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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."

48 of 204 comments (clear)

  1. Answer: by Anonymous Coward · · Score: 5, Funny

    No.

    1. Re:Answer: by abandonment · · Score: 3, Interesting

      I'd have to say that this is the case with most things in life - you never know where things will take you.

      i started my 'official' game industry career (as opposed to my 15 hobby years of programming games starting on the vic20 on up) by participating in an open-source game engine project many years ago as 'user # 3' using the engine...

      2 years later suddenly i was hosting & designing the website & forum, 2 years after that i became project lead organizing the community & planning features, roadmaps etc...

      which all led to me and my business partner incorporating and launching our game company a little over 2 years ago...and we now have 10 employees, 2 game engines, just finishing a mobile title for a very large publisher and a number of large contracts under our belts going forwards...

      all of which came from me donating thousands of hours helping & donating to an open source community and project.

      the trick is - if you want to do something like 'becoming a game designer', then go out there and design games - there are hundreds of free / open source engines available and thousands of people looking to make games...organize yourself and the rest will follow.

      what's the quote?

      'free your mind and your ass will follow'

      You can't look at the immediate financial benefit to start - look to the long-term goal and you will reach it...one baby step at a time.

  2. 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 Anonymous Coward · · Score: 5, Informative

      You might be joking... but there was the eawife thing that started it all

      http://www.livejournal.com/users/ea_spouse/

      then there was the reports of them giving employees low wages, overworking employees without overtime - maybe illegally etc.

    3. Re:No thanks by Turn-X+Alphonse · · Score: 2, Interesting

      Exactly the same here.

      For the last 15 years theres nothing I wanted more. After hearing all the crap which goes around I decided I'd be better off becoming a tech support guy instead. Start a local based company, goto peoples houses, fixs basic crap, rake in the money, don't lose my wife and kids because I work too much if I ever get either.

      May not be my dream but at least I don't end up as some slave who has to sleep in an office chair for 2 hours a day.

      --
      I like muppets.
    4. 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?

    5. Re:No thanks by Seumas · · Score: 2, Interesting

      I've clearly been around here since your mom was in diapers. He got modded informative, most likely, because game design is even more dog-eat dog than game programming. Getting into game programming is like striving to be the Kraft Services guy in the movie industry while game design is more like striving to be a set designer, casting director or writer in the movie industry.

    6. Re:No thanks by Seumas · · Score: 2, Funny

      Hey, hey, hey. Let's not turn this into a "Who's dick is bigger" argument.

      I didn't know there was any question...

      *whips out yardstick*

    7. Re:No thanks by PakProtector · · Score: 2, Funny

      What I was most strenously objecting to, and I apologise for inciting your wrath, oh Most Ancient One, is the comparison the G'G'P Poster made with EA.

      EA is a shithole, and I don't doubt that Game Design is even more dog-eat-dog than game programming, but using the worst possible example in an industry (EA) to make a decision about said industry as a whole is a Bad Thing(TM).

      Please, Oh Most Ancient One, whose /. UID is far lower than mine, please, forgive my youthful impudence.

      --

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

    8. Re:No thanks by tc · · Score: 2, Informative

      Besides, designing is only necessary when there is something new or different.

      Utter bullshit. You obviously have no experience of games development.

      The fact of the matter is that ideas are, for the most part, completely worthless. And it's not ideas that game designers, in general, are paid for.

      What game designers do get paid for is the ability to make the thousand little decisions along the way that separate the truly great game from the merely average. Why is Halo great, but Killzone merely so-so? They're both basically just shooters. The ability to analyze what's working in your game, what's not, and what you can do to push your game in the right direction is not an easy thing. And that's what most game designers are paid to do.

      Now, it's true that there are some designers out there who every now and then come up with a genuinely different idea. A Will Wright or a Sid Meier, say. But those are the exceptions. The vast majority of designers are not going to be those guys. The vast majority of designers, even when they are working on original IP, are still working within the framework of an established genre or blend of genres.

  3. It's all about creativity you say? by Man+in+Spandex · · Score: 3, Funny

    Being a designer is about having a creative vision and adhering to it."

    Or you could do it EA's way and release the same title every year and change the nametag from Johnson to Jonson and people are still gonna buy.

