No subject
>Subject: [no subject]
>From: Dan Ko
>Sent: Saturday, February 23, 2008 9:45 AM
>Hi, my name is Dan and I live in New Jersey. I am 17 turning 18 in a week. I am going to graduate from high school in about 3 months. I want to eventually become a game programmer but for now I want to do beta testing. Can you give me some advice on how to become a tester and where I can get a job? Do you know any game companies that hire home-testers?
Dan,
What the heck is this "no subject" stuff? How come I'm getting all these emails with no subject lines lately? Is this a new societal trend or something? Geez! Subject lines are important, for cryin' out loud. How else can I tell what's spam and what isn't? Whenever I get an email with no subject line, I have two choices:
1. Delete it because it's probably spam;
2. Grit my teeth, squint my eyes, and hope that when I open it it turns out not to be spam.
[Retroactive rant][/retroactive rant]
You wrote:
I want to eventually become a game programmer
So I assume you plan to go to college after summer vacation, am I right?
but for now I want to do beta testing.
What for? See FAQ 28 and read the entry on "beta testing." The FAQs are above left.
Can you give me some advice on how to become a tester
I already have. Being a tester is a very different thing from "beta testing," of course. Read FAQs 5, 24, 27, & 4.
and where I can get a job? ... I live in New Jersey.
Um... in New Jersey. You can only get a job near where you live. That makes sense, doesn't it? If you have a car and can drive yourself to work every day, draw a 20-mile radius on a map of your locale (with your home at the center). That's it.
Do you know any game companies that hire home-testers?
"Home-testers"? There's no such thing (you won't find that term in FAQ 28). Beta testing opps might be possible to get, but that's not a job (regardless of what the scammers like "igametesters" say). As I wrote in the FAQs. And if there are game companies in your commute radius, what are the chances that they'll hire you to test for just the summer? I don't know. Start looking now (use the Game Biz Links page to research game companies in your area - I know Skyworks is in New Jersey at least), but if you can't get a summer QA job, you'd better not just slack off the whole summer. Any work experience you can get for the summer will be good for your résumé.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 23, 2008
A link you need to fix. And a question about game design. Or is it game programming? Or is it web design?
>A Question about Game Design...
>(-_-) Colton Popovich ...
>Friday, February 22, 2008 4:44:08 AM
>I've been using gamemaker for awhile, and I love it.
>But, it is no longer hosted at www.gamemaker.nl, it's being hosted and developed by YoYo Games (www.yoyogames.com).
>Now to the question
>I love designing games, and im set on going into the game design field.
>The Problem?
>I am a complete Dunce when it comes to coding.
>I don't even know HTML......
>It's probably in your game design lessons, but do you have any tips for learning how to code? (C++ or HTML)
>Thanks in advance
>Colton P.
Greetings from GDC, Colton. You wrote:
gamemaker ...is no longer hosted at www.gamemaker.nl, it's being hosted and developed by YoYo Games (www.yoyogames.com).
Thanks for letting me know. I'll fix that link in FAQ 56.
I love designing games, and im set on going into the game design field.
Is it game design you're interested in? Or game programming? Read FAQs 7, 14, 15, & 28.
do you have any tips for learning how to code? (C++ or HTML)
If you want to learn how to program, I would recommend some starter classes. HTML isn't a programming language, as such. It's used for creating web pages. Again, if you want to learn how to create web pages, I'd recommend some starter classes. You're welcome to write me with followup questions anytime, but when you do, please tell me how old you are, what level of education you've completed, and what your current occupation is (as requested at the top of this BB).
Tom Sloper /
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湯姆 斯洛珀 时同梦
San Francisco, California, USA
February 22, 2008
I understand that the thing I want to do doesn't make any sense at all, I mean... "[ No Subject ]" (Part 2)
>[ No Subject ]...
>"necrogamer6389@aol."...
>Friday, February 22, 2008 9:20:00 AM
>It's Jon again. Thanks. Honestly, I don't understand why people wouldn't even want an idea when many things are beginning to seem like everything else; but that's just me. I wanted to comment on someone else's post; if you don't like what Tom has to say, go somewhere else, people asked him, so he answered. Thanks again.
Greetings from GDC, Jon.
If you want to understand why, just read FAQ 21. I explained it in there. Come on back with more questions anytime.
Tom Sloper /
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湯姆 斯洛珀 时同梦
San Francisco, California, USA
February 22, 2008
I understand that the thing I want to do doesn't make any sense at all, but how do I go about wasting everybody's time trying to do it anyway? Oh wait, I mean... "[ No Subject ]"
>[ No Subject ]...
>"necrogamer6389@aol,com"...
>Thursday, February 21, 2008 8:51:19 PM
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: _18
>The level of education I've completed is: _High School senior
>My occupation (if student, enter 'student') is: _Student
>My game biz question is: _Simple. I am one of those people with one idea. BUT! I don't have an interest to go into game developing, and, I don't even want a profit. How would I go about just giving a game developer or someone my idea and he can keep or trash it if he wants? Thanks, Jon.
Greetings from GDC, Jon.
Simple. Don't write it down in the first place. Or if it's too late for that, put it in the trash yourself. Save everybody the trouble of wasting time on it.
I'm serious. You cannot give your idea away. I already said that in FAQ 21, did I not? Nothing will be accomplished thereby. You can go on GameDev.net and post your idea if you want. Nothing will happen that way either, but it might be more satisfying for you that way. Sorry, guy. Don't expect other people to put your ideas in the trash for you, when you can just do it yourself.
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湯姆 斯洛珀 时同梦
San Francisco, California, USA
February 21, 2008
Brazilian guy's thoughts on the Russian guy's post
>Reply to the russian guy...
>Hélder Gomes
>Thursday, February 21, 2008 5:28:42 AM
>Hello there, first, I want to ask Tom Sloper if I am allowed to this more times (since I am already doing this right now, it is pointless to ask if I can do it now), I mean, replying another post on the board.
>
>I want to say to the russian guy, and everyone that reads the board, that when I saw his post I imaginated him a sort of hero and started to think in moving to Russia.
>
>Most people will ask, why?!?!?
>To me he is complaining with full stomach, that is, here in Brazil we have only two maybe "AAA" games released, and they are really old: Incidente em Varginha, that is a game like Duke Nukem 3D, and that game got sunk by publishers that started a typical publisher war, and the Quake publisher here started to refuse to sell Quake to retailers taht sold Incident em Varginha, thus both here sunk, but since Incidente em Varginha relied on the national market, it sunk much more (that is: big money loss)
>The other game that we released is Outlive, a RTS that had profit selling outside the country.
>
>But both companies right now are not hiring, they are having problems with publishers (a publisher from Switzerland is refusing to pay the royalties of a game that they are the publisher, and the EU judges are refusing to judge the case unless the "Brazillian Monkeys that are probably just trying to steal money" pay in advance 30.000 Euro, that obviously a developer that gained no royalties does not have)
>
>So, reading how a guy could just go around asking for a job without portifolio, and that this guy got a job in the country that made those good games in that way (yes, I played nearly all them, and I like them) is a incredible feat to my eyes.
>
>For those that want to see the web-site of or two "AAA devs"
>http://www.continuum.com.br/ - Web-site of the company that made Outlive
>http://www.perceptum.com/ - Company that made Incident em Varginha
Hi Helder,
Greetings from GDC.
You're welcome to reply to posts from others. No problem.
While I was reading the email from Brazil about the state of the game industry in Russia, I've been hearing guys at my table talking about the state of the game industry in India and China. (^_^)
Tom Sloper /
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湯姆 斯洛珀 时同梦
San Francisco, California, USA
February 21, 2008
what can i do before college to learn how all of the peices fall together
>From: dawson vertner
>Sent: Wednesday, February 20, 2008 7:36 PM
>Subject: Game Industry Q A
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that... My approximate age is: _ The level of education I've completed is: _ My occupation (if student, enter 'student') is: _ My game biz question is: _
>
>Hello, my name is Dawson and i am 16 years old. i have no real hardcore training. I am a Sophomore in highschool. I would like to how to further my training in game design. I have read some of your FAQ but not all of them so this may be covered. I plan on going to college on top of what i am going to ask you. is there any place you can recomend so that i can further my knowledge in game design, like what can i do before college to learn how all of the peices fall together
Hi Dawson,
So your question is:
what can i do before college to learn how all of the peices fall together
You should read all the FAQs, first of all. Pay special attention to FAQs 7, 10, and 12.
Then explore the Links page, click them one by one, and read everything on each of those pages.
And start reading the books listed in FAQ 8, too. And remember this: The first word of every sentence should always begin with a capital letter. The pronoun "I" must always be capitalized. Every sentence should end with a period. It's "i before e except after c." You cannot succeed in college and get a job in the game industry if you do not obey those rules of writing.
And find some like-minded guys, get together with them, and start collaborating to make some fun stuff. Make fun happen.
When you're reading the FAQs, if something I wrote isn't clear, you can always ask me to clarify. That clarification might be in one of the other FAQs. If it is, I'll be sure to point you to it. (^_^)
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 20, 2008
Russian designer looking to make a move
>From: Maxim Jankov
>To: GD@sloperama.com
>Sent: Tuesday, February 19, 2008 4:34 AM
>Subject: GameBiz question - gamedesigner getting into Europe/US biz
>Hello.
>Thanks for the great site, your articles are very useful (although most of them are for wannabes that aren't in the biz yet). Let me tell you my story (it's quite short) and ask for your advice.
>
>I live in Moscow, Russia. Nearly a year ago I left the university, where I was studying bioengineering, and started to look for a job. With love for games, very positive dungeon master experience and several never finished project I tried to find a gamedesigner position; I had no gamedesign documents in my pocket, no demos and no degree. Fortunately, I found a company that hired me. That company owned one browser game that was (and still is) one of the leader of the russian bbmmorpg market (about ~$300-500k monthly income, I would assume) and was willing to create another. I was a part of the new team; ambitions was gigantic, and, as I know understand, we were trying to create a dream game. However, after several failed milestones (we still had nearly no engines, documentation was in a mess and we couldn't provide straight plans) boss (owner and CEO of the company) decided to fire team leader; other GDs decided to follow due to various personal reasons, and I was the only to remain - with no experience in the industry I had little hope of getting anywhere else.
>So, it was october 2007 and I was the only gamedesigner on the project, with several coders and artists and no clear direction and qualified authority. Of course, my bosses were in search of new team, and they had their views on what should go on while project was in frozen state. In several following months I managed to take the succesfully act in the role of art director, providing artists with tasks and accepting their work (to my susprise, they praised me as a good one) and in the role of lead GD as well, creating project's documentation, tasks for the coders and determinating project's focus with the management. I tried to convince them to decrease their ambition, but wasn't succesful; without any belief in the future of the project, I left for the vacancy of gamedesigner in the company IT Territory, in the r, russian leader of online and browser-based leader, to work in yet unannounced project based on the HeroEngine (info leaked to the news today, anyway).
>The project is very promising; however, russian game industry is not. For the last 10 years, we managed to create less then 5 AAA-titles that went to the western (Europe/USA) market (IL-2, Heroes V, Timeshift and Ukranian Cossacks and S.T.A.L.K.E.R. from GSC). Now the offline, retail developers are slowly dying - making games is very expensive, mostly becouse of rising salaries (especially in Moscow). Publishers would give no more than 200-300k on a retail PC project, and average developer costs 4k a month (with fees and office costs). Online browser-based market will begin to collapse next year; client-mmo's have a little more time, but we're not Blizzard, neither.
>I never wanted to limit myself to the MMO design, and neither I want to loose my job because of the industry collapse. I have the language (english, but I learn fast, it shouldn't take more than a year to learn any other european language to the reasonable level), I have experience of working in this biz and I want to learn and work. However, I don't want to change a job right now - but I can't stop thinking of the possibility of the situation in which I would have to. So, if you know, how I could get in that biz, what steps would it take and what bonuses could I have in the eyes of the potential employer (as you already know nearly all that could be written in my resume), I would greatly appreciate your advice.
>
>P.S.: Please, if you're willing to answer my question, would you send me a link to your reply on your billboard?
>--
>С наилучшими пожеланиями,
>Максим Янков,
Hello Максим, I think your questions are:
So, if you know, how I could get in that biz, what steps would it take
There is no process. The steps vary for each person. Some people manage to line up a job first, then get the necessary work visas. Others move first, and get the paperwork squared away first, before applying for work. To move to the United States is harder now than it was before 9/11. To move to Europe, I don't know. You have to do your research. Learn about the companies, and learn about the immigration/work laws in the countries where those companies' offices are.
what bonuses could I have
I have no idea. Every company handles bonuses differently.
The 2007 Salary Survey on GameCareerGuide.com probably only focuses on American salaries. I don't know if there has been any research done about European salaries. Are you planning to go to GDC in Paris this summer?
nearly all that could be written in my resume)
Huh? Here in the U.S. we don't mention bonuses in the resume. (We don't mention salaries, either.) Perhaps this is different in Europe, I don't know.
would you send me a link to your reply on your billboard?
You couldn't know this, but I always do that with first-time posters. I want them to actually see the reply I wrote!
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 19, 2008
Period.
>From: Jonathon Lang
>X-Originating-IP: [72.14.220.152]
>Sent: Friday, February 15, 2008 8:56 PM
>Subject: .
>I just wanted to say that you spend more time trying to tell people how to properly ask questions then you do helping with there questions. All you do is say refer to lesson this or lesson that and half the time it has nothing to do with the question. In the forums u have some smart ass answer to every person. You dont have anything else better to do you arrogant f***. Get a life. If you wanna help, help. If you wanna be a dick, start another website.
>--
>Thanks, Jonathon (jlang2406@gmail.com)
Well. Jonathon.
Doctor House would undoubtedly hit you back with some scathing comment, I suppose. Mr. Miyagi would probably have something to say about the dubious value of profanity as a weapon. Yoda would probably just turn his back and walk away from you, deeming you unworthy of further thought. But I'm not any of those imaginary people. Let's see if what you say has any merit, Jonathon.
Let's consider whether I have indeed been too much of a jerk and have ignored perfectly good questions, only to focus on the wording of the question and refer the OP to irrelevant articles elsewhere. The major candidates that might be the particular instance you're berating me for are as follows (all on GameDev, I don't think any of my conversations on IGDA could possibly be what you're talking about):
http://www.gamedev.net/community/forums/
> The Creative Side
> Game Design
> Thread title: "Can you lead an amateur/hobby/independent game as JUST the designer & PM?" by "d000hg" (real name unknown)
I did point him to the "is it worth it" FAQ, but only after quite a bit of actual back-and-forth (in which I wasn't the only responder). It's a very long discussion (it's gone into a second page), and I only pointed him to that one article the whole time.
http://www.gamedev.net/community/forums/
> Community Interaction
> The Business of Game Development
> Thread title: "Some Questions About the Business Side of Things." by "Talespinner" (real name unknown)
The OP asked a broad question as to how one gets into the business side of working with a team, and there was a lot he needed to know. So I gave him a pretty big list of articles to read, including the thread by "d000hg." The poster is an MBA student, so reading is something he's used to doing. I wasn't particularly snotty to him, either.
http://www.gamedev.net/community/forums/
> Community Interaction
> The Business of Game Development
> Thread title: "Funding that killer game" by "Axpen" (Alex)
Alex wanted to know how to raise four thousand dollars to buy tools to create his game. I only gave him one article to read - the one on starting up a company. Part of the article discusses getting funding, so it's apropos.
http://www.gamedev.net/community/forums/
> The Technical Side
> For Beginners
> Page 2 (as of 10:00 AM Pacific time Saturday 2/16/08, anyway - it'll probably be pushed to page 3 by early afternoon - if this helps, last post at this moment was February 15, 2008 9:46:58 PM)
> Thread title: "Direction for Education" by "Axpen" (Alex)
Alex had 2 main questions:
1. Whether he needed to try again to get a degree, or if his current level of education would be enough to get him into the game industry.
2. He has 2 passions, had heard that the game industry requires specialists only, and wants to know what to do.
Both of these questions are ones I've answered numerous times before.
1. People have opinions on both sides of this question. It's a complex issue. So it's reasonable to suggest to him that he read my articles.
2. There are several approaches to this one too. I could re-examine them again in a post for him, or ... point him to my articles.
http://www.gamedev.net/community/forums/
> The Technical Side
> For Beginners
> Thread: "Aspirations to writing: Where to start?" by "Durendal_5150"
The poster started off by saying he preferred asking questions versus reading the FAQs, and then said some things that indicated that he had gathered some erroneous impressions about breaking in (which he wouldn't have done had he simply bothered to read the FAQs). I pointed him to the FAQs; we exchanged some words, but all is OK now.
So, if the venom of your email was caused by any (or all) of those posts, I fail to see that it's justified. If some other reply I gave someone was what prompted you to write me, I'm willing to examine that too. Maybe you are "Talespinner," and you felt underserved by my reply? Did you give the articles enough of a chance? If you're a dissatisfied "customer," why not just try asking your questions again?
Oh. And I'm not sure what you mean by "start another website" - another one besides this one?
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 1, 2008
I just arrived from the second IGDA São Paulo chapter meeting.
>From: Hélder Gomes
>Sent: Thursday, February 14, 2008 5:40 PM
>Subject: I has been in IGDA chapter meeting.
>I just arrived from the second IGDA São Paulo chapter meeting.
>
>It was intersting, the discussion was around the possibility of all the publishers creating a sort of publisher assosiation to improve the local market (and even other underdeveloped markets as well), and the most intersting question so far is how much piracy can affact publishers, and if publishers made that thing, what they could do to improve the market, the only sure thing, is that helping publishers can make the market grow, thus helping the develpers.
>
>It was intersting to say that on the table there was people from two Korean companies, the company responsible for Second Life, and the company that publishes here the game Gunbound (among other people), and the most intersting thing is that all them had only MMO on their portifolios, or MMO was the vast majority of their profit.
Way to go, Hélder! Keep on keepin' on.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
VD, 2008
Basically, I am a 16 year old game designer.
>From: Eric Smith
>Sent: Wednesday, February 13, 2008 1:33 PM
>Subject: Game design question
>My approximate age is: 16
>The level of education I've completed is: Junior Year in HS
>My occupation (if student, enter 'student') is: Student
>My game biz question is:
>
>Basically, I am a 16 year old game designer. I have created modifications for a couple fo different games(like the Emergency Mod for the Game Emergency4/911 First Responders which is still in build progress) and now i want to get into the real world of gaming. I was recently offered a job at the EA Games studio's in San Fransisco(not spelled right. my specialties are in computers, not english) aas a modeler. but sadly i live on the east coast and cant do it. anyway i have been working with a guy in australia who has a company that creates videos using the program 3ds MAX. and I would like my idea to sell. i read your articles and it said that a nobody in the industry would not get far. and i have been getting polls and forum searching/posting to see what people think of my idea(which i was able to copyright). i spent that last 3 years of my life collectign data to egt a story together and to design a game. now, i have no idea on how to make a game. i can model, but i cant actually program. and i know you said it is a good idea to make a demo. but would it be okay if i just ahve a video for the game then maybe a typed presentation. but even if all that gets done, how exactly do i contact the producers let alone find one that i like. i have no interests in makign money of this game...all i want is to get it made.
>-Eric
Hello Eric, you wrote:
Basically, I am a 16 year old game designer.
Well, in my mind, what you are (since it's doubtful that you've actually been paid to design games) is a "student." With a passion for, or hobby of, designing games.
now i want to get into the real world of gaming.
You want to do that now? Before you've even graduated from high school? My recommendation is that you finish school, then get a college degree, before you go seeking a game job.
I was recently offered a job at the EA Games studio...
I'm sorry, but I find that difficult to believe.
in San Fransisco(not spelled right. my specialties are in computers, not english)
Yeah, well, you're also not a high school graduate, which further explains your lousy writing skills - but as a junior who aspires to a game job, you ought to be trying harder to improve your writing habits.
aas a modeler.
Now I'm confused. Is your specialty game design? Or is it modeling? You said you'd made some mods. I haven't looked at that game's modding tools, so I don't know how technical they are. So you might be a budding level designer. With your lazy writing habits, it's unlikely you'll be able to get hired as a game designer, though. Game designers don't have lazy writing habits.
i have been working with a guy in australia who has a company that creates videos using the program 3ds MAX.
That's not very clear. You didn't say what kind of work you are doing with him. Or how this relates to what you were saying just before this statement, or just after this statement. I don't get the connection at all here. You're not communicating very effectively.
and I would like my idea to sell.
Couple problems: (1) you're a kid; (2) ideas are worthless (as I wrote in FAQs 1 and 11).
i read your articles and it said that a nobody in the industry would not get far.
(^_^) No, I didn't say that. First of all, you're not in the industry. Secondly, someone who's in the industry isn't a "nobody."
i have been getting polls and forum searching/posting to see what people think of my idea
That's shweet, but it doesn't change anything I've said. Even if everybody is patting you on your wittle head and saying "wow, that's brilliant," you can't sell your idea to video game publishers who want projects, not ideas from minors.
would it be okay if i just ahve a video for the game then maybe a typed presentation.
It wouldn't change the facts that (1) you're a minor and (2) publishers don't buy ideas, they buy projects. You need to (1) age at least two years (become a non-minor), and (2) put a whole project together, not just an idea. As I clearly stated in FAQs 1, 11, 21, 35, and 67.
how exactly do i contact the producers let alone find one that i like.
I described the process in FAQ 21. But it only applies to legal adults. If you intend to move forward with this anyway, you have to have a parent submit your game for you.
i have no interests in makign money of this game...all i want is to get it made.
That's not how the world works. I wrote about this idea, and why it's not feasible, in FAQ 21.
Look, Eric. Let me wrap this up neatly for you. I'm sorry for my tone above, but I treated you like a kid above because you came to me talking like a kid - refusing to use the shift key, and making lame excuses for your sloppy lazy writing habits (rather than making any kind of effort to use proper spelling and writing) - and because I knew it would shock you. Shock has usefulness - that's why they slap the face of someone who's passed out, or dash cold water on his face - to make him "wake up" and see the real world again.
You haven't read enough of the articles yet. You haven't looked at the real world yet. You've imagined this world where kids with brilliant "ultimate" game ideas (see FAQ 31) can sell them - or even give them away. Read about the real world. Learn about the real world. Work at your English (you'll need it more than you think). Graduate. Go to college. Get a degree. Take odd jobs, mowing lawns, shoveling snow, flipping burgers, whatever. Learn the value of work and money in the real world. Learn what life in the real world is about, and you'll be better armed to design games. This is going to take time. And that's not a bad thing. You may not be able to imagine what the world would be like if 16-year-olds ran the world, but I am. And it wouldn't be pretty! (^_^)
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 13, 2008
I have numerous questions, part 2
>From: Mike Krebs
>Sent: Tuesday, February 12, 2008 3:59 PM
>Subject: Refinement of my previous qustions.
>From: Mike Krebs
>My age is 25.
>The level of education I've completed is Bachelor's Degree in Computer Science, French Minor.
>My occupation is Unemployed
>By submission of the retro D&D game I meant as a demo. I've answered that question through further reading of your excellent site.
>
>I enjoy both programming and level design, would I be best served by focusing on one or showing proficiency with both when trying to get in the door? You've made it clear that specialization is important, but should that come before or after one has gotten in the door?
>
>You said that I should provide what the employer needs to see the demo, in the case of the Neverwinter Nights 2 campaign that would require a lenthy installation. Any recommendations beyond bringing in a laptop?
>
>My apologies for the resume/college questions, I realized just after clicking send that there are better places to find those answers that don't involve bugging you 8).
Hi Mike, you wrote:
I enjoy both programming and level design, would I be best served by focusing on one or showing proficiency with both when trying to get in the door?
Go ahead and learn both, if you want. I have HR duties for one of my clients, and at that company we tend to get more level designer applications than programmer applications. That might mean that there's more competition out there in level design - or it might mean that programmers are targeting the bigger companies. For both fields, you're going to face tough (talented) competition for the available jobs. It can be hard for you to look at yourself objectively, but others might look at you and see that you're stronger at programming than level design (or vice versa). Try to look at yourself objectively, but if you can't, when you start applying, you may discover where your strength lies.
You've made it clear that specialization is important,
Maybe I haven't written enough about the difference between working at a small company versus a big company. At a small company you might have level design duties for a while, then have to do some programming, then even have to write some game story text. At a big company, you might get stuck as doing nothing but creating 3D models of grass. Specialization applies to big companies. Small companies, though, have use for Renaissance men.
I wrote about small companies vs. large ones in my January 2008 IGDA column - http://www.igda.org/games-game
And I wrote about having multiple skills in one of the older columns. On the Games Game page, click Archive and scroll down to the May 2005 column.
But don't worry if you see conflicting advice, either from me or from other people. That's normal - and each person being a unique case, he has to make his own decisions about how to go through life. FAQ 47 has some poignant insights about that.
but should that come before or after one has gotten in the door?
If I thought level design was where my passion is, I'd refer to myself as a level designer with programming ability. If I thought programming was my more suitable job, I'd refer to myself as a programmer who can also do level design.
in the case of the Neverwinter Nights 2 campaign that would require a lenthy [sic] installation.
Only if the company you're interviewing with does not already have NWN2 installed.
Any recommendations beyond bringing in a laptop?
Don't take a NWN2 mod to an interview where you think they won't have NWN2 installed. Or do take it, but don't expect them to look at it if they don't have it installed (or maybe they'd be willing to take your mod and try it out later, after the interview is over). Obviously if you interview at Atari or Bioware, NWN2 ought to be installed there. If you interview at any company where they make MMOs, they might well have it installed.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 12, 2008
I have numerous questions and some advice for others
>From: Mike Krebs
>Sent: Tuesday, February 12, 2008 12:46 PM
>Subject: Game Industry Q+A
>From: Mike Krebs
>My age is 25.
>The level of education I've completed is Bachelor's Degree in Computer Science, French Minor.
>My occupation is Unemployed :(
>I've been reading your site, and various sites that link to your site, and for the first time I feel like I have some idea of what I need to do to get started. Thank you. I have a few questions that I havn't been able to answer by reading your site, I apologise in advance if I've overlooked pre-existing answers.
>I've read that the best way to get started is to just start making simple games or modding, and that a demo is important when applying for a job. One site recommends starting with a Tetris clone, then Breakout, then Pac-Man, and finally a side-scroller. I intend to start on this today. I also have several personal projects that I've been working on in some of my spare time. My first question is, when I finally do apply for a job and submit a demo, what sort of programs are good to provide? I assume that no employer wants to see my Tetris clone etc. What value, if any, would be associated with submitting things such as a well designed map for Counter-Strike or a campaign designed with the Neverwinter Nights 2 toolset? After I've gone through the motions of making Tetris etc. I intend to create a retro-style D&D game (think Pool of Radiance on NES), is that something I would want to submit?
>Second question - You have provided a list of suggested courses to take while in college to round out one's education and to become more appealing to employers. Is it possible for me to take some of these courses that I did not take at university at my local community college and work it into my resume? Alternately, as someone who foolishly focused on keeping my CS GPA up and tended to let other classes slide, is it possible to re-take a course to improve or overwrite an old GPA? Ultimately, if I have the degree and some good demo material, is my overall GPA of 2.something going to appreciably hurt my chances of getting hired? Should I mention that my CS GPA is 3.8 or would that be whining?
