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Breaking Into The Games Industry Discussed

Thanks to GameZone.com for their interview with Marc Saltzman discussing his book, Game Creation and Careers: Insider Secrets from Industry Experts. The book includes interviews with many leading creators, plus design docs from Chris Taylor of Dungeon Siege/Total Annihilation notoriety, as well as "..everything from how to protect your game idea, how to sell it, getting a job at a development studio or publishing company, setting up your own development house, working with headhunters and agents, doing it yourself by selling games online (shareware, etc.), proper game testing, marketing, public relations and key organizations, conventions, Web sites and schools." He also tries to address the paradox stumping many wannabe game professionals: "..how do you get experience when no one will hire you without any?"

24 comments

  1. huh? by Danse · · Score: 1

    A breaking into the games industry article? Is it Friday already? Oh crap, I'm goin home then!

    --
    It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
  2. The Truth about Marc Saltzman / Getting into Games by Factomatic · · Score: 5, Interesting

    If you really want to know how to break into the games industry you should read this Slashdot thread on pitching games, and check out this guide to submitting games from the International Game Developers Association. Why waste your money on a questionable book when you can get better information about breaking into the industry for free?

    As for Marc Saltzman, read this post about what he's really about. The top post is quoted below but I suggest you read the whole thread.

    ShwAsasin is typical of people who don't understand how the news media works and operates, probably because he has never worked in a news environment.

    Marc Saltzman "isn't JUST a CNN crony" - he has a syndicated column (in which he summarizes press releases). That means that the newspapers mentioned just dip into the newswire stream whenever they need to fill a hole in a page. It DOES NOT mean he "writes for numerous newspapers" (since when did two papers become "numerous"?) and it certainly doesn't impart to him any real credibility.

    The books Marc has "written" are little more than long-form versions of the fanboy game press drek that passes for "reporting", which so many have decried here on Slashdot and elsewhere. The majority of them are game strategy guides and cheat codes. That's not journalism and barely passes for writing.

    Marc is well known within the games industry as a flack that even the PR agencies can't stand, but more than one PR rep has confessed that they need him because he has managed to build himself a profile. Marc is tolerated by both games companies and the editors at the papers you mentioned, not celebrated as an authority as you would have us think. Marketing staff at the game companies see Marc as a necessary evil until legitimate technology and business journalists (not fanboys) start to cover their industry like any other technology/software/entertainment business.

    Editors have confided that they are aware that he has barely (if at all) played the games he "reviews" but the tyranny of the news cycle compels them to publish whatever they can get their hands on when it comes to games. Because they have already paid for content through their newswire subscription, it doesn't really cost the papers anything to run Marc's bumpf.

    At industry events, Saltzman simply walks around the displays, picks up the press materials and sampler CDs, asks the game company reps when the next free trip to [INSERT EXOTIC DESTINATION HERE] will be and what kind of graft they will be giving away, and then he goes home.

    Why have I posted anonymously? Because I don't need the flames and grief that comes with exposing one of the worst fraud artists that has latched onto and leeched the games industry.

    On a personal level Marc is nice enough guy, but on a professional one he leaves much to be desired.

    Marc is the living example of the axiom "Politicians, old buildings and whores all become respectable with age." I'll leave it you to figure out which category Marc Saltzman fits into.

    MORE HERE

  3. I am sorry but... by Morgahastu · · Score: 4, Funny

    Marc Saltzman is a total, for the lack of better words, asshat.

    I've read many of his articles, seen him on tv, heard him on the radio and even bought one of his shitty books. This guy knows absolutely nothing about games and nothing about editing.

    All he does is email some people he knows and asks them to write an article about getting into the gaming business and then he staples them together and calls it a book. I have "Game Design: Secrets of the sages" (or something like that) from him and it's a total piece of shit.

    You'd think it would go into great detail about things since its quite a hefty book but it definately does not. Just about every second page is a new letter from a different person and 90% of the content is the same in each letter. A proper editor would of compressed the useful information of this book into a backpocket paperback.

