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   GAME DESIGN BULLETIN BOARD

WELCOME to the Sloperama Game Design Bulletin Board.   It's a place to ask questions about designing games (videogames, board games, table games, computer games, handheld games...). You'll get answers, here on this board.

PLEASE READ THE FAQs BEFORE YOU ASK!!!

And read the questions and my answers below, before you ask me anything.

"ALL YOUR EMAIL ARE BELONG TO ME." Questions and answers are handled in this public forum only - I don't give free private answers. The "price" of the free answers is that they are given in this public forum for the education of all readers. Emailing me with a question or comment on this topic constitutes permission for your email to be made public. I won't reveal your email address unless I think you're a spammer. DO NOT come back later and ask me to anonymize your email in any way. If you do not want your personal information to appear on this board, do not put any personal information in your email to me. If you do not want your question to be used in this public forum, then be prepared to hire my professional services, or do not send your question to me. This privacy policy is stated in numerous places on this website.

I'M NOT HERE TO BABY YOU. I'm here to teach you, to help you learn about game design and about the business of making games. Have you seen The Karate Kid or Kung Fu or those martial arts movies where the hero has to learn from a hardnosed sensei -- a rough-edged taskmaster with a secret heart of gold? I'm a little like that. As Randy Pausch said, "When somebody rides you, they're doing that because they care to make you better." Dumb questions and sloppy writing habits aren't exactly welcomed with open arms here. Babying isn't helping. If you want somebody to just pat your head and tell you how clever and talented you are, or to commiserate while you whine about how unfair the world is, go to your mama -- don't email me. If you want realistic game biz advice, though, I'm your guy.

I DO NOT REVIEW résumés, demos, websites, portfolios, schools' curriculums, or amateur designs. I do not choose schools for you. I do not make your decisions for you.

I AM NOT A PROGRAMMER, so please don't ask game programming questions here. There are other forums for that topic. This board is about game DESIGN. And game career advice.

EMAIL YOUR QUESTION to WebmasterSloperama.com, or any email address you know to be mine (it doesn't matter which Sloperama email address you use to get email to me) -- or click the picture below to submit your question or comment. In order for me to give you the best game career advice that's tailored for your individual situation, I need to know these 4 tidbits about you:
How old are you?
What's your level of education?
What's your current occupation? (If student: "student")
Which game job, if any, do you aspire to or plan to study for?
What country do you live in (where in the world are you)? (OK, so that's 5.)

And make sure you write an appropriate subject line for your email. Read http://wordwise.typepad.com/blog/2007/03/subject_to_chan.html.


To ask a question, click the image or email the address above.

After you submit your comment or question, RETURN TO THIS BOARD SOMETIME LATER (like several hours, or the next day) to see the response (below) - and keep coming back to see followup discussions. Clicking the picture above might not work for everyone. If you do not see a reply (below) within 24 hours, then email your question directly to WebmasterSloperama.com.

On this website, all the marbles are mine -- so you have to play MY game. Here are the rules:

  • Rule #1: read what I wrote above, and act accordingly.
  • No shouting. Nobody is allowed to shout here but me. (^_^) If you type your question in all caps, I'll convert it to lower case. Then everybody will think you're a sissy poet, or beatnik, or chatroom pervert... or something.
  • Don't send me confidential information and expect me to keep it to myself. It all goes right here.
  • Don't send me your game design for my "thoughts" about it -- the only way I can comment on it is to post the whole thing right here for everybody to see.
  • In fact, don't send me any attachments, photos, or anything. This board is for words. Ask me a question in your own words - I'll answer it in mine - or just send me your comments and I'll respond with mine.
  • I do not recommend you send me a PM on some other website (like GameCareerGuide or GameDev or LinkedIn or ReachMahjong...) for a number of reasons, but especially since if you do that, I might never notice that you did that. If you want to contact me, email me. Don't PM me.
  • Humor and entertainment for the readers is also part of what's offered on this site. Don't ask me for advice if you can't take a little good-natured ribbing. Oh OK, so I'm kind of like Dr. House or Mr. Miyagi sometimes. Take it like a man!
  • Don't use the word "gaming" to me. Look it up at dictionary.reference.com if you don't know why I dislike the term.
  • I give this free advice only by email - please do not telephone me with any game career advice questions! Business or journalist queries are of course welcome. If you do phone me with a business query, please make it clear very quickly that it is a business query and not an advice call.


  • i wan2b a game desinger

    >Date: Thu, 30 Sep 2010 15:08:48 -0400
    >Subject: game designing
    >From: wilton g
    >*Hi there my names wilton b[DELETED] i have recently read your sloperama
    >productions article about gamedesigning.I myself aspire to one day become a
    >part of the gaming world.I want to one day become a game designer and open
    >up my own game company. I have a goal but im struggling on how i would
    >exactly reach my goal. The reason for my email is im seeking advice, how
    >would i exactly go about becoming a game desiner? Like what collages would
    >be acceptable and what classes should i take to become a succeful game
    >designer. Im really hoping you can help me because ive been doing alot of
    >research and i would really appreciate if you could push me in the right
    >direction.Im really looking forward to hearing from u.*
    >*
    >thanks alot *
    >* *
    >wilton

    hi there wilton u need 2 read more of my articles and improov yore righting skils read faqs 3 4 7 10 12 14 25 34 44 and next time u rite 2 me u need 2 tell me how old u r and how much eddicashun u hav and whut yor occipashun is and whut countree u live in okeh lol rotfl lmao o btw when u rigt me u need2 rite better not like this okeh good
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 30, 2010


    Thanks and a comment

    >Date: Wed, 29 Sep 2010 07:06:10 +0200
    >Subject: Thanks and comments
    >From: Brian H
    >I am 23 years old.
    >I have a high-school education.
    >I am working _temporarily_ as a school monitor.
    >I am interested in game design, Q.A., and art.
    >I am an American, but I live in Zambia, Africa.
    >
    >Hey Tom,
    >Thank you very much for all your work on Sloperama. Your realism,
    >clear thinking, and logical, unbiased information is proving very
    >helpful to me. I really like your 'hard-nosed sensei' style, as well
    >as that very description of yourself.
    >
    >I have not read everything you've written... yet. (This is due to my
    >internet access being primarily via mobile phone.) What I _have_ read
    >so far has prompted me to make this observation and share a comment.
    >
    >I notice that even within the very first few lessons, you have been
    >forced to repeat yourself over, and over, and over again. Once you
    >even lamented your apparent ineffectiveness as a communicator for not
    >conveying your point more lucidly the first time.
    >
    >My comment is that there are actually four types of verbal
    >communication: speaking, writing, listening, and reading. As a
    >successful game designer, as well as in your many other projects (such
    >as the Sloperama lessons), you have more than adequately proven your
    >skill as a writer and communicator. You write with the intent to be
    >understood by your audience. But sadly some in your audience clearly
    >do not read with the intent to understand the writer. When that is the
    >case, they are actually the poor and ineffective communicators, not
    >you. Additionally, you wrote with the assumption that your audience is
    >made up of intelligent people. Apparently there are some reading your
    >Lessons who do not fit into the targetted audience... Maybe they
    >should read info about getting jobs as burger flippers, or dishwashers
    >instead of dreaming about a career in the game biz.
    >
    >That's my 2kb worth. And all because I paid attention to my speech
    >elective in school.
    >
    >My sincere apologies if this is badly formatted when you receive it. I
    >am actually writing this email on my phone. Ah, the joys of living in
    >the third world.
    >
    >Thanks again for sharing your knowledge and expertise with us
    >youngsters and wannabes. Please don't get discouraged; some of us do
    >actually learn from what we read!
    >-Brian H.

    Hi Brian,
    Thanks for your kind words. I fully understand that those people had not actually read (or, if they'd read, they didn't absorb) my advice. I just didn't want to say "hey you're an idiot," so in retrospect I suppose what I was doing instead was a kind of petulant attempt to induce guilt. I assure you, if I really thought I was so bad at expressing myself, I wouldn't have kept at this for ten years. And your writing was quite readable.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 29, 2010


    Please help me with a "template" I can fill out while writing my game idea

    >From: Facebook
    >Sent: Mon, September 27, 2010 4:52:22 PM
    >Subject: Jeannie [DELETED] wants to be friends on Facebook.
    >facebook
    >Hi Tom,
    >Jeannie [DELETED] wants to be friends with you on Facebook.
    >Jeannie [DELETED] Jeannie [DELETED]
    >Jeannie says, "Dear Mr. Sloper, yes I have a game idea. I'm in the Air Force and would like to spend th short "free" time I currently have writing a mobile game idea. I honestly have no idea how to do it. Would you please help me with a "template" I can fill out while writing the idea. The only time I have to do that is during my midnight shift. Would you please guide me on this first step. Thank you. Jeannie [DELETED].".
    >Thanks,
    >The Facebook Team
    >Respond now:
    >Confirm Friend
    >To confirm (or quietly ignore) this request, go to:
    >http://www.facebook.com/n/?reqs.php&mid=30b2b64G26bb91d0G551f8a2G2&n_m=tomster%40sloperama
    >This message was intended for tomster. If you do not wish to receive this type of email from Facebook in the future, please follow the link below to unsubscribe. http://www.facebook.com/o.php?k=48ee..... Facebook, Inc. P.O. Box 10005, Palo Alto, CA 94303

    Hi Jeannie,
    Thank you for your service. The game design "template" is Frequently Asked Question #2. Scroll up and look for the FAQs links above left. To be honest, I have been thinking I should update it. But it should get you started. And see the links at the bottom of the FAQ for more design doc examples and outlines and info.