>Finally, when I do eventually start trying to find a job in the video game industry, and assuming my attempts to find a job with my degree continue to fail, is there any point at all in mentioning other work experience? Although being unemployed at the moment is giving me plenty of time to work on documenting my game ideas and creating simple games, I'm going to need money to move to where the game companies are. If I find and hold down any old job for a year or two while I live with my family to save for the move and develop my game design skills will it be worth mentioning on a resume? As someone who's had some kind of job since he was 13 years old (my family is poor and games are expensive) I have work experience ranging from fast food to retail to landscaping. Are potential employers in the video game industry going to care about this at all?
>
>One word of advice to your younger readers - do an internship. Period. Working for no pay when you're already exhausted from the stresses of college may sound dumb, but it's the only way to defeat the in-field experience catch 22. It's the one thing I'd do differently if I could go back and do it all again.
Hello Mike, you wrote:
I've read that the best way to get started is to just start making simple games or modding
Mmm, not necessarily, it depends. That's "the best way" only for those who want to become programmers. For someone who wants to become a game artist, for instance, that's not "the best way."
a demo is important when applying for a job.
Again, it depends on what skills the applicant has and what job he's applying for.
One site recommends starting with a Tetris clone, then Breakout, then Pac-Man, and finally a side-scroller. I intend to start on this today.
So am I to assume that "programmer" is the job you aspire to?
when I finally do apply for a job and submit a demo, what sort of programs are good to provide?
Ideally, popping your disc into the drive and pushing the drawer in should Autoplay your demo. Failing that, provide any programs that the interviewer is not likely to have, and needs to see your demo, and that you have the rights to provide.
I assume that no employer wants to see my Tetris clone etc.
You got that right! (^_^)
What value, if any, would be associated with submitting things such as a well designed map for Counter-Strike or a campaign designed with the Neverwinter Nights 2 toolset?
A lot of value - if the job you aspire to is "level designer" (and not "programmer").
I intend to create a retro-style D&D game (think Pool of Radiance on NES), is that something I would want to submit?
What do you mean "submit"? See FAQ 28 to find out what a "submission" is.
Second question
Whoa, you're on a very different numerical system than I am! (^_^) I count three question marks before this (not just one).
You have provided a list of suggested courses to take while in college to round out one's education and to become more appealing to employers.
You mean FAQ 3. That list does not apply to aspiring programmers. That list only applies to aspiring "game designers." I refer you again to FAQ 28 where you can understand the fine distinctions between these terms. And FAQ 7 is also a useful read.
Is it possible for me to take some of these courses that I did not take at university at my local community college and work it into my resume?
Read FAQ 50. Then you're welcome to write me again and rephrase the question if you want. But what does the résumé have to do with this? Are you planning to list on your résumé every class you take in school? Why would you do that? You can Google "what should go into a resume" and learn some useful stuff.
as someone who foolishly focused on keeping my CS GPA up and tended to let other classes slide, is it possible to re-take a course to improve or overwrite an old GPA?
I have no idea. Ask your school counselor.
if I have the degree and some good demo material, is my overall GPA of 2.something going to appreciably hurt my chances of getting hired?
I don't know if every employer will ask you what your GPA is. But after you have game industry experience under your belt, nobody will ever ask what your GPA was. A spectacular demo trumps a low GPA.
Should I mention that my CS GPA is 3.8 or would that be whining?
It wouldn't be whining per se. But it would be only your word, without any evidentiary proof. So I wouldn't bother trying that.
is there any point at all in mentioning other work experience?
You should Google "what should go into a resume" and learn what should go into a résumé. You must list all work experience in your résumé, relevant or not.
I have work experience ranging from fast food to retail to landscaping. Are potential employers in the video game industry going to care about this at all?
All potential employers expect to see a complete work history. The fact that you have worked at those jobs tells us that you understand what it means to have a job, show up for work on time every day, do the work that's expected of you, etc.
One word of advice to your younger readers - do an internship. Period.
I don't agree. Don't get me wrong - I'm not saying "don't intern." I'm only saying internships aren't for everyone. Every person's case is different. And besides, there aren't enough internships to go around to every wannabe.
it's the only way to defeat the in-field experience catch 22.
No. It's not.
It's the one thing I'd do differently if I could go back and do it all again.
Okay. One more thing I'd recommend that you differently: in between paragraphs, hit the Enter key twice. More vertical space! It makes your writing so much easier to read.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 12, 2008
I was gonna ask you something, but never mind! Just "thank you"
>From: Wyatt
>Sent: Monday, February 11, 2008 7:11 PM
>Subject: a comment and thank you
>I've deleted all my questions, and I've decided that I'll just really, sincerely, thank you; you've helped me get farther in my journey. My dreams are assuaged.
>John-Wyatt (17)
Hi John-Wyatt,
Well, um, great. I'm glad my articles (or my answers to someone else below) was of help to you. You're always welcome back anytime.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 11, 2008
I'm in 8th grade and I'm not exactly sure what to do.
>From: Vijay Challa
>Sent: Monday, February 11, 2008 5:24 PM
>Subject: Video Game programming/design
>I want to get into the video game business for a while now but I'm not exactly sure what to do. I'm in 8th grade and in high school I plan to take programming classes as my electives. After that I want to get into a programming or gaming school hopefully someplace like Digipen. I'm trying to teach myself Visual Basic but it isn't going too well, I do know how to make flash games though. Any guidance/advice would be appreciated.
>Vijay
>--
>I like me...
Hi Vijay,
Good news and bad news.
The good news is that you have a lot of time to figure this out. You can read (not just the articles here on my site but also on IGDA.org and GameDev.net), and you can try programming, and you can try writing, and you can try drawing and audio and music and acting... And the more you try doing these things, the more prepared you'll be to decide what you want to do. If you find that you're terrible at art but great at writing and only kind of just OK at programming, well, then you've learned something valuable about yourself, and you'll know better which kind of game job you should shoot for.
The bad news, of course, is that it'll take a lot of time to figure this out. Actually, this isn't really a bad thing (I just thought it was funny to say "good news and bad news" and then have the same news be both things). (I know, it's not very funny.)
For now, then - read and try doing stuff. Lots of different stuff. If you want to be a game designer, make sure you look at article 3 and the list of stuff you should try, and learn.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 11, 2008
Anxious to break in!
>From: Spencer Fox-Galassi
>Sent: Sunday, February 10, 2008 9:59 PM
>Subject: A question on breaking in
>Hey Tom,
>I've been working hard in my education for four years now. I'm studying Communication (speech) and plan to graduate Cum Laude from my department. I've taken to preparing a cover letter and resume (which are both still tentative as I add more referals into it), and I was wondering if you might take a look at them and give me your professional opinion. I'm trying to break in on the Quality Assurance positions, despite how competitive they can be.
>
>I've had a great deal of passion for the game industry since I was young. I made some connections and have even spoken to a Producer of a larger publishing company and will begin sending my resume around the bay area. I've gotten tidbits of advice here and there and I'm currently reading your site as well as dusting off my old IGDA free account to talk to some people in my area that might be able to give me a bit of advice. I'm a hard worker and I've big ambitions for breaking in, it's what I've wanted to do for the upside of 6 to 7 years. I've done a lot of research, but it's high time I begin talking to real people.
>
>An issue I've been having is that a lot of companies prefer these days to have resumes sent over the internet while a lot of the professional people I know (admittedly working for companies not pertaining to the video game industry) give me advice to come in for a person-to-person experience. What do you feel is a good way, if not either of these? As a communications major, speaking over the phone, e-mail, or in person is no hassle for me. Online tends to, however, make it a bit difficult for a follow up letter as most of the time I do not get replies from their HR. I had thought that it would vary from company to company, but again, I'm still a small fish in a big ocean and your incite is valuable.
>
>There's still a lot more I'd like to ask, but it's probably best not to load up too many questions on the first e-mail. I hope we can continue this conversation as any input will help me a great deal. Thanks for taking the time to read and respond and I hope to hear from you soon.
>Sincerely,
>R. Spencer Fox-Galassi
Hello Spencer, you wrote:
I was wondering if you might take a look at [my] cover letter and resume
Sorry, I don't do that. You'll find willing victims on the IGDA forums, though.
I'm trying to break in on the Quality Assurance positions, despite how competitive they can be.
As long as you're suitable for it and don't mess up the interview, I wouldn't worry about it being "competitive." You didn't say you've read FAQ 5, and nothing in your email suggests that you have - so I recommend you do. Click the FAQs link above left.
I'm currently reading your site
Oh, right. Well, you didn't say specifically which articles.
it's high time I begin talking to real people.
OK, make sure you read FAQ 54.
a lot of companies prefer these days to have resumes sent over the internet while a lot of ... people [advise] to come in for a person-to-person experience.
Yes, I know. I recently edited FAQ 4 to reflect this reality. Oh well, ya gotta play the game the best you can. Do phone and interviews whenever possible, and apply by internet when that's the only way you can manage.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 10, 2008
I just discovered a better site than yours (but it's more for lone wolves than those wanting to get a job)
>From: Double Distelfink at yahoo
>Sent: Sunday, February 10, 2008 8:58 PM
>Subject: Game Design Q&A
>My approximate age is: Teens
>The level of education I've completed is: 9th grade
>My occupation (if student, enter 'student') is: student
>My game biz question is: I'm baaaack! Also, a good website to link to.
>Hello Mr. Sloper,
>It's Josh. You probably don't remember me, but I e-mailed you something about the "Hollywood pitch technique" about a year ago. I could e-mail it to you if you want it.
>But anyways, I just discovered this website. I really like the blog posts on his site. Actually, I'd say it's better than your site, but it's more focused towards those who want to know "What makes a good game?" and "How can I make money on my game as an independent developer?" than "How do I get a job at (insert massive publisher here)?"
>He breaks one of your fundamental rules regarding game ideas, that being NDA, NDA, NDA. His argument: Share it, because no one will copy it until it's profitable.
>Also good is this article on the then-unreleased Wii, but mostly about genres, markets, and how console makers make money. It suffers a bit from fanboyism, but still a good article nonetheless.
>Also, I have to put this quote in from "Common Game Prototyping Pitfalls:"
>"[E]veryone knows that game design ideas aren’t worth a hoot in this industry. Everyone has a dozen in their pocket and 99.99% will never turn into anything."
>Thanks,
>Josh
Hi Josh,
Yes, I saw that site just recently. Somebody mentioned it on one of the other forums I regularly check (maybe that's where you saw the link too). I thought the article was interesting, and thought about adding it, but I guess I'm not through mulling over the idea yet. BTW, I too have said nobody'll steal your ideas.
And as for that quote, I'm pretty sure I've said the same thing, maybe as early as FAQ 1.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 10, 2008
Please guide me through the process, part 2
>From: Rohit Jain
>Sent: Sunday, February 10, 2008 5:41 AM
>Subject: need some more information and thank you for that already provided
>Hello Tom,
>Thank you very much for all the information you have provided to me. I wish to be a Producer inspite of it being a thankless job.
>Some more queries:
>* To be a Producer, you mentioned, one needs to have EXCELLENT writting skills. I am from India and my writting skills in English language will be limited to a certain level (which might or might not be upto the set standards), would that be a problem for me? (since english is not our 1st language)
>* Yes, i have decided to join University of Westminster or Warwick (depending on which one accepts my application) for my masters in Media Management.And i am financing this through an education loan.Advice if any?
>* I intend to work in UK after my course completion for 5-6 years and maybe return to my own country i.e. India thereafter to startup or join a company. Any advice?
>* Lastly, what does SLOPERAMA means ?
>I am living in India currently, working on a Disney Project.I have been doing Production for films and television for over 3years now as a FREELANCER.
>Thank you again for your help.
>Best
>Rohit
Hi Rohit,
A little producing tip: when making a bulleted list as you did above, consider using a numbered list instead. That way, when the correspondent replies, he can simply give numbered answers, without having to repeat the questions first. Imagine that you used numbers above (instead of asterisks) as I respond:
I didn't say you need excellent English written communication skills. An Italian game producer who's working with Italians needs excellent Italian written communication skills (for instance). English may not be the first language in India, but if you're going to coordinate development with publishers who do expect English communication (and you probably will), then you do need better English written communication skills ("writing" doesn't have two Ts, and "English" is always capitalized - for instance). And there you go again, asking me to foretell your future! (^_^) "Could" would have been the better word than "would" in your question.
If you want advice, tell me what kind of advice you want. Read FAQ 65. Be more specific.
You need a backup plan. Like for instance, maybe no UK company will give you a job after you have your degree. Did you see what I said in my last answer about the fact that there are Indian companies where you can get your first game job? And please never ask me for "any old advice" - read FAQ 65. Advice requests must be specific.
It means "the stupendous [website or world or life] of Sloper." The "-ama" ending will probably not be found in any dictionary, but it's sometimes colloquially used this way. If you wanted to make a website using this ending, you'd have to put an O in it. "Jain-o-rama" would mean "the magnificence of being Jain." Or something like that.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 10, 2008
Please guide me through the process and tell my future.
>From: Rohit Jain
>Sent: Saturday, February 09, 2008 4:01 AM
>Subject: Help needed with breaking into the game industry
>Hello Tom,
>My name is Rohit Jain. i am from India, a graduate in Mass Communication. I have been working as Production Manager for the past 3 years for films and television. Now i intend to break into the Gaming industry, something i'v been wanting to do since childhood. Theres not much scope in India for that.
>I am interested in joining the gaming industry.I am willing to work in the production department. I am considering doing MA in Creative and Media Enterprise from UK and then work towards my objectives.
>Can you please guide me through the process. Will my past experience in films industry help me here in the gaming industry?
>looking forward to hear from you.
>Best,
>Rohit Jain
>Chat on a cool, new interface. No download required. Click here.
Hi Rohit,
I understand that you're from India, and you're concerned about the size of the game industry in India, and you're considering advanced education in England. But you didn't tell me where you live now (maybe India?). And that would definitely have to be an important factor in any advice I might give you. You wrote:
I have been working as Production Manager for the past 3 years for films and television. Now i intend to break into the Gaming industry
That's an excellent thing to have on your résumé. Very good experience.
something i'v been wanting to do since childhood.
Those words never need to be written or said, since those words appear in just about every single letter I get, or are heard in just about every conversation I have with game biz hopefuls. It would be such a delight to read a letter or have a conversation without those words being in there at all!
Theres not much scope in India for that.
I disagree. There are numerous game studios in India. You haven't done your research very well, sir! Try again.
I am willing to work in the production department.
That doesn't sound like you're very excited about it. So... Which department would you be excited about?
I am considering doing MA in Creative and Media Enterprise from UK
When are you going to decide? (^_^)
Can you please guide me through the process.
There is no process. Your situation is unique. (Just as everyone's situation is unique.) If you're going to get that education, go ahead and do that. In your spare time, volunteer to help out* on some amateur or indy or mod projects. And research** game companies located in the area where you're going to live after the education. And read FAQs 7, 9, 10, 12, 16, 21, 27, 28, 29, 39, 40, 41, 42, 47, 49, 50, 51, 52, 54, 57, 58, 60, 62, 64, & 66.
* A tip. If you volunteer to help as a "producer," the team may balk at that. "Producer" sounds very hoity-toity to most engineering and artsy types -- they'll think you just want to get glory from the sweat of their brows or something. But tell them that you're willing to help with logistics, paperwork, planning, coordination, those unwelcome tasks that constantly get in the way of their doing the programming or art that they love. They might give you a chance if you approach it that way.
** By "research," I don't mean "identify and get contact info." I mean study their website, learn any details you can about their project, learn the market they're trying to get into, understand their needs and what they're about.
Will my past experience in films industry help me here in the gaming industry?
My crystal ball broke last week, and my dog ate my tarot deck. I cannot foretell your future! For all I know you'll get hit by a lorry crossing the street while attending university in the UK. One of the FAQs I pointed you to above is #41. Read it, and follow the link therein to download the Powerpoint slides from my E For All talk on switching careers.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 9, 2008
Would it be possible to get the arcade time watch reproduced??
>From: George Loizou
>Sent: Thursday, February 07, 2008 12:55 PM
>Subject: arcade time/ vectrex
>I love 1980’s games and watches etc, I have a huge collection of VFD games, and game wristwatches and a vectrex.
>I must say you are a legend having working on some of these things!
>I personally want to see game watches back into production, even if they didn’t sell I’d end up with them and that would be ok!
>Would it be possible to get the arcade time watch reproduced??
>Please let me know,
>George
Hi George,
Pretty much anything is possible, given the money. So let's see, how to go about it... if you are prepared to fund such an endeavor, all you'd have to do is secure the rights. I'm sure Jay Smith knows where those rights reside...
And then, of course, line up the manufacturing and distribution. If the original specs can't be located, then it'd have to be reverse engineered, but that shouldn't be all that difficult. The manufacturing part is easier than the distribution part, IMO.
Bye, George! (^_^)
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
Chinese New Year, 2008
Torque
>From: Val Halla (dontsendmespam@hotmail.com)
>Sent: Wednesday, February 06, 2008 11:12 AM
>Subject: Torque game engine....
>Hi Tom,
>I am hoping you will give me your opinion on programming language/game development tools to pursue. I did read about some of this on your site.
>I have been a programmer for a number of years in Colorado and New York State. My main language is VB but I have also been involved with C++, Java and some others. I found a book at Barnes and Noble yesterday called 3D Game Programming All In One by Kenneth Finney. The book seems to be centered around something called the Torque game egnine. It comes with a CD with the Torque game engine, Torque ShowTool, ProMilkshape 3D, Constructer for 3D modeling, the Gimp 2, Audicity, UVMapper, UltraEdit-32 all for game development. Because there are many languages and game development tools in the market I don't want to waist my time learning something obscure. I'd rather focus on whatever is most prevalent, and most conducive to working in the game industry. It looks like many commercial games have been developed using the Torque game engine and development tools from this book. The scripting type programming language used looks similar to C++. Do you think this book and the technology used is worth learning as a beginning to game programming as well as being useful down the road?
>Thank you!
>Randy Romine
Hi Randy, you wrote:
I am hoping you will give me your opinion on programming language/game development tools to pursue.
Why? You know I've never used any of them myself, since I'm only a designer/producer.
I did read about some of this on your site.
So, like, FAQ 56 maybe?
I have been a programmer for a number of years in Colorado and New York State.
Oh! Well, I'm in California. So anything I might say wouldn't have any validity for you. [Retroactive sarcasm] [/End retroactive sarcasm] Just the essential facts is all I need. It doesn't matter if you'd been programming in Johannesburg or Jakarta. Computing is very non-location-specific.
My main language is VB
Visual Basic? Isn't that kinda... well... basic?
I have also been involved with C++, Java and some others.
Oh good.
I found a book at Barnes and Noble yesterday called 3D Game Programming All In One by Kenneth Finney.
Never heard of it.
The book seems to be centered around something called the Torque game egnine.
I listed Torque in FAQ 56.
It comes with a CD with the Torque game engine, Torque gblsdl;dlgb, gbsldkflsbfgbslgbd 3D, gbkldygbldy for 3D gkbldksl, the Gimp 2, gldbgldblg, ghdlgbdkl, fgbldyg;b-32 all for game development.
Zzzz....! Huh? Oh, sorry. I zoned out there. You were saying...?
I don't want to waist [sic] my time learning something obscure.
Then you should read FAQ 51.
I'd rather focus on whatever is most prevalent, and most conducive to working in the game industry.
Well, I know UnrealEd is one popular engine, but I couldn't tell you which one was "most prevalent," if there is such a thing. You're just asking about engines, I gather. Lotta folks build their own. In order to do that, they first had to become familiar with other engines' strengths and shortcomings. Best way to do that is by using them. Gotta start somewhere, or am I missing something?
Do you think this book and the technology used is worth learning
Sure, why not.
as a beginning to game programming as well as being useful down the road?
Look, tools is tools. Learn how to use one type of hammer, and you can easily adapt to another type of hammer. It's the basic concepts that you have to learn, and it doesn't really matter which one you start with. Maybe you haven't read FAQ 56 yet - I recommend you do. And if you have already read it, you should read it again (IMO). And check out the programming forums on GameDev.net and IGDA.org.
Best of luck to you, Randy! Hope you come back and find this reply (I suspect that dontsendmespam@hotmail.com isn't really your actual email address).
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 6 (Ordinary Wednesday), 2008
Can you help me find a Japanese speaking AP?
>From: Matthew Hakaim (matthewhakaimgamer)
>Sent: Monday, February 04, 2008 12:42 PM
>Subject: Can you suggest??
>Tom,
>I have a request that I am hoping you may be able to assist me with! I am wondering if you may know of a "source" that I can call, email, or look into that will assist me with finding a Japanese speaking Associate Producer in the game industry? I am thinking that there might be a school or organization, or even a peer that you might be able to point to? Any direction that you might be able to offer would be very helpful! I found your email address when I ran a search string on google! I am sorry if I interrupted your afternoon! Thank you.
>-Matthew Hakaim
Hi Matthew,
I don't get the context. Are you a producer who needs someone bilingual to work with you? Or are you a headhunter trying to fill a slot? Or are you an educator or a student or a journalist or what?
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 4, 2008
I'm 13 and i think i got a good idea, part 2
>From: Boris Bovkun
>Sent: Monday, February 04, 2008 12:10 PM
>Subject: Re: I'm 13 and i think i got a good idea
>Just to clarify in what you posted on the bulliten, when you said "whats this something big", the something big was referring to my saying that i began writing stuff down and whether i should continue. Thanks for your support :)
>And yes, i have tried programming in java eclipse (my dad is a programmer actually), and it was pretty damn hard. Too much for me (at the time, it was like 2 years ago). And what i said about "programming and proffesional design", is that i was going to get a degree or whatnot in design, but it still takes some programming knowledge to be in the computer game business; i'de hate for someone to tell me some obvuis programming thing and i would look and blink innocently. Sort of like that you don't have to be a chef to work at a hot-dog place, but knowing that "well done" means cook it longer will always help.
>-Thanks for your support, Boris
OK.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 4, 2008
I'm 13 and i think i got a good idea
>From: Boris Bovkun
>Sent: Monday, February 04, 2008 10:50 AM
>Subject: I'm 13 and i think i got a good idea
>I (think) i got a good idea for an RTS. I sent the current blueprints of the blueprints of the blueprints to a friend i met online in an RTS and he liked it somewhat. I'm wondering what im supposed to do to get help and advice. I can't really try to put this on something like public forums, people can just take whatever i make if they want. I know its a little overconfident to assume people will want it. My point is that, i've already begun a documant, formatting unit designs, creating faction history, gunna design campaigns in a bit, i've got my own system for building and line of sight and stuff like that, and im just wondering, is there anything more i can do then keep discussing ideas with people i like, improving on my design and trying to create a complete game and eventually going into programming and proffesional design, or should i just wait 'til I'm older to really start making something big. Thank you for your answer if i get it.
>-Boris
Hi Boris, you wrote:
I (think) i got a good idea for an RTS... i've already begun a document...
That's great! I hope you're going to get more ideas and write those down too. Then in high school I hope you take writing classes and computer classes and... the other classes I listed in FAQ 3, and that you will go to college/university after that.
is there anything more i can do then keep discussing ideas with people i like, improving on my design and trying to create a complete game and eventually going into programming and proffesional design
So have you tried learning any programming? You know that programming and design are different things, right? Read FAQ 7. As for other things you can do, read FAQ 12. Oh, and read FAQ 1 too. The FAQs are above left.
should i just wait 'til I'm older to really start making something big.
What's this "make something big" stuff? You have to finish high school, write lots of game ideas down, get a college/university degree, and get a job in the game industry. If you want to run your own company (i.e. "making something big"), you should get an MBA after your bachelors degree - read FAQ 29. I wouldn't worry about "making something big" right away. You're a kid, have fun, get lots of ideas, play games, study hard, do kid stuff. I'm going to add this to FAQ 67.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 4, 2008
We're not a developer and we're not a publisher, so what are we? And how do we get a training game made?
>From: Medha Narayanan
>Sent: Sunday, February 03, 2008 11:27 PM
>Subject: Questions
>Hi,
>Hope you can help me out with this! –
>I am neither a developer, nor a publisher, nor am I trying to break in to the industry in the normal sense. My company uses games as a tool to develop certain skills and mental faculties and up till not we've been working with off the shelf games (RTS PC). However we are now exploring having a game created (again RTS) with some of our specific needs in mind.
>Now being neither developers nor publishers, I'm wondering
>-What role this puts us in.
>I'm hoping that you can help out by
>- Pointing me in the right direction about how to start thinking about this.
>-Also what is the level of involvement we should be comfortable with (in the process of gtn thr game ready?)
>-And whom should we be 'outsourcing' something like this to, keeping in mind that we don't want to expand or shift out of our core area of work and work with development or publishing. (Currently our company would have the knowledge of a decently well informed gamer.)
>I hope I've worded my question well enough for you not to sigh!
>Medha
Hello Medha, you wrote:
My company uses games as a tool to develop certain skills and mental faculties and up till not we've been working with off the shelf games (RTS PC). However we are now exploring having a game created (again RTS) with some of our specific needs in mind.
>Now being neither developers nor publishers, I'm wondering
>-What role this puts us in.
You're a company who uses training tools in the form of games. What I'm not sure of from your statement is whether these training tools are used to train your employees or your clients or your patients or what.
I'm hoping that you can help out by
>- Pointing me in the right direction about how to start thinking about this.
Thinking about this in what terms?
what is the level of involvement we should be comfortable with (in the process of gtn thr game ready?)
If you want to have a game customized, I don't recommend you produce that yourself, but rather that you hire an experienced game producer. I gave a speech at the 2006 Serious Games Summit about how to hire game developers. You can download my Powerpoint slides at https://www.cmpevents.com/GDsg06/a.asp?option=C&V=1&PV=2. I think that will give you some insights into what's involved. And of course, I'm available to help you with such a project, for pay of course.
whom should we be 'outsourcing' something like this to, keeping in mind that we don't want to expand or shift out of our core area of work and work with development or publishing. (Currently our company would have the knowledge of a decently well informed gamer.)
My recommendation is that you hire a producer who can hire a developer to make your training tool for you. Read those slides. If you have further questions I'm happy to answer them here, since this is the forum I use for free advice. If you wish to hire me to help you, we'll talk offline, and this discussion will be taken offline as well.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 4, 2008
Want to play mah-jongg online. And I'm creating my own online Java puzzle game apps.
From: "mhuret"
Sent: Monday, February 04, 2008 7:56 AM
Subject: on-line game
> Hi Tom,
> I spoke with you some time ago (a few years) and was part of the on-line
> play group. My son wants to sign me up again but I cannot find it on your site.
>
> And wonder of all wonders...I discovered the NMJL now has a website. Guess
> the "little old ladies" decided to move into the real world.
> Are you no longer associated with them?
