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	<title>Breaking Into the Industry - Articles</title>
	<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/</link>
	<pubDate>Sat, 25 Feb 2012 22:21:24 +0000</pubDate>
	<ttl>43200</ttl>
	<description>Resources that contain advice from experts in the industry on how to learn to make games and create a career</description>
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		<title>Peter Molyneux: How to get a job in games devel...</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/peter-molyneux-how-to-get-a-job-in-games-devel-r2881</link>
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		<pubDate>Fri, 24 Feb 2012 17:17:29 +0000</pubDate>
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		<title>How To Start Your Own Games Studio, Pt 4</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/how-to-start-your-own-games-studio-pt-4-r2531</link>
		<description></description>
		<pubDate>Wed, 25 Jun 2008 13:38:32 +0000</pubDate>
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		<title>Am I In the Wrong Degree Program?</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/am-i-in-the-wrong-degree-program-r2467</link>
		<description><![CDATA[

<i>Dear Tom,</i>
<p class="c1">I'm in university, and I'm about halfway through my bachelor's degree in New Media Studies. I'm enjoying it well enough, but what should I really be studying? The more I read on the
online forums and the game development websites, the more I worry that I've been on the wrong track up to now. Should I be focusing on programming? Should I switch to art? Or should I quit this
school and go for a Game Design degree? I'm worried that I may be wasting my time here. When I mentioned this to my dad, he got all bent out of shape, but I have to be true to mine own self, as
Polonius said. Besides, a lot of the courses this school makes me take are subjects I'll never use, like foreign language, psychology, philosophy... So please give me the words of wisdom that I need,
so I can be sure I'm studying the stuff I need to study so I can get a job in games right after college without wasting a lot of time searching.</p>
<p class="c1">Johnny B. Student</p>
<hr>
That isn't a letter from a real person, but it might as well be. I receive these questions all the time. I hope that the concepts in this article will help Johnny B.S., and others like him, deal with
the uncertainties of life, especially during one's advanced studies. There are a number of important points raised by Johnny's letter. For each point, there's a general concept that can be applied to
other questions that may occur to you sometime in your life. Taking them in order received:
<h1>A degree program that you enjoy is the right program for you</h1>
<p>What you should really be studying is -- something you enjoy. You said it yourself, you gotta be true to thine own self. Who you are is what's important.</p>
<p>Let's say that instead of video games, what you wanted to be was a brain surgeon. But maybe you're not all that good at biology or anatomy, and your hands aren't the finely tuned instruments that
are necessary for brain surgery. And maybe what you are always doing, your favorite activity, is making web pages with very friendly user interfaces. If this was you, hopefully you'd flunk out of
brain surgery college, else you'd be a pretty sucky brain surgeon and probably hurt someone. If this was you, you'd be better off learning graphic design, web design, and the psychology of user
interfaces. Not only would you be better off doing that, society would be better off too.</p>
<p>If you studied brain surgery but aren't really suited for it, later in life you might realize you need to get into a different line of work. And it might be something that requires you to have
taken a different course of study. If you subsequently decided you wanted to become a lawyer, you'd have to go back to school and get a law degree, then take the bar exam. You'd think your medical
degree wouldn't be worth that much - that you'd wasted time and money in med school. But later in life you'd probably find that it was useful after all, when involved in medical lawsuits. Very few
endeavors that we give up represent wasted time.</p>
<p>I mentioned medicine and law above. Those are two fields that pretty much require specific degrees. But the game industry isn't like that. There are no specific degree requirements. Those who
aspire to program games can study Computer Science or Computer Information Management or Information Technology or any of a number of technical degrees. Because the key to getting the game
programming job isn't the degree - it's the portfolio. It's expected that you have a technical degree, but the portfolio is what gets you in. If you're technically inclined, and torn between CS or
IT, go with the one that seems more interesting or more accessible to you.</p>
<p>Similarly, to get work as a game artist, it's expected that you have an art degree -- but it's the portfolio that paints the true picture of you.</p>
<h1>Worrying that you might be on the wrong track is a waste of time</h1>
<p>If you're sure you're taking the wrong path, that's one thing. When you know for sure, then you owe it to yourself to change paths. But when you are enjoying the path you're on, and you just have
some small niggling doubts, why spend the energy worrying? Remember Alfred E. Neuman's famous words of wisdom: "What, me worry?" Besides, when you're on an enjoyable path, how could that be the wrong
one for you? As long as you're applying yourself to an enjoyable course of study, you should stay with it.</p>
<p>The concept of "wasted time" is also a waste of time. Because very few endeavors that you embark on are truly wasted time, even endeavors that get dropped along the way without reaching the
original intended conclusion. Because it's by trying stuff that we learn. I hope that simple concept has been sufficiently explained. Because I don't want to waste a lot of time harping on it.</p>
<h1>Programming vs. Art</h1>
<p>Which of those two should you study instead of the course you're already enjoying, you asked. Johnny, you gotta be kidding. The real question is, are you passionate about -- and good at -- either
one of them? If you were passionate about programming and knew you'd enjoy a programming course of study more than the one you're in now, then it'd be right to switch. If you were artistically
inclined and knew you'd get more enjoyment from an art program than the one you're in now, then it'd be right to switch.</p>
<p>But if you aren't already filling up your hard drive with algorithms and routines and programs or graphical environments or characters or vehicles and objects, then what makes you think you'd be
better off studying one of those subjects instead of the course you're in now? Don't allow yourself to get sidetracked by red herring questions like this. Programming and art aren't the only kinds of
jobs in games.</p>
<h1>Game Design degrees</h1>
<p>So-called game design degrees haven't yet reached the status of being required in the industry. For one thing, there's a problem in that game programming schools call their degrees "game design"
when their degrees are really game programming degrees. Game art schools call their degrees "game design" when their degrees are really game art degrees. These degree programs are all young yet. This
overly simplistic approach (everybody calling their degrees "game design") is bound to go away as the educational process of games matures.</p>
<p>Another reason they're not yet required is that the vast majority of people in the industry have non-game degrees. And there aren't any academic standards in place yet that fall in line with what
the industry needs. An employer who looks at a game degree on your r&eacute;sum&eacute; has no way of knowing if you really learned anything that the game industry needs its applicants to know.
Someday, when older industry people have been largely replaced by today's students, and academic standards are in line with industry needs, then we'll see a heightened increase in the expectation
that new candidates will have studied games in school.</p>
<h1>Those courses that you think you'll never use</h1>
<p>Later in life you'll be glad you studied French. Or Chinese, or Russian, or even Latin. Knowledge of other languages comes in useful at unexpected times. You'll just have to trust me on this
one.</p>
<p>It's funny that Johnny mentioned psychology. Psychology is everything! Effective game design depends on understanding the psychology of the users, and in order to be effective in his job, the game
designer needs to understand the psychology of his coworkers, his boss, and other parties involved in the project. In fact, just about all majors include psychology as a requirement, and for good
reason. Psychology is about understanding what makes people tick - including oneself. People are everywhere on this planet, and no matter what career you go into, you're going to have to deal with
people.</p>
<p>Even philosophy is important. If not for working in games, then for living on this planet. You'll meet people with many different attitudes and approaches to life, and you'll need to deal with
them and make choices about your own approach to life. An educated choice is better than one that someone else hands you.</p>
<p>You'll be glad that you know a smattering of biology, of political studies, of algebra and geometry (you will never get away from algebra and geometry - you'll need to use them your entire life!),
of economics, of literature and mythology and music appreciation. You may even find yourself using these "useless" topics directly in game design. You might work on a game based on mythological
beings, or you might need to design a balanced governmental system in a sim, or you might have to design the A.I. (the psychology of behavior) of a new species of living organism.</p>
<p>And besides, the more formal and broad education you get, the more you'll be able to "get" a lot more of those throwaway lines in The Simpsons that you didn't get when you were a high school kid.
Oh, wait. You are a high school kid. I guess you'll just have to trust me on these too.</p>
<h1>Getting a job in games right after college without "wasting a lot of time searching"</h1>
<p>You probably won't. So fuhgedaboudit right now. The industry can only absorb so many new people in the months after you graduate. After college you'll need to spend more time building your
portfolio. You'll need a job to support yourself while you're doing that, and it would be most lucky indeed if that job happens to be in games. And if you don't live in an area where there are game
companies, you'll need to move to a game area when you're able. Game companies don't pay relocation expenses for entry-level applicants.</p>
<p>And if your targeted job is Game Designer or Associate Producer, you have to have an entry pathway. There's no such thing as an entry-level game design job or producing job. Years of game industry
experience for these positions is usually required. So you need to prepare for a non-design, non-production pathway. If you have programming talent, programming is a perfectly fine entryway. If
you're an artist, use graphics for your entryway. If you aren't talented, you can enter through a game company's QA department and eventually work in the studio in either design or production. If you
have a business degree and marketing savvy, you can enter through a publisher's Marketing department and eventually become a producer, maybe even a designer. Internships are possible in the game
industry, but internships usually don't pay, and there's no guarantee that one will lead to a full-time job at that company.</p>
<p>It can take time to get your foot in the door. And after you've broken in, it can take time to attain that coveted position that many students aspire to.</p>
<h1>The bottom line for Johnny's question</h1>
<p>A lot of young people think that the road to a chosen career is a straight line that depends on getting a specific degree. But it ain't so. No degree is a guarantee of a career. It all depends on
the individual. It's common to study one subject in college and then go in a different direction afterwards. A lot of those wanting to get into the game industry believe that there's an equation that
looks like this:</p>
<pre>
[Degree X] + hard work + perseverance = Game Biz Job
</pre>
So they ask what X is, and what the best school to get that degree is. They assume that X is a constant! They don't realize that X is a variable. And the variable is you. What you enjoy doing, what
you're good at. What motivates you to apply yourself assiduously. So if you, like Johnny, are worried that you might be wasting time in a degree program that you enjoy, stop worrying and get with the
program.
<p><sub>&copy; 2008 Tom Sloper</sub></p>

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		<pubDate>Tue, 11 Mar 2008 12:44:58 +0000</pubDate>
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		<title>Contract Mumbo Jumbo</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/contract-mumbo-jumbo-r2381</link>
		<description><![CDATA[


<p>The vast majority of the work I do for developers involves contracts - reviewing proposed contracts, analyzing contracts, discussing contracts, drafting contracts, negotiating contracts and, sometimes, litigating contracts.  All sorts of contracts - contracts for leases, licenses, publishing, distribution, employment, termination, confidentiality, non disclosure, non circumvention, consulting, development, buy outs, asset sales, asset purchases, stock sales, IP transfers...like I said, all sorts of contracts.  Contracts are at the core of most of the good and the bad stuff that goes with running a successful studio.  A significant part of the time I spend on these agreements is with clients helping them understand what different contract provisions mean and their potential impact on the deal and the studio might be.  So, I though it might be good to provide a little basic ôContracts 101" for developers to provide a little insight into the basic elements of any contract to help demystify them a little.

<h1>Basic Elements</h1>

<p>A contract is basically an agreement between two or more parties.  It can be to do or to not do something and sets out the duties and responsibilities of each to the other.  It is the common agreement between the parties, what is referred to as the ômeeting of the mindsö that establishes the contract.  Once this ômeeting of the mindsö occurs, the contract is formed.  In general, oral contracts are just as valid and enforceable as written ones, though certain types of contracts must be written.  The term ôhang shakeö agreement reflects the tradition of confirming the ômeeting of the mindsö by the mutual acknowledgment by the parties by the parties shaking hands to seal the deal.  At the core of every argument is this acknowledgment, though we usually see it in the form of a signature on the bottom line.

<p>ôConsiderationö is a term used by lawyers to describe the subject matter of the contract.  By that I mean whatever of value that is being delivered or exchanged.  The dollar for the candy bar or money for the source code are the easiest examples.  It is basically what the contract is really about and is a necessary part of any contract.  Without mutual ôconsiderationö itÆs not really a contract, itÆs a gift and as such may not be enforceable.  Finally, the parties to the contract also must have the legal capacity to enter into the agreement.  That means that they are competent to know what they are getting into.  This goes back to the whole ômeeting of the mindsö thing...no mind, no meeting. 

<h1>Evolution and Iteration</h1>

<p>ThatÆs it.  Pretty simple huh?  So, how do we end up with a 24 page written publishing contract with over 200 pages of attachments?  No, itÆs not just because all of us lawyers are out here making things more complicated in order to make a living off of all your hard work.  Well, maybe some of it is...but the real reason is that most industry business relationships are complicated and not merely a simple bargained for exchange of goods for dollars.  Even the basic employer/employee relationships often involve multiple issues that ought to be considered and resolved in advance.  This is especially true in an industry based on intellectual property like ours. And since these are not simple purchase and sale agreements, the relationships that most industry contract addresses are ongoing over time and involve numerous mutual duties and obligations.

<p>In effect, they describe the parameters for these ongoing business relationships ands attempt to account for all of the foreseeable issues that may arise so that the partiesÆ expectations are met and there is a minimum of unknown risk throughout the relationship.  We have all heard stories of the early days in the industry when a publisher would give several million dollars to a developer along with the simple directive, ôMake us some cool games.ö  Now thereÆs a publisher contact any developer can live with.  Unfortunately, those days are gone.  And we all know why.  Unforeseen events occurred in the course of the performance of these contracts and just like the way a game design iterates over time, the contracts in our industry have iterated as well.  It is probably just a natural part of the maturation process of our industry.

<h1>Things to Watch</h1>

<p>The problem for developers is that most of the folks we do business with, especially publishers, have just done so many more deals that developers do.  That means that they have been able to address more problem issues that negatively affect them in these deals.  However, they have not addressed the issues that have negatively affected developers.  Why should they, thatÆs not their job.  ThatÆs your job, or mine.  For example, contract provisions addressing what happens if the developer goes into bankruptcy or receivership are in every contract.  What happens if the publisher goes under is never addressed.  Publishers go out of business all the time.  And no business person should want to get tied up in a bankruptcy proceeding, especially someone elseÆs.  ItÆs always a good idea to shoot for mutuality throughout these various contract provisions.  After all, ôwhatÆs sauce for the goose is sauce for the gander.ö

<p>It is also important to realize that these complex ongoing contracts are not static.  They represent the agreement regarding the ongoing relationship between the parties and just as things changed in the industry over time, thing change in any individual working relationship over time as well.  The business relationship is an organic one that by necessity adapts to changes.  Unfortunately, most written agreements are static and do not account for these changes.  Keep in mind that even after the contract is signed, the deal is not done.  The deal is just starting.  Make sure that at the end of the relationship the contract accurately reflects that actual relationship, not the one you planned at the beginning.  And since virtually all of these written contracts can not be modified by an oral agreement, make sure this gets done by memorializing any significant changes in the performance of the contract through written addenda signed by both parties.

