So You Want To Be a Game Designer? 204
Gamespot is running a feature which talks to designers such as CliffyB and Akira Yamaoka on the subject of what it means to be a game designer. From the article: "No one just falls into the position. You claw, kick and scream and push your way into it. Most designers start off as programmers or artists. They understand gameplay systems; they live and breathe games. From my perspective, I was making my own games, programming them, doing all the artwork, the production, level design, and everything because I didn't have anybody else to do it for me. That background helped give me the perspective it takes to pull a product together and have a creative vision for it. Being a designer is about having a creative vision and adhering to it."
Answer: (Score:5, Funny)
Re:Answer: (Score:4, Interesting)
i started my 'official' game industry career (as opposed to my 15 hobby years of programming games starting on the vic20 on up) by participating in an open-source game engine project many years ago as 'user # 3' using the engine...
2 years later suddenly i was hosting & designing the website & forum, 2 years after that i became project lead organizing the community & planning features, roadmaps etc...
which all led to me and my business partner incorporating and launching our game company a little over 2 years ago...and we now have 10 employees, 2 game engines, just finishing a mobile title for a very large publisher and a number of large contracts under our belts going forwards...
all of which came from me donating thousands of hours helping & donating to an open source community and project.
the trick is - if you want to do something like 'becoming a game designer', then go out there and design games - there are hundreds of free / open source engines available and thousands of people looking to make games...organize yourself and the rest will follow.
what's the quote?
'free your mind and your ass will follow'
You can't look at the immediate financial benefit to start - look to the long-term goal and you will reach it...one baby step at a time.
Another Quote (Score:2)
Tolstoy says, "Write."
Impact of video games on society (Score:2)
No thanks (Score:3, Insightful)
I have no desire to "claw my way" into a job that will make my life miserable
Re:No thanks (Score:4, Insightful)
Oi! I know reading the fucking article isn't required here, after all, I've been here alot longer than you, but how the hell did you get informative?
My Modding Brethern: Game Designer != Game Programmer
Re:No thanks (Score:2, Interesting)
Re:No thanks (Score:3, Funny)
What I was most strenously objecting to, and I apologise for inciting your wrath, oh Most Ancient One, is the comparison the G'G'P Poster made with EA.
EA is a shithole, and I don't doubt that Game Design is even more dog-eat-dog than game programming, but using the worst possible example in an industry (EA) to make a decision about said industry as a whole is a Bad Thing(TM).
Please, Oh Most Ancient One, whose /. UID is far lower than mine, please, forgive my youthful impudence.
Re:No thanks (Score:2)
You seem to think it's different other places in the industry. That's quite naive.
It's not. EA is the biggest, but they're not the ones that started the trend o
Re:No thanks (Score:2)
I don't think that it's neccessarily much different at other places, and even if EA's behaviour is the "Industry Norm," it's still wrong to judge all Industry Behaviour from One Statistic. That would be like saying, "Well, we shot this guy with this .357, and he didn't die. Gunshot wounds are, therefore, not fatal."
However, I much appreciate your input into this. I always enjoy being lectured by someone who knows what they're talking about.
Re:No thanks (Score:2, Funny)
I didn't know there was any question...
*whips out yardstick*
Re:No thanks (Score:2)
Worst than that, I suspect almost all the managers are making the work now, I am sure 5 to 10 years ago that scripting became famous in game programming the aim was to stop needing programmers, so nowadays we see the same old games (sports, fps, rts, etc etc), I am sure producers, managers and other high rank administratives are now experts at scripting, they fire all the technical staff (programmers, qa, etc) and just modify the basic behaviour of the programs (Resident Evil 1,2,3,4
Re:No thanks (Score:3, Interesting)
For the last 15 years theres nothing I wanted more. After hearing all the crap which goes around I decided I'd be better off becoming a tech support guy instead. Start a local based company, goto peoples houses, fixs basic crap, rake in the money, don't lose my wife and kids because I work too much if I ever get either.
