Quote from FuryoBottom line, if these newbies aren't any good, they'll be gone at the end of the project. Permanent positions are only given to those that can do something.
Much like the Gearbox COGs program. We have about a 50% success rate, those that don't seem to have the drive or determination just aren't brought on fulltime; Others just decide that they want to continue with school or that maybe Professional LD is not what they want to do.
This leads me to:
Quote from kleinlukaWhat I find problematic with a lot of the newbies that are hired straight of school with not even modding experience is that a lot of them just seem to work in games "because it's cool". They have next to no intention of improving or learning new things let alone do an acceptable and good job in the position they are holding. This is a big problem. But to big companies people are just numbers so things like that slip underneath the radar very quickly.
Exactly. I have seen some portfolios of students at some of these schools and while some might have a really good design methodology, others just don't seem in it at all and they see it as a way to make money. I don't get these schools since they teach you the what and the how, but not the why. You learn from doing actual mod work and having communities critique you, not by doing some job to just get an 'A'. I can understand the schools for terms programming, but for Art it is much better to just go to an art school (at least what I think, but hey I am a level designer!).
Even when you get hired the methods you used while doing mods and what not are completely changed. You might lose a lot of the freedom, at the beginning, you had when you were modding but as you grow with the company you begin to understand more of their own game design process. This may continue until you get to design major parts of the game or even a game itself!
And since now I am just spewing thoughts out of my head and not really putting them in coherent sentences I shall leave this.
Seacrest Out!