Why Apprentices do not drink all the Booze and hack all the Things
summary
An apprenticeship at InnoGames runs three years and pairs roughly 245 hours school / 2,568 hours work per year, with low initial output that rises as training recoups costs; employers often hire 3–10 apprentices annually. A survey of ~400 parents finds ~50% see apprenticeships as blue‑collar, <20% equate them with university and only 10% would prefer them. Apprentices ship code on Elven (millions of players), need a unified curriculum and wider studio uptake, and succeed through usage, reputation, identification, learning.
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chapters (12)
- 0:00Apprenticeships in game dev
- 6:02Stigma around tech apprenticeships
- 9:13Historical roots and modern adaptation of apprenticeships
- 13:24Employer costs and benefits
- 16:31Apprentice workplace challenges
- 20:24Flaws in CS education
- 24:14Future-proofing education
- 30:20Intrinsic motivation in apprenticeships
- 33:10Apprenticeship success requirements
- 36:43Student demands for flexible ed
- 37:47Why apprentices do not hack all the things
- 40:16Q&A
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