    This guy knows nothing about computers, he's just a guy who can talk infront of a camera and somehow get people to write books for him and get away with him.

    He's almost as much of a poser as Kevin Rose.

    Phew.

    1. Re:I am sorry but... by KU_Fletch · · Score: 1

      Yeah, I was in Borders the other day, wasting time in the programming section when I ran into this book and decided to read a few chapters. It's some of the most inane tripe you could ever write. I've seen more informative articles about working in the games industries written in forum posts. There was like 30 pages on level design that could have been summed up in 2 pages without the bullshit and bad diagrams.

      --
      It's not stupid. It's advanced.
  4. Since everyone seems to not trust this guy... by Mike+Hawk · · Score: 1

    How about some tips from slashdotters about breaking into the entertainment software industry?
    Lets turn all this negativity into something positive! Make it an ask /. for wanna be game professionals.

    My tip, I know its tired but I can say for certain that it works, put time in at the publisher QA level. I have a couple friends who have gone on to be titled designers DIRECTLY from this route and many more who are titled producers both at publishers and developers. This works best of course if you happen to live near a major publisher (ie LA if you are in the States). Check out the publisher's websites (they are almost always hiring) and be an in-house QA tester, public betas will get you nowhere fast.

    Its cliche but I can verify it works.

  5. I am glad someone brought up Kevin Rose by Anonymous Coward · · Score: 0

    I don't know how he's lasted this long on The Screen Savers and Tech TV.

    And I don't know how the people there who are actually quite intelligent and knowledgeable let him walk arround labelling themselves a hacker.

    I've often seen him find plans to build something online, do it on the show and take complete credit for it.

    I remember before he was a main "star" of the show he was just some lacky in the background and he claimed to had discovered the "flaw" in windows that is the Messenger Service. Yeah, thats right, he claims he discovered that it could be used for spam. ...

    Someone needs to start a petition to get him off The Screensavers along with his stupid girlfriend.

    And don't get me started on the new format for Extended Play!

  6. Simple answer by DumbWhiteGuy777 · · Score: 1, Insightful

    "He also tries to address the paradox stumping many wannabe game professionals: "..how do you get experience when no one will hire you without any?" "


    Who needs experience when you can just tell them your slashdot karma?

  7. Why? by saden1 · · Score: 3, Insightful

    Why do so many people have such a grand view of what life is like a game developer. Life as a professional game developer sucks. It is long hours and pay low compared to the rest of the IT industry. And don't forget about the whole sale firing/hiring that is going on in the gaming industry.

    Stick to Mod development where there is no pressure and spend your week days working for company X developing business applications.

    --

    -----
    One is born into aristocracy, but mediocrity can only be achieved through hard work.
    1. Re:Why? by 2megs · · Score: 3, Insightful

      Why would you want to spend half your waking hours doing something you don't love? Personally, I think having the opportunity to devote 60+ hours a week to game development more than makes up for the low pay. :)

      But no, it's not for everyone.

    2. Re:Why? by Anonymous Coward · · Score: 0

      Why would you want to spend half your waking hours doing something you don't love? Personally, I think having the opportunity to devote 60+ hours a week to game development more than makes up for the low pay. :)

      Ah, but you presuppose that you are both A) working on precisely the type of game that you love and B) the few people with genuine control over the game are not treating something you love dearly and forcing you, by association, to treat something you love dearly like crap.

      I concur with the previous poster - if you are doing it for the love or for the art, help make mods, open source games, or make stuff for yourself.

    3. Re:Why? by macrom · · Score: 1

      And working 8 hours a day (which is unlikely if you're a top developer -- there's always crunch mode!) then going home and working another X hours on a game or mod is better? You're still working the same number of hours (maybe more), but you're not getting paid to do what you love full-time.

      Most game developers take the lower pay for the risk of nice royalties on a AAA game some day in the future. They would rather devote all of their time to a "hobby" than relegate it to a side project that gets a fraction of their attention.