May not be my dream but at least I don't end up as some slave who has to sleep in an office chair for 2 hours a day.
Re:No thanks (Score:4, Insightful)
Maybe you really are not agressive enough... (Score:2)
I think this is true. The people that ea_spouse was talking about are more or less the low level cogs in the machine, the nameless hord that do the bidding of the true designers/stars. But my guess is to become a designer/star, these are the positions that you must "claw, kick and scream and push" and back-stab through. My guess is that if you don't want to do these things, you really are not agressive enough to be a designer/s
Re:No thanks (Score:3, Informative)
Utter bullshit. You obviously have no experience of games development.
The fact of the matter is that ideas are, for the most part, completely worthless. And it's not ideas that game designers, in general, are paid for.
What game designers do get paid for is the ability to make the thousand little decisions along the way that separate the truly great game from the merely average. Why is Halo great, but Killzone merely so-so? The
Re:No thanks (Score:2)
Re:No thanks (Score:2)
EA is just doing what every major company wants to do. They got the boot in first and others will follow suit untill it's the norm.
Re:No thanks (Score:2)
Yep. What he said was akin to saying "I watched the Star Wars prequels so I won't go see movies anymore."
Re:No thanks (Score:2)
Actually, no. There are a LOT of game companies out there.
Re:No thanks (Score:2)
Sincerely, EA Corporate Affairs.
Damn, you got there before me! (The correct answer to "aren't there still game companies other than EA" is "for now...")
Re:No thanks (Score:5, Informative)
http://www.livejournal.com/users/ea_spouse/ [livejournal.com]
then there was the reports of them giving employees low wages, overworking employees without overtime - maybe illegally etc.
Re:No thanks (Score:2)
In the hoo-rah over GTA: San Andreas I was reminded that Rockstar North was based in Scotland, something I had overlooked or forgotten.
It had me thinking that maybe this isn't where you want to be when you are developing a game that role-plays gang violence in the states, violence against women.
You need to know the limits of public tolerance, you can't be caught pandering to your target dem
It's all about creativity you say? (Score:4, Funny)
Or you could do it EA's way and release the same title every year and change the nametag from Johnson to Jonson and people are still gonna buy.
Re:It's all about creativity you say? (Score:2)
the AI engine for games like NBA live have not improved at all the last couple of years. Not to mention the least that they missed one of their annual releases couple of years ago. given the amount of crazy overtime shifts employees work there, you'd think they would make more adjustments and improvements per release right? unfortunately nba live isnt one of the games they're pushing the most, already knowing that they've established their fan base. good thing though is that sega has been rel
Re:It's all about creativity you say? (Score:3, Insightful)
>>the same as the nhl or nfl progrmaming folks.
the idea of 'teams' at EA is a questionable one - yes there are teams working on specific projects, but EA as a company is more like Ford's production line than a typical game company.
Teams are more divided up according to specialty than a specific title, which is why the end result is less than innovative or interesting.
If you are a 'modeler' at EA, you are likely doing one specific type of model
Re:It's all about creativity you say? (Score:5, Insightful)
The #1 thing that will stop someone from 'climbing the ranks' past the basic grunt labour force (whether the grunt labour in question is 3d modeling, programming code, ditch digging or slinging coffee's at starbucks) is NOT the person's technical ability.
You can be the most gifted programmer or 3d modeler in the world, but you will be relegated to 'programmer hell' forever if you cannot communicate & articulate your ideas AND play nice with others
This includes being willing to work with the 'suits' that pay your salary, whether a boss or publisher.
It isn't about 'selling out' - anyone that says this has given up essentially...It's about being willing to compromise and potentially reword or rework the idea that you are trying to get across so that the person on the other side of the conversation understands it.
If your 'brilliant idea' involves concept A, but the publisher wants you to implement concept B, then you either need to be able to explain it to them so that they understand and can buy into the idea, or you need to be able to compromise and find a middle ground.