<h1>Cowboy up</h1>

<p>Everyone has to deal with contracts, both inside and outside of our jobs.  Try to keep the basic elements in mind any time you make an agreement.  Cowboy up and accept responsibility for making sure that you understand what you are getting into.  DonÆt get so involved in performance that you forget to keep the terms of the contract in mind throughout the entire term of the agreement.  Ultimately, there is no such thing as a good contract with a dishonest person, or a bad contract with an honest one.  But even in the best situations, things come up that need to be dealt with.  The more forethought you put into the process in the beginning and the more vigilant you are throughout the performance, the better off youÆll be.

<p>Til next time, GL & HF!

<p>Tom Buscaglia<br>
The Game Attorney<br>
<a href="http://www.GameAttorney.com">www.GameAttorney.com</a><br>
¬ 2006

<p><sub><i>[Tom Buscaglia, The Game Attorney, writes frequently on subjects of interest to game developers. The above article is for the information and education of members of the development community. Feel free to distribute or disseminate this article.  But please include the legend "Copyright 200_, Thomas H. Buscaglia, Esquire" and an active link to <http://GameAttorney.com> in each article posted or published elsewhere. The sale or any other commercial exploitation of this article, in whole or in part, is strictly prohibited.]</i></sub>

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		<pubDate>Tue, 07 Aug 2007 21:48:58 +0000</pubDate>
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		<title>An Overview to Game Development</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/an-overview-to-game-development-r2370</link>
		<description><![CDATA[

<p>So you want to make a great video game, huh? If you're going to make an amazing game then there are several things you can do to ensure your project's success. This article is designed to help out
both small start up companies and freelancers bypass some of the pitfalls that claim many video game projects. I&#8217;ve been a part of over 50 projects in the video game, anime and production
industries, and these tips are based off of my personal experiences and other situations that have actually happened. It is my hope that these tips will help more groups complete their game
projects.</p>
<h1>Setting Things Up</h1>
<p>Know the niche or role of your project in the overall video game business before assembling a crew. A project post that has no concrete ideas or planning behind it doesn&#8217;t get as much
positive attention. This has been proven time and time again. If you want to get good, reliable people then first spend some time really fleshing out your project idea. If you can&#8217;t create
graphics for your project, then at least have a solid plot and game play scheme already set up.</p>
<p class="c1">Design Documents</p>
<p>Plan, plan and plan some more! You cannot over plan! Be original!!! Frankly, I'm getting tired of all of the MMOs popping up all over the place. Every single day I see a new indie team trying to
gather a team to make another fantasy MMO. Why create a game in a market that is over flowing with these kinds of titles? Also, since there are so many titles out there (many by mega publishers) how
much of a chance do these small titles have at success? A small team with limited resources (both in man power and funds) will do much better to carve out a niche that isn't being heavily saturated.
Think back to all of the blockbuster movies or games and you'll notice they all have something in common: original concepts or techniques.</p>
<ul>
<li><i>The Matrix</i>: Bullet Time amazed viewers and was a brand new effect.</li>
<li><i>GTA 3</i>: First major blockbuster game that features wide-open game play. While this had been done before, it hadn&#8217;t been done to this extent nor had it reached such a global fan
base.</li>
<li><i>Final Fantasy 7</i>: With amazing cut scenes, plot and summon sequences, FF7 made RPGs cool for much of the entire video game market.</li>
</ul>
Also notice how each new effect or title inspired many spin offs, which have less and less effect each time we see it. How many movies, or games have copied the bullet time feel? Did it help them
sell more games? You want your game to stick out and be different - not just another clone.
<p class="c1">Gathering Up a Top-notch Crew</p>
<p>The people doing the work are extremely important. Make sure you pick people that have a solid track of seeing things through. Ask for samples of their work and also their educational and industry
background. This can help you select the best person for your job. Great video games take a long time to create, so having a crew that can start AND FINISH a long term project is vital. The old
saying is true: You&#8217;re only as strong as your weakest team member.</p>
<p>When posting ads for new crew members make sure the post is attractive and professional looking. Nobody wants to join a project when the ad lacks all punctuation, grammar and is misspelled. It
gives a bad impression, a lack of attention to detail. Video games, great ones that is, are all about extreme attention to detail. Also try your best to provide any examples of work already done on
the project. This can include sections of a game document, actual screen shots, and art and music examples. Remember the project that shows a great deal of preparation, thought, effort and
professionalism will get the best responses.</p>
<p class="c1">NDA</p>
<p>Once you have the crew set up, you need to have everyone sign an NDA (non-disclosure agreements) and keep those on file. Please note that an NDA has <i>nothing</i> to do with ownership of rights.
An NDA only protects your secrets and my secrets. Some project leads seem to confuse the two and think that just having a signed NDA means the project now owns any created material. It
doesn&#8217;t!</p>
<p class="c1">Communication</p>
<p>Have good communication between the crew. From the start, set up a solid policy of communication and stick to it. This means set up the weekly meetings for the same time and day and don&#8217;t
change it and also set up who reports to whom. I&#8217;ve been on some projects where one lead tells me to do one kind of job, while another lead tells me something completely different. Have a chain
of command set up and stick to it. This will help bypass many problems and confusion later on. After doing some serious designing and planning you should have some realistic milestones set in place.
Do your best to stick to these dates and make appropriate adjustments when a deadline isn't going to be met. Most projects die out for two major reasons:</p>
<ol>
<li>The project's progress slows down to such a point that the crew starts to get bored, lose faith or fall apart.</li>
<li>The deadlines and concepts are unrealistic and the crew becomes frustrated and/or overworked.</li>
</ol>
<p class="c1">Deadlines</p>
<p>Many crews make the mistake of thinking they can catch back up after missing a deadline. This is <i>extremely</i> hard to do because the amount of work just grows and grows. The crew will have to
do double time, trying to hurry and fix the work from the missed deadline while trying to get to the work for the upcoming deadline. Be realistic, if you've missed one deadline then it might be best
to push all others back some. Otherwise you'll just start missing every deadline. I was actually on a team for about 1.5 years and they missed 10 straight deadlines in a row. It was at that point I
left the company. Also, since the company refused to work under contract (against my objections) I was able to take all of the content I owned the rights to with me. Learn from these mistakes!!!</p>
<p>Another important facet of a successful team is honesty. If the team is falling behind, be truthful with the crew. Let them know how things are going and work on solutions to fix the problem. The
same company I was talking about in the previous paragraph had this problem too. The CEO and programming lead would say that things are moving along great and that the project was on schedule. This
would happen right up until the deadline and then we&#8217;d need two more weeks to a month extension. This pattern happened 10 times before I left the company. The CEO confused positive leadership
with straight up denial. The entire crew could tell the game was going nowhere, and yet the CEO was telling everyone &#8220;we&#8217;re doing great.&#8221; It was about as effective as a pilot
telling the passengers that everything is fine while the plane is just about to crash into the mountains. Be honest with the crew and they&#8217;ll work harder for you. Lie to them (especially if you
continually lie to them) and resentment and mistrust will seep in.</p>
<p class="c1">Contract</p>
<p>Always, always, always work under a contract. The contract doesn't have to be super complex, but projects and/or crews working without contracts are seriously unstable. Here is why: From a
company's point of view, working without a contract means the creators of all of the content own the rights to that material. This is especially true if a crew member created all of a certain type of
content on a computer and software that they own. If they own the hardware and software the content is created on, and they haven't signed the rights of the materials over to the company then THEY
own the content. They can stop working, take the material and move on. Since there isn't a contract, legally there isn't much the company can do. This is a strong reason why companies need to put
things in writing and have both parties agree to it and sign it. From a crew member's point of view is it vital that you have the agreement set in writing so you can ensure that you get compensated
for your work. If you have no contract and the company doesn't pay you it can make fighting for what is owed to you much harder.</p>
<p>Another issue about contracts is to make sure that the contract is correct. I actually had a company state that there were mistakes in the contract and it shouldn't be counted. This was after they
and I signed it. Legally at that point it doesn't matter what mistakes are in the contract. The contract, once signed, is a legally binding agreement. Proof read, then proof read again. Have several
people proof read it and make sure each detail is what the company wants to state. Otherwise, the company may find itself in a situation it doesn't want to be in.</p>
<h1>Money</h1>
<p>I once had a project leader tell me that I was making video games for the wrong reason, simply because I wanted to get paid. He said that I didn&#8217;t care at all about the art of making video
games and that I was just out to get as much cash as possible. He couldn&#8217;t be more mistaken. While I do want to get paid for my work, after all this is how I make my living, I love video games.
I love reading about them, creating them and most of all, playing them! This leader has forgotten that video games are a major business! The video game industry has surpassed the annual earnings of
Hollywood year after year! For small teams, money is often a sore spot so here are some thoughts to help even the most modest teams (or freelancers) navigate the money ocean.</p>
<p class="c1">Payment</p>
<p>I <i>strongly</i> urge projects to avoid the equity option as much as possible. Why? For many reasons! First off it makes everyone on the crew work for the possibility of payment. There is a risk
that the project will not see the light of day and that means all of the time and energy put into the game is for naught, at least financially speaking.</p>
<p>Another potential problem is having the initial crew setup to receive a percentage of stocks and earnings. What happens if the more people are added to the crew at a later time? The percentages
have to change because there are more people to pay. Is it fair to change the numbers after the contracts are signed?</p>
<p>While I understand many crews cannot afford to pay their members, it is important to recognize that a talented crew member may not be willing to work for free forever. Everyone has to start
somewhere, and that usually means working for free, but as that person's resume and experience grows they'll probably start expecting some form of compensation. It is also common practice to give
projects that are paying first "dibs". This means if you have a hired musician that is working on three projects, two paying and your project isn&#8217;t, then your project may get the least amount
of attention and time. It only makes sense, since these other projects are willing to put forth cash for his time and energy. This also applies to the amount of money offered. How would you split
your time between two projects: one paying $500 and one paying $12,000? Most people would do more focus towards the higher paying project.</p>
<p class="c1">Rates</p>
<p>Make it a priority to know the industry standards! This is important for both the company and the freelancing crew member. I find a formula works best when working with companies. Having a set
formula will show the company that you&#8217;ve thought things through and have a system. It will also allow them to estimate how much material they can afford to purchase from you. I&#8217;ve
actually had a company opt for more material because they could afford it. For example you can state:</p>
<p>"$20 per each model generated. $10 for each background."</p>
<p>"$20 per each level designed."</p>
<p>"For each minute of audio created, I charge $40."</p>
<p class="c2">(These rates are just examples that I thought up. For accurate rates with today&#8217;s industry standards, do some research before setting your formulas.)</p>
<p class="c1">Exclusive Rights</p>
<p>I do quite a bit of consulting and I tell everyone I work with that exclusive rights <i>always</i> cost money. If you're a freelancer, never let a company have exclusive rights to your content for
free. It is also important for companies to understand common practices as they relate to rights. It is standard in the industry to charge <i>10 times</i> the normal rate for exclusive rights. This
is fair because exclusive rights means the creator is giving all of the rights to the buyer. This means the buyer can use the content as much as they want without paying any royalties or other fees
to the creator. Since this is the only time the creator can profit from their content, they should make sure they get a fair amount.</p>
<p>For the sound designers out there: Unless it is a highly customized and unique sound effect, I usually only offer non-exclusive rights for sound design.</p>
<p class="c1">Funding</p>
<p>Use your funding well and be conservative with it! I was on a team once that got $50,000 funding for the game. The team was ecstatic! This was for a MMO that had great promise. The CEO then
decided to rent out an office building when the team was still spread all over the US and working remote. Then he also decided to get a server farm of 20 computers. These two choices ended up costing
the company $1100 per month. Meanwhile the employees were not getting paid at all. Months pass by and the funding runs out, the game is still far from even beta testing and the CEO had to start
funding it himself. Now the game is still not finished, no funding in sight and the CEO is just about broke. Meanwhile the office building only has two people in it: the CEO and his secretary and the
server farms are completely empty. Any employees that voiced any concern about the status of the game or company was labeled as negative and was either ignored or removed from the team. Not a good
business plan for success!</p>
<h1>Some Final Thoughts</h1>
<p class="c1">Be Realistic</p>
<p>Know your limitations and do your best to plan out a project that will not surpass them. I&#8217;ve lost count of how many new projects claim to be the &#8220;next, most amazing MMORPG for the
Xbox360!!!&#8221; Most of the time if you dig a little deeper into the post you&#8217;ll learn that this is a three-person crew that have no funding and cannot offer any compensation to the crew.
Odds are this project will be dissolved in two months and never see the finish line. It sounds harsh, but there is so much that goes into game development, not to mention next gen development that
most teams require a full time crew of at least 30 people with a big budget. Many indie teams are part-time and have little or no budget to work with.</p>
<p class="c1">Baby Steps to Greatness</p>
<p>Lets say that you still have your heart set on making an amazing game for next gen consoles. Notice I didn&#8217;t say it was impossible! It is a much better track to make several games before
your dream project. Create some interesting, creative and <i>original</i> games and market those. Make the projects appropriate for a small crew and get a solid track record of several completed
projects. Having finished, published material speaks volumes more than just a game idea. To put it bluntly, many teams can have great ideas&#8230; very few can follow through and make the ideas
reality.</p>
<p class="c1">Learn to Think Like an Investor</p>
<p>This point actually dove tails the previous one, but shows why taking baby steps is so very important. Lets say you have to invest your life savings of $50,000 into one of two projects. You have
no choice; I&#8217;m pointing a gun to your head. :)</p>
<p>Choice one: Three man crew, no funding, no games completed. A few art samples.</p>
<p>Or</p>
<p>Choice two: Three man crew, small funding (roughly $10,000), have completed and published (available for download) three casual games, have screenshots and demo levels ready to play.</p>
<p>Which project feels more stable, more like a safe bet? After all, investing is a risk and an investor wants to pick the project with the best odds of success. What you want to do is have the best
presentation of your project out there. Give a solid track record and you can start to land bigger contracts and get funding. It will be easier to make baby steps and <i>prove</i> yourself (or team)
before trying to make a huge project from the get-go.</p>
<p class="c1">Be Professional</p>
<p>In everything that you do, always recognize that it will come back to your reputation. Don&#8217;t take things personally, take them objectively. If someone doesn&#8217;t like your game,
don&#8217;t get angry ask them why they don&#8217;t like it. Perhaps they have some valid reasons why they didn&#8217;t like it. Maybe these reasons could be tweaked and make the overall game a
better experience. If you act professional, always try to learn more and work really hard you can go far in this business.</p>
<p class="c1">Be Prepared</p>
<p>This applies to both companies and freelancers, always be prepared. Always have a demo ready to go and keep your resume updated. These kinds of jobs pop up quickly and get filled even faster. It
is no fun to scramble and throw together a last minute demo reel for a job opportunity. Odds are the demo reel will not be as up to date; it will take you longer to put to together and will probably
stress you out. Having something ready to go at all times just makes it easier.</p>
<p class="c1">Understand IP and Copyright Laws</p>
<p>We&#8217;ve all see projects from &#8220;newbies&#8221; that want to remake Zelda or making another Dragon Ball Z game. Do some research and read up on copyright laws. It is important to
understand that even if you&#8217;re making a free game the companies that own the rights to these franchises can (and usually will) seek legal action. This is a fight that you don&#8217;t want to
get into and <i>will not</i> win! If you have your heart set on making one of these games, it is always best to write the company and ask for permission to make the game. They may say yes, but odds
are they&#8217;ll say no.</p>
<p>I&#8217;ve found if a game is part of an on-going series, about to be made into a movie or selling really well then the odds is very high that you&#8217;ll not be allowed to remake or use the
franchise. If it is a game that is quite old (more than five years at the least) and has no sequels or movie rights then you <i>might</i> have a chance at it. It is always better to ask first before
getting a cease and desist letter from the company lawyers!</p>
<p>I hope that helps, now go make some great video games!!</p>
<p class="c2">Nathan Madsen is an active composer and sound designer with over 75 credits in various forms of media. His work has been used in video game, anime (both TV, film and DVD) and other
production projects. He also teaches a college class &#8220;Audio in Video Games&#8221; at DeVry University. His music can be heard at: <a href=
"http://www.madsenstudios.com">www.madsenstudios.com</a></p>

