Common Questions
Last Updated: 12/15/02

Official DigiPen FAQ





What are the good and bad sides of life at DigiPen?

THE GOOD

  • The good side is mainly that if you want to be a programmer, especially for games, DigiPen is the place to be. Some of the students at the school have been in other Computer Science programs before, and they usually say that you learn so much more at DigiPen in your first semester than you would in your first year elsewhere. The work load is demanding, but the reward of that you get to learn a lot in a relatively short period of time.



  • Being a programmer for games requires a much greater amount of expertise than it does to be a programmer for desktop software because of all the complicated math and physics that you also have to learn. Getting a Computer Science degree from DigiPen is going to make you more qualified to program computers than pretty much any other Computer Science degree in the country, or even the world. If you do attend this school the program will give you a brutal beating, but should you survive all four years you will become more powerful than you can possibly imagine.



  • The classes are also mostly taught by people who have worked out in the industry, and the instructors give you a very good understanding of what you can expect to be confronted with when you graduate and get a job. The program is mainly centered around the idea of preparing you for the games industry.



  • DigiPen is also host to a monthly developer meeting called Sputnik. I have seen many industry-related things at this meeting such as XBOX promos, discussions about the future of sound in games, a guest lecture from the founder of Sierra On-line, postmortems of a few games, guest lecture from someone at the head of AI research, and many more quite interesting things. The people at DigiPen make an effort to keep students connected to people in the industry.



  • DigiPen also offers a unique environment compared to most other univerisities: You stay in the same room, with the same people, all day, all year, and you have the same classes, with the same teachers, and usually have very similar interests (most are interested in things such as technology, science-fiction/fantasy, anime, and of course games). Some may consider this to be a college experience that is too bland and lacking in variety. I, however, think that this closed environment is good because then you form closer relationships with the people you know. I feel somewhat at ease because I know almost everyone in my school, we have some similar interests, and are enduring the same experience.



  • Every student also gets their own personal computer to use in the lab (the lab is the room you stay in all day), which they often customize and personalize to their hearts content.



  • Another good side is the rich, diverse Seattle community. While DigiPen is located right in the center of Seattle's Bellevue/Redmond suburban mecca, with not much around here besides the typical shopping malls, chain restaurants, and fast-food joints, you are just a short 15 minute drive away from something interesting. In Seattle, there are the thriving urban districts such as Pioneer Square, Bel-Town, Alki, and the International District, which is home to Uwajimaya - an asian supermarket that sells all kinds of asian goods, mostly Japanese, including snack foods, cold beverages, books, CD music, and comics. Uwajimaya also has a second, smaller store right here in Redmond. The Pacific Northwest also has awe inspiring natural beauty, which is great for nature hikes and outdoors stuff when the weather's good.

THE BAD

  • The bad side is mainly that it really came as a shock to me at how incredibly fast the program is paced. I came to DigiPen right after High School, and the DigiPen pace turned out to be much faster than I had thought, and it took some time to adjust. The curriculum is also much more demanding. Most colleges consider 15 credits, evenly spread across three classes, to be a full schedule, whereas at DigiPen 20 to 25 Credits is considered a full schedule and it is spread across five or six classes (which means more final exams to take). The brutal, hard-pounding demands of the program can lead to very high levels of stress and anxiety, if you are not prepared.



  • Also, typically in order to survive DigiPen you must be very strong-willed. The failure rate is fairly high. Usually they start with about 100 freshman, then one year later it is reduced to about 60 sophomores, then 30-40 juniors, then 20 or less seniors. Unless you are well-adjusted and know how to deal with such a demanding workload, you may not succeed. Many people fail because they are not prepared for so much work. It is important to note that one of DigiPen's objectives is to provide the games industry with only the most well-qualified and determined people. The curriculum is made to be challenging so that companies in the industry can expect this from people with the DigiPen stamp of approval.



  • You will also have very little time to do anything else besides code. At DigiPen, under a full schedule, a typical day at school will last from 9am to 5pm, and the closer you are to a deadline the longer you will stay. This of course assumes that you spend every ounce of your time doing work, rather than piddling around and surfing the web. The more time you spend piddling away your time, the longer your day at school will last. Once you graduate and get into the industry, it gets even worse. At the beginning of a project you will typically work from 9am to 5pm 5 or 6 days a week, but once deadlines approach and crunch time sets in, it will be more like 8am to Midnight 7 days a week (crunch times can last anywhere from a month to more than a year).



