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BioWare Holds World Design Contest

grayblob writes "BioWare is holding a World Design Contest to find talented level designers to work in Austin on their first MMORPG. To enter you must create a module with a 20-40 minute playtime in the NWN1 toolset. The module should include 'a cut scene, intricate puzzles and interesting NPC behavior.' The contest ends July 20 and like the writing contest doesn't guarantee employment for the winners."

5 of 93 comments (clear)

  1. Re:so let me get this straight by TheLazySci-FiAuthor · · Score: 4, Insightful

    they need to be begging you for the chance to explain why you should want to work for them...


    I've always had a bit of a problem with this line of reasoning. It rings too much like: "When opportunity comes knocking, just wait until it's begging on it's knees before you answer the door."
  2. For the whiners... by lena_10326 · · Score: 5, Insightful

    It's just a contest. You're free to decide whether it's worth it or not. You're also free to decide whether the terms are fair or not.

    --
    Camping on quad since 1996.
  3. Re:Lesson should have been learned by VagaStorm · · Score: 5, Insightful

    What if they don't really want a cut sceene, but want builders to demonstrate their ability to create scripted events in the NWN toolset?

  4. Re:so let me get this straight by Grr · · Score: 4, Insightful

    It's not hard to find people who want to make video games.

    But it's very hard to find people that can. That's the reason for this contest. For graphics artists and programmers there are art and computer science schools to ensure a minimal level of competence (enough for a junior positon). For level designers there is often talent that floats to the top of the mod community. For gamedesigners the problem is most apparent, because everyone involved in gaming has the basic requirement: a strong opinion of what is fun.

    Making games is fun, no doubt about it. It's the ultimate employment benefit and I think many gamedevelopers make their overtime out of passion and pride. That bioware can also introduce this extra hoop to jump through is not because it's a buyers market. Having a portfolio is often one of the few requirements to get hired. That bioware has to create a contest to get people to send them their portfolios actually suggests that they're having somewhat of a hard time filling the positions.

    Now if you will excuse me, I'm only at 40 hours so far and it's already friday ;)

  5. Another young hack by PIPBoy3000 · · Score: 4, Insightful

    A year or two ago I participated in Bioware's writing contest, winning the community voting. I actually did it for the swag they were giving away - I use their coffee mug every day and that Bioware wool cap kept me warm all winter. They'd already offered me a job some time ago, mostly after my NWN modules came out. It was extremely flattering, though the move, disruption to my family, and pay cut made the decision pretty easy. I have a great job in healthcare and a somehow find the time to continue to work on my module building even still. Working for a gaming company can be difficult, though Bioware is one of the best in the industry. I think my decision was to stick with a quality, stable job and having game making be a hobby. For the most part, it's lower stress and I can take the story whatever direction I want.

    In terms of the winning module from last year, I actually did two versions. The first was way too linear. The second had lots of choice, from evil to crazy to several flavors of good. There was drama and humor, quality scripting, and polished writing. For folks trying for this contest, I'd keep the cutscenes short, give the player as many choices as you can manage, and make your NPCs memorable. Less is more for these sorts of things. Don't plan an epic module spanning dozens of areas. Just make a couple, with a simple storyline. Play to your strengths - writers should write and scripters should script. You'll have to do both, but emphasize what you're best at.