]]></description>
		<pubDate>Fri, 15 Jun 2007 11:50:00 +0000</pubDate>
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		<title>Lessons from a Full Sail Game Design Failure</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/lessons-from-a-full-sail-game-design-failure-r1879</link>
		<description><![CDATA[Lessons from a Full Sail Game Design Failure<br />
by <a href='mailto:gamer@programmer.net' title='E-mail Link' class='bbc_email'>by Jeremy Powlick</a><br />
<br />
 [Disclaimer: Keep in mind, what I am about to divulge is my experience, my biased viewpoint, and mine alone. You may glean whatever amount of information you like from this article and then dispose of the rest. I do not take full responsibility for the article's accuracy. This is, in part, because Full Sail updates their degree programs to keep pace with the ever-changing entertainment industry. I will not include every class I took either. It is too tedious to cover and too boring to read.<br />
<br />
 If you see any errors of improper English, punctuation, and/or misspelling, please feel free to <a href='mailto:gamer@programmer.net' title='E-mail Link' class='bbc_email'>email me</a>. I also <a href='mailto:gamer@programmer.net' title='E-mail Link' class='bbc_email'>welcome questions</a> about this article and my experiences at Full Sail.<br />
<br />
 Bottom Line: My effort and aim, however biased, is to provide a balanced opinion, so that others considering the school can see the pros and cons of attending Full Sail more clearly. With that said, let's move on.]<br />
<br />
 <br />
<strong class='bbc'>The Goal, The Dream</strong><br />
 $40,000. What would you buy with that amount of money? A new car? Put a deposit on a home? Aquire an arcade? Use it to make a few friends? Well, for me, I decided that I wanted to borrow this amount for an education in game development, my childhood dream.<br />
<br />
 Over several years I grew weary of working jobs that had little to no creative input, let alone a dead end career path. So my search began. This was during 2000, when schools specializing in game design and/or development were scarce. (Now they are <a href='http://www.gamasutra.com/php-bin/companies.php3?cat=153138' class='bbc_url' title='External link' rel='nofollow external'>popping up</a> <a href='http://www.igda.org/breakingin/resource_schools.htm' class='bbc_url' title='External link' rel='nofollow external'>all over the place</a> like a teen with pimples.) The only game development school I heard of, at that time, was the Nintendo-endorsed, <a href='http://www.digipen.edu' class='bbc_url' title='External link' rel='nofollow external'>Digipen</a>; and they were on the other side of the US.<br />
<br />
 Nonetheless, I sent in the Digipen application. And sure enough, I was rejected (rightfully so, I may add). This was largely due to my 1.77 grade point average in high school. And particularly so, with my passable but poor math grades.<br />
<br />
 You see, during the last two years of high school, I didn't care. I only did enough to get by. In fact, my senior year could have been considered my "snoozing year" due to all the study halls I opted to take. Let this be a <strong class='bbc'>strong forewarning</strong> to all college incumbents. Do well in high school! Good grades and appropriately chosen classes will set you up for career success later on.<br />
<br />
 "Now what am I suppose to do?", I thought. So I emailed the school back. Digipen then referred me to another learning institution for which I may apply. "Full...what?", I thought as I clicked on the hyperlink. <a href='http://www.fullsail.com' class='bbc_url' title='External link' rel='nofollow external'>Full Sail Real World Education</a>. Clicking my way through the flashy Flash website, I found a phone number, and opted to call them for information.<br />
<br />
 About 8 months later, and many questions answered from their congenial administration, I visited the school in Winter Park, Florida. The presentation they put on knocked my socks off! The school was unconventional, and VERY "cool"! I met some wonderfully talented individuals (not to mention some very pretty women). Of the people I met, two in particular actually worked in the gaming industry at one time. Even my usually critically reserved friend was enthused and unexpectantly gave a resounding two thumbs-up. "This is the school!" I exclaimed to myself, especially since all I needed was a high school diploma or GED (and, of course, $tudent loan$) to be accepted.<br />
<br />
 For several years, I longed for a creative educational environment outside the staunch traditionalistic, behind-the-technology-curb colleges. An environment that allowed me to be around other like-minded individuals, who wanted to make video games for a living. Little did I fully realize, at the time, Full Sail provided all of this, but I was also about to be tested like never before.<br />
<br />
 <br />
<strong class='bbc'>Testing One's Mettle</strong><br />
 Full Sail, you see, runs 24 hours a day, 7 days a week. Classes can be at anytime, on any given day. Being that this is a 15-month, Game Design and Development Associate's Degree course, they cram as much into it as they can. For example, you are given one month to learn post-algebra 2 subjects such as trigonometry, linear algebra, and geometry. And the next month you dive right into thirty days of physics using that math learned from the previous month. From the ground up, they teach you most of the C++ language and its object-oriented facilities in a 2-month span. Thereafter, you are to learn the Win32 environment and MFC in one month. If you haven't already guessed from these few examples, yes, it is intense.<br />
<br />
 <br />
<strong class='bbc'>My Experience</strong><br />
 After 3-4 months of general, very fun-filled, and very easy classes based on topics such as audio, animation, video games, computers, and the internet, our class then split up into our degree specific programs. The audio students go learn audio. The animation students go learn animation, etc. You get the point.<br />
<br />
 This is where heat was on. Physics and Math was my first challenging degree specific class out of "mini-education", and my first wake up call.<br />
<br />
 Simply put, I failed.<br />
<br />
 Why? I didn't touch any algebra, let alone any advanced math for several years after graduating high school. And what you do not use, you lose. I even had forgotten, embarrassingly enough, some of the basics of algebra 1 and algebra 2. So as they were pouring on the post algebra 2 topics, I was scrambling to catch up.<br />
<br />
 In addition, I had never before taken physics. My mathematical foundation of understanding was weak. Since physics was based on the post algebra 2 math in the previous month, I hardly understood any physics concepts.<br />
<br />
 Nonetheless, I asked many questions, did my work, attended extra one-on-one lab sessions, and passed the second time through.<br />
<br />
 [Note: Full Sail, fortunately, allows you to retake any class the second time for free just as long as you graduate within the maximum time frame of the degree program. (Which is about 22.5 months max.) Point being, though this is helpful, I strongly discourage anyone from abusing this policy. More time spent here equals more money to be paid off later. Plus, you are left to make new friends as most of your old class moves on without you.]<br />
<br />
 The next class was C++. I failed twice.<br />
<br />
 Why? In high school, I took up BASIC programming out of curiosity and eventually my loving interest grew to disinterest. I never touched any programming language after that. Two months to learn C++ was a bit too speedy for me.<br />
<br />
 The C++ instructor and his lab assistants were very helpful though, exhorting me when my code was not up to snuff, and congratulating me when I finally passed.<br />
<br />
 The class that I broke myself against was Fundamentals of Windows Programming. Learning to adapt to the Win32 environment, using the Graphics Device Interface, and learning how to use Microsoft Foundations Classes in one month was a bit too thick of a cold milkshake for my mind to swallow without having a brain freeze.<br />
<br />
 While failing FWP, I realized it was time for me to count my losses, take my gains, and move on to a college that goes at a slower pace. Colleges offer a more thorough examination of computer science subjects. And that fits my perfectionistic learning style hand in glove. Figuring that I only had 1 to 2 months of "failing time" left before being kicked out of the degree program, and my apartment lease was up soon, it was a good time as any to pack up and move back home. If I was having this much of a struggle midway through the degree course, I was not likely to make it through. Upon graduation, at best, I would be just a junior "hack" programmer, not a professional ready to take on a competitive job market.<br />
<br />
 <br />
<strong class='bbc'>Lessons Learned and Summary</strong><br />
 A little over a year since starting Full Sail, I find myself a smidge older, a tad wiser, and moderately more well-informed. Overall, I have found that my stay at Full Sail was worthwhile.<br />
<br />
 Though if I had the opportunity to do it again, I would have gone to college first, graduate with a bachelor's degree, then and only then specialize in game development. It would have lessened the otherwise STEEP learning curve. I put the cart before the horse, as the tried and true cliche' goes.<br />
<br />
 Summing up, I hope this article has helped you to aquire a few insightful distinctions in your educational pursuits. Full Sail is not for everyone. In fact, about half of the students or more who go through Game Design and Development drop out. Of the success stories, most have had previous programming and advanced mathematical experience either on their own or through college.<br />
<br />
 Speaking of college, I'll be paying off this $40,000 debt for a few years before I even attend another educational institution. Consider the cost vs. the likelihood in attaining the degree. And <a href='http://www.ameridebt.org/' class='bbc_url' title='External link' rel='nofollow external'>consider it well</a>.<br />
<br />
]]></description>
		<pubDate>Tue, 11 Feb 2003 10:23:03 +0000</pubDate>
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		<title><![CDATA[The &#34;Being a Game Programming Newbie&#34; H...]]></title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/the-being-a-game-programming-newbie-h-r1659</link>
		<description><![CDATA[<span style='font-size: 18px;'><strong class='bbc'>Introduction</strong></span><br />
<br />
I will be honest with you: I am getting sick of your average newbie. "What books should I get?" "How long until I can make _______ (famous game name)?" "I want to make an RPG!" "Tell me how to make a game!" Well kids, those might be questions that you have, but don’t go up to a respected programmer and ask them any of the previous… Well, unless you feel like being laughed at and made fun of.<br />
<br />
 Basically, all of these people you see, making the "big games." Yeah well, those people didn’t get there by using "RPG Maker," or "Klik and Play." They put some serious work into learning a computer programming language (C, C++, Assembly, Visual Basic, etc…). Then when they had a language down pat, they put some more serious work into learning an application programming interface (more commonly known as an API) with two of the most famous being OpenGL and DirectX. So, if you are interested in doing some serious reading, learning, and listening, you too can be on the road to making the next "big game," but it's not easy. This article is not going to teach you how to program, but it will give you the right steps to becoming a good programmer.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>A Language</strong></span><br />
<br />
There is no set "best language," though most of the industry either uses C, C++, or a mix of the two. Most people say that you should learn C before C++, though I tend to disagree. I learned C++ with no prior programming experience, except for some BASIC about 4 years before I started. I prefer C to C++ however, I like how easy it is, and how fast it is. Perfect for game programming. But whatever floats your boat will work. Here is some recommended reading for C++ readers in order of difficulty:<br />
 <ul class='bbc'><li>The Waite Group’s C++ Primer Plus by Stephan Prata</li><li>The Waite Group’s Object Oriented Programming in C++ by Robert LaFore</li><li>Thinking in C++ by Bruce Eckel (this is more for programmers who want to convert from C to C++, it has some interesting coding tips for C++ coders too</li><li>Effective C++ by Scott Meyers</li><li>More Effective C++ by Scott Myers</li><li>The C++ Programming Language by Bjarn Stroustrup (C++’s creator)</li></ul> And for those interested in learning C:<br />
 <ul class='bbc'><li><a href='http://www1.fatbrain.com/asp/BookInfo/BookInfo.asp?theisbn=0789722399&from=DFN481' class='bbc_url' title='External link' rel='nofollow external'>C by Example</a> by Greg Perry</li><li>The C Programming Language by Brian Kernighan and Dennis Ritchie</li></ul> Those are the only two books for C that I have heard good results from. I am not saying that there aren’t any other good C books out there, but I have heard good things about them.<br />
<br />
 Once you have read up, and practiced your language of choice for about 3-4+ months, I want you to try to program a complete text game. It can be any type of game. And you must implement the following features: structures/classes (for C/C++ respectively), file input/output, pointers, game logic, all original code, and if you are doing C++, you might want to practice some of the more complex class techniques such as Polymorphism, Inheritance, Abstract classes, virtual functions, etc…<br />
<br />
 Once you have created a game, and had no problems what-so-ever, you are ready to now move onto Windows programming.<br />
<br />
<br />
<span style='font-size: 18px;'> <strong class='bbc'>Windows Programming</strong></span><br />
<br />
Windows programming can seem a bit daunting at first, but trust me, once you read for a while, and are able to recognize all the functions, you will be fine. And, to keep consistent, here is some recommended reading for you. The choices are a wee bit thin, but these are great books:<br />
 <ul class='bbc'><li>Tricks of the Windows Game Programming Gurus by Andrè LaMothe</li><li>Windows Game Programming for Dummies by Andrè LaMothe</li></ul> Wide variety of choice for the authors, eh? Well, the Dummies version of the book is basically a "lite, diet, whatever you want to call it" version of the Gurus book. These books both provide extensive coverage of Windows programming, and meanwhile making it fun to read too!<br />
<br />
 Once you have the basics of making a window down (hehehe… ), it's time to move on to Windows' Graphics Device Interface (GDI). The GDI is basically a really great "API" for business applications, or other apps that don’t require extreme speed, or sound at all. You should learn how to use it anyway though, because it gives you some insight on moving into the API of your choice. It is perfect practice, and also gets you used to graphics programming. For this "exercise" I would like to see you make a Pong, Tetris, or similar game of your choice. Have fun.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>The Dark, Scary World of APIs</strong></span><br />
<br />
MWAHAHAHA! Okay sorry, I feel better now. This is where things start to get really fun. <img src='http://public.gamedev.net/public/style_emoticons/default/happy.gif' class='bbc_emoticon' alt='^_^' /> This is where one of the bigger choices comes down to. You basically have a choice of two major APIs. DirectX, which has 2D, 3D, Input, Sound, Music, and Internet Support) or OpenGL (which is absolutely perfect for 3D games. Quake was made in OpenGL, and if you haven’t heard of Quake, how on Earth did you find this article?). It isn’t really that much of an Earth-shattering decision. More of matter of preference. You will probably be learning some parts of DirectX no matter what though (another example of Microsoft’s strangle hold on the world), as OpenGL doesn’t have and Input, Sound, or Music support. And though OpenGL is made for 3D, it can also be used in 2D, though it’s 2D capabilities are not as great as DirectX’s DirectDraw for 2D.<br />
<br />
 I may sound pro DirectX up there, but DirectX also has its share of flaws. First of all, it is incredibly hard to learn, and master. I have read <em class='bbc'>Tricks of the Windows Game Programming Gurus</em>’s section about DirectDraw about 7-8 times, and I still don’t get it. In fact, as I type this I just printed out 37 pages of the DirectX SDK help file to learn from. The absolute best book on DirectX in my opinion is LaMothe’s TOTWGPG by far. It is also my game programming "bible" for many things, such as AI, and physics.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>Conclusion</strong></span><br />
<br />
It's that time to say good-bye kiddos. By now, you should be a Window’s expert (can we say oxymoron?) and should be moving your way into DirectX or OpenGL. Feel free to mail me at any time. It can be about this article, future requests for articles, some progress you have made, a section of code you would like me to check out, venting about how your dog died… My address is <a href='mailto:ShiningKnight7@hotmail.com' title='E-mail Link' class='bbc_email'>ShiningKnight7@hotmail.com</a>. I really don’t care what its about, I just love to hear from people!<br />
<br />