    BTW, I do not "friend" every person who asks me for free advice. The only way I could find to reply to you was to accept your invitation, send the posting notice, then "unfriend" you. Nothing personal. I have a regular email address, and it's easy to find. As you were!
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 27, 2010


    Have a video game i wanted to pitch to you guys

    >From: Shawn [LAST NAME DELETED]
    >To: tomster
    >Sent: Mon, September 20, 2010 1:34:25 PM
    >Subject: Fw: 3rd person shooter [SUBJECT MATTER DELETED] game
    >--- On Mon, 9/20/10, Shawn [LAST NAME DELETED] wrote:
    > From: Shawn [LAST NAME DELETED]
    > Subject: 3rd person shooter [SUBJECT MATTER DELETED] game
    > To: info@capcom, info@eidosmontreal, "scea_media_hotline@playstation.sony" , usa@take2support
    > Date: Monday, September 20, 2010, 4:18 PM
    > Have a [SUBJECT MATTER DELETED] video game i wanted to pitch to you guys. I have the video game scripted and storyboarded. along with maps for each level. great storyline. The attactments above is the opening scene of the game. There is alot of people wanting this game to come out. I attached a few of the pictures. If your interested please shoot me an email
    > thanks
    > shawn [LAST NAME DELETED]
    >5 Files View Slideshow Download All
    >storyboard1.jpg (2768KB); storyboard2.jpg (2621KB); storyboard3.jpg (1976KB); storyboard4.jpg (1191KB); storyboard4.2.jpg (1280KB)

    >From: Shawn [LAST NAME DELETED]
    >To: tomster
    >Sent: Mon, September 20, 2010 1:34:39 PM
    >Subject: Fw: 3rd person shooter [SUBJECT MATTER DELETED] game
    >--- On Mon, 9/20/10, Shawn [LAST NAME DELETED] wrote:
    > From: Shawn [LAST NAME DELETED]
    > Subject: 3rd person shooter [SUBJECT MATTER DELETED] game
    > To: info@capcom, info@eidosmontreal, "scea_media_hotline@playstation.sony" , usa@take2support
    > Date: Monday, September 20, 2010, 4:18 PM
    > Have a [SUBJECT MATTER DELETED] video game i wanted to pitch to you guys. I have the video game scripted and storyboarded. along with maps for each level. great storyline. The attactments above is the opening scene of the game. There is alot of people wanting this game to come out. I attached a few of the pictures. If your interested please shoot me an email
    > thanks
    > shawn [LAST NAME DELETED]
    >5 Files View Slideshow Download All
    >storyboard1.jpg (2768KB); storyboard2.jpg (2621KB); storyboard3.jpg (1976KB); storyboard4.jpg (1191KB); storyboard4.2.jpg (1280KB)

    Oh Shawn. Shawn Shawn Shawn.
    You've done this so wrong! You've done so many things wrong, I can't even list them all. You need to read Frequently Asked Question #21 and learn the right way to submit a game to a game publisher. You can link to the FAQs above left.

    Obviously you were not aware that I don't accept submissions -- or that your email would be published for educational purposes on my site. Well, I'm sorry, but that's how it is. Your not knowing this is not my fault; I have made the information clear in numerous places on my site. I have deleted your last name, and that's the extent of the anonymizing you get. By the way, you should read not just FAQ 21 but FAQ 1 as well.

    After you get over your disappointment about this attempt to pitch your game idea, and after you have read FAQs 1 and 21, if you have any questions you want to ask me about the game industry, I need you to include the following information with your first question:

    How old are you?
    What's your level of education?
    What's your current occupation?
    Which game job, if any, do you aspire to or plan to study for?
    What country do you live in?

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 20, 2010


    I can be rather verbose, part 2

    >From: Joe B
    >Sent: Sun, September 19, 2010 12:34:10 PM
    >Subject: per your request, a more succinct version
    >Hi Tom,
    >Ask and ye shall receive. Here's a more succinct version, minus the life story.
    >When building my resume for QA jobs, I relate how my personal experiences will help in fulfilling the duties of a tester. Do you feel that having an animation degree and listing experiences with short films gives the impression that I'm only looking for a foot in the door.
    >
    >My resumes and cover letters have gone through several iterations, and I my original applications now looks lackluster by comparison. As a result, I sent in updated resumes and cover letters, between 2 weeks - 2 months from the first time I had applied. I felt this might be helpful, showing that I have a consistent interest in the company, but after reading your response to another e-mail, I'm questioning whether this actually reflects poorly on me. Also, is it probable that my initial application / resume submission might have been passed over and that the company won't even read the updated version.
    >
    >Since I'm not on the receiving end of resume submissions, I don't know how companies handle e-mail submissions. Is it acceptable to have my cover letter in the same word document as my resume, with a brief message in the e-mail saying that "attached is my cover letter and resume." Would posting the cover letter in both the e-mail and in the word document be a good idea, or too redundant?
    >
    >I understand why a company prefers a local candidate; so theres no worry about providing relocation assistance or being unavailable to start immediately. However, I'm fortunate enough to be in a position that I can move to a nearby city without any assistance. In your experience, have you ever seen a company make hire a non-local candidate that offers to start immediately without relocation assistance.
    >
    >Now, lets assume that I've ruined my chance at these current openings with a lackluster original resume or by resubmitting a new copy within a few weeks/months, would you suggest waiting six months before applying for these companies again, or apply for the next new job posting. Some larger companies have new positions opening and closing within a month or two from each other (A similar position, possibly on a different title managed by a different group).
    >
    >Thank you for publishing my previous e-mail. While this e-mail provides some "short and sweet" questions, which I agree will make answering and reading them more palatable, perhaps someone will come along and find some similarities with their own job search from my previous message. Again, thanks for spending the time on this website and to answer e-mails.
    >Sincerely,
    > Joseph B

    Hi Joe, you wrote:

    When building my resume for QA jobs, I relate how my personal experiences will help in fulfilling the duties of a tester.
    In your résumé?? Stop doing that! Résumés have to be short, punchy, and to the point.

    Do you feel that having an animation degree and listing experiences with short films gives the impression that I'm only looking for a foot in the door.
    I think it's better to talk about facts and opinions, rather than "feelings."

    is it probable that my initial application / resume submission might have been passed over and that the company won't even read the updated version.
    No.

    Is it acceptable to have my cover letter in the same word document as my resume,
    Bad idea. I recently changed FAQ 27 to update my thoughts on cover letters emails.

    with a brief message in the e-mail saying that "attached is my cover letter and resume."
    The cover email IS the cover letter. It's redundant to have a cover letter attached to a cover email.

    have you ever seen a company make hire a non-local candidate
    Lots of times. But never for entry-level positions like QA.

    that offers to start immediately without relocation assistance.
    A hollow offer. Don't waste your breath.

    lets assume that I've ruined my chance at these current openings with a lackluster original resume or by resubmitting a new copy within a few weeks/months
    Let's not.

    would you suggest waiting six months before applying for these companies again, or apply for the next new job posting.
    Both. I assume "the next new job posting" is from another company, not the same company. And of course you shouldn't be waiting for job postings, if you're applying for a QA job. Those are often not posted.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 19, 2010


