Until I took college programming classes, I was a self-taught programmer centered on quake modding. It helped me a great deal in my classes because I already understood a number of things rather deeply, including the logic and mental syntax-processing that's critical. Quake also taught me some basic vector math and other math concepts -- I gasped in my graphics programming class when we discussed Dot Products, and I said "I know this stuff!". My experiences in Quake with exploring and mastering the tools here had prepared me for that class and many others. I didn't know how to calculate a dot product, but I knew what it could be used for, and that helped a lot.
I now have a Bachelor's Degree in computer science, and I've worked a number of programming jobs.
I worked for maybe a year and a half at a video game company named Sensory Sweep... However, it was a bad experience. If you've read any of the news about the lawsuits and government investigations into the company, you might know a little bit about what's going on. Let's just say I was one of the lucky ones -- I got laid off early, all my paychecks
actually cashed at the bank, and I got a new job within a couple of months or so (though my 401K will probably turn out to be bogus). Some people are still owed over $10,000 in back pay and have little chance of ever seeing it. Even before all this happened, the management was sleazy and entirely untrained, the favoritism was terrible, the unpaid overtime was unjustifiably high, and I can't say I'm very proud of any of the games I worked on. Jackass DS, Glucoboy 2, a mini-game warioware ripoff game that got put on the back burner indefinitely, and a Diehard game that never saw the light of day (for good reason!).
Despite all the great talent they had working for them (artists, programmers, all us low-level grunts), Sensory Sweep produced one shoddy game after another because their game engines were poor, their management was incompetent, and they always underbid the project timeline to beat out competitors so we never had enough time to finish anything properly. Oh, and 10-12 hour days were more or less standard because of that. 14 hour days were expected if you were anywhere near a milestone, and I worked 18 hour days on more than one occasion trying to meet deadlines. No matter what though, we got paid for 8 hours a day, tops. No overtime pay for you lowly salary grunts, you're here to work for free. We can underbid as much as we want and still make money because our employees can work any amount of unpaid overtime.
And that's just the tip of the iceburg. The way they treated my uncle was way worse. I really, really was lucky.
I'm told other video game companies
usually aren't like that, but I'll be extremely wary about entering the game industry again. It turns out modding at home for myself isn't near as likely to produce a finished product, but it's at least more satisfying than working on someone else's project that is both uncreative and unenjoyable to play. Working on uninspiring projects that someone else came up with, games that hold no promise of being interesting or fun for either the developer or player, suck the life out of you.
At least with my current job, I like my work, my coworkers, and my bosses. Water modeling software is not as cool or engaging as working on video games, but Sensory Sweep was never very cool or engaging anyway.
So yes, my Quake modding did help me get my education and my current career in computer programming and software development, as well as the jobs I've had and currently have. It helped a ton, and I still tinker with Quake from time to time. Unfortunately it's a real challenge to find the time and energy to keep modding, which worries me. It used to be a huge part of my life.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.