 And if you get anything from this article, anything at all: please, don’t ask dumb questions, expecting to get smart answers. Most questions aren't dumb, but if you want to hear some dumb ones, just re-read the opening paragraph in this article. Happy coding!]]></description>
		<pubDate>Fri, 18 Jan 2002 11:01:36 +0000</pubDate>
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		<title>Gaining Entry to Game Development</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/gaining-entry-to-game-development-r1658</link>
		<description><![CDATA[Every gamer at one time or another wants to develop a game as big as the one they are playing. If you are not familiar with the game development community, it is very hard to find the resources you need and <em class='bbc'>get</em> familiar with the industry. If we have more informed beginners, the industry and, most of all, the independent game developing community, will thrive. After reading this article, my goal is that you will know what path you are going to try to take and how to take it successfully.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>What would you like to do?</strong></span><br />
<br />
This part of the article is very important. Game development is a very hard business. Nights are missed, days are full and money is lost. If you are not doing something you are enjoying, there is no point in even starting. There are many different sections in game development. There is programming, art, music, design, managing. I made these categories very broad so you can research more on each section later.<br />
<br />
 Programming is, to me, what makes a game. It takes every other section and implements into a 'engine' which is made to support all parts of the game. Artificial intelligence is programmed, graphics are rendered, music and dialogue heard, numbers crunched and environments created and destroyed. Programming can take away your life or enhance it to the fullest. Money is definitely to be made in this black art of game development and these skills can be used (and should be) in programming out of game development.<br />
<br />
 Art can make or break a game just as much as programming. You must be creative, open-minded and willing to redo anything you have for the enjoyment of others. Art has many subcategories including, GUI (graphical user interface), 3D modeling (the actual characters, weapons, buildings and anything else you see), texture art (the 'textures' you see on these weapons which paint them) and animation (moving everything you have just seen in a realistic fashion).<br />
<br />
 Music is in the game development world to set the mood for games. If you were playing Metal Gear Solid and heard *NSync playing in the background, it sure would lose the tension it once had, wouldn't it? A musician or sound technician must also be creative and be able to create an environment just like the artists of the company will do.<br />
<br />
 Design may not take many technical skills but you must know the game industry and development process inside out to be good at this. Our lead designer/3D modeler at Silverlime Studios studies books/articles on game design, researches games and knows what to do in every situation to create a game that we hope will be original and show his designing talents. Design can be very fun but can also be a very stressful job that goes on without end. A typical design document is at least 50 pages long and describes every menu, mission, item and action along with every other game component. A good design document should get the whole development team excited about the game.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>The tools you will need</strong></span><br />
<br />
If you are looking to be a programmer, you will definitely need a lot of books or be able to sit at the computer for hours at a time. The first thing you should get and be familiar with is a compiler/IDE which is where you will actually program the game in and compile it into a .exe file with resource files like models/music/icons. I recommend Visual C++ 6 from Microsoft. If you *really* hate Microsoft, there are other options like Codeplay's VectorC which is made specifically for game development.<br />
<br />
 There are two main ways to go when you are programming: the OpenGL and DirectX ways. For all the Microsoft haters out there, OpenGL is the way. OpenGL can also be the way if you don't want to learn all the Microsoft-specific code which can be a killer.<br />
<br />
 I personally use OpenGL to program, along with C++. I have never had the time or guts to learn MFC or anything I didn't learn while programming in DOS. There are many tutorials on the internet for those of us learning to master this language and this really helps.<br />
<br />
 Art can be a very expensive hobby when in game development. To develop a GUI, you will need a great 2D art program such as Adobe Photoshop v6.0. This costs $609.00 US currently but it is all that you need. I use Adobe Photoshop for all my 2D graphics development which I use for web design, GUI's and just when I want to be creative. If you want the free option, use Microsoft Paint, it doesn't produce as stunning graphics but does the job.<br />
<br />
 A great 3D modeling program used by almost all professionals is 3DS Max by Discreet Software. The software is very expensive but it is definitely the best out there. Discreet Software also makes a free 3D modeling program which is great for beginners called GMax. It is something to definitely look into and all you have to do is register.<br />
<br />
 Music is something I am less familiar with. You will need more hardware than with any other part of game development because sounds are recordings of sounds, with changes made using software. A good recording studio software package is key and will put you up at the top because having some great tools is a <em class='bbc'>huge</em> part of this profession.<br />
<br />
 For design, getting a word processor such as WordPad is good enough. You and your team should use a private forum to discuss ideas because it saves the data and allows for thoughtful posts.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>The production process</strong></span><br />
<br />
You may be thinking that it is a bit too early to be mentioning this but it is great to know what is going to be happening before you get into it. The first job that will be really effective in the process is the designer(s). I am breaking the process down into steps, read on below:<br />
<br />
<strong class='bbc'> 1) Design</strong><br />
 <ul class='bbc'><li>The designers meet (over the internet or in person) and get a feel for the game</li><li>A design document is written</li><li>Explains every aspect of the game including menus, items, actions, the world etc.</li><li>Shown to all members of the project for review and editing</li><li>A final design doc should be written</li></ul><strong class='bbc'> 2) Technical Document</strong><br />
 <ul class='bbc'><li>All the programmers (and others, if necessary) should read the design document together</li><li>Explain what the engine is going to be like and how it is going to implement the design</li><li>All the code should be broken down so it is able to be easily understood</li></ul><strong class='bbc'> 3) Engine Development</strong><br />
 <ul class='bbc'><li>Programmers will be working very hard at this point</li><li>Program every important aspect of the game (graphics, sound, input, output, terrain etc.)</li><li>Usually called the 'framework', the first version should include everything for an alpha</li><li>Keep as bug free as possible and test everything one step at a time</li></ul><strong class='bbc'> 4) Initial Art</strong><br />
 <ul class='bbc'><li>A simple GUI should be created</li><li>Models needed for an alpha release created</li><li>Nothing needs to be 'final' art</li><li>These should prove what the engine can do</li><li>Excite the team even more (no screenshots on the internet, yet!)</li></ul><strong class='bbc'> 5) Sound</strong><br />
 <ul class='bbc'><li>Intro music to set the tone</li><li>Nothing final or time-consuming</li><li>Just create a semi-realistic world for the alpha</li></ul><strong class='bbc'> 6) Beta</strong><br />
 <ul class='bbc'><li>After the alpha release is perfected</li><li>Add most if not all levels of the world</li><li>Almost all final art should be completed</li><li>Sound should be complete or very close to completion</li><li>As bug free as possible</li></ul><strong class='bbc'> 7) Testing</strong><br />
 <ul class='bbc'><li>Release the beta publicly or privately for a beta release</li><li>Bugs should be able to be reported easily</li><li>Get skilled gamers and preferably people who know about the game dev. industry</li></ul><strong class='bbc'> 8) Final Release</strong><br />
 <ul class='bbc'><li>All bugs should be out</li><li>Everything perfected and the full team excited</li><li>Publisher contacted and ready for distribution, whether online or on shelves</li></ul> This process takes most studios between 6 months and 3 years so do not try to rush it. Keep the team excited and working fairly hard at all time because if the team is not excited, they will not produce their best-possible work and the game will fall apart right before your eyes.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>A step-by-step guide to your game development profession</strong></span><br />
<br />
 <ul class='bbcol decimal'><li>Programming<ul class='bbcol decimal'><li>Choose a compiler/editor/debugger<ul class='bbcol decimal'><li>Dev-C++ for Windows, <a href='http://www.bloodshed.net/devcpp.html' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Octopod C++ for Windows, <a href='http://www.octopod.net/Octopod/trial/octopod_trial.htm' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Rhide for Linux, <a href='http://www.rhide.com/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Glimmer for Linux, <a href='http://glimmer.sourceforge.net/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Borland C++ for Windows, <a href='http://www.borland.com/bcppbuilder/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>CodeWarrior, <a href='http://www.codewarrior.com/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Visual C++ 6, <a href='http://www.microsoft.com/catalog/display.asp?subid=22&site=755&x=50&y=11' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li><li>Learn C++<ul class='bbcol decimal'><li>CPlusPlus.com Tutorial, <a href='http://www.cplusplus.com/doc/tutorial/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>CodeWarrior University, <a href='http://www.codewarrioru.com/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Cprogramming.com, <a href='http://www.cprogramming.com/tutorial.html' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li><li>OpenGL or DirectX<ul class='bbcol decimal'><li>Microsoft DirectX 8 SDK, <a href='http://download.microsoft.com/download/win2000pro/dx8asdk/8.0a/W9X2KMe/EN-US/DX8a_SDK.exe' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a><ul class='bbcol decimal'><li>Learn DirectX 8<ul class='bbcol decimal'><li>Mr. Snow DirectX 8 Column, <a href='http://www.vvsu.ru/dkcsc/dxgp/rgd_articles_e.asp?s=columns&art=mrsdx8_0000' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>3D-Graphics, <a href='http://www.3d-graphics.cc/categories/tutorials/programming' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li></ul></li><li>OpenGL, <a href='http://www.opengl.org/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a><ul class='bbcol decimal'><li>Learn OpenGL<ul class='bbcol decimal'><li>NeHe Productions, <a href='http://nehe.gamedev.net/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>GameDev.net OpenGL, <a href='http://www.gamedev.net/reference/list.asp?categoryid=31' class='bbc_url' title=''>Click Here</a></li><li>OpenGL SuperBible, <a href='http://www.starstonesoftware.com/OpenGL/opengl_superbbile.htm' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li></ul></li></ul></li></ul></li><li>Art<ul class='bbcol decimal'><li>Choose your category<ul class='bbcol decimal'><li>3D Modeling & Animation<ul class='bbcol decimal'><li>Choose your software<ul class='bbcol decimal'><li>3ds Max, <a href='http://www.discreet.com/products/3dsmax/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Gmax, <a href='http://www.discreet.com/products/gmax/gmaxconsumer/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Milkshape 3D, <a href='http://www.swissquake.ch/chumbalum-soft/ms3d/index.html' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li><li>Learn It<ul class='bbcol decimal'><li>3D Workshop, <a href='http://www.webreference.com/3d/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Photo Realism Tutorial, <a href='http://www.esat.kuleuven.ac.be/%7Epollefey/tutorial/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>NeverWinter Vaults, <a href='http://nwvault.ign.com/dm/modeling/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li></ul></li><li>Texture Art<ul class='bbcol decimal'><li>Choose your software<ul class='bbcol decimal'><li>Adobe Photoshop, <a href='http://www.adobe.com/store/products/photoshop.html' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Adesign, <a href='http://download.cnet.com/downloads/0-10077-100-6941572.html?tag=st.dl.10001-103-1.lst-7-9.6941572' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Microsoft Paint</li><li>CorelDraw, <a href='http://www3.corel.com/cgi-bin/gx.cgi/AppLogic+FTContentServer?pagename=Corel/Product/Details&id=CC1IOY1YKCC' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Corel PhotoPaint, <a href='http://www3.corel.com/cgi-bin/gx.cgi/AppLogic+FTContentServer?pagename=Corel/Product/Details&id=CC10TMK03AC' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li><li>Learn It<ul class='bbcol decimal'><li>Designs by Mark, <a href='http://www.designsbymark.com/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Phong, <a href='http://www.phong.com/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li></ul></li></ul></li></ul></li><li>Music<ul class='bbcol decimal'><li>Choose your software<ul class='bbcol decimal'><li>Cakewalk Pro Audio 9, <a href='http://www3.corel.com/cgi-bin/gx.cgi/AppLogic+FTContentServer?pagename=Corel/Product/Details&id=CC10TMK03AC' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Cakewalk Home Studio 9, <a href='http://www.kraftmusic.com/catalog/software/pcsoftware/index.asp?product=927' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Steinberg Cubasis PC, <a href='http://www.kraftmusic.com/catalog/software/pcsoftware/index.asp?product=1455' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li><li>Choose your hardware<ul class='bbcol decimal'><li>Lexicon Core2, <a href='http://www.kraftmusic.com/catalog/software/pcaudiohardware/index.asp?product=442' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>M-Audio Audiophile 24/96, <a href='http://www.kraftmusic.com/catalog/software/pcaudiohardware/index.asp?product=1222' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li><li>Get familiar with it<ul class='bbcol decimal'><li>Record sounds, edit and see what happens</li><li>Create sounds from scratch</li><li>Try to recreate other effects</li></ul></li><li>Download sound effects<ul class='bbcol decimal'><li>Stonewashed, <a href='http://www.stonewashed.net/sfx.html' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li><li>Sound Ideas, <a href='http://www.sound-ideas.com/' class='bbc_url' title='External link' rel='nofollow external'>Click Here</a></li></ul></li></ul></li></ul><br />
<span style='font-size: 18px;'><strong class='bbc'>Recap</strong></span><br />
<br />
I hope you have chosen your path to entering the game development industry. I have left some more confusing paths in the dark as to keep this simple for those of you like I was, just a while back. We all need something like this at one point or another.<br />
<br />
 Whether you make it as a programmer, designer, artist or sound technician, game development can be the best thing that has ever happened to you. There are great rewards and some great people and communities.<br />
<br />
 Each profession/hobby has its benefits and you will find those out. It is best to do this early so why not try them all. There will be one that you catch on to and, before you know it, you will be applying to a game development studio; whether it be a virtual development team or a giant game development studio in your city.<br />
<br />
 <em class='bbc'>Brock Ferguson,<br />
</em><em class='bbc'>brock@lonegamers.com</em>]]></description>
		<pubDate>Fri, 18 Jan 2002 10:56:47 +0000</pubDate>
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		<title>So you wanna work in a startup?</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/so-you-wanna-work-in-a-startup-r1271</link>
		<description><![CDATA[A few years ago, there was an ad asking for lawyers, but it didn’t provide a name or address, just a fax number. And there was a good reason for that. The person who placed it was not a lawyer but was running an illegal law practice which specialized in scamming refugee claimants, while his sons were involved in gang activities. So any lawyer who worked for him might have been charged by the law society.<br />
<br />
 In my commercial-law work, I have seen the dirty tricks used, not just in business dealings but also in employment practices. For instance, I have found that, if a salary is "competitive", it pays as low as other places; if there’s "room for expansion", there’s not enough work so you have to bring your own; and, if it’s a "good opportunity", you get the chance to create your own Fortune 500 company while your boss takes his cut. Of course, these words and phrases do not mean there’s something shady going on. In today’s high-tech world, a competitive salary can mean that they will beat the offer made by any company anywhere, and a good opportunity can really mean the chance to make a lot of money. So, if you’re looking for a job, you should keep in mind that not everything is a scam.<br />
