Getting into the Gaming Business
GameSpy's five-part series will school you on all you need to know about getting a job in the gaming business.
By Steven L. Kent | Jan. 27-31, 2003




It's official! Blockbuster games like Grand Theft Auto: Vice City now have the power to generate more revenue than hit movies. Vice City sold 1.4 million copies in three days, and at an estimated $50.00 a disc pulling in some $70 million, people are starting to take notice and want in on the action -- but how?

Well, as you follow us through our five-part series this week, we'll take you through the process, looking at traditional and specialized schools that'll get you there, as well as other informal methods such as working your way up the ladder from Q/A grunt to president or designing your own game from scratch.

In addition to all this, we'll conclude the series on Friday by calling upon game designer extraordinaire Warren Spector (Deus Ex) to answer questions from fans for a new weekly Q&A; Gaming University: Getting into the Gaming Business column. Kenn Hoekstra (Raven Software), Cliff Bleszinski (Epic Games) and Harvey Smith (Ion Storm) will take turns each week answering questions for the new column. The goal? To aid you in your quest to become part of this billion dollar business. Stay tuned!




Part I: Job Fair

A look at the available jobs in the industry and where to begin your quest.




Part II: Old School

Working your way to the top, surviving burnout, and dedicating yourself for the love of games.




Part III: New School

Can specialized gaming schools and programs get you into the biz? We look closely at the options.




Part IV: Games Curriculum

Henry Jenkins (director of comparative media studies at MIT) and Warren Spector (game designer) conclude where they see gaming's future designers coming from. Will you be one?


Part V: Gaming University Q&A;

Warren Spector kicks off a new weekly Q&A; column answering questions from gamers on how to get into the business.



Next:   Part I: Job Fair »