Students at DigiPen Are Too Busy With Math to Play a Lot of Games
By JIM CARLTON Staff Reporter of THE WALL STREET JOURNAL October 13, 1998
REDMOND, Wash. -- It isn't all fun and games, although games are the reason they are here. At the DigiPen Institute of Technology, the first school in the U.S. to offer a four-year diploma in Real Time Interactive Simulation -- a k a video games -- students grind away, not at "Red Alert" or "Tetris" or "Myst," but at planar analytic geometry, algorithm analysis and advanced surface modeling.
Founded in Vancouver, British Columbia, in 1988, DigiPen relocated to the heart of Seattle's high-tech alley two years ago and is becoming known as the "Top Gun" of video- game schools.
"This is like a dream," says 18-year-old Richard Vorodi, who trekked here all the way from Elizabethtown, Pa. Mr. Vorodi remembers feeling like an outcast in high school because he eschewed sporting events to attend Nintendo tournaments. "You didn't really want to talk about it because people would label you a geek," he says. Mr. Vorodi loves the way games can make people "scream and jump up and down." Now, he says, "I want to create something like that."
Housed in a corporate office building owned by Nintendo of America a unit of Japan's Nintendo Co., DigiPen's 130 students attend lectures in one of two industrial- beige classrooms or a Spartan lecture hall. They have no lounge, no football team, no dorm, no convenient place to eat except the 7-Eleven down the street. Each student does have his own cubicle and, of course, his own high-powered PC.
If DigiPen seems more like a corporation than a school, students look more like they are going to a rock concert than to work. On the first day of fall semester last month, one young man -- most of the students are young men -- tosses a mane of dyed black hair while inspecting the black polish on his fingernails. Dress is mostly scruffy jeans, shorts and T-shirts emblazoned with slogans like "Bite Me." Nose and eye rings are de rigueur.
But the informality belies a tight discipline. Students at all times must wear security ID cards equipped with microchip monitors. They are prohibited from hanging out in hallways. And if they miss too many classes without a legitimate excuse, they are expelled. "It's almost a farm team for the industry," says Cedric Page, associate director of Washington's Higher Education Coordinating Board, the state agency that authorized the school to grant bachelor of science degrees.
Indeed, DigiPen was started with just that idea in mind 10 years ago by Claude Comair, a now 40-year-old Lebanese-born computer-animation specialist. Originally, DigiPen (the name stands for "digital pencil") offered classes in computer animation for corporations. But with sponsorship from Nintendo, which by providing equipment and classroom space gets the right to be first to offer graduates a job, Mr. Comair opened the Vancouver campus to a two-year game program in 1994. For the four-year campus that opened this year, he recruited experienced game developers like Christopher Erhardt, 42, who had designed three dozen games for companies like Activision Inc. and Electronic Arts Inc. "I wanted to help teach students what it's really like out there," he says.
DigiPen is not about playing video games, says Vivek Melwani, a 1997 graduate. "It's hard work, long hours, intensively intensive." On the first day of class, students get organized into development teams, which include a producer, designer and game debugger for the games each student is required to develop each semester. Students begin by working on a puzzle game like Nintendo's Tetris. Then they move on to a children's game like the original "Super Mario Bros.," in which characters jump back and forth. Later they are introduced to three- dimensional games, including the fighting sort.
Faculty members like Mr. Erhardt say that as students mature, many want to develop complex adventure games with a central character like James Bond. Indeed, former student Mandi Paugh, one of the school's few female graduates, says the games that keep her coming back are those with interesting, involved story lines.
Ms. Paugh says she will play just about any game. "Mega Man" is good for the "plot lines," she says. "Ultima 6" to "mess with your surroundings. " "Tetris Attack" for the "polish" -- extra details that aren't needed for the game but that "add charm." But, she says, the challenge for game designers and the trick to a good game is that it shouldn't be the same every single time you play. "That gets boring," she says, "and at that point you might as well rent instead of buy."
Recently, student projects have included an arcade driving game, "Smash 'n' Dash" and "Crown of Orion," a horror game featuring vampires, werewolves, and zombies. For art, students often collaborate with others enrolled in DigiPen's 3D animation classes. DigiPen owns the copyright to any games students develop, and they are asked to minimize the gore.
To earn a B.S. degree, students must complete 154 credits, 34 more than most state-operated schools, primarily in math and computer science (there are no humanities courses). Days stretch from 9 a.m. to 10 p.m., Monday through Saturday. Tuition is $6,000 a semester; room, board and books add about $4,000 more.
Still, young people flock to get in. The current class of 100 was chosen from 600 applicants. Programming involves so much math and physics that the school accepts only students with at least a 3.0 grade-point average in high-school math and science. They must supply two letters of recommendation and, if they fall short academically, take an entrance exam and clear an interview with faculty members, who subject the would-be game designers to pop questions. "I ask them something like, 'What is the cosine of zero degrees?' " says James Chu, the school's registrar. "If there is any hesitation, they are out."
Occasionally, DigiPen bends the rules. A few years ago, for instance, DigiPen officials told a Florida applicant named Patrick Meehan, who had been schooled at home, that his education was inadequate. "He drove all the way from his home in Orlando to Vancouver to take our test," Mr. Chu says. "He passed, and he turned out to be one of our best students."
Mr. Meehan, like most of the students, says he was willing to jump through hoops for one simple reason: DigiPen students are highly sought out for programming jobs; the school has a 95% placement rate. Upon his graduation from the two-year associate of science program in 1996, Mr. Meehan says he was hired by Nintendo and recently was recruited away by a small game maker. A fellow graduate, Jonathan Johnson, says five companies were waiting for him when he got out last year. "I still get e-mails to this day from the others," says Mr. Johnson, who also joined Nintendo, where salaries for recent DigiPen graduates run as high as $50,000.
Indeed, this is DigiPen's biggest lure -- and curse. The software industry is growing so fast that most companies can't hire people fast enough. "Every developer would add another project team if they could,"" says Jim Merrick, a Nintendo software manager here.
But with DigiPen's unique focus on game programming, many companies are not waiting until graduation. Last fall, a dozen of the 40 Vancouver students were snatched away by other software companies after just three semesters of schooling. "That's why I came," says Randy Colley, 21, of Grantsville, Utah. |