    1. Re:It's all about creativity you say? by bananasfalklands · · Score: 3, Funny

      // TOP SECRET EA CODE
      for (var year=2006; year 3006; year++) // print new eagame title
      printf "introducing tenis " + year + " \n";
      for (var year=2006; year 3006; year++) // print new eagame title
      printf "introducing American football " + year " + "\n"; // This code was hacked

      Code not checked but you get the idea

      When i join ea I want to do the animation ,ad lip syncing of female tennis players grunting while playing tennis

      Perhaps that is why there is no innovation in games ?

      --
      Send Peter Clifford Francis Macrae comdoms to 23 Bedford St, St.Neots, PE19 1AX, England
    2. Re:It's all about creativity you say? by abandonment · · Score: 2, Insightful

      >>i'd like to wonder if the nba live team in EA is
      >>the same as the nhl or nfl progrmaming folks.

      the idea of 'teams' at EA is a questionable one - yes there are teams working on specific projects, but EA as a company is more like Ford's production line than a typical game company.

      Teams are more divided up according to specialty than a specific title, which is why the end result is less than innovative or interesting.

      If you are a 'modeler' at EA, you are likely doing one specific type of modeling - there are entire teams of people that JUST do the mapping of faces onto heads for the sports games.

      There is a whole other team of people that is responsible for taking the motion captured data and mapping/cleaning it up for animations (for all games).

      The EA programming side is divided up into 'tech / tools', which basically produces libraries of code that all EA games use (which is being phased into the Renderware product line to standardize things even more)...

      and so on.

      the dramatic thing with EA is that even with this kind of 'assembly line' mentality, the company still produces hideous variants of content, where you end up with 2 or 3 models of characters from the same game that are dramatically different than each other - which can end up because there literally was a different team of developers working on some of the characters than the others and so on...

      Add to this the difficulty of integrating companies that EA swallows up - you have the main EA company trying to standardize technology & processes, and then dozens of smaller companies that were bought in the latest round of borg-style absorption, and the EA virus slowly infects the newly bought company sucking any life or innovation that was in the company out until it is a part of the borg and stops producing anything innovative...

      As an example, pay attention to what happens (is hapening) at DICE since the EA buyout.

      Pre-buyout / EA publishes BF:1942 - one of the most innovative multiplayer games in a LONG time

      Pre-buyout / EA publishes second game (ie has more influence, DICE slowly gets addicted to the EA nipple) - produces BF:Vietnam - still a fun game, but hardly innovative anymore and pushed out the door before it's ready, full of bugs

      EA buys DICE - ships BF:2, a steaming pile of buggy crap, although still startlingly fun to play ONCE you get in-game and IF you don't run into one of the many bugs or lag that hits most servers once they get beyond a certain level.

      the next dice game is almost guaranteed to stink.

      -------------

      With this said, i've been in the game industry for a while and i have only ever met ONE 'real' game designer - and this person was more of a creative producer - ie the person that comes up with the cool idea & high-level spec, but then must also sell the game to the publishers / finance people as well.

      I teach game design at Colleges and this is the first thing (and hardest thing) to get through wanna-be designers heads - they think that there is still this mystical 'game designer' role that every game company has - like we are just waiting to hire them because they have some idea and write up a spec for the idea...

      Unfortunately smaller companies that actually produce games don't need or want people with IDEAS, we want people that can actually produce games from their ideas...ideas are like assholes, everybody's got them...once you have the idea, the 'real' work comes - and if you are ONLY a game designer, you aren't very valuable to my company...

      hence why there are only a few well-known game designers in the industry - the rest are 3d modelers or programmers or producers that come up with the idea but then have tangible skills that can actually make the game (or a significant piece of it).

      If you want a game designer position, you NEED a real skill - ie programming or 3d modeling or animation - and can prove to a company that you are a valuable asset and n

    3. Re:It's all about creativity you say? by Man+in+Spandex · · Score: 2, Insightful

      I'd just like to add I gave EA as an example because it was the perfect example, but it goes well beyond what they have produced.

      Since Return to Castle Wolfenstein, we saw all kinds of WWII-themed games and I just got sick of the same old MP40's "shoot em up nazi's".

      We got RTCW, Medal of Honor, BF1942, UT Mod Red Orchestra, Call of Duty, Enemy Territory, Brothers in Arms, upcoming title Call of Duty 2 and probably a bunch more that I missed.