>
> You may remember me. I write crosswords and other stuff as well as
> contribute to "Brain Games" magazine
> and, in my spare time, I am also taking courses in game design at our local
> college. I have been reading the tutorial you have posted and you have some
> information that is very helpful. What I want to do is eventually be able
> to take some of the puzzles and such (that I developed and now have to post
> as PDF's) and make them into on-line apps...or at least know enough about
> the coding that I can work with someone who has more expertise than I do.
> Right now, the original software was done in Director. The new stuff
> hopefully will be done in Flash or Java. I am finishing up a second
> semester of Java now.
>
> In the meantime, is there an online mah jongg version anymore?
> Thanks,
> Marilynn
> Marilynn Huret, Editor
> www.GarfieldGames.com
> Play games and join the fun
中&西: Hi Marilynn,
I'm sorry to say that I do not remember.
I... was part of the on-line
> play group.
I'm sorry, I'm not sure what play group you mean. Were you a Shanghai Dynasty or Shanghai Second Dynasty player with whom I played while I was at Activision?
My son wants to sign me up again but I cannot find it on your site.
I'm sorry, I don't know what you want to sign up for or what you're looking for. If you mean Shanghai Dynasty or Shanghai Second Dynasty, Activision discontinued those games a long time ago.
I discovered the NMJL now has a website. Guess
> the "little old ladies" decided to move into the real world.
A website and an online game. But no email.
Are you no longer associated with them?
Are you perhaps referring to the American Mah-Jongg Association, the alternate organization in Maryland?
What I want to do is eventually be able
> to take some of the puzzles and such (that I developed and now have to post
> as PDF's) and make them into on-line apps...or at least know enough about
> the coding that I can work with someone who has more expertise than I do.
I gave a speech at the 2006 Serious Games Summit about how to hire game developers. You can download my Powerpoint slides at https://www.cmpevents.com/GDsg06/a.asp?option=C&V=1&PV=2. I think that will give you some insights into what's involved. And of course, I'm knowledgeable in that topic, and my services are available - but I have to warn you, I don't work for future speculative royalties.
I am finishing up a second
> semester of Java now.
Wow, good for you. Personally, I think Flash would be better. That's what I would study. And that's what I should study so I can try my hand at making my own games!
is there an online mah jongg version anymore?
Yes. See mah-jongg FAQ 5. If you play American mah-jongg, there are two options.
May the tiles be with you.
Tom Sloper / トム·スローパー
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湯姆 斯洛珀 时同梦 /
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MJ溌Sloperama中com
Los Angeles, CA (USA)
February 4, 2008
Author of "The Red Dragon & The West Wind," the definitive book on mah-jongg East & West. Available at bookstores, BN.com, and Amazon.com.
Is it possible to self-publish and earn money, part 2
From: "Orlin Dutzkinov" (haidme>
Sent: Friday, February 01, 2008 12:54 AM
Subject: Publish my game and earn some money. Thanks Tom.
> Thank you for your answare, Tom!
> Yes, your FAQ 50 was helpful :)
> I guess I just need someone else to tell me that it is possible and depends from
> your dedication and hardwork.
> Here in Bulgaria we have 5 Game Developer companies. One of them is developing
> games for EA. I have the chance to work there as a GUI designer,but I rejected this job.
> Still don't know why....guess I just want to take the lone wolf way.
> I'll keep you informed about my work if its worthy showing.
> Thanks again!
> Orlin
Hi Orlin,
My advice would have been to take that job. You could always start your own business later. But what's done is done. Good luck 2U!
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
February 1, 2008
I posted this question twice on the IGDA Breaking In forum about an hour ago, and I haven't gotten an answer yet!
>From: eric weisbrot
>Sent: Thursday, January 31, 2008 2:36 PM
>Subject: Game Art
>Eric Weisbrot
>19
>Student
>I was hoping you could inform me about a game art course such as the one at the full sail school. I was wondering if game art is involves much math. I love drawing and art but math really turns me off so i was wondering if the math would be as intense in game art as it is in video game programming?
Hi Eric,
I saw your first post, appended at the end of the six-month-old thread at IGDA Forums > General Discussions > Breaking Into the Industry > Is Full Sail taken seriously? and posted a reply about 10 minutes ago. Then I found your second post where you started a new thread (IGDA Forums > General Discussions > Breaking Into the Industry > game art at FullSail) so I pointed you to my first reply. Then I checked my email and found this direct question from you.
What I need to know (in order to give you the best answer for YOU) is: Why do you ask? Also, is it that you're choosing an art school? Or that you're contemplating dropping your current school and switching to Full Sail? If you paint me a clearer picture of why you're asking this, I could give you an answer that zings directly to the best possible answer for YOU.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 31, 2008
Is it possible to self-publish and earn money?
From: "Orlin Dutzkinov" (haidme)
Sent: Thursday, January 31, 2008 9:10 AM
Subject: Publish my game and earn some money. Is it possible?
> My approximate age is: 28
> The
> level of education I've completed is: Engineer
> My occupation is: Multimedia Web Designer
> My game biz question is: Is it
> possible to publish a game by your self and actually earn some money?
> Hi Tom!
> I'm from Bulgaria. Currently I'm developing a game: http://krum-game.com/demo/KrumDemo.rar (if you wish to look at it). I'm making this
> game alone for now. I'm using free software to develop it.(Blender,Gimp,OpenGL,Python).
>
> My question is this....lets say I can finsh this game one day and license it and make a web site for it and use this site to sell it via PayPal.
> What do you think...what is my chances to earn enought money to continue developing this kind of games so I can quit my current job and
> make a living by developing games.
>
> P.S. I know you don't answare this kind of questions, but statisticly, do I have a chance trougnt your eyes?
> I really want to make games...I'm good at modelling, animation, programing..almost everything. I know I can make games if
> needed all by my self and I really want to do this for life.
>
> Your site is great! And really open my eyes for alot of things about Game Industry.
> I'm sorry for my bad English.
> Thanks and best regards.
> Orlin.
Hi Orlin, you wrote:
lets say I can finsh this game one day and license it
I don't understand. License from whom? Or license to whom?
what is my chances to earn enought money to continue developing this kind of games so I can quit my current job and
> make a living by developing games.
There are people who have done it. But not very many people. And not with just one game. Look at http://www.goodsol.com/ for example.
Is it possible?
Read FAQ 50.
Good luck to you, Orlin!
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 31, 2008
Seeking advice for how to program mahjong A.I.
>Message
>From: Tensai
>Posted: Thu Jan 31, 2008 6:34 am
>Subject: Advice request
> Hello,
>sorry to disturb you. I'm an Italian guy and a sort of fan of you.
>I'm trying to write, just for hobby, a networked enabled mahjong game.
>I've been thinking a lot about an "agari" algorithm.
>I've implemented it using a full recursive base search on the hand. But this is not very efficient, I was hoping if you could give me some advice.
>Thanks for reading this.
>Daniele
Bon giorno Daniele,
Sorry, but I'm not a programmer. I don't know what a "full recursive base search" is exactly, and I don't know what would be a better way to go in making your mahjong A.I.
I recommend you talk to someone who's programmed a mahjong game (not someone who's only designed and/or produced one). Like Arto Tankanen, who made Four Winds, or J.R. Fitch, who made Hong Kong Mahjong. Or Julian Bradfield, who also made a game the name of which I can't recall at the moment. Julian frequents the mahjong newsgroup (rec.games.mahjong) and I'm sure he has a website. My mahjong FAQ 5 will probably be helpful to you in contacting those gentlemen. Click the "Mah-Jongg FAQs" link above left, then click FAQ 5.
Maybe even someone who's programmed card games. I hope you're good with math. You probably need to know about "combinatorics" to make the best A.I. Good luck!
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 31, 2008
Not suitable fodder for "The Games Game"
>From: <do_no_reply@igda,org>
>Sent: Tuesday, January 29, 2008 7:13 PM
>Subject: The Games Game - Question
>>A Games Game question has been submitted.
>> Here are the details:
>> Name: na
>> Email: na
>> Question:
>> Dear Tom
>> I recently enrolled in a private school's video game development diploma program only to have the school decide to 'teach-out' its students days before I entered. My question for you is, I have completed and received a diploma in Computer Science, is it possible to get a job in the industry and work my way up to other positions with this education? Or is it better to pursue more education? Would you recommend a game development related program (like Full Sail) or continuing on to a degree in Computer Science? Thank you very much for your time.
Hello Nana, you asked:
only to have the school decide to 'teach-out' its students days before I entered.
I have no idea what that means. Are you saying that the school didn't get enough students sign up for the program and so they cancelled the program? Or are you saying the school has been shut down? I've heard of "teach-ins" (back in the sixties) but I never heard of a "teach-out."
is it possible to get a job in the industry and work my way up to other positions with this education?
Read FAQ 50 (above left).
is it better to pursue more education?
I don't know. You said you got "a diploma" but you didn't say whether it's a bachelors degree. IMO, you need a 4-year bachelors degree as a minimum requirement.
Would you recommend a game development related program (like Full Sail)
Read FAQ 44.
or continuing on to a degree in Computer Science?
Now I'm really confused. Before, you said you HAD a degree (a diploma) in CS. Now you're asking me if you should continue on and get a degree in CS...??
Thank you very much for your time.
Nana, I'm sorry. I have no idea if you'll ever find this reply. You expect to find this answered in my column on the IGDA website, but the question isn't suitable for use on my column. And I can't even email you to let you know that the answer is here instead ("na" isn't exactly an email address). I do hope you get your answer!
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 29, 2008
Banned in Brazil
>From: Hélder Gomes
>Sent: Sunday, January 27, 2008 7:15 PM
>Subject: How I am making progress, and a question about censorship, what we do about it?
>Hello, it is me again, Hélder, from Brazil.
>I decided to stop to pester you about IGDA after the last "conversation" and pester IGDA itself for the information, suddenly they realized that their e-mails was a mess, they fixed, replied, and the São Paulo chapter leaders invited me to join IGDA and help, and I done so (I mean, I joined IGDA as student, the first meeting will be in the Campus Party Brazil).
>
>But that is not the central point of this e-mail, the central point is this:
>http://www.gamasutra.com/php-bin/news_index.php?story=17039
>To those that do not want to read the article, or want more:
>A judge, banned Counter-Strike and EverQuest here in Brazil, based on our "consumer defense code" that says that potentially harmfull products can not be sold here (why they never banned cigarretes?). The judge stated that the games are banned because they are harmfull to the costumer minds, that they incite violence and that counter-strike have a Rio de Janeiro map (this is true), where the player play cops or terrorists (this is true), and that the players win points killing hostages (you lose points if you do that, some servers even ban you), and that the hostages are three UN employees (also false, the hostages use the model of the Half-Life scientists, and the map does not have a background history).
>
>It is intersting to note that Carmageddon, Doom, Duke Nukem 3D, GTA 1 and GTA 2 are already banned here, and that we had heavy censorship during our military depotism on the cold war, so, both game developers and players are wondering: What we do to prevent more bannings? What we do to reverse the most recent bans? (Counter-Strike is one of the few games that have a high success with original copies here) These questions are not truly questions to a lawyer, but to someone more expenrienced in the field, we are trying to do pacific protests, and spam government members with e-mails about the matter, but what a game developer can do? Sell the games only to other countries?
>
>Now a intersting and bizarre question: Why they banned EverQuest? The game is even not played here in Brazil (at least, not legally, and even pirated copies are NOT popular)
Héllo Hélder, you wrote:
I decided to stop to pester you about IGDA... and pester IGDA itself... they realized that their e-mails was a mess, they fixed... the São Paulo chapter leaders invited me to join IGDA and help, and I done so
YES!! I mean SIM!! (^_^) That's what I'm talkin' about!
A judge, banned Counter-Strike and EverQuest here in Brazil, based on our "consumer defense code" that says that potentially harmfull products can not be sold here (why they never banned cigarretes?). The judge stated that the games are banned because...
... of some things that are true and some things that apparently the judge misunderstood about those games. (Hey, I'm just reading what you said.)
What we do to prevent more bannings? What we do to reverse the most recent bans?
This goes way beyond my expertise, Helder. I do not have any experience working with the Brazilian justice system to get rulings reversed. So all I can do is offer some suggestions:
Go to law school, become a lawyer, and argue the case yourself.
Get rich, hire the best lawyer, and have him argue the case for you.
Launch an informational campaign. Inform the public (and the press and the judge) about the misunderstandings.
Campaign for games to be less violent.
Sorry, but those are the best thoughts I have at the moment.
what a game developer can do? Sell the games only to other countries?
You could also try informing the games' publishers about these things - let them know what the laws are in Brazil, and urge them to fight censorship based on untruths (when untruths are the basis). And yes, when you're making your own games, make sure to make your games according to the laws of the countries where you plan to market your games. No Nazi symbols if the game is to be sold in Germany. No nudity if the game is to be sold in the USA. No FPS action if the game is to be sold in Japan.
Why they banned EverQuest?
I have no idea, Helder. YOU live in Brazil - not me. I can't even read Portuguese. You need to educate yourself on this topic, if you want to know more about it.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 27, 2008
About your FAQ 67, "Kid Stuff (Advice For Underage Game Job Aspirants)"
From: "Jonathan Drain" (jonathan.apricot)
Sent: Friday, January 25, 2008 11:34 PM
Subject: In reply to your answers in http://www.sloperama.com/advice/m67.htm.
>I agree with you for encouraging the kids (I can call them kids
> because I'm older and they're young.) to do reviews. I think you
> should've mentioned the idea of being a beta tester or something
> similar for the indy game scene. It's a great job to learn things with
> little to no pressure, also can be experience on resumes. Since most
> don't pay you to do the testing we don't expect amazing bug reports
> from you, simple notes are usually enough for my team, team of 3. Keep
> an eye out for indy games, they don't even have to be good for you to
> test them out. Sometimes it's easier if they're crummy. "A" bugs are
> easy to find in those. ;]
> -Zapricot
Hi Jonathan,
Well, the problem with that idea is that beta testing (being unpaid most of the time) doesn't really belong in the résumé - it's more of a cover letter thing. And beta testing is "catch as catch can" - it's not as easy to apply for beta testing as it is to apply for a job (the main problem being how to find beta testing opps without using the "hang out on forums and wait for them to appear" method). And I sure wouldn't want any of the kids to fall prey to the scam test sites that ask for payment to find beta test gigs. Like becomeagametester.com, gametestingground.com, wannabeatester.com, getrichtestinggames.com (I made up some soundalike names so the owners of those sites don't send me cease & desist letters).
Those who want to work in QA or do beta testing should read FAQs 5, 24, 27, 28, 12, and 4 to learn more about how to go about it, other ideas for things to do while underage, and what to watch out for.
But it's a good enough suggestion that I'll add this to FAQ 67. Thanks very much, Jonathan!
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 26, 2008
Thanks for the information on your website
>From: John Smith
>Sent: Thursday, January 24, 2008 1:41 PM
>Subject: Game Industry Q A
>My approximate age is: 32
>The level of education I've completed is: Some College
>My occupation (if student, enter 'student') is: Homemaker
>My game biz question is: This is a comment rather than a question, because all my questions were answered on your web site.
>The comment I wanted to make is, thanks for the information, because I had a game idea. I quickly found out I am not the only one with one. Thanks for your information posted.
>Regards,
>Jack
Hi Jack,
I appreciate your writing. Good luck 2U!
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 24, 2008
Trying to test in Toronto
>From: Marcel Dionne
>Sent: Tuesday, January 22, 2008 7:40 PM
>Subject: QA Testing as a foot in the door
>Hi Tom!
>Your guide was very excellent and thorough and I certainly learned a whole lot more. I have a question that might be helpful to others as well.
>I'm currently a 24yo male who is going back into post-secondary after an extended attempt that I ultimately dropped (who knew I disliked programming). I have 2 years of community college level computer science under my belt.
>
>I don't expect to jump into the industry full swing designing new game play and so on but I do want to get my foot in the door while earning to pay for university so that I am prepared for when I finish education.
>
>To this end QA testing seems like the most obvious solution. Unfortunately I live in a luke-warm developer's bed: Toronto. Having gone through the few company locators you have on your site I discovered that there are many places like this -- lots of small to medium dev houses with no major publishers. Sifting through each of their websites I've come to the conclusion that they do not list low-end QA jobs on their careers page (Understandably so; Who wants to do QA until retirement). I've been randomly poking through the gamedev, IGDA and gamasutra sites and have led myself to believe that while not all hire for QA - some small devs leave the QA entirely to their publishers - some do their QA in-house (early alpha testing before sending it to the publisher's team maybe?) and must hire for those positions.
>
>That was long winded so I'll cut to the questions:
>- Should I get to work on cover letters and resumes for all the small houses and fire it off to them hoping for a reply?
>- Should I persist and keep updating/sending in my cover letter/resume?
>- Is this all a waste of time trying to get around your golden rule of: 'MOVE'?
>
>I do feel that I should say that I'll be going through with question 1 regardless of your answer, perhaps you're glad to hear that.
>In any case, wish me luck and again thank you for your excellent guide
>- Marcel
Bonjour Marcel,
OK, I know, Toronto isn't in French-speaking Quebec, but I love opportunities to trot out my high school French (which I studied across the pond from you, in Niagara Falls and Rochester), and your name inspired me to do it (either that or to mime this, and that would've been too difficult). Anyway, to get to your Q&A:
Should I get to work on cover letters and resumes for all the small houses and fire it off to them hoping for a reply?
You could do that, but maybe you could try calling them on the phone first? Are you planning to work with the local IGDA chapter to set up opps to meet the folks?
Should I persist and keep updating/sending in my cover letter/resume?
As long as you understand where the line is between "persistence" and "stalking," sure. Don't write to one company more often than twice a year. Three times tops.
Is this all a waste of time trying to get around your golden rule of: 'MOVE'?
You already know that I don't believe that anything is a waste of time. But yes, you are being way too reluctant to move. How are you planning to spend your time in the 6-month interval between your 1st and 2nd contacts with all the local small developers?
And did I mention anywhere in my articles that the personnel at small companies usually wear multiple hats? What other skills can you bring to the small developer besides those of a tester?
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 22, 2008
As Radiohead said, "Where do we go from here?"
From: "Troy Scott" (thebluereflection)
Sent: Tuesday, January 22, 2008 10:30 AM
Subject: Where do we go from here? The words are coming out all weird.
> Hello!
> My name is Troy. Sorry for the odd title, but Radiohead was playing at
> the time, and you know...
> Anyway, I stumbled across your website about two years ago, when I
> first had an idea for a PC video game. I read all of it and have had
> it bookmarked for years. With the knowledge you provided me, I wrote a
> two-hundred page document detailing a new action-RPG I came up with.
> The book includes a detailed map, class information, locations,
> geography, continent history, factions, a sample questline, and all of
> the necessary information required to, as you once put, "take the
> vision in my head and communicate it fully to the reader." This has
> been my motto since day one.
>
> I have now completed my document. It is ready to be reviewed by a game
> company, but all of my attempts at getting it looked at have failed-
> since I dont know anybody in the business, I have searched endlessly
> with little lead. I had a few friends who 'knew' people and worked
> with game designers before, notably one from the company that made
> Neverwinter Nights 1. I wrote emails, made phone calls, and tried my
> best at ensuring my story could be shared. Alas, I have had no luck.
> Nobody has even written me back, unfortunately.
>
> Recently, a man from the Orange County Writer's Guild, of which I am a
> part (my mother is a published author) approached me and offered to
> make a short video clip to go along with my game. This is fantastic
> news for me, but I'm going to need all the advice I can get. I am
> considering making a website that describes my game so that I can link
> it to designers, get a business card and try to get my name out. My
> questions for you are: Am I going about this all wrong? Where would
> you go, in my situation? How do I get this document reviewed, and
> finally, how do I go about copyrighting my video game?
>
> Your website has been an immense help to me, thank you kindly for any
> further information you wish to share.
> Sincerely,
> Troy Scott
From: "Troy Scott"
Sent: Tuesday, January 22, 2008 10:32 AM
Subject: (Read instead) Where do we go from here?
> Terribly sorry, I neglected to provide you with the information your
> website requests of me:
> I am a 20 year old college student in my third year, schooling to
> become a History Professor.
Hi Troy,
There's more you neglected to tell me.
What goal do you hope to achieve by having your game "reviewed/looked at/shared"? The end determines the means. If you just want a critique, then you don't have to send it to game companies. There are plenty of helpful folks on IGDA.org's game design forum and GameDev.net's game design forum who will be happy to critique it for you. But if you have something else in mind beyond a critique, then I can only help you if you tell me what it is.
I may be going out on a limb here, but I suspect that your actual intent is to license your game concept so your game will be made. Some of my remaining replies are based on my being out on this particular limb.
You wrote:
Subject: (Read instead)
See now, that's wrong. If I only read your second email (and not your first, which is what "instead" means), I'd have no idea what you wanted to know. "Read also" or "oops, read first" would have been more appropriate.
I read all of [your website] and have had it bookmarked for years.
I don't think you've read FAQs 1, 8, 11, 21, 35, and 39. If you had, you'd know:
- That I've said for years that you (an industry outsider without creds) are extremely unlikely to license your concept;
- How to submit concepts to game publishers should you choose to ignore my warnings about the poor chances of success;
- That one concept isn't enough, that you should put that one aside and write more concepts, and work to get into the game industry;
- How to copyright your creations (or at least how to find out how to).
all of my attempts at getting it looked at have failed- since I dont know anybody in the business
That's not why. Firstly, I'm assuming "getting it looked at" means "getting it submitted." I told you, step by step, how to submit game concepts in FAQ 21.
a man from the Orange County Writer's Guild... offered to make a short video clip to go along with my game.
Very cool. I assume you don't have to pay him anything and he doesn't have to pay you anything. That video clip won't hurt, probably.
I am considering making a website that describes my game so that I can link it to designers,
Why do you want designers to read it? You never said. Is it just so you can get your ideas critiqued? If so, then sure, this is a way to go. Make sure to put your copyright notice on it.
get a business card and try to get my name out.
Business card is a good start. Read FAQ 54 for how to network.
Am I going about this all wrong? Where would you go, in my situation?
As I wrote in my initial remarks, it depends on what you're trying to accomplish. If you're trying to license your game concept, I told you how to proceed in article 21.
How do I get this document reviewed
Ask the friendly helpful types on the game design forums at IGDA.org and GameDev.net - they'll gladly review/critique it for you.
how do I go about copyrighting my video game?
I referenced legal books in FAQ 8 and FAQ 39 -- and if you just Google "how to copyright," you'd find this out very easily.
I am [studying] to become a History Professor.
... Not a video game designer. You do remember that I advised in FAQ #1 that you take your passion for game design and turn it into a career in game design, right?
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 22, 2008
What Can Stop Me From Getting The Job?
From: j.j@duke
Sent: Saturday, January 19, 2008 3:40 PM
Subject: Game Industry Q+A
>I understand that, in order for you to give me the best answer suited to my
> unique situation, you need to know that...
> My approximate age is: 20
> The level of education I've completed is: High School
> My occupation (if student, enter 'student') is: Duke Undergraduate Student
> My game biz question is:
> Tom,
> Let's assume a game-industry hopeful is trying to get a job. For my purposes,
> let's assume he's trying to be a programmer. He's targeted a list of companies
> fitting his personal preference in location, genre, and work environment,
> sports a stellar graduate/undergraduate (or gaming university, whichever you
> prefer) degree, has a respectable, if not stunning web portfolio of his own
> work in a non-C++ platform (C++ is both not fun and not trivial to program in).
> He sends out individual resumes and cover letters to each of the companies, and
> secures interviews with a fraction of the companies.
>
> My question (sorry for the lenghty scenario) is:
> Other than a very bad interview and the company simply not having an opening to
> start with, what else might stop him from getting a job?
>
> As enamoured as I am with game programming (the act itself, not the glory that
> comes from it), I'm definitely thinking about contingency plans; I would still
> need income while calling companies and going to interviews. The more I know
> about why people don't get the job, the safer I can make my bet. I appreciate
> your time.
> Sincerely,
> Jonathan D. Jou
Hi Jonathan, you wrote:
He sends out individual resumes and cover letters to each of the companies, and
> secures interviews with a fraction of the companies.
Let's assume your hypothetical person is a Duke undergrad. I looked it up, and Duke is in Durham, NC, either near or within the Research Triangle Park area, a minor game hotbed. Using Dave Perry's gamedevmap, I found that there are 6 game development companies in that area. So, I assume that you're saying that your hypothetical Duke undergrad has sent out applications to each of those six. And gets interviews with 1, 2, or 3 of them (those being easy fractions of six).
[besides a] bad interview and the company simply not having ... opening[s], what else might stop him from getting a job?
Geez! You might as well ask me how many ways there are to lose a lover, a person with whom you're "just friends," a mere acquaintance, and any and all persons of either gender who don't even know you're alive! Let me make the beginnings of a list.
1. World War III happens;
2. A comet smashes into the earth and destroys the human race;
3. The hypothetical undergrad gets hit by a truck;
4. The game company goes out of business;
5. Sunspot cycle 24 turns out to be particularly vicious and fries our planet's electronic infrastructure;
6. The undergrad comes down with early onset Alzheimer's;
7. A massive tidal wave caused by a quake in the Canary Islands wipes out the entire eastern seaboard;
8. Civil War II happens when the 2008 Presidential campaign digs much deeper than usual into racial and political stress fractures;
9. Rumblings of recession turn into Depression II and the United States' economy collapses, taking the world's economy and the video game industry with it;
10. The hypothetical undergrad catches Black Plague due to terrorist biological attack;
11. A very small meteor falls through the atmosphere and drives straight down through the hypothetical undergrad's skull, injuring nobody else whatsoever;
12. It turns out Bigfoot is real when he goes rampaging through Duke University and eats the hypothetical undergrad;
13. The hypothetical undergrad accidentally stubs his toe on a groundhog on Groundhog Day and is lynched by an angry mob...
Since you're the one who thinks this is an important list, I'll let you continue to add to it. Personally, I think your question is a red herring. Rather than ask "what are all the myriad things that could happen that could prevent me from getting a job," you ought to ask yourself "what can I do to increase my chances of getting a job." Luckily for you, I've already answered that one. Read FAQ 27 (the FAQs are above left).
The more I know
> about why people don't get the job, the safer I can make my bet.
OK, well, read FAQ 24, as long as you're reading stuff.
Standing by for more questions anytime, Jonathan...
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 19, 2008
Producer/designer hybrid
>From: Hatalles .
>Sent: Thursday, January 17, 2008 11:32 PM
>Subject: Question regarding production/game design hybrid roles
>Hi Tom,
>Wonderful site!
>I'm a recent graduate of an MA program in English Lit and have just begun the process of trying to break into the industry as an associate/assistant producer. I understand entry-level positions in production are few and far between so I may have to go the Q.A. route; however, I'd like to try my luck -- apart from grades, I feel I have some work experience that may give me an edge. Worth a shot. <shrug>
>Anyways, my question is in response to reading your FAQs on Production and Game Design. Do any hybrid roles exist? Can a producer ever be the head honcho who generates the key concepts/ideas/story/characters/overall vision of the game? The reason I ask this is because I've always been more creatively inclined. If a producer wants to be in control of these elements, does he/she have to give up their position and take on the title of a game designer? Does that mean taking a pay cut?
