Balancing Your Budget on Co-op and Beyond

Balancing Your Budget on Co-op and Beyond

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So you’ve gotten the job. Congrats! If this is your first co-op, you’ll probably be pretty giddy when you see the digits on that first pay stub. But, you’re also probably in a new city, and you’ve got lots of cost of living expenses. Before you go off and spend all that cash on a new laptop, let’s think a little more about that paycheck, and what it costs you to earn that money, and how much you might want to save for the semester and beyond.

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Balancing Indie Aspirations in a AAA Program

Balancing Indie Aspirations in a AAA Program

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My interest in the games industry has always been in indie games. For me, college is a chance to quickly level-up and round out my skillsets in as many games-relevant places as I can, so that I can be as strong an independent developer as possible when I graduate. The Game Design and Development program is a very programming-heavy, and focused more on the larger side of the industry. Starting my career in indie games, working through this industry-focused program, and maintaining my own personal well being is a very delicate balance.

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Put It in the Next One

Put It in the Next One

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I was recently reading the book Spelunky by Derek Yu (part of the Boss Fight Books series), which is a 209 page look back on the history of his development of the game Spelunky. There are a lot of great lessons to be learned from that book, but there was a specific point made that really resonated to my core, addressing some serious productivity problems I face.

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The Power of Presentations

The Power of Presentations

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Over the last semester, I’ve been working on two larger game projects. One, ColorCoded, is a smaller mobile title that started as a class project from the fall and then my team continued to work on it for the next seven months. The other, VRoom, is a VR car combat game using the Unreal engine, with an eight person team and now 15 weeks of work.

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IGM's Level Design Class

IGM's Level Design Class

It was years ago when I first encountered a level editor. I think this was during the summer between elementary school and middle school. It was that experience that made me want to work in the games industry, setting me onto a path that has led me here. For the past couple years, IGM has been workshopping a level design class that is now becoming official. I was one of the TAs back when this was a seminar.

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