The best creativity and innovation does not come through getting what you want 100% of the time - this is how Jar Jar Binks was created - too many 'yes men' saying 'yeah thats a great idea george'
The best creativity and innovation comes through conflict and compromise. Just because a publisher or boss it telling you that your idea isn't the best for the game/movie/tvshow/whatever doesn't mean that it should be given up on - perhaps there is a way to tweak or adjust the concept or idea to take the criticism into account.
Until you try it, you never know.
This is why the best music & bands always have 2 or more creative people that potentially hate each others guts - it's the conflict and coming to terms with that conflict where brilliance, innovation and evolution emerges...
Re:It's all about creativity you say? (Score:3, Funny)
for (var year=2006; year 3006; year++)
printf "introducing tenis " + year + " \n";
for (var year=2006; year 3006; year++)
printf "introducing American football " + year " + "\n";
Code not checked but you get the idea
When i join ea I want to do the animation
Perhaps that is why there is no innovation in games ?
Re:It's all about creativity you say? (Score:3, Insightful)
Since Return to Castle Wolfenstein, we saw all kinds of WWII-themed games and I just got sick of the same old MP40's "shoot em up nazi's".
We got RTCW, Medal of Honor, BF1942, UT Mod Red Orchestra, Call of Duty, Enemy Territory, Brothers in Arms, upcoming title Call of Duty 2 and probably a bunch more that I missed.
This ain't just about creativity. They see one kind of successfu
No, I really don't. (Score:2)
false hopes (Score:4, Interesting)
Or Design A Franchise (Score:5, Insightful)
Re:Or Design A Franchise (Score:2)
whoa. stop the presses. (Score:3, Insightful)
Re:whoa. stop the presses. (Score:3, Informative)
Re:whoa. stop the presses. (Score:2)
what is truly creative is having your bosses tell you that you MUST use MFC (having heard a buzz word somewhere about RAD development) and then coding the entire thing without using a line of mfc...
then they come around with VC blathering the latest buzzwords, your boss is happy and you can sleep at night knowing your code won't blow up in your face
Well, I'm not a game designer . . . (Score:5, Interesting)
I've been creating modules for Neverwinter Nights for the last few years and have had far more exposure than I would have thought possible to the world of game design. I've had teams of people working for me, dealt with NDAs and contracts, stayed up way too late debugging, and gone from extremes of giddiness to despair.
It sounds silly, but making games is a ton of work. Most of it isn't pleasant and it requires someone who enjoys creating things for the sake of the creation. The pay is lousy and you'll get hate mail no matter what creative decisions you make. Things will break and people will complain and ask for help. I find myself playing tech support to the world, explaining how you can't overclock your computer on a hot Summer day in Spain, or how you need to extract all the files from a
Still, I've kept it as a hobby for a long while now and don't plan on stopping any time soon. On the plus side, I've gotten some extremely uplifting e-mails from cancer patients, Israeli soldiers, and Peace Corps volunteers talking about how happy my games made them when all seemed bleak. As cliche as it sounds, it's that sort of thing that keeps me motivated.
Re:Well, I'm not a game designer . . . (Score:2)
But lots of fun things are also hard work. Nethack is the best computer game I've ever played, but you have to practically have a degree in it to win.
Low-rent version of this (Score:2)
I don't play Neverwinter Nights, but:
One of my college professors had a cartoon taped to her file cabinet. It showed a badly drawn Charlie Brown sitting on a curb, chin resting on crossed arms, with a sour expression on his face.
In a thought balloon above Charlie's head:
"Getting a paper published is like piss
Re:Well, I'm not a game designer . . . (Score:3, Informative)
Re:Well, I'm not a game designer . . . (Score:2)
Love the weapons. Some real nasty flavour text here. A lot more imaginative than the original modules, except maybe some of the stranger stuff from HotU.
