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What Are the Best First Steps For Becoming a Game Designer?

todd10k writes "I've recently decided to go back to college. I have a lot of experience with games, having played them for most of my adult life, and have always toyed with the idea of making them one day. I've finally decided to give it my best. What I'd like to know is: what are the best languages to study? What are the minimum diploma or degree requirements that most games companies will accept? Finally, is C++ the way to go? ASP? LUA?"

324 comments

  1. Quick advice by kamapuaa · · Score: 5, Insightful

    Get out while you still can. I can't imagine a worse career path.

    --
    Slashdot: providing anti-social weirdos a soapbox, since 1997.
    1. Re:Quick advice by sys.stdout.write · · Score: 5, Insightful

      Get out while you still can. I can't imagine a worse career path.

      Seconded. You'll end up designing this awesome game, and then EA will be like "I don't think this plays well with our 13-year-old boy demographic" and force you to make changes which completely ruin it.

    2. Re:Quick advice by MyLongNickName · · Score: 4, Funny

      I also second, but for different reasons: "I have a lot of experience with games, having played them for most of my adult life, and have always toyed with the idea of making them one day."

      If this qualifies as lots of experience, then I have a lot of experience being a porn star, an astronaut, and world dictator.

      --
      See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    3. Re:Quick advice by Anonymous Coward · · Score: 1, Funny

      You could also add balcksmithing, leather working/tanning, animal husbandry or brewing. It will be a wild ride here in a few years.

    4. Re:Quick advice by coastwalker · · Score: 3, Insightful

      Being a game designer is a vocation. Anyone asking the question "what is the best way to become a game designer" will never make it. There is no best way, you have to fight your way in by being both excellent and probably cheap and overworked in most cases.

      Why not aspire to work on head up displays used by the military, you should get paid pretty well, not lose your job in a recession, occasionally get to blow things up for real, work on a really important game. There are tons of exciting things you can do that don't involve dedicating your life to satisfying the desires of pre-pubescent boys. Graphics software for medicine, for chemistry, for car designers. Realtime software for transport systems, for robotic factories, for space shuttles.

      Good grief, who the hell wants to be a game designer? what a dull occupation that must be.

      --
      Facts are history now plebs have politics for religion on social media.
    5. Re:Quick advice by nEoN+nOoDlE · · Score: 4, Insightful

      He didn't say he has a lot of experience in game programming. He said he has a lot of experience WITH games, just like you have a lot of experience WITH porn, space movies, and the Risk board game. As such, being passionate about gaming is definitely a plus in making great games.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    6. Re:Quick advice by LrdDimwit · · Score: 5, Insightful

      To put the point more directly, don't try to get a job as a game designer, then start designing games. Once upon a time, in the late eighties, this is how things were done. Now, trying to become a game designer is like trying to become a movie star. Huge numbers of applicants mean the few entry level designer positions that ARE available, are snapped up immediately by people with better qualifications than you.

      You want to be a game designer? Then design games. If you have programming skills, grab XNA or Flash, or even (like I'm using) Java and start coding something. You don't? Then get an existing games with already-developed toolsets like Neverwinter Nights or any of the several FPS'es with level editors, and get cracking. Even this is beyond you? Go buy a pen and paper RPG system, and start desigining adventures.

      If you can't hack it, then this is a sign you have not got what it takes.

    7. Re:Quick advice by Anonymous Coward · · Score: 1, Informative

      Although humorous, the grandparent makes a solid point. Watching movies or television episodes for ones entire life does not prepare someone properly to direct a movie or television episode. It's a good start, but only the tip of the iceburg.

      Wikipedia has a solid description of what is involved in game design.

      Some types of game design involve integration of many varying disciplines. Video game design, for example, requires the co-ordination of:

              * Game mechanics
              * Visual arts
              * Programming

              * Production Process
              * Audio
              * Narrative

      If you don't have a firm grasp on these things, then you might end up with game design ideas that sound like this:

      Dude, I'm going to make a brand new FPS game... and It's going to have a bajillion polygons. There's going to be real time reflections on every surface! Thousands of ambient sound files playing at a time. And It's going to have "REAL" artificial intelligence! It's all going to run on an XBOX 360 too!

      Or here's another popular one:

      I'm new to game design. I want to design a MMORPG. It will be kind of like World of Warcraft, but with .

      I think the best first steps to becoming a game designer is to read. Read, read, read. Get yourself nose-deep in Gamasutra and Gamedev.net. Understanding the technical limitations of each discipline in "Game Development" will help someone who is interested in game design.

    8. Re:Quick advice by Duradin · · Score: 2, Interesting

      If you love doing something don't make it into a job. You'll end up despising it sooner than later.

    9. Re:Quick advice by Anonymous Coward · · Score: 1, Funny

      aspire to work on head up displays used by the military [...] blow things up for real [...] don't involve dedicating your life to satisfying the desires of pre-pubescent boys.

      Huh.

    10. Re:Quick advice by Austerity+Empowers · · Score: 4, Funny

      You left off inscription, jewelcrafting and enchanting.

    11. Re:Quick advice by Anonymous Coward · · Score: 0

      I have tons of experience driving cars. That in no way qualifies me to engineer a car. Usability experience is just that and no way implies further knowledge. How many piano players can build their own piano? Or can explain the physics of the sound waves? At best he could qualify as a QA tester, maybe.

    12. Re:Quick advice by scubamage · · Score: 5, Informative
      No offense, but if we keep chalking up video games to being the realm of "pre-pubescent boys" we're going to keep seeing our rights eroded away in the name of "protecting the children." Comments like that are the reason why entire nations are banning video games deemed "dangerous."

      To the OP, if you want to program video games, then start programming them. Get together a portfolio, and save your cash. Digipen institute would be your dream school, because its entirely dedicated to the development of video games. Full sail institute in florida has a number of simulation programs. Most trade schools offer interactive simulation and design specializations now as well. However if you have no portfolio to show potential employers, you're never going to get anywhere. Also, bookmark gamasutra, there are always jobs posted on there from video game companies looking for employees.

    13. Re:Quick advice by Anonymous Coward · · Score: 0

      I can think of one, working in radio.

    14. Re:Quick advice by BobMcD · · Score: 1

      That all depends on who you are...

      http://en.wikipedia.org/wiki/Quentin_tarantino

      Dropping out of Narbonne High School in Harbor City, California at the age of 15, he went on to learn acting at the James Best Theatre Company. At the age of 22, he landed a job at the Manhattan Beach Video Archives, a now defunct video rental store in Manhattan Beach, California where he and fellow movie buffs like Roger Avary spent all day discussing and recommending films to customers such as actor Danny Strong.

      While Mr Tarantino may or may not be some sort of paragon, he has certainly met the criteria for 'successful'. And what's quoted above was his entire (known) resume when he got his big break.

      My point - An avid consumer with talent can, in fact, become a quality source for new material.

    15. Re:Quick advice by ultranova · · Score: 1

      You'll end up designing this awesome game, and then EA will be like "I don't think this plays well with our 13-year-old boy demographic" and force you to make changes which completely ruin it.

      So take that into account beforehand and design your game with the constraint that it must be implementable on your own personal resources.

      Of course one might also ask why has the once-innovative gaming industry gotten to the point where the opinions of some pointy-haired manager at EA affects anything expect EAs bottom line, but that would get us disturbingly close to questioning the wisdom of allowing corporations to merge and buy each other and thus concentrate all of the wealth and power into single hands, and that would be simply heresy. All hail the Invisible Hand and your new corporate overlords!

      --

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

    16. Re:Quick advice by LingNoi · · Score: 0

      As such, being passionate about gaming is definitely a plus in making great games.

      No it isn't. Passion is no substitute for knowledge. The only thing "passion" is used for in the games industry is duping idiots like the submitter into working overtime without compensation and other stupid things which other industries don't have to put up with.

    17. Re:Quick advice by Anonymous Coward · · Score: 0

      You make a good point, but people shouldn't count on themselves being Outliers. Statistically, for every one Tarantino, there are thousands of would-be directors theorizing about the world's best film over a puff of bong smoke. Same with game development.

    18. Re:Quick advice by iluvcapra · · Score: 1

      Old joke, updated:

      What can you get a friend who has decided to become a game developer?

      The second most important thing to give them would be The C++ Programming Language. The first most important thing to give them, of course, is a bullet in the head, now, while they're still happy.

      --
      Don't blame me, I voted for Baltar.
    19. Re:Quick advice by black6host · · Score: 1

      Perhaps... Then again the old saw: "if you love what you're doing you'll never work a day in your life" certainly holds true for me and, I'm sure, many others who are passionate about their work.

    20. Re:Quick advice by Lord+Ender · · Score: 3, Informative

      I also hear rumors that game developers earn far less money and work far more (life-destroying) hours than, well, any other sort of developer or IT worker.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    21. Re:Quick advice by 0xdeadbeef · · Score: 2, Insightful

      And what's quoted above was his entire (known) resume when he got his big break.

      Wait, so you're saying that being immensely knowledgeable and enthusiastic about a subject area, through both formal and self-directed education, can help convince people to back your inexpensive project? Wow, what a country!

      If the joker who posted this article were anything like Tarantino, he'd already be well versed in computer graphics and animation, artificial intelligence, and electronic music. He'd also become a mediocre professional, unable to disengage his fanboy enthusiasm to evaluate the objective quality of his own work.

    22. Re:Quick advice by Natetheinfamous · · Score: 1

      Or perfect your bowhunting skills, I hear pigeon tastes like a milder form of duck!

      --
      "To invent, you need a good imagination and a pile of junk." - Thomas A. Edison
    23. Re:Quick advice by nEoN+nOoDlE · · Score: 1

      If you ask a thousand car engineers why they got into their profession, I bet you'd find a large percentage of them would say it's because they liked driving, or car culture, or something related to the act of using cars and not of making them. I'm an animator. I got into my profession because I liked cartoons. I liked them so much that I decided to learn how to make them and now I am. My story is not in any way unique, so it's silly for all of the replies to this person who likes games telling him that it takes more than liking games to make them. Of course it takes more than liking them. That's why he chose to log in and ask people for advice on where to start to creating and not just appreciating.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    24. Re:Quick advice by Beorytis · · Score: 2, Funny

      "I don't think this plays well with our 13-year-old boy demographic"

      I can't believe nobody made a Michael Jackson joke. Anyway, if that's where the money really is, and you want to make a living (not just a hobby), then it wouldn't hurt to find out what that demographic wants. Shouldn't be hard to find some 13-year-old boys who want to try new games.

    25. Re:Quick advice by 91degrees · · Score: 1

      If that's the problem you're terrible at your job. Professional game design isn't about creating great works of art. It's about designing games that sell. The 13-year old demographic would have been part of the initial pitch.

      If the changes ruin it you need to be able to explain why they'll ruin it.

    26. Re:Quick advice by ianare · · Score: 1

      Yes this is probably the best (if not only) way of getting noticed. For example the Beyond The Sword addon for Civilization IV included some fan-made mods and art. And a few years back I had gotten a couple offers to do game graphics after some recruiters saw my 3D renderings online (I've been happily doing non-game programming though).

    27. Re:Quick advice by Natetheinfamous · · Score: 2, Funny

      On the downside... everyone I've met from Digipen was crazy. I used to play Capture the flag (in real life) with some of them.

      --
      "To invent, you need a good imagination and a pile of junk." - Thomas A. Edison
    28. Re:Quick advice by Chabo · · Score: 1

      The best way to become a game dev is to do it at home on the weekends. Assuming you already know how to program, start off making simple 2D games, like Pong and Breakout clones, working through Mario and Street Fighter clones, towards the more complicated games. If you don't find it incredibly boring, then keep going, because you may be able to make a career out of it.

      Most people who start developing a game on their own find that it's either too tedious, or that they don't want to bother making art (which is necessary, as at least half of making a modern game is done by artists).

      --
      Convert FLACs to a portable format with FlacSquisher
    29. Re:Quick advice by ianare · · Score: 1

      It's different though, being passionate before or after starting the profession. You're much more likely to get disillusioned if you're passionate about something, and then see the reality of it.

      For me as an example, I really wanted to do something artistic and got into 3D graphics and animation, as well as 2D art. But the reality of doing art on demand, of having to create something which I feel should come from the heart, and having it exploited commercially for the benefit of some corporate monster completely disgusted me.

      I've been doing development for a few years now, and have gotten to be really passionate about it. I love the environment, the technology, the creative aspect of it, etc... And when I go to work I really do enjoy myself (well not all the time, but usually). I had some interest in programming, but I wouldn't say I was passionate about it before doing for real.

    30. Re:Quick advice by phantomfive · · Score: 1

      Hey man, don't knock it too hard. Going through college, game programming is what motivated me to learn everything, all the hard stuff. Whenever I came across an algorithm that seemed to hard to understand, I asked myself, "How could this be used in a game?" Then that was enough encouragement to continue studying. After a while, I realized that there is other stuff in Computer Science that is even MORE interesting than game programming, but I don't think I would have gotten to that point if I hadn't been motivated by game programming to begin with. And now if I ever feel like writing my own game, I can.

      --
      Qxe4
    31. Re:Quick advice by Anonymous Coward · · Score: 1

      > "Anyone asking the question "what is the best way to become a game designer" will never make it."

      I wish I could just give you a magic gun that would let you shoot your wisdom into the head of every stubborn idiot out there.

      You have no idea how many times "How do I learn programming?" gets posted again and again and again and again, all over the Internet. Now I just link them here.

    32. Re:Quick advice by Viros · · Score: 1

      On the downside... everyone I've met from Digipen was crazy. I used to play Capture the flag (in real life) with some of them.

      As a former student of Digipen, I can confirm this. They're all crazy, but typically smart as hell. Also, most (not all) of the students are just as socially inept as you would expect. Hell, we even had this one guy who was the perfect embodiment of the stereotypical geek. Even the professors called him a "creepy little gnome".

    33. Re:Quick advice by Anonymous Coward · · Score: 0

      So you say you should have as a job something that you do not like? Isnt that a pain in the a$$?

    34. Re:Quick advice by Anonymous Coward · · Score: 0

      That reminds me of Hillary Clinton's claim to having "experience" because her husband was the president. Let's see, she heard Bill's half of some phone conversations when she happened to be in the room while he was on the phone. OK, if THAT qualifies as experience, my wife has been an engineer for about 20 years, has a couple years to go to become a dentist, and I am on my way to becoming an anesthesiologist! No wonder she won the election!

    35. Re:Quick advice by Joce640k · · Score: 1

      Um, he didn't say "dev", he said "designer". He's doomed, right?

      --
      No sig today...
    36. Re:Quick advice by stevenvi · · Score: 1

      While my job as a game developer may be different from many others, I am earning more money with my current job than any other one I've had in the past. That includes software development for nuclear physics research. And the hours are pretty normal. :o

    37. Re:Quick advice by Duradin · · Score: 1

      There's a difference between like and love.

      Get a job you can tolerate. You won't take the work home with you at the end of the day and then you can use the money to fund what you actually like doing. There's also the bonus of not getting tied down "the dream job" (the quotes are important).

    38. Re:Quick advice by Anonymous Coward · · Score: 0

      Hey now, some of us are serious about learning to program. ANSI C book by Ritchie and the K guy is a bitch to get through because their example questions sometimes are like *wat* but pretty straight forward for learning.

    39. Re:Quick advice by Nathrael · · Score: 1

      Do you really think military engineers never get to test the stuff they develop?

      --
      A good education is a bit like a STD - it makes you unsuitable for a lot of jobs and gives you a desire to spread it.
    40. Re:Quick advice by IronChef · · Score: 5, Informative

      I am a game designer. And whenever anyone tells me they want to be a game designer, I tell them what a cop once told me back when I was in high school and wanted to be a cop. "Be a fireman instead." You like games? Maybe stick with playing them, instead of seeing how the sausage is made.

      Game designer is a job that has the potential to become extremely crummy. It also has the potential to be extremely rewarding. You'll hit both extremes. In a good job, the highs outweigh the lows. Good design jobs are hard to come by. Most games aren't finished and shipped.

      How do you become a designer? The question is hard to answer neatly, because there are many different "design" positions in the industry. My company has design specialties that don't exist at other companies. A highly marketable designer is flexible.

      Many, even most designers have NO developer experience. You don't need to know C++ to create a good first-person shooter level with the Unreal editor. If you are designing a game system, like how some kind of a card game works, or the way your shields regenerate, you don't necessarily need to know programming for that either.

      But for any designer, having familiarity with programming is VERY useful though. When you work with an engineer to bring a system to life you have an understanding of what is realistic to ask for.

      Though you don't need to be a programmer, most design jobs do require some kind of scripting, or at least content creation using hacky, ugly, unfriendly tools. You don't need to be an engineer, but you do usually need to be technical.

      That all said, if you are a whiz designer who is also a developer, that is an excellent skill set to have. Even so, you might not do much programming in a design position. It depends on where you are and how they do things.

      A company local to me does mostly FPS games. I know someone there, and he says that basically all the designers are level designers. That means grinding away in a 3d editor plus scripting language, making playable spaces. They do not seem to have designer/developer hybrids. Seems like you are one or the other there, mostly. Other places might not have such a division.

      Then, take a company that does MMOs. They have designers who just do the game's story. You sit around and dream up factions and NPCs and make flow charts of missions, and collaborate with level designers to make the whole package work. Maybe you write the NPCs' lines, too, and collaborate with concept artists. No programming there.

      In some companies, the engineers don't have much to do with the design. The design staff says, "it works like this" and the engineers make it happen--if it's reasonable. If the engineer is design-minded, it can be a fun collaboration. Or, management can keep devs and designers apart with barbed wire. I have seen it work both ways.

      Then, sometimes there is that guy who is a designer and is fully capable of implementing his designs in executable code... if the company structure allows for it.

      So in the end, programming games does not necessarily mean designing games, and designing games definitely doesn't mean you have to be a programmer. It depends very much on the team you are in.

      Back to the original question... what should you do?

      Make games. Use the editors and mod tools that are out there, and create some playable stuff. Or start doing paper games and making friends play them. If you are not doing something online, try to get a paper game in print, even if it's a small run and self-funded. Like an artist, you need a portfolio. If you can create material that is fun while you develop your technical skills, you are on the right path.

      What technical skills are useful? At my office I see C++, ActionScript/Flash, and SQL stored procedures. Scripting languages I see a lot of include Lua and Unreal's Kismet, but there are many options.

      Your "build" can emphasize either design or programming, but honestly being a whiz at both is the best. Helps if you can write, too, but it's rarely sought after.

      Then, you just need to find a way to get to the top of the resume pile... but that's a different story.

    41. Re:Quick advice by Tripledub · · Score: 1

      Hey at least with "real" brewing you get to get drunk afterwards!

      --
      The Poetry of Google Voice is very strange.
      gv-poetry.com
    42. Re:Quick advice by Hurricane78 · · Score: 1

      Nope. What you mean is the "career" of a code monkey / EA slave.

      If you want to design a game, you have to absolutely stay independent. Then this can't happen.
      Obviously, for a normal computer game, you will usually need about a dozen million dollars, 50 people, and 3 years of work. So if you do not have them, you won't get far.

      Luckily, I have found my perfect spot to start, where I can start with zero and even do much of it all alone! (Seriously. My investment until now was somewhat below 100€) And I know that I can make much much money with it.
      (No, I won't tell you how, before I release it! *gg*)

      But for others I would recommend creating an impressive sales pitch, and then pulling in venture capital or another kind of investment from a client, while minimizing what they can enforce. So sales is just as important as a skill, as the game design skill itself is.
      Most people forget this. And this is, why people who studied economics usually are made men when they come out of the university. Because in this world, they only need that one skill instead of both.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    43. Re:Quick advice by Hurricane78 · · Score: 1

      Lol. Exactly. You can find this quote, nearly verbatim, in the book "The Art Of Game Design"*, as an example of the most common misconceptions about what it takes to be a game designer.

      ___
      * (that I mentioned elsewhere in this tread as being the best book on the subject)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    44. Re:Quick advice by Opportunist · · Score: 2, Interesting

      Not rumors. I decided to jump and bail when "crunch time" turned into "normal hours". I'm not 22 anymore, and working 15 hours a day for weeks ain't for me anymore.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    45. Re:Quick advice by Anonymous Coward · · Score: 4, Interesting

      When I worked as a game developer my longest week was 125 hours. I slept under my desk. That was usual but a 70 or 80 hour work week wasn't. The main thing wasn't the long hours, it was the stress, cause you'd be on such a tight deadline and yet changes to the design happened almost every day, and you'd sit there in a panic and wonder where the time was going to come from.

    46. Re:Quick advice by Devout_IPUite · · Score: 1

      Duck is already so boring, pigeon would probably have to make your next meal after eating it bland as well.

    47. Re:Quick advice by DerekLyons · · Score: 1

      Why not aspire to work on head up displays used by the military, you should get paid pretty well, not lose your job in a recession, occasionally get to blow things up for real

      Yeah, your job isn't at risk in a recession - because you've probably already lost it because the contract went elsewhere. Military contractor jobs are about as unstable as they come, contrary to popular myth.

    48. Re:Quick advice by lwsimon · · Score: 1

      Simply not true. Many firms are finding that the time and cultural differences between India in particular and the US lead to all kinds of issues. South America may eventually be a big player in this, but for now, the trend is towards "rural outsourcing" - hiring developers in lower-cost-of-living parts of the country.

        No matter what, though, you can only outsource certain things. There will always be a place for the top-end, expert developer. Its the code monkeys that will be out of a job.

      --
      Learn about Photography Basics.
    49. Re:Quick advice by History's+Coming+To · · Score: 1

      "I want to design a MMORPG, I've got a lot of experience with spreadsheets"

      That's better experience than playing games. Unless, like my flatmate you tend to get good at MMORPGs by building a functioning model of all of the variables in your head.

      --
      Please consider this account deleted, I just can't be bothered with the spam anymore.
    50. Re:Quick advice by mdwh2 · · Score: 1

      But I'd also advise him to look into how accepted these "game development" courses are. There's a lot to be said for more traditional computer science[*] courses - you keep your options open, learn a better range of material. And it's not clear to me that games companies prefer "game development" courses - in some cases at least, the reverse might be true.

      [*] Or indeed something related - I did maths, and got an offer at a games company. I declined, because there was much better money elsewhere :)

      (I agree entirely on the censorship comments, btw.)

    51. Re:Quick advice by mdwh2 · · Score: 1

      To be blunt - yes.

      There are no end of wannabe designers who want to "design" games, but have no knowledge or desire for programming them. Gamedev is full of "I've got a great idea of a game, I just need someone to write it all for me!"

      AIUI, game designers work their way up as developers. And there are plenty of good reasons why a game designer should also have some knowledge of programming, and have some experience with developing games.

      It's like me saying "I wanna design cars" without knowing the first thing about how they are made.

      But the submitter did talk about programming languages, suggesting he's not in this category.

    52. Re:Quick advice by Ren.Tamek · · Score: 1

      Really helpful post, thanks so much for sharing. I would love to be in your shoes one day :).