      This ain't just about creativity. They see one kind of successful game and what they'll end up making is their own version of it. No matter how much creativity is required to make games, in the end it's still about money and money talks.

      Whatever happen to those original type of shooters like Monolith's Blood (not 2 though, very bad A.I.). Here we're talking about one sadistic but fkn hillarious shooter that gave us a selection of original weapons like Napalm Launcher, Life Leech, Voodoo Doll, Proximity & Remote TNT, Thomspon "Mafiosi" Gun and a bunch more. Then you got the hillarious Latin-Yellin (I don't think it's Latin but it looks like it) cultists that shoot eachother with TNT bundles and Thomspon guns.

      That game was original but the efforts to market it by Monolith wasn't too successful.

      It does take creativity to make games, but it also doesn't. Depends who you work for. Monolith is a company that has made many original games like the No One Lives Forever series and then you got the companies that love to make sequels that look just like the first one with two new guns/toys and a girl with bigger boobs.

    4. 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...

  4. false hopes by Danzigism · · Score: 4, Interesting

    seems like some of those people were merely lucked out thanks to their previous hollywood careers.. of course some had done some pretty hard work, but it almost feels like it could turn into one of those fields like "communication".. you do a lot of work, and can't get shit worth of a job.. but i encourage it.. simply because I really need good freakin video games.. they are great works of art, and its a good outlet for their expressive minds.

    --
    *plays the Apogee theme song music*
  5. 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!

  6. 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...
    1. Re:whoa. stop the presses. by brandonY · · Score: 2, Informative

      The 99% of programming that companies will pay you to do? Over half the programs in the world were weritten in Visual Basic. They do simple, repetitive tasks such as converting files, displaying files, and giving the user a couple options and then doing some simple other thing. They are not creative. They are not interesting. Nobody wants to do them. They are what you will write.

  7. Well, I'm not a game designer . . . by PIPBoy3000 · · Score: 5, Interesting

    but I play one on the web.

    I've been creating modules for Neverwinter Nights for the last few years and have had far more exposure than I would have thought possible to the world of game design. I've had teams of people working for me, dealt with NDAs and contracts, stayed up way too late debugging, and gone from extremes of giddiness to despair.

    It sounds silly, but making games is a ton of work. Most of it isn't pleasant and it requires someone who enjoys creating things for the sake of the creation. The pay is lousy and you'll get hate mail no matter what creative decisions you make. Things will break and people will complain and ask for help. I find myself playing tech support to the world, explaining how you can't overclock your computer on a hot Summer day in Spain, or how you need to extract all the files from a .zip file, not just the one that looks neat.

    Still, I've kept it as a hobby for a long while now and don't plan on stopping any time soon. On the plus side, I've gotten some extremely uplifting e-mails from cancer patients, Israeli soldiers, and Peace Corps volunteers talking about how happy my games made them when all seemed bleak. As cliche as it sounds, it's that sort of thing that keeps me motivated.

    1. Re:Well, I'm not a game designer . . . by PIPBoy3000 · · Score: 2, Informative

      I'm the author of the Shadowlords, Dreamcatcher, and Demon campaigns. They're all in the Hall of Fame over on Neverwinter Vault. These days I'm working on a pirate adventure, mostly likely for Neverwinter Nights 2.

  8. Re:do people still design games ? by Coryoth · · Score: 4, Interesting

    I thought they just added some textures and models to a someone-elses/IDGames/Valve 3D engine , add in a movie franchise theme

    Oddly enough I have a friend who works in game design and it was essentially doing that that helped break him into the field - way back when the original doom first came out he created the AliensTC mod for Doom by himself at home for fun. It had good enough artwork, level design and general atmosphere that it got him noticed in the gaming community. Since then he's gone on to various jobs in game design, including working for Valve on Half Life 2.

    The article is right - the best way to get into the field is to just get out there and put in the hard work. If you're good enough and manage to prove yourself you can do well.

    Jedidiah.

  9. come on.... by mangus_angus · · Score: 5, Funny

    "Being a designer is about having a creative vision and adhering to it."

    and willing to work 90 hour weeks while getting paid squat by EA.

    You claw, kick and scream and push your way into it.

    no that would be trying to get whats owed to you BY EA.

  10. 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)?