Oh, and damn you for that room of strange oddities. 'Further exp
Re:Well, I'm not a game designer . . . (Score:2)
I think it was Dreamcatcher when I really started using custom content. There were some really fun things to make, especially for Dreamcatcher 3, which is still my favorite of them all.
Most of my effort these days is for the future, but I still may release some teaser content for NWN down the road. Most likely it'
Re:Well, I'm not a game designer . . . (Score:2)
come on.... (Score:5, Funny)
and willing to work 90 hour weeks while getting paid squat by EA.
You claw, kick and scream and push your way into it.
no that would be trying to get whats owed to you BY EA.
Re:come on.... (Score:2)
Obviuos things for nerds (Score:3, Insightful)
Yeah sure. And how is this different from the rest of the jobs out there (e.g. neurosurgeon)?
Re:Obviuos things for nerds (Score:2)
Re:Obviuos things for nerds (Score:4, Interesting)
And according to Clifton... (Score:5, Insightful)
You will never get the opportunity with CliffB to "scrape and claw to the top" if you dont:
"...stick with your first project and see to it that you finish it with the team. I've known many people who have jumped from company to company and never actually shipped a game, and their resumes look like a "who's who" of the gaming industry. I avoid these folks at all cost, as this is the primary indicator of a lack of finishing ability!"
(From BliffyB's own website How to get hired.) [cliffyb.com]
Which for these people, no matter how talented, puts their future employment fate into the hands of the project manager, moving goalpost politics, and skittery publishers.
Well if CliffyB has anything to do with the hiring process.
Re:And according to Clifton... (Score:2, Interesting)
Talent and hard work are important, but don't get you far without being from the right family or having the right contacts.
Re:And according to Clifton... (Score:3, Insightful)
No situation is perfect. There are always issues, usually personnell, that cause waves. However, you want people who will work through all the crap and get the job done. The people who jump around are usually the kind with some skill (or none at all), but, as he said, have no ability or willingness to do the complete job. When they hit their limits, they throw a hissy about something and bail.
There are times when you need to leave, but when I see a resume where someone has chang
Re:And according to Clifton... (Score:2)
I'll admit, I was one of those "hops from dev team to dev team" guys. My main problem was that I didn't realistically assess the team before I joined - I participated in 3 different efforts to make a commercial game. The ideas were great, and the price was right, but in the end each project was plagued with inexperienced management and developers (that, or no coders.. common problem :)). I've done level design, texture design, and music composition (respective to the 3 projects I participated in, in chro
Lots of curiosity out there about game design (Score:5, Insightful)
It's interesting and depressing how many Slashdotters posting here think "game design" is the same as "game programming." But then, historically most people have never given a moment's thought to the idea someone actually invented the rules of the games they play.
I know for a fact this is changing, because I keep getting e-mail from elementary and junior-high school students doing assignments from their teachers. They're supposed to write to a game designer and get him to answer X number of questions the teacher has provided. For inscrutable reasons, when you type the exact term "game designer" into Google, my home page shows up on the first page, higher than any other individual designer. (Yeah, I know -- you've never heard of me.) Weird and unjust, but my penance for this fame is that all these kids write to me with their time-wasting questions. So I know at least some people are starting to recognize "game design" as a job, if not yet as a profession. Hope Slashdot follows pretty soon...
Re:Lots of curiosity out there about game design (Score:5, Insightful)
Being part of a small business means you wear a lot of hats. For a game company, that means you could be doing many of the jobs that I listed above. Even companies like id started off small and had to share the responsibilities.
Fast forward fifteen years and you've got massive corporations with teams of designers, programmers, QA, etc. that handle very specific roles. It can be much more efficient (and profitable) this way, but as a participant in the process it probably wouldn't appeal to many DIY geeks here.