>Thanks,
>JH (Hatalles)
Hello JH, you wrote:
I feel I have some work experience that may give me an edge.
Let's not talk about feelings. What work experience do you have that you believe will make an employer consider hiring you in production despite not having game industry experience? Were you paid to manage a film or TV project, perhaps? (Note the part about having been paid - "experience" means "paid job experience." Read my October 2006 Games Game article "The Experience Experience" at http://www.igda.org/games-game, click Archives)
Do any hybrid roles exist? Can a producer ever be the head honcho
Whoah, hold on. The designer isn't the "head honcho" of a game project. I recommend you read more about the roles in games and about the process of making games, before you apply for any production jobs.
who generates the ... vision of the game?
You're asking a Producer/Designer if there's such a thing as a Producer/Designer? Is that right? Click "List of Tom's Games" above left and scroll down to Shanghai: Great Moments, Shanghai: Dynasty, and Shanghai: Second Dynasty (etc.). See what roles I performed on those games.
does he/she have to give up their position and take on the title of a game designer? Does that mean taking a pay cut?
If you get hired at, to pick an example, a pizza parlor, the pay doesn't change with every different task you do. If you were hired to make pizzas at $11/hour, and the boss makes you wash dishes for an hour, he doesn't pay you $8.50 for that hour because you were doing dishwasher work instead of cook work! Your pay stays $11/hour no matter what task you do. Make pizzas - $11/hr. Bus tables - $11/hr. Chop onions - $11/hr. Mop floor - $11/hr. You're doing numerous different jobs, yes, but you're still one guy - just one who wears multiple different hats, and who will be getting one paycheck that pays him the amount he agreed to be paid when he was hired.
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 18, 2008
Can I become an animator if I can only study graphic design?
>From: Tatiana Ureña
>Sent: Sunday, January 13, 2008 9:52 PM
>Subject: A graphic designer can work in the animation field??
>Hi, I'm from Costa Rica
>And my dream always was been a game designer, but I have a little problem because the closer to that career in my country is graphic design, and I thought that I can specialize in the 3D animation, using my knowledgment in the graphic design to work in the animation field or whatever...
>So, do you think that I can used that or is not a good idea?
>Tatianita
>PD. I'm sorry for my english, cause it's not very good... If you don't understand me a word just let me know. Thank you for your time and your colaboration.
Ola, Tatianita. You wrote:
do you think that I can used that or is not a good idea?
I think I get the general gist of your question. You didn't say how old you are or what level of education you've completed, but let me guess that you are just entering college or you are in college now. And since you can't take exactly the course that you want to take (or that you think you need to take), you're asking if taking the next best thing is a mistake.
No. It's not a mistake.
In the game of life, you can only play with the cards you are dealt. If the only art course available to you is Graphic Design, you have to play that card. The other cards were not dealt to you, so you can't play those other cards. Right? (I hope I've correctly understood your situation and your question.)
If your goal is to work in animation, study not only graphic design but also painting and sculpture and acting and photography and movies. Learn about lighting and physics and anatomy and psychology and music. All these things will help you. Teach yourself what the school doesn't teach you.
If you have follow-up questions, please be sure to tell me your age and your education (and if you're not a student, it also helps me to know what your occupation is).
Tom Sloper /
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湯姆 斯洛珀 时同梦
Los Angeles, California, USA
January 14, 2008
Thank you for Sloperama. It helped my son.
>From: Jacrosia
>Sent: Wednesday, January 09, 2008 12:21 PM
>Subject: Sloperama
>Dear Tom,
>I just had to say THANK YOU for Sloperama and its content. As the parent of an avid gamer, you have given him a rude awakening on becoming a game designer, paid online game testers and helped us to decide on a traditional school or gaming school for his education. It is his passion, but he needs direction at this point.
>Sincerely,
>Rosia
Hi Rosia,
That's so gracious of you to write me. I appreciate it. My best wishes to your son for his college career!
Tom Sloper / トム·スローパー
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탐 슬로퍼
Los Angeles, California, USA
January 9, 2008
No subject
From: mitch2008
Sent: Tuesday, January 08, 2008 12:34 PM
Subject: (No subject)
>I live in Rochester Hills, Michigan
> I can't seem to find any place near me to test games at.
> I doubt there are any here, but I might have overlooked something.
> If you can tell me of the nearest place, that would be great.
Hello Mitch, you wrote:
I might have overlooked something.
Yes indeed. Let's make a list of the things you've overlooked:
My Game Biz Links page (you can research game companies there);
You didn't tell me how old you are or what level of education you've completed or what your current occupation is (see instructions above);
My "Barrier-Busting Tips" (FAQ 27) discusses what to do if there are no game companies near you;
My FAQ 5 gives all kinds of information about the job of a game tester. Nothing in your email tells me that you've read it;
My "Stupid Wannabe Tricks" (FAQ 24) includes "writing an email without a subject line." I came this close to deleting your email. But now that I didn't, and now that you know of the existence of the Game Biz Links page and FAQs 5, 24, and 27, you will surely be able to get that game testing job!
Let me know how your job search goes. I wish you luck.
Tom Sloper / トム·スローパー
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湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
January 8, 2008
Not a Game Industry question -- just "thanks"
>From: "Christopher Saunders"
>Sent: Monday, January 07, 2008 10:32 PM
>Subject: Not a Game Industry question -- just "thanks"
>I understand that, in order for you to give me the best answer suited
>to my unique situation, you need to know that... My approximate age
>is: 30 The level of education I've completed is: BA My occupation
>(if student, enter 'student') is: Journalist/producer My game biz
>question is: Not a question -- just "thanks".
>
>Hi Tom. Just wanted to drop you a quick note to let you know how much
>one visitor appreciates the time and effort you've put into your site
>(and into your other writings.) They certainly make the daunting task
>of gaining entrée into the game design space far more accessible.
>
>I'm sure you hear this often (and if not, you should!) but even so, it
>bears repeating – generous folks like yourself make me glad I'm
>committed to changing careers and acting in earnest on a lifelong
>interest in creating games. (It's also reassuring to find someone else
>out there in gaming who can make a reference to Maynard G. Krebs or
>Colombo!)
>
>Hope this goes a bit toward making up for all the unprepared, lazy and
>downright self-absorbed questions from visitors that it seems you face
>all too often. Hope those times aren't too discouraging; for me, at
>least, you've made a huge difference.
>Cheers,
>Chris
>www.christophersaunders.com
Hi Chris,
It's so nice to hear some words of appreciation. Thank YOU!
Tom Sloper / トム·スローパー
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湯姆·斯洛珀 /
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Los Angeles, California, USA
January 7, 2008
Producing a student class project... and my suggestion for your FAQs
>From: Hélder Gomes
>Sent: Monday, January 07, 2008 4:49 PM
>Subject: Thank you!
>Thank you for all your replies, and about my suggestion, I suggested you to add to the Outside country faq the information on low budget (ir this is proper of course.)
Héllo Hélder,
Firstly, I don't know if I have any useful information for people who don't have money - except, "get a job, make money, and don't spend it all." Secondly, if I put that only in FAQ 64, then what about all the readers from North America or England or Australia who also don't have money? Wouldn't they want to get all the same advice folks in non-game countries get on that question? (^_^)
Anyway, keep on keepin' on. And let me know what progress you make.
Tom Sloper / トム·スローパー
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湯姆·斯洛珀 /
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Los Angeles, California, USA
January 7, 2008
Producing a student class project... and networking
>From: Hélder Gomes
>Sent: Sunday, January 06, 2008 7:44 PM
>Subject: Thank you
>Thank you for the responses.
>
>In fact, after reading them I learned that I must pay more attention to what I learn.
>That is, I already asked the questions about IGDA before, and I already taught some fellow students of how they must not ask if something is a waste of time or money, and I was forgetting myself that.
>
>Remembering that, I remembered that I can teach people, so maybe that questions (rather useless to me at least) are results of fear or ansxiety (this is the right way to write it?)
>
>This leads me to the conclusion that someone need not fear himself, that is, after some time thinking and studing more (and re-reading the faqs, now I need to reread that book, that I do not remember the author, but the cover was black...) I noticed that if a producer (or whatever else role on the industry, but on a producer the effects are more pronounced) fears the future, is because he does not have any idea of what he will do, thus he will fail to do his role (guide others).
>
>Thank you.
>And your articles on IGDA are great, I wish that the developers here could use IGDA, GDNet, Gamasutra and your site (most of them ignore that, believing it to be futile or a waste of time...)
>
>Also, I suggest you do add to the right faq (or maybe create a new one), the information about how to get started in the Games game if you are on low budget and on a non-gaming country, I will not write too much here, since I have much to learn, but I can say that after seeing several national examples here, the most succefull developers are not the ones that start with the dream projects (that ones, as I already said in other mails, are acting in bad ways and sinking money and sinking projects), are developers that do other projects to get the money to their own, mostly serious games and advergames.
>
>I could cite insolita studios to those intersted (not, this is not a ad to you buy their games, I just admire the path taken by their CEO that was invited to speak on the university, and showed a glimpse of how that thing that I am saying work). www.insolitastudios.com And no, I do not (unfortunaly) work there (for those that maybe will suddenly want to ask me about them).
>
>From: Hélder Gomes
>Sent: Sunday, January 06, 2008 8:06 PM
>Subject: Networking!
>
>I just remembered a GREAT question that I had but I keep forgetting to ask (that lead to me ask numerous times about IGDA even knowing the answer)
>
>As I already mentioned before, the IGDA chapter here currenly REALLY needs help, so networking there is not a option.
>
>After thinking, reading your faqs (to make sure that I am not asking something stupid) I concluded:
>
>You talk how you behave on networking, and where do you network, that is, IGDA and conventions.
>
>The question is really about: There are other places to do networking when IGDA and conventions are not a option?
>
>My best networking (that was not that good... but since was the only one, it was the best one) was when the university called the owner of Insolita Studios to give us a talk on how we break in the game industry. The funny part was that I was thinking that it was one more of stupid university talk events, since usually they call friends, not usefull people, I saw it along a friend because we was nearby, it was funny to see a event that had 60 persons on the list and 9 on the room, the speaker, 5 students and 3 friends of the speaker.
>So do you have a advice on how to 'incentive' a university (or someone else) to do more of that? Or how we, plain students can invite someone to speak?
>Thank you! And sorry for this "double post"
Héllo Hélder, you wrote:
I suggest you do add to the right faq (or maybe create a new one), the information about how to get started in the Games game if you are on low budget and on a non-game country
Low budget, hmm? I'll have to think about that. But as for the non-game country, I already wrote about that in FAQ 64 and my IGDA column.
the IGDA chapter here currenly REALLY needs help, so networking there is not a option.
Wrong. It IS an option - but YOU have to get much more involved. If the local chapter doesn't have it together well enough, you should jump in and help. You should go on the IGDA chapter forums, ask other countries' chapters how they got started.
There are other places to do networking when IGDA and conventions are not a option?
Probably. You have to get creative. And you probably need to do a lot of your networking online.
See, you thought being "creative" just meant coming up with great game ideas. But that isn't all "creative" means. It means coming up with solutions to problems when nobody else can see a possible solution. You have to get creative to make your local chapter work, and you have to get creative to come up with other ways to network. And after graduation, you'll have to get creative to get funding to start a business (if that's the direction you go).
So do you have a advice on how to 'incentive' a university (or someone else) to do more of that? Or how we, plain students can invite someone to speak?
No, I don't. You have to get creative.
Tom Sloper / トム·スローパー
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湯姆·斯洛珀 /
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Los Angeles, California, USA
January 6, 2008
Producing a student class project
>From: Hélder Gomes
>Sent: Friday, January 04, 2008 10:57 PM
>Subject: The producer job, and teaching others.
>Hello again, I am Speeder, or Hélder Maurício Gomes Ferreira Filho from other posts...
>
>Next semester on the university (the 5 one, yes, after each chance to leave the university, and with me seeing again your faqs explicit saying that I need a four year defree I always decide to stay) the semester objective will be creating a 3D simple game using XNA.
>
>Since the technical teachers mostly suck to teach all that we need in the time that we need (how we can create a XNA game in six months if we will finish learning XNA only at the end of the six months?) we learned that to make things work, we need to create the team way before (my classes starts only in middle of february, the team was created in middle of last november) and prepare for the upcoming project.
>
>The result is that usually the most "important" team member at the time (the team member with most experience on the most needed skill) become the "leader" (usually against his will).
>
>It happened to me be the only skilled programmer in the team, I promised them that instead of like last semester, that this team had a unwilling "leader" that allowed things go a bit out of control, I was willing to work as a producer, AND teacher (since I can not code alone, I need a partner to finish it fast)
>
>I already saw a book about game producing, and it is because of this book that I noticed that the teams need producers (since they or "created" a producer automatically on the process that I already explained, or they went completly disorganized) but I do not really know what a game producer need to do...
>
>So, what a producer need to do to maintain a team of 7 persons (that have a problem with maintaining attention) working properly? It is best to work everyone togheter? At the university or at home? The producer do what exactly?
>
>And what is the fastest and the best (this does not need to be a single balanced solution, two solutions are welcome) way to teach someone something?
>I appreciate your help :)
>
>One more question: I am so proud of my work last semester (that I done without a team, a risky move) that I want to show it to everyone, but how I can show the work in a way that improve networking without being rude? (I think that this is related a bit with the faq about game conventions)
>
>Just remembered another question: It is usefull or important to join IGDA as a student? Someone created São Paulo chapter, but paying IGDA is a bit hairy process (because I do not own a credit card and other methods of sending money outside a country are complex), so, the question could be written as: Spending a good amount of time and money to get a IGDA membership is beneficial or a waste of time and money?
Héllo Hélder, you wrote:
your faqs explicit saying that I need a four year defree I always decide to stay
Good, I'm glad!
the technical teachers mostly suck to teach all that we need in the time that we need (how we can create a XNA game in six months if we will finish learning XNA only at the end of the six months?)
That just means that the class objective may not be appropriate. It doesn't mean that the teachers suck. If you speak well of others, others may speak well of you.
usually the most "important" team member at the time (the team member with most experience on the most needed skill) become the "leader"
That's often the case, especially with small teams of non-professionals.
(usually against his will).
You mean, usually because he's best qualified to lead, whether he wants to or not.
I already saw a book about game producing, and it is because of this book that I noticed that the teams need producers ... but I do not really know what a game producer need to do...
You "saw" the book? Did you not read it? I highly recommend that you do read it. Is it the book by Heather Chandler? She was my Associate Producer at Activision. You could also read my chapter on producing in "Introduction to Game Development." And have you not read FAQ 42?
what a producer need to do to maintain a team of 7 persons (that have a problem with maintaining attention) working properly?
You are asking about motivational techniques. Do some research on the Internet on "how to motivate people," and read FAQ 16.
It is best to work everyone togheter? At the university or at home?
You probably won't be able to get everyone to spend all the project hours at the university. If you (the producer) can come up with a good method for the team members to have all the tools they need on university computers AND at home, so they can get together frequently but take the work home for additional "homework," that would probably be best.
The producer do what exactly?
The producer facilitates communication between all team members. The producer runs the team meetings to find out the following things from each member:
1. What have you done since the last meeting?
2. What will you do between now and the next meeting?
3. What, if anything, is getting in the way of your task and/or our project?
4. Any tasks to add to the project backlog? What tasks have we not considered?
5. Have you learned or decided anything new, of relevance to other team members?
But also what the producer does is "anything the team needs so they can get their work done" (other than actual programming, graphics, design, or audio). If someone on the team needs blank CDs, the producer finds some. If the team needs a company's permission to use its software or IP, the producer contacts that company and negotiates permission. If the game needs a rating (PEGI in Europe, ESRB in North America, I don't know if there's a rating board for Brazil), the producer goes on the ESRB site and researches what's involved and starts the process. If a member of the team needs access to a university lab, the producer works with the university to get permission. You also need to read FAQ 42.
what is the fastest and the best... way to teach someone something?
I can't teach you how to teach. Can you teach me how to teach you to teach?
how I can show the work [to everyone] in a way that improve networking without being rude?
By "everyone" you mean industry professionals that you meet at a conference? You put your work on a website, and you put the URL on your business card. You put your work on your laptop, and have the laptop with you, and if someone asks to see your work, you open your laptop and show him, but keep it very short. Talk less (don't explain everything). Show... and answer questions.
It is usefull or important to join IGDA as a student?
You already know what I'll say to that.
Someone created São Paulo chapter, but paying IGDA is a bit hairy process
Contact the chapter. Ask them about payment options. Whatever you do, don't tell them you're overwhelmed by the payment process - if you can't figure out how to make an international payment, how can you possibly hope to make something as complex as a video game?
Spending a good amount of time and money to get a IGDA membership is beneficial
You already know my answer to that.
or a waste of time and money?
Read FAQs 51 & 66.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
January 6, 2008
Experience up the wazoo, part 3
>From: Jesse Graham
>Sent: Friday, January 04, 2008 1:00 PM
>Subject: RE: Game Industry Q+A
>Thanks.
>Your points, one and three, are where my problem lives on the carrier [sic] side, I need more horn tooting, so will work on that. Your answer on point one is good. >I don’t make a deal out of it, nor did I on my initial query because I’m not a “pro” so nobility keeps me from mentioning “armature” [sic] endeavors. But, supporting with elements from point three, perhaps that doesn’t matter. The lesson learned is, stop submitting resumes/letters via web sites and mail things with a CD attached or start a web site and let interested parties download/examine.
>Seems so obvious, Can run server farm, can’t set VCR clock, as it were.
>*jg
Hi Jesse,
No, that isn't the lesson I meant for you to learn at all. I hope that you will come away from this conversation with the following knowledge:
1. Emailing applications (or applying by clicking the "Apply" button on a jobs page online) has become pretty much the standard, so you can't stop doing that.
2. You can't attach a CD to an online application, but you can write a good cover letter and attach that together with your résumé.
3. And for God's sake use a spell-checker!
4. Yes, you definitely need to build a website version of your portfolio. Put the link in your email (if emailing) or your digital cover letter (if applying online).
5. And for God's sake spell-check your website before launching it!
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Games溌Sloperama中com
Los Angeles, CA (USA)
January 4, 2008
Author of "The Red Dragon & The West Wind," the definitive book on mah-jongg East & West. Available at bookstores, BN.com, and Amazon.com.
Experience up the wazoo, part 2
>From: Jesse Graham
>Sent: Friday, January 04, 2008 10:24 AM
>Subject: RE: Game Industry Q+A
>Hi,
>I’m not sure if your questions are rhetorical, it’s not my intention to spam your board, or unsure if you have any desire to dialog with folks for long, but you did ask questions, so I should respond to them.
>
>Section 41 – Yes the title needs some work, “Switching Careers” perhaps, maybe “Old Dudes, look here!”
>
>Yes I have written and/or created games. I have been making games since I was a kid and quite often got the kids in the neighborhood to play those games. Some of them were played for years. I have coded a few very simple games as ways to test things for a larger game design I have been toying with for more or less 30 years, the very first version was played on paper maps with risk pieces, dice and common 52 card decks. I have coded parts of that as well, but frankly it is so big that it is difficult for one person to do it, especially since it has always been a multiplayer game and I think big, perhaps foolishly my personal project is taking aim at the MMORTS realm, which is it self problematic, but I have solutions.
>
>Anyway, I am not a great programmer, I sit with a book in my lap and hack my way though things. So yes, I have coded games, but none of it is published or known to anyone but a few people as they are simply prototypes for little parts of something else. None of them are polished as they were intended to be “how would I handle this in code” so I can write the design document. I’ve written design documents for my ideas, in fact I am currently in the process of writing yet another version of the design doc for my life long idea. We’re on version six at this point.
>
>So I have experience, but none of it is published or done within the industry, frankly if I had the capitol, I’d do it myself, but the lottery gods are unkind. So, I’d like to get into the industry, maybe QA would be a good route as I have some skill with the windows debugger and have filed enough bug reports in a professional role to populate an ant hlll.
>*jg
Hi Jesse. You wrote:
Yes I have written and/or created games.
Odd that you didn't mention it before. You need to make a huge deal about that in your cover letters.
I am not a great programmer
That's a problem. That's probably the reason you haven't been hired, then. I guess IT will have to be your entry door into games.
none of it is published
That doesn't stop you from putting them in your demo disc.
maybe QA
Sure. $10 an hour, you know. Article 5.
Yes the title needs some work, “Switching Careers” perhaps, maybe “Old Dudes, look here!”
Thanks, I'll think on that.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
January 4, 2008
Are there dev-pub matchmakers? (was: Looking for development contract templates)
>From: "Fadi Mujahid"
>Sent: Friday, January 04, 2008 10:26 AM
>Subject: Game Industry Q+A
>>I understand that, in order for you to give me the best answer suited to
>> my unique situation, you need to know that... [repeat info deleted]
>> My game biz question is:
>> First, thank you very much for your generous answer for my first question.
>> Are there any companies that do some kind of a "mating" among developers
>> and publishers? i.e. help developers find suitable publishers, and vise
>> versa?
>> Thanks again and best regards
Hi Fadi,
Yes. They're called agents. A good agent asks for no money up front - the proper way agents work is that they get paid a percentage when you get paid.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
January 4, 2008
Experience up the wazoo. How to leverage that?
>From: Jesse Graham
>Sent: Friday, January 04, 2008 8:50 AM
>Subject: Game Industry Q+A
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: _ 40
>The level of education I've completed is: _ Enough credits to choke a Phd, 15 years IT experince
>My occupation (if student, enter 'student') is: _Software Engineer
>My game biz question is: _ Into which door should I jam my foot?
>
>Hi,
>Thanks for this site, very informative, perhaps you’ve some advice for me. I am 40 years old and have 15 years of IT experience, from Systems Analyst and System Design to Help desk grunt work. I want to break into the games industry but my resume does not say “Games guy!” In fact, most of my experiences are great for banks and other sorts of traditional businesses, in fact I have to fight them off on the job offer front. But I can’t get a games company to look twice. What sort of jobs in the games industry should I target, as someone that can run a server farm of 100 email, data base and web servers and has experience managing the teams of lower level staff to help me?
>
>I also have experiences with Music, I play a handful of instruments and have recorded but never published anything, I’ve written design docs for non-game software, done countless statements of work, request for statements, proposals, Six Sigma projects, on and on. What I have not done a lot of is programming, though have done design and told programmers what to do and supported them in doing it. What sort of role should I target to get my foot in the door? I’ll even work at an entry level because I know once I am in the door I will succeed and move up and move along towards my goal of production and design. It’s the door that’s the problem, I can do anything, but that’s not a statement that stands well on a resume.
>Thanks,
>Jesse
Hi Jesse,
You left out any mention of the one key thing I specifically said you need in Article 41. So I have to assume you haven't yet read the one article that specifically addresses your question. Maybe I should have named it something else in the nav frame? You can see (when you're in the FAQs rather than here on the BB) that the nav frame is narrow, so the title has to be short. Any suggestions you can give as to what might have helped you find the article would be appreciated.
If you want to become a game programmer, you have to program games. That's the only way you can show that you'd be good in the job. Otherwise the only door you can enter through is the IT door. Big game companies have huge IT needs. Then after a couple years in IT, if you want to slide over into the studio, you still have to show some games (at least one game) that you programmed and/or designed. Just makes sense, no? So since you didn't say, I gotta ask: programmed any games? Written any game designs?
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
January 4, 2008
Looking for development contract templates or guidelines
>From: Fadi Mujahid
>Sent: Thursday, January 03, 2008 3:57 AM
>Subject: Game Industry Q+A
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: 36
>The level of education I've completed is: BS Computer Science Engineering
>My occupation (if student, enter 'student') is: Developer
>My game biz question is:
>Hello
>I was wondering if you can help me find some guidelines or template for establishing an agreement/contract between an MMORPG developer and publisher?
>Thanks for any help
Hello Fadi,
See FAQ 39. There are links at the bottom that directly address this question.
http://www.sloperama.com/advice/lesson39.htm
In addition you should see the Call Of Duty: Finest Hour contract. It's at:
http://www.gamasutra.com/view/feature/1740/call_of_duty_finest_hour__the_.php?print=1
Of course, your game is an MMORPG, which is a different beast from triple-A console games. There may be special aspects of MMORPG contracts that apply (in the chance that you might get a deal).
What you need is a game lawyer. See:
http://www.charnelaw.com/
http://gameattorney.com/
http://www.obscure.co.uk/directory-legal/
jhamburg@nmmlaw.com
And lots of contract guidelines at the IGDA website's Biz pages:
http://www.igda.org/biz/
The Contract Walkthrough gives expert advice on stuff you gotta watch out for.
Game-legal forums:
http://www.igda.org/Forums/forumdisplay.php?s=a6aec58c3dc629ed392a8f3cc1480503&forumid=64
http://www.gamedev.net/community/forums/topic.asp?topic_id=257133
And you need to read Jim Charne's monthly IGDA column:
http://www.igda.org/columns/lastwords/
Click Archives to read past columns.
Start reading, and get a lawyer! And don't tell me you can't afford one. If you can't afford a lawyer, you can't afford to get into the game biz with an MMORPG. You can't afford NOT to get a lawyer.
http://www.igda.org/games-game - click Archives, see Nov. 2007 article.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
January 3, 2008
Should I buy a program or wait until I'm in college?
>From: Livvy Oldright
>Sent: Tuesday, January 01, 2008 10:11 PM
>Subject: Game Industry Q+A
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: 17
>The level of education I've completed is: High School Graduate
>My occupation (if student, enter 'student') is: Student
>
>Hello Tom,
>I’ve just graduated from high school and will beginning college in California in July. I am interested in game design and I’d like to thank you for providing all these useful articles which have been very helpful to me in researching it. What I’d like to know is this: in your opinion should I purchase a 3D graphics program (I’ve heard of Maya and 3D Studio Max being used, and if you suggest others I’d appreciate that knowledge…) and try to begin to learn 3D design on my own or should I focus on what I already have for now (I draw and use Photoshop and Flash, and I’m looking into the things suggested in your Article #12) and wait until college to use the programs provided there? I am definitely willing to purchase such a program but would like to know that it would be a good investment first.
>Thank you for your input!
>- Olivia O.
Hi Olivia,
You say you are interested in game design, but you're asking about buying art programs. So my guess is that you're really interested in game graphics more than in "game design." If I'm wrong, and my error results in an answer that misses your question, just clarify for me and I'll give it another shot.
You didn't say which school you're going to go to or what course of study they offer. And I don't know what programs they're going to instruct you in. I also don't know if they'll require you to buy those programs, or if you'll get those programs (installed on your own personal computer, so you can use them whenever you want) as a byproduct of going into that course of study.
So I don't know if you'd have to spend money twice, if you buy a program now, and then have to buy a different program when you get to school. But if that's not a problem for you, then great!
See where I'm going with this? I'm talking about what you can afford. You didn't tell me, so I don't know.
The money is really the only issue here. If you can afford the money, then go ahead and buy whatever program you want. You already have Photoshop and Flash, and those are certainly great for what they do. Maya and 3DS Max are very expensive. If you can afford to buy one - at the risk that the school will make you buy the other also later - then why not do it? It would be great to become familiar with all the programs you can, don't you think?