  • The other major downside is that there are almost no girls (due to lack of interest). I believe this year (fall 2001) the incoming freshman class will have about seven girls out of one hundred or so students, which is a record-shattering number. If you're a girl, then you're in luck. At this school there are 50 guys for every girl. But if you're a guy, it might not be so nice. The 90% male work environment hit me as a shock for about a year and a half, although I'm used to it now. If you're the type of guy that has to meet girls at school in your classes, this isn't a good place to do that. You'll have to learn to meet women outside of school. When you get into the industry the gender diversity, unfortunately, isn't much different. So if you're serious about game development, get used to being around guys.



  • In terms of location, the worst part about this place is, you guessed it, rain. Around here it rains all year 'round. Although there are a few times when the weather does clear up and it's absolutely beautiful, most of the time it's grey, damp, and mossy. If you live in the midwest, don't worry. The rain here doesn't kill people. It's usually just tiny drizzly rain. The pouring rains are very seldom.




What are the schedules like at DigiPen?

The schudles tend to vary from day to day, semester to semester. Most of the courses at DigiPen are 3 credits, meaning that they have two hour and a half long lectures per week, and are held on two different days. Usually the lecutures are held between 9am and 5pm, although some of our instructors also have day jobs, so some classes are held between 5pm and 8pm. Under a full schedule (20 to 25 credits), 9am to 5pm is usually when lectures are held, and then you will spend a few hours after that getting homework done. Although, there are sometimes one to two hour gaps between lectures, so that is also a good time to get homework done. Typically students stay later as finals week starts getting closer and closer, because at that time we have more work to do. I personally take a reduced schedule of 14 credits, but I also take summer semester to make up for it. Below I have listed some examples of full and reduced schedules.

You may have also read in some news reports that we work 14 hours a day, 7 days a week. That's a little exaggerated, although it is important to exaggerate statistics like that because we do not want a bunch of yahoos coming to this school. DigiPen is open from 8am to 10pm, Monday through Saturday, and there are some students that are here when we close at 10pm and also come on Saturday, although it is not a regular thing that all students do everyday. I personally have stayed until 10pm and come on Saturdays a few times, but usually because I slacked off and allowed work to pile up, and surfed the web and screwed around when I should have been doing work.

Full Schedule Examples

Reduced Schedule Examples





What should I have on my application to give me a good chance of getting accepted?





Is this "The Nintendo School"?

A more appropriate name for DigiPen would be "The Programming School". At DigiPen you will be spending your time learning mostly math and computer science. The grades for the game projects class are almost entirely graded on the demonstration your programming abilities.

Programming is also something that is non-platform-specific, so graduating students wind up programming for a variety of different platforms including XBOX, PlayStation 2, PC, Macintosh, cellular phones, and so on. The ping pong ball and butterfly tech demos for the XBOX were actually programmed by former DigiPen students. Also, interestingly, so far Microsoft has given two guest lectures at DigiPen about the XBOX (at the monthly developer meeting Sputnik), whereas Nintendo has not given any guest lectures about the GameCube at all - and the chance of them ever doing it is extremely unlikely.

Although DigiPen does exist in the same building as Nintendo, it is in its own separate section. Unless you are specifically hired by Nintendo, you will never see the inside of their portion of the building (a section that is heavily guarded with magnetic-card-activated security locks, an intricut servailance system, intimidating security guards, and spikes that come out of the walls if you wander in the wrong direction. Ok, maybe not that last one, but you get the picture. Nintendo is pretty much off-limits to DigiPen students.)

As far as Nintendo giving jobs to DigiPen students goes, they don't offer high-position jobs to graduates any more than the next company. Your chances of getting a job at Nintendo are about the same, or even less, than getting a job at Sierra On-line, Microsoft, or any other game company. Actually, if there's one company you're most likely to work for after DigiPen, it's Microsoft - being that they are largest employer of software engineers in the Seattle area.

You may have also heard that here we learn to program for SNES and other Nintendo platforms. This is 99.9% false. The vast majority of our work is done on windows-based PCs, however in one of the twenty-one computer science courses we learn to program for Game Boy Color. The name of that course is Low Level Programming 2, which focuses on learning and implementing applications with assembly language. There was once a time when DigiPen did use the SNES in the program, but that was about seven years ago when DigiPen was still in Vancouver, BC. I am a Senior at DigiPen, and I have never known anyone that has ever programmed for SNES.





What will I learn at DigiPen?