      --
      "If you want a vision of the future, Winston, imagine a boot stamping on a human face forever." - George Orwell, 1984
    53. Re:Quick advice by jonaskoelker · · Score: 1

      No offense, but if we keep chalking up video games to being the realm of "pre-pubescent boys" we're going to keep seeing our rights eroded away in the name of "protecting the children."

      But at least we could have some real good games.

      You know, with beer, handguns and strippers...

    54. Re:Quick advice by geezer+nerd · · Score: 1
      I believe the original question had to do with becoming a games designer, not a developer.

      And that leads me to think the answer to which language should he know would be English.

    55. Re:Quick advice by Nefarious+Wheel · · Score: 2, Funny

      You could also add balcksmithing, leather working/tanning, animal husbandry or brewing...

      Careful with that. I knew a guy who went to jail for animal husbandry.

      --
      Do not mock my vision of impractical footwear
    56. Re:Quick advice by incognito84 · · Score: 1

      There are tons of exciting things you can do that don't involve dedicating your life to satisfying the desires of pre-pubescent boys.

      Most gamers are not pre-pubescent boys. If I was a game developer, I'd help make games that I'd like to play and I'd find a place in the industry that let me do this.

    57. Re:Quick advice by Nefarious+Wheel · · Score: 1

      ....beer, handguns and strippers...

      Whoa! You just gave me my new game title. Thanks!!

      --
      Do not mock my vision of impractical footwear
    58. Re:Quick advice by searchr · · Score: 1

      Yes. It is a terrible idea to want a career in the entertainment industry, one of the rare GROWTH industries during this economic downturn. And it would suck to get into game design, as unlike the movie industry, is virtually union-free, removing a serious barrier for entry. I can't imagine a worse career than one with a starting salary above $50,000, senior salaries in the six figures, doing something creative, and consistent job security. Sounds awful.

    59. Re:Quick advice by GF678 · · Score: 1

      No offense, but if we keep chalking up video games to being the realm of "pre-pubescent boys" we're going to keep seeing our rights eroded away in the name of "protecting the children."

      To be fair, log onto any popular game or platform which has some kind of text/voice chat service (eg. Xbox live, Counter-Strike, etc), and the stereotype will hold true. Sure it's not the case everywhere, but damnit, it's not a lie.

    60. Re:Quick advice by Sparton · · Score: 1

      Who isn't who is in/entering an entertainment field?

    61. Re:Quick advice by PachmanP · · Score: 1

      but there will always be employment for those who suckle at the government teet.

      --
      You're thinking small. Why miniaturize the laser, when we could instead enlarge the sharks? -John Searle
    62. Re:Quick advice by Sparton · · Score: 1

      Wickedly awesome and detailed post, good sir. As a fellow designer, I agree with pretty much everything you've stated.

      As a further point to the submitter (and anyone else wanting to get into the industry), take a look at what game companies you live near, and what kind of games they make. That will give you a heads up on what you'd be designing if you landed a job there (and keep in mind that, especially when you're starting out, you're making their ideas come to life, not yours).

      Of course, you may not live anywhere near a game developer (or very few), so if you want to pursue this career path, you'd also need to face the possibility of relocating. Living in Beautiful British Columbia, Canada, I have no need for that, but I've heard of states that only have one (or at least one known) game developer.

    63. Re:Quick advice by scubamage · · Score: 1
      Digipen is actually funded by Nintendo of America and it offers job placement in the industry, at least that's what it claimed when it went live a few years back. However if I remember correctly when they first received their charter they weren't able to grant financial aid to anyone from outside their state... not sure if that still holds true or not. But its an avenue worth exploring.

      I think a full computer science course would work better, however if he is going for game design I think Digipen might be up his alley. However if you can't find a job in the field, you may have some tough times. Think liberal arts degree.

    64. Re:Quick advice by Anonymous Coward · · Score: 0

      I understand.... Me, I took a 50% cut in pay to move from accounting/business management to IT related endeavours. I was passionate before moving to my chosen career. And I've never looked back. Not to say there is not frustration with those that don't understand what I'm trying to do (I mean those that pay the bills). But still, I'd never change what I'm doing. I love it that much. There are always compromises. I'd be very surprised to hear of any who are passionate to say that all those that they came in contact with were the same.

      Kind Regards,

    65. Re:Quick advice by avanderveen · · Score: 1

      I think you forgot to say something. Your comment would close out nicely with the classic: "Get off my lawn!"

    66. Re:Quick advice by syousef · · Score: 1

      I also second, but for different reasons: "I have a lot of experience with games, having played them for most of my adult life, and have always toyed with the idea of making them one day."

      If this qualifies as lots of experience, then I have a lot of experience being a porn star, an astronaut, and world dictator.

      I feel very sorry for your sex partners. That's one kinky bedroom, especially if you combine all 3!

      --
      These posts express my own personal views, not those of my employer
    67. Re:Quick advice by Anonymous Coward · · Score: 0

      You are so right.

      I programmed texture mapping for computer graphics ads on tv in 1986. It was fun back then.

      I'm so glad I then moved to compute aided design, flight simulators for car manufacturers, crash computation software, molecule design, etc ...

      And then more recently moved to video on demand, tv over adsl software.

      There's the fancy works, game development and 3D special effects are some of them, and then there is what the market is asking. Going where the market wants to go is how you get a career full of excitement, learn something new everyday.

    68. Re:Quick advice by Anonymous Coward · · Score: 0

      I' ll just add to what I wrote above that choosing to go where the market is going, moving to 3D in 85, moving to Internet in 95 and video on demand in 98 helped my career for this reason:

      I have never been in competition with more than 5 guys for a job...

    69. Re:Quick advice by somersault · · Score: 1

      No, he thinks that working on HUDs and blowing shit up is the type of thing that pre-pubescent boys want to do just as much as computer games are.

      --
      which is totally what she said
    70. Re:Quick advice by tatman · · Score: 1

      Unless you're willing to go independent, making and publishing your own games, I would agree with the poster. With all the competition and price pressure the big studios are facing, it's a hard environment to break into and even harder to stay employed. Going the independent route is certainly hard. But you can at least mitigate some of the financial uncertain through working in other industries until you get your game going.

      --
      I've always said English was my second language. Had Romeo and Juliet been written in C, I might have understood it.
    71. Re:Quick advice by shiftless · · Score: 1

      Yeah, your job isn't at risk in a recession - because you've probably already lost it because the contract went elsewhere. Military contractor jobs are about as unstable as they come, contrary to popular myth.

      I am a government contractor (VSAT technician working in the middle east) and this is not really true. Once a company gains a contract, it's got that contract for at least a year or two, and there is no chance in losing it. Yes, it is possible that the government could decide to pick a new company to renew the contract with once it expires, leaving you out of the job, but it's not really a big deal because now the new company will be hiring and you could easily go work there. If you want job security, government jobs are the way to go.

      But anyone pursuing these jobs should keep in mind that a lot of the more sensitive ones (probably including such jobs as were suggested by the OP) require government security clearances. It costs a hell of a lot of money to get one and you can't just go out and buy it either; either you get one from being in the military (or other government service) or a company sponsors you to get you one. Many are not willing to do this since there are often an abundance of ex-military personnel who already have clearances, so it can be tough finding that first government contract job that will sponsor you. It depends on the field though; I would imagine there are not a lot of ex-military programmers out there. And once you've got that clearance, you're pretty much set for life if you play your cards right.

    72. Re:Quick advice by shiftless · · Score: 1

      So take that into account beforehand and design your game with the constraint that it must be implementable on your own personal resources.

      Exactly. I don't understand why everyone here, including the OP, is assuming that the way to become a game designer is to "get a degree and get a job." John Carmack didn't do anything like what people are suggesting, and he (along with others) created some of the most innovative and best selling games in the industry. OP, if you really want to design/program games, then just do it! Some people want to build their nuclear reactors, but unfortunately for them that costs money that most don't have. Designing and programming games can be done on a shoe string budget by anyone who has talent. I mean really, what are the costs? If you already have a decently fast computer with a decent graphics card, you don't have to spend a dime. All the tools you could possibly need are free, or can be had for free off bittorrent until you get successful enough that you can afford to pay for them.

      But if you don't have talent, then don't bother, because you'll just end up as another underpaid drone, or worse, unemployed and broke.

    73. Re:Quick advice by shiftless · · Score: 1

      Passion is no substitute for knowledge.

      Sure it is. Passion is what leads to knowledge. Which is easier: learning calculus when you hate it, or when you love it? I know a hell of a lot about a hell of a lot of things. I didn't always, but I have always been passionate about learning. Now I can do anything I want to do. So can the OP, if he is passionate and ambitious enough.

    74. Re:Quick advice by shiftless · · Score: 1

      You are correct, but not for the reason you think. If you love doing something--and you are good at it--don't make it into a job, make it into a company. The reasons why jobs suck is because you have to do things the boss's way. If you run your own company and create your own games, you can do things your way.

      And don't try to tell me that others (publishers, etc) will still try to dictate things. They might, however self publishing a game has never been easier, since the advent of the Internet, so if all else fails you can go that route. If you don't have marketing skills, at least learn to recognize good marketing, then hire someone who can do that. Compared to more "normal" occupations where you actually manufacture and sell a physical product, packaging, marketing, and selling a game is cakewalk. Programming is easy too since you can download everything you need (3d engines, multimedia libs, etc) off the net for free. The hardest part of the entire process is designing a good game. If you can do that, you can do anything.

    75. Re:Quick advice by LingNoi · · Score: 0

      I didn't always, but I have always been passionate about learning.

      You're diverting my point. The Parent said "being passionate about gaming is definitely a plus in making great games".

      You can't make a game without knowledge. You CAN make a game (and a good game too) without passion, and I'm sure there are a whole lot of game coding slaves out there that will agree with me.

      In fact anyone who has worked on a game will tell you that it's 99% back breaking work. Sure you can say passion will help you keep it together but like I said before, that's why the industry uses it all the time to dupe people into burning out for almost no financial incentive.

    76. Re:Quick advice by DerekLyons · · Score: 1

      Yeah, your job isn't at risk in a recession - because you've probably already lost it because the contract went elsewhere. Military contractor jobs are about as unstable as they come, contrary to popular myth.

      I am a government contractor (VSAT technician working in the middle east) and this is not really true.

      I live in an area with many government contractors and know many government contractors across the country - and yeah, it's very, very true. I see it happen all the time. *Especially* with research and development contracts, which are a different beast from the operator/support contract you are under.

    77. Re:Quick advice by nEoN+nOoDlE · · Score: 1

      If you read Outliers, you'd see that the point of the book is not to show that you need a unique genetic makeup to be successful. You just need the passion and experience and the right opportunities to present themselves. If the original poster gets his 10,000 hours of experience doing game design or programming or whatever, he can become proficient in his chosen profession. He's not asking how to be a super-star game developer, just a heads up on how to get in the industry. I'm shocked at the extreme negativity in the thread toward this person and his dream. There are thousands of would-be game developers theorizing games over bong smoke, yes... but some of those end up being game designers and developers because when they got sober (or even while they were high) continued programming or designing or animating or whatever. That's what separated them from the people who just made up some game design and never took any initiative to go past the concept stage.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    78. Re:Quick advice by shiftless · · Score: 1

      I'm talking about passion as the role of leader and visionary, not the role of minion/slave. Minions and slaves don't become successes; creative visionaries do. A person who has lots of knowledge but no passion will never be anything other than a minion. A person overflowing with passion but having little knowledge can acquire the knowledge he needs to make his vision become a reality, because knowledge is a lot easier to acquire than passion.

    79. Re:Quick advice by fuzzyfuzzyfungus · · Score: 1

      One is inclined to wonder, of course, whether passion, initiative, and dedication of that caliber are born or made... It isn't immediately obvious that any of those are distributed all that differently than IQ.

    80. Re:Quick advice by pommiekiwifruit · · Score: 1

      You get to work on boy games? Lucky you! For us it is all ponies and putting makeup on rainbows these days, since the DS pink came out...

  2. GPWiki, Languages and Caution by eldavojohn · · Score: 5, Informative
    Disclaimer: I am a developer though I don't work nor have I ever worked for a game company. In my free time, I enjoy reading The Game Programming Wiki.

    What I'd like to know is: what are the best languages to study?

    Hmmmm, I'm not sure this is going to be a fruitful discussion. It's not too clear to me what kind of game development interests you most. The truth is that games have been written in many languages and developers often scoff at any guideline to restrict them from writing a game in -- say Java -- when there are more efficient languages. Assuming you want to get into console games and/or PC games, I would suggest starting out with simple authoring tools and just tinker with them. Download GameKit and get it building on your development machine. Then set weekly goals for yourself to modify the Space Invaders game by changing graphics, sound, maybe even mechanics. Once you've done that and are bored, move on to another kit/sdk.

    You see, I doubt the importance is that you know how C++ or Lua works ... they are both great languages for different tasks. It's more important that if you want to be a graphics engine guy you understand how major APIs are laid out to implement tiles and shaders and renderers ... Go here to start thinking aobut what aspect of the game interests you most.

    What are the minimum diploma or degree requirements that most games companies will accept?

    This is a topic I could drone on for hours about. Enjoy life, man. They'll take you with a 2 year tech degree or less if you're built for coding. But don't do that. Enjoy the college expereince, go to a four year liberal arts college. Explore math, physics, chemistry, biology, literature, music, etc. I took enough music theory to major in music but I didn't. And I wouldn't have it any other way.

    Finally, is C++ the way to go? ASP? LUA?

    You should really concentrate on one of three types of games: web, console, PC. While the last two are related, the idea of catering to hardware probably has an effect on games. Is a PC developer going to care about Sony's Emotion engine while a console guy might live and breathe it. Honestly, fool around with Allegro, SDL and OpenGL if you're looking to do serious game coding.

    You've got a long difficult road ahead if you're going down this path. You're going to have your heart broken by Blizzard and end up over worked and underpaid at EA. Game programming seems to find you, you can only prepare yourself for it. Read John Carmack's story in Masters of Doom or just wait for the upcoming movie about it.

    I've also heard -- and I can't verify this -- that it helps to have a notebook full of sketches, stories, game mechanics, ideas you've had in relation to games. You keep this and bring it to an interview. You pass the technical aspects and then you let them know that you really want this and that you are also creative and not just technical.

    Don't forget to have fun and good luck!

    --
    My work here is dung.
    1. Re:GPWiki, Languages and Caution by robthebloke · · Score: 2, Interesting

      I've also heard -- and I can't verify this -- that it helps to have a notebook full of sketches, stories, game mechanics, ideas you've had in relation to games. You keep this and bring it to an interview. You pass the technical aspects and then you let them know that you really want this and that you are also creative and not just technical.

      I'll verify it for you. It's mainly for 2 reasons. Firstly, in most area's of software development you have a teams of programmers, some testers, customer support etc. In game development by far the largest chunk of the development team are made up of artists and animators. Since development is a team process, it helps significantly if you can communicate (well) with the artists on the team.
      The other reason is that by and large, most of the game programmers will be in some way involved in creating a graphical output (HUD, GUI, animation, shading etc). If you have well trained visual eye, it will vastly improve the quality from 'crap coder art' into something that has a string visual aesthetic.

    2. Re:GPWiki, Languages and Caution by NovaHorizon · · Score: 1

      I've also heard -- and I can't verify this -- that it helps to have a notebook full of sketches, stories, game mechanics, ideas you've had in relation to games. You keep this and bring it to an interview.

      Also, Don't forget to have the local courthouse document all pages of said folder first, in case they ask to keep it for further review. They may just use it and not credit you for it.

    3. Re:GPWiki, Languages and Caution by Hurricane78 · · Score: 1

      You forgot mobile phones and mobile consoles (also related).
      They are a booming sector, and it is very easy to get into it right now.
      Definitely recommended!

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    4. Re:GPWiki, Languages and Caution by Hurricane78 · · Score: 1

      I must say, that your comment, while good, can a maximum put you at an amateur level of game design.

      We here are technical people. But technology is only one of four essential elements (story, gameplay, aesthetics, technology), and only one of may many things around that.

      You can not possibly even list them all in here.

      As I said elsewhere, I recommend this book above all: http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965/ref=sr_1_1?ie=UTF8&s=books&qid=1246565495&sr=8-1

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
  3. I hate to ask... by CRiMSON · · Score: 1

    But how old are you? Remember your going to be competing with god knows how many late teens/earlier 20s, willing to work 6-7 days a week to get exp/cause they're silly (hell I did it..).

    I would say tho if your interested, graduate some form of game dev school which would cover a lot of the basics you need to know about. Then start interning/looking for entry level positions.

    You may need to move around the country and or switch countries if your willing.

    --
    oogly boogly!
    1. Re:I hate to ask... by CRiMSON · · Score: 1

      C/C++ from what all my game dev friends tell me.

      --
      oogly boogly!
    2. Re:I hate to ask... by Anonymous Coward · · Score: 0

      I would say tho if your interested

      The first thing you should do is not take advice from people who say "tho" and don't know the difference between "your" and "you're".

    3. Re:I hate to ask... by robthebloke · · Score: 1

      Not for a design job....

    4. Re:I hate to ask... by FishWithAHammer · · Score: 1

      C/C++ is still very important, but for a lot of tasks it's becoming much less important. A lot of tools programming is moving toward .NET and other higher-level languages like Python.

      That really doesn't matter for this Ask Slashdot, though: frankly, the OP is screwed. You don't just become a game designer. Virtually all the big-name designers started as a programmer (Miyamoto excepted, IIRC he came from the art side of things) and worked their way up. And most of them didn't get a chance to design games until they had put in quite a few years (the older ones at smaller places, like Meier and Microprose, obviously don't qualify). The only way to actually be a game designer in the OP's give-it-to-me mindset is an independent game developer, doing everything (or nearly everything) himself. And if he doesn't even know the answers to these questions (or doesn't actually care enough to look, preferring instead to Ask Slashdot), he's not going to be much of an indie designer either.

      --
      "You can either have software quality or you can have pointer arithmetic, but you cannot have both at the same time."
    5. Re:I hate to ask... by CRiMSON · · Score: 1

      And this matters because?

      --
      oogly boogly!
  4. Game Programming, or Designing? by Manip · · Score: 4, Interesting

    Game Programming? What in particular:
      - UI / Tools
      - Graphics, Physics
      - Networking
      - AI
      - Mobile Gaming
    etc

    But in general if you want to go into Game Programming hit a CS degree and do a game development masters. All while learning C++ and trying to develop a nice portfolio of little games you've created yourself. Try and find a Masters program with hooks into the games industry because they will be your best bet to even get a foot in the door.

    If it is Game Design they do an arts degree like English Lit and then do a Masters in Game Design. Same deal with the shoe in the door thing, find the college with the best links not the best course.

    1. Re:Game Programming, or Designing? by jddj · · Score: 2, Interesting

      Yeah, really - Designing a game doesn't require knowledge of a computing language. It requires design skills, story telling, previsualization, facilitation and salesmanship skills, among many other things. Look toward Jane MacGonigal for some leadership - she's awesome.

    2. Re:Game Programming, or Designing? by Monkeedude1212 · · Score: 1

      Like the Parent commenter said, Game development and Game design are two completely different things.

      If you're like me, who enjoys the development side, C++ is commonly used for alot of games, though you wouldn't expect it while learning it. It'll seem tedious because you won't understand why you're learning cout >> "Hello World" to output to a command prompt while somehow Half Life 2 turns these same codebits into an amazing 3D experience.

      Once you've got the fundamentals from C++ (input/output, variables, loops, arrays and a handful of others) You'll want to try to take it a step up from a prompt to something more visually appealing. Flash is great for this, if you take a few tutorials in actionscript you'll be able to apply that C++ knowledge into something truly amazing. Yeah, that game Kitten Cannon? Is pretty much 50 lines of code. Imagine what you can achieve if you sit down for 3 weekends, writing thousands of lines.

      From there, you can try writing a Mod for an existing game, or pickup one of those "Game Design Books" at a chapters or indigo, which come with a CD and the old DOOM engine and let you write your own game. Document all 3 of these steps and you'll have an awesome portfolio - but that won't line you up with Blizzard or Valve or Ubisoft or Lucasarts or anyone you've heard of. Those guys generally want 4 years experience before even sending your stuff in.

      Its a long haul. If you feel iffy about ANY part of it - don't even bother.

      Game DESIGN on the other hand, you're almost better off starting your own company. I mean, I sure wouldn't pay someone to give me their ideas for a great game, I've got my own. If you've got Mad Photoshop or Maya skills, I'll hire you to make MY game, not yours.

  5. A. A Trust Fund B. A Working Spouse... by Anonymous Coward · · Score: 5, Insightful

    C. A taste for ramen.

    D. A willingness to update your resume every six months.

    E. The number of your State Attorney General's Labor Enforcement Division, to file a complaint when they suddenly decide to stop paying you and ask you to work for free until they close the next round of funding, which is always just a week or two away.

    1. Re:A. A Trust Fund B. A Working Spouse... by Anonymous Coward · · Score: 0

      here here!!!!!

  6. The Art of Game Design by smackenzie · · Score: 2, Informative

    You'll get a lot of decent answers, and I won't try to duplicate any of them here. My addition: amidst many mediocre books about Game Design, there are a couple that really stand out. The first one to come to mind is "The Art of Game Design":

    http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965

    While you are perfecting everyone else's good suggestions, give this one a read...

    1. Re:The Art of Game Design by eln · · Score: 1

      You'll get a lot of decent answers

      I'm not sure what site you think you're on, but this is Slashdot. Our answers are generally some variation of "don't do it" and "what are you, stupid? I said don't do it!"

    2. Re:The Art of Game Design by GaratNW · · Score: 2, Informative

      That is a very good book. And as one of the few posts that isn't raging negativity, I'll add the following.

      The games industry is one of the least degree centric fields around. A degree will not get you a job in the industry (usually). It might land you an internship, which in turn might land a job, but in and of itself, it will not be the thing that suddenly gets you in. Focus on fields of study that matter to design. Human interaction. Psychology. Math. Statistics. Get some coding and tech skills as well (C++ will always be a good basis to have some understanding of the work you're doing).

      As has already been stated, there is no "path" into games. QA is a good place to get some experience, especially if it's embedded QA (as in, the awesome guys who sit in the dev team area, work hand in hand with the team, handles build process, and team communication about problems, etc - publisher side QA gets a lot less chance to get involved in those sorts of things).

      Know what types of things you want to work on, and start to work on them. Engine technology is lightyears ahead of where it was even 5 years ago. Engines such as Unity3D, Blade3D, Torque, among others, will allow even a non programmer to start to prototype ideas, see how things work together, and attempt to bring their own ideas to life. For someone who has no industry experience, modding and private projects are the way you have to differentiate yourself, and show you have the skills to get the job done.

      After being passionate enough to do work on your own, the next most important thing is understanding what makes a good game from a bad game. If your interest is shooters, what sorts of things set one aside from another? Why is Call of Duty 4 awesome, and random misc. shooter that sold 100k copies considered a failure. What about Halo 3 makes people play the MP aspect obsessively. Start by asking the questions, and then go through the mental exercises of breaking them down. There's no one formula that makes great games great. But there are common elements that make all games good or bad. That is the first part of understanding. If you're a relatively intelligent person, once you can understand the questions you need to ask, as well as the answers, you'll start to understand how to build good games from nothing.