<br />
 But you should still be careful, because, even in the booming software industry, predators are lurking around to trap the unwary. When you look for a job, you should keep some things in mind. For instance, did the employer give his name? If not, why not? Does he place the same ad every few months? If so, why? And, during the interview, does he avoid talking about your salary? And does he evade the issue when you bring it up?<br />
<br />
 As I said, none of these can mean the job is bad. Sometimes, they won’t talk about your salary because they want you to bring it up and see what you say. That’s a legitimate tactic. And I know of a prominent divorce lawyer who was looking for help recently, and she did not provide her name - maybe she just wanted some privacy. She certainly had nothing to hide. Still, as I said, these are some things to watch for.<br />
<br />
 There is one thing that will almost certainly say something is wrong, and that’s when they won’t take no for an answer. If, for example, they offered you a job, and you said you wanted to think about it, they may get angry. They may say that you’re not learning to accept responsibility, and it’s high time you got a job, and, if you cannot take risks, you cannot make it in the software industry. And, if you repeat what you said, they will get angry again.<br />
<br />
 Then you should suddenly ask why they are so desperate to make you accept.<br />
<br />
 The more desperate they are, the worse the job is. And you don’t want to work with such people anyway, so don’t bother.<br />
<br />
 And definitely be wary of putting any money down. Quite often, they will want you to give a deposit, perhaps as an act of good faith or to show your commitment. That’s not because they need the cash - after you have handed it over, they will ask you to sign an agreement, so there’s no misunderstanding. You would find there are terms you would probably not have accepted, but, since you’ve already paid, you’ll have no choice. Then they will be asking you to do the dirty work no one wants, and, again, you will have no choice because the money is non-refundable. One lawyer, whom I’ll call Benedict, says it’s good strategy. Other lawyers say this is bad faith, which can be grounds for overturning a contract. And, since Benedict has a bad reputation, I avoid him - I do listen to gossip.<br />
<br />
 I would say that you should wait for a good position. But, sometimes, you can’t get that. I can’t tell you to refuse a bad job, because you may need the money and that job can bring in some minimal income. But the employment situation seems very good now, so you can probably pick and choose.<br />
<br />
 So be fussy, and don’t get caught.]]></description>
		<pubDate>Fri, 05 Jan 2001 00:00:22 +0000</pubDate>
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		<title>How To Get A Job In The Gaming Biz</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/how-to-get-a-job-in-the-gaming-biz-r1264</link>
		<description><![CDATA[<em class='bbc'> Disclaimer: Epic is not the typical company. Information presented here may or may not help you and may not hold true for many other studios out there.</em><br />
<br />
 I've decided to finally write this up to help everyone out. I would have killed for something like this when I was the young guy emailing the developer!<br />
<br />
 Shane Caudle (Art Director) and I see a <em class='bbc'>lot</em> of resumes. And I get, on average, 3 or more emails a day from game industry hopefuls. This document is going to focus on Artists and Level Designers. (I'll talk to Tim and Polge about what they're looking for when they pick out programmers and update this site accordingly.)<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>Foot In Door</strong></span><br />
<br />
There are several main ways “in” that I'm aware of.<br />
 <ul class='bbcol decimal'><li> The first way is through QA. (Quality Assurance, where the games are tested before shipping.) Get a job as a tester and kick ass and you may get promoted to the test lead. From there you may become a producer and continue climbing the ladder. Bear in mind that you probably have to live in a town where there are development studios nearby. FYI, this technique seems to work best at large companies. Small companies tend to outsource their QA.</li><li> The second way is to make cool shit and self-promote. Make a website, and email the various companies that are out there with links to your work. Developers get a lot of email, and nearly every one I know reads it. If someone sends me a link with their portfolio I <em class='bbc'>always</em> take a peek.</li><li> The third way in is via a friend. If you know someone who already works at a company or has a friend at a company then you might have an “in” for QA or having your portfolio looked at.</li></ul> <br />
<span style='font-size: 18px;'><strong class='bbc'>On a Degree</strong></span><br />
<br />
At Epic, having a degree is nice but not necessary. However, at many companies this is very important; it can sometimes be a deal breaker. Often you'll find that the larger the company the more important the degree. A degree shows that you know how to commit to something and <em class='bbc'>finish</em> it. (see “<em class='bbc'>On Finishing</em>.”) It also shows a desire and ability to learn and work hard towards a goal.<br />
<br />
 The standard “recommended courses” include Computer Science and English. Any collegiate activities that involve teamwork are always nice to see. (This shows that you have the ability to work well in a group.)<br />
<br />
 Bear in mind that this industry moves <em class='bbc'>very fast.</em> The years you spend in school are years you may fall behind…<br />
<br />
 I know many folks who are continuing with school while they attempt to get hired at gaming businesses. This would be the route I'd personally suggest for anyone.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>On Finishing</strong></span><br />
<br />
Show the potential employer that you know how to finish something. Starting something is easy; it's the fun part. Finishing a project that you're completely sick of is the hard part. The last 10% of game development is the hardest. <strong class='bbc'>If you're going to remember anything from this document, take away this:</strong> The best developers in this business know how to <em class='bbc'>finish</em> and <em class='bbc'>ship</em>. If you don't have this ability then all of your skills are useless.<br />
<br />
 An artist could show a full, robust demo reel of great content. (seems like a no-brainer, but you'd be surprised at how many people miss this…)<br />
<br />
 A level designer should show at least 6 complete levels. Variety is nice, so the more varied the locales the better.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>Artists</strong></span><br />
<br />
<strong class='bbc'>Portfolio FIRST, Resume SECOND.</strong><br />
<br />
 If you can't produce quality work, then I don't care if you worked at ILM. Working at a place like that does not necessarily mean you made a huge contribution to one of their projects; you may have painted a horn on a CG dinosaur. Show work that you have <em class='bbc'>sole ownership</em> over – “this is a texture map that I worked on with my friend” is a surefire warning symbol for a potential employer.<br />
<br />
 If you want to be an artist, you either get “it” or you don't. You know, the ability to <em class='bbc'>draw</em>, the knowledge of what looks <em class='bbc'>right</em>. You need traditional art skills to understand proportion, color, and composition before you move onto digital or 3d art.<br />
<br />
 Many artists attempt abstract or cartoony characters in their demo reels because they can't build a normal, realistic human being. We can spot these guys instantly.<br />
<br />
 3d artists should post their meshes and work for download in their portfolio, along with screenshots. (We always look for screens <em class='bbc'>first</em>, because they are the quickest way of assessing someone's ability.)<br />
<br />
 Sometimes your older work is not a true representative of your current abilities. Keep an eye out for this in your portfolio and get rid of the shitty work. Your portfolio is as strong as its weakest link.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>Level Designers/World Architects</strong></span><br />
<br />
Make a website with screenshots of your work. If you're looking to work at a company that has licensed technology then you should use that tech to make your levels. Be active in the community. If you're making levels for Unreal Tournament and you want to get hired at an Unreal Engine licensee, post pictures of your levels on UT message boards and get to know folks in the community.<br />
<br />
 Write and post articles about your craft. This shows that you have good written communication skills (excellent for <em class='bbc'>any</em> position) and you have your thoughts cleared out.<br />
<br />
 Remember what I said above about artists leaving their older work in their portfolios. If your earlier levels suck compared to your latest work, take them off of your site! You're only hurting yourself with it if you leave it up.<br />
<br />
 Above all, practice, practice, practice. Don't be afraid to throw out old, crappy work. Maybe even find an existing amateur level designer that you respect and send him your work for suggestions. If you stick with it, you'll get better.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>Design</strong></span><br />
<br />
Few people are ever just hired as Game Designers. They usually work, bite and claw their way to that position.<br />
<br />
 A Game Designer must have excellent writing skills. He must be a good communicator as well, as he's working with the team to design the game. Charisma always helps, as he's frequently the one evangelizing the game to the press and gamers. An introverted designer is an ineffective designer. A game designer should also be well read. (I'm really bad at finding time to read; I'm terrible at this part…!)<br />
<br />
 Above all, the Designer must also play games. This may seem like a no-brainer, but you'd be surprised at the amount of folks in this biz that don't play games. You'd be surprised at the amount of ideas and inspiration you can draw from other titles. Sometimes you'll be struggling with a design problem and the answer could be in another previously released title. By playing this game you can see how the competitors solved the problem and use that as a starting point for your design.<br />
<br />
 If becoming a Game Designer is your ultimate goal, you can help speed up the path several ways. First, get to know a good Designer at the company you're working at. You'd be surprised at what you learn. Second, try your hand at writing game pitches and design documents. You'll eventually start putting game systems and worlds together in your head.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>When You Finally Get Hired</strong></span><br />
<br />
Be easy-going. Game development is not a one-man-show, and you'll be working with many other folks over the course of a couple of years. Your work will be criticized and you'll need to get used to it.<br />
<br />
 Learn how the company works before opening your mouth. You'll be better off in the long run.<br />
<br />
 It is key to be a hardcore gamer, but you must also be well-rounded. A developer that knows what's going on in the real world and has his finger on the pulse of pop culture will ultimately know what feels right and looks good. This gives you a vital sense of perspective.<br />
<br />
 Once you get hired, stick with your first project and see to it that you finish it with the team. I've known many people who have jumped from company to company and never actually shipped a game, and their resumes look like a “who's who” of the gaming industry. I avoid these folks at all cost, as this is the primary indicator of a lack of <em class='bbc'>finishing ability!</em><br />
<br />
 Half of game development is coming up with cool ideas. The other half is figuring out how you're going to accomplish this cool shit with the amount of time and money and people you have. Figuring out the proper tradeoffs is a huge part of the job. Often you hear folks in the community say things like “Why didn't they add <em class='bbc'>this</em> idea? I'm surprised they didn't do it!” Well, you'd be surprised to find out that often the idea was floating around, but time just didn't allow for it.<br />
<br />
 Good luck!<br />
<br />
<span style='font-size: 8px;'> Not © 2000, so feel free to reproduce as you see fit.</span>]]></description>
		<pubDate>Thu, 21 Dec 2000 14:36:20 +0000</pubDate>
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		<title>So, You Have Cool Game Ideas?</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/so-you-have-cool-game-ideas-r1263</link>
		<description><![CDATA[Kenn Hoekstra of Raven had sent this around a while back and I had it sitting on my desktop for a while and I finally decided to post it on my site so I can link to it whenever I receive email from folks who are interested in development and/or have cool ideas. So, without further delay, here it is...<br />
<br />
<hr class='bbc' /><br />
  To be honest, it's very VERY difficult for someone outside a game company to get their ideas past said company's front door.<br />
<br />
For that matter, it's not all that easy to get a game company to look at your ideas if you work for them! There are a number of reasons for this:<ul class='bbc'><br /><li>The "Legal Reasons" that everyone speaks of revolve around legal possession of an idea. Let's say that a company had a similar idea a year ago and they've spent a million dollars or more developing that idea up until this point. The company says, "Sure, I'd love to hear your new, innovative game idea." It turns out the idea is the same as the one the company has been working on for the past year and, when the game comes out, you have a "he said/she said" lawsuit on your hands over whose idea the game was in the first place. That is a hassle that no company wants.<br />&nbsp;<br /></li><li>A lot of people don't understand the fundamentals of the games development business. They don't understand technology limitations, development times, financial concerns or any of the other headaches of developing a new product. Their idea proposals say things like, "You would recreate New York City to scale and have 4 million unique looking and sounding individuals that you can interact with and you can have 500,000 of them on the screen at the same time when you join them in Times Square for the New Year's Eve ball drop. That's when the aliens attack and severely damage the city, so all of the buildings have to be half-destroyed as the city is plunged into chaos and eternal night. Then you and your band of 10,000 resistance fighters lead the charge with 50 different weapons and squad based tactics and the game would toggle between first person, third person, top down and map views" and on and on and on and on and on... You see what I mean? A vast majority of game idea submissions suffer from this problem. I call it "Newbie Ambition." Game Development is mostly about figuring out "what cool stuff you can do in a limited time period with limited cash."<br />&nbsp;<br /></li><li>Another reason for not accepting game ideas is a question of who takes the risk? The game company is spending 2-3 million dollars on the development cycle for the game and, in turn, they are taking all of the risk. Why, then, should they pay someone from outside the company for their game idea when they aren't taking any of the risk? Generally speaking, every game company has more ideas of their own on the back burner than they will ever have time to produce and thus, there's no reason to accept outside ideas.<br /></li></ul><br />
Think of it this way. Everyone at one time or another has tried to write a novel or has had a "great idea" for a novel. How many book publishers will take an idea for a novel if they have to do the writing or pay someone to do the writing? None. Therefore, the people with the ideas have to write the books. How many of them start writing? How many of them actually FINISH the novel? When they're finished, how many get published at all? And of those that are published, how many are published without changes made by the publisher? See what I mean?<br />
<br />
Think of game companies as established entities in the entertainment business. Generally speaking, game companies think they know everything there is to know about gaming because they've paid their dues and worked their way to the top. Just as you won't sell a Star Wars sequel to George Lucas or a spec ops book to Tom Clancy, odds are you won't sell your big idea to a game developer. Sadly, it's just the nature of the business.<br />
<br />
Now, if you DO want to get your idea made into a game, there are a couple of things you can do:<ul class='bbc'><br /><li>Get a job at a game company. If you're on the inside, your chances of getting your ideas noticed or accepted are much greater because most of the legalities disappear.<br />&nbsp;<br /></li><li>Get a team together and make the game yourself. If not the whole game, make a solid, working demo. This will show publishers that you're serious and it will give them something concrete to look at. Game development is a very visual business and it's a lot easier to judge a game idea from a demo than from a piece of paper or a wordy verbal description.<br /></li></ul><br />