    1. Re:Obviuos things for nerds by patio11 · · Score: 3, Interesting

      For one, there is a defined path to becoming a neurosurgeon. You can decide, in eighth grade, "I want to become a neurosurgeon/lawyer/police officer/accountant" and, at every year from that point on, anyone relevant who you ask will say "I know what your next step needs to be". The steps generally involve a lot of work, but generally not clawing, kicking, and screaming -- just nose-to-the-grindstone following the path thats been clearly laid out for you.

  11. 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.
    1. Re:And according to Clifton... by Seumas · · Score: 2, Interesting

      A lot of the gaming industry is like the business industry. To really get anywhere big, it's mostly about being in the right place at the right time with the right people and having the right contacts (preferably contacts with lots of spare cash).

      Talent and hard work are important, but don't get you far without being from the right family or having the right contacts.

    2. Re:And according to Clifton... by TrappedByMyself · · Score: 2, Insightful

      Well, I agree with the guy.

      No situation is perfect. There are always issues, usually personnell, that cause waves. However, you want people who will work through all the crap and get the job done. The people who jump around are usually the kind with some skill (or none at all), but, as he said, have no ability or willingness to do the complete job. When they hit their limits, they throw a hissy about something and bail.

      There are times when you need to leave, but when I see a resume where someone has changed jobs once or twice a year for at least a few years, it goes in the trash.

      --

      Help me take back Slashdot. When did 'News for Nerds' become 'FUD and Conspiracy Theories for Extremist Nutjobs'?
  12. 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.

    2. Re:Lots of curiosity out there about game design by AvantLegion · · Score: 2, Insightful
      It's interesting and depressing how many Slashdotters posting here think "game design" is the same as "game programming."

      "Same", no, but intimitely linked. The former must constrain to and work within the limitations and strengths of the latter. A game design that cannot be viably implemented in programming is a worthless piece of paper/chunk of HTML/waste of bits in a proprietary document format.

    3. Re:Lots of curiosity out there about game design by cgenman · · Score: 2, Funny

      Oddly enough, I'm not getting you on the first page. Perhaps Google is looking at your history and considers you especially relevant to yourself?

  13. be a programmer! by sm.arson · · Score: 2, Insightful

    I personally think that the most direct path to a job in game design is a job in game programing. Programming is the only other non-design job that interacts with all other apsects of the industry, and it's a good way to learn about the requirements and concerns of all the elements and people in the games business.

    Also, when you are the guy working on the code, it's actually fairly easy to have a big influence on the design of the final product (as long as you are willing to do the work twice - their way and YOUR way - without wasting too much time, and without minding them throwing away your version in the trash).

    Also, programmers are usually involved in design meetings. Designers are (usually) careful not to waste programmer time by asking for something that would take too long to implement, so you often get the oportunity to throw in your two cents.

    I'd much rather remain a programmer, though. I like doing the work, not telling others what work to do.

    --
    for great justice, this sig has been moved
    1. Re:be a programmer! by zap0d · · Score: 2, Interesting
      You are wrong!

      The best position to be a game designer is a level or map designer an not a programmer.

      The map designer request features required to script and art assets to use and is responsible to actual gameplay and has to know to script/programm the game game engine.
      Additional team working and organiziation is a must. To be a good game desinger you still have to good programmers and artists available and know what its reasonably makable.

  14. Whatever happened to Crawford? by John+Seminal · · Score: 4, Interesting
    I was curious, what happened to the game programmers of yesterday, like Crawford who worked for Interplay before EA got to them. He wrote most of the Bard's Tale games.

    As for how competitive the job of programming games are, I can say this much. I had a roomate a decade ago. He was addicted to games, did not go to sleep at night because he could not stop playing. I think one of his games was Warcraft, I don't remember, but I used to hear him at 2am on the phone, giggling as he called up other people playing the game over the network. But the guy also was barely making "C" grades in his classes. I dunno what happened to him, he eventually moved out because he could not tolerate my drinking, and the fact that I banged his sister when she came to visit for a weekend. I guess he should not have ditched her to go play more Warcraft. I was more than happy to show her the bars, among other things.

    I kept telling him, it is different liking something as the consumer and liking it as the manufacturer. I love sports cars, but the one summer I spent working in an automotive factory was pure hell.