      Read everything you can. Start with Jesse's book. Look for websites, get involved with online communities that are passionate about modding and indie projects. Design is both an art and a science. There is no one path, but there are commonalities that provide cohesion to the overall profession. But when you're reading, remember those guys dont' have all the answers either. It's most more ways of looking at things that in turn will allow you to better breakdown your own work into understandable and implementable chunks. One word of advice though: start with small scope ideas and work up from there. A great game is made up of usually just a few core, simple conceits that come together to make a great experience when finally wrapped in graphics, FX and audio.

      Best of luck. And ignore the haters - find your own passion. I've been making games for over 10 years now, after years at places like Intel, Hewlett Packard and Microsoft that drained my soul. It's exhausting at times, but you're making something your passionate about (hopefully). Don't do this thinking you'll get rich. If that's your goal, become an investment banker and then once you've swindled the public for 10 years, then start your own game company.

    3. Re:The Art of Game Design by Albert+Sandberg · · Score: 1

      and many years later ....

      P. profit.

    4. Re:The Art of Game Design by Albert+Sandberg · · Score: 1

      damn, wrong thread even... sry.

    5. Re:The Art of Game Design by TryingToBeUseful · · Score: 1

      Decided to throw my comments in here, as this thread seems like a good haven from the raging (and sometimes ill-informed) negativity in these comments. How is it useful to tell the OP that the way he's phrased the question clearly disqualifies him from the job? The fact that he asked the question is ballsy enough.

      I'm going to go ahead and assume you're asking how to become a game DESIGNER, and asking about programming languages that will aid and supplement you in this role. If you're looking to become a game PROGRAMMER, the answers are much simpler: get a Computer Science degree, and possibly a Master's, and be programming games all the while. Nothing less will do in the games industry.

      If you want to be a game designer but you're starting from scratch, I recommend you go the QA route, at a dev studio with INTERNAL QA (where you interact closely with designers and programmers on one or two games). This is, as most people describe, simply the best entry-level way to get a handle on how a game studio works. You'll learn things about the pipeline, the role of production, and how programming, design, and art work together and communicate to make a game.

      Oh, I should've mentioned; get a 4-year (likely liberal arts) degree before you do this. The more prestigious the school, the better (perhaps sad, but definitely true). While you're there, take AT LEAST two semesters of programming. With a C/C++ foundation, you'll be able to pick up any scripting language you'll need to know as a designer (Lua, Unreal's Kismet, etc.).

      While you're doing QA, pick a game with released, fully-featured mod tools, and start making levels (or self-contained games) with it. A very standard tool that will serve you EXTREMELY WELL to learn is the Unreal Editor; you can pick up Unreal Tournament 3 on Steam and run it with the "editor" option, and a full-featured Unreal Engine 3 level editor is at your fingertips. Still, despite the wealth of tutorials available on the internet, this can be a tough one to start out with (and shooters might not be your genre); Neverwinter Nights 1/2 and Oblivion/Fallout 3 all have easier-to-use, fully-featured editors and detailed developer-supported wikis to help learn them.

      Also, read anything and everything you can. Gamasutra articles are top-notch, the IGDA website has some informative articles (become a student member for $40 a year!), and there are several excellent books on design (see parent's parent). Don't just read about design, though; read fiction (sci-fi and fantasy especially), and keep up with current events. Oh, and Tom Sloper (http://www.sloperama.com/advice.html) has solid, if slightly outdated advice, on everything from how to prepare for an industry job to how to ace the interview.

      Make a website, host it somewhere cheap, and post all completed, portfolio-quality work in an attractive format. Include screenshot walkthroughs of your levels (embedded Picasa slideshows work well here), well-written design documentation, and any support or background material that might enhance your level.

      Now you're ready to apply for entry-level design positions. It's tricky. Some companies have design internships, which you should definitely apply for -- they get your work for incredibly cheap, and you get your foot in the door and some design credit on your resume. If you are proud of your portfolio, apply for open (non-senior) design positions all over, and email the HR department of companies local to you about possible openings, even if there are none currently posted; not having to tear up your life and move is a huge benefit... though expect to do just that many times over the course of your career. Obviously, if you're doing internal QA for a company, it can't hurt to make a level or demo for THEIR in-development game, but you can get burned if you put a lot of effort into that and get turned down, because you won't be able to use that work in your public portfolio.

      It's hard, and the competition is more vicious than ever (so many talented people just got laid off this year!), but making games can be an incredibly rewarding career, and games are never going away -- you'll still be relevant in 30 years. Hope that helps a bit!

  7. We're off to a bad start already.. by synthesizerpatel · · Score: 5, Insightful

    If your approach to a new career is to find out the bare minimum you need to start... odds are you're not going to excel.

    There's not a lot of stories from successful game developers that start with 'When I got in at 8am' and end with 'Then I left at 5pm.'

    If you think you've got 'it', do what the guy who did Braid did -- make it. Don't wait for someone to give you a stamp of approval. Sing it loud.

    Otherwise, stick with your day job.

    1. Re:We're off to a bad start already.. by BlitzTech · · Score: 1

      Please don't recommend anyone following Johnathan Blow's path. He's only famous because he made the first XBLA game that wasn't awful AND was done by a single person. There are a number of other XBLA games that are far superior in quality (both by being less esoteric in the story and having superior gameplay), but they were done by teams. He also had about $200k-$300k to expend while he worked 4 hours a day and lived like he had money, and he made it in 2-3 years. He got lucky that it did well. Honestly, I wasn't very impressed with it, certainly not enough to recommend anyone else pay $15 for it.

      Best advice: Make it. But keep your day job. It will take you a while to get it made and polished, and if you want, published, but you'll need SOMETHING in a portfolio to have any shot of getting a job. And you really don't want to be working on it 12 hours a day without any other income, because you will quickly find yourself broke and difficult to re-employ if you don't have much to show for your efforts.

      To the parent: the bare minimum to start is not a bad place to start, it's exactly what you need (in combination with luck) to get that first job and get some experience. If he stops there, he won't excel, but if that's just step 1 then there's no problem. Also, please don't perpetuate the feeling that game developers work extra long hours (outside of 8am to 5pm) - if new blood comes in expecting it, it'll keep happening, keeping the QoL low. The only way to change something like that is to make sure that future employees refuse to work under those conditions, and that will leave studios able to compete under those terms and weed out the ones who foster such horrifying working conditions.

    2. Re:We're off to a bad start already.. by Anonymous Coward · · Score: 0

      "If your approach to a new career is to find out the bare minimum you need to start... odds are you're not going to excel."

      QFT
      In this case, I would add that googling "Game design", "game programming" or some variant would have return a boat load of answers to the OP's questions.

      There are better place than Slashdot to ask this type of question. One of them is www.gamedev.net in the forum section. There is at least one new "where to start" type thread each day, plus a get started article.

    3. Re:We're off to a bad start already.. by luther2.1k · · Score: 1

      To be fair, at my company, most of us do actually work sensible hours until crunch time when all bets are off. Our last crunch hurt a bit but didn't last as long as in many game companies I've heard of. Most of our relationships are still in tact and more daughter still recognises me!
          As for the game designer job - it's a tough one. It's one of those jobs that I think many people think they can do and unfortunately, one that many who are put off by the more technical or artistic roles (as they sound like too much hard work) are attracted to. If you fall into that category, forget it - precisely because the remit of the job is vaguer than coding or any of the artistic disciplines, you have to show some demonstrable skill, which is hard because it's the job is less well defined.
          The best game designers are not only great at designing fun games, they have a good understanding and respect of the technical side too and appreciate how much work a given feature is. There's also a lot of detailed design doc writing involved and more meetings than you can shake a stick at. For some games, in depth knowledge of a particular esoteric subject relevant to game you're working on would also be useful.

    4. Re:We're off to a bad start already.. by luther2.1k · · Score: 1

      erm, more = my

    5. Re:We're off to a bad start already.. by synthesizerpatel · · Score: 1

      It was funnier as 'more' as it indicated that some but not all of your daughters recognized you.. but, made less sense of course.

      I personally take pride in my 74.3% recognition rate in the daughter demographic.

  8. First steps by Anonymous Coward · · Score: 0

    1) Just start doing it, start working on an open-source game like www.nexuiz.com
    2) Don't do it in ASP

  9. Simple... by grub · · Score: 1


    Simple, just get a job at EA. They quality of their recent products suggests they train on the job!

    .

    --
    Trolling is a art,
    1. Re:Simple... by robthebloke · · Score: 1

      They do actually have an internal university, and believe it or not, it's actually pretty good. Unfortunately, you get crap when pushed by managers and money men to continually cut corners - but that doesn't reflect the quality of the individuals working on the (not amazing) products.

  10. Imagination and Execution by n00btastic · · Score: 1

    From Wikipedia: Game design is the process of designing the content and rules of a game. The term is also used to describe both the game design embodied in an actual game as well as documentation that describes such a design. I think you are confusing game design with game programming. If you are designing the game, then you would be in charge of coordinating with the programming team (not actually programming). First you should develop a clear image of what you actually wish to do :)

  11. well by Anonymous Coward · · Score: 0

    why don't you do something less degrading, like suck dick for crack.

  12. Hydra is a good place to start. by orsty3001 · · Score: 1

    http://www.parallax.com/StoreSearchResults/tabid/768/txtSearch/hydra/List/0/SortField/4/ProductID/467/Default.aspx I know it's 200 bucks but you're really buying the book more than the hardware. The book it comes with starts out at the very beginning of how console and computer hardware works and how it can be used for gaming. This is the best place to start. There's an entire community of people that can help you as well if you get this unit. When it's done you'll know everything from what signal is coming out of the controller when you push a button to calculating the inverse square root of a light source to produce shadows or however that's done. Once you grasp how to program for this unit you can easily graduate to more complex things.

    1. Re:Hydra is a good place to start. by FishWithAHammer · · Score: 1

      Oh please. He can do anything that thing can do on a PC, just blitting to the damn screen with DirectDraw.

      --
      "You can either have software quality or you can have pointer arithmetic, but you cannot have both at the same time."
    2. Re:Hydra is a good place to start. by robthebloke · · Score: 3, Insightful

      I'm sorry, but having been a programming lecturer at the ncca, i actually think it's the worst possible place to start. The industry uses C++; standardized API's (eg, openGL, D3D, openAL); middleware (physX, morpheme); and is largely based in 3D graphics (BSP trees, quad trees, quat blending, shaders etc etc).

      I can't see any advantage in wasting time with a basic-like language, on hardware that has very little relation to current consoles (single threaded, no GPU of merit). It may be of some benefit to programming handheld consoles (ok, just the DS), however even that is not going to help in a few years time (the next generation of handhelds are likely to include fairly powerful GPU's - eg PSP).

      There is a huge amount of information to learn and digest before you can expect to get a job in this industry, so spend time learning that (by writing games) and not on information that has little real world usage.

    3. Re:Hydra is a good place to start. by Fulcrum+of+Evil · · Score: 1

      Why is everyone concentrating on fancy whizbangs? The reason a game works is the compelling gameplay, which doesn't require fancy graphics (although a DX game on windows is plenty to start with). If you want to make games, then make one and worry about the shiny later.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    4. Re:Hydra is a good place to start. by mshieh · · Score: 1

      The industry uses C++; standardized API's (eg, openGL, D3D, openAL); middleware (physX, morpheme); and is largely based in 3D graphics (BSP trees, quad trees, quat blending, shaders etc etc).

      The hardcore gaming industry frequently suffers from delusions of grandeur, and feels that it represents the gaming industry.

      OP: Teach yourself some flash, and write a game. Or learn how to make maps/mods/etc. for existing games with game builder components. Repeat until you've written something good enough to grab some attention, and you now have a portfolio.

  13. First step? Seek professional help. by Lilith's+Heart-shape · · Score: 1, Informative

    See a competent therapist. No rational person would willingly sell himself into indentured servitude in exchange for a salary, and that's exactly what you'll be doing by becoming a game designer.

    1. Re:First step? Seek professional help. by Anonymous Coward · · Score: 0

      See a competent therapist. No rational person would willingly sell himself into indentured servitude in exchange for a salary, and that's exactly what you'll be doing by becoming a game designer.

      You're an idiot.

    2. Re:First step? Seek professional help. by geminidomino · · Score: 1

      While parent is a bit hyperbolic, there is a valid point hidden in there.

      Game development is an extremely competitive, high-turnover, low reward field. The new grads who want to be on the team to make the next wizz-bang game because they love their Xbox360s are legion. If you manage to beat them out for the spot, expect to be treated exactly as they would be (massive overtime, probably unpaid; lousy conditions; high stress). Complain about it and get cut loose. There's always another code monkey to replace you.

    3. Re:First step? Seek professional help. by Anonymous Coward · · Score: 0

      Quite possibly, but idiots are right sometimes, and he is right.

    4. Re:First step? Seek professional help. by Anonymous Coward · · Score: 0

      Agreed.. and not saying it's typical, but if you look at Larry Kaplan's interview, you'll see that for awhile he was in rockstar mode.. now he's just another guy writing code for peanuts (his last listed salary was 85k).

    5. Re:First step? Seek professional help. by Hurricane78 · · Score: 1

      Wrong, wrong, and wrong. What you mean is a EA slave. And as you may know, EA does not design games. It produces money-making "products" (=crap) on a assembly line. ^^

      On a more serious note:
      1. Find a way to have time and resources to design a game (actual programming will use only very small part of that time!), without selling your soul.
      2. Find a way to have time and resources to design a game (actual programming will use only very small part of that time!), without selling your soul.
      3. Find a way to have time and resources to design a game (actual programming will use only very small part of that time!), without selling your soul.

      That's it. Then read a good book, like the following: http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965/ref=sr_1_1?ie=UTF8&s=books&qid=1246565495&sr=8-1
      And you're good to go.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
  14. Go indie by lanceran · · Score: 1

    Get a few C++ books, learn how to draw pixelart and make 8-bit tracks. If you're dedicated, it won't be that hard. Make a small, but fun game entirely by yourself. Put it online. If you're really good, you will get noticed.

    1. Re:Go indie by computational+super · · Score: 1
      learn how to draw pixelart

      That's interesting... I've been putting together simple 2D games for fun since I was a little kid and - the pixelart has always been by far the biggest problem I've had. The programming was always relatively straightforward. What do you use for pixel art? I've tried jdraw, inkscape, gimp (shudder...)... are there any actually good tools for this sort of thing?

      Not that I have any desire to pursue this as a career - the horror stories on Slashdot talked me out of that years ago...

      --
      Proud neuron in the Slashdot hivemind since 2002.
    2. Re:Go indie by orngjce223 · · Score: 1

      Paint is fine. Don't go for broke with (say) Photoshop and the like just to do pixel art.

      --
      Note: I was 13 when I wrote most of this. Take with several grains of salt.
    3. Re:Go indie by nathan+s · · Score: 2, Informative

      One of the most useful pixel art tools I've found so far is mtPaint - I did a lot of little isometric drawings for a game project I'm working on (e.g. this one of a park) entirely in this program. Far easier than using paint or a full-fledged image tool (although I did use GIMP for compositing layered tiles into final images at times).

  15. Playing games = experience? by GreatAntibob · · Score: 2, Insightful

    First of all, good luck, and I hope you succeed.

    But what makes you think that having played games gives you the talent to be a game designer/programmer? Why is this a desirable profession?

    Consider the example of cars (just because it's slashdot). I like cars. I like driving cars and doing some of my own minor repair work. That said, I would absolutely hate to be an automotive engineer. Being an avid driver or mechanic enjoying a particularly well built machine is entirely different from being the person in charge of designing and building a machine.

    Or consider the example of popular fictional universes (like Trek or Star Wars). I imagine there are a lot of geeks who could spout any amount of minutiae about various ships, planets, races, etc. in a number of fictional SF worlds. That doesn't mean they would necessarily enjoy creating them from scratch. And even if they did create one, I imagine the soul-sucking mass of nit-picky fandom would quickly rob what little joy was left.

    Are you sure you don't actually want to be a game tester? It seems to be more in the line of what you enjoy about games - playing them.

    1. Re:Playing games = experience? by ParaShoot · · Score: 1

      Games testing is highly overrated. Playing the same game, day in, day out, for three years? Hell no. When people think of games testing, they usually think of focus testing - which is very far removed from an average day in the life of a tester.

    2. Re:Playing games = experience? by LearnToSpell · · Score: 1

      Just to second this, it's not even playing the same game, it's playing the same level day in, day out... Game testing is like any other testing - it's friggin' boring as hell, repetitive, and tedious. You're not trying to get the 120 stars, you're trying to find out where things break, and then do that over and over until you can replicate it for the coders. By the time the game is fun, it's in public beta (like Starcraft II, or Windows Vista).

    3. Re:Playing games = experience? by selven · · Score: 1

      I've programmed some of my own games (and played them 100+ times over, of course, up to the point where I start thinking the game is really easy, adjust the difficulty way up, then find that no one else can do any of the bosses) and I know how dull it can get. It's important to maintain some kind of variety - if you're a (corporate) boss, have 10 people testing level A from 9 to 12 and level B for the rest of the day, rather than putting 5 people to just test level A and the other 5 to level B.

    4. Re:Playing games = experience? by Anonymous Coward · · Score: 0

      So game companies should hire people who have never played a game?

      I've seen this point a few times up and down the comments, and I think playing does = experience.

      An experienced 'gamer' (urgh) knows the competition, knows what can be done, what can't, what hasn't, remember which parts of games he loved, know what makes a game annoying, etc etc.

      Your car anaolgy is not relevant. It's like a gamer becoming the guy who designs CPUs; clearly not what the OP wanted. A car analogy involving designing the road/track would be more suitable.

      As for your geek example... well, go meet some geeks, find out DnD is, and then tell me they don't love making up fictional stuff.

      Game tester is the worst job to go for-- now that will kill all interest in games you ever had.

  16. the more programming by markringen · · Score: 1

    the more programming knowledge u have the more jobs you can get when it comes down to programming. never learn 1 single programming language and never only write code for a single architecture. the gaming industry requires flexibility, some people have tons of degrees and never cut it in a work environment and some have none and thrive. it all depends on how well you can work with others and how well you can share your knowledge and take criticism from non-programmers. it's a tough business to get into, allot of developers today come from linux and server programming community and have worked for nothing for years!

    1. Re:the more programming by Anonymous Coward · · Score: 0

      u rite lin a nindian.

  17. Designer != Developer by quercus.aeternam · · Score: 1

    I haven't thoroughly investigated that possible career path - mostly because of the high burnout rate (not that I've seen any statistics - that's just an observation from anecdotal evidence), so I could be out in left field.

    A designer and a developer are not equivalent - would you ask a construction worker to design your house? Or your architect to construct it?
    --------------

    That said, IMO the best way to get into any field is not through studying - though that is important.

    For example, if you want to get hired to work on games, you might start by making mods for existing games and releasing your work for free to the community. If you still love it, get some more formal education, while using that new knowledge in your work. When you graduate, you should have a good idea of what you're getting yourself into, plus you should have some street cred and excellent samples of your work.

    With that sort of background, even if you don't get hired, you could at the very least hire yourself - if you are any good, that is to say.

  18. What kind of games are you looking to make? by solraith · · Score: 1

    Many modern FPS and RTS games have SDKs available where you can create mods of the original game. Pick your favorite, figure out what language it requires, study that, and make a mod for the game. It will get you used to working with level design tools, which you're going to need at some point, as well as programming in that language as it pertains to games. If you can bring in extra developers, that's good teamwork experience, which you'll need in just about any field period.

    Companies like Valve have been known to hire accomplished mod-makers. Don't get your hopes up on that, but it's something to think about.

    1. Re:What kind of games are you looking to make? by CorporateSuit · · Score: 1

      This.

      Make a total conversion for Oblivion or make a Quake mod that functions as a dating sim (shamblers love flowers) -- these will get attention. I had a buddy create a 3D rendering engine from scratch, then build a game similar to a cross between SmashTV and Serious Sam. He was hired on that alone.

      Then, you get to the fun part: Doing the company's crap work. You get to design "based on the movie!" or "baseball game" that no one else wants to do. Work your fingers to the nub on this one, show them a bit of creativity, do some legwork of your own or get an intern to do it for you ("I had an intern run out and survey 600 people who play videogames, and these are the features they said would bring them back to sports games") Excel in this, and MAYBE you'll get your own project after 3-5 years.

      That, or just make an Xbox Live game or iPhone app. Nothing's stopping you from starting on that tonight.

      --
      I am the richest astronaut ever to win the superbowl.
  19. Are you already a programmer? by realmolo · · Score: 4, Insightful

    Game development is HARD. It's definitely in the "deep-end" of computer programming. You better know some serious math, too.

    What I'm saying is, most of the game developers who have jobs doing it have been doing it "for fun" since they were kids. It takes YEARS of work/experimentation/dedication to develop the skills to write a modern game.

    If you are planning just to learn some programming and get a job in the game industry, don't be surprised if you get are stuck in entry-level positions for a LONG time. You aren't going to be game programming, per se. You're going to be debugging the installer for the game, stuff like that.

    1. Re:Are you already a programmer? by Blakey+Rat · · Score: 1

      He wants to be a designer, not a developer. He wants to be the Producer or Director, not the Set Carpenter. Totally different role. (And much, much harder to break in to. Heck, it's probably easier to produce a movie, frankly.)

    2. Re:Are you already a programmer? by Hurricane78 · · Score: 1

      Development IS NOT design!

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
  20. Try XNA by Cornflake917 · · Score: 1

    I've been developing games with XNA for the past few years as a hobby. Compared to using C++ with OpenGL or DirectX, it is very easy. The programming language is in C# (very easy to learn if you already know C++). XNA is created by MS and basically wraps around DirectX. It contains a good amount of classes that you normally see in video games, so you don't have to reinvent the wheel when it comes to vectors, matrices, textures, models, managing your content, etc. My favorite thing about XNA is that if you pay for the Creator's Licence ($50 every 6 months), you can create games for the XBox360 and release them, and sell them, without going through the hassles of finding a publisher. Porting from the PC to the XBox 360 usually only requires a change of a few lines of code, if any.

    1. Re:Try XNA by Wahesh · · Score: 1

      I learned how to do simple game programming using XNA, and highly recommend it. (It'll be a good way to learn C#) When I was in college, I wanted to be a game developer before I met some actual developers and learned about the lifestyle. I now just hobby game program, and work in an unrelated job. XNA is very complete and easy to learn, although it probably wouldn't be the best route for getting a game developer job. I think the easiest way to start out in game development is to program a solid game of Pong in XNA. It'll teach you the basics of game development: Input, collision detection, simple AI. After this try a simple 2D platformer (Like the old Mario Bros). This will teach you simple physics (i.e. gravity, friction). My biggest mistake was trying to learn game development in 3D without really understanding a game loop. Starting in 2D allows you to understand the basic mechanics much quicker, and is much less overwhelming. Even after you understand the basics, it's difficult to get art into your 3D world unless you're already a semi competent graphics designer. Doing 2D game development will still teach you the basics, and allow you to use art that you create in Microsoft Paint :) While in college look for a graphic design major who also wishes to get into a game company. This way you can both work together and focus on your strengths. -Wahesh-

    2. Re:Try XNA by Anonymous Coward · · Score: 0

      Yup, i use XNA myself for pc/xbox games.