  8. getting hired as a programmer by 2megs · · Score: 5, Interesting

    I make hiring decisions for programmers at Troika Games, a PC RPG developer. We get a lot of resumes, most of which don't ever get an interview. What's going to make you stand out to me isn't your college degree or your years of work in web development while you wished you were doing games. The thing that will most likely get your hired is a piece of runnable code that shows both your abilities, and your passion and motivation. A little shareware project, a graphics demo, work on an Unreal mod...you get the idea. The fact is that the people who will truly excel working on games already ARE working on games because it's so much a part of them that they can't do otherwise; they just need a salaried position on a well-funded team. :)

    Speaking of which, there's an entry-level programmer/scripting position that we're looking to fill on the team for Vampire: The Masquerade. Impress me.

    1. Re:getting hired as a programmer by Anonymous Coward · · Score: 0

      If you don't mind, could you give an approximate salary range (and perhaps profit sharing est.) for this position?
      Assume a person with 5 years programming exp, with some OpenGL work in school.

      TIA

    2. Re:getting hired as a programmer by May+Kasahara · · Score: 1

      That's a good point. I got my first big break (in broadcast animation, not games... though I would like to work in the latter someday) due to a film I made, not because of some presentation package. I didn't even have to submit a demo reel or portfolio.

    3. Re:getting hired as a programmer by Anonymous Coward · · Score: 0

      We get a lot of resumes, most of which don't ever get an interview. What's going to make you stand out to me isn't your college degree or your years of work in web development while you wished you were doing games. The thing that will most likely get your hired is a piece of runnable code that shows both your abilities, and your passion and motivation.

      The fastest track to getting hired that I have seen in the games industry has been to either be realted to or have been childhood buddies with upper management. Any contacts within a company whatsoever are a big tipping point that gets people in the door. Its a matter of "we trust you because someone here is willing to vouch for you". Talk of passion and motivation is nice, but those things are impossible to prove in an interview - a solid programmer of average aptitude with a staff programmer vouching for him will get hired any day over a cold-call who could very well be the next Carmack.

      A little shareware project, a graphics demo, work on an Unreal mod...you get the idea. The fact is that the people who will truly excel working on games already ARE working on games because it's so much a part of them that they can't do otherwise; they just need a salaried position on a well-funded team. :)

      Again, I must agree with other posters: the best way in is through QA. QA is the weak link in the gamedev iron curtain. Companies are usually alot less picky about hiring testers, and the biggest value of being a tester is not the on-the-job experience - because being that low on the totem pole can really suck. The value is in the opportunity to meet a whole bunch of people who could potentially be vouching for you as you go for that junior developer opening one project down-the-road. Then you will be the one with the inside track with inside people backing you up.

  9. ARTICLE: Games industry changes & career prosp by Geartest.com · · Score: 2, Informative

    We recently interviewed Electronic Arts director of advanced technology John Buchanan, CORE Digital Pictures VP Doug Masters (himself a former EA developer) and Side Effects' Robert Magee for an article about major shifts in the games industry and how they affect job prospects.

    They said some surprising things that should give anyone thinking about pursuing a career in games a lot of food for thought.

    Most surprising was this statement from EA's John Buchanan, which seems to shatter a commonly-held belief among hopeful game developers about what it takes to make it in the industry:

    "We now have a huge problem in our industry of engineers, who used to be the gods of gaming, now becoming subservient to the artists."

    After you read the full feature article, if there's enough interest in more on careers, let us know -- post in this thread -- and we'll add some of the career-specific tips that were left out of the main article.

  10. There's always shareware... by bluemeep · · Score: 1

    Instead of selling my soul to Old Scratch to get so much as an interview, I'd prefer to try the do-it-yourself approach. It may not be glamorous or even well paying, but there's a certain charm to that particular branch of the industry. Sort of like a little red brick home surrounded by town house developments.

  11. Is this the same Chris Taylor by Anonymous Coward · · Score: 0

    lead designer of fallout? If so, I worship him as my god, and wish he was working on fallout 3.

