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So You Want To Be a Game Designer?

Gamespot is running a feature which talks to designers such as CliffyB and Akira Yamaoka on the subject of what it means to be a game designer. From the article: "No one just falls into the position. You claw, kick and scream and push your way into it. Most designers start off as programmers or artists. They understand gameplay systems; they live and breathe games. From my perspective, I was making my own games, programming them, doing all the artwork, the production, level design, and everything because I didn't have anybody else to do it for me. That background helped give me the perspective it takes to pull a product together and have a creative vision for it. Being a designer is about having a creative vision and adhering to it."

10 of 204 comments (clear)

  1. No thanks by crlove · · Score: 3, Insightful

    I wanted to be a game designer forever. Then I heard all of the EA horror stories. I'm glad I never went near it.

    I have no desire to "claw my way" into a job that will make my life miserable

    1. Re:No thanks by PakProtector · · Score: 3, Insightful

      Oi! I know reading the fucking article isn't required here, after all, I've been here alot longer than you, but how the hell did you get informative?

      My Modding Brethern: Game Designer != Game Programmer

      --

      Edward@Tomato - /home/Edward/ man woman
      man: no entry for woman in the manual.
      "Qua!?"

    2. Re:No thanks by non0score · · Score: 4, Insightful

      I think most of the people involved in the horror stories aren't the designers. Besides, designing is only necessary when there is something new or different. And when was the last time that EA had something new or different?

  2. Or Design A Franchise by Anonymous Coward · · Score: 5, Insightful

    Another way to inadvertantly become a game designer is to design a franchise. Create a successful comic book, write a successful movie, or write a succesful TV series, et cetera. Or write a good sci-fi novel. If you create a fictional universe where games can take place, and if your fictional universe gets popular enough, you'll be consulted when games are designed for that universe!

  3. whoa. stop the presses. by tehsoul · · Score: 3, Insightful

    it's all about creativity you say? what job, regarding design ANY kind of software, is NOT about creativity? :~

    --
    me and my thinkpad, sittin' in a tree, c-o-d-i-n-g...
  4. Obviuos things for nerds by ArAgost · · Score: 3, Insightful

    No one just falls into the position. You claw, kick and scream and push your way into it.

    Yeah sure. And how is this different from the rest of the jobs out there (e.g. neurosurgeon)?

  5. And according to Clifton... by stimpleton · · Score: 5, Insightful


    You will never get the opportunity with CliffB to "scrape and claw to the top" if you dont:

    "...stick with your first project and see to it that you finish it with the team. I've known many people who have jumped from company to company and never actually shipped a game, and their resumes look like a "who's who" of the gaming industry. I avoid these folks at all cost, as this is the primary indicator of a lack of finishing ability!"
    (From BliffyB's own website How to get hired.)

    Which for these people, no matter how talented, puts their future employment fate into the hands of the project manager, moving goalpost politics, and skittery publishers.

    Well if CliffyB has anything to do with the hiring process.

    --

    In post Patriot Act America, the library books scan you.
  6. Lots of curiosity out there about game design by Allen+Varney · · Score: 5, Insightful

    It's interesting and depressing how many Slashdotters posting here think "game design" is the same as "game programming." But then, historically most people have never given a moment's thought to the idea someone actually invented the rules of the games they play.

    I know for a fact this is changing, because I keep getting e-mail from elementary and junior-high school students doing assignments from their teachers. They're supposed to write to a game designer and get him to answer X number of questions the teacher has provided. For inscrutable reasons, when you type the exact term "game designer" into Google, my home page shows up on the first page, higher than any other individual designer. (Yeah, I know -- you've never heard of me.) Weird and unjust, but my penance for this fame is that all these kids write to me with their time-wasting questions. So I know at least some people are starting to recognize "game design" as a job, if not yet as a profession. Hope Slashdot follows pretty soon...

    1. Re:Lots of curiosity out there about game design by lukewarmfusion · · Score: 4, Insightful

      I think a lot of that confusion comes from many geeks' vision of the do-it-yourself, garage-based game developer that conceived of, designed, programmed, tested, marketed, sold, and supported games in the 70s and 80s.

      Being part of a small business means you wear a lot of hats. For a game company, that means you could be doing many of the jobs that I listed above. Even companies like id started off small and had to share the responsibilities.

      Fast forward fifteen years and you've got massive corporations with teams of designers, programmers, QA, etc. that handle very specific roles. It can be much more efficient (and profitable) this way, but as a participant in the process it probably wouldn't appeal to many DIY geeks here.

  7. Re:It's all about creativity you say? by abandonment · · Score: 4, Insightful

    There are many case studies, books and articles that confirm what you have mentioned.

    The #1 thing that will stop someone from 'climbing the ranks' past the basic grunt labour force (whether the grunt labour in question is 3d modeling, programming code, ditch digging or slinging coffee's at starbucks) is NOT the person's technical ability.

    You can be the most gifted programmer or 3d modeler in the world, but you will be relegated to 'programmer hell' forever if you cannot communicate & articulate your ideas AND play nice with others

    This includes being willing to work with the 'suits' that pay your salary, whether a boss or publisher.

    It isn't about 'selling out' - anyone that says this has given up essentially...It's about being willing to compromise and potentially reword or rework the idea that you are trying to get across so that the person on the other side of the conversation understands it.

    If your 'brilliant idea' involves concept A, but the publisher wants you to implement concept B, then you either need to be able to explain it to them so that they understand and can buy into the idea, or you need to be able to compromise and find a middle ground.

    The best creativity and innovation does not come through getting what you want 100% of the time - this is how Jar Jar Binks was created - too many 'yes men' saying 'yeah thats a great idea george'

    The best creativity and innovation comes through conflict and compromise. Just because a publisher or boss it telling you that your idea isn't the best for the game/movie/tvshow/whatever doesn't mean that it should be given up on - perhaps there is a way to tweak or adjust the concept or idea to take the criticism into account.

    Until you try it, you never know.

    This is why the best music & bands always have 2 or more creative people that potentially hate each others guts - it's the conflict and coming to terms with that conflict where brilliance, innovation and evolution emerges...