    Anyways, the ones that I think would make cool games are the story tellers. Who knows, maybe an english lit major would make a better game designer than a programmer or math guy.

    --

    Rosco: "If brains were gunpowder, Enos couldn't blow his nose."

  15. Stop Pretending It's Special by robocrop · · Score: 4, Interesting
    Frankly I think the game industry will only mature when we stop pretending that it's this special, outlier, uber-hipster profession. It's a job, like anything else. All creative jobs require you to a. be creative and b. be skilled at what you want to do.

    Want to make games? Learn a skill and come up with a game idea. Big news. Everything else is just self-congratulatory window dressing and delusion.

    If more people treated it like a profession, the industry would naturally become more professional.

  16. Games aren't always good... by Ponzicar · · Score: 3, Funny

    Just remember that you don't want to claw your way to the top, only to be stuck working 20 hours a day on "Barbie's Fashion Adventure."

  17. All hail friend Allen Varney! :D by mr_tenor · · Score: 2, Informative

    Rejoice that FC has given you the honour of educating the infrared masses so that they may better serve FC :) Are you saying this doesn't make you happy?

  18. A few tips on becoming a game developer/designer by overd-ose · · Score: 5, Funny

    1) Harbor an absurdly arrogant personality, enough to power a small city. Remember, you're a game designer now. You're better than everyone else in the computer industry. You may work in a cubicle in a nondescript office building just like anyone else, but dammit you're a game designer. You are special.

    2) Develop an aversion to all forms of higher education. B.S. in math? Ewww, math. PhD in computer science? Pssh, you wasted your money on that? Wrote a Tetris clone in Pascal in your high school computer class? Whoa, you are young, edgy, and obviously too cool for school. Bonus points if you mentioned how much faster your program would be if you had written it in assembly. Uber bonus points if you started programming before the age of 9 because everyone knows that any decent developer started programming before they knew what their pee-pee was used for.

    3) Research the many game programming flame wars so that you can be up to speed. Some places to start: C++ is slow, OpenGL/DirectX: Which one is better? (note: DirectX and Direct3D are just different names for the exact same thing, no difference...), Doom 3 has better graphics but Half Life 2 is the better game, Nvidia is better than ATI, etc.

    4) Read everything you can by Andre LaMothe because he is the most relevant voice in the game industry...period! Oh, especially his "Tricks of..." series because everything when it comes to video game programming is a trick or a hack or the product of black fucking magic.

    5) Know your video games! The only way to create a truly original video game is to know what's already been made. But if that doesn't work out, you can just create the umpteenth iteration of the same tired idea with better graphics and minor variations in game play and repackage it with CGI tits and ass and republish it at a higher price.

    5a) There is nothing wrong with run on sentences. You're a game designer dammit! Time not grammar for!

    6) Buy a Ferrari. Game designers make shit-tons of money. Heck, buy two. Use one during the week and the other one during all that free time you're going to have on the weekend...

    7) Practice your deepthroating. You will need to fit John Carmack's penis down throat on a whim in casual conversation. This is sort of paying your dues to the gaming gods.

    8) Game developers play lots of video games at work. In fact, on some days, that's all they do. So practice, practice, practice. You wouldn't want to get your ass kicked all the time by your co-workers?

    9) Mountain Dew and bag of potato chips is a well balanced meal and you will suffer no ill effects in the long run.

    10) Sleep is for the weak.

    Okay, the fact is the gaming industry is fucking insane. You're working absurd hours to meet absurd deadlines so little Johnny can see the zombie's heads detonate in per pixel lighting only to get a memo on your desk that Johnny's parents are suing the company because they find the minor sexual content in the game to be offensive. And most game developers have earned advanced degrees in CS, Math, or Physics. They are smarter than you are. Go to school. Get a degree. Oh and avoid everything by andre lamothe, he only serves to belittle the accomplishments and hard work of very bright, very talented people in the industry. It is not black magic, it's just really fucking hard.

    This brought to you by a frustrated RPI computer science major who realizes he's just too fucking stupid to make it as a game developer/designer.

    btw, I think John is a brilliant developer, a nice guy, and I would gladly service him. Go spaceman, go...