It's a great misnomer that game companies (or any companies for that matter) employ "idea people" or think tanks to push the company in bold new directions. Hard work and contribution to a greater goal or the greater good of a company is the only way to get anything done in the business world. That goes for your own company or any company you're working for. Unless, of course, your family owns the company... Then all bets are off on the hard work and contribution part.<br />
<br />
Hope this helps!<br />
<br />
<hr class='bbc' /><br />
  Not © 2000, so feel free to reproduce as you see fit.]]></description>
		<pubDate>Thu, 21 Dec 2000 14:16:29 +0000</pubDate>
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		<title>Game Development Schools Part 1</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/game-development-schools-part-1-r871</link>
		<description><![CDATA[Most of you are probably saying to yourselves "He must be joking, there aren't any game development schools." Well you couldn't be more wrong. There are a few colleges and specialized colleges who have game development programs or just a class or two on the subject. So who am I to give advice on this subject? Well I've personally visited 3 of the Game Development schools in the U.S.A. and Canada. I have also attended a 4 year university, and I have worked in the IT industry for about 2 years. I am currently attending a Game Development School called Full Sail; and I have also researched this subject extensively. So lets get going…<br />
 <ul class='bbcol decimal'><li>Schools? What Schools?</li><li>Digipen | Full Sail</li><li>So what will I learn?</li><li>What about regular college?</li><li>Things to look for.</li><li>Final Thoughts</li><li>School Index</li></ul> <br />
<span style='font-size: 18px;'><strong class='bbc'>Schools? What Schools?</strong></span><br />
<br />
Yes folks there are Game Development Schools. I will provide links to all of the schools I mention in this article in the final section, just in case anyone wants to take a look at them. Currently, there are 2 places in the United States that are offering Full Game Development Programs, and there are a few other 4-year universities that offer either classes on game development, or game development clubs. The two colleges in the United States offering Game Development programs are Full Sail (located in the Orlando area of Florida) and DigiPen (located in Redmond Washington). From what I have seen, both of these schools offer great programs, but they both have advantages and disadvantages of which I will address later. Other 4 year universities such as the University of North Texas offer game development clubs which students can participate in. Canada also has a few schools offering Game Development programs. NAD Centere 's (located in Quebec) Game Design program looks fairly promising. And so doesn't L'Institut d'informatique de Quebec's programs (though you have to read French to see these). There are also 2 other game development schools that aren't even located on this continent. One is called the School of Computing at Middlesex University (located in London U.K.). And Ngee Ann Polytechnic (located in Singapore). All of these schools look quite promising but you'll have to assess them for yourselves.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>DigiPen | Full Sail</strong></span><br />
<br />
I am going to focus on DigiPen and Full Sail here but the info I give can be applied to any of the above schools. Below you will find a listing of what each of the two schools offer.<br />
<br />
<table width="80%" border="1" cellpadding="4" cellspacing="0"><tbody><tr valign="top"><td class="tblhdr"><strong class='bbc'>DigiPen</strong></td><td class="tblhdr"><strong class='bbc'>Full Sail</strong></td></tr><tr valign="top"><td>A 2 Year Associates Degree which will take 2 years to get or a 4 year BS in 4 years</td><td>A 2 year Degree in Game Design which will take 1 year to get</td></tr><tr valign="top"><td>Macintosh/SNES console programming.</td><td>Windows/Linux platform Programming.</td></tr><tr valign="top"><td>Very strict Admissions Policy.</td><td>Very High Quality Development systems (Intergraph, Silicon Graphics, Macintosh etc…)</td></tr><tr valign="top"><td>Cost of attending is fairly cheap.</td><td>Very expensive</td></tr><tr valign="top"><td>&nbsp;</td><td>Operates 24 hrs a day 7 Days a Week.</td></tr></tbody></table>That pretty much sums up the main differences between the schools. Both offer very good and intensive programs. You will work in teams to develop games, and by the end of the program, you will leave with a Demo CD to show your future employers.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>So what will I learn?</strong></span><br />
<br />
Well, these Game Design programs are redesigned every few months because the current industry moves so fast. The educators need to adapt in order to supply the market with quality workers. But here is a list of the classes offered at both DigiPen and Full Sail.<br />
<br />
<table width="80%" border="1" cellpadding="2" cellspacing="0"><tbody><tr valign="top"><td class="tblhdr"><strong class='bbc'>DigiPen (2 year program)</strong></td><td class="tblhdr"><strong class='bbc'>Full Sail</strong></td></tr><tr valign="top"><td>Geometry</td><td>Introduction to Media Arts</td></tr><tr valign="top"><td>Algebra</td><td>General Design Fundamentals</td></tr><tr valign="top"><td>Computer Environment</td><td>Networks and Operating systems</td></tr><tr valign="top"><td>Operating System 1</td><td>C++</td></tr><tr valign="top"><td>High level programming 1</td><td>Physics and Math</td></tr><tr valign="top"><td>Project Introduction</td><td>Digital Technologies and Techniques</td></tr><tr valign="top"><td>Calculus and Planar Analytic Geometry</td><td>Game Interface Design and Theory</td></tr><tr valign="top"><td>Operating System 2</td><td>Rules of the Game</td></tr><tr valign="top"><td>High Level programming 2</td><td>Structure of Game Design</td></tr><tr valign="top"><td>Game Implementation Techniques I </td><td>Real Time 3d Modeling</td></tr><tr valign="top"><td>Project 1</td><td>Multiplayer Network Gaming</td></tr><tr valign="top"><td>Solid Analytic Geometry </td><td>Artificial Intelligence</td></tr><tr valign="top"><td>Calculus 2</td><td>Asset Production</td></tr><tr valign="top"><td>Computer Graphics 1</td><td>The Gaming Project</td></tr><tr valign="top"><td>High Level Programming 3</td><td>&nbsp;</td></tr><tr valign="top"><td>Game Implementation Techniques II </td><td>&nbsp;</td></tr><tr valign="top"><td>Project 2 part 1</td><td>&nbsp;</td></tr><tr valign="top"><td>Computer Graphics 2</td><td>&nbsp;</td></tr><tr valign="top"><td>Computer Networks 1</td><td>&nbsp;</td></tr><tr valign="top"><td>Computer Networks 2</td><td>&nbsp;</td></tr><tr valign="top"><td>High Level Programming 4</td><td>&nbsp;</td></tr><tr valign="top"><td>Data Structures</td><td>&nbsp;</td></tr><tr valign="top"><td>Project 2 part 2</td><td>&nbsp;</td></tr></tbody></table>As you can see both the above programs are quite similar, though DigiPen goes into more detail about the specifics of the classes.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>What about regular college?</strong></span><br />
<br />
Why is it that a little piece of paper can get you through the door at so many companies? Simple - it shows that you have the persistence, the will, and the "Smarts" to make it through college and get a degree. It also shows that your thoughts aren't just limited to computer science because you've had to take classes such as Sociology, Psychology, Philosophy, etc. This makes you a well-rounded person and helps you fit in better in the workplace. So by no means am I telling all you wonderful people to drop out of college or go to any of the Game Degree schools right out of high school. Large Corporations like to see that their employees are educated and often require at least a B.S. in some field before they will hire you. So it may be a good idea to get a 4-year degree, and then go to a Game Development school if you can't find a way into the industry.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>Things to look for…</strong></span><br />
<br />
Here I am going to talk a little bit about things you need to take into consideration before deciding on a school.<br />
 <ul class='bbcol decimal'><li>Ask yourself "What am I going to get out of this?".</li><li>If you're looking at a game development school, make sure to ask them how long they have been running their game development program. I once looked at a school that had a game design program; however, one year after the program started, they canceled it and all of the people who started classes got shafted.</li><li>What kind of equipment am I going to learn on? It's true that you should always optimize for slower computers, but that doesn't mean you should learn how to design games on a year old computer. By the time you get out of school and are ready to start working, those computers you've been working on are going to be even more out of date than what you started with, imagine if they had been 2 year old computers!</li><li>Find out what the job placement rate is.</li><li>What programming languages are you going to be learning? (C and C++ are a MUST, Java would be useful, and so would Delphi).</li><li>Take a look at the school, while you're there - go around town and ask people if they've heard of the school & see what they think of it. You can get some of the most honest opinions out of complete strangers.</li><li>The final bit of advice I can give is this. Ask yourself the following question when you visit the school. "Can I picture my self here? Are there others like me here? Will I fit in?". This question is one most people never ask when looking at colleges, but it is one of the most important. If your not happy at school then your grades will suffer, your attitude will deteriorate, and you will be miserable.</li></ul> <br />
<span style='font-size: 18px;'><strong class='bbc'>Final Thoughts.</strong></span><br />
<br />
I decided to add this section in order to do a little ranting, as well as help people out. About a week ago, I was informed that 50% of the students in the Game Design program at Full Sail were dropping out because the courses were too difficult. At first I got a bit nervous, then I started wondering why. I came to the conclusion that it was 1 of 2 reasons.<br />
<br />
 #1. The Game Design Program is of such quality that only the cream of the crop is able to pull through.<br />
<br />
 OR<br />
<br />
 #2. The classes in the Game Design program aren't doing a good job at teaching the students what to do; therefore, they are failing miserably.<br />
<br />
 After a careful consideration, and a watchful eye, I came to the conclusion that the reason people were quitting was because they had a misconceived idea of what they wanted and they didn't apply themselves. It's so easy to forget about tomorrow's homework assignment when you've been out partying all night, or just don't feel like doing the work because it's "not what you want". Folks, if you're looking into any college, just make the realization that wasting your time there, getting mediocre grades, and partying all night/every night amounts to buying a brand new car every year. In 1, 2, or 4 years time you've paid out (or have to start paying back) all that money for a product that you've only partially used! So when you make a decision on where you want to go, take the steps to achieve that goal, or you've just wasted all that money for nothing else than a piece of paper with your name on it. Sure, it will get you in the door, but it's your knowledge of a subject that gets you hired - not a piece of paper.<br />
<br />
 Good luck in your endeavors.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>School Index</strong></span><br />
<br />
FULL SAIL (<a href='http://www.fullsail.com' class='bbc_url' title='External link' rel='nofollow external'>http://www.fullsail.com</a>)<br />
DigiPen (<a href='http://www.digipen.edu' class='bbc_url' title='External link' rel='nofollow external'>http://www.digipen.edu</a>)<br />
University of North Texas (<a href='http://hercule.csci.unt.edu/larc' class='bbc_url' title='External link' rel='nofollow external'>http://hercule.csci.unt.edu/larc</a>)<br />
L'Institut d'informatique de Quebec (<a href='http://www.iiq.qc.ca/' class='bbc_url' title='External link' rel='nofollow external'>http://www.iiq.qc.ca/</a>)<br />
NAD Centere (<a href='http://www.nad.qc.ca/' class='bbc_url' title='External link' rel='nofollow external'>http://www.nad.qc.ca/</a>)<br />
School of Computing at Middlesex University (<a href='http://www.cs.mdx.ac.uk/cg/' class='bbc_url' title='External link' rel='nofollow external'>http://www.cs.mdx.ac.uk/cg/</a>)<br />
<br />
 For more Game Development related schools that are kept fairly up to date, check the schools directory on <a href='http://www.gamedev.net/reference/list.asp?categoryid=77' class='bbc_url' title=''>GameDev.net</a>, or <a href='http://www.gamasutra.com' class='bbc_url' title='External link' rel='nofollow external'>Gamasutra</a> (under the Directories section, search for schools).<br />
<br />
<em class='bbc'> [Editor's note: This article was written in 1999, and not surprisingly, some of the information is out of date. For current information on each schools' game development programs, please check the respective websites.]</em>]]></description>
		<pubDate>Wed, 01 Dec 1999 02:14:26 +0000</pubDate>
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		<title>So You Want to be a Game Programmer?</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/so-you-want-to-be-a-game-programmer-r792</link>
		<description><![CDATA[So, you're interested in becoming a computer game programmer? Congratulations! Game programming is one of the most difficult, challenging, exciting, and lucrative forms of programming. If you have a genuine talent for it, you have excellent career prospects. Imagine getting paid an entry-level salary of $35,000-$45,000 for something you actually <em class='bbc'>enjoy</em> doing. When you were a kid did your parents tell you that you'll never amount to anything if you waste your time on computer games? Well, here's your chance to show them that you were right and they were wrong.<br />
<br />
There is currently only one way of getting a job as a games programmer, and that is to write a game - or more properly, write what is known in the industry as a <em class='bbc'>game demo</em>. These days, a typical commercial game might take 100,000 lines of C++ code written by a team of 3 programmers over a period of 18 months with a budget of a million dollars. As a novice game programmer, you are obviously not going to be able to compete in that arena. But you <em class='bbc'>can</em> and <em class='bbc'>should</em> write a fully functional game of about 10,000 lines of C++ code that has at least one and preferably several features not found in commercial games. Game companies are less interested in your resume than in what you have done. So write a game, put it on a floppy, and send it to the game companies that you would like to work for. If they like it, you may strike it lucky.<br />
<br />
So where are you going to get the knowledge to write your game demo? One way is to get a college degree in Computer Science. Do you have to have a college degree to get a job programming games? Not necessarily, but things are changing as the industry matures. You can get a job by programming a drop-dead game demo, but many companies are looking for employees who have produced great games <em class='bbc'>and</em> have college degrees. This makes sense because college is a place where you can get the background knowledge that you need to be a competitive game programmer. If you are fortunate, it can also be a place to meet design people who can join and support you in your quest.<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Choosing a College</strong></span><br />
<br />
A degree in Computer Science will help you on your way to becoming a game programmer, but you must choose your college very carefully. Go visit the Computer Science Department. You want one that is vigorous, active, exciting, and provides a comprehensive education. Look for a department with at least 15 full-time tenure-track faculty, and preferably one with 20-25 faculty. It takes a certain critical mass for a faculty to have experts in all areas of Computer Science, and to have a balance between basic research, applied research, graduate education, and undergraduate education. Read the course catalogs, and look for the courses that you're going to need. Above all, talk to the faculty and students. You can find dud faculty members at the best institutions and excellent faculty members at the most obscure places. Remember, a university is mostly about <em class='bbc'>people</em>. Check them out before you make a commitment to go there.<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Research and Education</strong></span><br />
<br />
One of the decisions that you have to make is whether to choose a research-oriented or a non-research-oriented school. A research school typically has a smarter group of faculty, but their focus is on research at least part of the time, and they may not have as much time for undergraduate education as you would like. You may not get to see a tenured professor until your junior or senior year, and you probably won't get to see any of the "big name" professors at all. On the other hand, if you can get their attention then you will have a learning experience that cannot be matched at a non-research school. Faculty at a non-research school will have more time for you, but you have to wonder whether you will truly learn anything or be challenged by the experience. The question that you must ask yourself is whether you want to be taught by a non-research professor who learned everything he or she knows from a textbook, or do you want to be taught by the research professor who <em class='bbc'>wrote</em> the textbook, or perhaps even <em class='bbc'>invented</em> the stuff that is in the textbook? There are exceptions to this rule, that is, excellent professors at non-research schools, but they are rare.<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>What Courses to Take</strong></span><br />