    I can be rather verbose

    >From: Joe B
    >Sent: Sun, September 19, 2010 1:16:47 AM
    >Subject: Questions relating to resumes and breaking in
    >Hi Tom,
    >First off, I appreciate the time and effort you put into taking the time to post and update this helpful information and provide it to the public for free. I also find it noble that you take the time to answer the e-mails asking questions already answered in your FAQs, even though you do have some fun at the writer's expense. Your website has been an asset in crafting my resume and searching for job oppurtunities.
    >
    >As you can no doubt tell by the length of this e-mail, I can be rather verbose. Even though this is about my personal job hunt, I hope that my experiences searching for a job in the video games industry, and the questions I'm asking will help other visitors to your website.
    >
    >Now, to answer your prerequisite questions and let you know a bit about me:
    >1. I'm 24 years old.
    >2. I recently graduated from the University of Central Florida with a Bachelor of Fine Arts in Animation.
    >3. I'm currently unemployed and seeking work, though I've held various part-time jobs while I was in school (Sales Associate at 7-Eleven and an Ad Designer for Pro Media Marketing).
    >4. Years down the road, I'm interested in being an Art Director, or in a similar creative position. I really admire art directors like Michael Dashow who inject a lot of creativity and passion into the games they work on.
    >5. I live in the US.
    >
    >I'm currently looking for work as an animator or QA Tester, and though they are very different types of work, I feel both provide valuable experience when working to become an art director, which needs to know several aspects of game and art design to successfully blend them together. I'm in no rush to become an art director, which takes several years of industry experience, but I would like to land an entry-level position sooner rather than years down the road. I'm not looking at QA as an easy foot in the door, because frankly, I don't believe it is, especially in this economy. I can be a bit of an obsessive gamer, and the thought of playing the same level repeatedly for hours or days on end doesn't sound too bad to me. The position sounds like a great way to learn the industry production pipeline and I really think I would enjoy the position. Do you think that graduating with an animation degree, and listing leadership roles in short films helps or
    >hurts my chances of landing a QA job? I don't want the person who's hiring to assume I'm just using this as a quick step to a different role.
    >
    >As for animation, after I graduated this summer, I focused on creating demo reels for a variety of animation jobs. My specialty is character animation, though I've found I have a knack for working in Adobe After Effects, so I've looked into UI Design and FX animation as well. With my demo reels ready, I worked on my resume and soon had it sent out to a variety of companies. At that time, my resume wasn't up to par, but I didn't know it.
    >
    >If there's one piece of advice I can give to others, it's to spend a lot of time crafting your resume and cover letter; you won't get a chance to explain yourself in an interview if your resume doesn't jump out at the person reading it in the first place. I've spent days reading articles on how to set up a resume, what to include, and how to word your experience. Looking back at my first resume, it was a little disorganized, didn't list the most important information upfront, and wasn't as visually pleasing as it is now. My first cover letter had too much of a "I've been playing video games since I was a kid, this would be an awesome job" feel to it, which I now realize is probably said way too often and doesn't stand out in any way. In the past 3-4 months, I've updated my resume four times, and changed how I write my cover letters three times.
    >
    >As a result, I felt the need to send my updated resume and cover letters to the companies I had previously applied to. This was at most, two months from the time of first submission, and in some cases, just about 2-3 weeks after the initial submission. At first I thought this might be helpful, showing that I have a consistent interest in the company, but after reading your response to another e-mail, I'm questioning whether this actually reflects poorly on me. Also, I'm concerned that my initial application / resume submission might have been passed over and that the company won't even read the updated version.
    >
    >Each resume and cover letter I submit are tailored to the company I'm applying to and job opening's specific requirements. Because of this, I keep the cover letter and resume in the same word document, named "[my name]_resume_[company name].doc" This brings me to my next question: is it acceptable to have my cover letter in the same word document as my resume, with a brief message in the e-mail saying that "attached is my cover letter and resume." This is how I've been handling my e-mail submissions because job postings are often vague about how they prefer the e-mail, cover letter, and resume to be sent. Also, I figured that this would ensure my cover letter would be read by the person hiring me if e-mail was handled by a receptionist (I'm not on the other end, I don't know how these things are handled). FAQ 27 states that the e-mail IS the cover letter, but I wasn't aware of this when submitting resumes since it was never specified on company website.
    >Would posting the cover letter in both the e-mail and in the word document be a good idea?
    >
    >I'm living in Los Angeles and there are several jobs in the area, but there are also attractive positions in nearby cities (San Francisco, Irvine). These are cities that are within driving distance, but not for a daily commute. I know companies are looking for local candidates, except for maybe the more senior positions, but I've applied at a few of these companies anyways, stating in my cover letter that I'm interested in the position, will not need relocation assistance, and am available for an immediate interview without any problems. If hired I could start right away, staying in a hotel until I can find an apartment or room for rent. I have the drive and determination to jump through these hoops, but I'm not sure as to whether a company is willing to look past the address. In your experience, have you ever seen a company make exceptions when looking for local candidates (some companies specifically state local candidates only, and others don't,
    >though it seems implied with QA).
    >
    >Since I haven't heard any response from any of the animation positions I applied for, I suppose my demo reel hasn't wowed them. Regardless, I enjoy animating, and will continue to improve my skills. Now, assuming that I've applied for most of the current QA openings in my area that I qualify for, and assuming that I've ruined my chance at these current openings with a lackluster original resume or by resubmitting a new copy within a few weeks/months, would you suggest waiting six months before applying for these companies again, or apply for the next new job posting. I ask this because I've noticed that some larger companies have new positions opening and closing within a month or two from eachother (A similar position, possibly on a different title managed by a different group).
    >
    >Finally, if you're interested, I'd like to treat you to lunch and chat you up for a while. I'm in Los Angeles right now and I'm available all of next week (Sept 20-26). If you know a good place to eat in your area, I like all kinds of food: American, Asian, Italian, Mediterranean, whatever. I'm not a fan of fish though. Just e-mail me back and let me know.
    >Sincerely,
    > Joseph B

    Hello Joe, whaddaya know. You wrote:

    First off, I appreciate the time and effort you put into taking the time to post and update this helpful information and provide it to the public for free. I also find it noble that you take the time to answer the e-mails asking questions already answered in your FAQs, even though you do have some fun at the writer's expense. Your website has been an asset in crafting my resume and searching for job oppurtunities [sic].
    Very polite of you, Joe.

    As you can no doubt tell by the length of this e-mail, I can be rather verbose.
    So you can. 1,380 words. My time is limited this busy weekend. A very important business and relationships skill is the ability to be rather succinct. Please rewrite your email in 500 words or less. As you rewrite it, consider that while I do need information in order to understand and provide the best answer for you, I do not need your life encyclopedia, I do not need to live inside your head. Try to keep the information to the absolute bare minimum needed in order to give you your answer.

    I hope that my experiences searching for a job in the video games industry, and the questions I'm asking will help other visitors to your website.
    Very commendable. And I share this desire. A more succinct statement of your question(s) will not only help me answer your questions, it will also make our shared Q&A more palatable for readers.

    I'd like to treat you to lunch
    Very generous of you. Let's have lunch invite emails be separate from Q&A emails, shall we?

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 19, 2010


    My chances in this impossible quest (and I don't mean that in a defeatist way), part 2

    >From: Patrick K
    >Sent: Thu, September 16, 2010 10:34:56 PM
    >Subject: Re: Advice
    >Hey Tom,
    >I just wanted to tell you that I did know you publish emails/answers on the website, although I did not realize that you would publish the entire email. I want to thank you for your funny responses, even if they make me seem like more of a noob than I intended.
    >
    >I have also read most of your faqs twice and have the faq section bookmarked, although I felt the need to ask for more personal advice. I'm sorry that I did not read the portion of your website where you wrote that you wouldn't respond personally and would put my email on the internet - this is the first I've navigated the bulletin board section. But I would definitely take you out for lunch, because of all the help your website has been and just because of your persona.
    >
    >To answer your question about my question for how to show my characters: Some of the characters that I've made were in the resume, and I just wondered what your advice may be - if I should or should not include them (since I made them through the Modnation Racers engine, instead of a more conventionally professional one such as the Unreal Engine or a program like Maya). Your general section about making portfolios has already been helpful.
    >
    >Rather than have you think me a defeatist, I was hoping my script's tone would be something more along the lines of eager. (As a writer, sometimes I just get a little to caught up in the moment, you know?) So I may be a little too excited to break in, especially with student loans kicking in a few months down the road. And so many games to play.
    >
    >I'm glad you say QA is the easiest job to get! :)
    >Let me know about lunch.
    >After feeling a little owned,
    >As we say in Starcraft,
    >GG HF,
    >Patrick

    Hi Patrick, glad you came back. You wrote:

    although I did not realize that you would publish the entire email.
    As opposed to...?

    I want to thank you for your funny responses
    You've unlocked an Achievement!

    I have also read most of your faqs twice
    Hopefully you have given a third read to the ones I mentioned yesterday, since you apparently needed to.

    I would definitely take you out for lunch... Let me know about lunch.
    You're saying you are in Los Angeles. Just send me a lunch invite (Westside or between Westside and USC); that'll stay offline (as long as you don't include Q&A fodder in the lunch invite).

    Some of the characters that I've made were in the resume, and I just wondered what your advice may be - if I should or should not include them
    I don't understand. Characters don't belong in a résumé. Portfolio yes. Cover letter maybe (but I no longer advise making a separate cover letter document, although I can see it for game design or marketing applicants). Résumé no.

    I was hoping my script's tone
    You lost me. I don't know what script you're talking about.

    I'm glad you say QA is the easiest job to get! :)
    I recommend you read FAQ 5 a fourth time. Apparently much of the content hasn't stuck.

    After feeling a little owned,
    Not my fault! Disclaimer pre-existed.

    GG HF
    Yeah, U2.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 17, 2010


    My chances in this impossible quest?

    >Date: Thu, 16 Sep 2010 19:22:58 -0500
    >Subject: Advice
    >From: Patrick
    >Hey Tom!
    >I am a recent liberal arts college graduate trying to break into the
    >industry. Seeing your resumes on Sloperama.com and a reference on
    >linkedin.com, I felt the need to ask your advice. Since one of your resumes
    >says that you are a mentor to junior producers - a position I would love to
    >hold some day - I hope it is not asking to much for ten minutes from such an
    >experienced person within the industry.
    >
    >I come to you after going from site to site seeking careers in various
    >gaming companies who all ask for 1-3 years within the industry. To me it
    >almost seems like there is no way in if you are not already in the industry.
    > On plenty of websites, I have seen that an English major such as myself
    >would be a great asset for communication skills, beginning with quality
    >assurance. I do not mind starting in quality assurance, yet it has begun to
    >seem unlikely that even this might be possible to find for a college
    >graduate and I have to ask, what are the factors that you've seen
    >differentiate the person who gets hired for their first job in the industry
    >from the one who doesn't?
    >
    >I have been an editor-in-chief of a magazine and have played video games for
    >almost my entire 23 years on earth, so I'm well overdue to break into the
    >industry. At least that's my perspective, nevertheless, you have been in the
    >industry for so long that I thought you would be able to give a better
    >opinion of what you see in my resume. Would you be so kind as to let me know
    >what I can improve? Would any of the information on my resume for publishing
    >companies help my cause in the video game industry? Specifically, I already
    >have a journal of characters and ideas for games never made, but I'm pretty
    >hesitant to just give them away as I send my resumes to other companies.
    >Therefore, I have mostly included pictures of my creations in Modnation
    >Racers and my accomplishments related to becoming a Quality Assurance
    >professional.
    >
    >Finally, I saw that you worked on MechWarrior for the SNES! Well, scouting
    >for jobs on Piranhagames.com, I remembered there are job openings for the
    >company currently in development for the new MechWarrior as a producer if
    >you happen to be looking for a new place to work.
    >Thank you for any help you can be, as I understand how busy you must be on a
    >day to day basis,
    >Patrick
    >Attachment: "Patrick's resume for the Video Game Industry.doc"
    >Attachment: "Patrick's Resume for Publishers, Creative Writing and M.doc"

    Hi Patrick,
    Obviously you were not aware that I have this website, that I do not give private advice, and that your email would be published. Well, I'm sorry, but that's how it is. Your not knowing that is not my fault. That information is plastered all over my site. I have deleted your last name, and that's the extent of the anonymizing you get. I don't know what else I can do to keep this from happening to guys like you. But I am going to give you some advice, and if you can read through the whole thing, you'll find solid and helpful information, which is really what you need, right? You wrote:

    Since one of your resumes
    >says that you are a mentor to junior producers
    Correction. What it says is that one of the things I did while employed at that company was to mentor junior producers who were also employed at that company. In other words, I was being paid to do that. I'm not saying I can't "mentor" you, I'm just saying that the help I can provide you is the help I provide here on this public board. See details above, and read previous posts below.