Have I answered your question? I'm not sure...
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
January 1, 2008
If there is any way you can help or guide me, part 2
>From: Taha Koltukluoglu
>Sent: Tuesday, January 01, 2008 12:40 PM
>Subject: Re: Game Programming
>Dear Tom,
>please allow me to thank you for all the help you have offered to me. It seems very hard to break into the field that interests me, especially when you are outside of it! I will research all the sites you have given to me and follow them up. This is where I want to go and I am sure your help will allow me to get the break I am looking for. If it is ok with you I will let you know how I get on. I feel it is the least I can do after the help you have offered to me.
>Please accept my best wishes for 2008.
>Taha Koltukluoglu.
Hi Taha,
Yes, please do come back and let us know how things go. Good luck to you.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
January 1, 2008
If there is anyway [sic] you can help or guide me , please contact me.
>From: Taha Koltukluoglu
>To: jake♥gamelearning ; GameON♣BlitzGames ; contact♦igda ; tomster♠sloperama
>Sent: Tuesday, January 01, 2008 9:04 AM
>Subject: Game Programming
>Dear Sir,
>I am Taha Sabri Koltukluoglu and at present I am in Malta preparing for my toefl exam (test of English as a foreign language).
>I am of Turkish origin, but live in Germany where I am taking a degree in Computer Science (and in Maths [sic] as my minor field of study) at the Technical University of Munich.
>
>I have always been an avid playstation [sic] player and am interested in programming 3D games or game engines. In future I want to be a succesfull [sic] game programmer/designer. At the moment I do not have so great experiences in this field, but I have already done something. For instance, I have been working for a big company in Munich programming (with Java) some movement algorithyms [sic] for AI / cognitive Agents. I have also been programming a computerized player (with C++) for a board game with evaluation functions and some search algorithyms [sic] and I have been doing an internship at my university programming a 3D game with OpenGL , whereby I gained the basics of OpenGL (For all these , please look at CV).
>
>Before I obtain my degree, I plan to spend an academic year in either the USA or Singapore/Korea at a university studiying [sic] computing (with special emphasis on Gaming, Artificial Intelligence, Software Engineering). This will hopefully start in September 2008. This gives me time to follow another interest of mine, namely to work in the UK or in another oversee country for a computing company specializing in Gaming, AI or Software Design/Engineering. I am available from February 2008 until September 2008. If there is anyway [sic] you can help or guide me , please contact me. I attached you my CV and a reference from my boss. I am also attaching some codes of mine.
>
>I am determined that computing will be my carreer [sic] and any experience I can gain working in the industiry [sic] will help me towards my goal. Any assistance that you can offer will be gratefully received.
>With best regards
>Taha Sabri Koltukluoglu
Hi Taha, you wrote:
If there is anyway you can help or guide me , please contact me. ... Any assistance that you can offer will be gratefully received.
Sure thing, Taha. I have lots of great articles here on my site. I think they will be of tremendous assistance to you in your job search. You can link to the articles above left. See especially articles 6, 12, 24, 27, and 54. And read also my March 2006 and February 2007 columns at http://www.igda.org/games-game.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
January 1, 2008
Link in FAQ 60
>From: SGMadison [ Add to Buddies ]
>Subject: Article 60 The Publishing FAQ
>Date: 12/29/2007 3:57:56 PM
>Hi Tom,
>I just thought you might want to know in Article 60 on your site, you link multiverse.com, which is actually just a page for the provider Vision Net now, the site you want to link to is multiverse.net.
>Thanks,
>Madison Durie
Thanks, Madison. I've now fixed that.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 29, 2007
Thanks for your response on GameDev, Part 2
>From: GotMilkXtreme2
>Sent: Saturday, December 29, 2007 5:55 AM
>Subject: Re: Hello Tom, it's James McGlocken from the GameDev forums...
>Thanks again Tom. Sorry I didn't notice the boards sooner.
No prob, James. Happens a lot (as you can see below). Doesn't matter to me if you ask me questions here or on GameDev - but now that you've found my site, my expectation increases that you'll read my articles to try to find your answers before asking questions. Always happy to try to help answer questions not in my articles.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 29, 2007
Thanks for your response on GameDev. Got a few questions.
>From: GotMilkXtreme2
>Sent: Friday, December 28, 2007 11:24 AM
>Subject: Hello Tom, it's James McGlocken from the GameDev forums...
>I'm sorry for the kind of whacky e-mail address. I just wanted to contact you personally to thank you for the answered post at www.gamedev.net.
>I had a few questions about the website (since I have been trying to create my own for a while now with limited success). How long have you been writing articles at sloperama.com? When did you start? What kind of promotion methods did you use?
>Do you own your own independent game company, or do you work for a game company? (or do you just work online as a webmaster?)
>Thanks again Tom
Hi James, you wrote:
thank you for the answered post at www.gamedev.net
You're welcome.
How long have you been writing articles at sloperama.com?
Six or seven years.
When did you start?
Six or seven years ago.
What kind of promotion methods did you use?
None.
Do you own your own independent game company, or do you work for a game company?
I'm a freelance game producer/designer.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 27, 2007
I would be interested that you perform I am quite sure that the game is a complete success
>From: oliver mathiel henriquez reyes
>Sent: Thursday, December 27, 2007 10:36 PM
>Subject: story for a new video-game
>Hello I am Oliver Henriquez did a story of a video game that I would be interested that you perform I am quite sure that the game is a complete success that all missions are very innovative my phone: 718-877-████ or 718-839 -████
>[TEXT DELETED]
>All rights of this copywrite are reserved for the exclusive use of the owner
>Oliver Henriquez
>Sworn to before me thin 6th day of December 2007
>Teofilo r. Martinez
>Notary public state of New York
>No. 01m████████
>Qualified in Kings County
>Commission expires nov, 14-2010
Hello Oliver, you wrote:
did a story of a video game
Are you sure it's only a story? I didn't read it, but while I was scrolling through it to delete it from my hard drive (for legal reasons I'll explain in a bit), I thought I saw some sections where you were describing game functions (not just telling a game story). I recommend you read FAQs 1, 2, 3, 13, & 32 - you need to learn about game design and writing for games. You didn't say how old you are, or what level of education you've completed, or what your occupation is. If you haven't yet gone to college, I recommend that you do.
I would be interested that you perform I am quite sure that the game is a complete success that all missions are very innovative
I'm sorry, I don't do that. See the instructions above. Besides, it doesn't matter whether your game concept is innovative or not. All amateur game designs are brilliant and great. At the same time, all amateur game designs also happen to be worthless. A game design has monetary value only when it has a team ready to work on it. Read FAQ 1. The true value of your written ideas is the practice and experience that you get while writing them.
my phone: 718-877-████ or 718-839 -████
That's not how business works. I'm not going to do unpaid work for you and then spend money calling you with the results of that work. I know you're looking for a favor - but if you'd read this board before contacting me, you would have seen that I don't do that favor for anyone.
[TEXT DELETED]
It is unwise to send your ideas to strangers without first having a legal understanding between the parties. You risk having your ideas stolen (it's unlikely, but it's possible). It would be unwise for me to read game ideas from strangers without first having a legal understanding between the parties. I risk having you sue me should I ever work on a game vaguely like yours. Accordingly, I have deleted your idea from my hard drive, and I am not posting it with this reply.
All rights of this copywrite
"Copyright." I recommend you read FAQ 39.
are reserved for the exclusive use of the owner
This gave me the notion that you wouldn't want your idea to be posted publicly on this bulletin board along with this reply.
If you want professionals to critique your ideas, there are places to do it. But you have to read the guidelines on those sites before you do it - and you should also read the posts on those sites for at least 2 weeks before you start talking there.
1. http://www.igda.org/Forums/ - scroll down to SIGs and Game Dev Topics > Game Design. Make sure you read the "terms of use" sticky at the top of the forum, and read the posts for 2 weeks, before posting your design there.
2. http://www.gamedev.net/community/forums/ - scroll down to The Creative Side > Game Design. Make sure you read the Forum FAQ at the top of the forum, and read the posts for 2 weeks, before posting your design there.
Good luck, Oliver. The career of game design (or game story writing, if that's what you're aspiring to) is fascinating, but it requires a lot of patience and study and preparation and hard work. Anytime you want to ask questions about the game industry, I'm always here to answer them.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 27, 2007
How valuable is Japanese?
>From: Eric Doty
>Sent: Wednesday, December 26, 2007 9:28 AM
>Subject: A couple questions (from IGDA)
>Hello Mr. Sloper,
>I've seen you around the IGDA forum (I'm █████████) and checked out your very informative website. I'm new to the West Coast as I just moved to Seattle from New York about 6 months ago. I really want to get into the gaming industry, but got stuck in New Media (graphics, video, and web) at a major radio company because I didn't have enough experience to get a gaming job that paid more than $10 and hour. I am currently teaching myself level design using the newest Unreal Editor, making a portfolio website, and revising my resume. So I think I am on the right path.
>I know you are probably quite busy, but I was hoping you could answer a quick question for me. On your website you mention going to Japan and that you do not know Japanese very well. I was curious to know if learning Japanese would help in acquiring a job stateside. I was given a massive set of CDs and books that are supposed to teach me how to speak Japanese and I just wondered how valuable that is in the gaming industry.
>I could probably fill pages upon pages with questions for you, but I'll make sure to read through your website before I bother you again.
>Thank you,
>Eric Doty
Hi Eric,
I wasn't sure if your explorations of my site had made it clear to you that I answer questions only on the bulletin board, rather than via private email replies. And although I see that your profile on IGDA does reveal your dual identity, I figured you might prefer me to black out your IGDA nick. I took the safe route. Anyway, although your subject line promises more than one question, I only saw one question in your email:
I was curious to know if learning Japanese would help in acquiring a job stateside.
My crystal ball was broken a long time ago. I do not have a way of reading your future. The little bit of Japanese that I do know got me my temporary Japan posting - so to my way of thinking, learning some Japanese was very good for me. It should be obvious to you that knowing Japanese could possibly be beneficial to you, especially if you were to get a job with a Japanese company (one in Seattle comes to mind right off the bat, I'm sure you know which one I mean).
I was given a massive set of CDs and books that are supposed to teach me how to speak Japanese and I just wondered how valuable that is in the gaming industry.
I gather that what you really are saying is, "I'd rather not go through all that work if it isn't going to definitely 100% turn out to have been totally worth the hard work." I have some bad news for you - my broken crystal ball was the only one of its kind in the world. Nobody can tell you your future A (the one where you did study Japanese) versus your future B (the one where you didn't put yourself out). You need to use different criteria to make your decision. How about these:
a. Do you want to learn Japanese? If not, maybe you can sell the set on eBay, or give it to charity.
b. If someone gave the set to you with the expectation that you'd make use of it and not just sell it on eBay or give it to charity, can you come up with a plausible reason for not using it to learn Japanese? (Better than "I didn't want to" or "it looked like too much work," that is.) If not, maybe you ought to at least make a token effort with book 1 or CD 1, and then you have a good reason for not completing the whole thing (example: "I didn't enjoy it, sorry").
By the way, I dislike the term "gaming industry." To me, "gaming" sounds like the word that the gambling industry likes to use for itself. I prefer the term "game industry" or "games industry. I don't know if my preference is widespread throughout the game industry, though.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 26, 2007
So young, so many questions!
>From: Devante Parson
>Sent: Tuesday, December 25, 2007 5:52 PM
>Subject: Game Biz Q+A
>Devante Parson
>Age:15
>Level of education: Still in high school
>Occupation: Student
>My game biz question is: What areas in the game industry (programming,art,etc.) should I focus on, to be able to create full, immersive, rpg-style games (yes, I'm I Final Fantasy fan) with only a small band of tech-guys? What's the difference between a game engine and programming language? Which engines/languages create the best or at least good (Final Fantasy X level at least) graphics?
>Thank you very much
Merry Christmas, Devante. You wrote:
What areas in the game industry (programming,art,etc.) should I focus on, to be able to create full, immersive, rpg-style games (yes, I'm I Final Fantasy fan) with only a small band of tech-guys?
All of them. In order to make a game you need programming, art, sound, design, and writing. But more importantly, you need management. Read FAQs 7, 15, 16, 2, 14, 29, 42, 53, 25, 34, and 44. The FAQs are above left.
What's the difference between a game engine and programming language?
A game engine is a specific set of tools, which together make what's called an "environment," all of which are made specifically to enable the creation of games. You also have to be proficient with one or more programming languages to be able to make full use of a game engine.
A programming language is a syntax used for humans to be able to fully instruct a machine (computer) in how to behave. To program RPGs, the language most used is C++.
I don't remember for sure if those two terms are specifically defined in FAQ 28, the Game Biz Glossary. But you should bookmark FAQ 28 so you can look up any further game terms you need definitions for.
Which engines/languages create the best or at least good ... graphics?
Different engines are capable of different styles of graphics, but engines don't create graphics. Your artist(s) has(have) to create them. Computer languages are not applicable to your question. I can't tell you anything about the various engines out there - nothing beyond what's written in FAQ 56. You can ask programming questions, and get good answers, on the IGDA.org or GameDev.net forums.
(Final Fantasy X level at least)
It's going to take you and your collaborators a long time to learn the skills you need to learn in order to make a game. I recommend you take this a step at a time.
First you need to decide what you're good at, what you're passionate about doing. Do you enjoy making computers jump through hoops and do tricks that wow your friends and family? If so, you should plan to get a programming degree after high school (and start taking computer classes in high school). Or are you an artist? Are you always drawing, painting, sculpting or whatever, to the extent that your works are way too good to just go on a refrigerator? If so, you should plan on getting an art degree after high school (and take more art classes in high school). Or are you a writer? Are you a leader? See where I'm going with this? After you read FAQ 7 (which I mentioned before), you should choose what role you want to perform in creating games. Then you'll know what classes to take now, and how to plan your college education after high school.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
Christmas Day, 2007
Buying Vectrex and Atari items
>From: adam (buyatari)
>Sent: Saturday, December 22, 2007 11:28 PM
>Subject: Vectrex and atari items
>Tom,
>I happened across your website searching for more Vectrex and Atari goodies. I've been a collector for a about 10 years now and I've tracked down most of the items available at the retail level that I could want. I wanted to ask if you had any employee items or game prototypes possibly still in your possesion. I'd love to see if you anything rare and unique and if possible purchase it from you.
>Looking forward to hearing from you.
>Ohh yeah Merry Christmas and all that jazz. !!
>Adam
Hi Adam,
I'm not accepting offers for any of my old video game items.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 23, 2007
Marc Mercer said my resume was impressive. That made me feel good, but I think it's decent, but not great. Have a look, add your suggestions.
>From: Rodolfo Camarena-Mora
>Sent: Friday, December 21, 2007 4:28 AM
>Subject: One the Right Path and Seeking Further Guidance
>Tom,
> First off I would like to congratulate you on such an informative site. I have recently found it again when doing so more research on game testing a few months back. I have made sure to bookmark it now for quick access.
>
>I'll get to the point and and the reason for this email. I'm an aspiring producer. I'm sure you get a lot of those or something similar like, "I want to become a game designer/tester" right? Well my journey to this path has not been your traditional path, but I think I'm heading the right direction. With guidance from industry veterans and friends, I'll be there in no time.
>
>I'm currently in the Marines. Been in 9 years and will be separating from active duty service very shortly. I have a passion for games and as a child my dream job was to work at Nintendo. Married with two kids and seeking opportunities, I have been preparing myself. I've been taking college courses throughout my military career and now attend DeVry University to get my BA in Game and Simulation Programming. I have worked at Electronics Boutique (Now EB Games) back in 2001 when I was able to work a part-time job outside the military and now work at Gamestop part-time. I do not consider myself a professional gamer, but I have been attending gaming tournaments since 2002. Mostly for Capcom's fighters like: Marvel vs Capcom 2, Street Fighter III: Third Strike, Capcom vs SNK 2, X-Men vs Street Fighter, and etc. On top of the traveling and participating, I also tape footage of the semi/finals, do all the editing and such at home then post them online for the rest of the fighting game community. I play everything and own just about every gaming console. I have started networking with people I've met at tournaments and conventions (Comic-Con) and I have even walked into a local game studio, trying to get informational interviews or just to be able to talk to anyone. I think I'll stop there before this becomes a book.
>
>My resume is decent, but not great. At least I don't think so and I'm trying to get more people to look at it and make some suggestion. I've been to gamecareer.com or whatever the url is and have posted questions there. Marc Mercer requested my resume and he said that it was impressive. That made me feel good, but I think that it could be better. Christian Svensson, Senior Director of Research & Strategic Planning at Capcom has been the biggest help. He has taken my resume and given me notes of what to add, remove, and etc. I've met him and other industry professionals at a panel during this year's San Diego Comic-Con and actually ended up eating and drinking with them later on. That is a good story... I have yet to written a blog about it. Anyway, I also know Joseph Tung (Producer at Bungie) and even though he takes years to reply to my emails, he too has helped a lot.
>
>Apologies. I lied about getting to the point earlier, but got carried away a little. I'm attaching my resume to this email in hopes that maybe you may add your suggestions on what I may want to add or delete. This way instead of asking, then waiting for a reply, then sending another email, I'll be able to get faster results! I know you're a busy man, but I'd really appreciate it if you can spare 30 seconds or perhaps a minute or two looking at my resume and red lining it. If it's not too much to ask, I have my own page under my friends site directory if it helps and maybe you can check that out. I haven't updated since September, but it's functional. http://zachd.com/mvc2/rotendo/ How important or helpful is naming your site/url in a resume, the pros and cons?
>
>I believe that is it... for now. Again, apologies for the long email.
>Thanks,
>Rodolfo Camarena
>rodolfo.camarena@*****.com
>760.532.####(currently being ported over) temp# 760.586.####
>AIM: RoTeNd###
>P.S. Remember how I said that my dream job was to work at Nintendo? Well right now, I'm also working as a Game Test Analyst (game tester) at SCEA, San Diego. Hey, its a start!
>
>Attachment: R.Camarena_resume_ap.doc (53.3KB)
Hi Rodolfo, you wrote:
I'm an aspiring producer. ...
>I'm currently in the Marines. Been in 9 years and will be separating from active duty service very shortly.
9 years, wow. So what's your rank?
my journey to this path has not been your traditional path
There's no such thing as a traditional path to producer. Everyone's path is unique.
I think I'm heading the right direction.
Sounds like it to me, too.
Married with two kids
Which means your priority must be, above all else, to keep everyone housed, fed, and clothed. That's going to be tough once your military pay stops, if you're still in QA.
now attend DeVry University to get my BA in Game and Simulation Programming.
Excellent. That could help you move up from QA more quickly. You didn't mention when that program will end, and when you'll have that degree...?
worked at Electronics Boutique... now work at Gamestop part-time... been attending gaming tournaments since 2002... tape footage of the semi/finals, do all the editing ... then post them online... networking ... walked into a local game studio... informational interviews...
That's spectacular. I mean that. You have the kind of spirit and drive that the game companies look for.
My resume is decent, but not great. At least I don't think so and I'm trying to get more people to look at it... Marc Mercer ... said that it was impressive... Christian Svensson... at Capcom has ... taken my resume and given me notes ... Joseph Tung (Producer at Bungie) ... has helped a lot... I'm attaching my resume to this email in hopes that maybe you may add your suggestions
You have already gotten a LOT of feedback on your resume. Look, I don't like giving people strokes on their resumes, game designs, websites, whatever (it says that above). (Of course I do review the resumes of my USC students, and I make them write game designs and I grade them on their designs.) If Marc Mencher, Christian Svensson, and Joseph Tung all have helped you with your resume and say it's great, what grounds do you have to disagree with them?
I have my own page under my friends site directory if it helps and maybe you can check that out.
"Check out my site" means "give me strokes, pat me on the back," and that's what I don't do. I give advice in response to direct questions people ask me, and one of my rules is that those questions mustn't require me to look at a website, resume, game design, demo, etc. Sorry.
How important or helpful is naming your site/url in a resume
It depends. If you give potential employers the address of your MySpace page where you have photos of yourself partying with your buddies in a bar, that's not helpful. If you have a site where you share your game experience, your game writings, your tournament videos, photos of coworkers at EB, happy customers... then that's very helpful and important.
right now, I'm also working as a Game Test Analyst (game tester) at SCEA, San Diego. Hey, its a start!
It's an excellent start. When you say "hey, it’s a start," you're apologizing for being only a tester. Why do you keep doing that? You keep putting down your resume and now your current game industry job that half the readers of this board would kill for. It's not very attractive that you keep doing that. I recommend you stop doing that. You ARE on the right path. Stop with the self-doubt already.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 21, 2007
Where can I find a cheap programmer willing to work for future profits?
>From: THE SILVERSTEINS
>Sent: Wednesday, December 19, 2007 5:21 PM
>Subject: Game Industry Q+A
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: _
>The level of education I've completed is: _
>My occupation (if student, enter 'student') is: _
>My game biz question is: _
>
>Jay
>50 years old
>college
>broadcast industry
>
>my question is this........i have an idea for an online children's game/network/chat, am looking for a relatively new game programmer to work with me on these ideas
>for a small amount of compensation initially, but to share in profits later. any idea where i can find someone with this kind of tech/artistic knowledge??
>thanks
Hello Jay,
I'd tell you to look for programmers on Gamasutra's Companies page, but professional game programmers are unlikely to work on contingency.
Maybe you can get a college student to do it, I don't know.
Lots of luck
PS - sorry for the brevity, my cable service went out yesterday. No TV, no telephone, and no Internet. I'm using the Internet at McDonald's and my laptop battery is dyin
I read your post about gametesting.
>From: Masou Anonymous
>Sent: Saturday, December 15, 2007 7:29 PM
>Subject: I read your post about gametesting.
>--- You know if you can write better or not. But if you don't know if you live near any video game companies, tell us what city you live in. We can tell you.
> I was searching for any information/job oppurtunities involving Video Game testing. I came across your post. Now I'm sorry to disturb you, but if I may. You said to that person that if he told you what city he lived in, you would tell him if there was any Video Game companies in that area. I haven't been able to find this information out, although i have looked it up online. Of course there are so many scams and fake oppurtunities in this field. I believe i've learned that stay at home testing is not possible. So I live in Mesa, Arizona. Rather close to Phoenix Arizona. I wouldnt mind moving around too much, as I used to live in California, and there is a slight possibility of moving back, maybe.
> Anyway, if you could get back to me about this, that would be greatly appreciated, thank you very much for your time. Have a nice day. :)
> - David Kennedy
Hi David,
I don't know where you found that post - maybe at http://www.igda.org/Forums/ or maybe at http://www.gamedev.net/community/forums/. Either way, you wrote:
sorry to disturb you, but if I may
Sure, no prob. That what this board is all about. And as it says above, any emails I get belong to me, and automatically give me the right to respond here on this board. It's like the Vogons said to the people of Earth before demolishing the planet to build a hyperspatial express route:
"There's no point in acting all surprised about it. All the planning charts and demolition orders have been on display in your local planning department in Alpha Centauri for fifty of your Earth years, so you've had plenty of time to lodge any formal complaint and it's far too late to start making a fuss about it now." - Douglas Adams, The Hitchhiker's Guide to the Galaxy
I haven't been able to find this information out, although i have looked it up online.
You probably just needed to use different search parameters. Go to my Game Biz Links page (link to it above left) and search away. Lots of ways to research the locations of game companies.
Of course there are so many scams and fake oppurtunities in this field.
Yes, I wrote about those in FAQs 5 & 24 (also above left) and in my IGDA column, "The Games Game," at http://www.igda.org/games-game - click Archives, see Nov. 2007 column.
I live in Mesa, Arizona. Rather close to Phoenix Arizona.
Wow, what a coincidence. I was just in a discussion today with someone in Phoenix. Go to http://www.igda.org/Forums/, open the Breaking In forum, and look in the thread entitled "Advice for the disabled?"
I used to live in California, and there is a slight possibility of moving back, maybe.
Good. Check out FAQ 27, tip #4.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
The ides of December, 2007
Assist me in finding a job and where I should start looking.
>From: Murrell, Jeff
>Sent: Thursday, December 13, 2007 10:52 AM
>Subject: I need a JOB testing games
>Hi Tom,
> My name is Jeff Murrell and I wanted to contact you in regards to getting a job in the game testing industry. I would love for you to assist me in finding a job and where I should start looking. I do not have a degree in anything and I have never worked a job quite like a game tester but I have a couple things going for me. I have been playing games since I was three years old and never get tired of playing and of the systems even the old ones. I have been reading a lot of web sites in regards to finding a game tester job and anything that could help me figure out what I should do and where I should go. You seem to have put a lot of time into creating this site and researching how to help people and I do appreciate it but if you could contact me back. All of my contact information is below. Thank You for your time and have a good day.
>[Deleted] Mortgage
>Jeff Murrell
>Loan Officer/Rep
>770-[deleted] [O]
>706-[deleted] [C]
>877-[deleted] [TF]
>JMurrell@[deleted]
Hi Jeff, you wrote:
I would love for you to assist me in finding a job and where I should start looking.
I already have. Everything you need to know about that is right here on my site.
I do not have a degree in anything
I would have thought that a degree would be necessary to become a mortgage loan officer. But you don't need a degree to test games, of course. And it's good that you have that job - if you've been building up savings, you'll be able to afford to move.
I have a couple things going for me. I have been playing games since I was three years old and never get tired of playing
Yeah, that's expected, and doesn't really count for much. What you really need is to live in the right location and be an excellent communicator with a strong work ethic. Like I wrote in FAQ 5.
Here's your assignment:
1. Read FAQ 5 again.
2. After re-reading FAQ 5, you'll know that you need to be near game publishers or large game developers (see FAQ 28 if you're unsure of the distinction), unless you aspire only to testing and don't care about moving up in the biz. In which case, QA labs can also go on your list of potential employers. Now you just need to find out where those companies are located. My Game Biz Links page can help you research game companies. Start following links, researching companies, pick a city to move to, and move.
3. Then, once you've moved to your chosen new home city, you can start applying for jobs, as described in FAQ 27 and FAQ 4 (FAQ 4 is mainly aimed at aspiring game designers, but many of the same principles apply just as well to applying for any kind of game job).
Standing by in case you have any follow-up questions not covered by my FAQs, anytime. Good luck getting that QA job, Jeff! Let me know how it goes.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 13, 2007
Can you give us some help in getting a publisher interested?
Note: The following exchange was arguably a business communication, but because it dovetails so clearly with oft-discussed topics I asked the correspondent if I could post this here, and he agreed.
>From: info@[deleted]
>Sent: Wednesday, December 12, 2007 4:48 AM
>Subject: game development
>Hello Tom,
>My name is Diogo P. (I'm Portuguese) and I've worked, with a friend of mine (Fernando M.), in a FPS demo for the last 3 years. We did all the work by ourselves, modeling, texturing, animation, level design, programming, etc.... Our demo is based on the quake4 engine and consists on a full conversion. No quake4 assets are used, just the engine. The game style and visuals are very different from those we usually get on id games.
>
>The demo is now "finished" for almost a year, and we're struggling to get funding allowing us to develop the demo into a commercial game. We have interested Venture Capitalists but they need some assurance, from a publisher, that the game once ready will be published. Since we're just two guys, with no company founded yet and no funding (just interested investors) we felt we needed some prior advice.