In short, how to program. When you program a computer, what happens at the hardware level is essentially the same, except there are various different languages you can use to tell the computer how to do what you want. DigiPen focuses the curriculum on teaching the theoretical concepts first, and then uses the C/C++ language to implement them. The reason for choosing this particular language is mostly because it is very commonly used throughout the computer industry, and is fairly easy to use compared to some other languages. As for learning more platform-specific programming languages (i.e. XBOX, Mac, cellular phones, etc), that is usually something that professional programmers do on their own. The main reason DigiPen teaches programming on the theoretical level, as opposed to just teaching you about the lastest industry trend (i.e. OpenGL, DirectX) is because that way when the current trend fades and the next one begins, DigiPen graduates will have a general understanding of how it works on the conceptual level, and can easily adapt to the new trend.

The first year is spent learning how to do things like make the computer display a bitmap in a window, writing an ascii version of tic-tac-toe, a game of pong and other things that require basic programming skills. The game project for the first year is to make a Text-Based adventure game, the types of games that were popular in the late-seventies and early-eighties. The second year involves learning how to do more complicated 2D stuff. The game project for that year is a 2D side-scrolling game. The third year you have to make a networking/simulation game that uses a very basic 3D engine, the kind you would see in some of the early PlayStation games. If you manage to be one of the fortunate, hard-working students that make it to fourth year, you will start learning about things that are closer to the cutting edge of game programming, and make a full-blown 3D game.

There is sometimes a misconception among people interested in DigiPen that they will be able to come here and be able to make a game like Super Mario GameCube right off the bat. This is far from true. In order to program a game that sophisticated, you will need to be compitent in high levels of math, physics, and computer science, which take years of effort to learn.





How much will I make when I graduate?

I cannot emphasize this enough. If you do not enjoy programming, the money does not matter. A programming job, especially in the games industry, is very demanding. A 60-80 hour work week is not far from common. During crunch time, which can last anywhere from two months to a year or more, sometimes employees sleep on the floor at work. Programming will basically be your life, so you had better make sure that programming is a lifestyle that you would be willing to accept. Also, this might seem obvious to some people, but programming games and playing games are very different things. Just because you like playing games doesn't mean you will like programming them.

The last statistics I heard were somewhere between 40,000 and 55,000 after graduating from DigiPen, and of course more after that. Programming jobs are in high demand, especially in an industry that is rapidly growing each year, so it is pretty safe to say that finding a job after graduation will be pretty easy. Although you should be aware that because the state of the industry is always changing, and the climate of the job market could be completely different in coming years.

Also, aside from game programming jobs, you should also be qualified to apply for desktop software programming jobs, which are even more abundantly available. Programming for games is much more complicated and requires more expertise than programming for desktop software, so you could say that a DigiPen degree could make you overqualified to program non-game software.





When I graduate, will I be able to choose which company I work for?

Yes and no. The last graduating class I talked to said that they got offers from two to three different companies, and I believe that was after they sent out their resumes. The job market in the industry is pretty healthy, so in that sense you will get to choose who you work for. However, your choices will still be limited, and you may not be able to work for any company you want.

If you think you can graduate from DigiPen and work for a famous company, such as Blizzard or id, this might not be as likely as you may think. The vast majority of game companies do not make any of the popular franchises. To give you an idea, in the Seattle area there are 42 game development companies, and only 5 or 6 of them are well-known (Nintendo Software Technologies, Microsoft, Valve, Bungie, Humungous, Sierra On-line). If you choose to work for a game company in the Seattle area after you graduate, you will most likely be working for one of the other 36 game companies that aren't as famous, perhaps even working on the latest version of Barbie Supermodel. This proportion of famous to non-famous companies is pretty much the same in all other parts of the world.

There are also quite a few people that think they will graduate from DigiPen and work for a famous Japanese company such as Squaresoft, Capcom, or Konami. All of the games for these companies are made in Japan, so if you want to work for them, in addition to your DigiPen degree you would also have to fluently speak, read, and write Japanese, and in order to do that you would probably have to live in Japan for a couple of years, most likely working as an English teacher until you become proficient enough to get a programming job. Even then, you may not be able to get a job at the specific company you want, and will instead have to go with a lesser known one. Then there's also the discrimination you may face as a gaijin. If you have dreams of working for Squaresoft on the Final Fantasy franchise, or something like that, that will be a very long, challenging road to go down. But if get there, you may have a chance to work on Final Fantasy XXVIII, assuming that the franchise is still popular by that time.





Why do so many people fail DigiPen?

Basically because they don't get their work done. Many students become intimidated and overwhelmed by assignments and the heavy workload, and as a result end up surfing the web and playing games to make themselves feel better. This is why I always say that enjoying programming is essential to this career track; if you enjoy the work then you will not need web surfing and playing games to make yourself feel better. Some students are also afraid to ask for help when they can't quite figure out how to do an assignment, which is a grevious error.

