constantly.
Don't study game-industry-specific tools. Our tools change from year to year anyway. Focus on algorithms, artificial intelligence, color theory... you'll be using those skills for decades, on every game you create.
Digipenn here in Redmond, Wa. The art program looks really solid, the students have to work their asses off and you get thorough fine art training. The program they've established in recent years sound really good.
I strongly advise a major in Computer Science, with a minor in fine arts.
If you don't enjoy programming (you'll know by sophomore year), then swap to a major in fine arts with a minor in Computer Science.
Formal training in those subjects will provide an ideal background for game development.
Create games in your spare time, outside of class. Constantly.
Don't study game-industry-specific tools. Our tools change from year to year anyway. Focus on algorithms, artificial intelligence, color theory... you'll be using those skills for decades, on every game you create.
very true though it's not for everybody. Also it's 10 times easier to find a job as technical artist than modelling/texturing artist.
I am listening to everything that you guys are saying but the reason i ask about schools is cuz my friends and family are saying "go to school!" so im mostly doing the school thing to get them off my back. i went back through some old threads and found a much of sites that have free or near to free software so when i get a chance tonight i will try it out. I will be posting art work here soon just got to finish the drawings first lol.
It worked for me, and many others. Save yourself some cash and just learn at home.
I 2nd that. But I would widen that to more than just polycount, sure there's a lot of good info to be gleamed from these hollowed halls but you can get quite a bit from other places also.
skip the tuition, learn the tools on your own, post on polycount, then apply for a job.
If you going to goto a game design program make sure the teachers have industry experience, shipped titles so they aren't teaching from a book and have no clue about industry standards.
If your parents insist on you getting a degree go for a state college fine arts degree and learn the 3d stuff on your own via the boards, there's tons and tons of great advice on these boards and many folks have treaded the PC university to find jobs and climb the ladders you are about ready to climb.
Buy Unreal Tournament 3, Crysis, and The Orange Box (as they all ship with level design tools).
Pick whichever engine you like the most.
Join the respective Mod-Making communities. And see which ones you like the most.
(From what I understand Epic and Valve have the most active mod making communities).
Unreal allows for greater ease of use, but Hammer has far greater control (more from what I've heard, not from actually trying them extensively).
If you TRULY enjoy it, then drop the $$$ on a school. If you think of it as a tedious chore to write those kinds of documents, and seek the necessary critiques, then Game Design likely isn't for you.
you can also pick up Issue 112 January 2009 of 3D world, it has tips on what, how, and who you should ask questions to get the most out of a 3d degree.
Replies
It worked for me, and many others. Save yourself some cash and just learn at home.
For money.
So you don't have to pay out of it...
Other than that there's free alternatives like Blender, xNormal, and cheaper programs like Nevercenter Silo which are superb.
otherwise...you can do a lot on your own.
Polycount is mostly artists, and you are getting artist feedback.
Design is different than art, and you'd probably want to do something different.
So yea, figure out what you want to do before figuring out what school to go to to learn it.
However, truly the only thing I learned there were basics. Past the basic working knowledge of Maya, I have learned almost everything else to these boards and others like it. So, if you know nothing of 3D design, maybe a school isn't a bad choice to have someone standing by and teaching you this stuff. If you already have a good working knowledge, I think that practicing and research would take you most the way.
Also it will save you something to the tune of at least $40K.
if you think a teacher is going to be able to tell you everything you know you`ed be hard pressed to prove this true. on the other hand teachers are awesome for pushing you in the right dir.
If you want to program, learn to program. Many schools have a course for this. Or teach yourself. Get a book.
If you want to do game design (not art, don't confuse them), create some demos. Start a mod. Write numerous design documents. Read books on the topic.
For software, do what everyone else has done. But don't expect them to admit it.
Welcome to polycount.
Teachers may not teach you just enough to steal their jobs. Learning the foundations are more important if you're an artist, anyone can man a 3d app behind a screen.
What? What does any of that even mean? And why did you quote my post?
I like your style.
Actually, I'm an AiPittsburgh graduate and I found work at a AAA studio within months of graduating.
If you're choosing to pursue a higher education leading to a job in the Game Industry, be sure to really look at their course outline. Like Ely said, you want to find a school that has a solid base in the traditional arts. You can always learn the 3D/Computer stuff on the side....trolling forums, picking up books, etc.
Bottom line, no program out there is going to make you a marketable game artist. Only you can do that. Whatever road you decide to go down to achieve that goal is up to you, but you better be fully dedicated to it, otherwise you'll have a very expensive piece of paper. I work next to and know people who graduated from an Art Institute, FullSail, GuildHall, various other art schools, and people who simply learned at their own pace, in their own time...with no degree. It boils down to the individual's dedication to their career path.
Whatever you feel works best for you, GO GO GO!
So don't feel like you need to go to some prestigious school just because it's prestigious.
With most school/courses you get out of it what you put into it.
Learn the core stuff as best you can because that's really the most time consuming stuff.
Most art schools are pricey as all hell and most of my friends that graduated are still paying off their debts which are upwards to 30-50k.
I did a state school (4yr Univ, i had no plans of the game industry at the time and graduated with a New Media/Graphic Design degree) then took a 1 yr long comm college course on 3DS Max, and another course on Maya after graduating. I paid off the community courses at the time i took them (they were cheap like $1k for the whole thing). College was 12-18k upon graduating. School is almost paid off and I'm rocking it up.
This is probably how I got my initial skillz.
15% school
50% online competitions
30% close friends' critiques
5% other
B
2nd'd
http://www.vfs.com/
I already work in the industry, but am planning on taking some traditional art courses to further improve my skills, though I do teach myself with books, etc. and not to mention learning things from coworkers, fellow Polycounters, et al.
I'm attempting to teach Jonathan how to properly interact with humans. So far...no luck.
Much to learn, this "social interaction" thing.
That isn't always true. I had a '3D modeling for games' teacher who desperately wanted to push everyone in the NURBS direction.
I graduated from the Academy of Art in '02. Back then, the 3D courses were almost all geared towards film, so I ended up taking illustration and industrial design courses because I knew I wanted to work in games at the time. Things may have changed now. But regardless, I really enjoyed my time at the school and learned a ton. I didn't know they offered online courses now but like everyone is saying, don't do that. Part of the appeal of going to a school like the Academy is being surrounded by students from all over the world with the same interests as you and being in a major metropolitan area like SF.
On money and work and stuff: Art school is a full time job that will eat up hours and hours and hours of your time. If you can't commit 100% then don't do it. Period.
If you don't enjoy programming (you'll know by sophomore year), then swap to a major in fine arts with a minor in Computer Science.
Formal training in those subjects will provide an ideal background for game development.
Create games in your spare time, outside of class. Constantly.
Don't study game-industry-specific tools. Our tools change from year to year anyway. Focus on algorithms, artificial intelligence, color theory... you'll be using those skills for decades, on every game you create.
very true though it's not for everybody. Also it's 10 times easier to find a job as technical artist than modelling/texturing artist.
no no no, that's not a reason. Go to university to get drunk and have sex with girls.
win.
If you going to goto a game design program make sure the teachers have industry experience, shipped titles so they aren't teaching from a book and have no clue about industry standards.
Pick whichever engine you like the most.
Join the respective Mod-Making communities. And see which ones you like the most.
(From what I understand Epic and Valve have the most active mod making communities).
Unreal allows for greater ease of use, but Hammer has far greater control (more from what I've heard, not from actually trying them extensively).
If you TRULY enjoy it, then drop the $$$ on a school. If you think of it as a tedious chore to write those kinds of documents, and seek the necessary critiques, then Game Design likely isn't for you.