>
>Here in Portugal there's no Video Games Industry, but there's a number of investors interested in the area. We feel we need an effective way of contacting a publisher. We aren't trying to get funding from a publisher, just someone interested in publishing. Can you give us some help in this matter?
>
>You can visit our demo at [deleted]. We haven't made the website public yet, you can access it directly through that link or use the following username and password at www.[deleted].com:
>Username: [deleted]
>Password: [deleted]
>Thank you for your time,
>Diogo P.
Hello Diogo,
You need more people on your project. A two-man team is not going to be taken very seriously by game publishers.
You also need an agent. An agent is an older man with experience in the game industry who has contacts and can represent you. I am not an agent.
The thing you are trying to do is extremely difficult! Perhaps you and Fernando could put your current plan on hiatus for a while. You could leverage your demo into jobs in the industry (at a European company), building your experience and contacts - then you could try again to form your own company in Portugal, with a stronger base.
Believe me, I am sympathetic to your situation, but there is nothing I can do. A two-man team without even an agent is not going to get a publishing commitment such as your VCs are asking for. Those VCs are asking for unrealistic risk reduction. You have to tackle this in a different way.
The problem "now we just need money" is the classic dilemma for which there is no easy solution. You guys were creative in making the demo. If you aren't going to go the get-a-job route, you have to be creative in a different way to go the next step. Now your artistic and technical skills won't help you - now you need salesmanship skills. I can't tell you how to do this. And I wish you luck.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 13, 2007
Related links:
http://www.sloperama.com/advice/lesson64.htm
http://www.sloperama.com/advice/lesson29.htm
http://www.sloperama.com/advice/lesson11.htm
http://www.igda.org/games-game - click Archives, see August 2004 column.
http://www.igda.org/games-game - click Archives, see March 2003 column.
Please send me information
>From: Corey Stevens
>Sent: Tuesday, December 11, 2007 4:17 PM
>Subject: Student Looking For Information
>Hello, My name is Corey Stevens, I live in Pikeville, KY and am currently attending Nation College. I am writing a research paper on video game design and testing. I was skimming through my Google search results and your website came up. I was wonder if you would be able to send me any information you have about the fields either in e-mail or the postal service. My mailing address is:
>Corey Stevens
>███ Hambley Blvd. Apt. ███
>Pikevilles KY, 41553
>Sincerely Corey Stevens
Hi Corey,
Sorry, I'm not in the business of mailing information. You'll have to read it here on my site! The game design and testing articles are above left (see where it says "PLEASE READ THE FAQs BEFORE YOU ASK!!!" and there are blinking arrows that say "READ 1ST").
After you've read those articles, I'm always here to answer questions anytime (the answers are given here on this bulletin board).
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 11, 2007
I have a few questions, part 2
>From: David Keller
>Sent: Tuesday, December 11, 2007 7:27 AM
>Subject: Replay :D
>Hey again. I read the BB, and I figure I should respond to questions you've asked as well (unless they were rhetorical...well then I'd feel dumb) as well as clear up some other stuffs.
>
>I guess I should start first with a new question. And that is, I have read about the many types of game jobs, but I've also read that even entry levels for almost everything besides QA requires a degree of some sort. Of course, it's possible I could still get something, but I was looking more along the lines of something that wouldn't have to be completely luck based :/ I'm guessing something that would have to be even smaller than QA. But I'm not sure it matters anymore. I'm sure i should trust an experienced person from the business more than random internet peoples in regards to whether it's feasible to work QA and go to school.
>
>And another question, which I think is my only other one, is still about question 6. I definitely did read faq 27, but I'm not sure it completely covers my question. I live in San Diego, so I am near a lot of developers, but some I'd still like to move closer to if I was going to be working there. By all means, I could get up even earlier and be home later working somewhere like Blizzard, 2 hours away. I'd still prefer to move closer. I definitely don't expect them to pay for it, I gladly would to have a good job, but would they not hire me despite this (being willing to make a long commute, being willing to move immediately, that day is possible, if they do hire me,, etc.) I don't know who would be able to afford moving all that much to apply for a bunch of jobs <_>
>
>As for the rest of the questions, thanks for answering and helping out, even on the ones you really brushed off. I know a few of them weren't all that good, I just wanted assurance :D
>
>And here's hoping you are actually interested in the things you seemed to want more info about. Yes, I am picky >_> I mainly play RPGs, probably 90%+. But not picky as for what I consider good games. I do give "props" where props are due. I know not all games I am not into specifically are bad. I would just prefer to make games I know I like. I don't know, it just seems like if I follow a career into my passion, I should go all the way. But probably not.
>
>As for the being stupid for not wanting to move thing, I just figured that if you have a choice of following the career you want, or letting something silly like being tied to a piece of land get in the way, it's obvious which you should pick. But of course, I could deal with working with some of the companies I'm not exactly fond of here.
>
>Well...I can't help it about caring about how the games I help make are perceived. Not just by other people, but by me as well. Sure, the comment about the madden games might have been a bit snobby, but it's almost 100% accepted they put no effort into upgrading the new installments because they don't have to. To me, it's like, I don't know, being part of a band or something. I'm sure you don't want to just throw out any old shit just so you can call yourself a musician, and I feel the same way. I want to make good games so I can look at what I've accomplished and know I did a good job, that I didn't, as I said, half-ass. I don't think it's that bad :/
>
>And lastly, yes, it is like I'm the loser. But not how you'd think. Basically, there's a private messageboard at a game website called Life, the Universe, and Everything. Seeing as how it's exclusive, people thought of a way to identify themselves as part of it. The name is abbreviated as LUE, which rhymes with the first part of loser, so we all call ourselves LUEsers. Of course, I know most people outside of this won't get it, and will interpret it like you did, so don't worry (which I'm sure you wouldn't do anyway, heh.) I fully plan on changing when I start networking and job searching, etc.
>Thanks again for your help, and time.
Hi David, you wrote:
I've also read that even entry levels for almost everything besides QA requires a degree of some sort. ... I'm guessing something that would have to be even smaller than QA.
I see. Well, then, I should have just put my fingers to my temples and tried to read your mind to discern the true meaning of your question! Mmm... naah, that still wouldn't have worked. (^_^)
I'm sure i should trust an experienced person from the business more than random internet peoples in regards to whether it's feasible to work QA and go to school.
Oh, it's feasible -- IF you can go to night school while working in QA, or IF you can get a night shift QA job while going to college. As I said before, others before you have worked their way through college.
would they not hire me despite this (being willing to make a long commute, being willing to move immediately, that day is possible, if they do hire me,, etc.) ... I definitely did read faq 27
Read it again. Tip #4. Read it twice, read it three times.
And read my previous reply again. I expressed my opinion on this matter VERY clearly this morning. What part of "employers rarely hire non-local entry-level people" is causing difficulty? (Is it the word "local"? Two hours away is not "local.")
I don't know who would be able to afford moving all that much to apply for a bunch of jobs
People who've saved up their money for a while or whose parents can help them out with that, to name two.
I just wanted assurance
Like it says above, I don't do assurance. I'm not an assurance agent.
I would just prefer to make games I know I like. I don't know, it just seems like if I follow a career into my passion, I should go all the way. But probably not.
Of course it would be preferable to work at a company where they make the kind of games you like. Beginner beggars can't always afford to be choosers.
Sure, the comment about the madden games might have been a bit snobby
It went way beyond snobby. It was insulting. You implied, if you didn't so much as say outright, that the people who work on those games should feel deep shame for what they do. I don't admire that kind of thinking. I have turned down chances to produce sports games myself, but not because I would be ashamed to work on them but because not being into sports, I know I wouldn't be able to fill the position in the way the company would want.
[re the screen name] I know most people outside of this won't get it, and will interpret it like you did, so don't worry (which I'm sure you wouldn't do anyway, heh.) I fully plan on changing when I start networking and job searching, etc.
You have already started networking. I think the time to change it is behind you. I recommend you get a second screen name - you can still use your old one with your fellow LUEsers. FAQ 24, trick #18.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 11, 2007
I have a few questions
>Subject: Hi Tom, I have a few questions....
>From: David Keller [imtehlueser]
>Date: Tuesday, December 11, 2007 12:17:23 AM
>
>First of all, my name is David. I'm 17, and am just out of school. I don't exactly have a diploma, but I took a test to get something like it that's just as good in the state of California, but I'm planning to use it to go to college here, so I doubt that will matter at all. At least, I hope not. So as for occupation, I'm a student, though I haven't started classes yet. That won't be for over a month.
>
>Moving on, I have read through your FAQS and articles, but I still have some questions. I hope I didn't miss something relating to these, if so, I'm sorry :/ But anyway, here they are.
>
>1. What I'm worried about most right now is whether or not I can pull off working Q.A. going to college. From what I've read, and heard from other people, it's not nearly possible, but I was hoping I could spend my college years working as a game tester so that my resume would look better when looking for a real job (I'm majoring in comp. sci., hopefully I'm going to be a programmer :D). Also, I'm sure it would show I really do want to work in the industry. But with hours approaching possibly double the standard full time during intense periods, is being a game tester while going to college full time doable?
>
>2. I live in California, as you might have noted by what I said earlier. And, well, I don't particularly like any of the developers here. There's a few places that sell well, Insomniac, EA, Blizzard, etc. But I can't say I've really been into their games. To be honest, most things I've played have come from Japan, but I don't really want to go there. But anyway, I actually don't want to move away from California at all. I know, it's stupid :/ Now, I wouldn't mind working for blizzard, even if I don't like their games, plenty of other people do. None of their games are considered "bad," which is what matters most to me. But apparently, getting a job with them is harder than finding the holy grail. So is it bad to just suck it up and work at a bad/decent company who isn't necessarily churning out hits regularly, but who I could actually get a job with? I know I'd hate working somewhere like EA Tiburon, having to deal with the shame of putting out those madden games every year. I feel like I'd be half-assing my job.
>
>3. Although I do want to be a programmer, and am going to school for it, I think I do eventually want to move into a producer role. It's hard for me to think of a way to phrase this question so I don't sound lazy...Well, basically, is it just a matter of working hard toward it while being a programmer (which I will do in any case, of course) or should I also work some classes into my schedule for college, specifically for working as a producer? Not that I don't want to do that either, but I'm sure it'd be good to know now so I can plan out what to take in advance, rather than taking some other random classes. I'm guessing something like management, and relating to that, will classes in management help in becoming a lead programmer at some time? I know that's two questions, but they're related so >_>
>
>4. Is producing the best route toward moving even higher up in the company?
>
>Oh, 5. As for my first question, if doing QA while going to college isn't possible, is there some other type of job I could go for? Some type of paid internship, maybe? I know internships hardly ever have pay, but while I want to get experience in the business during school, I don't think I could afford not being paid for it. I want to go to UCSD, my dad is a security guard, and my mom doesn't work >_> So I think I'll definitely need to be making money on my own to afford tuition and stuff.
>
>And the last one I can think of (just covering my bases), is that because I haven't had a job yet, and don't know much about employment itself, I have no clue how getting a job you need to move to have works. Take Blizzard for example, it's 2 hours from where I live, so I'd have to move, because I'm certainly not dealing with a four hour commute every day, that would be crazy. But anyway, would I have to move before I apply, or could I get the job (hypothetically, I now know I probably couldn't get a job with them out of college no matter what anyway) with them knowing I live too far away, but am fully prepared to move as soon as they hire me? I just don't know if that'd work, because of cases where an employer might want someone they hire to start right away, or if they'd go for someone who it would be more convenient for, etc. I can't afford to move first, on the chance I might get rejected. This feels like a stupid question...
>
>Thanks much for your time, as well as your site. It's been extremely helpful. I just hope I didn't bore you to death or adversely effect you otherwise with all the questioning and text >_<
Hi David, you wrote:
What I'm worried about most right now is whether or not I can pull off working Q.A. going to college. From what I've read, and heard from other people, it's not nearly possible... is being a game tester while going to college full time doable?
Anything is possible except to telephone the Andromeda galaxy or build a working Star Trek holodeck. Everything else is just extremely difficult or expensive or time-consuming. Q.A. is a full time job, and college is too. But people have managed to do both - it was just extremely difficult. Don't ask me how they did it - probably by doing one of them during the day and the other during the night, and I have no idea when they ever got any sleep. The real question you should be asking is why you want to do this. You said you wanted to do it...
so that my resume would look better when looking for a real job
So if you got a degree, it would look good. And if you got a degree and had QA experience, it would look some degree "better." You can still have both on your resume without killing yourself - it just takes more time (remember what I said before about the possible sometimes being time-consuming).
I don't particularly like any of the developers here. There's a few places that sell well, Insomniac, EA, Blizzard, etc. But I can't say I've really been into their games.
Wow! You sure are PICKY!!! It's going to be extremely difficult to find you a job you won't put down as unworthy. Sheesh!!
I actually don't want to move away from California at all. I know, it's stupid
Why would that be stupid? If you lived somewhere where there weren't any game companies and you wanted to work at a game company, it still wouldn't be "stupid" not to want to move, but you'd have little choice in the matter. But you want to stay in CA, and I love it in CA too, and the place is chock full of game companies, and I don't see how it's stupid not to want to move away from here. Care to explain what you think is stupid about that?
None of their games are considered "bad," which is what matters most to me.
The most important criteria to you is how your possible future first employer's games are perceived by others? Seriously? That's the most important thing about the company where your first job will be?? Why?
is it bad to just suck it up and work at a bad/decent company who isn't necessarily churning out hits regularly, but who I could actually get a job with?
It depends. Define "bad." And write an essay on why I say "it depends." Seriously. Consider the pros and cons. I don't think you've done much thinking about this.
I know I'd hate working somewhere like EA Tiburon, having to deal with the shame of putting out those madden games every year. I feel like I'd be half-assing my job.
Have you ever considered the idea that you might be a bit of a snob?
[regarding the eventual producer aspiration] is it [A] just a matter of working hard toward it while being a programmer (which I will do in any case, of course) or should I also [B] work some classes into my schedule for college, specifically for working as a producer?
Classic two-choices question. Is it A? Or is it B? Read FAQ 52. Then answer me this: since you're going to be in college anyway, and since colleges require you to take elective courses for a rounded education, why would you not take the opportunity to take any producing-oriented (management-oriented) classes?
will classes in management help in becoming a lead programmer at some time?
Don't you think the answer to that is self-evident?
Is producing the best route toward moving even higher up in the company?
There is no "best route." What's "best" is purely subjective.
if doing QA while going to college isn't possible, is there some other type of job I could go for?
Sure. Lots. See the list of job types in FAQ 7. And open the newspaper want ads. Remember: anything is possible (except the intergalactic telephone and the holodeck).
[re working my way through college] I'll definitely need to be making money on my own to afford tuition and stuff.
Lots of people before you have done it. Don't ask me how. It won't be easy. That doesn't mean you shouldn't go that way.
would I have to move before I apply
I guess you haven't read FAQ 27 yet.
an employer might want someone they hire to start right away, or if they'd go for someone who it would be more convenient for, etc. I can't afford to move first, on the chance I might get rejected. This feels like a stupid question...
Now you're thinking. But in this life ya gotta take risks. Getting the degree is no guarantee of a job. Moving near a game company is no guarantee of a job. But without the degree you won't get hired. And employers rarely hire non-local entry-level people.
One last thought, David. Your screen name, the name you choose to be known as on the Internet, is "imtehlueser"? Forgive me, but is it just me or does it really look a lot like "I'm the loser"? You might want to consider changing it to something a bit less negative.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 11, 2007
High school interview project, part 2
>From: Porter, Elizabeth
>Sent: Friday, December 07, 2007 6:22 AM
>Subject: School interview - part 2
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: _
>The level of education I've completed is: _
>My occupation (if student, enter 'student') is: _
>My game biz question is: _ok, I apologize, now I've read the postings under where I found your e-mail address….. I will formulate my questions and submit them……….
>My Name is Nick, I'm a freshman in High School and making a board game for a Geometry project. Part of the process is an interview with some one that does this professionally. I appreciate your time:
>Q: Do you feel that Math is an important part of game development?
>Q: What level of education do you have and how did that help/hinder your game development career?
>Q: Do you find that people have lost interest in board games now that so many electronic games are available?
>Q: How did you end up being a game developer?
>Q: Did you set out to do that, or 'stumble' upon it?
>Q: If trying to get a board game made professionally, how important is the actual proto type? Could just the written idea of it be enough?
>Q: What type of game do you get most questions about?
>Q: How many of these school relate interviews do you get a day?
>
>From: Porter, Elizabeth
>Sent: Friday, December 07, 2007 6:35 AM
>Subject: High school interview, again, again
> I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: _
>The level of education I've completed is: _
>My occupation (if student, enter 'student') is: _
>My game biz question is: _
> You were an engineering model maker? I read it in your FAQ lesson 37……….
>My mom is a PDS piping designer and does her work in a 3-D engineering model. Is this the type of work you did?
>Nick
Hello, Nick, son of Elizabeth.
Too bad you didn't number your questions.
Feelings are not to be trusted. Let's deal in facts instead.
 One year of post-graduate school at the University of Cincinnati. So Bachelors degree plus one.
 It helped enormously, in unexpected ways. The public speaking classes were painful at the time, but now I do public speaking all the time and never give it a second thought. The art appreciation and music appreciation courses still help. The radio course prepared me for game design and producing by teaching me about project management and creative writing. And so on.
No.
Answered in FAQ 37.
Ditto.
 Extremely. Have you read FAQ 20?
 Enough to accomplish what?
Video games (much more than board games).
I get a minor flood of them during particular parts of the school year. This is the only one I've gotten today. You can scroll down this board and count the red posts.
Yes.
 Yes, but I did it with plastic. When I left that job in 1979, it was extremely rare to do it on a computer instead. My old friends from back then all do it on a computer now rather than with plastic. And it is very possible that your mom knows some of those old friends - I remember hearing about her company a lot.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
Pearl Harbor Day, 2007
High school interview project
>From: Porter, Elizabeth
>Sent: Friday, December 07, 2007 5:54 AM
>Subject: Game Industry Q+A
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: 14
>The level of education I've completed is: currently a Freshman in High School
>My occupation (if student, enter 'student') is: student
>My game biz question is: Could I get an on line (via email) interview with you for a school project? I'd keep the questions to about 10?
>I'm using my mom's work email address at this moment……...
>NOTICE - This communication may contain confidential and privileged information that is for the sole use of the intended recipient. Any viewing, copying or distribution of, or reliance on this message by unintended recipients is strictly prohibited. If you have received this message in error, please notify us immediately by replying to the message and deleting it from your computer.
Hello, son or daughter of Elizabeth (you didn't sign your name so I can't tell).
I would be happy to answer your 10 questions, BUT:
- If you ask me anything I've already answered in FAQ 37 (http://www.sloperama.com/advice/lesson37.htm), I will simply refer you to FAQ 37.
- My response to your interview questions will be posted on my bulletin board (http://www.sloperama.com/advice/bulletinbd.htm).
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 7, a date which shall live in infamy, 2007
Game&Watch RULES, Dude! \(^_^)/
>From: andrew spitz
>Sent: Thursday, December 06, 2007 4:17 PM
>Subject: DUUDE!
>Sup slop! I'm back with new and improved questions! Ok, so I have a ton of respeck for you, did you know that the Game&Watch is still using their character even today! It's in super smash bros melee for the gamecube! I was thinking about you when I was playing him, because they were rivaling your Game Time watch at the time, wow that's awesome. Ok my question for you is: well I dont have a question. But you're too awesome thx for all the info and great site. You should really look into getting that smash bros game to check it out. Only problem is he's the hardest character to unlock! Probably because he's the best! Oh and that link in FAQ 24 still broke, I failed sryz. Maybe its just that I dont have Adobe Reader. Your site has given me a new inspiration! Thanks. Here's a link to what Game&Watch looks like on Smash Bros.
>http://i272.photobucket.com/albums/jj190/spitzandrew/3.jpg
>Peace,
>Andrew
Hello Andrew, you wrote:
DUUDE!
Um, yes. Greetings to you as well. I just got a new email subject line to add to FAQ 24.
Sup slop!
And how are you. But please don't call me "slop." Please?
I'm back...
You were here before? Oh yes. November 15th (below). You didn't understand why location is important in seeking an entry-level game job. And you asked me how much passport fees are.
...Game&Watch is still using their character even today! It's in super smash bros melee for the gamecube! I was thinking about you when I was playing him, because they were rivaling your Game Time watch at the time...
OK, so you're clear that I was not involved with the Game&Watch line, that the Game Time was a different product line altogether, by a different company. I'm glad we're clear on that. (^_^)
that link in FAQ 24 still broke
I followed it, found the new location of the PDF file, and fixed the link. You can go read that article now!
Your site has given me a new inspiration!
Oh? And you're just going to let me hang there? You're inspired to do what, exactly?
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 6, 2007
Planning a switch - more education needed?
>From: Jamaal Moore
>Sent: Thursday, December 06, 2007 8:37 AM
>Subject: Advice on switching careers
>Hi Tom,
>I was just browsing on the net and I happened to find information on the Game Career Seminar that happened in Oct in CA this year. I found a link to your site from the powerpoint presentation. Anyways, I have made a decision to get into the gaming industry after working in stock research for 5 years. I want to enter the gaming industry doing marketing, product management or product dev. Perhaps down the road if things opened up the right way, Producing. I decided first to get a job in marketing/advertising to help my transition into marketing for video game companies.
>Currently I work at AOL in Dulles, VA (where I have been for the past 3.5 years now) as a Senior Ad Inventory Manager. So my team manages and creates all the ads and products that sales uses to sell to clients. Before this current job, I had jobs in Advertising Forecasting and Ad Inventory Analysis also at AOL. So I have about 8.5 years of work experience.
>I am applying to go back to school next fall to get my MBA and will focus on marketing.
>
>Should I just concentrate on getting my MBA now, or try to get a job that is in the field of marketing for now to get experience? Also after my MBA, my fiancee and I are already planning on moving out west to either LA or SF for work. There are a few gaming companies in the DC/VA/MD area such as Bethesda Software and EA Mythic that I could look for opportunties as well and work there while getting my MBA at the same time.
>Thanks for the site and the opportunity to ask advice.
>-Jamaal Moore
>--
>One moment of patience may ward off great disaster. One moment of impatience may ruin a whole life.
>-Charlotte Perkins Gilman
Hi Jamaal,
It's nice to hear from you. Funny thing - when I read your email subject line in my email inbox, my first thought was "I'll refer him to my Game Career Seminar talk." What a surprise that that was how you found my site in the first place! You asked:
Should I just concentrate on getting my MBA now, or try to get a job that is in the field of marketing for now to get experience?
It sounds to me like you have a perfectly fine résumé as it is. Why not pursue both angles? See if you can find an MBA program that will let you study evenings and weekends - if not, look for one that will have the least impact on the work week. And, assuming you already live within commuting distance of game publishers, why not start applying for marketing positions now.
You do need to apply to publishers, not developers, for reasons that should be obvious to you. That's about all I have to suggest at the moment. You might also read my February '04 and February '05 columns in the archive at http://www.igda.org/games-game - but I think you're good to go now.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 6, 2007
School interview project, part 2 (cont'd from 11/29/07)
>From: Aaron Ancheta
>Sent: Wednesday, December 05, 2007 11:09 PM
>Subject: Re: Regarding a School Project
>
>This is Aaron again. Thanks for answering my questions in my last e-mail, but I'd like some elaboration on your replies.
>
>Q. What is your favorite of the 3 main current generation consoles and why? (XBOX 360, PS3, Wii)
>A. Neither. My favorite current gen console is the DS
>
>I chose those 3 particular systems as they seem to be the main subjects of the topic regarding the "console wars" but as seeing as how you seem to have something against all 3, can you give me a list of reasons as to why you prefer the DS over all 3 of the main competing systems? And what is wrong with the 3 main systems?
>
>Q. What do you think of the overall direction of the industry as of now?
>A. I have no idea what to do with that question. I have no idea what it is you're asking. You need to narrow the question way down - what aspect of the industry are you talking about, and what direction do you think it's taking?
>
>Also, I apologize for being unspecific with my question regarding the "direction of the industry". What I meant by that is that if there's any trends you like or dislike about the video game industry. For instance the use of high definition as a spearhead of competition between the 360 and PS3. The Nintendo Wii's change of direction towards casual gamers. The assertion of more "mature" titles as opposed to child friendly titles such as "Super Mario" in the case of some developers or publishers. If you need more clarification, please ask.
>
>Q. Do you think the video game industry will still exist 50 years from now?
>A. Of course.
>Q. Please, explain.
>A. We have all become totally accustomed to interacting with our TVs and our computer screens and our mobile devices now. There's no way we're ever going to give that up. Unless some major disaster befalls our Internet infrastructure and our electronics industries, of course.
>A particular case I'm thinking up here is what if the industry adopts something that may be intimidating to consumers such as the stereotypical virtual reality (with the helmet, gloves, goggles, and everything). If the industry doesn't adopt such methods of input, then how could they add innovations to the next generation of consoles?
>
>This question comes up from the Nintendo Wii's/DS's decision to use a newer method of input to play games. I wonder just how far the industry can make more innovations like these without straying off into more intimidating territory when it comes to controlling games. There's also the question of originality of titles. Just where can we go from more MMORPGs, FPSs, and learning games (I'm thinking along the lines of Brain Age)? Sure, there are games like Portal (which I believe is very innovative and is a perfect mixture of the puzzle and FPS genre), however, these types of games are a dime in a dozen these days. With the seeming lack of creativity and seemingly dwindling technological innovations, just how farther can the industry take itself?
Hi Aaron,
Good. You're asking more focused questions now.
I chose those 3 particular systems as they seem to be the main subjects of the topic regarding the "console wars"
My opinion is that the only "console war" is the one between PS3 and Xbox 360. The Wii is in its own completely separate niche. The PS3 and X360 are fighting one another head-to-head as next-gen 3D game boss monsters, scrambling to get ahead of each other in the hearts and minds of tech adopters and hardcore gamers. The Wii is a family entertainment machine. Nintendo is not fighting the same "war" that Microsoft and Sony are.
why you prefer the DS over all 3 of the main competing systems?
It's not tied to my TV set. I can have the TV on and play with my DS at the same time. I can take the DS with me wherever I go (not that I do). I'm not a fan of blood-and-gore FPS games, and that's what the majority of games are on the PS3 and X360. Not only that, the DS is not market hogtied. I can buy Japanese games and they work fine on my DS, without having to have someone open the machine and cut and solder.
what is wrong with the 3 main systems?
Nothing. I never said there was anything wrong with them.
if there's any trends you like or dislike about the video game industry.
Yes. There are.
the use of high definition as a spearhead of competition between the 360 and PS3.
I neither like nor dislike that.
The Nintendo Wii's change of direction towards casual gamers.
It's not a change. Nintendo machines have long been the family-oriented alternative, ever since the N64. And I like that.
The assertion of more "mature" titles as opposed to child friendly titles such as "Super Mario" in the case of some developers or publishers.