    --
    i like grapes
  19. Ferris State University by tverbeek · · Score: 2, Informative

    I have no idea how good it is, but Ferris State University's Grand Rapids MI campus launched a game-design program a couple years ago. For what it's worth, I (an employee of Ferris' art-and-design college) have just been assigned to take over tech support for them, so I'll be getting a better picture of the program in the coming months.

    --
    http://alternatives.rzero.com/
  20. A good place to start if you're serious... by jellodc · · Score: 3, Informative

    Here's a good place to start if you're interested http://www.gamedev.net/reference/ Looks like it would takes years of dedication, but the payoff would be ... low wages long hours?

  21. Re:A few tips on becoming a game developer/designe by cgenman · · Score: 2, Insightful

    Actually, math comes in really handy. Your first pass at balancing anything will need to be a mathematical one. You'll need math and algorithms to create healthy systems.

    Far more than anything, though, you will need economics. The feedback systems that economics focuses on are exactly the sort of things that you will need as a game designer, without the stuff like calculus and O of n.

    Of course, you will also need a healthy dose of writing and management. Design is 1 part writing designs, and one part managing teams.

    To counterpoint the original poster, things you will need as a designer:

    1. Backgrounds in basically everything. This ranges from the history of 17th century naval battles to being able to name all modern men's shoe styles. Everything comes in handy somewhere along the line.
    A. Take Art. If you're a bad artist, or not an artist, this is even more important.
    B. Take Programming. If you're a bad programmer, or not a computer guy, this is even more important.
    C. Take film studies.
    D. Take management.
    E. Take economics.
    F. Take a little of everything else you can get your hands on.

    2. Yes, know all of the games out there. Play them all. Try to avoid making the same mistakes that 30 other teams already have.

    3. Be stubborn sometimes. Being a designer involves adhering to a vision doggedly, which can be hard after 13 months of development. Be flexible, but when need be stick your foot down to stay true to the experience of the game.

    4. Stay focused on what you're making. Remember, while it may be 13 months to you, it's 4 hours to the player.

    5. Become a good communicator. Design is to a large degree about communication. Learn how to tell someone that something they just spent 6 weeks on sucks without discouraging them.

    6. Be aware of yourself and your experience. You know, that touchy-feely junk. You are your best laboratory. You're also not your only laboratory, so run playtest sessions, but you really do need to know how you're experiencing things at all time.

  22. start off as a programmer? HAHA by Anonymous Coward · · Score: 5, Informative

    First, I've worked for EA, and I work for Sony now as a game programmer, so I know something about this. In all my 10 years, I've only known one person go from programming to design. The reason? Who wants to take a huge paycut to be some creative director/execs lackey? Good programmers make 50% more than good designers. The gap is even wider between so-so programmers and so-so designers. Programmers get more respect with management, although they don't always get all the fame. So I guess if you want to trade a little fame for a huge chunk of cash, go for it. I'll take the cash, because I like my BMW, thank you.

    I guess if you're a shitty programmer you can go into design and do better, but I think that's the exception and not the rule.

    Remember, unless you're making your own game, you're somebody else's bitch.

  23. Re:do people still design games ? by trawg · · Score: 2, Insightful

    That AliensTC mod was one of the best damn gaming experiences I ever had.

  24. Re:Something to give them... by ultranova · · Score: 2, Insightful

    Finally, something to give the idiots at school when they fantasize about creating the next Zelda game...

    Why don't you give them a hot tip instead: buy Neverwinter Nights from bargain basket and start making modules. Sure, it lets you make D&D adventure games instead of Zelda games, but you have to start somewhere.

    Coming to think of it, Zelda 3 wasn't a particularly complex game, as far as game engine goes - the fun came from level design. So it shouldn't be all that hard to make a similar Open Source engine.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  25. Verenia Presentation by amonredotorg · · Score: 2, Informative

    A few years ago I started a Myst-style adventure game project called Verenia. It's no longer active because it failed horribly. ;)

    However, leading the project has given me an incredible amount of experience. At EuroMysterium 2005 (a convention for Myst fans) I gave a presentation on the subject of leading a project. It's aimed at doing adventure games, but it applies to most, if not all, game types.

    I hope this is useful to anyone who has been thinking of starting a game project. :)

  26. Re:Something to give them... by sykjoke · · Score: 2, Insightful

    There are plenty of adventure game engines out there, and they rarely have complex sentence-recognition algorithms.