      It may not be the outright highest performance, but overall, its really good at a wide range of tasks. And you are practically building for 2 platforms at the same time, how can you lose!

      XNA also has a lot of support from the community and from microsoft. I only see it getting better and better over time.

    3. Re:Try XNA by malevolentjelly · · Score: 1

      I second (or fourth?) this advice. Game studios aren't going to care about what obscure technologies you're working on, they're going to care that you found the right tools and started pumping out products. They want to see you get through projects from start to finish. Essentially, they want to know that you'll be adaptable to the technologies they use internally and have the attention span to focus on what building games is really about.

      The fun part of game creation is the first moment you think of a new idea, the rest is just painstaking and insane hard work, top to bottom. The game industry is not for the faint of heart, but I can tell you that there's no feeling in the world better than shipping a AAA game. :)

  21. Game Designer by WilyCoder · · Score: 4, Insightful

    Game DESIGNER?

    Well, you could try to create some board games or your own pen & paper RPG. No programmers required for either of those.

    1. Re:Game Designer by Hurricane78 · · Score: 1

      I recommend mobile phone games with J2ME 2.x as a start. It is very easy to learn, allows for OpenGL ES, and you get things to play with that no pc has: GPS, compass, video camera, an always available microphone, etc. You can have much fun with it.

      But of course, programming is the least of your worries, when you actually DESIGN a game in its whole.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    2. Re:Game Designer by Mathonwy · · Score: 1

      This is actually a really really good suggestion. Nearly every professional game designer I know is a board gamer. And board games are a GREAT place to learn a lot about design. You have a minimal barrier to entry (all you need are some notecards and pens, and a few patient friends) and fewer crutches to lean on. (In video games its easy to dress a crappy game up with sparkly particle effects and glitter to distract from the fact that it's a crappy game. It's a lot harder to disguise a crappy board game.)

      Not to say that all board games map nicely onto video games, (the interactive and realtime nature of video games does give them a few extra possibilities) but if you can design board games that your friends will play willingly, without prompting, then you probably have learned a fair bit about game design in general, (player motivation, reward structure, etc) and will probably find a lot of those skills translate pretty well.

      So yeah, if you want to learn about game design, or start getting into it, making board games, while perhaps not as sexy as making quake mods, is still not a terrible place to start.

  22. You are confused by Swampash · · Score: 2, Insightful

    "what are the best languages to study? What are the minimum diploma or degree requirements that most games companies will accept? Finally, is C++ the way to go? ASP? LUA?"

    You seem to have confused "game designer" with "game programmer". A good game designer would be able to create a good game out of a story, a die, some arbitrary rules, and his imagination. It sounds like you are thinking of a different job description.

    1. Re:You are confused by annerajb · · Score: 1

      If that's the case and you mean game developer or software engineer. generally they look for somebody with a bachelor's in computer science or something similar. ie game development from the game development schools. about programming languages you can start with c++ but if you want to be proficient you dont wanna stop there learn lua, c#, python and any other programming language that you see in job descriptions. i seen even ruby on some companies. this will vary by your position if you are a tools programmer they prob want you to be decent at c# so you can create user interfaces. my best recommendation for you is join a mod team where you can code on c++ or any of those languages. and read job description from company's you would like to work with to see what they are looking in new graduates.

    2. Re:You are confused by Anonymous Coward · · Score: 0

      Seconded, for game design, you don't need to know any languages at all (although knowing how to script in something like LUA may help).

      The main requirement to get a position as a designer is that you need to have experience designing games! Imagine you were trying out for the part of lead guitarist for a band. If you say "Oh, I listen to all the famous guitar solos from all the best guitarists out there! I know every one of them by heart! But I haven't actually played a guitar..." then nobody is ever going to hire you.

      Your design experience doesn't have to be formal at all either. Get a pencil, some paper, and some random objects. For example, design an RTS that can be played with a deck of cards. Or make an RPG playable with dice. Or grab whatever coins you have in your pocket right now and design an FPS. Don't feel limited; be creative! Brainstorm! Then iterate on your mechanics, and eventually write them down, and work through the holes in the game mechanics. Now when you're asked about design experience, you'll have stuff you can pull out and show people!

      And if that design exercise wasn't fun for you, maybe you don't want to be a game designer.

    3. Re:You are confused by Aladrin · · Score: 1

      Exactly. If there's one thing I've learned at my current job, it's that programming and designer are completely different things. You -can- do one without doing the other, and most companies want to keep the separated.

      The reason I never understood that before was that I have always done all of it.

      So yeah, a game designer can also be the programmer... Right up until you start saying 'in the industry', and then you can't, if for no other reason than 'there's no time, you have too many other things to do just to be one or the other.'

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  23. Learn C++, know your stuff, do a demo. by ParaShoot · · Score: 1
    • Learn C++. Game jobs that don't require C++ are very few and far between. A reasonable working knowledge of how it works under the hood will be advantageous in interviews.
    • Have an indepth understanding of general programming concepts. If you don't know your data structures and at least a couple of sorting algorithms (bubblesort and quicksort), you probably won't pass the interview.
    • Do game-related projects at Uni if you can. If you can't, do them at home. A demo goes a very, very long way. Small in scope but highly polished is much better than broad and half-working. Something like a physics simulation (ragdoll falling down stairs is classic), some interesting rendering stuff, some kind of AI demo, whatever. The important thing is to focus on one area, do it well, and then do the minimum required in all other areas. Don't spread your efforts too thinly.

    In the UK the level of degree doesn't hugely matter, although impressive shiny degrees do look impressive and shiny. But degrees don't mean anything if you don't have the demo.

    There are a few games companies that have sections explaining what they're looking for in applicants - http://www.bizarrecreations.com/jobs/ one comes to mind, although I know there are others. http://www.gamedevmap.com/ is your friend.

    Games dev is hard work and you will end up pulling long hours towards the end of a project - especially as a coder. If seeing your name on the credits when the game is finally released isn't enough of a payoff, it's probably the wrong job for you.

    Good luck!

  24. Hmmm... by sesshomaru · · Score: 1

    The big story I think of is Portal which came out of a Freeware game created at Digipen called Narbacular Drop. So, that's the kind of thing that gives me a (perhaps innaccurate) view of Digipen. Hey, some students from there went almost straight from there to Valve! And have a hit video game under their belts to boot!

    Now, what does that mean? Well, looking for an equivalent program where you are going to school would probably be a start. I don't know how Full Sail, I know a guy who went there for film and works for a newspaper now, but that might just be because of his personality and overly cautious nature. (They have a game design program too, which is why I bring them up.)

    Note: Game programming, designing, etc, is notoriously horrible as a career. Don't take my advice as me saying go into it as a career, but if I were going to, this is where I'd start.

    --
    "MIT betrayed all of its basic principles."
  25. Make games by jhopson · · Score: 1

    As a 6 year veteran of the games industry, my best advice for someone who wants to be a game designer is simple: make games. Make games every day. Make board games, make flash games, invent physical games played with sports equipment, whatever. The medium is less important than just spending time designing fun games and then watching real people play them in front of you. Make a mod for an existing game or engine, make your own twist on a classic game like Tetris or even chess. Just make games.

    If making games isn't something you'd do every day for fun anyway, then it's not the career for you.

  26. Do it yourself!! by filesiteguy · · Score: 2, Interesting

    First off, forget the college degree if all you want it for is to design/develop games. You can do so on your own without the degree. *** I'd suggest laearning C/C++ and at least one .NET language as well as studying/learning UI and graphic design theories.

    Now - I see a lot of comments previous to mine that suggest getting out and not working for a game company. I agree wholeheartedly. If you want to design just games, start your own game company. You will want a niche market - DS games, PC games for Thai Children, Mainframe Games - and focus on doing just that. Then you can expand out. One designer I know who's been somewhat successful is Bill Kendrick. He writes multi-platform educational games. My kids love them: http://tux4kids.alioth.debian.org

    Good luck out there.

    *** Now, I have recently hired two developers who got the job partially because they worked on games while in college. They had collaborated on a C++ based game which was installable and playable. This put the two of them above the average applicant who had only done coursework. Keep in mind, I manage a government-based software development group so we don't "do" games here. However, their experience did help them get an edge when starting. (We do most development in C#/.NET.)

    1. Re:Do it yourself!! by TheThiefMaster · · Score: 1

      College / Uni games courses are to help you get educated, not to get you a job.

      As parent said, you probably won't get into a games job with just qualifications, you need to show that you actually LIKE it, and that you're actually good at it, which normally means working on games in your own time.

      Three years ago I got my first games programming job while still waiting to find out if I'd passed my final year and got my BSc Games Programming degree :)

      Now, I'm days away from losing my job to the studio I work for closing...
      It's not a good time to get into the industry.

    2. Re:Do it yourself!! by filesiteguy · · Score: 1

      Good point, not a good time for the industry.

      Oh, and the developers in my instance had written the game on the side, not as part of any course. That showed me enthusiasm for the craft.

      I just realized I have another coder who impressed me by having entered - and advanced - in a Microsoft competition: http://imaginecup.com/

      Though, I'm a die-hard Linux user (currently Ubuntu 9.04 and openSUSE 10.3), I appreciate someone who is willing to enter a competition on their own.

    3. Re:Do it yourself!! by Anonymous Coward · · Score: 0

      Why not just get a degree in Game Design and Development from RIT? (games.rit.edu)

  27. Cart before horse. by PeanutButterBreath · · Score: 1

    I don't think people often learn programming because they love gaming. Rather, they learn programming because they love programming.

    Take a programming course. If you are a virtuoso, you might make it even with the late start.

    Otherwise (or perhaps instead) take inventory of the skills you have now and find a way to apply them to the gaming industry. If that's a dead end, then you are starting from scratch anyway, and it will take some effort on your part to figure out what the best niche in the industry is for you.

  28. Quick boot to the head. by Ostracus · · Score: 2, Funny

    "Good grief, who the hell wants to be a [code monkey]? what a dull occupation that must "

    Fixed that for you.

    --
    Shai Schticks:"You don't make peace with friends, you make peace with enemies"
    1. Re:Quick boot to the head. by Anonymous Coward · · Score: 2, Insightful

      Game Designers don't write code, Game *Developers* write code.

    2. Re:Quick boot to the head. by Anonymous Coward · · Score: 0

      Scrub. Don't project your own failure at us.

    3. Re:Quick boot to the head. by UnknownSoldier · · Score: 1

      As a Game Programmer I completely _disagree_.

      Designers are more and more being asked to do more Scripting. i.e. LUA, etc.

      --
      WoW (TM) is the McDonalds (TM) of MMORPGs

    4. Re:Quick boot to the head. by Sparton · · Score: 1

      I even had to write some basic if statements for one of the recent games I designed! (of course, I actually requested the feature to be able to do that though, because there was no other way we could do what we wanted efficiently).

      Designers don't necessarily write a lot of code, but the ability to interpret and write at least pseudo-code is a great asset.

  29. Play becomes work... by dr_wheel · · Score: 2, Informative

    Just because you have "played games for most of your adult life" doesn't mean that becoming a game delevoper is the best career decision for you. I am also an avid gamer. And like you, I also had aspirations of someday becoming a game developer when I was younger. I started out by tinkering with mod tools and working on game maps and such.

    I decided to take the next step and pursue a degree in CS. I quickly discovered that it wasn't for me. It's not that I couldn't do the work; I just found programming to be tedious. The amount of work involved to write even the simplest program was frustrating for me. I came out with a higher respect for programmers, and a degree in IT.

  30. Finish Something by hardburn · · Score: 3, Insightful

    Look around any indie game developer forum and you'll see tons of posts about games that sound great, but only a handful of posts about games that are working and finished. Many of these get through the initial design stages, but their creators stall out at some process after that. Sometimes the design is simply too complicated for a first project. Sometimes they get a few lines of code down, but never return. Sometimes they implement all the interesting parts, but get hung up on the final details necessary for making a release.

    My first suggestion is to use Apple as a model and never talk about things you are planning. Only talk about things that are finished or very close to finishing. You may need some outside programming help at some point along the way, of course, but there's rarely a need to get too specific about your game when asking for help.

    Second, finish something. It can be a simple as a pong clone. Doesn't matter if anybody ever downloads it, just finish it and release it. Just getting that far puts you above 90% of the indie "developers" out there.

    --
    Not a typewriter
  31. Designer or programmer? by robthebloke · · Score: 1

    Designing a game is very very different to programming one. C++ isn't going to help you get a design job at all. If you are expecting to be a programmer in the industry, and want to influence the design aspects of a game, then to be perfectly honest you are going to be disappointed. It doesn't happen.
    If you're aiming to be a programmer, then yes C++ is pretty much required, along with a host of other languages:

    - lua/ruby/python or other scripting language.
    - GLSL/HLSL/cg
    - C#, mel, vb, tcl/tk for tools programming.

    In addition, you may also want to get experience of:
    - trig, linear algebra, quaternions, collision detection
    - SSE intrinsics
    - Animation and physics coding
    - Geometry deformation techniques
    - Space partitioning algorithms

    If you really want to stand out from the crowd, start putting work into your art portfolio, and get a lot of experience of animation and modelling tools (max/maya/xsi).

  32. wrong question? by Anonymous Coward · · Score: 5, Informative

    Sorry if the paragraph breaks end up jumbled here; Slashdot is being weird for me.

    Disclaimer: I am a professional game developer

    Why are you asking how to be a game designer, and then turning around and asking about programming languages? Decide which job you want.

    Truly, the best way to immediately become a designer is to start your own company. Outside of that, nobody will want to hire an unknown to design things, unless you somehow have an extremely impressive portfolio. No matter how many games you've played and how great that experience is, it is an entirely different beast than designing a game.

    The best experience for designing, if you still want to continue down that path, is to read about it constantly, and actually do it, also constantly, and get lots of people to tell you how you're a bad designer, until they stop saying that. Get a subscription to Game Developer Magazine, read books on game design, and by all means design your own games. Start simple and write a complete design document for an existing game such as Pac-Man. Maybe even figure out how to make it better and incorporate that into your design. Join the nearest IGDA chapter and go to meetings. Form relationships with people in the industry and ask them to critique your design documents from a professional viewpoint.

    Now, you asked about programming languages, which is totally not what a designer should be asking. But if you want to go that route and be a game programmer, then consider what platforms you want to target, and learn the languages appropriate for that. For the iPhone, learn Objective-C++. For consoles, C++ is generally the way to go. For websites, probably ActionScript in Flash, or you could try lua in WildPockets. And if you have aspirations of being a level scripter (much easier than arbitrary game programming), then you should learn to make a mod in a variety of engines using their native languages: lua, python, UnrealScript, QuakeC, etc.

    For any route you want to take, the most important thing for you to learn is everything. By that, I mean study all kinds of topics that you might think are completely unrelated to game design: history, fashion, languages, art, avionics. After you've gotten yourself into the habit of learning with great breadth and depth, and hopefully applying your new varied knowledge to your ideas, the best way for you to get a job in the industry is to meet and hang out with people who are already in it. To that end, join your local IGDA chapter, as I mentioned two paragraphs ago.

  33. C++, BCS, & lots of ambition by Ouizardus · · Score: 2

    C++ is the language of choice, as I understand it, but a Bachelor of Computer Science is really what you need. However, as parent said, there's no way you're going to get in with just a degree. Think of how many gamers there are out there, and how many of them want to make a career out of games: almost all of them. That's who you're competing against.

    You'll need a substantial portfolio of game dev work you've done, so get coding right away: Join open source game dev projects online, build your own games/programs, show what you can do that most others can't.

    Game dev is an EXTREMELY competitive field, and if you don't have the drive to devote the majority of your life (and soul) to it, then...again, as parent said, stick with your day job.

    1. Re:C++, BCS, & lots of ambition by Blakey+Rat · · Score: 1

      Get into a community, would be my recommendation. There's XNA for Xbox games (and that uses C#, which'll be easier to learn than C++ if you're starting from scratch.) There's Torque. There's modding communities for every game engine you've seen.

      The language question is kind of misleading, for a few reasons:

      1) You don't need to be a programmer to be a great game designer. Writing a design document doesn't require writing code; only a basic knowledge of what is possible with code. Now, that said, you have little chance of "breaking in" until you've actually made a couple of games, and you can't actually make games without knowing some type of coding.

      2) The environment you write your first game in determines what language to learn. If you want to write a Playstation game, you'll need C++. If you want to write a Xbox game, you'll need either C++ or C#. If you want to write a Flash game, that's ActionScript. If you want to run your own MUD, that's probably C but possibly C++. In all those cases, you'll also need some database experience, likely. If you want to mod an existing game, that's generally Lua. In short, you need to decide what you're making before you make it.

  34. Why is there no talk of human psychology? by TheRealRainFall · · Score: 1

    Everyone is saying learn this... watch that...etc.. But the reality if you want to make a really great game you have to make it psychologically addictive and ideally very social. You have to know the strengths/weaknesses of humans. Their insecurities and what makes them feel great. Give them that rush of victory but also remind them that without this game they are nothing. (See most WoW players)

  35. I'm actually serious for once. by sgt+scrub · · Score: 2, Insightful

    what are the best languages to study?

    Considering you ask about computer languages too, I'm assuming you are being literal. Hindi and English.

    What are the minimum diploma or degree requirements that most games companies will accept?

    High school dropout with proof of code.

    Finally, is C++ the way to go? ASP? LUA?"

    C++ and LUA.

    IMHO Listen to the "don't do it responses".

    --
    Having to work for a living is the root of all evil.
    1. Re:I'm actually serious for once. by LargeWu · · Score: 1

      I would like to add...if you have to ask if ASP is an appropriate language to learn for game development, then you are WAY behind the curve, my friend.

    2. Re:I'm actually serious for once. by Zan+Lynx · · Score: 1

      There are some pretty slick web games out there. You can do a good RPG with nothing but Javascript and static HTML. You don't even need the Javascript, but some client or server-side script makes it more random with some replay value.

  36. Game designer or game programmer? by Sockatume · · Score: 1

    The days when a guy who designed the game's main gameplay might also build the levels and code even parts of the title are long, long gone. If you learn to be a games programmer, you will be coding the engine and/or producing tools for the people who will do the actual game design work, or at the very least adapting middleware for those same purposes. You will have no official creative say in the project, and aside from a few exceptions (Kojima's MGS2 team notebooks) your creative input will not be appreciated by the design team, who have plenty of their own ideas to deal with.

    As far as level design goes, you'll want to learn to work with the main creative tools of the trade, actually building levels. Some experience with other CAD software and 3D modelling could do you well there. As far as deep-down games design goes, you're only going to get a job doing that if you are a very, very shit-hot level designer who gets promoted to head of level design and beyond, or you create some incredible mod that goes commercial, or you actually design your own games on your own time and eventually get hired by a developer or build up your own company. I think that the time when you could work your way up from head of testing by proving your experience with games design are long gone.

    Basic message: if you're not a game designer, you have to become one first, and then try to get the job. You can become a codemonkey on the back of a good CV, but that's all.

    --
    No kidding!!! What do you say at this point?
  37. as a game developer by Matthew+Weigel · · Score: 2, Insightful

    There's not going to be a simple answer to your questions. If you want to make games, make games. You can write them in Flash or Objective-C or Perl or PHP or Lisp or C++ or... Obviously you'll have a little trouble writing an iPhone game in Flash, or a Flash game in !Flash, so choose the right tool for the job; but if you're in college, your goal shouldn't be to learn a single tool and then pretend that all the jobs you might get later in life use that one tool.

    Also, most of the game industry doesn't care about your degree(s). They care about what you can do, and in particular how you've demonstrated that you can do things by having done things. So do things, and get them done. Get the degree to help you have a career to start on, a career to fall back on, and a career to move on to... burn out is common, and doing this your whole life and then retiring is ridiculously rare.

    --
    --Matthew
  38. Forget about it by Anonymous Coward · · Score: 0

    Back when game development teams consisted of 10-20 people, everyone on the team had a good chance of eventually becoming designers, if they had the skills.

    Now however, teams are made up of hundreds of people, and every one of them, programmers, artists, level editors and QA monkeys, are aiming for that design job. This means that if you want to have any chance of becoming a game designer, you're going to have to master the dark and unholy art of Office Politics.

    Even if you do eventually get promoted to designer, if you don't crash and burn beforehand, you'll find your creativity constrained by marketing, who'll tell you exactly what the focus group for this game wants, and you sure as hell better give it to them if you want to keep your job.

  39. My new carrier plan by sigxcpu · · Score: 5, Funny

    1. learn all about games, start by playing every available game.

    2. Whatever (I'm still not done with stage one)

    --
    As of Postgres v6.2, time travel is no longer supported.
  40. become an indy developer by OrangeTide · · Score: 1

    You question is a little confusing. You say "designer" but then talk about learning C++. I will assume you mean designer.

    As far as I know, companies like EA don't easily hire junior game designers. But a graphics arts degree would help you express your design ideas better than a computer science degree would, especially in an interview. If truly what you want is design, then you really should be approaching it from an Arts direction rather than a Science & Engineering direction. Design is mostly a creative process. Development is mostly a technical one.

    One way around becoming an artist is to make a few indy games (PC or iPhone or whatever). When you're an indy developer you have to do the design, and the programming. If you find a programmer who doesn't want to do much design that you have chemistry with, you can go far if you have any natural talent at design. The experience will be valuable if you decide to join a big team at a game company. And if you make anything good there is a possibility that a big company will just buy you out for your intellectual property. Usually it can be arranged that you become part of the staff when you get bought out, if you so desire. I know a few people who got jobs by when their 1 or 2 man company was bought. Without an experienced programmer to work with your ability to express your designs will be very limited, and the results will likely not be very impressive if you do all the programming yourself.

    I would avoid things like Hydra, they have little to teach because the environment is weird and too low-level. It is lower level than the original NES. I would recommend Gameboy Advance programming(pretty easy, can be done in C) or even NES programming(fairly hard, must be done in asm for useful results) over Hydra. YBox2 is cheaper and a more interesting game platform than Hydra, but lacks documentation. But it is also weird in a lot of the same ways, but YBox2 has an 8-core processor on it which lets you decouple a lot of the ugly video generation code from your game.

    --
    “Common sense is not so common.” — Voltaire
    1. Re:become an indy developer by tepples · · Score: 1

      I would recommend Gameboy Advance programming(pretty easy, can be done in C)

      Even when Nintendo is trying to shut down online retailers that carry GBA flash cards?