    I hope it is not asking to much for ten minutes from such an
    >experienced person within the industry.
    Sorry. It is "too much" to ask, to ask me to read your resumes. I don't do that, as it clearly states above.

    I come to you after going from site to site seeking careers in various
    >gaming companies who all ask for 1-3 years within the industry.
    I roll my eyes. Those ads are for experienced people -- there is indeed a need for that kind of person, and the companies pay good money to advertise for those positions. YOU should not be even reading those ads. You should be pursuing different avenues in order to achieve your goal.

    To me it
    >almost seems like there is no way in if you are not already in the industry.
    If you're just going to get all defeatist, then go ahead. Give up. But I think you should NOT get all defeatist before you even begin trying.

    I do not mind starting in quality assurance
    I don't suppose you've read my FAQ 5 yet? You can access my FAQs above left.
    (Note: I'm responding to your email while reading it for the first time -- I have not yet read the entire thing. So I may be missing some facts that you mention later in your email.)

    it has begun to
    >seem unlikely that even this might be possible to find for a college
    >graduate
    I am getting VERY tired of this defeatist, negative attitude you're handing me... QA is the easiest job to get, if you just follow my Barrier-Busting Tips (FAQ 27).

    what are the factors that you've seen
    >differentiate the person who gets hired for their first job in the industry
    >from the one who doesn't?
    A positive attitude, and doing the things outlined in FAQ 27.

    I thought you would be able to give a better
    >opinion of what you see in my resume. Would you be so kind as to let me know
    >what I can improve?
    Sorry. Resume commentary is a service I reserve for my students and for individuals buying me lunch at the moment of the commentary. Like it says above.

    I already
    >have a journal of characters and ideas for games never made
    Is it in Portfolio form? Ready to show? What about the "unsolicited submission" problem? See FAQ 12.

    I'm pretty
    >hesitant to just give them away
    What are you talking about? If you have secret proprietary ideas, then just don't make those part of your portfolio.

    Good luck with your job hunt, Patrick. If you want to ask me follow-up questions, I suggest you explore my site more fully before emailing again.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 16, 2010


    My passions are writing and art. What should I study?

    >From: Morgan A
    >Sent: Mon, September 13, 2010 9:41:45 PM
    >Subject: Questions.
    >In your experience is it better to be really good at one thing or good at a lot of things to be a game designer? I know that a game designer has to understand all areas of the game in order to properly plan out and help a team execute an end goal but to "get my foot in the door" would a specialized degree be more useful than a broad degree? I would take any job in most any game design company and my end goal is to work in Bethesda Softworks as either a lead graphics designer, story writer or game designer for the Elder Scrolls series (as I'm sure thousands of other people would). I also realize there is no single route into any of those paths but I find most FAQ's and game developer blogs in relation to getting into the industry to be incredibly broad. A little narrower perspective is all I'm asking for. I think that graphics and story writing are the two things that I would be best at but I know programming is a great skill for someone in the industry; should I go for what I am positive I will be great at and only that or should I throw in the programming as another factor that would add to me as a candidate?
    >In short, would a mixture of programming graphics and story writing be better than a more focused mixture of story writing and graphics?
    >Thank you for your time,
    >Morgan A

    Hi Morgan,
    I can't really answer your weirdass questions unless you answer my weirdass questions:
    How old are you? (Example: under 18, mid-twenties, over forty...)
    What's your level of education?
    What's your current occupation? (If you're a high school student, your occupation is "student")
    (You already answered #4)
    What country do you live in?
    What is your REAL question? What is it you really want to know, and why?
    Have you read my FAQ 3 yet? You can get to the FAQs above left.
    Have you read FAQ 34 yet?
    Have you read FAQ 40 yet?
    Have you read FAQ 70 and started a decision grid?
    Or are you saying you have three passions?

    I may be able to respond adequately to this that you said:

    I think that graphics and story writing are the two things that I would be best at but I know programming is a great skill for someone in the industry
    Dude. When you say "but," you just negate all the words that went before it. If you have interest in graphics and writing, then it would be STUPID not to study graphics and writing. Seriously! Dude!

    would a specialized degree be more useful than a broad degree?
    That depends. What's your entry plan? To get to any of your three desired job positions, you have to have a plan for how to enter the game industry.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 13, 2010


    IP ownership and cloning, part 2

    >Date: Sun, 12 Sep 2010 20:10:03 -0500
    >Subject: Re: Copyright Game Question (Cloning Gameplay not Art)
    >From: Kirk A
    >I'm all for open-ness and I think it's nice you are helping people (it
    >was a fast response too; I didn't expect it). When I was looking for
    >your contact info I saw in big bold letters "When you email me, I own
    >it." Perhaps I shouldn't have brought up the subject as you do seem
    >fair and open.
    >I generally find arguments wonderful (when done in a respectable
    >manner) but perhaps I shouldn't have brought that up either; I was
    >just really excited by the crazy ideas I was having in relation to
    >your words on copyright.
    >Thank you for your response.

    What a nice fellow, Kirk!

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 12, 2010


    How do I choose between two passions?

    >From: ?iso-8859-1?Q?Teresa_M
    >Subject: question on game career options
    >Date: Sun, 12 Sep 2010 03:54:56 +0200
    >Dear Mr. Sloper
    >First of all thank you very much for this great side and the great
    >information you provide. It would be wonderful if you could spend a bit
    >of your time to answer my question. I've recently graduated from
    >highschool and am really passionate about Games. Not only playing of
    >course, but I find myself interested in the entire process that goes
    >into them. And this is where my problem comes in. I enjoy math, physics
    >and art equally. I've done in all three of them very well and am
    >passionate about them. Give me any artistic tool, may it be oil colours,
    >pencils or a wacom drawing pet and I'll draw up a storm. Same goes for
    >math books. I love it. Since math is the basis for programming I think
    >I'd enjoy that too. I have a hard time making up my mind between
    >programming and art when it comes to my future job.
    >I was wondering whether or not the possibility exists to do both or to
    >combine them when working for the Game industry ? Or will one of them
    >have to die ? Is it better to study arts and be trying to learn a bit of
    >programming or should I rather get a programming degree and develop my
    >art portfolio without any art degree? But then again, what am I supposed
    >to say while applying for a job at a Game forge - "Hello I'm a
    >programmer, wanna see my AI - coding ? Oh and before I forget here's a
    >little concept art for some game, blabla." or "Hey guys I'm an artist,
    >but please let me do some coding from time to time". What I've
    >understood so far is that the Games industry doesn't seem to want an
    >all-rounder, but rather specialists. You've suggested to take a
    >personality profile test which I did and according to the Myer Briggs
    >test I am an INTJ. Programming and art director do both fit this
    >profile. Just in case there is no option for combining both: Which one
    >provides better possibilities to get into the industry? You'd really
    >make my day by giving me a brief overlook of possibilities.20
    >Thanks a lot for your time!
    >Teresa

    Hi Teresa,
    You should study both. Learn about the technology behind game art. Learn how to do art that works within the technology of games. Knowing both programming and art means you can be either an "art tech" or a "technical artist."
    As you practice both programming and art, you'll come to learn which one absorbs you more, which one you're better at. If it turns out you're equally good at both, that's fine, just flip a coin. Whichever one wins is your major, and the other is your minor.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 11, 2010


    IP ownership and cloning

    >Date: Sat, 11 Sep 2010 16:56:14 -0500
    >Subject: Copyright Game Question (Cloning Gameplay not Art)
    >From: Kirk A
    >I am discussing games and copyright with a friend and he directed me
    >to here<http://www.copyright.gov/fls/fl108.html>(us copyright office),
    >and it seems to suggest that you can clone any game
    >as long as you use different art (music, pictures, titles, names, . . .).
    >This seems wrong to me; where are the clue and monopoly clones? I think it
    >would be great if someone could re-hash different classic games, perhaps
    >putting their own twists on them, but I think if it were possible it would
    >have been done already.
    >I found your site and at first it seemed like you suggested different from
    >the link my friend showed me but I found some things that could
    >perhaps confirm it.
    >QUESTION: What kind of game clones are possible?
    >Also, you seem like someone who would enjoy a respectful argument (perhaps I
    >am wrong) and I could make one in response to your argument that
    >corporations have spent time and money making certain characters desirable
    >and that should give them the right to own those ideas for how long I don't
    >know, but . . . your claim to own any ideas that are sent to you via email
    >is somewhat distasteful. Sure, there is a place for copyright but let's try
    >to design it so it doesn't damage our culture.

