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Today's Gamasutra student feature, part of the site's <a href="http://www.gamasutra.com/education">expanded game education coverage</a>, is a first-person 'Day In The Lif...

Simon Carless, Blogger

March 1, 2006

2 Min Read

Today's Gamasutra student feature, part of the site's expanded game education coverage, is a first-person 'Day In The Life' for John Molloy, who is a Games Design & Development Student and the Ballyfermot College of Further Education in Ireland. Molloy discusses a number of things in his 'Day In The Life', starting with the dawn hours: "The first of my 6 alarms goes off, projecting the time onto the ceiling in a large green digital display. In an hour's time I'm going to wish I woke up at this point, instead right now I'm dreaming about someone firing a green ray gun at my bedroom. Over the course of the next 45 minutes, a travel clock, a radio clock, a 2nd travel clock, my phone, and finally my Nintendo DS are going to do their best to wake me. In the end, it will be my neighbor's diesel hatchback coughing to life that will get me up." ...and continuing with game design-related study: "This is the big one. Games production is the class where we tie everything else together. The rest of the week is taken up with classes on 3D modelling, programming, sound production and the other business classes. The class has divided itself into three teams in order to prepare submissions for the "Dare to be Digital" competition in a couple of months. While everyone has his or her area of speciality, our team Durable Haggis is very much a collaborative effort. My stated role is AI programmer, but I also do a lot of the business side of things, mostly because of the amount of time the others need to develop the art assets." You can now read the full Gamasutra feature on the subject, including plenty more information on an average day in John's life (no registration required, please feel free to link to the article from external websites).

About the Author(s)

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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