<br />
When you get to college, you're not going to find many courses on computer games. But you're going to need the following courses:<ul class='bbc'><br /><li><strong class='bbc'>Programming:</strong> For portability your games should be programmed in a high-level language. C and C++ are the most popular. Most importantly, learn how to <em class='bbc'>learn</em> new programming languages - you'll be doing it for the rest of your life.<br /></li><li><strong class='bbc'>Assembly Level Programming:</strong> Device drivers and core code may have to be programmed in assembly code. So look for basic and advanced courses on assembly level programming.<br /></li><li><strong class='bbc'>Computer Architecture:</strong> For speed you will have to take advantage of advanced hardware features. You need to know about peripherals, clocking, cache design, DMA, interrupts, bus architecture, RISC and superscalar design, just to name a few things.<br /></li><li><strong class='bbc'>Software Engineering:</strong> This course teaches you how to work on big software projects. Make sure you get some hands-on experience maintaining or expanding old code, and working in a group of programmers.<br /></li><li><strong class='bbc'>Computer Graphics:</strong> Look for a syllabus containing elementary 2d material plus advanced 3d material including polygon mesh, shading, and texture mapping.<br /></li><li><strong class='bbc'>Data Structures:</strong> In this class you will learn a lot of standard data structures and their implementation - this will save you from having to constantly reinvent the wheel.<br /></li><li><strong class='bbc'>Algorithms:</strong> Even though you are the C programmer from hell and can hand-optimize assembly code, your programs may still run slowly because you chose the wrong algorithm. This class will teach you how to design and analyze the best algorithm for almost any type of problem.<br /></li><li><strong class='bbc'>Communication Networks:</strong> This is a must if you intend to work on a multiplayer game.<br /></li><li><strong class='bbc'>AI and Expert Systems:</strong> Single player games need opponents, and you need to know how to program them so that they are realistic and challenging.<br /></li><li><strong class='bbc'>Human Factors:</strong> Here is where you learn how to make a drop-dead user interface.<br /></li><li><strong class='bbc'>Mathematics:</strong> Games programmers are not afraid of Mathematics. In addition to the normal math prerequisites, make sure you take Linear Algebra - polygon mesh games are little more than linear algebra engines. If you plan on being a polygon mesh guru, Vector Calculus is sure to come in handy.<br /></li><li><strong class='bbc'>Physics:</strong> It's a good idea to satisfy the Physical Science requirements for your degree by taking a few introductory Physics courses. You're going to be building virtual universes in your game, so it makes sense to figure out the laws that make the physical universe function.<br /></li></ul><br />
<strong class='bbc'><span style='font-size: 18px;'>Paying For College</span></strong><br />
<br />
There's no doubt about it - college is expensive, and likely to become more expensive as government reduces its subsidies for higher education. As a result, the full-time student who finishes in four years is becoming less common. The only way to make it through may be to work part time. Most universities have co-operative education programs in which students take time off from study to work for local industry to get job experience and money before graduation. Fortunately for Computer Science students there is usually no lack of co-op positions for people with their skills.<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>The Bottom Line</strong></span><br />
<br />
The quality of your undergraduate education depends primarily on <em class='bbc'>you</em>. It is easy to get lost in the crowd, particularly at large state institutions. If you want to succeed, you must take control of your education, seek out the best professors, and go beyond the material presented in class. If you expect to be spoon-fed the way you were in high school, forget it. College for you will just be a waste of money.<br />
<br />
A Computer Science degree is not job training. It is <em class='bbc'>career</em> training. Don't expect to come out of it an automatic expert on everything to do with computers. What you have a right to expect from an undergraduate Computer Science degree is a grasp of the fundamental concepts of Computer Science, and enough of the practical skills to be able to grow, learn, and thrive in any computational environment, be it computer games or otherwise. You can get all of the information you need out of books, but a Computer Science degree will help you develop the skills needed to keep up with new trends in computing. Remember, the computing industry changes rapidly. You will have to keep up with it for the rest of your life. A Computer Science degree is a good place to start.<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>UNT</strong></span><br />
<br />
The University of North Texas, located in Denton, Texas, has an accredited program in Computer Science and one feature that makes it unique in the United States. It is home to the Laboratory for Recreational Computing, which provides an environment in which undergraduate students can learn and explore the realm of game programming. Students can earn college credit for writing games, and can participate in an introductory class in game programming currently offered in the Fall of each year. For more information, contact the author of this article.<br />
<hr class='bbc' />Created by <a href='http://hercule.csci.unt.edu/%7Eian' class='bbc_url' title='External link' rel='nofollow external'>Ian Parberry</a>, November 10, 1997.<br />
Last updated Mon Nov 10 12:25:28 CST 1997.]]></description>
		<pubDate>Thu, 14 Oct 1999 18:21:18 +0000</pubDate>
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		<title>Getting Into Game Development</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/getting-into-game-development-r714</link>
		<description><![CDATA[Game development is a term used to describe the development of electronic forms of entertainment. Many people want to get into this field, but aren't sure how to go about it or where to turn if they have questions. This article is compiled in an attempt to answer some of these questions and provide general advice on getting into this field.<br />
<br />
 Most practicing game developers are part-time game developers, meaning they devote only part of their time to the development of games. Although game developers usually are associated with programmer types, there are many other roles in the game development process: game designer, graphical artist, writer, sound designer, music compositor, and other, similar roles.<br />
<br />
 By far, game designer is the most sought-after role, because most people assume this is the easiest way to get into the industry. After all, what can there be to designing a game? A lot, and many companies will require you have serious communication, theatric, and other skills before you can land this position. In addition, some companies require you have a B.S. in Computer Science.<br />
<br />
 The artistic position requires artistic experience. Not just anyone can be an artist, especially a good artist, which is required for computer games, which often have color and resolution restrictions. Still, if you have skills in this area, this is a good position. Many companies will ask you for a portfolio of your work, which you should not send electronically. Large companies tend to respond better to snail-mail than e-mail, and will not even look at submissions e-mailed to them.<br />
<br />
 Like the other positions, being a writer requires some training, and, of course, a solid dose of imagination. Writers are often called to write scripts, character dialogue, and, in the case of technical writers, online help and printed manuals. This is a position best suited for contract work, as few game companies have need for a full-time writer.<br />
<br />
 And last but not least, there is the software developer position. This is, by far, the most flexible position to take. You can find game development jobs that do not require a B.S. in Computer Science, or even do consultant work if you are experienced. Best of all, there is so many resources for programmers that almost anyone can pick up the skills with a year or two of light work. Companies usually want some samples of your work before they will consider hiring you. Make them polished, well-made programs that illustrate your strengths.<br />
<br />
 If you are not interested in working at a company, you might be considering part-time work. You could, for example, become any one of the aforementioned types of game developers and form a small team of people willing to create a game without advance funding. This has been done quite often and successfully in the past, providing all parties have taken appropriate legal protection.<br />
<br />
 In any case, you need resources. If you want to become a programmer, you'll need some good books on programming, a compiler, and game development books. The language to learn for programmers is C++, and then possibly Java (if you intend on doing Web-based games). Pick up any Teach Yourself C++ In 21 Days book, an advanced C++ book, and a couple of good game programming books (one of which should be my CUTTING EDGE 3-D GAME PROGRAMMING WITH C++ book, should you intend to pursue 3-D game programming).<br />
<br />
 If you want to become an artist, start taking art classes! You'll need a good paint program and a 3-D modeling program. I recommend Paint Shop Pro for the first and a low-cost modeler such as TrueSpace for the second. These tools will enable you to get started in the industry, but plan on eventually buying a more advanced (and more expensive) paint program and the modeler 3DS MAX for serious game development.<br />
<br />
 If you have writing skills, then you're all set for the writing position. Otherwise, read lots of fiction and study the English language -- it will pay off, believe me. Then create some sample scripts and story-lines and try to get them into game form. If you succeed, you're set for life.<br />
<br />
 Game designers need experience laying out levels, so if you want to become one, note carefully the structure of levels and environments in top-selling games. Take theater, communication, and computer science classes if you are looking to land a good position at a large game company.<br />
<br />
 Once you get into the game industry, you won't be able to get out. It's constantly changing, very addictive, and is almost as challenging as it is rewarding. Good luck!]]></description>
		<pubDate>Tue, 14 Sep 1999 14:12:40 +0000</pubDate>
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		<title>What Companies Look For</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/what-companies-look-for-r692</link>
		<description><![CDATA[Ever wonder what game companies look for in hiring game developers? Here's some answers from Susan Wooley at <a href='http://www.blizzard.com' class='bbc_url' title='External link' rel='nofollow external'>Blizzard</a> and Matt Green at <a href='http://www.cinematix.com' class='bbc_url' title='External link' rel='nofollow external'>Cinematix</a>.<br />
<br />
<strong class='bbc'>Susan Wooley from Blizzard answered the following questions:</strong><br />
<br />
<br />
<span style='font-size: 12px;'><strong class='bbc'>I was wondering what Blizzard looks for in hiring a game developer?</strong></span><br />
<br />
"By "developer," I will assume you mean a programming position, since we use the term here to denote anyone who works on a title. Game developers must have a passion for coding that exists outside an academic setting. We look for people who have the initiative to learn coding techniques on their own (as well as in school), and who have significant projects they have worked on during their spare time or outside of work. Aside from that, prior experience in the industry or professionally as a programmer is a significant factor.<br />
<br />
<br />
<span style='font-size: 12px;'><strong class='bbc'>Which technical/personal skills are the most important?</strong></span><br />
<br />
It is vital to be a real game player. You need to be up on all the current games and, more importantly, why you like or dislike them. The ability to understand and to analyze the strengths and weaknesses of video games is essential. Also, being an excellent team player and communicator helps in the very team-oriented environment at Blizzard. As for technical skills, they vary according to the job at hand. At the core, we look for excellent skills with C and C++ on the Windows platform. Some base knowledge of assembly language is also important for understanding how to create optimized code. Finally, 3D skills are a hot commodity right now and are the hardest to find. If you do learn 3D, don't just use an API like Glide, OpenGL or Direct3D and be done with it. You need to demonstrate that you know how these APIs get the job done at the low level - to have a real understanding of how 3D works. Finally, networking skills for multiplayer games is a skill we look for. Networked games over the Internet have special difficulties and challenges involved with latency, security and other issues. A firm knowledge of how to deal with these issues is a great skill to have when applying to Blizzard.<br />
<br />
<span style='font-size: 12px;'><strong class='bbc'><br />
What kind of experience do you require?</strong></span><br />
<br />
Work experience on a significant project (doesn't have to be games) is important. However, we have high regard for those who have created significant "hobby" code or actual shareware products while still in school. If you are good at programming, then you will most likely have pursued it as a hobby in addition to a degree or vocation.<br />
<br />
<br />
<span style='font-size: 12px;'><strong class='bbc'>Do you have any advice for a near college graduates who are interested in pursuing a career in the gaming industry?</strong></span><br />
<br />
Write code in your spare time, and it doesn't have to be game code. If you write an emulator, or your own programming language, utilities, or applications that demonstrate significant skill, you have a leg up on everyone else. Finally, I'd like to mention that I get many questions on how to get started as a game *designer*. At Blizzard, game design tends to be a team effort, and we don't really have openings for designers as a stand-alone job. The best way to contribute to game design, or to become a designer, is to start as a programmer, artist or musician. Game design is a complicated affair these days, and having an understanding of what it takes to make a game (from a production standpoint) is just as important as knowing what makes a game fun. QA is also often cited as a way to get started, and this is true. Your chances of moving from QA to game design are much greater, however, if you invest in some core skills up front. If you know you have no interest in hard-core programming or art, you can at least know the basics of each, and then apply yourself to level design. There are so many tools for making your own game levels and environments out there now. These tools are a great way to show you know what it takes to design levels and balance a game. Take advantage of their scripting and custom art abilities to further show that you have some familiarity with the production side of gaming as well.<br />
<br />
<strong class='bbc'><br />
Matt Green from Cinematix offered this advice:</strong><br />
<br />
"If you want to enter the industry as a programmer, DirectX/Direct 3D, OpenGL, and Assembly programming are useful in addition to the skills you mentioned, [C, C++, Object-Oriented Programming, Systems analysis and Design]. For a designer position, we look for someone who: plays games til' thier fingers bleed, follows all game industry news, and generally knows as much as possible about video games. You can get some good level design practice using editors of Unreal, Starcraft, AOE, and Quake II. Good communication skills, as well as general knowledge of art, programming and computers are also essential".<br />
<br />
Thanks to Susan and Matt for taking the time to help out.<br />
<br />
<em class='bbc'>Note: I do not remember where I got this. It has been sitting on my hard drive for a while. If the originator contacts me, credit will be given. -Rhino</em>]]></description>
		<pubDate>Tue, 07 Sep 1999 19:47:16 +0000</pubDate>
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		<title>Advice for applying to game developers</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/advice-for-applying-to-game-developers-r602</link>
		<description><![CDATA[After giving a load of interviews recently I've got a few pieces of advice for prospective candidates:<br />
<br />
 <em class='bbc'>[NOTE: CV, or Curriculum Vitae, is used instead of a 'resume' in Europe.]</em><br />
<br />
 <span style='font-size: 18px;'><strong class='bbc'>1. Don’t "lie" on your CV. Not even half truths.</strong></span><br />
<br />
