I meant to make a thread about this topic the last time I mentioned that I'd transfered out of DigiPen but never got around to it. Essentially, I thought a lot of their professors weren't very good, and I got the impression that their curriculum wasn't very well developed.
Anyway.
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Originally posted by: Kairon
That's interesting to hear coming from an established place like digipen smoke. I expected a growing program and a develop curriculum at a place where games majors are newly implemented, like the DeVry I'm going to, but to hear that Digipen itself is still working out kinks makes me quite curious. Of course, industry professionals are preferable in Games teachers, and we have some good ones, but in addition to experience in the field they also need to be good teachers on top of that, which makes it doubly hard to find great mentors. I'm looking forward to next semester when one of my teachers I really enjoyed from first semester will be teaching us again.
But yeah... I'd love to read more about your project Smoke. The one thing I've decided upon in all this time is that no matter how good the education plan or teachers around you, it's your own efforts above and beyond what's asked of you that'll dictate your success. More than 50% of the new games students we get are gone before their first semester is over.
Regarding the curriculum, one thing that stood out was when they moved a second-year class (game implementation techniques, I think it was called) to the second semester. The first day of class, the guy who was to teach the class, Ian Lewis, I think his name was, from the XBox team, learned from us that while we had learned C, we had never actually written anything in it yet. This was obviously a shock to him, and he had to completely change the content of the class.
Besides that we were never really taught anything about programming games in our game programming labs. Instead, we had one suit and two designers ramble on about various documents, reports, and idiotically obvious things about game design (your menus should be user friendly, hur hur). Occasionally we'd be given vague engine design advice like "Make it modular" or "Make it data-driven," but were never given any guidence as to how one might go about doing these things. I think object factories were mentioned in passing a few times in the fourth semester, but were never actually explained.
Your point about experience not necessarily leading to being a good teacher is a good one. The majority of my professors seemed like they were perfectly knowledgably in their field, but many of them were terrible teachers. One of my professors actually got fired half-way through the semester because he was so incompetent.
I also understand your point about personal efforts. However, I didn't feel like I was getting my money's worth out of DigiPen. Figuring things out on your own is one thing. Paying money to have someone tell you to figure something out on your own is another. So now I'm persuing a regular ol' computer science degree and casually experimenting with SDL to write a 2D game engine on my own. We'll see where that takes me.
Also, since you brought up drop rates, DigiPen's is apparently pretty high, too. One of my roommates my first year actually left before school even started. I can't really blame him; orientation seemed like it was aimed at purposefully driving people away.
You can read some random junk on my DigiPen projects, as well as download them, at the
games section of my website. I don't have anything up for Silhouette Apparatus right now. It really didn't turn out as we had hoped. Explore the rest of my site at your own risk.