@DonNoFace said:
Plus it's not accredited,
Here in lies the real problem, really.
There is no "developer" profession; what do you want to actually do on the game?
@GS_Dan said:
Don't take a specialist course, take computer science with some relevant module choices.
....And if you are going to do anything short of being a level designer, take classes that focus on the thing you want to do. Because you can't take computer science and know how to model a game or do UI, or much of anything that you need to know how to do. Computer Science is useful and often a pre-req for many of the paths you can take, but you need to branch out. It's not as focused as it used to be, when animation by a modeler was unheard of, so you want to be more general on the path, but find what you are good at and focus on it.
If you want to be a level/gameplay designer, you are going to want to pick up at least some programming in C++ because it'll help a lot when you know the programming that makes your design go. Plus, it'll help hugely when you want to make portfolio projects to show off. A good thing to do is go to school for computer science, with a focus on programming. While you do that, pick up every easy ass level editor software in order of ease of use, and with a variety of types of games. I don't give a damn if you only wanna make shooters, learn how to make Portal puzzles and Neverwinter Nights encounters. Then get into more advanced stuff, like the Unreal Development Kit (UDK), to try and make an entire game, maybe with some help.
The key to getting a gig in the industry is actual proof that you can do something. Designed a really awesome map in Forge, or the Hammer Editor? Package it up, and make it a part of your portfolio. Did you help out on an indie project? Pack up what you worked on, or give a way to acquire the game and state what part you worked on. If it's too clunky to package up what work you did, do a video walk through, not with commentary. When you play a game, the flow isn't stated to you explicitly most of the time, and commentary over the clip can be useful as an optional thing, but it should also be available without it to show how it's experienced by the player.
While you still need to be somewhat specialized within a field, learn EVERYTHING you can within that field. Don't just learn how to make an interesting encounter, learn how to guide the player and control level flow; how to make the environment look natural, interesting, and aesthetically pleasing in one sense or another; how to pace a level properly; and how to fit things together into a larger experience (a good way for this is to make a Left 4 Dead campaign with several levels, or a quest/mission line in an open world game like Skyrim). Even learning basics of lighting and sound will help with making things more well rounded and show that you can interact with the various fields. Because games are made in a particular way, you do a LOT of collaborating across departments, art and design have to work together to reach a balance between gameplay and aesthetic in environments; UI is equal parts of both often; art has to work some with engineering/programming to make sure pretty effects can be implemented and coordinated, and to avoid all the pretty effects bogging down the engine; and much much more. Even within departments or fields there are smaller subsections like sound being separate off on it's own. All of the teams come together to make a game that is a cohesive thing, so the sound and the art and the design all line up. So it's very important to know at least the basics of that stuff to make things easier when someone else has to put their pass on something.
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