    >I thank you for any time you give my question.

    Hello Kirk, you wrote:

    This seems wrong to me; where are the clue and monopoly clones?
    I've seen lots of Monopoly® clones.

    I think it
    >would be great if someone could re-hash different classic games, perhaps
    >putting their own twists on them, but I think if it were possible it would
    >have been done already.
    I've seen lots of those too.

    What kind of game clones are possible?
    All of them. Everything is possible. But the closer your game is to one that's controlled by a company with enough money to go after cloners, the more likely you are to get sued.

    I could make one in response to your argument that
    >corporations have spent time and money making certain characters desirable
    >and that should give them the right to own those ideas for how long I don't
    >know
    You can if you want, but I'm not interested in debating that. I am not a lawyer. You want to know more about that concept? Talk to a lawyer. Arguing against facts is futile.

    your claim to own any ideas that are sent to you via email
    >is somewhat distasteful.

    You wanna know what's distasteful? Here I am, a freelance game designer. My paid game design services are available. I also give people free advice. But not free game design services. So what's distasteful is people sending me their unsolicited ideas, making me liable for their copyrighted material without any legal protection for me. If you call in to a radio talk show, you can't say to the radio personality, "take me off the air and let's talk privately." It doesn't work that way. Well, my site doesn't work that way either. If somebody wants free advice from me, it's public. If somebody wants private advice from me, they should pay me for it. If that's distasteful, then go get advice from someone else.

    Sure, there is a place for copyright but let's try
    >to design it so it doesn't damage our culture.

    When you figure out a way to do that, then you can either capitalize on that idea or give it away for the betterment of the world.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 11, 2010


    Does your advice still apply?

    >From: Sho
    >Subject: FullSail
    >Date: Sat, 11 Sep 2010 16:37:23 -0400
    >Thanks for putting together all of this great advice!
    >My question is really simple. I'm a novelist and film maker that is looking to get into game design. I wanted to know your opinion of the game design program at FullSail University. Does your advice still apply as far as skipping the game school and going to the regular college? I hear the program is pretty good there and I was just curious as to what your opinion is.
    >Thanks
    >SHO

    Yo, Sho.
    You are apparently asking me if I have changed my mind about my FAQ 44 and my IGDA columns for June and July of 2009. No. I haven't. A high school kid is best advised to go to a regular 4-year college -- or a 2-year community college followed by 2 years of regular college (which still adds up to 4 years). And a college graduate, or someone who's already spent a few years working, would not be "unwise" to go to a game school. Since you are a novelist and film maker, I assume you've already gotten your degree, or are at least older than 22. If you want to go to a game school, you don't need my okey-dokey, but you've got it. My opinion on this matter has not changed.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 11, 2010


    School interview assignments, an afterthought

    Hey, you student interviewers (Mike... Logan... any future interviewers...).
    You can always email me back again after the initial post, and ask follow-up questions. If you aren't too shocked by the response you got the first time, that is.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    9/10/10


    School interview assignment

    From: Mike A
    Subject: Student interview
    Date: Wed, 8 Sep 2010 18:50:26 -0500
    Importance: Normal
    Dear Tom Sloper
    My name is Mike and I'm a sixteen-year-old high school student and I live in the United States. At this point I haven't fully decided on any single career to pursue but game design has always been an interest of mine. I'm currently taking two different technology classes at my school and we were recently assigned to "interview" someone in a technical career of our choosing. I chose to interview someone that works in video game design. While searching for someone in the field of video game design that I could e-mail I stumbled upon your website and I've spent the past few hours reading the various FAQs which have been very helpful and given me a better idea of what the gaming industry is like. However they haven't answered the questions I need for my interview. I realize you may not be able to answer all of my questions as you're a university instructor and not working for a video game company. I would greatly appreciate it if you could answer my questions to the best of your ability as some information beats no information. Any past experience in the industry you might have would be very helpful.
    First I need some background information:
    Your specific degree and place of employment.
    Following that I need information about your job:
    What is your current work title?
    Please describe your particular job and duties.
    What is your average work schedule?
    Starting with high school describe your educational background chronologically.
    If you had it to do over related to your career or education would you do anything differently?
    What advice would you give to me as someone interested in pursuing a career path similar to yours?
    Again any help at all is appreciated. I would also like to thank you for taking the time to read and answer the questions of so many aspiring video game designers. Your website is incredibly helpful.
    Sincerely
    Mike

    Hi Mike,
    As you already know since you've read my website, I get about a dozen student interviews like this every school year. Therefore I keep my responses short, and sometimes I just answer with an article number where I've already written the answer to a particular Frequently-Asked Question. In fact, I just answered a student interview a couple days ago (you can see that one immediately below yours). You asked:

    Your specific degree
    I have a bachelor of arts degree in Speech & Drama.

    and place of employment.
    My employer is the University of Southern California. I also do freelance work on the side, as Sloperama Productions.

    What is your current work title?
    Instructor. And consultant (freelance producer/designer).

    Please describe your particular job and duties.
    I teach "Quality Assurance for Video Games" and "Designing and Producing Video Games."

    Starting with high school describe your educational background chronologically.
    High school, then undergrad college, then graduate school.

    If you had it to do over related to your career or education would you do anything differently?
    Of course. If I remembered my actual past and was in the past again, it would be nigh onto impossible to repeat everything exactly, wouldn't it? Even if I tried to do it all the same, I don't think I could. (Maybe I've just read too many time travel stories.)

    What advice would you give to me as someone interested in pursuing a career path similar to yours?
    Read my articles and follow the advice I've given in them.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 8, 2010


    Student interview assignment

    >From: Logan W
    >Date: Sat, 4 Sep 2010 16:17:09 -0500
    >Subject: Interview!
    >Hey Tom!
    >My name is Logan [LAST NAME DELETED] and I am a 21 year old senior Game Development student at [DELETED] University. I'm hoping to one day be a lead designer or level designer! In one of my classes, we're asked to conduct a mini-interview (via email) with a designer that we respect immensely. That would be you! I really respect the amount of experience you have in the industry, and I definitely find influence from leaders like yourself. On that note, would you mind if I ask you a few questions? I'll post them below. If you don't mind, then reply away! If not, then I hope you find encouragement in knowing that my classmates are pretty stoked about the work you've done/are doing. Keep on truckin'. Thanks so much for your time! I hope to hear back from you!
    >-Logan
    >Questions:
    >1. How did you get started?
    >2. What artists and designers influence you?
    >3. If you attended college, which one?
    >4. What are some current fledgling trends in the industry that you think might influence the future?
    >5. Advice you'd give a beginner?
    >6. If you were on a board that reviewed job applications for your company, what are some key things you would look for?
    >7. What kind of hours do you usually put in during an average work week?
    >8. How do you go about the process of developing a new idea?
    >9. How do you go about balancing your job with your life outside it (friends, family, hobbies, community obligations, etc.)?
    >10. What are some of your favorite games?

    Hi, Logan. Thank you for numbering your questions!
    I wrote the interesting story of how I got my start in article 18. You can access my articles and FAQs above left.
    That's not how I work. For any particular project, I research similar games and research the subject matter looking for interesting areas to explore as game mechanics.
    State University of New York at Fredonia, and University of Cincinnati.
    The demand for faster, cheaper processes. And the ongoing change of balance between physical media and online delivery.
    Ask good questions.
    It depends on what job the person is applying for.
    Usual university instructor hours, since I don't have a consulting project at the present. I teach 3 classes of 3 hours each, and spend several additional hours preparing lecture materials, doing university service, and fielding student questions.
    It varies according to the project. Research is important -- so I look for games along the line of the current assignment, as I said in #2 above, and research the subject matter of the current project.
    Since I'm working just university instructor hours, not video game industry crunch hours, it's not a challenge.
    Sudoku, mahjong, hanafuda, Upwords.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 4, 2010


    I keep calling, part 3

    >Date: Thu, 2 Sep 2010 10:14:33 -0700
    >Subject: Game Industry Q A
    >From: Nathaniel B
    >In your opinion did I go about the application process in an appropriate
    >way?, if not what should I have done differently?
    >I did not apply with any expectations of people jumping through hoops to
    >hire me. I acknowledge that I have little experience in the industry but I
    >do have a desire to become a part of it and I am in the process of making
    >myself a more desirable candidate. When I contacted the employees on the
    >forum I approached them polity and without expectations "I recently
    >submitted my application for your company's QA department, if possible could
    >you point me in the correct direction to acquire more information about the
    >opening?" I'd rather be told bluntly "NO that was wrong!" than to make the
    >same mistake twice. I may be new to the inner workings of the industry but
    >that in and of itself is not a crime and I would hate to be misinformed.
    >^ ^ v v < > < > B A start
    >Did I win yet?
    >Thank you for your time and sharing your wealth of industry information.

    Hi Nate, you wrote:

    In your opinion did I go about the application process in an appropriate
    >way?, if not what should I have done differently?
    Well, my previous opinion wasn't changed by your 2nd email. I think posting on the forum and then calling and resending the application was a bit much. Maybe not as overboard as I'd initially thought (since you say the forum is strictly some kind of jobs forum, not a public gamers forum, and since you say you were encouraged by someone there to resend), but still. You've "bugged" them plenty enough about the job, so you can stop doing that any more.
    As for what you should do differently, have you read my FAQ 27 yet? And did you read "The Experience Experience" yet?

