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This paper is about how to improve collaboration between academia and industry in the field of games. Most university game programs seek to work more closely with industry to provide better experiences for their students and to initiate research projects. Likewise many game companies seek better relations with academia for hiring talented students and finding commercializable ideas. The two groups have very different cultures and needs that affect their ability to interface efficiently. The paper draws on direct experience from industry and academia and organizes the thinking about collaboration into two categories: 1) Research-Oriented and 2) Education-Oriented. These categories emerged from study of many academic-industry collaborations and experiments conducted this decade. Attempts are made to explain how certain collaboration models have evolved over time to benefit both groups and why other, seemingly logical, models have not worked. The goal is to provide information that will be valuable to both academia and industry.