This turned out to be longer than I thought...
My first exposure to a video game on a PC was outside of Where in the World is Carmen Sandiego? and Oregon Trail was the shareware version of Wolfenstein 3D. A friend of mine gave me a floppy disk with a post-it note on it that talked about this fancy thing called "pkunzip" I thought "Wow, if by following these instructions, I can play this cool game, what if I follow better instructions? I could play better games!" So I started learning DOS and how to run a lot of different types of games back when you needed to have as much of that oh so elusive 640k of lower memory available or else your DOS game wouldn't run.
I went to college at the University of Central Florida and studied Computer Science. I really wanted to learn 3D graphics but at the time there was only one class at the undergrad level that had anything to do with graphics. It was a basic introduction to virtual worlds and for the final project, I taught myself 2D DirectDraw. I wanted to learn more graphics so I convinced one of my professors to let me do an Independent Study in 3D graphics to finish my Bachelor's. That's where I taught myself D3D7 and made a very simple terrain demo with an airplane flying around. By this time, I knew I wanted to learn more about 3D graphics but I also knew I had a long way to go. I had decided that one way or another I was going to learn 3D graphics so I figured I might as well get a degree for it. So I enrolled in the Master's program at UCF since the graduate program had many more options when it came to 3D graphics.
Because the Independent Study showed I was willing to go out of my way to learn something that interested me, I got an internship at Evans & Sutherland in Salt Lake City, UT the summer before I started grad school. They did hardware and software for flight simulators. I worked in their 3D graphics software group. This got me valuable experience that I would use later.
While working on my Master's, I got a job at the local ATI office as an intern for a full year. I worked part time doing research in real-time image processing. I think what set me apart from other applicants was how I aquired my graphics knowledge (mainly by learning it on my own). My Master's Thesis was on hardware-based radiosity and ray tracing. During this time, I became a DirectX MVP, which is basically a person recognized by Microsoft as an expert in the particular technology and someone willing to share their knowledge with others. Upon graduation, I went to work for EA and eventually ended up at Microsoft on the DirectX team. I had been working on some unique rendering techniques I read about in research papers and put together a demo that showed everything off. This seems to be what helped me get in at Microsoft.
I decided that I wanted to get back into making games directly, but not at an extremely large publisher, so here I am at Obsidian. I can say that I never want to go back to a large company again. Mid-sized companies fit me extremely well; you don't have the stress of a startup that never knows if their next pay check will clear, and you don't have the frustration of 7 layers of corporate management who haven't done any real work in over a decade.
My advice for getting into the game industry:
1. Pick an area that you truly enjoy working in - It sucks to wake up every morning to go to a job you hate no matter what the paycheck is.
2. Get as much experience in that area as possible, be it through education, internships, hobby projects, or modding.
3. Do something to separate yourself from the competition - build an engine, write demos, put together a portfolio.
4. Be willing to learn and keep up with advancements in your field be it through conferences, trade publications, or hobby projects you do on your own time.
5. When you go to an interview, don't be arrogant - It's ok to answer "I don't know" to a question instead of trying to pull something out of your butt.