    Did I win yet?
    Apparently not, but keep on playing. You are still permitted to ask followup questions (you haven't burned any bridges with me).

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 2, 2010


    I keep calling, part 2

    >Date: Thu, 2 Sep 2010 08:27:12 -0700
    >Subject: Game Industry Q A me again
    >From: Nathaniel B
    >Thank you for the prompt response. However I would like to clear a few
    >issues up. The forum on which I contacted them was their own company forum
    >on their company website (not EA) on which they published their job openings
    >and opened the topic up for questioning. (Also the application says that
    >programming and computer knowledge are a plus)When I say I tracked down the
    >number for the hiring manager It's because when the application is submitted
    >the auto response email gives you a number to call to follow up with the
    >application process, however that number was the general number for the
    >company where it asks you for the extension of the person you are trying to
    >reach and the first time around I figured I would receive some sort of
    >response via email so I didn't bother 'stalking' the company to get the
    >extension. I also resubmitted my resume on the advise of the Lead tester
    >because he told me there was a chance that my email could be lost in all the
    >email they received while away at E3 and that I should resubmit it after a
    >month if I did not receive any response. I have submitted several
    >applications to QA positions, mostly 3rd party QA teams because I know
    >that's where I'm more likely to find a job with little to no experience,
    >however I was paying more attention to this company because it is not only
    >the closest to where I live but its also part of a smaller development team
    >which would allow me more hands on experience in the industry.
    >
    > As far as being a student goes, the primary of my education goes on during
    >weekend and night classes and that I would be 100% available during the work
    >week, which I made known in my cover letter email and on my resume.
    >Finally, when I inquired about the amount the of applications they received
    >it was merely an inquiry into whether the response the the open position was
    >overwhelming and if I should even expect a response, his reply to which was
    >that resumes constantly trickle in but that he was confident that I would
    >receive a reply soon. I merely found it odd that the lead tester would be
    >under the impression that he would be receiving some new testers shortly
    >when in fact they weren't even looking at hiring for several more months.

    Okay. Clarification acknowledged. Do you still have a question I can help you with?
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    September 2, 2010


    I keep calling. They keep giving me a different story.

    >From: Nathaniel B
    >Sent: Wed, September 1, 2010 11:09:35 PM
    >Subject: Game Industry Q A Student Hoping to be hired For entry QA
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    >My approximate age is: 20
    >The level of education I've completed is: Community college(C++ programming major)
    >My occupation is: student working 2 jobs(retail)
    >The type of game job I aspire to (if applicable) is: Quality assurance
    >The country I live in is: USA, California, Bay Area
    >My game biz question is:
    >Mr. Sloper,
    >My name is Nate, and I am a student studying Computer Science who has had an interest in video games and the industry since a young age. I applied to a video game company in July for an entry level Quality Assurance position. Later I contacted both the Lead tester and the HR rep on the company's forum (politely). Making inquiries into how many applications have been submitted for the position and when I should be expecting to receive a reply. The lead tester stated that E3 was currently taking up a lot of their free time and that I would expect to receive a reply shortly after, however their current team of testers is working 40+ hours a week and that they were looking to hire some more tester to take some of the pressure off. However 3 weeks later I still hadn't received any sort of reply. Then over a month after I submitted my original resume I resubmitted it again and tracked down the phone number for the hiring manager. She then informed me that even though the website had the Quality assurance position as currently hiring they weren't planning on hiring until September and that I should call back then.
    > I feel like I'm being jerked around or is it common for not everyone in the company to be on the same page? I planned on calling tomorrow or Monday to ask again about the position. Should I press my programming experience and/or my video game playing experience? and finally, how hard is it to actually get considered as a tester? I feel like if I can get my foot in the door I will be a good fit for their company, but I can't get any serious response from them.
    >Regards,
    >Nate B.
    >P.S. Your site is the most informative, honest, and awesome site I have used to research and coming away I feel more confident and knowledgeable about the video game industry. Thank you.

    Hi Nate, you wrote:

    I am a student studying Computer Science who has had an interest in video games and the industry since a young age. I applied to a video game company in July for an entry level Quality Assurance position.
    Since you're a student, a hirer assumes you are not going to stick around and work full time -- that you need time off to attend class and take exams. So your application goes into the "maybe part time but no thanks" folder. And nobody emails to tell you that's what they decided, because maybe they'll decide they need part timers later.

    Later I contacted both the Lead tester and the HR rep on the company's forum (politely).
    On a forum you did that? How embarrassing for the company personnel! Not nice to put people in that kind of embarrassing position. Job apps are not a public matter -- they're strictly between you and the company.

    Making inquiries into how many applications have been submitted for the position
    That's none of your business, and nobody's going to answer that (or even be able to, without spending an hour doing the unusual task of actually counting).

    However 3 weeks later I still hadn't received any sort of reply.
    Fine. Then move on. You shouldn't be sitting there waiting for the phone to ring from one company. There are plenty other fish in the sea.

    Then over a month after I submitted my original resume I resubmitted it again
    Don't do that! You shouldn't resubmit sooner than six months.

    and tracked down the phone number for the hiring manager.
    Have you ever heard of "stalking"? (^_^)

    they weren't planning on hiring until September
    Most game companies want to release the majority of their products for Christmas, and to do that they'd want to do most of their testing in late summer. But most projects experience delays, and thus most testing crunches occur in September.

    I feel like I'm being jerked around
    It's not personal. I assure you. I'm thinking you need to apply to a whole lot of companies, then hope that any one of them comes up with a need.

    or is it common for not everyone in the company to be on the same page?
    What do you want them to do, hold a meeting? "Hey folks, next time Nate B calls, what should we tell him? It's embarrassing that each of us tells him a different part of the complex picture. Let's all tell him the same thing next time." Talk to three different people, they're going to tell you three different things. Call back the same three people a couple weeks later, they may tell you something different from what they said before. That's the way the world really works.

    Should I press my programming experience
    Since you're applying for a QA job, no. If you're applying for a programming job, yes. But when you say "experience," do you mean "paid work experience"? Because that's what the word means to a hirer. Read my IGDA column for October 2006, you can get to it from http://www.igda.org/games-game-archives
    You can apply for a programming job after you graduate. Not now, this soon after applying for QA. And not while you're still a student.

    and/or my video game playing experience?
    Just make a list of the games you've played, and be ready to discuss each one. When you apply to a company, in your cover email maybe briefly mention one game that you played that's published by that company.

    how hard is it to actually get considered as a tester?
    Your experience shows that, for you anyway, the answer is "very." "How hard" is not an easily quantifiable question, Nate. It's relative. Compared to playing pinball with the planets of the solar system, it's "easy." Compared to getting out of bed after sleeping 8 hours, it's "very."

    I think you are probably setting your sights too high -- applying to just one big major publisher (probably E.A. since you say you're in the Bay Area). You need to apply to a bunch of them, and you need to understand that testing is seasonal, that there are hundreds of other guys just as qualified as you also applying for those jobs, and that since you are a student who's unable to work full-time during the school year, that a hirer is going to prioritize hundreds of other applicants above you. And you need to dial back the stalking, too.

    Tom Sloper
    トム·スローパー
    湯姆 斯洛珀
    Author of "The Red Dragon & The West Wind," the definitive book on Mah-Jongg East & West.
    Los Angeles, California, USA
    September 2, 2010


    The Game Time watch

    >From: Andrew E
    >Sent: Tue, August 31, 2010 12:50:07 PM
    >Subject: Game Time
    >Thank you for designing that watch. I received it as a birthday present and played it as I carpooled to 5th grade until my sister broke it. It was one of the best presents I ever received. THANKS!
    >Andrew E

    Cool, Andrew. Nice to hear from a "fan"! (^_^)
    Tom Sloper
    Los Angeles, California, USA
    August 31, 2010


    Internship application, part 2

    >From: arpita k
    >Sent: Tue, August 31, 2010 10:35:37 AM
    >Subject: Re: Game Development
    >Hey,
    >I saw your reply on the bulletin board and thought i should clarify my mistakes and thank you for your advices.
    >One, i did research a lot about you and i knowingly dropped a mail to your USC email as i wanted to an academic internship and not an industry internship as i believe there's more learning in an academic environment. It wasn't a generic application sent to your inbox. We wish to start a game development company..(just read you hate the term gaming) and i was impressed reading the book "Secrets of game business". Thus i thought it would be interesting to work with you.
    >I have many of my seniors who did internships under professor outside India in different universities.Also, here in India, it's very common to do an academic internship.
    >Also we sent joint application because we are working as a team on the mentioned project. But of course, it was nice to know that it's wrong.
    >Your advices regarding short cover letter and details about visa etc are well taken and will be noted for future.
    >Regards,
    >Arpita K

    My apologies, Arpita. I never heard of an academic internship before, and will need to look into how those work. Sorry for misunderstanding. Good luck to you, and "Namaste."
    Tom Sloper
    Los Angeles, California, USA
    August 31, 2010