I dislike bloody violent games.
what if the industry adopts something that may be intimidating to consumers such as the stereotypical virtual reality (with the helmet, gloves, goggles, and everything).
VR headsets have an inherent flaw, as was briefly alluded to in Michael Crichton's "Disclosure." As if 3D games on consoles didn't make one dizzy enough - wrapping one around your head would induce vomit so fast it'll make your head spin. Oh wait, spinning your head is what makes you vomit in the first place.
If the industry doesn't adopt such methods of input,
VR headsets are output, not input.
then how could they add innovations to the next generation of consoles?
VR headsets are not the end-all and be-all of the future of electronic interactive entertainment. And the standard holy grail of video games, the Star Trek holodeck, is impossible.
We'll continue to see bigger and higher-def TVs as the mainstay of the couch potato style of game playing, with Wii-style stationary body movement a healthier alternative to the hand-operated controller. But we'll also see innovations in mobile game playing. We have mobile phones with Bluetooth headsets, and the increasing ability to pinpoint the location of the phone. The headsets will come to include an eyepiece as well, placing part of the display right on the head rather than held in the hand. But the solution to the VR headset's vomit-inducing nature is to make the mobile headset's HUD transparent or translucent, overlaying game characters on the real world environment.
There are many ways to add innovation besides that old dumb VR idea.
There's also the question of originality of titles.
One that Hollywood has been dealing with for longer than Silicon Valley has. Hollywood is still in business. Every now and then something new comes along, but redos and sequels are here to stay too.
With the seeming lack of creativity and seemingly dwindling technological innovations, just how farther can the industry take itself?
Not quite as far as the holodeck, but it's definitely going to get interesting.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 6, 2007
Is this the right way to go?
>From: Andrew Lambert
>Sent: Tuesday, December 04, 2007 8:48 AM
>Subject: Need help with a question in the field.
>Tom,
>I was wondering if I would still be able to apply for a job as a game designer as a Game art bachelors and a visual art major.
>I saw all the job opportunities on this list and I have already been accepted to a college and want to make sure I signed up for the right course. I already have 3d animation skills and have taken classes for 3ds max so i went with the game art major. Here was a list they have on their site:
>* Quality Assurance Tester
>* Level Game Designer
>* Modeler/Texture Artist
>* Environmental Artist
>* Prop Artist
>* Photoshop® and Illustrator® Specialist
>* Web Designer
>* Graphic Designer
>* Video Editor
>* Combustion®/After FX® Compositor
>* Production Assistants
>* Level Editor
>* Game Artist
>It doesn't say on there junior game designer so I was just wondering if this is the right way to go. I know for a fact that I want to go with the animation side of game development.
Hi Andrew, you wrote:
I was wondering if I would still be able to apply for a job as a game designer
Sorry, I don't understand what you're asking. The only thing that stops you from applying for any job is either (1) the inability to write and use email or (2) being in a state of death or unconsciousness.
I saw all the job opportunities on this list
You mean you saw all the job titles that you listed in your email?
[I] want to make sure I signed up for the right course. ... i went with the game art major.
Are you artistically inclined? Do you enjoy art? Are you any good at it? If you answered "yes" to all the above, then how could this possibly be the wrong course for you?
It doesn't say on there junior game designer
What is your point? Why SHOULD a list of game jobs include "junior" or "senior" versions of each?
I was just wondering if this is the right way to go. I know for a fact that I want to go with the animation side of game development.
So you're asking if what you want is "right"? Is that what you're asking me? Try this: read FAQs 25 and 40. The FAQs are above left. After you've read those, if you want to rephrase your question to me, I'm always here.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 4, 2007
Level Design
>From: Brian Goodman
>Sent: Monday, December 03, 2007 10:23 AM
>Subject: Level Design requirements
>Tom
>My name is Brian Ian Goodman, I am a 31 years of age [sic] living in San Diego. I just graduated this past June from San Diego Mesa College with an Multimedia [sic] AS Degree. During my time their [sic] I studies [sic] 3dsmax, photoshop, illustroator [sic], and other multimedia software. My plan is to get into the game industry through level desing [sic]. Why level design? Well I am good at making detealed [sic] maps, and I am also good at writing stories, two of things that level designers do. I've been working on my portfolio since I graduated from Mesa using RTS Scenario Editors and the Aurora Toolset which comes with Neverwinter Nights. What I need to know now is [sic] what are the skill requirements for the level design position.
>Your website doesn't say anything at all about level design.
>I'll do more research while I am waiting for your response.
>Sincerely,
>Brian Ian Goodman
Hi Brian,
Every level design position has different skill requirements. Go on creativeheads.net, coolgamejobs.com and Gamasutra, take a look at some level design jobs to see some sample level design requirements.
And yes, maybe I'll write an article about level design on my site one of these days.
Good luck,
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 3, 2007
College student seeking advice
>From: deejay mcmindes
>Sent: Sunday, December 02, 2007 1:43 PM
>Subject: College student looking for additional advice
>Hello Mr. Sloper
>I have just begun college and I'm definitely certain that I would like to get into game design as a career. I've read almost all of your pages in the advice section of Sloperama.com, and so far they've all been very helpful.
>
>I have a project I'm working on for my English class, it's an essay where I need to research and explore one of my prospective fields of employment. The choice I made is probably pretty obvious.
>
>Your advice pages have helped me immensely both in how to prepare and what to expect, but I have a few additional questions, if you have the time and inclination to lend me a hand.
>Thanks in advance!
>
>1. Although design is my eventual goal, I understand that nobody gets hired to a design position off the bat, and for good reason. On average, how long does a new hire work for a company before he gets promoted enough times to get a shot at a design position?
>I realize that this also depends on how much I apply myself, how hard I am willing to work, and how many successful projects I contribute to.
>
>2. I'm not sure how knowledgeable you are in the art field, but I trust that you know more than I do. When a person is hired to an art division, are they normally stuck in one particular job (ie- animation, character design, storyboards, texturing, etc) or are they expected to preform a number of jobs?
>Again, I'm sure this depends on a lot of things, like the size of the company/project, and so forth.
>
>3. When getting hired to the industry in general, do employers look more for people with specialized talents and degrees, or are they in the market for a jack-of-all-trades?
>I have a hunch that this also depends on the size of the company and the size of the project, but I am not sure.
>Thank you again in advance for you help.
>-Devon Mc Mindes
Hi Devon, you wrote:
I'm definitely certain that I would like to get into game design as a career.
I don't know if that means you want to be a "game designer," or if you just lump all game jobs into the category "game design." Question: which is it?
I understand that nobody gets hired to a design position off the bat
The exception to that would be "level design," and I guess I need to write an FAQ about that.
On average, how long does a new hire work for a company before he gets promoted enough times to get a shot at a design position?
Two answers: (1) it depends, and (2) I don't have any hard statistics for you.
I realize that this also depends
OK, then you're ahead of me as regards to answer #1. (^_^)
When a person is hired to an art division, are they normally stuck in one particular job (ie- animation, character design, storyboards, texturing, etc) or are they expected to preform a number of jobs?
>Again, I'm sure this depends
Normally you'd be hired to fill a particular opening.
do employers look more for people with specialized talents and degrees, or are they in the market for a jack-of-all-trades?
>I have a hunch that this also depends on the size of the company and the size of the project, but I am not sure.
Hardly anybody places an ad for a jack-of-all-trades. Not hardly nobody never. I think I wrote about that at http://www.igda.org/games-game - May 2005 column under Archives.
Tom Sloper / トム·スローパー
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湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 2, 2007
Questions about game design, part 5
>From: Robby Tuckfield
>Sent: Saturday, December 01, 2007 9:17 PM
>Subject: True, true...
>Tom,
>I guess that you are right about my mom not supporting my career choice, and she is trying to get me to get a degree that I can have a backup job for (which is almost every degree I guess). But you are not annoyed that I am *spaming* your bulletin board? Thats good! Also I haven't seen what degree did you get?
>Most likely the last email for a while,
>Robby
Hi Robby, you wrote:
she is trying to get me to get a degree that I can have a backup job for
Sure. And that's no problem for you. I don't think you've done very much reading of my FAQs yet.
I haven't seen what degree did you get?
You definitely haven't done enough reading yet. Here's the deal: read more, ask less. AFTER you've done the reading, THEN ask about the stuff that isn't answered.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 2, 2007
Questions about game design, part 4
>From: Robby Tuckfield
>Sent: Saturday, December 01, 2007 7:58 PM
>Subject: Sorry about the amount of emails
>Sorry about the amount of emails, but she is opposed to me going into the game field, she thinks the jobs aren't stable enough, and I am working on writing and comprehension in language arts and I am trying to focus!
>But I love the FAQs! keep 'em coming *clicks on adwords!* but I am reading FAQ 2, and making a design document, I am really excited for the first design document! I am also downloading multiple programs, trying to find my place to enter the design field! Is Level designer an entry level job? or far from?
>Thanks!
>Robby
Hi Robby, you wrote:
Sorry about the amount of emails
Have I complained?
she is opposed to me going into the game field, she thinks the jobs aren't stable enough
Who cares what she thinks? It's your life. Have you never seen a movie or TV show about (for instance) a doctor who insists his son grow up to be a doctor but the son would rather be a musician, then the son becomes a rock star and on the dad's deathbed the dad finally says "I'm proud of you for following your dreams despite my obstinacy"... stuff like that? But that doesn't mean she has no say in your college career. In 5 years if you haven't demonstrated to her that you're passionate about making games (not just playing them) and if you haven't convinced her (by showing her articles in Game Developer magazine or something) that the game industry is a real profession with people who are serious about what they do, then she won't be willing to pay your tuition to some "game school" (yes they exist and no you don't need to go to one), but so what - you can go to a regular college and get a perfectly fine education.
I am working on writing and comprehension in language arts
Yeah, good.
Is Level designer an entry level job?
Yes. I suppose I ought to write an FAQ on that. One of these days...
Tom Sloper / トム·スローパー
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湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 1, 2007
I'm at an educational crossroad
>From: William Velazquez
>Sent: Saturday, December 01, 2007 6:21 PM
>Subject: Help with educational path
> Well, I seem to have found myself in a tough position; a multi forked road that seemingly has no correct direction. At the moment I am only 21, so all is not lost though it is about time I move in the proper direction. I took a year of programming over at Binghamton University and while I enjoyed programming to an extent, I found myself more interesting in the layout of what was going to be made and the creation of the projects rather than the actual programming. So, I decided to venture off artistically into some form of design which landed me at a prominent school in NYC for Art Direction in the field of Advertisement. Due to a lack of financial funding I was only able to finish my first year, which was a year in the foundation of art (3d design, Art history, English, Drawing, Light color and design courses.) Though someone pointed out to me that my passion has always lied in the virtual world, which is pretty much true. I have spent the majority of my life glued to one screen or another and found myself appreciating software titles a little more than the average person.
> When I look at a good software piece, what attracts me is the artistic integrity of the piece made. How does the visuals mix with what the game is trying to accomplish. A recent example would be Bioshock. While the game play was fun, what really intrigued me about the game was the decision to use Art Deco to push the idea of a retro-futuristic "utopia". I simple love how the game feels completely due to that. I look at other hit titles and notice there is always a few nice stylization about them that really pulls the good game play in with everything else.
> The question is, who is it that help take an idea and gives it the artistic flavor. Even if it may be a team, I want to know what that intrinsic part of game design is as I myself want to be a part of that cog. While it may not be a question completely about the creation of the idea, I figured it wasn't too far off as it is still a question about the advancement of the idea.
> Any help so I know what to do would be helpful as I am currently preparing my portfolio and wondering where I will find myself next.
>Thank you.
Hi William, you wrote:
who is it that help take an idea and gives it the artistic flavor.
This person is called the "art director." He or she is an experienced video game artist who has proven himself or herself to be both very artistic and also influential and a bit of a salesperson.
wondering where I will find myself next.
NOBODY can tell you that!
I seem to have found myself in a tough position
The only "tough position" I can see is that you haven't yet finished a degree.
Any help so I know what to do would be helpful
How about you finish a degree - any degree that sounds good to you and that you are able to finish. Then build a portfolio and get a job in the game industry. If you are cut out to become an art director, it could well happen in time. If you aren't, well, at least you studied something you enjoy and got work doing something you enjoy. And what more could one want out of life than that? Recommended reading: FAQs 40, 25 (about how to make decisions), and 47.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 1, 2007
Questions about game design, part 3
>From: Robby Tuckfield
>Sent: Friday, November 30, 2007 9:05 PM
>Subject: Sorry
>With the part of my last email, "my mom doesn't support this" by this I meant game design! Sorry about that, it is getting late here, and I am also working on my first design doc!
>--
>~Robby
Hi Robby,
It's still not clear what you are saying. Either your mom is against game design (she believes games should not be designed, which would mean there wouldn't be any games), or maybe she's just apathetic about whether or not games are to be designed...
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
December 1, 2007
Questions about game design, part 2
>From: Robby Tuckfield
>Sent: Friday, November 30, 2007 8:37 PM
>Subject: Thanks!
>Thank you for the quick response, seeing how excited I am, and I just need to point out that, you have adwords in your top banner (which bugs me, but I understand you need money) and it's like you don't have them there, because they are all about quick ways to get into game testing, which right below you say not to do!
>Also my mom really doesn't support this, and yes, I have seen what you wrote about that, but she *seems* to know more about the gaming field then I do! For example, I told her that apparently game designing (my ultimate goal, along with CEO) is not an entry level job, and she says, "Duh?"
>anyways, just replying to what you wrote, and after reading some more, I am going to change how I record games (randomly writing stuff down in a notebook when I think of it)
>Thanks for all your help!
>Robby
Hi Robby, you wrote:
you have adwords in your top banner (which bugs me, but I understand you need money) and it's like you don't have them there, because they are all about quick ways to get into game testing, which right below you say not to do!
You're very observant, but look again. The ads change from time to time. They aren't all for places that charge young people money for game testing "jobs." My disclaimer warns people not to pay money, and to read instead the correct information about testing here on my site.
my mom really doesn't support this
I don't know what it is you're saying your mom doesn't "support." If you want to become a game designer, you need to write more clearly.
I am going to change how I record games (randomly writing stuff down in a notebook when I think of it)
Well, you shouldn't stop doing that. When one of those ideas in the notebook seems worthy of further exploration, you can always write a concept paper for it.
Thanks for all your help!
You're welcome. Read as many of the articles as you like. Check out my Game Biz Links too. And I'm always here to answer questions anytime.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 30, 2007
Questions about game design
>From: Robby Tuckfield
>Sent: Friday, November 30, 2007 7:07 PM
>Subject: Questions about game design (for your bulletin board)
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: 13
>The level of education I've completed is: Elementary (Almost finished with middle)
>My occupation (if student, enter 'student') is: Student
>My game biz question is: It may be insane (but you have said that is good) but I am really exited about game design, and is it completely at utterly insane to try to make a design doc? Also can you give the "average" day for a designer at a large and small business?
>Thank you!
Hi Robby, you wrote:
I am really exited about game design
Exited? From where did you exit, and where did you find yourself after exiting?
Just teasin' ya. Clearly you meant "excited." You asked:
is it completely at [sic] utterly insane to try to make a design doc?
If it was, I wouldn't have told you how to write one in Lessons 2 and 13 - you can read those above left. Then start writin'!
can you give the "average" day for a designer at a large and small business?
I already did, in Lesson 14. Small company, big company - the game designer's job is the same in either place.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 30, 2007
Bachelors degree - 3 years vs. 4 years
>From: Josh Palaniuk
>Sent: Thursday, November 29, 2007 6:59 PM
>Subject: Bachelor of Arts Degree - 3 year vs. 4 year
>Hello and thank you for reading my e-mail. As requested:
>My age is: 23, will be 24 in January.
>The level of education I've completed is: I have completed a 2 year Business Administration program at a local community college. I then transferred some credits from that college to a university and am currently a third year university student enrolled in a 4 year BBA degree program. My degree major is obviously business, with a history minor.
>My occupation (if student, enter 'student') is: Student
>My game biz question is: After doing a bit more research on the internet it seems that a 4 year BA and a 3 year BA are quite similar. The main difference is that with a 4 year BA or BBA you would have an easier time getting an MBA. In your opinion, for someone who is looking to get involved in the game design part of the industry, would a 3 year BA hold the same merit as a 4 year BA? If you looked at my resume and saw that I had a 2 year Assosiates Degree from a community college and a 3 year BA from a university, would that be just as strong as a 4 year BA?
>I mean, I could potentially finish school in less than a year if I switched from a 4 year BBA to a 3 year BA, not to mention the money I would save.
>Perhaps a little more information might help. My goal is to one day become a game designer. I would like to be involved in computer games, and perhaps more specifically, MMORPG's or strategy games. Think of a company like Blizzard Entertainment (I can picture you rolling your eyes now, "Not another one..." =]). My plan is to finish school and then start applying for QA jobs which would involve me working on an MMORPG project, as I think it would be the easiest genre to land a job in. If I can land a QA job, I would like to build up experience and work my way up, etc.
>Any insight to this would be quite helpful. I think it will come down to whether or not I think I will one day want to pursue an MBA.
>Thank you very much for taking time to reply.
Hi Josh, you wrote:
If you looked at my resume and saw that I had a 2 year Assosiates Degree from a community college and a 3 year BA from a university, would that be just as strong as a 4 year BA?
Sure. You went to school for 5 years. That tells me that you definitely have stick-to-it-iveness! Your question is not really "3 years vs. 4 years" - it's actually "4 years vs. 5 years."
My plan is to finish school and then start applying for QA jobs...
If that's the best job you can get in the industry, that can work. Provided that game publishers don't stop employing internal QA departments, and take fully to using only external QA labs. How about level design? Can you go that route?
I think it will come down to whether or not I think I will one day want to pursue an MBA.
I don't follow you, but I'm confident in your ability to follow through with getting the right education for YOU, and that's really what it takes.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 29, 2007
School interview project
>From: Aaron Ancheta
>Sent: Thursday, November 29, 2007 3:21 PM
>Subject: Regarding a School Project
>Hello Mr. Sloper, my name is Aaron Ancheta. I've found your Game Biz Advice website to be very helpful information. I plan to enter the enter the industry in the future, and my highest aspiration in the industry is to own a developing studio/publisher.
>But what I've come to ask of you is: right now I'm doing a research paper for my Senior Exit Project that requires me to use 1 personal interview as a resource. The project is supposed to help teach us about a particular career we want to pursue, so for my essay, I of course chose a topic that relates to the game industry: What are some factors that affect the sales of video/computer games.
>From you, I would like answers to these questions that regard the current generation of games:
>1) What is your favorite of the 3 main current generation consoles and why? (XBOX 360, PS3, Wii)
>2) How do you think this system can be improved?
>3) What is your least favorite of the 3 main current generation consoles and why?
>4) How do you think this system can be improved?
>5) What do you think of the overall direction of the industry as of now?
>6) Do you think the video game industry will still exist 50 years from now? Please, explain.
>Also, one more question that is not part of the interview, but rather a personal, more information related question:
>Part of my project requires me to shadow someone related to the field I want to pursue. Since I couldn't find anyone in the video game industry within my immediate area, I decided to seek the help of a Computer Science professor at the Univ. of Arizona. He decided to help me and I'll be working with him around this February. I've heard from many that a computer science degree is "all you need to make it in the industry" (although I plan to be doing more than just that of course). Though a thought hit me when first heard this: what does knowledge in computer science bring to game development?
>He (the professor) did tell me of how they make 3D models by taking pictures of real life objects, but that's all he can think of that relates to the industry.
>Can you name anything from a computer science course in college that may relate to the creation of video games?
>Please respond as soon as possible and thank you, very much.
Hi Aaron, you wrote:
What is your favorite of the 3 main current generation consoles and why? (XBOX 360, PS3, Wii)
Neither. My favorite current gen console is the DS.
How do you think this system can be improved?
It could be lighter and cheaper.
What is your least favorite of the 3 main current generation consoles and why?
I don't have "favorites" among those three. Why should I? What criteria do you think I'd be using to choose a "favorite"?
What do you think of the overall direction of the industry as of now?
I have no idea what to do with that question. I have no idea what it is you're asking. You need to narrow the question way down - what aspect of the industry are you talking about, and what direction do you think it's taking?
Do you think the video game industry will still exist 50 years from now?
Of course.
Please, explain.
We have all become totally accustomed to interacting with our TVs and our computer screens and our mobile devices now. There's no way we're ever going to give that up. Unless some major disaster befalls our Internet infrastructure and our electronics industries, of course.
I've heard from many that a computer science degree is "all you need to make it in the industry"
What idiot ever said that?
what does knowledge in computer science bring to game development?
You need to narrow that one down for me too. For a game programmer, it's essential. For a game marketer, this knowledge would rarely be used.
the professor) did tell me of how they make 3D models by taking pictures of real life objects
I've never seen a game artist do that.
Can you name anything from a computer science course in college that may relate to the creation of video games?
What a bizarre question. I suppose I could, if I understood where the question was coming from and what kind of response was sought.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 29, 2007
Switching careers - and countries
>From: Hector Baide
>Sent: Tuesday, November 27, 2007 2:16 PM
>Subject: I need a word of advice
>Hello Tom,
>Thanking you in advance for your advice and apologizing also if i have any grammatical or orthographical errors (my mother tongue is not english) I'd like to get some advice about my situation.
>
>I'm a 22 year old guy from Tegucigalpa, Honduras (Central American country which is below Mexico, above Costa Rica geographically) interested in working in the games industry, specifically in game design, level design or art (music and visual) or in a mixture of all of them (maybe in a small company who needs a jack of all trades).
>
>I have a university degree (don't know the equivalent in the US but I believe it's a Bachelor of Arts) in Communication science and Advertising, have skills in music, rudimentary (but working on it) skills in modeling, texturing and animating and strong skills in marketing, public relations, creative writing and graphic design and animation (Art education/Illustrator/Flash/Photoshop) skills in producing TV (camerawork, scripting, concept design, storyboarding, musicalization*don't know if this word actually exists) and producing documentaries. I'm also trying to learn some programming (XNA/C++/C#) to help my brother in his company (he's an architect and he has an architecture design and visualization firm) with a real time rendering engine to show architectural designs to potential clients and to re use it to prototype a game idea I have (obviously with tweaks to suit my needs).
>
>I'm planning on getting a degree on game design and the subsequent specialization in art in The Games Academy in Berlin or a Masters Degree on Interactive New Media on the LaSalle University in Barcelona.
>
>I currently work on the OAS (Organization of American States) as a project consultant in the area of democracy strengthening in a project which deals with the participation of the youth in the democratic process. (Mostly my work revolves around designing projects with the objective of increasing youth participation in the democratic process and increasing awareness in the subject by the means of art and cultural expression) and worked before as a creative/graphic designer on an advertising agency (Zeus JWT Honduras).
>
>The thing is, for my specific needs (working on art or level/game design)
>1. Which do you think must be my next step in trying to enter the game industry (after I move to Germany or Spain) and which skills do you think I need to better/strengthen before I try to apply to a job in the game industry?
>2. Is it possible my work experience and skills have some impact in the pursuit of a game industry career?
>3. Which is most important (and which should I make sooner): My portfolio, my job experience or my education?
>4. Could my racial/cultural background (latin, 3rd world country) be a barrier or an opportunity to work in the industry of videogames or do those things have little impact?
>5. Any other advice you'd like to share to me
>Thank you and sorry for the long letter.
>Hector Baide
Hi Hector,
I've written and spoken on the topic of switching careers. If you haven't yet read FAQ 41, I recommend you do. At the bottom of that article, there's a link to the Powerpoint slides I used in my recent talk at the Game Career Seminar at E For All on the same topic.
I've also written about getting into the game industry when one lives in a country where there is no game industry. That's FAQ 64 and also a column I wrote on the IGDA site... But you don't need to read those. You're already planning a path to get into the industry that sounds very promising. But let's get to your specific questions, shall we?
I'm planning on getting a degree on game design and the subsequent specialization in art in The Games Academy in Berlin or a Masters Degree on Interactive New Media on the LaSalle University in Barcelona.
Sure, either of those should be fine. To learn more about choosing between those choices, see the principles I discussed in FAQ 25 (above left).
Which do you think must be my next step in trying to enter the game industry (after I move to Germany or Spain) and which skills do you think I need to better/strengthen before I try to apply to a job in the game industry?
Which one do you like better? Read FAQ 40.
Is it possible my work experience and skills have some impact in the pursuit of a game industry career?
Yes. (Read FAQ 50.)
Which is most important (and which should I make sooner): My portfolio, my job experience or my education?
Read FAQ 52.
Could my racial/cultural background (latin, 3rd world country) be a barrier or an opportunity to work in the industry of videogames
As I wrote in FAQ 50, anything is possible. Why don't you ask me a better question than that?
Any other advice you'd like to share to me
Ask me narrowly focused questions anytime. I'm always here to answer them.
Tom Sloper / トム·スローパー
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湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 27, 2007
what courses should i take?
>From: kevin jerdee
>Sent: Tuesday, November 27, 2007 8:25 AM
>Subject: game design career advice
>i am currently a junior in high school and i have wanted to be a game designer since a young age. what courses and majors do i need to receive to have the best chance of getting a job in todays game design world?
Hi "kevin" with a small k,
Read FAQ 3, or maybe you should read FAQ 7 first, I can't tell. You also need to take more English and computer classes - whatever will help you learn to use the shift key and punctuation keys more often. You can learn about the shift key and punctuation keys in FAQ 28, the game industry glossary.
(Note: think me a jerk if you want, but those FAQs contain the answers you seek.)
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 27, 2007
What digital media tools/advances have made game designing easier/intuitive?
From: "Peter Fong" [pfong1]
Sent: Sunday, November 25, 2007 11:24 AM
Subject: student research
> Hello, my name is Peter Fong.
> I'm a student in the digital media field (still unsure). An assignment
> I am doing requires me to ask someone whom works professionally around
> it. I happend upon your website and thought to ask you.
> The topic is how and what kind of digital media tools/advances have
> made game designing easier/intuitive. Things you can do now which
> wasn't possible to do before.
> If you are able to help me with this I would be really thankful for it.
> (I apologize if anything might be confusing, getting my meaning across
> formally is a work-in-progress.)
Hi Peter,
I'm a game designer, not a level designer. I don't use tools per se. Although when I started doing this, I was hand-writing my design documents, and then having them typed. So when I started doing this, my tools were scissors, Scotch tape (so I could "cut and paste" the old-fashioned way) and Xerox copiers. Nowadays my tools are Microsoft Word, Excel, and Paint.
For level designers, though, level design tools like 3D Studio Max are a huge advance, allowing the level designer to do things without having to write a design document and wait for the programmer to create them. I discussed level editing tools in FAQ 56, above left.
If I haven't told you what you were expecting to hear, maybe you need to ask it of programmers, artists, etc. Try IGDA and GameDev (see Game Biz Links, above left). Good luck with your school project.
Tom Sloper / トム·スローパー
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湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 25, 2007
About FAQ 44
>From: Mic Rooney
>Sent: Tuesday, November 20, 2007 9:40 AM
>Subject: Lesson 44 stuff.