    2. Re:become an indy developer by OrangeTide · · Score: 1

      I've had no problems getting DS and GBA carts lately. It's been pretty easy. There is nothing they can do anymore, especially for GBA because it does not violate any patents. And US's DMCA laws don't cover Hong Kong. Also now that many sites offer free shipping to the US and AU/NZ from Hong Kong, on top of the very affordable prices for the flash carts, it has made it very easy for anyone to get into this sort of development.

      I will note that I do have a bias. As an embedded developer, I find an inexpensive ARM development system quiet attractive.

      --
      “Common sense is not so common.” — Voltaire
  41. Look for specialized college programs by Anonymous Coward · · Score: 0

    Here's one example, it's in Canada. There are many others.

    http://www.upei.ca/csit/videogaming

    Good luck!

  42. Sorry to burst your bubble by 4D6963 · · Score: 4, Insightful

    Sorry to burst your bubble but game designer/game programmer is one of these professions that you can't just say "hey, I know what I wanna do in life, I want to be a X. Now I'll just go to college to become that!". You can't right out of the blue suddenly decide to go to college to become a successful game designer/programmer/pianist/geologist/astronomer/graphical artist, because to have a successful career in those things you need a passion, and if you had the passion for it then whatever you want to make into a career would be your hobby to begin with.

    From what you told us you don't seem to have any such passion, it sounds more like you decided "hey that sounds kind of cool, I'll just put my mind to it and surely I'll succeed". It doesn't work that way, because half of your colleagues will be people who code 512 byte demos in ARM assembly in their spare time just for fun, and who've been doing that type of thing since a decade before you had the bright idea of considering making games. My advice would be, either follow whatever passion you REALLY have, or go for a job that doesn't take any.

    --
    You just got troll'd!
    1. Re:Sorry to burst your bubble by mugnyte · · Score: 2, Insightful

      Well, to expand on the above... IF you really want to build that passion, then guided learning is best. You'll not waste time on the wrong things, and you'll learn quickly if an unbearable amount of work - even to make something as stimulating as a game - is your type of thing.

        New people are necessary in all careers all the time, except you may have to compete viciously. If you want to make a game, this is much different from wanting to make a living (in games).

        Think of game design and game programming as different. Think of game programming and programming as similar. Think of math and programming as similar. Think of design and art as similar.

        Do you have a passion for art? Do you sketch, draw, model characters, sets, stories? Can you write a compelling narrative?

        Do you have a passion for programming? Do you tinker with visual environments, from 2D to 3D on any platform at all?

        If you don't - you should begin. You should fill your time with this - all of it. The only time you shouldn't be swimming in this is when you're tasked with homework or job work. That's the level of competition in these arenas. Start immediately, and remember that your progress needs to quite fast. You're not going to become a game programmer (or much of any kind) by stealing a few hours after the kids go to bed each week. Instead, live & breathe it. Showering and all the rest is up to you, but various circles will give you credibility if you wear the stains of devotion on your shirt.

    2. Re:Sorry to burst your bubble by TheThiefMaster · · Score: 1

      I have wanted to make computer games since I was single-digits years old.

      About 15 years of working towards that goal later, I got a games programming job. Now, a little later still, I have my name in the credits of an pretty successful tri-platform game, hopefully the first of many.

      If you really want to do something, you'll work as hard as you need to to do it.

    3. Re:Sorry to burst your bubble by Rapid+Supreme+17 · · Score: 1

      Sorry to burst your bubble but game designer/game programmer is one of these professions that you can't just say "hey, I know what I wanna do in life, I want to be a X. Now I'll just go to college to become that!". You can't right out of the blue suddenly decide to go to college to become a successful game designer/programmer/pianist/geologist/astronomer/graphical artist, because to have a successful career in those things you need a passion, and if you had the passion for it then whatever you want to make into a career would be your hobby to begin with.

      In general, drive and passion for what you do will lead to success no matter what field you work in.

  43. A good reader does not always make a good author. by maillemaker · · Score: 1

    So far, you seem to say you are interested in programming games because you are interested in playing them.

    What you really need to figure out is "are you interested in programming".

    Just because you like playing games does not mean you will enjoy, or even have the aptitude for, programming.

    --
    A work that expires before its copyright never enters the public domain and thus enjoys eternal copyright protection.
  44. what??? whoa!!! by djupedal · · Score: 1

    > You should really concentrate on one of three types of games: web, console, PC.

    Which are all spiraling into oblivion at this time. Certainly footnotes by the time the OP finishes courses. Talk about out of the loop.

    iPhone.....mobile gaming - do it - do it now.

    1. Re:what??? whoa!!! by Anonymous Coward · · Score: 0

      You're living in a ridiculous fantasy world. Web based games have never been terribly successful, so they can't possibly be "spiraling into oblivion". Consoles are doing perfectly well this generation. And PC games have been "dying" non-stop since the early 90's at least, despite generally increasing profits.

    2. Re:what??? whoa!!! by Anonymous Coward · · Score: 0

      you're a moron

    3. Re:what??? whoa!!! by amicusNYCL · · Score: 1

      The PC platform has been "dying" since NES came out. Keep in mind that, by definition, the PC is always the cutting-edge platform. I can go down to the store and buy whatever $600 graphics card is on the shelf and it will blow away anything that any console has. Consoles are fine, but the technology is obsolete as soon as it hits the shelves (and the WASD control scheme is ingrained into me - if I could play Xbox with a mouse and keyboard I might actually turn the thing on every now and then). Consoles get obsolete immediately because the hardware they contain was the cutting edge stuff years ago when they started designing it. Now it's old news. Software developed for mobile platforms targets the worst of both worlds - the necessary to support a wide range of hardware that comes with PC development, and the restrictions of having your platform obsolete as soon as it hits the shelves, like with consoles. Not to mention that mobile devices are ridiculously underpowered compared to PCs and consoles if you're looking at a mobile device as a gaming platform. An iPhone is fine for a lot of things that it's meant to do, it has the power to do the vast majority of tasks. Engaging, impressive gaming is not one of those. Not to mention that I can't really be sucked into something that's coming through a 3 inch screen. I'll take my dual 28" monitors and space-heater video card, thank you very much. I'm not looking to play a Flash-based or cartoony looking game, I'm looking for 3D, tons of effects, high-polygon models all over the place, shading, etc. Call me when id releases Rage for the iPhone and I'll change my tone. Or how about X3 Terran Conflict, can I play that on an iPhone? What's the framerate on your iPhone when you're rendering several square kilometers of a high-polygon asteroid field containing ships and stations, everything moving and rotating? How about Team Fortress 2? How well does Steam work on your iPhone? How many Fallout 3 mods are available for the iPhone? I mean don't get me wrong, the iPhone 3G S's 128MB of RAM, 667MHz CPU, and Geforce 256-like GPU are all real impressive, in a 1998 sort of way. Maybe in a few years you'll be able to play Half-Life on it.

      The only thing that's going to be a footnote, related to gaming, is your iPhone. Gaming enthusiasts will always prefer the PC, and mainstream gamers will always prefer consoles.

      --
      "Our two-party system is like a bowl of shit looking at itself in a mirror." - Lewis Black
    4. Re:what??? whoa!!! by Anonymous Coward · · Score: 0

      > You should really concentrate on one of three types of games: web, console, PC.

      Which are all spiraling into oblivion at this time. Certainly footnotes by the time the OP finishes courses. Talk about out of the loop.

        iPhone.....mobile gaming - do it - do it now.

      Because when I'm sitting at home on my couch with a nice HDTV, I want to sit there staring down at a 3 inch screen with a forced physical UI.

    5. Re:what??? whoa!!! by Fulcrum+of+Evil · · Score: 1

      I can go down to the store and buy whatever $600 graphics card is on the shelf and it will blow away anything that any console has.

      I should hope so - you're spending twice the amount on a graphics card as a whole console costs.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    6. Re:what??? whoa!!! by Anonymous Coward · · Score: 0

      I'll cite that for you: several people you know have recently quit wow, and you bought an iPhone last month.

    7. Re:what??? whoa!!! by Nathrael · · Score: 1

      Unlike the console however his graphics card won't be totally obsolete in 3 years though.

      --
      A good education is a bit like a STD - it makes you unsuitable for a lot of jobs and gives you a desire to spread it.
    8. Re:what??? whoa!!! by amicusNYCL · · Score: 1

      I understand that, and that's exactly the point. That's why PCs are, by definition, cutting-edge. I have the money to spend on things like that, and I like firing up the latest game and cranking the settings up, so I'm willing to pay the inflated cost for the newest thing. Like the other guy who replied to you pointed out, I do use the card for several years. My current card is a Geforce 8800 GTX still which I bought for Crysis, it's still handling everything fine (and is also considerably more powerful than any console). Also, it keeps my heating bills down in the winter. I'm not looking for budget gaming or whatever, I'm looking to see whatever the game developers are working on today, with the hardware that they're targeting today. I don't have any plans to buy another card in the near future, maybe I'll take another look when Rage is about to come out though. Before the Geforce my last card was a Radeon 9800 XT I think, for Doom3/Half-Life 2. When a major title comes out that's doing something that I haven't seen before, I want to run it in full glory. I probably could have left the rest of this post out and just said that.

      --
      "Our two-party system is like a bowl of shit looking at itself in a mirror." - Lewis Black
    9. Re:what??? whoa!!! by gbarules2999 · · Score: 1

      Gaming enthusiasts will always prefer the PC, and mainstream gamers will always prefer consoles.

      Even that is a stretch of a statement. The Sims might ring some bells. Peggle, Bejeweled, and that one, that World of something...I can't recall.

      In any case, PC gaming isn't going anywhere.

    10. Re:what??? whoa!!! by Fulcrum+of+Evil · · Score: 1

      No, it'll be available for $100 or less. Meanwhile, the console will have new games published for it - there's more to a fun game than 100k polygons and 5 channel sound.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    11. Re:what??? whoa!!! by Beardo+the+Bearded · · Score: 1

      Odd...I'm reading positive for both sarcasm and not sarcasm.

      Did you buy video cards in this universe or a different one? Every card I've bought was obsolete by the time I've installed it.

      If you buy a new game for a PC, it won't play on last year's machine. The machine is obsolete.

      If you buy a new game for a console, it will play on that console. The machine is not obsolete.

      I would posit that once you're enjoying the gameplay, the graphics aren't as important, but that's just 25+ years of gaming experience talking. Shiny isn't better, kids. It's just shinier. That's like saying Episode I is better than A New Hope because the graphics were better.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    12. Re:what??? whoa!!! by Anonymous Coward · · Score: 0

      Gosh, I guess I'd better stop playing PC games on my 2.5 year old machine. Apparently it can't run them!

    13. Re:what??? whoa!!! by shiftless · · Score: 1

      Not to mention that mobile devices are ridiculously underpowered compared to PCs and consoles if you're looking at a mobile device as a gaming platform.

      Which is exactly the reason why anyone with half a brain who wants to go into business creating games should be looking at this market. Cell phone games do NOT have to be (and really, can't be, at least not yet) massive, technically complex pieces of software. The cell phone gaming industry is where the computer game industry was in the early 90s; anyone with enough brains and talent can be the next John Carmack, since it only takes ONE person to write a good game for the platform in a reasonable length of time.

    14. Re:what??? whoa!!! by shiftless · · Score: 1

      Peggle, Bejeweled, and that one, that World of something.

      Not to mention Solitaire and Minesweeper.

    15. Re:what??? whoa!!! by amicusNYCL · · Score: 1

      If you buy a new game for a PC, it won't play on last year's machine. The machine is obsolete.

      Game technology is not advancing at the rate that a Geforce 8800 GTX is unable to run games being released today. Yeah, gameplay is very important, but gameplay isn't the only thing I'm interested in, I'm also interested in the look and feel. Fallout 3 is a good example. I like the story and the gameplay of Fallout and Fallout 2, but it will be a while before I play that again in favor of Fallout 3.

      Games makers making new games do not require the bleeding-edge hardware. FarCry 2 asks for a 256-MB graphics card with shader model 3, those have been around for several years. I could run FarCry 2 with a 5-year old card and turn it down to 1024x768 with most effects off and get all of the gameplay, but I would rather play it at 1920x1200 with everything on. When I find my system meeting the minimum instead of recommended requirements on new games, then I upgrade. It takes several years for that to happen.

      --
      "Our two-party system is like a bowl of shit looking at itself in a mirror." - Lewis Black
    16. Re:what??? whoa!!! by amicusNYCL · · Score: 1

      it only takes ONE person to write a good game for the platform in a reasonable length of time

      ..which begs a question..why hasn't anyone? Is the mobile platform not old enough yet? Why has there not been a killer app for mobile gaming like we had with Doom for online gaming?

      --
      "Our two-party system is like a bowl of shit looking at itself in a mirror." - Lewis Black
    17. Re:what??? whoa!!! by LordVader717 · · Score: 1

      Even when new trends establish themselves they will never manage to take over from much more sophisticated systems. The market for PC and console games will not suddenly crumble just because some people discover playing games on the iPhone. It's a wholly different market.

    18. Re:what??? whoa!!! by shiftless · · Score: 1

      Good point, and I think it's because the market is still relatively new. If you take a look at the games out there you'll see that a lot of them are boring, uninspiring crap. Just small, simple games that keep you busy. It doesn't take a whole lot of creativity to come up with something like that, which is to be expected since most people are not that creative. Even so, a person can make a living making those kinds of games, but you'll rarely ever be successful in the sense of making a bunch of money and selling many thousands of copies. On the PC, Doom was a killer app because it was entirely new type of game. (Wolf came first but Doom introduced multiplayer and other innovations.) Nowadays a lot of game ideas and genres are already thoroughly explored and done to death on the platforms that have come before. A lot of people are writing games for mobile phones with the mindset of "Hey, I should do a remake of game X.... BUT ON THE IPHONE!!" That really doesn't involve a whole lot of creativity at all. All the pieces are in place for someone to create that next killer app, and all that is needed is a good dose creativity and some luck. But true innovation is a rare thing, so you can't really predict when and where it will occur. I think the 'killer app' for mobile phones will come within the next 2 years though, because phones are getting powerful enough and easy enough to develop for and someone out there has got to be thinking "another tetris clone? surely I can come up with something better than that!"

    19. Re:what??? whoa!!! by fuzzyfuzzyfungus · · Score: 1

      "The cell phone gaming industry is where the computer game industry was in the early 90s"

      With one important difference: 90's PCs weren't, almost without exception, under the tyrannical thumbs of the telcos. Getting to deal with Apple's capricious process is probably the industry's best case scenario; god help you if you want to release something for sale on the BREW dumbphones of the world...

  45. Great working hours! by Anonymous Coward · · Score: 0

    EA used to guarantee 80 hours a week with free overtime!
    Excellent for all those salaried programmers!

    So if you like working... a lot, go for it.

  46. Go to the bookstore. Library has books too. by zymano · · Score: 1

    And buy C++ direct3d game programming book.

    Too advanced then buy a beginners book.

     

  47. It isn't the choice of programming language. by Saba · · Score: 0

    Game design is as much about programming as telescopes are to Astronomy.

  48. Figure out what you want to do first... by Xest · · Score: 2, Informative

    The question is horribly muddled.

    I want to be a game designer and then... "Finally, is C++ the way to go? ASP? LUA?"

    Sorry, lets start from the beginning. Do you want to be a game designer or a games programmer? If it's the former then language isn't really important, you should be focussing on being able to create a good interactive story so you probably really need to study something like literature or perhaps even a screenwriting class would help if you can't get an explicit game design class. Don't expect to get far though, really there's a lot of people who want to be game designers, in fact, probably too many, because everyone wants to be in control of a team that will make their dream game for them, very few actually come up with ideas that everyone else thinks is awesome too. You have to be able to develop games that everyone will enjoy, not that you think would be cool which isn't as easy a skill as many probably assume. Programming will be a help to some extent, but it's not the first thing to worry about if you want to be a designer.

    If you in fact want to be a programmer, then you need to get some basic knowledge of programming, the fact you suggested ASP is puzzling, I'm not even aware of any web based games written in ASP - I've only ever seen them written in PHP. I can only guess then that you're just throwing around terms you've seen about the net to make it look like you're anywhere near close to even beginning to work towards your ideal career. The issue is you can't even get started as you don't even seem to have a basic idea of what you want to do, or what is involved in these roles.

    So here's the best advice anyone can give based on your question - go read some places like Gamedev.net or Gamasutra.com. Actually figure out what you want to do first. Don't come back and say I want to be a programmer, come back and say "I want to be an engine programmer", or "I want to be an AI programmer" or whatever else.

    If you're wondering why a lot of responses here seem hostile, it's because you seem to be expecting answers without even bothering to put as little effort is required to even figure out what you need to ask first. If you had at least done that and figured out if you want to be a designer or a programmer you'd probably find better responses.

    Still, the Slashdot editors should've at least picked that up, I'd like to think they vet questions to see if they make sense first but judging by this one it seems like it was streamed straight from their inbox onto the front page.

    I hope this response will in itself give you a good start though as again you really need to figure out what it is you actually want. When you do finally figure out what you want, may I suggest you start by working with an indie or a mod team to at least get an idea of the facets involved in building a game first hand. I'd suggest you also read some books and so on, but most importantly perhaps - just get involved in a community like that at Gamedev.net or somewhere that produces indie focussed engines like Garagegames or the C4 engine community at terathon.com or perhaps even get involved with an open source rendering engine like ogre.

    1. Re:Figure out what you want to do first... by Bohnanza · · Score: 1
      Doug Kaufman has been a top-tier game designer for years and has never written a line of code. He's designed board games and has also worked on a few computer games you might have heard of: Civilization II and Rise of Nations, among others:

      http://ron.heavengames.com/press/events/bhgvisitmarch2004/interviews/DougKaufmanMar2004-1.shtml

      --

      -----

      Sorry, I'm only a 1336 h4x0r.

    2. Re:Figure out what you want to do first... by Xest · · Score: 1

      Perhaps not but the point in knowing code is that it helps allows you to understand the technological boundaries on certain ideas, so whilst he may not have written any code he presumably at least knows what the limits are on his designs from having an understanding of the technical hurdles.

  49. The problem with questions like these by Anonymous Coward · · Score: 0

    If you are asking the question you probably don't have the drive to actually to do what it is you are asking about. I'm not trying to be rude but one of the traits of those that are good at what they do is their ability to research on their own. My brother has often in the past asked me where he should start... to this day he has not even applied to college or for that matter even read a book about programming on his own. The lack of self initiative is a good indicator of future success. You probably just think it would be cool to be that but when it comes down to it, the work to do it will be too much.

  50. C and C++ by Lord+Kano · · Score: 1

    I can't tell you how to become a game designer. I can tell you how to go about becoming a programmer. Learn C, learn C++ and then learn any other language you want. What's important is that you learn how to solve problems using the language of your choice. It's about process more than procedure. Programmers think like programmers. Becoming a programmer is about learning to think like a programmer.

    LK

    --
    "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
    1. Re:C and C++ by geekoid · · Score: 1

      Learn how to write code on the GPU.

      Of course, he doesn't want to program he wants to design.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:C and C++ by Lord+Kano · · Score: 1

      As much as I hate to resort to sports lingo, it's applicable here. You can't coach football if you never played the game.

      You'll be a horrible designer if you don't know how to program. Have you ever had a "manager" who didn't understand your job? That's the kind of designer he'll be if he can't code. Lack of knowledge leads to unrealistic expectations and demands. It will lead to disappointment and ultimately failure.

      LK

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  51. I know some game designer/developers by orngjce223 · · Score: 1

    If it's to your taste to have little, polished games instead of the big huge epic games that are common on consoles, you could go into the Flash game field. Here's the thing: I know a pair of Flash devs, and they work HARD. Seriously. Spend two hours looking through your ActionScript code looking for the rare scenario of where the game modes overlap and the player gets twenty boss enemies at once instead of two, and you'll want to pull your hair out. (Yes, they are two guys who have specifically complained of this particular scenario, and they are already most of the way bald. :)

    Design is not the same thing as programming in the big guns' world. In the small end of the world (Flash games, iPhone apps, etc.) yes, you can do both ends of the business but you will need to do a lot of work. There aren't many people that pull it off.

    --
    Note: I was 13 when I wrote most of this. Take with several grains of salt.
  52. Just do something by Skraut · · Score: 2, Interesting

    I ended up getting a job as a game producer thanks to Quake. I was playing online in a clan, and was one of the worst in the group but having fun. To help my score I "cheated" by figuring out how to modify the models in the game, and then adding the rocket attribute to all the player models. This caused them to smoke when they ran (pretty funny) and more importantly glow in a way which allowed me to see them when they hid in dark areas or were just around the corner.

    This was long before Punkbuster, wallhacks, or any other cheats. The result was I played a lot better. One of the guys in the clan found out what I had done, and his father owned a game development studio. Next thing I know I was on a plane for Silicon Valley and working as a game producer for a few dreamcast and playstation games.

    Unfortunately I was only able to continue to work until my life savings ran out. Yes the jokes about eating Tap Ramen are quite true. I was making only about 70% of what I needed just to cover basic expenses. When I asked for a raise I was told in no uncertain terms that there were plenty of other kids living with their parents who would gladly work for what I was getting.

    I'm now a sysadmin living in the midwest making about 3x what I was making in the games industry, and my mortgage payment is less than the rent on my studio in Silicon Valley. I love what I do, but am really glad I took the opportunity to work in the video games industry. Have I thought about writing something on my own, sure I have. I even have a couple notebooks with fully fleshed out game designs. And I have time to do those because I'm not working 90 hours a week on somebody else's game.

    So my advice for somebody wanting to get in is simple. Do something, anything, to stand out from the other potential applicants. Find a game you enjoy and mod it. If you're into graphics, find an open source game and help them out (Open source games are notorious for needing graphical help) Write flash games, make something with the XNA. In short, just do something. You'll find out a lot about yourself, and if you have the drive and dedication necessary to make it. Set yourself timelines, make milestones and meet them. But most importantly, do SOMETHING.

    --
    Introducing Microsoft Vacuum 1.0 The first Microsoft product that doesn't suck.
  53. The single best way to get into this field is by geekoid · · Score: 1

    simply to make contacts and friends with people in the field. That's true with 90% of all jobs.

    So, go to user groups, get on forums and make contacts, buy a few lunches.

    Now, if they are real friends they will flag you off and point you to something that allows you to have a life.

    I was moving into game software met a bunch of people and realized a couple of things.

    These people are at work 12+ hours, they get paid shit and treated worse.
    Now, I was married at the time. If I was a single male, 19-24 maybe I would have done it.

    Now if your long term plan is to get some experience and start your own company, go for it becasue that's the only way you will make bank and still enjoy your work.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  54. Look at Electronic Arts jobs section --- by Anonymous Coward · · Score: 0

    Not that I'd recommend you seek servitude there, but it explains some of the roles in game development: https://jobs.ea.com/about/roles/role.aspx?id=1 (yeah, it's ugly. so what?)

  55. Use a game engine. by Anonymous Coward · · Score: 0

    I suggest picking up a copy of Torque Game Builder or TX2D from http://www.garagegames.com/ and start making 2d games like tetris. Then work your way up.

