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rather than experienced at all three--while some try to teach students the entire range of skills.
The schools are hampered by the ever-increasing cost of producing games. Most institutions, for example, can't afford the high software-development kit fees charged by Microsoft and Sony--which typically are in the $20,000 range--in order to have their students work directly on Xbox or PlayStation systems.
Students will typically work on PCs, instead. Todd Robinson, lead faculty member for the San Francisco Academy of Art University's game program, said his students have tools that simulate the output of the commercial game systems in order to gain experience developing for the consoles.
Leutenegger said he has words of warning for students, too. The business of game making, after all, is a far cry from an afternoon in front of a PlayStation.
"I caution incoming students on a couple of things," he said. "This is an industry with high burnout rates, long hours and incredibly tight deadlines. I tell them that in a couple of years, many of likely to change their mind about what they want to do."
For the most part, companies are eagerly encouraging this type of hands-on academic program. Last year, Nintendo sponsored a five-year professorship at Seattle's DigiPen University, which was the first school in the country to offer a four-year degree in game development, and has placed a number of students to the Japanese company.
Smaller companies, while still optimistic about the programs, have less experience with games graduates. NC Austin, a division of Korea's largest game maker, NCsoft, says it has consulted with local colleges about developing game curriculum, but has yet to hire anyone directly out of the programs.
"The challenge we find is creating openings that don't require firsthand experience," said NC Austin Director of Human Resources Linda Powers. "Our pace is so fast that we haven't found ourselves with that luxury. But my impression is that they're doing the right things."
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