    Internship application

    >From: arpita k
    >Date: Sat, 28 Aug 2010 21:23:01 -0700
    >Subject: Game Development
    >To: tomsloper at usc
    >Dear Sir,
    >This unsolicited mail comes to you because we read the book "Secrets of Game
    >Business" and knowing that you were one of the contributors we thought we
    >could get in touch with you.
    >We are students at [SCHOOL NAME DELETED] enrolled in 5 year Integrated Post Graduation
    >(IPG) courses in the discipline of IT and Management.Currently as we write
    >this mail, We are privileged enough to work with some of the best professors
    >and students in the arena of modern computer science and Information
    >Technology.
    >What we own as an asset is great passion for game development and design.
    >What is more to concern is that we wish to start a gaming business after we
    >complete our Masters in Game programming. We have attended workshops by
    >Ernest Adams. We participated in Social game design challenge by UNESCO and
    >we did our previous internship at Gaming company as Graphic Programmers. We
    >also published an article on "How Game Engines Work" in DIGIT- India's Best
    >Technology Magazine.
    >At present we are working on Game which is a combination of RTS and RPG and
    >aims at redeveloping and designing the International Monetary System to
    >build a world where there is no hunger. We are still in research phase of
    >the project and wish to take it as our B.tech project.
    >Currently we are in our 3rd year of 5 year course. With you, we see a blend
    >of academic and industry experiences in gaming. We are thus looking forward
    >for an internship with you during summer 2011. Also, if things work our well
    >n the internship, you can mentor us in our B.tech Project.
    >All our academic and professional proceedings are documented on our blog-
    >[URL DELETED]
    >Our work experiences at internships is documented on-
    >[URL DELETED]
    >You can refer to our CV for other details of our candidature respectively
    >on-
    >Arpita K [LAST NAME AND URL DELETED]
    >Mohit R [LAST NAME AND URL DELETED]
    >To the best of our knowledge our strength lies in the areas mentioned in our
    >CV's. However, if anything found missing can always be taken on an
    >appropriate learning curve by us as an active commitment.
    >This is where we take this humble opportunity to apply for an Internship
    >with you as part of an extremely novel learning experience during next
    >summer. We assure complete sincerity and commitment to work.
    >Yours Sincerely,
    >Soliciting a positive response,
    >Regards,
    >Arpita K [LAST NAME AND PHONE # DELETED]
    >Mohit R [LAST NAME AND PHONE # DELETED]
    >[SCHOOL NAME DELETED]
    >[URL DELETED]

    Namaste, Arpita.
    I know you were not expecting a public reply to your application. But this is how I give free advice -- publicly. You committed the following common mistakes of an applicant:
    You didn't research the company to whom you made the application. If you had, you would have found that I am an individual, not a company. That would have suggested that I probably don't have any positions, that I probably don't hire interns.
    You wrote a cover letter that is much too long.
    You applied for an internship in another country (rather than in your own country). If you're going to do that, you have to explain to the company what steps you are prepared to take as regards to the necessary paperwork (visa) and travel expense.

    You also committed some uncommon mistakes:

    You wrote one cover letter for two applicants;
    You sent your application to my USC address. You found that I am a university instructor, yet you still applied to me for an internship. That's just weird. It should be obvious that a university instructor doesn't offer internships. Even if that's not obvious, a university instructor who offered internships at his own company would be most likely, don't you think, to mainly offer them to his own students rather than those from elsewhere?

    You have to research the company you're applying to; you should write shorter cover letters, you should not write joint applications (each applicant writes his own), and if you're going to apply for international internships, you should let the recipient know that you're taking care of all the visa requirements and travel and living expenses. For more "Barrier-busting Tips," read my FAQ 27. You can access my FAQs via the link above left. Good luck to you, Arpita.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 29, 2010


    My son

    >From: michael t
    >Sent: Sunday, August 22, 2010 11:13 AM
    >Subject: Giving my 10 year old a strong foundation - Article 67
    >Tom,
    >Thank you for your informative site. I read many articles in detail, particularly Article 67, "Kid Stuff". My 10 year son is interested in becoming a video game designer and I want to help him build a strong foundation so he can follow his passion - or at least figure out if this is a direction he truly wants to go.
    >He reads at a senior high school level and is studying algebra outside of school. He is artistic, draws well, creates very detailed and fun stop-animation video and he has created mods for existing games. He also reads a lot about video games and has written a few reviews.
    >So there seems to be some promise...
    >As I look for programs for him (we live near NYC), I struggle to figure out what would be best as most "game design" courses are at the college level. I was thinking of finding some traditional foundation level animation courses to start, but wonder if I should look for basic programming courses. I think he may still be a bit too young...
    >Most of your writers in article 67 are already in their mid teens. This kid has a few years to go, but would love to get him on the right path.
    >Appreciate any advice.
    >Michael T.

    Hi Michael,
    He's got a fine start. Just read FAQs 3 & 12 for now.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 22, 2010


    Thanks from some flounder

    >From: Dave D
    >Sent: Friday, August 20, 2010 1:59 PM
    >Subject: My subject line is, finally, no longer about mods. Or, "Thanks and I am still working on this!"
    >Mr. Sloper,
    >It's been now a year and a half, or so, since our last email exchange. I was the guy writing about designing a game that I assumed would have to start out as a mod to an existing game, et cetera, and you had shredded me just a little on my terminology and potential forays into implied sharing or extension of IP.
    >I simply wanted to write now to say thanks again; the game to which I was referring as just an idea then, now is in at least a 'read-about-able' state, as a GDD which is currently at 10,000 words, several illustrations, and climbing. More importantly, however, I have made and continue to make efforts to differentiate my game's characters, weapons, etc. even though I am certainly aiming for the game to use a tried and true set of gameplay mechanics.
    >No question at this time, lest I be directed back to a FAQ that I have forgotten about. I'll re-read them before asking more; again, this is just a "thanks for the direction." I'm better off for having had your reality-check hammer grace my head.
    >Cheers
    >Dave

    Always nice to hear that my hammering actually helped somebody, Dave! Keep on truckin'.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 20, 2010


    How to budget our project? (part 3)

    >From: Sara R
    >Sent: Thursday, August 19, 2010 11:39 AM
    >Subject: Game Industry Q+A
    >Hi!
    >Its me again, Sara from Spain.
    >I have already found the credits of some games. But the problem is that I dont know how long were the productions. I think the production length is as dificult to find as the budgets...
    >And i have to find and know all this things before next week...
    >Thats why i'm desperate...
    >Thanks for your help again
    >Sara

    Sara, all you have to do is ask me a good question, in the right way. You know I can help you. Just ask. What platform is your project, what time frame do you want to do your game in. How big is your game, how many people are you going to have on your game. Try pointing me to some example games THAT I KNOW (not obscure games or games that I don't know) that are comparable in scale and scope to yours. And ask me a question without sounding desperate and pathetic.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 19, 2010


    How to budget our project? (part 2)

    From: Sara R
    Sent: Wednesday, August 18, 2010 1:51 PM
    Subject: Game Industry Q+A
    I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    My approximate age is: 22
    >The level of education I've completed is: 4º Comunication (Graphic Design and Animation) University of A Coruña (Spain)
    >My occupation (if student, enter 'student') is: Student
    >The type of game job I aspire to (if applicable) is: game designer?
    >The country I live in is: Spain
    My game biz question is: _
    Hi again!
    I wrote you on august 11 (thanks for your help , actually!).
    I have done some progress in my “investigation”… But there are some issues that I havent found yet.
    I didnt told you, but we are developing an adventure game. I have been looking for budgets of similar up-to-date adventures like Runaway or Sam & Max (the latest ones), for days!!! and I didnt find them. Can you help me???? Pleeeeeeeeeaaaaaasssse????!!
    I’m going crazy!
    Thank you so much!
    Sara

    Hola Sara, you wrote:

    I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    You already told me all that the first time. You don't need to repeat that information.

    I wrote you on august 11 (thanks for your help , actually!).
    Good, I was wondering if my information had been helpful. (MOST people never write me a second time.)

    I have been looking for budgets of similar up-to-date adventures like Runaway or Sam & Max (the latest ones), for days!!!
    If it's fewer than 7 days, then you should not use any exclamation points. One exclamation point is sufficient if you searched for 7 days or more. Three exclamation points is only appropriate if you'd searched for 365 days (one year) without success.

    and I didnt find them.
    I'm not surprised. Why are you spending so much time trying to do that? I suggested before that you estimate based on the CREDITS of your comparable games. AND that you try to search certain sites (I gave you a link to my column where I listed specific sites) and that you look for news articles on that game's sales (because often, project costs also appear in such articles). Did you find any articles on your target game's sales? (Those can be hard to find too, especially if you're looking for info on obscure games.) By the way, I forgot to mention IndustryGamers.com and Gamasutra, those sites have an archive of lots of informative articles.

    Can you help me????
    Yes, but only if you limit your question marks to just one. Like this: "Can you help me?" (^_^) Try this: LIKE I SAID LAST TIME, find the credits for your comparable games. Count up the people in each job category who worked on those games. Estimate the percentage of time that each person worked on the game. Programmers usually worked 100% of the time on the game. Artists usually worked 50%-60% on the game. Producers usually worked 100%, designers usually 25%-40%. Quality assurance usually worked just 2 months (maybe 33%-17%). Then estimate the length of the project. Then use my FAQ 62 to work out a budget, according to the annual Salary Survey figures (see Game Biz Links, above left).