  56. Don't give up your day job... by Anonymous Coward · · Score: 0

    As an Indie game developer having published a few titles myself I can tell you, don't quit your day job...
    Game Designers are rarely hired from outside the companies. Usually it's who kisses more ass gets the job (at a meager salary). Most game companies won't hire a game programmer without a bachelors degree, 2-3 years experience, and at least 2 shipped titles. Game Designers have even more hoops to jump through with regards to getting a job. So many "colleges" say they teach game design but really they only teach how game concepts are implemented, not how to make a game. For example, Full Sail University teaches Game Designers how to do basic modeling, basic texturing, basic programming, basic audio, and finally a small section of your last year to piece it all together. This ISN'T enough to get a job at a decent salary. I'm an indie game developer by choice because I can make more money than if I worked for EA (who starts their game programmers at a lousy $40k / year).

  57. Consider studying in the Netherlands by phantomus · · Score: 1

    Did you ever consider studying in the Netherlands? We have a nice program here, called IGAD (International Game Architecture & Design). There's a visual art specialisation and a programming specialisation. 75% of the staff is 'foreign', and so the language is English. 90% of the staff has 10 years or more of game industry experience. And, best of all: Studying in the Netherlands is cheap. Check here: http://www.nhtv.nl/made . (end of shameless plug)

  58. Agreed (from an indie dev) by cliffski · · Score: 4, Informative

    I'm a game developer, having worked at Elixir and Lionhead, and now running my own indie show --> http://www.positech.co.uk./ Parent poster is right, most people who now work as game designers started young and worked for years. i wrote my first code in 1981, aged 11, so that's about 28 years to get to where I am now (albeit with some major detours, you can do it much quicker).
    Key points to be aware of are these:

    1) The competition to be designer is harder than any other role, so the chances of getting work as a designer are way way lower than getting a job as an artist or coder or tester, so you need to be uber-good.
    2) What most people consider to be game design is being 'lead designer' or even better 'concept designer'. These roles are even rarer. You need to run/own a studio or go solo to get this job.
    3) 50% of the coders and artists at each game company also harbour design ambitions. They are also ahead of you in the queue.

    Having said all this, you can do it, I certainly have. I've even designed games for Maxis (SimSocial) as well as my indie stuff. The key thing is, that I did it through the route of programming. I didn't have to persuade a coder to make my idea, I could code it myself, which is 90% of the battle. I have to employ an artist or three, but at the start, you can get away with coder art.

    In short, if you are one of the game design wannabes who aims to never learn any code and is afraid of C++, you are very likely doomed, unless you get in through the route of game testing, and then work your balls off or show incredible ability. Even given that, you are looking at 5+ years minimum before you get to really design. Thats 5 years of checking that barbies new riding game doesn't crash with a French keyboard and other exciting tasks.
    On the other hand if you are happy to learn some code, and willing to start out small, you can do everything yourself. With platforms such as wiiware, iphone, the web (flash and PC downloadable) there are many opportunities to get to be a game designer on a smaller scale.

    Indie dev may not sound as exciting as working at epic, but today I spent my working day fine tuning the circumstances under which AI-controlled space cruisers retreat to engage auto-repair systems*. It beats working in a call center :D
    Good Luck!

    *that was for this -> http://www.gratuitousspacebattles.com/

    --
    DRM-free indie games for the PC and Mac: Positech Games
    1. Re:Agreed (from an indie dev) by Sparton · · Score: 1

      Parent poster is right, most people who now work as game designers started young and worked for years. [...] In short, if you are one of the game design wannabes who aims to never learn any code and is afraid of C++, you are very likely doomed, unless you get in through the route of game testing, and then work your balls off or show incredible ability. Even given that, you are looking at 5+ years minimum before you get to really design.

      While I don't mean to deride your opinion or advice, the stereotype of having to slave for years before becoming a designer is far from true. I went to The Art Institute of Vancouver-Burnaby for just shy of 2 years, and got a job as a Game Designer at an independent iPhone developer (IUGO Mobile Entertainment) about half a year after graduating. I've been here almost a year now, and I'm still going strong.

      And I'm not the first, too; while admittedly the graduate -> designer success rate is still rather low (with my anecdotal evidence I'd put it lower than 10% within a year of graduating, sadly), it's far from impossible. I've also heard stories from older Slashdot articles of people from places like Full Sail who also have some success for getting into the industry straight to a designer position instead of having to work years for it.

      The only thing you have to keep in mind is you really have to want it. I've seen a lot of graduates and other design applicants who don't have the out-right desire to thrive in this profession, and they just won't get the job because of it.

      I guess it is worth noting that it's also not unknown to have people go into other disciplines and eventually working into Design, so the path you walked still occurs. But I'm also finding that increasingly rare. Most people I hear of getting into design are going straight into it, not from other disciplines.

  59. Best way to learn is by doing by Anonymous Coward · · Score: 0

    Best Language to study:
    Not so much a language, as the phrase:
    "Hey, do you have any spare change? I need a cup of coffee."

    Altogether too many people want to make video games, god knows why, considering how tedious programming is. After you finish taking all those god awful courses in C++ and OpenGL/DirectX, have fun competing with the other 100 million delusional people who also want to make games. Also, take a look at a company like EA's policies: Hope you like 60-hours w/ no overtime and working 6 days a week, only to bring home somewhere around 45k (if youre lucky). And just remember: there's plenty of people to replace you who also think making video games is glamorous.

    Moral: Don't do it. There is better money to be made in other programming areas, and considering you don't know a language yet(or paradigms, or design patterns), I'm betting you'll give up somewhere around your 5th sleepless night trying to write a memory manager.

  60. Game Designer != Game Developer by Anonymous Coward · · Score: 0

    While most game designers know how to code, they're generally not masters as software engineering. Game Developers do the heavy lifting.

    A good game designer is like a good movie writer. They know how to keep the audience engaged, they make a good story from the game, they have visuals in mind and can storyboard a game.

    So if you're going back to school to learn how to be a game designer, you probably should study cinema or other forms of entertainment. Its a science about designing puzzles and systems for advancing in the game. In many games its more about the statistics. So statistical analysis class is important.

    What I will say is to ignore those who say you can't just jump into it. There is some truth to that, you'll have to get in through some angle. The truth is that most people who make great game designers would do it anyway, whether its their job or not. So if you do pick up coding skills, and you have a knack for designing good ideas, you'll likely end up doing it on your own dime and if you're good at it, you may attract the attention you need to get into doing it as a job. But if you suck, then you're probably going to join the ranks of the many wanna-bes.

    Having worked in that industry- it doesn't pay well. Its fun, but not as fun as you would expect. The atmosphere isn't as magical as you would think, there are still fights and disagreements and compromises that make it feel blech. But having left it, would I go back if I could support my lifestyle from it? Absolutely.

    My advice- spend the next 3-5 years learning some coding skills and trying out your ideas and then join an independent development team. Don't expect to join as a designer unless you've demonstrated that talent somehow. Remember, software engineering is a discipline that takes many years to master, and so 3-5 years still makes you a beginner.

  61. Design vs Programming, first steps by MakotoKamui · · Score: 1

    Professional game programmer here, I've worked at (and hired for) several large companies, so I've got a fair idea on what they look for, at least on the programming end.

    First, as several people have pointed out, design and programming are different aspects of game development. Really, it's broken down into a ton of areas that you can aim for, which include (but are definitely not limited to!):
    * Design / Scripting - these are the people who use an engine to make boss fights happen, in-game cinematics, things of that nature. Mostly the player interaction work.
    * Design / Level - these are the people who use an engine to lay out the level you play in. They set up doors, lay out camera tracks, etc. Often combined with Design / Scripting
    * Design / World - this is more of a writing position. You come up with the world, the people in it, etc., and others fill in the blanks. Usually the lead does this, or lead + combination of others.

    * Programming - lots of fields here. UI, tools, engine, AI, sound, networking, graphics, the list is rather long. Out of college, you'll likely start out as a gameplay or generalist coder, unless you've specialized or someone has needs for you to specialize.

    * Art / 3D modeler - build models in 3D Studio Max or Maya. Expensive, but more or less the standard at most companies. Often this role is just working on the geometry, but sometimes combined with other roles.
    * Art / textures - apply textures to the above geometry. You have to figure out how to lay out the texture for optimal use, know where to use alpha/translucency, mirroring, and other effects.
    * Art / skinning & animation - take that geometry, then attach the vertices to bones so the character can walk around.
    * Art / concept - draw out sketches and paintings to show what the game and characters can be.

    * Q/A / Test - testing a game is not that similar to playing a game. You're going through the same broken area over and over again to figure out exactly what is causing the problem. You try to write it down, or take a video or screenshots, then you have to do it all over again with the next build to see if the problem is really fixed, or mutated into something else. Really good testers are hard to come by, because most people don't want to stay in Q/A. But those that stick it out are extremely valuable.
    * Q/A / Lead - come up with plans on how the game should be tested. You need to work with the designers and programmers to figure out when parts of the game will start working, plan out your resources (Testers) so that they get exposure to different areas of the game so that individuals don't get locked into their way of playing, make sure that as much of the game can be tested in a limited timeframe, etc. Again, great Q/A Leads are super-rare.

    * Production / Assistant - help out by keeping track of deadlines, assets, making sure that people are on target for their tasks. When something goes wrong, help figure out how this impacts the schedule. Take screenshots, videos, and so on for marketing.

    Check out the credits on some of your favorite games. You might find areas of development that you'd like to try out.

    If you want to get into the programming side, I would recommend getting a bachelor's degree in Computer Science. Not one of the game development degrees that some places offer, but a straight-up CS degree. That gives you a solid foundation to build your game skills on - which you should do in your spare time. There are a ton of websites dedicated to game development, and the things discussed therein will make more and more sense as you progress through your degree path.

    When you apply for a job, be sure to bring home projects to the interview, or submit them with your resume. These show what you can do, but also that you have passion for the job. If possible, have a variety to show off - tests to try out interesting ideas, simple games that are complete (main menu, levels, player victory, etc.), that sort of thing. If you're aiming

  62. Ideas- Local Jr College- IPhone Apps etc by liquidsgi · · Score: 1

    Hi, I just recently looked at the local Jr. College and it seems that they are now offering some classes in game design. Pima.edu. I am sure that a college near you might have the same offerings. I think also that you might want to look at taking some classes on ITunes U on IPhone app design-- I think there are some huge opportunities in this area. You will need to check out some books in Objective C-- It will help you if you already know some C as Objective C follows much of the same rules. Most of all, I would say, if this is really what you want to do-- make a promise to yourself that you will follow this through to the end whatever the roadblocks. Never loose sight of the end result and never give up on your dreams.

  63. Getting into the Game by Drafell · · Score: 2, Informative

    You might find my own story interesting with regards to this subject. I more or less fell into game design, and although I still don't get paid for what I do, I get a great amount of enjoyment and satisfaction from it.

    As for languages: a familiarity with C++ is a must. Once you have down the basics, most other "C" based languages will be pretty easy to pick up.

    The project I work on has also recently released the source code for the Medusa Engine SDK, a fully featured MMO development platform. the same one we are using to create the game DarkSpace.

    Medusa is being licensed under one of three different licenses depending on how you want to use the source code. In a nutshell, If you want to make money off the source code, then you will have to pay a fee. If you just want to make games and release them for free or just for fun, the source code and engine is free of charge. Download it at http://www.palestar.com./

    The following text is an except from my blog on http://www.mmoprg.com/ (http://www.mmorpg.com/blogs/Drafell/022009/3337_DarkSpace-Development-Blog-Introduction), giving an overview of how I got into game design.

    I hope you enjoy it.

    - - - - -

    First, I would like to introduce myself to you all, and explain my role in the DarkSpace community.

    Several years ago, I was idly rambling through cyberspace,looking for a new game to play, when I stumbled across an odd title called DarkSpace. Although not your classic MMO, something about it appealed to me, so I downloaded the client and got sucked into losing the next few months of my life.

    The initial introduction was bleak. There didn't seem to be a great number of players, and I was a little confused to start with as to what exactly the aim of the game was. I was on the verge of quitting when a clan offered to teach me the ropes and learn the basics on how NOT to die. I realized that a small community did not automatically mean that a game has no future, and I soon became an avid supporter of the game, administering the DarkSpace arm of a clan fleet called the Shattered Star Confederation. Six months later I was asked if I would like to join the DarkSpace Moderation team - a group of player volunteers who help police the community, dealing with player queries and helping to prevent exploitation of the game system.

    Naturally I said "Yes," and real life was postponed for another couple of years.

    As time passed, I gradually took on more and more responsibility whilst seeing the game evolve through many variations, and just helping out where I could, or where I saw a need for assistance. Note that I have had no training, and no formal education with regards to community management or public relations. This is probably very apparent from my particular style of communication, and I have a tendency to ramble into totally unrelated topics, such as now...

    As time passed, I started to get more and more into actual game development. I had an interest in music, and so made a few, somewhat questionable tracks (you have to admire anyone that can actually write and produce music. It is not as easy as it may look, or sound). I also developed an interest into graphics, and through playing a multitude of other games, I got interested in the concepts of game balance and design.

    Eventually this coalesced into me and a friend (Jack) submitting a general balance proposal to the owner of the DarkSpace game and head of development, Richard Lyle, and despite having few coding or development skills between us, we were given access to the source code and development environment for the DarkSpace game. I was getting into LUA scripting, and had messed around with creating my own little DarkSpace themed HTML game, and somewhat cheekily stated that I would probably be able to learn C++ in a few weeks. Ignorance is bliss, and a few years on my "C" skills are still questionable, to say

  64. Do what you love, and the money will follow by pnuema · · Score: 1

    This is great advice. However, you need to realize that what you love is playing games. This is not the same thing as programming/designing them - much like driver a car has little to do with building one.

  65. start with the idea by Anonymous Coward · · Score: 0

    Complete the game. And never ever buy services or a "degree" -- they are trying to rip you off since nobody is really making money at games anyways...

  66. Start with a mod by SaXisT4LiF · · Score: 1

    Really, most studios won't require a "game designer" to know how to program. Knowing how to work with a language like LUA or C++ will certainly be to your advantage, but it's not going to land you paying job. The only way a company will hire you as a game designer is if you can show them a game that you've designed.

    I would recommend that you start by taking an existing game and making a mod for it. A large number of games for PC ship with the development tools included: Quake, Unreal, Half-Life, Oblivion to name a few. You'll probably need a high-end PC to even run these tools. Anything with less than 4GB of RAM will give you nothing but misery. Search the web to find a modding community and you should find some tutorials to get you started. Start small with a single room, test it out to make sure it works, then expand it to build a larger level. You might also want to pick up a 3D modeling suite, such as Maya, 3DS Max or Blender, so that you can create your own art assets as needed.

    Another alternative would be to start with a pen and paper game, board game, dice game, or card game. The main idea is that you want to have some kind of game that you can include in your portfolio as you shop your resume around. The main rule of thumb in the industry is, "It's not what you know, its what you can show."

    Good luck!

    --
    Fight or flight its all the same
    Live to die another day

    --Ryan
  67. Worked for me by PIPBoy3000 · · Score: 4, Interesting

    I ended up getting quite a few job offers after my Neverwinter Nights modules became successful. It was flattering, but the reality is that my current job as a developer in the healthcare industry is way too good. I've managed to keep it in a recession while the gaming industry has become far more cutthroat.

    I still love making games, but purely as a hobby.

    1. Re:Worked for me by ockegheim · · Score: 1

      Yes, there's nothing like learning-by-doing. I've got a very strong grasp of Lua from writing addons for World of Warcraft. Now I use Lua for my musical projects and am considering trying an iPhone app with it.

      --
      I’m old enough to remember 16K of memory being described as “whopping”
  68. Make games by derrickh · · Score: 1

    The answer is easy. If you want to be a game designer, make some games. You dont need a college degree to download and start coding on any number of platforms. Everything from the PC to the Xbox360 to the iphone have free tools available and enough documentation to have you creating stuff in a couple of days. Then its up to you to keep doing it until you get good at it. But the first step is to do it.

    D

  69. My opinion on people who set out to design games by Anonymous Coward · · Score: 0

    So I'm posting anon because I understand that there are a bunch of people out there that want to design games for a living and may take offence to this post. The people who I encounter who have this goal have no chance or no idea what it really takes. You know them, the kids who do nothing but play video games and go around like it is some great accomplishment. Not saying that playing a shitload of videogames is a waste of time, I do it myself. But just because you're a fan of video games doesn't mean you have the capacity to help make one. But perhaps even worse than those people are the ones who do happen to have a small idea of what it takes to make video games (i.e programming knowledge). These people assume that if you know how to code, you want to design video games. I had to take an online JAVA class my senior year in HS and usually sat in the library to work on assignments when these people come up and ask you what you're doing. When they find out you're writing a program, they immediatly talk about how they could never understand all those lines of gibberish and waste 10 minutes of your time having you explain what each line does. Then they always ask if you're going to make video games for a career. Then I go on to explain I prefer to make programs that solve problems or perform tasks and that games are basically GUIs on steroids because the code doesn't have to solve anything, only act based on what the user tells it to. Then they're like, "Wtf is a GUI" and I'm like "sigh" and get back to work.

  70. My son asked me the same question... by SuperCharlie · · Score: 1

    The answer is.. if you want to do it, do it. Don't wait for people or schools to feed you the answer.. make a game. Get kicked in the ass by each problem, overcome them, figure it out and simply do it. I suspect you dont want to be a game designer or programmer if you are asking this question and have never lifted a finger towards making a game, you are really looking for someone to hand you the answers on a platter so you can enjoy the Rock Star life (music, not developer/game company) and you will find it's not really like that. It's more like hell in a handbasket 20 hour days and thank God its over when you finish... just to go thru the hell again.

  71. The best language to learn... by grahamwest · · Score: 4, Insightful

    ...is English.

    I am serious. I make games for a living and the most useful tool overall is written communication with the rest of the team. Nobody can remember how every nuance of a game should work so being able to go to the internal wiki or wherever and re-read the explanation is hugely important.

    Also, make games. Lots and lots of games. Board games, card games, dice games, any kind of simple game. Look at other games - start with very simple games - and think about them critically. Examine each part of the game and try to figure out why it is that way. If you can't deconstruct games like this you've no business being a game designer.

    --
    Graham
  72. In Summary: by Relic+of+the+Future · · Score: 1
    1. Game designers don't get to program; game programmers don't get to do design. Design is more like writing a movie script.
    2. Games are like sausage. Just because you like to eat sausage, doesn't mean you would excel at, or even like, to make sausage.
    3. You better not be in it for the money or the fame, because you'll get little of the first and less of the second.
    4. Game companies are modern day sweat-shops; they'll run you to burn-out, and then discard as the next flock of eager, starry-eyed freshmen graduate.
    --
    Those who fail to understand communication protocols, are doomed to repeat them over port 80.
  73. boardgamegeek by bidule · · Score: 1

    Look at the top 20 games on www.boardgamegeek.com. If you haven't played any, don't tell me you "have a lot of experience with games". As a mere coder, that could pass. But as a designer you would need to understand the mechanics that makes each game ticks.

    --
    ID: the nose did not occur naturally, how would we wear glasses otherwise? (apologies to Voltaire)
  74. All good info above... by Anonymous Coward · · Score: 0

    if you want to be a painter paint
    if you want to be a sailor get a boat
    if you want to design games then design them
    design like the wind and keep your day job until the time its realistic to swap
    note: that time may never come.

    [)epending on your location it is not possible to throw a rock without hitting a "game designer" everyone wants to be one but one could argue how many of the positions actually exist

    anyhoo

    use anything: flash, action scripting, c++, java... visual basic, python, sculptures, mock-ups, little pieces of paper and post it notes - documentation, concept art... flesh out the idea as far as you can before pitching it to anyone.
    (C)opyright all your ideas, send them to yourself - document everything - learn every facet of your intended game then bam! youre a designer.

    intellectual property, ideas and concepts can be ripped off - so - create as much as you can to develop the idea/concept/property before unleashing it on the public

    make the game

    the idea of collins college etc or any other that will get you a degree in game design is laughable outside of the fact you get time on their machines - if you have your own resources and some talent its a better gamble than hoping for industry placement after "graduation" - and depending on the content created - if its done on school time then its owned by the school - so you can put it on your resume - but that game you made during school time isn't "yours" - another argument for make it yourself

    the game industry is high derivative so deconstruct and enhance your favorite existing game - its a good starting point
    best of luck

  75. As an (ex) Game Developer... by eulernet · · Score: 1

    >I've recently decided to go back to college.

    It's clear that you already have a job.
    You did not mention your age, if you are above 25, don't ever try to write games, it's a vocation and you need to start young (I started at 18, I'm now 44).

    > I have a lot of experience with games, having played them for most of my adult life, and have always toyed with the idea of making them one day.

    Okay, this counts as ZERO EXPERIENCE.
    Having played with games leads to no experience at all, and it may even be a drawback, since you are accustomed to known schemas, so you won't ever do something original.

    The world is full of people dreaming about writing their own games, but only a few are able to write something.
    Writing a game seems very theoretical when you don't have experience.
    If you really want to write a game, start NOW, or forget about it !

    > I've finally decided to give it my best. What I'd like to know is: what are the best languages to study? What are the minimum diploma or degree requirements that most games companies will accept? Finally, is C++ the way to go? ASP? LUA?"

    I have no diploma, and to my knowledge, diplomas are useless for games (I'm a french guy, and in France, it's really important to have diplomas).
    What you need the most is MOTIVATION.
    Show that you can accept ANY task, and you'll progress thanks to your dedication.

    About the programming language, the replies here show that nobody knows what game programming is.
    You have several parts:
    1) AI/engine coder: you need to know ASM/C/C++
    2) Game coder: you need to know C++
    3) Game scripter: you need to know a scripting language (in general, every company uses a specific language, but I recommend that you try LUA or Python to get the bases).
    4) Graphists, etc..

    About the salary, game scripter is a little bit more paid than the guy who cleans the toilets, so don't expect to be rich from that (royalties ? Bwahahaha).

    About game design, there are several parts:
    1) Scenario writer: it's the most gratifying part, but you work only a few months on a game, this means that you won't be able to work full-time. It's a job similar to a novel writer.
    2) Scenario scripter: it's the least gratifying part. You are basically a slave who enters tons of code to create a logic in the game (whatever game it may be). Since in the hierarchy, you are below coders, don't expect any pity from them when you'll have some bugs (sorry, I was a coder, and I only helped scripter girls).

    My advice: FIND SOMETHING ELSE !
    I changed a few years ago, by becoming a .NET developer: better pay, less hours, and better human environment (did I mention that the gaming world is full of bastards ?).

