Getting your foot in the door

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14 comments, last by SonicSilcion 23 years, 9 months ago
Oh, these responses are quite discouraging.

I''ve tried learning programming, but I get so stuck on syntax errors I spend 99% of my time debugging two new lines of code. Besides, I understand that I need to know what''s feasible for the programmers, but having the lead programmer as the designer? Hmm, maybe you meant the designer as the lead programmer. At any rate, if I could program, I would already have about a dozen small games for my portfolio.

Throwing money at the problem most certainly will not work. My inability to meet new people/talent on my own far outways any amount of cash I could spend.

So, maybe becoming a designer isn''t quite in the cards for me. Are there any other jobs {game related or not} that anyone can come up with based on the list of skills in my original post? Thanks, again.
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Almost all of the producers and associate producers I have ever met came up through the ranks of the test department.

For the most part, programmers stay on the programmer track and eventually become lead programmers. Companies are almost always hard up for lead programmers so letting one stray into the design end of things is almost always a concession to keeping said programmer in house at any cost. Artists are more expendible, so finding one in a design role is somewhat odd.

Designers seem to come in three flavors, level designers, designers and lead designers. Only lead designers get to design games from whole cloth. Designers often get to design sub-systems or sections and level designers do just that. Most companies pay level designers peanuts and pay designers poorly. Only lead designers with proven track records and shipped titles seem to command the real money. (and the power/authority to do what they want)

It doesn''t sound like you can draw or program, so my suggestion is to get hired by some company in the test department. Work your way up to AP from there and then figure out how to get some of your imput on game design into development.

$0.02
With my great and profound experience, (literally less than nothing), I would think that in order to actually understand every detail of the game well enough to design it - er, sounds weird, but I think that''s what I''m trying to say - you would have to have your hand dipped in the other departments as well.
I don''t think I would be able to take instructions from someone who doesn''t know what they''re talking about. I mean, it just doesn''t seem right.
You, being the designer, give me my orders. But how do you know what to tell me, if you can''t code, draw etc?
''I want the graphics engine done by the end of the week.''
''Sure, we can try.''
''That''s great.''
''Er, I was being sarcastic.''

Designing is great, but you have to be coming from somewhere, otherwise you''re better off writing novels or screenplays.

The_Minister
1C3-D3M0N Interactive
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I suggest giving level design a chance. You said you have some static 3D modeling experience so keep on trying. I think that Jester''s views are a little extreme, because there is a lot of design that is required in a (finished, polished, and published) game and having a lead programmer trying to do it in his spare time (ha!) is generally not a good idea.

User interface design is a very valuable skill for games and can make the difference between a game''s features being extremely useful or not used at all (example, the message system in Tribes (good) vs. the message system in Unreal Tournament (bad)).

Careful explanation is also important as it makes the difference between a design doc being the bible and the design doc being something that exists but isn''t referenced.

These are all skills that designers need to have. Of course learning other skills is useful, but unless you get fairly proficient in the skills (more than just "Hello World!" in C) it really won''t make a difference. A good designer is worth their weight in gold, but overall designers are frowned upon on GameDev, usually because A) they''ve never worked on a commercial product (90% of GameDev people) or B) they''ve never worked with a good designer.
I''ll sign everything from what Minister said.

Well, again level design and beta testing might be a way to design a game. But how many of those who beta test in a company really become a designer?

I think those who ask how to become a designer will be more or less close to their school-leaving qualification or have just finished it.
If I may suggest you only one thing: DON''T GO DIRECTLY AFTER SCHOOL TO THE GAME INDUSTRY! (Especially not as a level designer or betatester). If you do you might spend the most valuable years to something were you might never have success (never get your hands on a game design). And then you are 28,30 years old, don''t have any university degree and a job very LOW paid.
The way I would suggest you is first to go to university and make a Master in s.th. (computer science is the best for sure). Then, if you really need to do it, go to the game industry.

My companies website: www.nielsbauergames.com

I''m going to disagree with the previous poster somewhat.

If you intend to spend your career working on games, then a degree is not as valuable as you might think. A list of shipped titles is more impressive on a resume than a degree of any flavor or type or institution.

Level Designer -> Designer -> Lead Designer is a perfectly valid career path. If you have some design savvy, some 3d skills and good communication skills, this is definitely one option.

Tester -> Lead Tester -> Test Dept. Head -> Associate Producer -> Producer -> Designer -> Lead Designer is also a reasonably tried and true career path. It takes a little more time and a lot more luck, though.

high school -> college -> Designer -> Lead Designer is almost unheard of. I can think of no example off the top of my head.

Note that all of this advice is predicated on the notion that one intends to spend their life working on computer games. If you believe that there is a real probability that you will be selling insurance or working in an office when you''re 40, then maybe the degree would be more useful than not.

The real key to it is that getting a degree costs you money and getting entry level experience gives you money. I can''t think of anyone that would be making more money in the game industry if they had a degree or post graduate degree, but then again, I don''t talk to programmers much. Mostly, I hang out with artists and designers and their pay is based on talent and track record, not education.

$0.02

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