Re:Lots of curiosity out there about game design (Score:2)
Actually, it is pretty much the only way today. People have come to expect so much from games, the work involved simply requires too many man-years for one person to do it. And while my talent could keep up with CGA and PC squeaker, it'd fall flat on its face trying to create high quality backgrounds, textures, music and sfx. There was a time when you could drum up a few frien
Re:Lots of curiosity out there about game design (Score:2)
you could do worse than having a kid take an interest in your work. that's how a Brad Bird begins.
Missing the point (Score:2)
All hail friend Allen Varney! :D (Score:2, Informative)
Re:Lots of curiosity out there about game design (Score:3, Insightful)
"Same", no, but intimitely linked. The former must constrain to and work within the limitations and strengths of the latter. A game design that cannot be viably implemented in programming is a worthless piece of paper/chunk of HTML/waste of bits in a proprietary document format.
Re:Lots of curiosity out there about game design (Score:2)
Re:Lots of curiosity out there about game design (Score:3, Funny)
Re:Lots of curiosity out there about game design (Score:2)
be a programmer! (Score:3, Insightful)
Also, when you are the guy working on the code, it's actually fairly easy to have a big influence on the design of the final product (as long as you are willing to do the work twice - their way and YOUR way - without wasting too much time, and without minding them throwing away your version in the trash).
Also, programmers are usually involved in design meetings. Designers are (usually) careful not to waste programmer time by asking for something that would take too long to implement, so you often get the oportunity to throw in your two cents.
I'd much rather remain a programmer, though. I like doing the work, not telling others what work to do.
Re:be a programmer! (Score:2, Interesting)
The best position to be a game designer is a level or map designer an not a programmer.
The map designer request features required to script and art assets to use and is responsible to actual gameplay and has to know to script/programm the game game engine.
Additional team working and organiziation is a must. To be a good game desinger you still have to good programmers and artists available and know what its reasonably makable.
Whatever happened to Crawford? (Score:5, Interesting)
As for how competitive the job of programming games are, I can say this much. I had a roomate a decade ago. He was addicted to games, did not go to sleep at night because he could not stop playing. I think one of his games was Warcraft, I don't remember, but I used to hear him at 2am on the phone, giggling as he called up other people playing the game over the network. But the guy also was barely making "C" grades in his classes. I dunno what happened to him, he eventually moved out because he could not tolerate my drinking, and the fact that I banged his sister when she came to visit for a weekend. I guess he should not have ditched her to go play more Warcraft. I was more than happy to show her the bars, among other things.
I kept telling him, it is different liking something as the consumer and liking it as the manufacturer. I love sports cars, but the one summer I spent working in an automotive factory was pure hell.
Anyways, the ones that I think would make cool games are the story tellers. Who knows, maybe an english lit major would make a better game designer than a programmer or math guy.
A clarification... (Score:2)
Re:Whatever happened to Crawford? (Score:2)
It's different, but it's the same, in a way. I always liked cartoons, so I became an animator. I love the work, but I watch quite a bit less animation than I used to (most of what I watch these days are in the theaters, at festivals, and special events), and prefer to spend my leisure time with comics and video
Stop Pretending It's Special (Score:4, Interesting)
Want to make games? Learn a skill and come up with a game idea. Big news. Everything else is just self-congratulatory window dressing and delusion.
If more people treated it like a profession, the industry would naturally become more professional.
Games aren't always good... (Score:3, Funny)
I have a killer idea for a game (Score:2)
The game industry isn't ever going to really take off until you get past the stage where people who can't program but who have good story telling ability, have no chance to get into the industry.
And if I form a company it sure as heck won't allow sweat shop conditions like EA!
Re:I have a killer idea for a game (Score:2)
Re:I have a killer idea for a game (Score:2)
You brought movies into this, well ever wonder why movies suck so bad? It's because of the barrier to entry, and the way it keeps creative but poorl
Re:I have a killer idea for a game (Score:2)
Re:I have a killer idea for a game (Score:2)
Um, no. The reason there are only a couple of gems out there (actually, a good game doesn't have to be a 'gem', only good.) is that the 'goodness' of a game is dependent on the WHOLE thing being executed well. A game will not survive on concept alone.