  76. Becoming a "Game Designer", in practice by Anonymous Coward · · Score: 0

    I'm a game designer. I've worked for three AAA studios and a couple of startups. With the current state of corporate (I don't mean that derogatorily) game development, there are really only two paths into game design--take a low level QA or CS position, work hard, show you have a passion and understanding of game design and game development and get promoted to low level assistant designer, or go to one of the few major universities with Masters Programs in game design. I personally have never hired anyone out of the MA programs as their view of game design tends to be horribly skewed. They tend to have never used source control; to have rarely had to make excel do anything complicated; if they are lucky they have used one world building tool and no scripting languages; they have absolutely no concept of modern game development assets that would help a designer to understand where things can be taken and what they can do (animations, shaders, skeletons, etc), and in general they tend to believe that they are going to get to sit in large white rooms in bean bags and wax poetic about game design. Obviously this is a generalization, but that's what you're asking for.
              Now, with that being said, many of the large development houses bring on massive amounts of these candidates for summer internships, and quite a few end up getting to stay on because they are hard working forward thinking people, but they would have learned more about game design by being in the trenches for 2 years than they did in their graduate work. There are some designers that have started out as artists or engineers and made the switch over (these two are "clearer" paths into game development), but I think I am not alone in my belief that most of these people really never stop being artists or engineers, they just spend more time in Word and less time in Maya or compiling. I won't pretend to be able to comment on independent game development as it's not something I've been a part of, but clearly there are some very small avenues to success to be had there as the old school "all in one" game development methodology.
              At the end of the day, one of the biggest problems in game design is that everyone thinks they have great ideas, and while a game designer needs to have great ideas occasionally there is so much more nuance and foresight and insight and social-life destroying hours of playing games you don't want to, that most people just aren't good at it. In fact, I've never met a great game designer that actually thinks they are a great designer, it's just everybody else that thinks they are. And there are so many below average designers in the industry right now doomed to repeat the same failures over and over again.
              But, after all that, if you want to give it a shot in the corporate industry I'd recommend:
    Study writing, math and statistics, art theory.
    Learn to use Photoshop, Excel, Visio, Maya, Word (any other visual tools or thought description tools can only help)
    Become familiar with as many scripting languages as you can, Flash, Lua, HTML/XML (understanding memory management will only make you a worse game designer) :-P
    Get your hands on as many world building tools as you can.
    Play as many games as possible, but start playing them thinking about why certain decisions were made and what things could have lead to those decisions.
              There are many different breeds of designers, some that do nothing but write, nothing but script, but the most effective ones understand as much as they can about how game systems work and what it takes to build them. Good Luck. :)

  77. It's a life style by Anonymous Coward · · Score: 0

    I was a student at the Oregon Institute of Technology, and my roommate was a software engineering major. His senior final project was a simple (3D Action/RPG) video game (he had to produce his own rendering, physics, particle, GUI, etc., engines). I did the models/meshes/graphics for him. It is insane. If you think you "enjoy" games before, you may not after. My work took a significant amount of time (meeting memory and polygon requirements), but his work was on another level. Countless sleepless nights, no extra-activities. Debugging code alone took weeks, and I had to watch him do it. He had a dev team, but even with work divided, the work load was preposterous. We ended up running his complied .net code (C++/C#/Java) on a modded xbox, and it worked, but the experience gave me whole new respect for the dev community. If you enjoy playing, you may not enjoy "'making." I've done dev code for simple MUDs, but his project let me know that game developer was not a career path for me. If you are not yet in college, play around with modding 8/16-bit emulator games, and see if you love it. If you don't LOVE it, you will not make it in today's market.

  78. I'm a mechanic because I drive a car lots by robot_love · · Score: 1

    Saying you're well qualified to be a game developer because you have lots of experience playing computer games is like saying you'd make an excellent mechanic because you drive your car lots, or that you're a master of cellular biology because you breathe.

    May I make a non-car analogy? If I wanted to be a writer, what's the most important thing I could do?

    A) Read lots of books
    B) Go to university and get a Masters in English Literature
    C) Begin writing small stories and see how it goes

    In a couple of weekends you could teach yourself how to write a basic game with PyGame or something. Why not give that a try and see how you like it? It's hella cheaper than 4 years of university, and will get you what you want much faster.

    --
    .there is enough of everything for everyone.
  79. good choice by lt.cyx · · Score: 1

    Yeah, definitely, ASP is the way to go.

  80. Designer != Programmer by Angeliqe · · Score: 0

    Game design is not the same thing as programming. For most game companies, a special team writes the story line, sets the objectives, creates the art, ect, which is probably what most people think about when they play the video game. Programmers on the other hand, are more about following those sets of instructions to make the game do what the designers have laid out for them. There are schools that teach this if you can afford them. http://www.fiea.ucf.edu/ is one that boasts a 95% hire on rate in the industry after graduation. You can either take game design or game programming tracks. You do have to have a Bachelor's degree to get into that school because it is for a master's degree.

  81. Jobs by xenolion · · Score: 1

    Its been said time and time again threw here. As a person that loved computers and gaming I was like you. I thought it would be great to work with what I loved for so long. So I went to school and got a degree in IT. I did trying the program and devolpement run but found out very fast it was LONG hours with ZERO rewards. So to make a long story very short don't make what you love to do your pay you begin thinking about how dull your life is. I have changed my job into something most would think dull as hell but its 9-5 weekends to my self, and great pay. Now as for the computer thing I have joined a moding comunity and code with them and beta test software and hardware on the side, keeping me happy with my hobby and paid in the real world. All in all, join an online group first and see where that goes before you pay big bucks for something you run from.

  82. How to get in with too much experience? by Roxxxadelic · · Score: 1

    I discovered something over the last few years related to this. I've been wanting to go into game programming for the last 10 years or so. Problem is, I've 20 odd years of gettin' paid to program. 10+ years of that in networking and security.

    Seems I've too much experience. For that type of work, game companies expect someone to have lots of experience actually shipping games, and they sure won't hire me as an entry-level programmer. Even in this age of MMORPGs and multiplayer games like L4D.

    When I was first lookin', seems they were either hiring veterans, or kids just out of college (or with no college at all) who would work cheap and long hours. Is this still the case?

    Fortunately, I was able to find something in a related area, so I'm good now :)

  83. 1% by Anonymous Coward · · Score: 0

    There are tons of people that want to be game developers... just like there are tons of people that want to be web designers. The reality is that probably about 1% can make a *decent* living at it, and 1% of that 1% are good enough to get rich doing it.

    If you are doing this because this is your passion, and you don't care about the money, then go for it.

    1. Re:1% by Niris · · Score: 1

      Heh, as a computer science major junior who took programming classes for three years in high school as well, I can tell you pretty much everyone and their mother wants to program games. Complete waste to try and get into it unless you're super good, or have a solid backup plan while trying.

  84. Access to console devkits? by tepples · · Score: 1

    If you think you've got 'it', do what the guy who did Braid did -- make it.

    If "it" is the design document for a multiplayer party game that could be the next Super Smash Bros., then how does one get the console developer kit? Or is one supposed to develop a comparatively simplistic game for Microsoft Windows and publish it before developing his real project?

  85. uh yeah you either are or your not maybe? by xmousex · · Score: 1

    My work is programming but its not game related right now. When i get home i code like mad on the dozen different unfinished gaming projects ive rotated between for the last ten years, much of it done during vacations from the office. I have scraps of pieces and parts of games im always trying to work on laying around machines at home and a server at work. Some of it is just modding for morrowind, oblivion, or UT. I may never actually be a game designer for a living. But if the opportunity comes up that i could go contribute to a game project or work for a game company i have no shortage of partially and mostly complete things to show during an interview. And its a mix, some of its directx in visual studio, some of its old junk laying around in c, some of it is just textures and animation collections, some of it is mud or mud like with flash and/or php. Most of the people I come in contact with through my job are the same way, lots of pet projects, server emulators, game mods, whatever, its not like we sat down one day and said hey lets be game designers. It was something that happened with most of us shortly after we got breathing and pooping figured out. Your just that way and you have to be building the shit in your head as quickly as possible or the urge to do it will scratch a hole through your head.

  86. Console license? by tepples · · Score: 1

    Sometimes they implement all the interesting parts, but get hung up on the final details necessary for making a release.

    How often is it the case that a console-style game was developed on and for Windows, and "a license from the console maker to port the PC to the console" is one of these final details?

  87. Multi-discipline field by slim · · Score: 1

    This is sort of like saying:

    "I've recently decided to go back to college. I have a lot of experience with movies, having watched them for most of my adult life, and have always toyed with the idea of making them one day. I've finally decided to give it my best. What I'd like to know is: what are the best cameras to learn? What are the minimum scriptwriting qualifications that movie studios will accept? Finally, is method acting the way to go? Expressionist? Mime?"

    A mainstream game nowadays is made by a team of specialists: the guy who designs the gameplay is not the guy who draws the textures, or the girl who produces the concept art, or the ASM god who writes the engine, or the AI wizard who scripts the NPC behaviour etc. etc. etc.

    Even a small team like the World of Goo guys has specialists.

    1. Re:Multi-discipline field by Anonymous Coward · · Score: 0

      Even a small team like the World of Goo guys has specialists.

      LOL. It was just 2 guys... but yeah, 2 very very talented guys, one of them being uber-super-duper talented.

  88. I gave up by Anonymous Coward · · Score: 0

    I started out programming some OpenGL applications for visualizing realtime complex data sets. After the project was over, I continued playing with it because it was fun.

    I then got to the point of making an application to animate some machines and robots I had made in a CAD package. Later I got to the point of rendering a model from Poser/DAZ.
    Then i got into particle effects, played some with shaders ... etc etc... All very good fun.

    Then i got it into my head that i wanted to make a full 3D game, and got to the point of matrix palette skinning a mesh of a character. Off course I wanted next-gen graphics, so I kept the polycount very high.
    and here's where i started realizing this was not for me. Getting a mesh to an acceptable polycount and still have it looking good is hard enough. But skinning a high poly mesh is not just A LOT of work and very time consuming. It is also very hard.

    Just like Sierra And Lucas Art back in the day could get beautiful (for then) graphics in QVGA with 256 colors, it requires a special breed of man to take a high poly model and downsample it to acceptable levels, both for the eyes and for the available processing power.

  89. Where is such a chapter? by tepples · · Score: 1

    Join the nearest IGDA chapter and go to meetings.

    I looked at the list and couldn't find one in, say, Indiana. How does one find the money to move to a state that has an IGDA chapter?

    1. Re:Where is such a chapter? by pommiekiwifruit · · Score: 1

      Some of us moved countries to get a job in games. Sheesh, you don't even need a passport to move state...

  90. Game Developer or Designer? by talldean · · Score: 1

    A game designer writes the plot, or storyboard, or just draws how things should work. A game developer takes the design and art from the art department and uses code to make everything happen. Do you want to design games or develop games? Do you want to work on small things, like iPhone games? Large things, like console RPGs? If you want to design games, start designing games of all types. Build up a cache of ideas. Go from there. If you want to develop games, you can download the XBox game studio for a low monthly fee. Same with the iPhone one. The PS3 is reputedly a pain in the @ss to develop for, and I'd ignore it. I'd focus on C++ first, and perhaps (later) pick up C# (XBox XNA) or Objective-C (iPhone Cocoa). If you wanted to use a scripting language to build upon a game engine someone else has already built, Lua is popular, but that assumes you have that game engine to run the darn scripts. If you already have any degree, you'd probably be much better served by either just taking the very minimum of classes necessary, or self-teaching this one. Hands-on experience just *doing* this will be more useful than formal education.

  91. You need luck, and experience. by jrhawk42 · · Score: 2, Insightful

    First you need to ask yourself "do I actually want to become a game designer"? Most people think that the game designer comes up with the idea for the game, and such, but this isn't really the case. Ideas are often a collaborative effort by several members of the team mostly coming from different backgrounds. Yes some studios do it differently, but most of the successful studios make games by committee. Also you need to remember that ideas in the game industry are a dime a dozen so if you think you're an "idea man" then you're going to be worthless to 90% of the industry. Back to the topic at hand. Being a game designer means you hash out all the details of a broad design. You map out how the UI is going to interact, or write how you want a system to interact. You could be part of the level design, or mission design team that helps create the world. Also your work is always at the whim of a rogue artist or programmer who "thought it might work better this way". It seems like most people that don't know much about the video game industry want to design, but few are good at it, and most can put their skills to better use in other fields. While programming is a good/necessary skill to have it always seems like those w/ art backgrounds have a much better idea on how to design things. Most companies can hire a handful of "code monkeys" to do your programming for you, but it's hard to find a good artist, and even then communicating art isn't an easy task. I highly suggest doing art, over programming if you want to move over to design. Next you'll never get anywhere in the game industry w/out experience. Now it may seem like a catch-22, but if you're persistent opportunities will pop up. Also just because it's not professional experience doesn't mean it's not worth trying out. Companies will hire people w/ modding experience over those w/out, and if the mod experience is with their own software then they might take you over somebody w/ professional experience (don't count on it though). Last is do you actually want to work in the game industry. Playing games is necessary for the industry, but just because you like playing games doesn't mean you'll like working on them. First off if you're qualified to work in the game industry somebody else will pay you more outside of the game industry. If you make $60k a year expect to make $30k in the game industry. Second you're going to work much harder in the game industry than anywhere else. Though management in the industry is getting better it's still common for people to sleep at work, or pull 80+ hours in a week. Missing a deadline can be very expensive, and you're working w/ some of the most complicated tech projects in the world. Also just about everything you know now will probably become useless in 5 years. The technology and design in this industry change so fast that being ahead of the curve means you're already late by the time your product hits the shelves. So you'll always be learning in this job, and if you take a break from the field you're probably going to need to start all over again.

  92. I tried and gave up by thygate · · Score: 2, Informative

    I started out programming some OpenGL applications for visualizing realtime complex data sets. After the project was over, I continued playing with it because it was fun. I then got to the point of making an application to animate some machines and robots I had made in a CAD package. Later I got to the point of rendering a model from Poser/DAZ. Then i got into particle effects, played some with shaders ... etc etc... All very good fun. Then i got it into my head that i wanted to make a full 3D game, and got to the point of matrix palette skinning a mesh of a character. Off course I wanted next-gen graphics, so I kept the polycount very high. and here's where i started realizing this was not for me. Getting a mesh to an acceptable polycount and still have it looking good is hard enough. But skinning a high poly mesh is not just A LOT of work and very time consuming. It is also very hard. Just like Sierra And Lucas Art back in the day could get beautiful (for then) graphics in QVGA with 256 colors, it requires a special breed of man to take a high poly model and downsample it to acceptable levels, both for the eyes and for the available processing power. You also need an arsenal of 3D software (many of it commercial) And you need a very good basis in higher math, so that you can at least understand some concept by reading about it.

  93. If you read nothing else, READ JUST THIS! by Hurricane78 · · Score: 1

    I just am in the process of becoming a game designer.

    And NOTHING, I repeat NOTHING did advance me as far, as all-encompassing, and as fast, as reading this book:

    http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965/ref=sr_1_1?ie=UTF8&s=books&qid=1246563455&sr=8-1

    It is from Jesse Schell, professor of entertainment technology for Carnegie Mellon University's Entertainment Technology Center (ETC) and former chair of the International Game Developer's Association. Someone who created everything from board games, to MMORPGs to rollercoasters and virtual reality rides!
    The book's design methodology was also developed at that center, that was co-founded by Dr. Randy Pausch, of "Last Lecture" fame.
    And this all does not matter, compared to the fact that it contains FAR more than just how to program a game. Because actually, programming is just a very small piece of the complex process of designing a real game. It contains pretty much everything. All the areas. All the experience.

    I can not think of a better book to start getting serious at making games.

    (Now I hope that nobody thinks I am some payed guy because of that rave review of a comment. ^^)

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
  94. Dirty Top-Posting Bastard by mazarin5 · · Score: 1

    This is the standard link for the "How do I get into games?" question.

    http://www.gamedev.net/reference/start_here/

    --
    Fnord.
  95. You've got it all wrong. by Anonymous Coward · · Score: 0

    So much wrong with this post.

    First, having played games is nothing at all like or relating to making games. Yes, you should have played games in order to make them, but that doesn't really do anything to qualify you. It's like saying "I've plugged things into the wall before, so I have experience with electrical engineering."

    Secondly, game designers don't often program in c++ (or any other low-level language). They don't MAKE the game, the manage it's development. Mostly they are doing scripting, writing documents, and acting as the bridge between upper management and their team. They also, SOMETIMES decide the direction the game will go in development (if you're Miyamoto or whatever), but more commonly, you have to follow the game document you submitted to the producer company (the people who finance the game and publish it when it's done).

    Thirdly, there are maybe two colleges in the world offering degrees in game design, one of them is Digipen. That degree just started last year. It's TOTALLY UNKNOWN if employers will even care about this though, since it's so new and there's no track record for game design degrees. Nearly 100% of all game designers are either promoted from within the company from high-level programming positions or management staff, or they are hired from other industries, such as game designers for board games and pen-and-paper game industries. There are a few people who are given game designer positions because they know the right people or they show unnatural talent, but this is not the norm. The sad news is that there's almost a 0% chance that you will be hired into the game industry as a game designer. You have to prove yourself in something else first.

    And since it's not based on a specific skill set or degree, there are no formal requirements. A college degree helps, but in what, it usually doesn't matter. Of course, if you know about art or programming, or (GASP) both through your degree, that's a definite plus. Again, you aren't going to start out as a game designer, so get some skills that allow you to enter the industry another way.

    ----

    I'm finishing up my master degree in video game programming (computer science) at Digipen, that video game school in Washington.

  96. First you need a garage... by logicassasin · · Score: 1

    ... 'cause, as we all know, the best games come from one or two guys in a garage. ... don't know what they're DOING in the garage, but best believe the games that come out of it are awesome.

    --
    Fifty watts per channel, baby cakes.
  97. Book: The Game Maker's Apprentice by Cross-Threaded · · Score: 1

    Have a look at this book. I have a copy that was given to me over the last holiday. It's kind of fun, and might give you a taste of making games:

    The Game Maker's Apprentice

    I made it through the first several chapters before I was distracted, and forgot about it.

    --
    They call us sheeple, I wonder why?
  98. Step 1: MONEY by arthurpaliden · · Score: 1

    Learn how to raise financial backing.

  99. My experience as a game developer. by Anonymous Coward · · Score: 0

    In another life I used to worked for some of the largest publishers in the industry as a programmer. Don't kid yourself the the games business is all business and very little games.

    This is how the game design stuff it used to work ten years ago. Be warned even for a first rate studio game development is a meat grinder especially for programmers. Long hours, inflexible deadlines and lots of stress from continuous changes (and no movement of deadline). The bigger studios paid alright, but the little studios didn't even have that.

    1) You started out as a assistant producer or 'ass prod' as developers called them. This meant you were basically a gopher with no real power. You cleaned up documents, you got peoples food orders you could give your input etc... but could easily be ignored. Often these guys would come from QA and wash out before their first project or two.

    2) If you were any good you got promoted after a few years to associate producer. You did a lot of the designing and had to be both liked and respected by the higher ups and the developers. You wrote design documents and made the day to day decisons of the game design. You delegated to the work to the ass prods. Developers worked with you on a daily basis.

    3) If you did that well after few more years you came to be a full producer. You made the big choices and gave the development director instructions on what you wanted.

    4) Finally you became a executive producer, giving go ahead on 2 year multimillion projects etc. You don't deal with the day to day business of a given project and you don't do much more than high level concept producing. Very few people made it to executive producer, you needed to be the producer on a number of winning projects and most projects are losers.

    Anyway good luck. If you ever get to design a successful game be prepared to spend many many years doing the same thing over and over. The industry used to make its money by developing franchises.

  100. Mod parent up by Shandalar · · Score: 1

    You just need to design a lot of games and then your resume becomes the best 3 of them. The language is not very important because once you get the job, you are probably going to have to use some horrible internally-developed scripting language, if we are talking about PC or console games. If it's Web game design you're interested in then just use Flash.

  101. Wishful by frost_knight · · Score: 1

    There are many folks on here saying a variation of "Don't Do It".

    - If you really want to be a game developer, you'll ignore their advice.

    - If you listen to their advice, then you didn't really want to be a game developer.

    Walking away from a creative passion because someone tells you that you should is a fairly good sign that it wasn't really a passion.

    --
    It always takes longer than you expect, even when you take into account Hofstadter's Law. --Hofstadter's Law
  102. Instinctual abilities? by PJOttawa · · Score: 1

    I once worked with a guy, we worked for a software consulting company, and he obviously became a programmer because that's where some stupid brochure somewhere said the "good jobs" are. This guy completely lacked a programmer's instincts and was very hard to work with because he was always going through his mental checklist of how a subroutine/function should be constructed instead of just "knowing it" so we could get on with the big picture. We had a global error handler subroutine in our VB project, which was called when an error was trapped in some other routine, which would popup a msgbox to show the error. He argued with me for 10 minutes that the error occurred in "GlobalErrorHandler()" at the msgbox call because he "wasn't stupid. I know what that line does". He was a strong lad. I had to calm him down and get him to tell me the name of the routine he was currently in, which he did, and then get him to tell me why it was called that. And it still took him some time to figure it out because he "knew" he was right.

    I'm sure most of the programmers reading slashdot know that at some point they go on autopilot with their "instinctual abilities" and just "know" what to do and that allows them to see beyond the mundane-ness (mundanity?) of the 100th-this-week "for" loop.

    I think it's insulting to people who have toiled for countless hours learning these "crafts" to think that you can pick it up just by "wanting it" and sitting in a few classes. But I have a pickle up my butt, so there you go

    And, really, tossing out ASP as a possible language option for gaming? People who really want to be something already know the answers to many of these questions.

  103. Yeah, and I want to paint like Rembrandt... by SpinyNorman · · Score: 1

    What paintbrush should I use?

    I also like reading books and want to write one. What kinda typewriter do the pros use?

    As a backup plan I'm pretty sure I could make a career as a great Chef since I sure like eating!

    Can anyone recommend a frying pan?

    1. Re:Yeah, and I want to paint like Rembrandt... by jotaeleemeese · · Score: 1

      You could paint like Rembrandt, but you will never know if you can or not unless *you give it a serious go*.

      The amount of nay sayers is really astounding, I will respect more a guy that regrets having a go at something that failed than a guy that thought about having a go at something and then recoiled because people told him it was too difficult.

      Very often the only difference between success and failure is conviction, as sure as hell the only sure way to achieve nothing is doing nothing.

      --
      IANAL but write like a drunk one.
    2. Re:Yeah, and I want to paint like Rembrandt... by SpinyNorman · · Score: 1

      While I respect him for wanting to try, it's rather clueless to concentrate on the tools needed for what is an artistic endeavor!

      If you want to learn to design games then go ahead and start designing them... it doesn't matter what language you design them in. Game play and human factors isn't related to choice of tools. C/C++ and SDL would be as good a choice as any to give it a go on a PC.

      OTOH if you want to be part of a commercial games company, then as others have noted it's evolved to become a highly structured business (with budgets comparable to movie production), and the game designer and coders are two different roles. I don't think he really wants to be just a schmuck coder!

