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If I was a student again, I’d do this thumbnail

If I was a student again, I’d do this

Ali Abdaal·
5 min read

Based on Ali Abdaal's video on YouTube. If you like this content, support the original creators by watching, liking and subscribing to their content.

TL;DR

Treat the degree as the main quest, but choose side quests that build market-valued, high-income skills.

Briefing

University is worth it—but only if students treat the degree as the main quest and deliberately “level up” through side quests that build high-income skills. With jobs and economic stability increasingly uncertain, the practical payoff of college comes less from simply graduating and more from arriving at graduation with marketable capabilities that help people earn money.

The argument starts with a framework for what university is actually for. Student life has four core objectives: enjoy the experience, learn knowledge and skills, earn a certificate that improves job prospects, and make friends (or network). Those goals are all valid, but they don’t automatically translate into financial security. The real purpose of the main quest—starting and finishing the degree—is preparation for adult life, especially getting a job.

That’s where the “video game” analogy tightens. Graduating by only completing the main story line leaves a person “underleveled”: less experience, fewer developed skill trees, and a weaker job-market position. Side quests matter because they add experience, loot, and capability—turning time in university into a period of skill accumulation rather than just credential collection. The transcript stresses that many side activities (nightclubs, alcohol/substances, casual sports) are fun but don’t reliably build skills that translate into higher earnings. The key is to keep enjoying student life while also choosing side quests that increase employability.

To make the point concrete, the transcript compares “low-income” hobby skills with “high-income” trade skills. Learning guitar or chess can be personally rewarding, but—unless someone reaches elite levels—it rarely becomes a dependable path to income. By contrast, coding is presented as a high-income skill because it unlocks developer roles, remote work, and the ability to build businesses (including software-as-a-service). A specific example is offered: a friend who learned coding through side projects and hackathons while working in management consulting later built a video editing app called Fire Cut, reaching about $10,000 per month within roughly two months and later around $1.2 million per year.

Design is framed as another high-income skill. UI/UX expertise is described as scarce in the market, and combining design with coding creates “full stack” product capability that increases hiring value—especially for startups and tech companies that can hire remotely. Beyond coding and design, the transcript lists additional high-income skills: copywriting, sales, using AI effectively, building AI systems and automations, and statistics/data analysis that turns business data into actionable insight.

The closing message is direct: don’t “speedrun” graduation. Use the free time of student life to develop high-income skills alongside the certificate, friendships, and enjoyment. The payoff is not just employability; it’s the ability to add value to the marketplace—solving problems people pay for—so students graduate as “an absolute weapon of a character,” better positioned to avoid the job-market struggles that can follow a credential-only approach.

Cornell Notes

The transcript argues that university should be treated like a video game: completing the degree is only the main quest, while side quests determine how employable someone becomes. Students should still enjoy life, learn, earn the certificate, and make friends—but the certificate alone may not secure financial stability. The most important move is to “level up” high-income skills during university, because job markets reward developed capabilities and experience. Coding, UI/UX design, copywriting, sales, AI automation, and data analysis are highlighted as skills that can unlock higher-paying roles or even businesses. The core takeaway: use student free time to build market-valued skills so graduation leads to real income opportunities.

What are the four main objectives of university life, and how do they connect to real-world outcomes?

The transcript frames university around four objectives: (1) enjoy the experience, (2) learn knowledge and skills, (3) obtain a certificate that improves job prospects, and (4) make friends/network. The certificate matters because it functions as a credibility badge during hiring, helping employers filter large applicant pools. Friends and networking can also improve opportunities. But the degree’s ultimate purpose is preparation for adult life—especially getting a job—so the learning and networking must translate into marketable capability, not just credential completion.

Why does “side questing” matter more than simply graduating?

Graduating by only following the main quest line is described as “underleveled”: less experience, fewer developed skill trees, and a weaker job-market position. In the analogy, side quests provide extra experience and capability, so the character arrives at graduation with more tools. The transcript’s practical claim is that employers hire based on skill and readiness, not only on the fact that someone has a degree.

Which student activities are treated as fun but low-payoff for income, and why?

Nightclubs and alcohol/substances are treated as unlikely to build relevant skills for earning power, even if they help people socialize. Casual sports are also framed as low probability for turning into meaningful income unless someone reaches professional-level performance. The transcript’s point isn’t that these activities are bad; it’s that they don’t reliably improve odds of making money as an adult compared with skills that map to hiring needs.

How does the transcript evaluate “hobby skills” like guitar and chess versus “trade skills” like coding?

Guitar and chess are presented as personally enjoyable but generally low-income unless someone becomes elite (e.g., world-class). Guitar can lead to teaching, but the transcript characterizes basic proficiency as unlikely to produce strong income. Chess similarly is unlikely to pay well without exceptional status (e.g., grandmaster) or unusual circumstances (like streaming plus strong on-camera appeal). Coding is framed as a high-income skill because it unlocks developer jobs, remote work, and business-building opportunities.

What makes coding and UI/UX design “high-income” in the transcript’s framework?

Coding is described as high-income because it enables employment in tech and supports entrepreneurship through software-as-a-service. UI/UX design is also treated as high-income due to demand from tech companies and startups and the scarcity of strong designers. The transcript emphasizes that combining coding with design increases market value—creating “full stack” product capability that many organizations want, especially when hiring for remote roles.

What additional high-income skills are recommended beyond coding and design?

The transcript lists copywriting (persuasion that increases conversions), sales (useful across careers, including client acquisition in law), using AI effectively, building AI systems and automations, and statistics/data analysis that helps businesses turn data into insights. The unifying idea is that these skills increase someone’s ability to add value in the free market, which correlates with earning power.

Review Questions

  1. Which parts of university life are framed as necessary but not sufficient for financial security?
  2. Pick one “side quest” from the transcript and explain why it’s considered low-income or high-income under the stated framework.
  3. How does the transcript connect “leveling up” skills to job-market outcomes at graduation?

Key Points

  1. 1

    Treat the degree as the main quest, but choose side quests that build market-valued, high-income skills.

  2. 2

    University’s four objectives—enjoyment, learning, certification, and networking—only translate into stability when skills improve job prospects.

  3. 3

    Fun social activities (like nightclubs or substances) may help friendships, but they don’t reliably build income-generating capability.

  4. 4

    Hobby skills such as basic guitar or chess are often personally rewarding yet unlikely to produce dependable income without elite performance.

  5. 5

    Coding is positioned as a high-income skill because it unlocks developer roles, remote work, and software business models like SaaS.

  6. 6

    UI/UX design is framed as scarce and valuable, and combining design with coding increases hiring and startup opportunities.

  7. 7

    The practical goal is to graduate with the ability to add value to the marketplace—solving problems people pay for.

Highlights

Graduating isn’t the finish line; arriving with “leveled-up” skills is what improves job-market outcomes.
Nightclubs and casual sports are fun, but they rarely build the kind of capability that reliably increases earnings.
Coding is presented as a high-income skill that can lead to both employment and entrepreneurship, including SaaS.
UI/UX design is described as in demand, and pairing it with coding creates “full stack” product value.
The transcript’s core advice: don’t speedrun university—use student free time to develop high-income skills alongside the certificate.

Topics

  • University Strategy
  • High-Income Skills
  • Video Game Analogy
  • Coding and UI/UX
  • Job Market

Mentioned