  12. Create a game: make money? by joeware · · Score: 1

    Has anyone out there made money off there small, homegrown game? By this, I mean, has anyone asked for a small fee for a full version, or asked for donations to help keep development going? Does a fee or donations work better? Does anyone actually pay the fee or give donations? I have unemployed friends making games for fun, but who are wondering if they can get any money to further progress.

    --joeware

    1. Re:Create a game: make money? by Anonymous Coward · · Score: 0

      I have never donated money, but I am a poor college student. If I had money, $10 is only a movie ticket, not much money to give up.

      I am also making a game. I would love to try to get some money. I am leaning towards donations.

  13. I have to disagree by Anonymous Coward · · Score: 0

    Reading the article, I noticed this:

    There's lots of games that have come out in the last couple of years that are technologically inferior to their competitors, and yet, sales and reviews have been far above what their competitors do," he said. "You don't sell a game with the technology anymore."

    and this:

    The danger is that people play it safe too much and you get a lot of uniformity," which could result in an industry collapse similar to the one that occurred in the 1980s, Masters warned. "The games industry, whether they know it or not, are going to have to deal with that."

    To avoid that disaster scenario, the games industry will increasingly need skilled, creative and innovative business and marketing professionals who will be able to apply branding principles in a way that keeps gamers coming back for more, Masters said. "Branding is here to stay. That's one aspect of this business that ain't going away.


    I see that this is perspective of EA, and the underlying issues have validity, But I'll also note this "Brand is king" was the exact philosophy of General Motors which has allowed them to lose half of their US market share in the past 25 years, and generally be regarded as inferior in mainstream product to many of the world automakers.

    For some time now software engineering has been falling down the status ladder at EA. However, I can't say the same about developers like Blizzard, Valve, Id, and so on...

  14. John Carmack on how to break into games by VictorGodinez · · Score: 2, Informative

    Not to toot my own horn too loudly, but as long as we're on the subject... John Carmack was out at SMU here in Dallas on Monday to talk to the first group of students entering SMU's Guildhall game development program. I'm the videogame reporter for The Dallas Morning News, so I went out to SMU and sat in on Carmack's speech and discussion. Here's the article (free reg. required) I put together afterwards, if anyone's interested.

  15. Brands and Looming disaster? by Geartest.com · · Score: 1
    Anonymous Coward: I see that this is perspective of EA, and the underlying issues have validity, But I'll also note this "Brand is king" was the exact philosophy of General Motors which has allowed them to lose half of their US market share in the past 25 years, and generally be regarded as inferior in mainstream product to many of the world automakers.

    You misunderstood and misattributed the comments.

    EA director of advanced technology John Buchanan was saying you can no longer sell a game on technology ALONE. His point was that the emergence of gaming middleware -- off-the-shelf engines anyone can buy -- makes it possible for anyone to build get a game whose look, physics, stability, etc. is so polished, that virtually the only way in which you can make your game stand out is to have good gameplay and storylines.

    In other words, the overwhelmingly distinguishing characteristics of games of recent history -- that they look great -- doesn't cut it anymore, and you need a lot more than good programmers to make a good game.

    CORE Digital Pictures' VP Doug Masters is the one who talked about branding. His point was that the games industry has evolved from being the domain of a bunch of geeks toiling in their parents' basements, and is now a serious international multi-billion dollar industry whose sales outstrip Hollywood. He says it's unavoidable that when there's that much money at stake ($5 to $10 million to develop a major game title), along with it comes all the trappings of major business, including problems like companies cranking out the same stuff in different packages every year.

    If you read the paragraph above the article's conclusion, you'll see he warned about the dangers of following that path, and said it's already happening.

    He points out that in order to avoid a collapse of the industry and financial disaster, the brand and marketing guys are going to have to be creative in their approach to their products -- they won't be able to lean on their laurels just because they have a strong brand and past successes. Instead, he argues they'll have to be creative right through the product development cycle from start to end, and make sure people know their product is unique among the thousands of new offerings every year.