Here, I'll use a less subjective example: Remember that early episode of the Simpsons where Homer designed a car? Oh, he was VERY c
Re:I have a killer idea for a game (Score:2)
I have some pretty simple but revolutionary ideas for virtual personality creation and interaction, which by themselves will lend to an extremely open ended game. The simple establishment of deadlines (this bomb will blow up in x minutes) would keep the main story line going. Of course, the details of this is in my head and on paper
I
Re:I have a killer idea for a game (Score:2)
Everyone has fun ideas. The trouble is first, will anything come of the idea? The market for games is interesting, because there's always room for a great game to be successful. Second, will the implementation be any fun? Good luck to you. God knows we need more games that don't suck.
Re:I have a killer idea for a game (Score:2)
There is nothing that says that a good programmer cannot be a good storyteller and a good game designer. But the industry, as it stands, almost seems to either weed out those with other skills, or to squash those skills in their cradle.
Re:I have a killer idea for a game (Score:2)
Re:I have a killer idea for a game (Score:2)
Definitely with how the industry is starting to shape up (with each skill specifically being brought under in a seperate design team), specialised skills are more and more wanted : Having experience in more fields always is a
Someone mod the parent up! (Score:2)
And who would I show it to in order to get some help going?
Reminds me of a song from my youth... (Score:2)
So you want to be a rock'n'roll star [die-augenweide.de]
(The Byrds, 1967)
Of course, I don't think most game designers have to worry about the girls tearing them apart ;-)
A few tips on becoming a game developer/designer (Score:5, Funny)
2) Develop an aversion to all forms of higher education. B.S. in math? Ewww, math. PhD in computer science? Pssh, you wasted your money on that? Wrote a Tetris clone in Pascal in your high school computer class? Whoa, you are young, edgy, and obviously too cool for school. Bonus points if you mentioned how much faster your program would be if you had written it in assembly. Uber bonus points if you started programming before the age of 9 because everyone knows that any decent developer started programming before they knew what their pee-pee was used for.
3) Research the many game programming flame wars so that you can be up to speed. Some places to start: C++ is slow, OpenGL/DirectX: Which one is better? (note: DirectX and Direct3D are just different names for the exact same thing, no difference...), Doom 3 has better graphics but Half Life 2 is the better game, Nvidia is better than ATI, etc.
4) Read everything you can by Andre LaMothe because he is the most relevant voice in the game industry...period! Oh, especially his "Tricks of..." series because everything when it comes to video game programming is a trick or a hack or the product of black fucking magic.
5) Know your video games! The only way to create a truly original video game is to know what's already been made. But if that doesn't work out, you can just create the umpteenth iteration of the same tired idea with better graphics and minor variations in game play and repackage it with CGI tits and ass and republish it at a higher price.
5a) There is nothing wrong with run on sentences. You're a game designer dammit! Time not grammar for!
6) Buy a Ferrari. Game designers make shit-tons of money. Heck, buy two. Use one during the week and the other one during all that free time you're going to have on the weekend...
7) Practice your deepthroating. You will need to fit John Carmack's penis down throat on a whim in casual conversation. This is sort of paying your dues to the gaming gods.
8) Game developers play lots of video games at work. In fact, on some days, that's all they do. So practice, practice, practice. You wouldn't want to get your ass kicked all the time by your co-workers?
9) Mountain Dew and bag of potato chips is a well balanced meal and you will suffer no ill effects in the long run.
10) Sleep is for the weak.
Okay, the fact is the gaming industry is fucking insane. You're working absurd hours to meet absurd deadlines so little Johnny can see the zombie's heads detonate in per pixel lighting only to get a memo on your desk that Johnny's parents are suing the company because they find the minor sexual content in the game to be offensive. And most game developers have earned advanced degrees in CS, Math, or Physics. They are smarter than you are. Go to school. Get a degree. Oh and avoid everything by andre lamothe, he only serves to belittle the accomplishments and hard work of very bright, very talented people in the industry. It is not black magic, it's just really fucking hard.