There is also another common distraction: the game project. Many students find that working on the game is a lot more fun than working on assignments. That is another reason for why some people fail.

If you are strong-willed enough to overcome these distractions, get all of your assignments done, and study for every exam, then you should be just fine. Getting assignments done, however, usually means that you have to ask for help from the instructor and other students. Most students get help from their fellow classmates to get assignments completed (me, for instance). There are very few who are genious enough to get all assignments done without asking for help.





Will I really have to stay at DigiPen into the late hours of the night working on assignments?

That mainly depends on how productive you are. Many students do spend a great deal of their free time in the lab, however much of that time is spent surfing the web, downloading mpegs of the latest games, IMing their friends, and playing games. If you spend all of your available time getting work done, then staying late (as in 8-10pm) should happen very seldomly, or at least for the first two years anyway.

It's also important to note that while you may be productive enough to avoid staying late to do work, after the first year you will be staying late to attend class. Some of the classes for second, third, and fourth year are held in the evening and early night.

Also, when it comes to the game project, whether or not you stay late for that is largely depended on your team. Often times a team will slack off for a while, and then as a deadline approaches they will all band together and code like crazy for a few days, staying late each day. However, if your team is able to organize itself so that everybody does a certain amount of coding each day, and everybody does their share of work, then the production should happen more smoothly and staying late should rarely happen. Of course, learning how to make your team work together well is an art in itself, and it is also a skill that you can aquire here.





How is DigiPen going to help me become a game designer?

First of all some background knowledge. Game Designer is a very ambiguous position whose duties tend to vary from company to company. In some big companies there may be a design team that spends six months designing games and then spends the next eighteen months as QA people that interface with the programmers, artists, marketers and other people. In some smaller companies a designer may be the president of the company that also doubles as one of the head programmers. For example, Sid Meier and Peter Molyneux are both actively involved in the programming of their games.

The stories for games are typically written by a Game Designer, although this is another aspect of game making that is ambiguous. A separate person may be hired with a robust background in creative writing. For example, the president of Oddworld Inhabitants is a former Hollywood screenplay writer. The stories and content for the game may also be partially made by the marketing department, or perhaps a collaboration of a few members of the production team. How a game is designed can take on many forms.

To my knowledge, Game Design typically requires a well-rounded background. A solid knowledge of computer science I would consider to be a must. Aside from that, a game designer should also have hobbies outside of computer programming. Kojima Hideo, for example, is a movie buff. He once said, "Most people are 70% water, but I am 70% movies." If a company were to make, say, a game set in medieval times, then it would make sense to hire somebody with a strong interest and background in the medieval world. The makers of Shogun: Total War have a strong interest in Japanese medieval warfare (probably).

For IGDA's shpiel on the Game Designer position, click here.

The way that DigiPen factors into this is that they will provide you with the strong background in computer science. Many people at the school are using the program as a base to jump off of into the design aspects of game making. Before somebody can design a game they will first need to know how it's going to be implemented, and be able to help get the code working if asked to do so. DigiPen provides you with this background knowledge that you need, and perhaps most importantly, it gives you loads of hands-on experience to show companies when you apply for a job.





How does DigiPen differ from game development programs at other universities?

I have never personally investigated any other game development programs, but what I have heard is that none of them even come close to the quality of the DigiPen program.

The major difference is that DigiPen was founded and put together by people from the industry. They realized that there was a shortage of qualified people, and so they founded a school dedicated to producing specialists in the field. The program was designed to simulate the industry and prepare its students for what they are going to be expected to do once they graduate and get a job - everything from the game projects courses and demanding workload down to the security card activated door locks. In the game projects course students write technical design documents, game design documents, practice team-based development, and run focus groups, all of which are a part of the industry development cycle. Lectures and discussions are also given about business and political aspects of the industry.

From what I have heard about the other programs tends to give me that impression that they are basically thrown together by computer science professors that do not really know what they are talking about. I think that DigiPen is definately the best choice school to go to for a career in games anywhere in the country, and possibly the world.





What can I do now to prepare for DigiPen?

Math, Computer Science, and Physics are the areas that you should focus on. Also, as I mentioned on the front page, picking up copy of Microsoft Visual C++ - Standard Edition and Teach Yourself C in 21 Days would be a great way to begin learning programming. DigiPen also offers summer workshops for High School students. See the Official DigiPen website for more details. There are also a number of books that I would recommend you read.