 [indent]What happens is this: We get a pile of CVs from recruiters and direct applications. We read every CV looking for people to fit the posts we have open. On the basis of your CV, we write back and ask you to visit. You will be dragged down to our campus starting at some god awful hour of the morning. We too as interviewers will come in early. We will go through your CV and ask you questions like whether the reference to C/C++ in your CV means "C but I once read an article about C++ in Byte" or whether you actually <strong class='bbc'>know</strong> the language. If you say you worked on a project, what areas were your responsibility? So, you worked on that 2 million seller, but you did the high score table as a summer intern? You say you have "considerable knowledge of Game AI", but you haven’t heard of A* or Finite State Machines? You say you "have experience in assembler" but never got beyond 8086 segmented architectures and that was 8 years ago?<br />
<br />
 You will then go home, not get the job and have wasted your time and ours. We asked you to visit as a possible game programmer in our new market breaking thriller, you go home as a bewildered kid out of your depth and out of pocket because you "exaggerated a bit" on your CV.<br />
<br />
 [/indent]<strong class='bbc'><span style='font-size: 18px;'> 2. Keep your CV clear, truthful and up to date.</span></strong><br />
<br />
  Be prepared to defend every statement in it and be able to provide proof that you can do what you say you can do. Because, trust me, we <strong class='bbc'>will</strong> ask.<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>  3. Have at least one clue about the job you’ve applied for.</span></strong><br />
<br />
  Having a clue about the job you’re being interviewed for does help, really it does. Some knowledge over and above what your mate once read in Maximum PC or Edge Magazine, some idea how games are made and how the industry works is valuable. A clue or two about game teams, producers, alpha, beta, gold, source control, design docs, artists, file formats, basic math and the current state of the art. That should get you through the first half hour of the interview.<br />
<br />
 After that you should be showing us where you excel, what really excites you about programming, where you’re special and why we shouldn’t just say "Well, it’s been great. You’ll be hearing from us by the middle of next week", see you out of the door and go off for a coffee.<br />
<br />
  Think about your CV, your application letter (those are getting rarer and rarer these days) and the job you’re applying for. Don’t just let the recruiter send you everywhere because, to them you are just a piece of meat with some redeemable market value. (With the exception of some agencies such as <a href='http://www.sandiego-online.com/forums/careers/' class='bbc_url' title='External link' rel='nofollow external'>Walter & Company</a>). They will send you round the houses until you get a job and they get a fee of 10% of your starting salary for the cost of a few faxes and phone calls.<br />
<blockquote><em class='bbc'>I recently applied for a job with a game company. They first gave me a three-day programming assignment via email, and then called me for a phone interview. I'd suggest you do something similar, as it saves everybody time and money. </em></blockquote><br />
We have done something like it in the past, and Pete Molyneux was famous for setting his "Pentominoes" problem as homework. The problem with remote interviews is that is that our interview technique is not about getting right and wrong answers. We're interested in how you think, whether you're open to cooperative problem solving and exactly how far we have to push you before you say "I'm sorry, I don't know that" (some people never do admit to weaknesses and think BSing their way through will get them the job).<br />
<br />
 The interviews are shaped by the interests of the candidate. If you want to sit there and have a discussion on the state of the art in line-of-sight navigation, fine, we'll do that. If you want to discuss the relative merits of compilers, we'll do that too. We'll also ask questions in the exact opposite direction - you're a low-level assembly hacker we'll ask you about Abstract Data Types. You're a high level MFC "user", we'll maybe ask a question about efficiency and compiler optimisations or maybe cache coherency.<br />
<br />
 It's about how sparky the person is, how interested they are in what they do, whether they're mature enough to handle intense teamwork and whether or not they've got a broad enough base of experiences and all-round computer knowledge.<br />
<br />
 Companies that just sit there and ask questions like:<br />
<br />
 a) So, what's your dream game?<br />
<br />
 b) What's the best bit of code you've ever written?<br />
<br />
 c) Where do you see yourself in three years?<br />
<br />
 d) What are your weaknesses?<br />
<br />
 will fill up people who just feed back to you what you want to hear. We require a little more.<br />
<br />
 P.S. the correct answers to these questions are:<br />
<br />
 a) Whatever genre their current project is. Plus a bit.<br />
<br />
 b) My last one. I get better all the time.<br />
<br />
 c) Leading your next, next project.<br />
<br />
 d) Well, I'm a bit of a perfectionist (if you've ever seen Trainspotting)]]></description>
		<pubDate>Mon, 02 Aug 1999 14:55:24 +0000</pubDate>
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		<title>How to approach an interview</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/how-to-approach-an-interview-r599</link>
		<description><![CDATA[Let's cover: <ul class='bbc'><li>What to wear</li><li>How to compose yourself</li><li>When to talk</li><li>When not to talk</li><li>When to ask questions</li><li>Before the interview</li><li>During the interview</li><li>During lunch</li><li>After the interview</li></ul> An interview is more of a personality test than a skills test. Usually if you have made it far enough to be called for an interview your skills are sufficient for the task. It is your personality, your energy, your work ethic, and your compatibility which is being tested in an interview.<br />
<br />
 A game development studio can and should be thought of as a big family or a group of families. There are numerous personalities you must be able to interact with and deal with on a daily basis. It is like having a home away from home. Whether or not that is a happy or unhappy home depends upon your ability to fit in and work together. Now sometimes there is simply nothing that can be done about conflicting personalities, sometimes its just human nature that someone dislikes you or you them and you cant work together. That is an unfortunate reality that doesn't come out often but should be remembered. So your goal is to find a development family that you feel completely comfortable with and they you. Once personality conflicts are out of the way you are free to get on with the business at hand, and that is creating games.<br />
<br />
 <span style='font-size: 18px;'><strong class='bbc'>How to approach an interview</strong></span><br />
<br />
 The first test is going to be on the phone. When the company recruiter calls you they are testing your communication skills. Can you hold a conversation with them and do you show enough excitement that they are calling you for them to warrant further interests in you. I made a big mistake once with this. A few years back a recruiter from LucasArts called me. I was at home taking care of my son. He was 2 years old. The phone rang and he jumped up to get it. It was the recruiter lady from Lucas. My son is babbling on the phone and I grabbed it from him. I say hello and she tells me who she is and that they received my reel and are interested in interviewing me. Needless to say my son starts to cry and scream because I grabbed the phone from him. It was impossible to talk to the lady. I said can you call me back and she said yes. She never did.<br />
<br />
 I felt very let down by that. It was a lesson learned. Unavoidable but nevertheless it shouldn't have happened. They assumed I was living in a mad house I suppose.<br />
<br />
 The point being, your first test is on the phone call with the HR person or the producer/art director of the project. This is crucial, speak clearly and to the point. Let them know you are interested in them and thank them for getting in contact with you. Work with them on their schedule to set up an interview. Don't make it hard for them to bring you in.<br />
<br />
 Once you have everything set. Now is the time to prepare yourself mentally for the interview. One thing I learned is to try and think up every single possible question that a potential employer would ask. I'm serious, this is important. Take some time to write down questions you would think they would ask and try to get your answers solid in your mind. This will be good practice for the day ahead.<br />
<br />
 <span style='font-size: 18px;'><strong class='bbc'>What to wear</strong></span><br />
<br />
 I recommend wearing something nice that you would go out to dinner in. Don't wear shorts and a t-shirt. But DO NOT wear a suit unless your job calls for it. That is a no no. You want people to see you for who you really are, you don't want to give a false visual impression that doesn't match your verbal impression or your artistic impression. You want people to be able to get a feel for who you are. That way there will be no problems down the road. No ties, and no suits. Just a nice button up shirt, short or long sleeve and decent slacks. Remember first impressions count for a lot, you hear that a lot because it is true not because it sounds catchy.<br />
<br />
 <span style='font-size: 18px;'><strong class='bbc'>Ok the day has come, interview time</strong></span><br />
<br />
 Be sure to get yourself ready the night before. You want to be prepared and on time. The time a company schedules your interview for says a lot about what is too come. If they schedule it early in the morning that usually means you are going to have a long interview and they will take you out to lunch. This too is a very important part of the interview process, the lunch. If they take you out to lunch you know you are doing good and they really have an interest in you. If they schedule the interview late in the day then you can assume it is going to be a short one. Interviews will vary from company to company. When I interviewed at DreamWorks I met with 10 different people separately. Everyone grilling me with their own questions and concerns. The interview started at 10:30am and finished at 5:30pm. It was difficult but I aced it and got the job. I met with the designers and producers first, they are the core people you need to impress. They call most of the shots on who they want. The core interviews are usually first and then they send you through the rest of the team for compatibility and personality testing. This is where you will find your friends and foes. Be nice and respectful to everyone of them because they are all looking for the slightest thing to call out as a problem.<br />
<br />
 When going out to lunch don't be a pig and eat a big meal, this too is a test. They are seeing if you are the type of person they want to hang out with and be in an office with day and night. The lunch can believe it or not make or break an interview. Don't talk too much, listen to most of the team you are eating with and get a feel for there personalities so when you go back and meet with them later on you are that much more in.<br />
<br />
 <span style='font-size: 18px;'><strong class='bbc'>During the interview</strong></span><br />
<br />
 Be sure to have these things in mind: Speak clearly, speak properly, no swearing or vulgar talk. Stay on topic. Knowing when to speak is as important as knowing when NOT to speak. A big problem I had early in my interview days was talking too much. Answering the question and then going off into other areas. That's bad. Stick to the question, answer it fully, honestly and to the best of your ability and then shut up. You don't want to ramble and babble on, that is bad.<br />
<br />
 Ask questions about the company and the team. Every interview will end with them saying "Well do you have any questions you would like to ask us?" The worst thing to say is "no". Learn about the company and what products they make, be sure to have some good (short) questions to ask them. Show that you are interested in them and their future and that you can become a part of that future.<br />
<br />
 The wrong time to ask questions is after the interview in an email or phone call to the company. You don't want to ask about what stock options and royalties you can get, post interview and say things like "you need that info to help you decide on if you want to work there". You want to find out everything that concerns you during the interview and not after.<br />
<br />
 Be sure to be humble in an interview. A lot of times you will be more talented than a member on their team, however don't let people know you think that. Don't say things like "oh I can do better than Joe Blow sitting there". They wont think that was good. They want people who are team players and not solo performers. Even if you are the top person in town don't let them know it verbally, let them know it with the work you have brought or have done. Let them know you are eager to learn and grow no matter how talented or great you may be.<br />
<br />
 Each interview is different. Be prepared for the unexpected. Be very willing to bend with the wind and not fight it. Go into each interview with the same goals, to speak clear and concise and to give a positive image about yourself. Let them know you are ready, willing and able to get the job done and done right. Some interviews will be very difficult and stressful and some will be a piece of cake. Some are serious and some are a joke session with the team.<br />
<br />
 For instance when I interviewed at 3DO (laugh) they were so serious and (for lack of a better term) anal, like I was there to deliver the child of Tripp Hawkins. It was like interviewing at a top accounting firm. It was not a creative feeling environment.<br />
<br />
 Then the next day I interviewed at Crystal Dynamics and what a difference. These people actually had personality and spirit. (Too much in fact). The interview was a breeze, they took me out to lunch and all met with me in one room at the same time. I took that job. 3DO was a joke compared to Crystal's environment. Crystal knew what they were doing though. They knew I was interviewing at 3DO the day before and played the cards exactly like they should. Impress the potential employee and don't suppress him with a stressed interview.<br />
<br />
 So each interview is different. I flew to Virginia and interviewed at Legend. This began as an email from me to them and then to a phone call and then me sending them my demo reel and then to a plane ticket out. They were a great bunch of talented people. They gave me a stress-free interview and let me spend time with the team. They took me out to a 5 star looking restaurant (I say looking because the food was 2 star ) and I had great conversation with the lead designer and the president. They offered me the job ($20k less than I asked for) and I took it.<br />
<br />
 Their mistake was in not keeping me posted to what was going on after being hired. As I sat at home idle wondering when I was going to move, they just kept saying "You have to wait until Wheel of Time is finished." Sorry guys but I couldn't wait. I was all set and ready to move but never did. The point is you never know where you will end up.<br />
<br />
 Now when I recently interviewed at Maxis. That was great. I instantly clicked with the team and was equally impressed with their work. I met with every one of the various team leads and did my best to give them a look at who I am. They liked me, I liked them now I'm working on the Sims for a bit.<br />
<br />
 You want to let the team get to know you as a person and as an artist. It's important to show a sense of humor and be friendly. No one wants to work with a self centered jerk no matter how good you are. (Something I've learned.)<br />
<br />
 Ok so you've gone through the interview and you've gone out to lunch. Everything went well and you feel positive that you've got the position. What now? Well be sure to genuinely thank them for taking the time to meet with you. Let them know you were impressed with the project they showed you and that you feel like you can be an integral part of the development of it. They want people who make things happen and not expect things to happen. Be sure to find out exactly what the next step is, don't let them do like Legend did to me and have you wait around without knowing what's going on. Find out exactly what they have in mind for you. Is it going to be long term or project based. Do they see a great future at their company for you or are you there to simply fit a current need. And what is your personal goal, do you want to be at this company for a long time or do you just need the job to pay the bills.<br />
<br />
 Remember being happy in your working environment is the single most important goal as a productive developer. You cannot reach your potential and output if you are unhappy and have to fight with your coworkers to get things done. Don't take a job just to take a job, make sure it is a right fit that will benefit you and your future. (Unless of course you have kids to feed and need to work, thus you have to turn down that great Pixar opportunity and take a friggin job at Blam!)<br />
<br />
 Hope this helps.<br />
<br />
 Robert Holm<br />
<br />
<hr class='bbc' />This article reprinted with permission from <a href='http://www.developers-corner.com' class='bbc_url' title='External link' rel='nofollow external'>Developer's Corner</a>]]></description>
		<pubDate>Sat, 31 Jul 1999 03:51:00 +0000</pubDate>
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