This brought to you by a frustrated RPI computer science major who realizes he's just too fucking stupid to make it as a game developer/designer.
btw, I think John is a brilliant developer, a nice guy, and I would gladly service him. Go spaceman, go...
Re:A few tips on becoming a game developer/designe (Score:2)
Re:A few tips on becoming a game developer/designe (Score:3, Insightful)
Far more than anything, though, you will need economics. The feedback systems that economics focuses on are exactly the sort of things that you will need as a game designer, without the stuff like calculus and O of n.
Of course, you will also need a healthy dose of writing and management. Design is 1 part writing designs, and one part
It's easy (Score:2)
http://webpages.charter.net/rsdotson/ [charter.net]
Re:It's easy (Score:2)
Re:It's easy (Score:2)
Ferris State University (Score:3, Informative)
A good place to start if you're serious... (Score:3, Informative)
start off as a programmer? HAHA (Score:5, Informative)
I guess if you're a shitty programmer you can go into design and do better, but I think that's the exception and not the rule.
Remember, unless you're making your own game, you're somebody else's bitch.
Hard work be damned! (Score:2)
(Backup link [wiki.fz.se] incase the one above doesn't work)
What is so difficult about this (Score:2)
Verenia Presentation (Score:2, Informative)
A few years ago I started a Myst-style adventure game project called Verenia [amonre.org]. It's no longer active because it failed horribly. ;)
However, leading the project has given me an incredible amount of experience. At EuroMysterium 2005 [euromysterium.org] (a convention for Myst fans) I gave a presentation [amonre.org] on the subject of leading a project. It's aimed at doing adventure games, but it applies to most, if not all, game types.
I hope this is useful to anyone who has been thinking of starting a game project. :)
Being a good and successfull game designer ... (Score:2)
Of course, it will take a few years and some buddies pithcing in at one time or the other, but in the end it isn't that much more difficult than building a good piece of software alltogether.
"You gotta be good at it, be patient and stick to it" - No, really?
If you wanna be a game designer, start now. Everything you need to build a game can be learned within a year by a skilled computer user and the tools nowadays cost a few hundred euros maximum. You won't build Wo
Re:do people still design games ? (Score:5, Interesting)
Oddly enough I have a friend who works in game design and it was essentially doing that that helped break him into the field - way back when the original doom first came out he created the AliensTC mod for Doom by himself at home for fun. It had good enough artwork, level design and general atmosphere that it got him noticed in the gaming community. Since then he's gone on to various jobs in game design, including working for Valve on Half Life 2.
The article is right - the best way to get into the field is to just get out there and put in the hard work. If you're good enough and manage to prove yourself you can do well.
Jedidiah.
Re:do people still design games ? (Score:3, Insightful)
Re:Game Database anyone? (Score:2)
Obviously, spooling your game content directly from a database server would be... tricky, in performance terms, but like any other application, I'd imagine there'
Re:Something to give them... (Score:3, Insightful)
Why don't you give them a hot tip instead: buy Neverwinter Nights from bargain basket and start making modules. Sure, it lets you make D&D adventure games instead of Zelda games, but you have to start somewhere.
Coming to think of it, Zelda 3 wasn't a particularly complex game, as far as game engine goes - the fun came from level design. So it shouldn't be all that hard to make a similar Open So
Re:Something to give them... (Score:2)
The problem with this approach is that it takes a lot of work to make a playable text adventure, and even then I'm using a broad definition of "playable". Hours of hard work resulting in a two-room wonder is not going to be very encouraging.
On the other hand, the area editor in NvN lets you make playable areas in minutes, and adds all that generic detail automatically which
Re:Something to give them... (Score:2, Insightful)