      Incidently, I remember c.1980 the company I worked for (Acorn, UK) had a games division that would sometimes publish games submitted by independent programmers. Just to illustrate the disconnect between design and tools, we once or twice had people come in with great playable games that had been developed in machine code - no, I don't mean assembler - people had large 16K games they had entirely coded directly in hex based on memorizing the instruction set! I recall one such individual being asked about a possible change to a game and on the spot jumping in an patching it to make work!

    3. Re:Yeah, and I want to paint like Rembrandt... by pommiekiwifruit · · Score: 1

      169,2,141,32,208,96 OK that's decimal not hex and for the C64 not the Beeb but, you know, its been a few years! (That should change the border colour to red IIRC). But can I remember peoples birthdays or when the deadline is? Sadly no...

  104. Creating Games by morganmcguire · · Score: 1

    I wrote a very long to response to this question: check out the new book, Creating Games: Mechanics, Content and Technology http://graphics.cs.williams.edu/creatinggames.

    The short answer is that a game programmer typically has years of experience in C++ and a working knowledge of computer graphics, AI, and physical simulation. There are many kinds of game programmers. Tools programmers create level editors, internal compilers, and other art and music tools that are used to make the game itself. Engine programmers work on the libraries that are shared between games. Gameplay programmers write the actual game, using the tools and engine. There are of course many jobs within a game company besides programmer. The least understood outside the industry are the designers, who are typically not programmers, are the ones who create the mechanics and storyline for a game. That is, if you are a programmer you will have some input into what the game is about and how it works, but your influence over that will be very small compared to a full-time designer. So perhaps you want to be a designer and not a programmer!

    The best way to get a job in the games industry is to walk into an interview with experience on a game project. This could be a from another company, a mod, or a class project. You should also have a good understanding of the games that are currently out and arguments about why they are good or bad. A typical interview question might be, "how would you implement the ocean waves seen in World of Warcraft", or "how would you make a board game that captures the essence of what makes Red Faction entertaining?"

    -m

  105. Do it, don't go to college by Anonymous Coward · · Score: 0

    The best way to become a game designer is to design games. The games don't have to be computer based, but I think that is your preference.

    Don't go the college route as they will teach you programming. A new graduate is always high risk for a games programming company as they don't really know what you are like and capable of.

    Therefore, you need to differentiate yourself.

    This means putting together a portfolio of games that you have designed and successfully implemented. This will speak volumes more than a college degree to someone in a games company. They will be able to see and use the fruits of your labor. They will know you can do it for real. They will appreciate that you persevered, got the thing working, put it up on the web and (maybe) made a little money out of it. This will be significant to them.

    I would recommend learning Objective-C++ and targeting the iPhone, or targeting Nokia Smartphones and putting up your games on the Ovi Store. You need to target a niche market which you will have a greater chance of success in. The iPhone app store has 40,000+ apps. It's difficult to get visibility on that site, but Nokia's Ovi Store (https://store.ovi.com/) has a lot less apps and so you can get something up quickly and it will have more visibility (with a larger userbase too).

    Good luck.
     

  106. The Best First Steps For Becoming a Surgeon? by mypalmike · · Score: 1

    Are scalpels the way to go? Sutures? ASP?

    --
    There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
  107. Becoming a games designer by genjix · · Score: 1

    Disclaimer: I was a games designer. It is a highly saturated field. Many people start as a programmer or artist and then after a few years are able to progress into games design. You will take a pay cut. The hours are long and it will suck. I've stopped now after last year when petty squabbles angered me. Now I'm playing poker for a living. I plan to just make lots of money and have my life revolve around me. Really you need to just work. Work your arse off everyday and be obsessive. Prepare to throw away your life. Can't say much about university- went 3 times and quit after a few weeks (CS, multimedia gfx, animation) but I think it probably helps get you in. Also you need to write a lot. As in English creative writing. Seriously don't do it- there's like 1million people already trying. You can only have money or do a job you enjoy in life- not both, so go for the former.

    1. Re:Becoming a games designer by genjix · · Score: 1

      My editing got fucked somehow...

  108. Very first step: by macraig · · Score: 1

    Devour the history of gaming, ALL of it. That means acquiring and playing all of the games in your chosen genre for the last two decades. In the case of so-called 3X/4X games, that would even include an old fashioned cardboard board game or three that preceded the computer games. And I do mean playing, including scaling the games up to their maximum extent and seeing what breaks, what no longer works. It could very well take the better part of two decades to manage all that, so if you're not at least thirty already you might be too inexperienced yet for this profession. ;-)

    Why is that history important? A lot of mistakes have been made, a lot of lessons have been learned AND FORGOTTEN, a lot of innovations have been made AND FORGOTTEN over those two decades. There's a cliche about history - you know the one - and it definitely applies here.

    I see the consequences of this failure to achieve depth/breath of knowledge in 3X/4X games (given that they are my enduring favorite) in particular. The same mistakes are made, earlier innovations aren't replicated, game after game, year after year; one development team fails to learn from those that have preceded it. Is this because everyone is too young and haven't "been around the block" as I described above? Is it because they're careless or arrogant? Is it perhaps even something more pre-meditated and conspiratorial, like deliberately repeating various combinations of the same flawed designs so as to keep people buying "next year's sequel", because if they ever produced the perfect game there'd be no market for next year?

    Whatever the cause, don't do that. Learn from gaming history, so you don't repeat your predecessors' mistakes and overlook their innovations.

  109. what??? whoa!!! by mdwh2 · · Score: 1

    It seems that the probability of any given thread on Slashdot eventually being hit by the RDF is approaching 1.

  110. Pyweek by TrixX · · Score: 1

    A lot of developers I've known had made their first game during Pyweek contests. Pyweek is a free and open game creation contest, using python. It has a very friendly and open community, so even if it is a contest there is a lot of people around wanting to help newbies and provide advice.

    But the best thing of participating in the contest is that the rules help you to FINISH a game. Starting work on a game is easy, but it's too tempting to fall into scope creep and start adding characters, places, game mechanisms, enemy behaviour ad infinitum, and you are always starting new stuff but never getting to have something finished.

    Try it. Most of the people I known to go into the contest have had a lot of fun.

  111. Tough by Anonymous Coward · · Score: 0

    I have a friend that works for Rockstar Games as a coder, he works insane hours and is put under immense pressure. Not saying all companies are like this but I think it's pretty common. Also I'm not sure that a games designer is the same thing as a games coder, do you want to be a designer or a coder?

  112. Is that you, Ryan Christ "Icculus" Gordon? by Anonymous Coward · · Score: 0

    Get bak to wok!

  113. Step One by ZorbaTHut · · Score: 2, Insightful

    Start writing games.

    Seriously. That's the first thing you need to do. If you know C++, write 'em in C++. If you know Flash, write 'em in Flash. If you don't know any programming language, pick up GameMaker and write 'em in GameMaker. Can't draw? Grab The Gimp, read some sprite tutorials, and draw anyway.

    Then start making games. Don't make epics, don't make blockbusters, spend a week on a game and churn them out, because you'll learn a thousand times more from making ten games than you will from making a tenth of a game.

    I've recently started a project where I make a game every month, spending at most a week on it. I strongly recommend it. You'll learn fast, and quite possibly end up with real games to show off.

    If you want to design games, you gotta practice your ass off.

    --
    Breaking Into the Industry - A development log about starting a game studio.
  114. Ahh, but now there are 2 options. by lalena · · Score: 1

    (1) Work for the big company working all nighters to rush out the latest RPG/FPS/MMO...
    (2) Work for yourself and write mini games for cell phones (money from app store), web (money from ads)...
    Depending on which route you choose will determine what languages you need to learn. Hardcore game companies might shy away from someone older that they can't boss around and make work the long hours. Mini games are simple enough to allow you to keep a different job as you get into it.
    Note: As a hobby, I've written a couple games for the web that make about $500/year, and that is with well over a million ad views. Making money off of games isn't as easy as the news makes it seem when the do a story on iPhone apps.

  115. build simple games and have fun... by Anonymous Coward · · Score: 0

    30 years ago, I had an apple II. I wrote all kinds of simple games in low-res graphics--snake games, pong games, save-your-sister. I submitted them as free games to the BBS downloaders of the time. Then I tried to move to hi-res graphics. I immediately realized that it was a whole new ballgame dealing with the graphics. So I bought a library to deal with that. I lost interest very fast because I determined it was not for me and I had a good paying COBOL job. 10 years later I got back into it with Borland objective C. I redid my favorite snake game (I have actually coded a snake game in just about every language that I have ever coded in). Then I tried my hand at some 3D graphics and again realized that again it was more then I wanted to get into. Finally, a few years ago, I played with some Linux/OpenGL game programming. I had a lot of fun building a bunch of examples that were provided, but yet again realized that getting into serious game development was something that I was not truly passionate about.

    So now I am a security engineer.

    My advice, start building simple games and have fun. If you do get the bug (you will know--when you are up until 3am before you realize that you forgot to have dinner, the fridge is out of beer and the ash tray needs emptying) you may just have what it takes...

  116. Change your mind by Nekomusume · · Score: 1

    Game designers have one of the worst burn-out rates of any career you're likely to encounter.

  117. Game Design Isn't Programming by searchr · · Score: 1

    A Game Designer, as job description, is not the same thing as Game Programmer or Engineer. So focus on what it is exactly that you want to do. If you want to be a programmer, listen to these people talking about languages and it's hard and stuff. If you want to be a Game Designer, it's still hard and stuff, but has little to do with programming. Instead it's about game theory, storytelling, resource management, play mechanics, architecture, lighting, and puzzle and quest building. Game design is like being a movie writer/director, and sometimes cinematographer as well. You are the one who designs the game, the story, the mechanics, the levels and level design. All those really smart programmers write the stuff you need to make your game. There are usually proprietary tools with each studio, 3d tools and scripting tools, so being flexible and skilled at quickly learning new applications is vital (good exercise is to pick up 3DMax or Maya or Photoshop, and learn how to use it cold, no documentation. Most in-house tools are sorely lacking in instructions, so get used to that.) A Game Designer is a swiss army knife of skills, but seldom is one of them programming. And there's really no school for that.

  118. Define 'designer' by Macgrrl · · Score: 1

    I have a friend who is a game designer at the story level (as opposed to asset level), I don't entirely know the path he took to get there, I know at one point it was a partner in a UNIX IT consultancy, but part of his background was he was a roleplayer and wrote roleplaying games for games conventions and ran these games and others.

    The designing part of being a game designer is more than a desire to program something more interesting that a banking system (which is interesting in it's own way, if you get off on security protocols etc...), it's understanding game theory and player interactions. Much of that comes from a far more abstract place and is closer to psychology/philosophy than it is to computer science.

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
  119. Hands-On Experimenting by Bones3D_mac · · Score: 1

    If you have some level of programming experience, you're already on your way. All you need is a multimedia-friendly language/IDE you're comfortable with (like Flash or a gaming IDE, such as Torque or Unity) and begin experimenting like crazy. Play around with simple stuff first... such as a Pong variant, then move on to more complicated ideas in a gaming style that interests you. If you like puzzle games, try your hand at something like Tetris or Bejeweled. If you like games where you deal with an enemy AI, try something like Pac-Man or Robotron.

    All that matters is that you find something that appeals to you directly and makes you want to learn how it works, then get to work reverse engineering it piece by piece until you understand what makes it tick... then, improve upon it in some creative new way!

    In any case, you probably won't learn squat unless you're willing to get your hands dirty along the way.

    Also, don't let these newer 3D titles overwhelm you. Once you get past the 3D specific crap, you quickly realize that they work exactly the same as any 2D game, only with one more axis of freedom per object.

    --


    8==8 Bones 8==8
  120. You need to learn just 2 things... by Anonymous Coward · · Score: 0

    C#.NET and XNA. Start making games. Learn some Linear Algebra (your engine will need a lot of it). Be strong and patient. That's what I do :)

  121. Don't ask here, go to a pro. by Gorlash · · Score: 1

    I seriously doubt you're going to find any answers here that haven't been more completely thought out, and more accurately answered than at www.sloperama.com Tom Sloper has been a professional game designer for more years than some of the readers here have been alive...and he has graciously (mostly) put together a tremendously large FAQ to address just the kind of question you ask...including why your question is a poorly worded one. The things you ask are about being a developer, not a designer. Which one are you interested in?

    1. Re:Don't ask here, go to a pro. by pommiekiwifruit · · Score: 1

      Thanks for that link - that guy sounds very cool and informative.

      There might be some nomenclature issues here as well. I hear some people on slashdot saying "developer" meaning "programmer/software engineer" when I would say a developer could be an artist (animator/concept artist/texture artist/modeller), programmer (coder/engineer; tools/engine/game), designer (mapper/scripter), internal producer, musician (music/sfx) or internal tester (QA). But I would not put publisher staff (external producer/test/marketing/finance) or the wider industry (journalist, retailer, distributer) in the same category, or even the hollywood voice actors used in the actual game.

      That might just be me though.

      Still what really throws me is when music industry people call composers, songwriters, musicians and singers "artists". WTF they are not painting they are singing; have you seen Paul Macartney's paintings, or heard yoko ono's singing? Slightly disturbing but not what they are famous for...

  122. mods and addons by Odinlake · · Score: 1

    I guess most gamers have toyed with the idea of becoming developers and I guess that's why so many game companies have decided it is a good idea to include editors/builders etc. in their releases. I toy around with them once in a while (Wesnoth is fun) but then I get bored. So obviously getting in to serious game developing is a bad idea for me.
    Perhaps a good thing to do is like PIPBoy300 above, try and make some module/addon for something and see if it is really as much fun as it seems to begin with. Besides, a complicated modding tool will give you valuable insight, I think, into virtually all (technical) aspects of game development - you won't learn how to program the 3d engine but you'll understand how things are structured. Or if you are more flexible than just 3d games, try making a game on Facebook. Anything you do will give you relevant skills I think.

  123. I love dreaming too by Anonymous Coward · · Score: 0

    Hi, I want to become a garbage truck driver. I have been making garbage my whole life and I think I could really drive a truck and take trash to the city dump! But first I need to know, what kind of welding equipment should I use to make my garbage truck? I have heard of arc welding. Can I make a garbage truck using a soldering iron?

    1. Re:I love dreaming too by Anonymous Coward · · Score: 0

      I recommend ASP.

  124. As a graduate by Kamineko · · Score: 1

    As a graduate of a related degree, and as somebody who's spent over a year in a development position at a major development house I can tell you that you should avoid games related degrees at all cost. Don't even think 'it may be good'. Just avoid them, please. Game Technology, Game Design, Game Programming, any of them. If you want a degree, get a real one.

    You need to become skilled, lucky and canny. Identify the parts of the game development process that you would like to be involved in, and discover how you can become the best at that. While you're doing that, research how your skills relate to the other parts of the process.

    If you think you're going to be collaborating with developers, then you should perhaps get some experience with C++. Knowledge of a pertinent language will at least help you understand why you might be told that a certain thing may not be a good idea (given the hardware and software available at the present time). If you think you're going to be dealing with a dizzying Matryoshka doll of management (and you are), then you should cover every single base you can, and have answers to everything.

    The most important thing is to simply DO what you want and don't ask for permission. Or better still, I'll give you permission right now. Go right ahead and design a game. Look up how to do that first, though, otherwise you might end up with some half baked nonsense document that doesn't really answer anything.

  125. "Code Monkey" by cowdung · · Score: 1

    I've never met a "code monkey."

    Any programmer that merely follows instructions from some "analyst" will soon not have a job.

    In ALL jobs I've been involved in, programmers often had to:

    - analyze requirements
    - design solutions
    - be aware of the impact on the business
    - coordinate with other staff
    - develop the solution
    - often provide documentation or informal information on the feature to doc writers/testers/management/etc..
    - test
    - sometimes help out giving advice to tech support

    The whole "monkey" talk is ridiculous.

    In Game Development, there's also a strong element of algorithm design or at least algorithm selection. The design work is NEVER trivial, and may often require a lot of math.

    So I really don't see why the myth of the "code monkey" is perpetuated.

    Show some respect for the software development profession!

    1. Re:"Code Monkey" by Anonymous Coward · · Score: 0

      Good for you. I've been both a programmer and a code monkey.

      Sorry to bust your bubble (no I'm not), but I was nothing more than a glorified text editor.

      Surprisingly enough, I left as soon as I could.

  126. The best way to get started in game development... by Anonymous Coward · · Score: 0

    is to start making games.

    Forget about choices of languages. If you're at all serious about programming of any sort, you're going to wind up learning at least a half dozen. Knowing just one language is nigh useless.

    Now how to start making games? Got a favorite board game? Code up an adaptation. Battleship is a classic, as is reversi, or any number of card games. Try cribbage for a decent breadth of coding challenges.

    For graphics development, try whipping up a graphics overlay for Rogue, or Nethack.

    For level development, use the map editors or modding tools of any game that offers them, and go to work.

    And when you want to start working on game engines, there are any number of open source games of various genres, sharing their code like women (or men) of easy virtue.

    Want to develop for consoles? Gamestop is selling the classic Xbox for $50, and the XDK is *ahem* "readily available," but for more modern platforms, there's iPhone SDK, and MS' XNA for the 360. Also look into the Wii and PSP homebrew scenes.

    It's like any other craft, you learn more by doing than anything else.

    And I'm replying here because it's always good to read something from one of my favorite game developers.

    bkd

  127. Designer or programmer? by Anonymous Coward · · Score: 0

    Game programming and designing are two very different things and rarely overlap. Different thing is if you want to go indie and do everything by yourself. It's hard to do both.

    Because you mentioned programming languages I assume you are looking to become a programmer. What I know is you should learn to program shaders (like HLSL) and other DirectX stuff. Know your C++ and way around hardware with assembly. To make it in game programming really requires lots of skill, sweat and tears. Be sure that it is what you really want to do.

    Get to know lots of people in the scene, go to regular IGDA meetings etc. Prototyping is a nice way to do game development in a short time period. See more at Gamasutra.

    Disclaimer: I'm a game design student and an IGDA coordinator.

  128. Nonsense. by jotaeleemeese · · Score: 1

    Only people whose skills were dubious to start with are hurting, skilled, up to date people are fine.

    --
    IANAL but write like a drunk one.
  129. Bullshit. by jotaeleemeese · · Score: 1

    What you need to succeed is hard work.

    There may be people that are naturally talented, but what they are achieving is not black magic and can be learned.

    You don't need to love what you do to succeed, you need to do it to a high standard, and except professions where your genes may be against you (piano player for example) there is no reason why any normal person could not make a career in any profession if determined to do so.

    --
    IANAL but write like a drunk one.
    1. Re:Bullshit. by 4D6963 · · Score: 1

      That's just not realistic. You can't expect someone with no passion for something to be better at someone who's passionate and hard working, unless you're a workaholic and an epic hard worker, but then you can't beat the experience that comes from having the same hobby since childhood.

      --
      You just got troll'd!
  130. Yeah, but all good authors are voraceous readers. by jotaeleemeese · · Score: 1

    So I don't know exactly what your point is.

    --
    IANAL but write like a drunk one.
  131. Some Suggestions by kenp2002 · · Score: 1

    Game Designer != Programmer

    Learn UML
    Study Design Docs
    Understand Use Case
    Learn to work WITH marketing, rather then against
    Understand Literary Composition
    NETWORK WITH PEOPLE

    Sadly 99% of game industry (AAA) is a who you know network of people much like hollywood is now. Ouside of indie games, it now about who on the inside you know.

    In a large programming shop designers rarely code but rather structure and 'shape' development. Most developers I've worked with have never touched a line of actual code but rather have spend most of their time working on Design Documentation (Architecural Reviews, Design and Implementation Docs, Use Case Scenarios, etc.)

    To be a game designer (or any software designer for that matter) sit down and document what game you want to make. To be a game programmer sit down and try and program a game.

    If you want to be both, grab a copy of DIKU or ROM and run a text based MUD.

    --
    -=[ Who Is John Galt? ]=-
  132. (redundant) by Kashgarinn · · Score: 1

    If you aren't already making little flash games for fun, developing simple concepts and finishing little projects, then no it isn't for you.

    No game designer started with creating something huge, and any budding game designer shouldn't even try and tackle things like software technology they don't grasp fully.

    If you aren't doing the little things and enjoying those, then the real thing isn't for you.

  133. amatuer by Anonymous Coward · · Score: 0

    What an amateur. If you had any real talent whatsoever, you'd already be designing games. People who are serious
    about games and do things beyond play with them - simply making mods would be a start - know already how to get there
    and it ain't easy

  134. Try out PTK or the PopCap Framework by SplatMan_DK · · Score: 1

    Seriously dude: try out one of many dedicated SDKs for game-creation. And then MAKE a game for yourself. You don't need to switch jobs just to give it a shot!

    The PopCap framework could be a good place to start (the company PopCap no longer accepts 3rd party submissions and has closed down its own developer-forum but the PopCap framework itself is released as Open Source on SourceForge: http://sourceforge.net/projects/popcapframework/).

    Another option is PTK which you can find on http://www.phelios.com/ptk

    Both use C++ so you would probably want to get a few books on C++ programming as well.

    - Jesper

    --
    My security clearance is so high I have to kill myself if I remember I have it...
  135. Don't Give Up Your Day Job by tmjva · · Score: 1

    "Don't Give Up Your Day Job" -- The classic response from the entertainment industry applies here.

    --
    Tracy Johnson
    Old fashioned text games hosted below:
    http://empire.openmpe.com/
    BT
  136. I have a friend who is a game designer.. by tempest69 · · Score: 1
    1. He was a decent programmer, pascal and c.
    2. He played MUD's and built quite a bit of adventure stuff.
    3. He played a decent chunk of DND.
    4. he still managed to play some of the decent 3d stuff out there.
    So at the minimum learn c and c++, game theory (minimax and game-state stuff).. Play enough of the MUD's to grasp some of the ways simple objects are used to make complex systems. Try and pervert the rules...... a subset of the players will always look for a way to hack the system in a way that rocks (for them anyway). If you dont think it out it will ruin a game. A few security courses might add some background to grasping the hack methods available.

    oh, make some friends with people who really bend the rules in games, to that point where it is now quite fun. Learn to be a harsh game master who can set down the hard and fast rules.

    While My friend had a poor GPA, he went into the interview, nearly bombed, until the interviewer asked about his free time.. and he mentioned that he played in muds far too much. luckily the interviewer was a fan of the adventures my friend had built. He's been a game designer for 14-ish years now.

    Storm

  137. Designer or Programmer? by chiefbutz · · Score: 0

    Are you wanting to design the games, or program the games? There is a big difference. Most games have some sort of engine they use. The engine is what the designers use to make the game. The programmers make the engine. You need to pick one. Oh, and good luck getting a job in the industry.

  138. My point is... by maillemaker · · Score: 1

    While all good authors may be voracious readers, it does not follow that all voracious readers are good authors.

    Thus my point is that while all good game programmers might be voracious gamers, it does not follow that all voracious gamers, as the OP claims to be, are (or can be) good game programmers.

    Put bluntly, just because one is enjoys and is good at playing "Pac Man" does not mean you have the intellect, or even the general interest, to program a computer.

    --
    A work that expires before its copyright never enters the public domain and thus enjoys eternal copyright protection.