>Hello, I just wanted to let you know a lot of state universities are starting to add game design degrees. I’m going to be in one next year, and it seems like the best of both worlds. I went to Digipen for a year before transferring here after hearing they were going to start a program.
>
>Your article is pretty dead on. While Digipen was a fine experience, it was way too specific and you miss out on a lot of general education opportunities that you can get at a normal college. There’s almost no way to work in a basic programming class if you’re an art student, and likewise, it’s hard to learn much about art if you’re a programmer at Digipen. Here I can learn about art, programming, writing, business, history, pretty much anything I really wanted to.
>
>It also costs about 1/3 as much after you take into account all the expenses, and I haven’t even tried for grants/scholarships yet.
>-Mic Rooney
>PS: love the site. Keep up the good work.
Great, Mic,
Thanks for writing. And good luck with your career.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 24, 2007
I'm writing to enquire about jobs in the computer game industry.
>From: Ryan van Buiten
>Sent: Wednesday, November 21, 2007 4:09 AM
>Subject: In search of advice
>Dear Sir
>I'm writing to enquire about jobs in the computer gaming industry.
>I am currently taking a gap year and teaching myself C++ and Autodesk Maya, and plan to study Computer science at university next september. Could you please tell me if this is the correct course to take to maximise my chances of getting a job in the gaming industry or if a university course is necessary at all. I have heard that a good way to get into the gaming industry is to begin with becoming a games tester. What are the chances of getting a job like this as I imagine it's quite a popular choice with limited places. If it is not possible to help could you please tell me who it would be best to send this email to.
>Any information regarding the best way to get into the game industry would be much appreciated.
>Regards,
>Ryan van Buiten
Hi Ryan,
I gather that you haven't read any of my FAQs yet. Click the FAQs link, above left. You should start with FAQs 7, 15, 5, 25, 34, 44, 4, 27, and 24. Then, after you've read those, check through the list of FAQs to see if any other titles sound interesting to you. After you've done that reading, then you'll be ready to ask me questions. And maybe you'll even know my name by then. (^_^)
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 21, 2007
I need a concept I can be confident in
>From: Tracy Mary
>Sent: Tuesday, November 20, 2007 7:14 AM
>Subject: Game Industry Q+A
>
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: 30
>The level of education I've completed is: Master of Science, Math major
>My occupation (if student, enter 'student') is: game/engine programmer
>My game biz question is: Where to get an exciting design?
>
>I've been programming for 10 years, 5 of them making games. I can't quit my job, I'm too afraid of the prospect of isolation, and besides I have a huge jumbo mortgage; and I don't want to give up the comfort of quite well-paid and secure job. I could start up a studio of 2 people on my own, and I even have some credibility with a few friends who can give me money.
>
>See, I have the exact reverse of the usual problem: I don't have and can't find a game design to inspire me and give me the confidence and energy to do the job. I'm not looking for a major title (I don't have nearly that much credibility to fund it, even if I gave up all the equity, which I wouldn't wanna do), but rather some small game idea that has a potential to generate some income. There are no sure-fire deals, just probabilities. But some probabilities are much better than others.
>
>They say game ideas are a penny per dozen, and some big companies have pools of game ideas they work on - they create a dozen, then choose from the pool. I can't find a pool rich enough to draw from (legally). Of course, I have dozens of my own small ideas and designs, but nothing strikes me as "the" game I'd like to work on and sink tens of thousands of dollars and months of work before I have something reasonably playable. Maybe I'm just getting older for this business, but most probably I'm just too picky. Thing is, having worked on game and non-game projects for over a decade, I understand too well how easy it is to spend a year on something stupid and I'm afraid of wasting whatever is left of my life on a mistake or two.
>
>How the heck is one supposed to pick a direction to go without knowing where it'll lead?!
>Tracy.
>PS> One thing I know: the comfort of stagnation == death. You've gotta constantly make changes to not become a living corpse.
Hi Tracy,
It is indeed a deep and important question, and it has import for all aspects of life. One is supposed to pick a direction based on one's own good judgment, driven forward by one's passion for the direction. If your judgment tells you that you don't have the passion for a particular game, that's fine! I'm reminded of a passage from Jade Palace Vendetta, by Dale Furutani:
As he made his way, his lantern illuminated the pathway before him just a few steps ahead. His life was like the glow from the lantern. He could see only one or two steps ahead of him, yet his faith in the future kept him moving forward...
I have other such passages in FAQ 47 - why not check it out? As for your need for some great game designs, the solution isn't difficult. You say you have a potential team of 2 or 3 (including yourself). Apparently none is the imaginative game designer it sounds like you need. You can search for such a person either locally or remotely. You could hire someone in your area to join your team full time, or you could hire someone far away to mail in his design work to you.
That said, you can't always have total confidence and passion in each and every game you choose to work on. You only need to have a reasonable gut feel that this game will sell reasonably (I gather that you want to create a self-publishing business). Then when that one's done, put it out there and move on to the next game. Some will sell better than others. That's the nature of business risk.
Besides, if you think you have to have total confidence and passion for each game, what about your teammates? Do they have to feel total confidence and passion for that game too? If just one of your teammates feels less than 100% about a game do you nix that one? That would make it nigh onto impossible to ever find one you could all agree on.
Reasonableness is a reasonable standard.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 20, 2007
(No Subject)
>Subject:
>From: Christian Pledger
>Sent: Monday, November 19, 2007 4:30 PM
>Dear Tom,
> I have a great idea for a video game and I am very interested in becoming a game designer. Since you've already helped me so much through your web site I was hoping you could clear up a few of my concerns. Assume I designed a detailed video game idea on paper, that could catch the eye of the reader to make him believe I have skill for the business. What other skills would I need to be considered worthy of getting a job? Should I go to school for courses? If so which courses? So far the only experience I have is playing video games and being exceptionally good at them. I know that this is a very challenging career, but i am very serious about doing this and any information on how to pursue this career would be awesome!
>Christian Pledger
Hi Christian,
Welcome. You say that you've read my website, but you ask questions that are answered on my website. So. I don't know which FAQs you've read, and possibly you've read it but somehow missed your answer therein, but to find your answers please read FAQ 3. If you haven't read FAQs 14, 12, 25, 34, & 44, I recommend you do. After you do your reading, if you still have questions, I'm always here. As it says above, I can give you better answers if I have a clearer picture of your situation.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 19, 2007
Seeking large-scale GDD
>From: Edward Torsvik
>Sent: Monday, November 19, 2007 10:18 AM
>Subject: Regarding GDD Display
>Hello,
>I'm 17 years old and currently in High School. I've been searching through google and a large amounts of other search engines for Game Design Documents of modern games in large scales. The reason for this is that I would like to see what the designers of the game(s) thought of, written down, how they planned and organized the project. The scale of document (game) would be for example any MMORPG, Age of Empires etc.
>As told, I've been searching without any finds. Therefore I have come to you to ask if you have any sites to recommend. I don't want to send you searching a site for me or go into any hassle, but if you from your mind or bookmark know of any site providing GDD at such scale, please reply. :)
>Also, excuse me for my english, it's not my native language.
>Sincerely,
>- Fan of yours.
Ho Edward,
I have links to GDDs in just three places on my site - FAQs 2 & 13, and my Game Biz Links page. Those are all the links I have - I make no guarantees about what kinds of games are defined therein.
The designs I wrote for Shanghai Dynasty and Shanghai Second Dynasty are also available, if you're interested. The game doesn't seem large-scale, but the GDD is.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 19, 2007
I’m interested in just learning about game simulation designing
>From: Ian Michael Weldele
>Sent: Sunday, November 18, 2007 8:48 PM
>Subject: game simulation and programing
>Hello, my name is Michael of Tennessee I’m 14 years old and I’m interested in just learning about game simulation designing and just plain flat out graphic designing!
>I was wondering if there was anything you could tell/share with me to get me to start learning about game simulation, programming, graphic designing, and etc…
>If so please email me back :) thanks for your time:)
Welcome, Ian,
For starters, read the FAQs (above left). Specifically, you asked about FAQs 14, 15, and 53. There are numerous others you should read too.
And use my Game Biz Links page (above left) to find other sites where you can find the kind of information you seek. I'm not the only source of information out here.
After you do some reading, I'm always here to fill in the gaps anytime.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 18, 2007
Gah, I have so many questions but now I can't think of them!
>From: andrew spitz
>Sent: Thursday, November 15, 2007 4:08 PM
>Subject: Game Industry - Q&A
>Tom,
>I've read your website and the info has cleared up a lot, thank you. Gah, I have so many questions but now I can't think of them! 1) I may have misread this but it was something along the lines of, "You must move to the location before even applying" If I paid my way there and made it to the interview on the scheduled date I do not see the trouble the company would go through. 2) This is a bit off-topic, how much time/money would be required to obtain a passport. 3) Much like you, I also enjoy creating board and card games, but is this a dying market from the popularity of VGs?
>-I might have some more questions later
>-On FAQ#24 1. Stupid arrogance -contains a broken link to http://www.apa.org/journals/psp/psp7761121.html change .html to .pdf
>-It's very humble of you to share this experience publically, here I'll help you out *clicks google ads* : )
>My approximate age is: 19 my name: Andrew
>The level of education I've completed is: 1 yr college dropout, below GPA standard
>My occupation (if student, enter 'student') is: saved up from jobs and working on a VG project with freeware, making a website, and obtaining as much knowledge of the industry as possible. Hopeful student again, and a Game Industry Wanna-be.
Hi Andrew, you wrote:
If I paid my way there and made it to the interview on the scheduled date I do not see the trouble the company would go through.
OK. Got a question?
But seriously though. Your question is a nonsequitur (what you asked has nothing to do with what I think you're trying to find out). It doesn't matter that you understand why not living near the company is a barrier to obtaining an entry-level position with that company. Trust me - it is. You've read FAQ 24. Have you also read FAQ 27?
This is a bit off-topic, how much time/money would be required to obtain a passport.
Very much off-topic. Use Google. The information is easy to find yourself.
I also enjoy creating board and card games, but is this a dying market from the popularity of VGs?
Why do you ask? Was I advising anyone to create board games or card games to make a living? (No. I wasn't.)
Stupid arrogance -contains a broken link to http://www.apa.org/journals/psp/psp7761121.html change .html to .pdf
Thanks! I'll fix that right away.
here I'll help you out *clicks google ads* : )
Good. I can retire now. (^_^)
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 15, 2007
That doesn't make him a scammer, just an opportunist, part 4
>From: Angela Whysong
>Sent: Saturday, November 10, 2007 5:47 PM
>Subject: RE: about becomegametester.com
>Well at least he offers a money back guarantee. Now let's see if he honors it. If not I'll take it up with paypal.
Good luck. Keep me posted, Angela.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 10, 2007
That doesn't make him a scammer, just an opportunist, part 3
>From: Angela Whysong
>Sent: Saturday, November 10, 2007 3:22 PM
>Subject: RE: about becomegametester.com
>In his book he says that the top testers can make up to $80 per hour but most entry level positions are $8-15 per hour. Is it possible that the higher ups are making something close to that? I wish I had found your site first. Then I could have learned what I needed to know without paying the $37
Hi Angela, you wrote:
In his book he says that the top testers can make up to $80 per hour
It's a lie.
Is it possible that the higher ups are making something close to that?
Vice-presidents and executive producers and lead programmers might make something close to $150K. Absolutely nobody in QA makes anywhere near that much.
I wish I had found your site first. Then I could have learned what I needed to know without paying the $37
I wish you had too.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 10, 2007
What degree for Q.A.?
>From: Forrest Deviney
>Sent: Saturday, November 10, 2007 1:15 PM
>Subject: video game testers
>Hey Tom, I have a question for you about video game testing. I recently read your article on testing and since that’s a field that I’m interested in going into I was wondering what degrees you would recommend, the only one I could think of would be a computer science degree but I was wondering if there might be others.
Hi Forrest, you wrote:
I recently read your article on testing
Cool. You read FAQ 5. (Or maybe you read one of my columns on the IGDA website?)
I was wondering what degrees you would recommend
Have you read FAQ 40 yet?
the only [degree] I could think of [to prepare for a career in game QA] would be a computer science degree but I was wondering if there might be others.
Yes. There might. Since you read FAQ 5, let me give you a quick little reading comprehension test. What three attributes or skills you need first and foremost to be a tester?
Given that those are the three attributes or skills needed to test, do those suggest any particular degrees to you?
Also, there is such a thing as a Quality Assurance certificate or degree. Did you know that? (Those certificates or degrees would not be specific to video games, however.)
Now a question for you: what subject interests you? Have you considered just pursuing whatever course of study you want?
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 10, 2007
That doesn't make him a scammer, just an opportunist, part 2
>From: Angela Whysong
>Sent: Friday, November 09, 2007 9:53 PM
>Subject: RE: about becomegametester.com
>As I way writing my reply I noticed something. The site you're talking about is becomegametester.com and the site I bought from is becomeagametester.com oops *blush* But to answer one question I got the bonus links as a bonus for buying Matt's ebook. Matt, by the way is the owner of becomeAgametester.com. Sorry about the misunderstanding.
Hi Angela,
OK, well, that's an entirely new one on me. But he still claims testers can make as much as $80 per hour, and that's a lie. Unless we consider Hong Kong dollars. 80 Australian dollars (Matt is apparently in Australia) is equivalent to 73 US dollars. An hourly rate of $73 computes out to almost $152,000 per year. No tester anywhere in the world makes that much. Your Matt is just as big a liar as the rest of them. I'm going to write him and tell him in no uncertain terms to remove my link from his site.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 9, 2007
That doesn't make him a scammer, just an opportunist.
>From: Angela Whysong
>Sent: Thursday, November 08, 2007 8:00 PM
>Subject: about becomegametester.com
>It's ironic that you list becomegametester.com as a scam on your site because that's where I found the link to Sloperama. Your site is highly recommended in Matt's bonus links. Admittedly I don't think there's anything in his ebook that I couldn't have learned at sloperama for free, but I didn't know where to look at the time. I've only skimmed through the book but so far I can tell you that he doesn't make any false promises about testing. He starts off by dispelling the popular myths about being a game tester and explains that you need a college degree to be successful. Anyway, my point is that clearly he and other ebook sellers are taking advantage of the fact that most people don't know where to look for free info, but that doesn't make him a scammer, just an opportunist. There's nothing blackhat about doing research and then selling your knowledge. Just my 2 cents.
Hi Angela, you wrote:
Your site is highly recommended in Matt's bonus links.
Who's Matt? I looked all over becomegametester.com and didn't find this name anywhere. I followed the links on becomegametester.com to the other sites, and I even looked up those sites on NetworkSolutions' Whois page. No Matt. And I also can't find "Matt's bonus links," either - not on becomegametester.com, anyway.
Admittedly I don't think there's anything in his ebook that I couldn't have learned at sloperama for free,
Hopefully none of my copyrighted material is in there.
but I didn't know where to look at the time.
How much did the ebook cost you?
he doesn't make any false promises about testing.
I don't know who Matt is, and I haven't seen this ebook. But the #1 recommended site on becomegametester.com is Game Testing Ground, which starts off its spiel with a blatant lie about how much money can be earned testing games. Guilt by association.
[selling an ebook] doesn't make him a scammer, just an opportunist. There's nothing blackhat about doing research and then selling your knowledge.
If that "knowledge" includes misleading lies, that is reprehensible. If you get a full-time QA job because of the ebook you bought, that's great, and I'd like to hear about it.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Los Angeles, California, USA
November 9, 2007
A weird GameDev.net PM
>From: Mushu [ Add to Buddies ]
>Subject: hi
>Date: 11/7/2007 12:12:38 PM
>lol i don't trust you :(
>also waggle waggle one new private message
>
>Get to know Mushu...
>Full Name L Campbell
>Nickname Mushu
>State/Province, Country
>Contact Info
>Homepage URL
>ICQ ID 234222048
>AIM ID floorcaek
>Yahoo IM ID
>Current Occupation
>Job Title
>Job Description
>Other Interesting Details
>Rating 1835 (Rate this user)
>Number Of Posts In our forums 6226
>Member Since 10/7/2003 3:19:09 AM
Anyeong haseyo Mr. Campbell,
I guess I don't trust you either. (I don't have reason to distrust you, either, since I don't know you at all...)
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Seoul, Republic of Korea
November 8, 2007
What the heck does "mopar tuya" mean?
>Subject: What does "mopar tuya" mean?...
>From: Rick Y
>Wednesday, November 7, 2007 3:09:03 PM
>Hey Tom,
>I was scanning that silly "Paying for it yourself..... then giving it
>away!!" thread on the IGDA forums, and I noticed you used the phrase
>"Mopar tuya". I had no idea what it meant, so I tried to look it up,
>with no success (actually, when searching Google, your post is the first
>hit).
>So, I thought I'd ask you. What does it mean?
>-Rick-
> (aka Skorpion)
Hi Rick,
I was being cute. It means "more power to you."
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Seoul, Republic of Korea
November 8, 2007
I'm confident that my ideas are passionate and vivid enough to really get me where I want to go.
>Subject: Hello...
>From: Josh Jackson [slipvayne81]
>Date: Tuesday, November 6, 2007 1:28:48 PM
>Hey, I recently found your site and I just wanted to thank you for actually creating a site that contains so much information on a topic that SEEMS to be rather hard to find. Now, I believe that passion outdoes skill essentially because passion will, hopefully, motivate you to get the skills you need and want. I've done several of the things that you mentioned to do at home in order to improve and better your skills. I've gotten the creative juices flowing through my body and I have tons of ideas, but now I need to know HOW to reveal them to higher businesses and companies and basically show them what I've done. I'm not talking like, "Oh, just show company 'X' a portfolio." or anything like that. I mean, do you have access to e-mail addresses, company addresses, and other information that I can present my ideas to companies through? I'm confident that my ideas are passionate and vivid enough to really get me where I want to go. Thanks!
Anyeong haseyo, Josh
(That's "howdy" in Korean.) You wrote:
thank you for actually creating a site that contains so much information on a topic that SEEMS to be rather hard to find.
You're welcome.
I believe that passion outdoes skill
I don't agree with you. I believe you need passion AND skill/talent, AND a solid education, AND a solid portfolio. One of those alone is not enough. So let me ask you, Josh, since you didn't tell me - how old are you? What level of education have you attained? What is your current occupation? As it says above, I can help you better if I know those things.
I've gotten the creative juices flowing through my body and I have tons of ideas ... I need to know HOW to reveal them to higher businesses and companies
How to reveal what? Your ideas? Or your juices? (^_^) And what do you mean by "higher businesses and companies"?
do you have access to e-mail addresses, company addresses, and other information that I can present my ideas to companies through?
Of course. So do you!
I'm confident that my ideas are passionate and vivid enough to really get me where I want to go.
I don't know where it is you want to go (you haven't said). But it sounds very much like you have not read FAQs 1, 11, 21, 31, 35, 43, 55, or 57. And you have not checked out my Game Biz Links page, either. After you've read those FAQs and followed some of my links, I'm always here to answer follow-up questions anytime.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Seoul, Republic of Korea
November 7, 2007
Thank you.
>Subject: Thank you.
>From: Christopher Tucker = ct_dbd
>Date: Monday, November 5, 2007 4:30:32 PM
>Hello Mr. Sloper,
> My name is Christopher Tucker. I am writing this primarily to thank you for sharing your experience and thoughts about the gaming industry. I am a fledgling game designer, I suppose, however I am not writing this for help... yet anyway.
> Thank you. The information on the site sloperama was very informative and useful for me. I haven't been able to review all the information you provide on your site yet, as I only discovered it today. I will keep reviewing the site for the information I desire about the industry.
>Sincerely,
> Chris Tucker
Hi Chris,
Great, I'm glad you found my site and also found it helpful. If I can ever answer questions, I'm always here.
Anyeong haseyo from Seoul.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Seoul, Republic of Korea
November 6, 2007
Correction for FAQ 56
>Date: Sun, 04 Nov 2007 15:13:07 +0100
>From: "Gregor Lamche" = Greg453V
>Subject: Lesson 56
>Hi Mr. Sloper
>I just want to note that Lessone 56 is not so right ... you CAN make
> games for the X-Box 360.
>All you need is the XNA Express studio (see
> [url]http://creators.xna.com[/url]) and, more or less, a licenc (90$ a year)
> and you can start to programm the game.
>Greg the Mad
>--
>This is 10% luck
>20% Skill
>15% concentrated power of will
>5% pleasure
>50% pain
>That 100% to make a game
Hold on a minute, Greg. Correction to your correction.
I did write FAQ 56 before XNA, but then I added an addendum that mentions that XNA Express exists. Check it again.
Of course, XNA Express doesn't let you make games that go directly into packaged CDs to sell in the stores, which might be a common desire for the wannabes who read FAQ 56...
BTW, we have a bunch of Austrians here at the World Mahjong Championship. Very competitive players they are, too!
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
E Mei Mountain, Sichuan Province, China
November 4, 2007
what kind of major should I reach out for?
>From: "鬼奩戮"
>Subject: Hi (game)
>Date: Sat, 03 Nov 2007 13:14:39 +0900
>Hi, my name is Samuel.
>I go to RCC (Riverside Community College) right now and live at Mira Loma @ CA near Riverside area.
>I need help to find a school that I will be transfering to and all I see is a Westwood college that is near my house...
>Is there any math kind of related subject on Game Designing??
>I'm not into game programming, drawing, film, website, etc..
>I kind of like writing because of the fact that everything has to start from writing so I value writers more than any other.
>My favorite subject is Math for the reason it's easy and it's just my type of subject that I'm strong on.
>So,... what kind of major should I reach out for?
>I have a game idea that I wanted to make that I have thought of that I don't see in today's world game... and I wish to make my game in future!
>samuelkang椒曖 綰煎斜
>寰喟ビ撮蹂.
Hi Samuel, "niihau" from Sichuan Province.
It's not a good idea to send emails to non-Chinese people, with your name encoded in Chinese. Most people will think it's spam. The subject line "hi" is usually also considered to be spam. The only reason I read your email is you had the word "game" in there. Just FYI. Anyway, you wrote:
I need help to find a school that I will be transfering to...
I don't help people find schools. I only help them decide between the schools they find.
all I see is a Westwood college that is near my house...
There are lots of colleges all over the place. Don't be silly, Westwood isn't the only school you can transfer to. Besides, Westwood is the one that made those awful commercials!
Is there any math kind of related subject on Game Designing??
Do you mean math classes specifically related to "game design" (as opposed to "game programming")? There are precious few classes dedicated to game design in the first place! If I didn't answer your question, it's because I didn't understand it. You're welcome to rephrase it. If you need to, after you've read the FAQs.
I kind of like writing because of the fact that everything has to start from writing so I value writers more than any other.
Well, then, there you go. Good reason not to go to Westwood. Unless they offer a writing degree...
My favorite subject is Math for the reason it's easy and it's just my type of subject that I'm strong on.
OK, well if you want to major in math and minor in writing that's just fine.
So,... what kind of major should I reach out for?
Read my FAQs, above left. You should read FAQs 40, 25, 34, and 44. If you want to major in math, major in math.
I have a game idea that I wanted to make that I have thought of that I don't see in today's world game... and I wish to make my game in future!
Read FAQ 1.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
E Mei Mountain, Sichuan Province, China
November 3, 2007
I'm going to program my board game design, part 2
>Date: Fri, 2 Nov 2007 10:35:44 -0400 (EDT)
>Subject: Thank you
>From: "Simcha █. ██████"
>Thanks for the advice, and for pointing me to GameDev.net. I found The
>Business of Game Development FAQ, and the discussion on "The Business
> of
>Game Development/sales numbers for tactical games" to be particularly
>useful. For example, someone put a link to the sales statistics for the
>game "Tribal Trouble" (which sold 3 games for every 200 downloaded)
> which
>was very helpful.
>Is there a list of websites which accept amateur games?
>Could you kindly remove my name?
>Thank you again for your help.
>-Simcha ██████
Hi Simcha, you wrote:
I found The
>Business of Game Development FAQ, and the discussion on "The Business
> of
>Game Development/sales numbers for tactical games" to be particularly
>useful.
Good. I knew that forum would contain nuggets for you.
Is there a list of websites which accept amateur games?
Yes. It's right here. You've already skipped right over it.
Could you kindly remove my name?
I'm here to give advice, not to do everybody's paranoid anonymizing for them. I need to have something to call you, and I'm not going to go back and change all the Simchas to "boardgamegod"s for you.
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
E Mei Mountain, Sichuan Province, China
November 3, 2007
Is Scotch Tape ever used in the game design process?
>Subject: The Game Design Process
>From: Scotch Tape {scotchtape622@hotmail}
>Sent: Wednesday, October 31, 2007 10:08:55 PM
>Dear Mr. Sloper,
>Tom, I have a question for you (I bet you didn't see that coming!). I was wondering, when creating the initial design document (for a modern, let's say RPG game) after the publisher gives you the general idea for what they want the game to be like (maybe, they want you to create a Japanese-Style RPG based off of the 1800s)-
>1. How many pages is it on average (for the initial presentation)?
>2. Does it have much concept art?
>3. How many people normally work on it?
>4. How specific is it (for example, a level-by level walkthrough, or a basic story and gameplay concepts)
>After the publisher excepts the design, could you answer the same questions a second time? (the same questions, different part of the process)
>Also, a more personal question for you-
>1. What did you major in college?
>Thank you in advance for you time.
Hello Mr. Tape (may I call you Scotch?), you wrote:
How many pages is it on average (for the initial presentation)?
It depends. If a publisher wants me to design an RPG, I'd have a bunch of conversations with them about what the initial presentation should consist of. Then I'm make sure to give them what they want. The last thing I want to do is spend a lot of time going down the wrong path! Have you read FAQ 2 and FAQ 13 yet, to see the average page counts for concepts and treatments?
Does it have much concept art?
It depends. How much is the publisher paying me to create this presentation document? Or is the publisher my employer? Is the publisher lending me an artist to create concept art? Or is the money they're advancing me to create this presentation sufficient to cover my expense in hiring my own artist? And how much of a hurry is this mythical publisher in to get this presentation document from me?
How many people normally work on it?
It depends. We're just talking an initial presentation here, right? I still don't know if I'm an employee of the publishing company, or a freelance designer, or if the publishing company has an in-house designer that they want working collaboratively with me on this.
How specific is it (for example, a level-by level walkthrough, or a basic story and gameplay concepts)
It depends. Remember those conversations I held with the publisher so I wouldn't go off on a tangent? How much work I do depends on what details they tell me they want.
After the publisher excepts [sic] the design, could you answer the same questions a second time? (the same questions, different part of the process)
Accepts it, you mean. Sure, I'll always be glad to answer the publisher's second asking of any questions.
What did you major in college?
I majored in Masking Tape. What a coincidence, huh? Here your name is Scotch Tape, and I majored in Masking Tape...? Who'd'a thunk it? What a world...!*
Tom Sloper / トム·スローパー
/
湯姆·斯洛珀 /
탐 슬로퍼
Emei Mountain, China
November 1, 2007
*I'm pretty sure you can find the answer to your question, either by looking in the FAQs or going to the green zone and reading my bio. But as for me, I have no idea who's hiding behind all that Scotch Tape.
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