Hi! I studied Game Art at DMU. In 2022 I interviewed for an internship year at a AAA company, and I was offered to stay on for my final year, which my university facilitated (meaning I worked full time while completing my degree, with minimal contact from my university.... which for the record, they charged me full fees for....)
So right now, I'm an associate technical artist with ~2 years exp. at 22. I'm a pretty good success story. My uni's placement team certainly liked to use me as one. I'm saying this mostly to add some gravity to my point which is:
Games degrees do not teach you workplace skills. They often teach you how to make portfolio pieces.... but miss a lot of essential industry skills. I went into industry lacking literally dozens of essential skills. (I had never had to make LODs, or a single destructible asset) A lot of the ones I did have, I'd taught myself outside of Uni. (basic python, basic shader graphs, basic unreal blueprints). I'd worked pretty damn hard, for sure, and I had pretty good social skills/networking skills. But I still got pretty damn lucky. I was the only one in my year to go on a placement year. When my (original year) graduated, there were 5 others employed in games within a year of graduating, to my knowledge. (4/5 of which in more niche roles, like technical art, VFX and lighting... not in the "more arty" 3D modelling roles, that our uni kind of geared us up for.) And then we had 3 others from that year go into games-related education... i.e. teaching the course they had just graduated from.... which leads to this part:
The problem is generally the people that should be teaching games courses are busy ... actually working in games. Sure, there are definitely some people who take career breaks, or lecture part time, but I would say the vast majority of games course educators do not have industry experience. How can we expect people to learn how to go into this industry from people that have never been in it?
The "selling a dream", I definitely agree with. The expectation for graduates to form companies (with next to no business/entrepreneurial advice!) was also very prevalent. Absolutely crazy advice to give young people who have just gained 30k+ of student debt.
And my course had a comparatively high success rate (!) 5 in games out of a class of 55? (not counting myself, because I technically graduate this year) 9%...? It's still not great odds. If we include the educators as well that makes it 14.5%. The 2 years before had notably less (covid graduates).
I'll disagree on your last point. I don't think we should prevent people from being able to study games. If it weren't for my course I wouldn't have my job in games. We don't have a great success rate, but I think we should be working out how to fix that, not just scrapping it completely. I wish there were better ways to identify good games courses... This is definitely improving - Screenskills is alright, but the new Unreal academic accreditation is even better. Doing more generic courses is advised to everyone, ever, but I think had I opted for a more generic course, I would have done something like graphic design.... I kind of doubt I'd be better off for it, honestly. I think there's better answers than making games courses pay-to-win. (hah!) We need better educators, better ways of identifying good universities, better ways of advocating for better games education from inside the industry, without just crushing dreams.
(Feel free to throw me questions. I love questions. I hope any of this was interesting.)