    Pleeeeeeeeeaaaaaasssse????!!
    Geez!!!!! You constantly over-dramatize everything so much that the entire known universe is going to explode!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (~_^)

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 18, 2010


    Seeking a part-time job in games

    From: "Isaac
    Sent: Wednesday, August 18, 2010 10:07 AM
    Subject: Advice needed on how to break into the video game industry on a part-time basis
    > Greetings,
    > My name is Isaac. I am 35 years old. I have a BS in Mathematics, a MS in Information Science, and am currently pursuing an Associates degree in Simulation and Game Development. I currently have a well established career (100K+) in the banking IT industry as a SAS developer/software applications engineer in Charlotte, NC.
    > My goal is to find a way to break into the video game industry in a way that will still allow me maintain my full time M-F day job. Do you have any suggestions for me? I feel my current job skills can be easily transferred to game programming, but I am open to other areas as well such as game design. It just has to be something I can do on part-time basis...at least for right now.
    > Thanks. I look forward to your response.

    Sorry, Isaac.
    There's no such thing as a part time game programming job.
    There's no such thing as a part time game design job.
    There's no such thing as a part time job in the game industry, except maybe Q.A.
    You should begin by using the game map sites (see Game Biz Links, above left) and researching companies in your area. Then rethink your priorities -- maybe go into games as a hobby instead.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 18, 2010


    Just a few frequently-asked questions

    >From: Marie R
    >Sent: Tuesday, August 17, 2010 8:54 PM
    >Subject: Just A Few Questions
    >How old are you? 17; Becoming a Senior at Forney High.
    >What's your level of education? High School
    >What's your current occupation? Student
    >Which game job, if any, do you aspire to or plan to study for? Game Designer, Scriptwriter (as in Literary, and I like to be very, completely thorough in my works) Art Designer
    >What country do you live in (where in the world are you)? Texas, USA
    >Questions:
    >1. How do I get your foot in the door and what are some good keypoints to touch on to sell myself to a potential emplyer?
    >2. How hard is it to get into the industry, or is just a matter of smart interveiwing?
    >P.S. I plan on majoring in Computer Science minoring probably in English and other Arts, as far as college goes.

    Hello Marie. Your two numbered questions were actually four questions (each of your numbered questions consisted of two questions, making it a challenge to respond to them by the number).

    You have asked Frequently Asked Question #27 in part 1 of your question #1. You can access the FAQs via the link above left.

    In answer to part 2 of your question #1: "it depends."

    To answer to part 1 of your question #2: "Very." Read FAQs 26 & 30.

    In part 2 of your question #2, you asked FAQ #49.

    In addition to your four questions, you wrote that your desired position is: "Game Designer, Scriptwriter, Art Designer," yet you said you "plan on majoring in Computer Science minoring probably in English and other Arts." Why on earth are you going to major in CS if you don't want to be a programmer? You should read FAQ 34. Looks like you haven't read any of the FAQs yet. After you read them, if you still have questions I can answer, you're welcome to come back and ask them.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 17, 2010


    Fan mail from some flounder

    >From: Dan B
    >Sent: Tuesday, August 17, 2010 5:34 PM
    >Subject: More Fan Mail
    >Hi Tom,
    >Thanks for a great read through and through. It was very inspiring. I'm sure hundreds of people read your articles, but I wanted to take the time to show my appreciation. I had been stewing on an idea for months and months, but never bothered to really pen my thoughts down and act on them. After reading only a few pages on your site, I jumped straight in and have churned out pages and pages, building on my idea. A few months have past and I am running low on steam. My inexperience with modelling or anything to do with creating a game has me at a halt, but I do feel the motivation to take the time to learn these things now, after reading your bible.
    >So thanks again.
    >Be sure to look out for my ''WWII MMORPGTPS'' due to ship in about 2034.
    >Dann B

    It's a pleasure to hear from satisfied customers, Dann! (^_^)

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 17, 2010


    Wannabe lead artist

    >From: SANDIPAN
    >Sent: Tuesday, August 17, 2010 1:45 PM
    >Subject: Need advise on game designer career chart
    >Hello Tom,
    >-How old are you? 26 yrs
    >-What's your level of education? 3yrs degree in Hotel Management
    >- What's your current occupation? (If student: "student") Working professional as a Customer Help desk
    >-Which game job, if any, do you aspire to or plan to study for? Lead Artist
    >-What country do you live in (where in the world are you)? (OK, so that's 5.) India
    >I have done my education in 3yrs degree in hotel management. And been working for last 5yrs in Customer Service. However I always wanted to pursue my career in arts. i Joined Arena Animation its a institution here providing courses regarding animation and gaming. i am doing here a 26 months course where they teach us as a beginner level to advance level. However as i want to pursue my career as a lead artist in game designing. i want to know what exactly should be the qualification for a lead artist. Also as i live in India there is no game industry here apart from just Mobile and online gaming. I want to know can we apply to game industry abroad as a fresher or we need some kind of experience. Please help me here as i at a loss of the correct path to make my career in the game industry.
    >Thanks,
    >Sandipan

    Namaste Sandipan, you wrote:

    i want to know what exactly should be the qualification for a lead artist.
    Okay:
       Extensive experience as a professional game artist (credited in several released games)
       Demonstrable ability to manage, train, and mentor junior game artists

    in India there is no game industry here apart from just Mobile and online gaming.
    So you can still start there, can't you? See GameIndustryMap.com and GameDevMap.com for locations and names of game companies in India.

    can we apply to game industry abroad as a fresher
    No. Not without a portfolio and a working visa for the country where you want to work.

    or we need some kind of experience.
    Yes. And a spectacular game art portfolio.

    Need advise on game designer career chart
    What chart? You never asked me about a chart, and you never asked me about game design, either.

    You already have a degree, and a few years experience working at a real paid job. Those two things will be of great help to you. You should read FAQs 41, 12, 64, 24, & 27 -- then get started building your spectacular game art portfolio as your first step.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 17, 2010


    My project is stalled

    >From: Veselin [LAST NAME DELETED] (LinkedIn Messages) <messages-noreply@linkedin.com>
    >Sent: Sun, August 15, 2010 3:07:54 AM
    >Subject: Help a big dream
    >LinkedIn
    >Veselin [LAST NAME DELETED] has sent you a message.
    >Date: 8/15/2010
    >Subject: Help a big dream
    >Hi, Tom
    >I am a big fan of you. I followed all your advice but am still stalled on my project. I tried to initiate contacts with many companies, but they rejected my project because I do not have the necessary experience and do not want to risk finance. However, I do not give up and think to follow his dream to end. Apply for venture capital funds, but I doubt it can succeed there.
    >[URLS DELETED]
    >If you can give me some further advice or to point me to someone who is ready to finance my project I'm extremely grateful.
    >Best regards,
    >Veselin [LAST NAME DELETED]
    >View/reply to this message
    >Don't want to receive e-mail notifications? Adjust your message settings.
    >© 2010, LinkedIn Corporation

    Hello Veselin,
    I don't know how to advise you because you haven't given me enough information (and as it says above, I don't follow links for free-advice requesters). I don't know how far along your project is, for starters. Which of the following most accurately describes the current state of your project?
    1. I have a fully completed game.
    2. A 2/3-complete game.
    3. A 1/3-complete game.
    4. A working interactive demo of a game.
    5. A non-interactive animation that shows what the game might look like when finished.
    6. Written description of the game.
    7. Verbal description of the game.
    8. The idea is just in my head.

    And what platform is your game for, and what genre is your game, and (most importantly) how far along is your business plan?
    1. I have a full business plan complete with demographic analysis, competitive analysis, marketing plan, exit strategy, future slate of more games, and ROI/P&L spreadsheets.
    2. A 1/2-complete business plan with demographic analysis and competitive analysis.
    3. Haven't written a business plan per se, but I have lots of thoughts about the marketing of the game.
    4. I was hoping the publisher would take care of all that stuff.
    5. Business plan? What's a business plan?

    Once I have a clearer idea of where you're coming from and where you're at, I can better advise you. I assume you've already read FAQs 11, 21, and 35...?

    Tom Sloper
    Rochester, New York, USA
    The Ides of August, 2010


    I have an idea

    >From: Chris H
    >Sent: Sat, August 14, 2010 10:01:16 PM
    >Subject: hi
    >Hi, my name is chris, i am 23 years old, i have a high school diploma, work as a cook, and live in joshua texas. I have an idea for a fighting game concept using existing characters that has never been done before, it seems like there would be a few exceptions there, could you help me out? How can i persue making this a reality?

    Hello Chris, you wrote:

    I have an idea for a... game... How can i persue making this a reality?
    It may not surprise you to hear that this question has been asked many times before. You can find the answer to this question, and many other often-asked questions, in the "Frequently Asked Questions" ("FAQs"). Please scroll up and find the links to the FAQs, above left (they're easy to find since they're indicated by a blue and yellow flashing arrow, emblazoned "READ 1ST," like this ). Bookmark the FAQs page for your future reference. You have asked Frequently Asked Question #1. Please always check the FAQs first, before asking a question.

    using existing characters
    Using somebody else's IP (intellectual property) is Frequently Asked Question #61.

    After you've read the FAQs, and you don't have a question for me that's already answered in the FAQs, feel free to ask me another question. Oh, and check out the reply I wrote to the other guy who emailed me this morning (immediately above).
    Tom Sloper
    Rochester, New York, USA
    The Ides of August, 2010


    Fact-checking a statement

    >From: Kelsie
    >Sent: Wed, August 11, 2010 10:45:33 AM
    >Subject: statement in my presentation (slightly related to games)
    >Hi Tom,
    >I'm Kelsie, 24 years old, a student currently doing my masters in an art college in Australia.
    >I'm doing my masters in animation, but I have a great interest in games and I play lots of games as well, in fact, my final project for my masters is a game trailer, story by me, it's about a game that I would like to produce, or a proposal of a game. It's not 100% game designing but there are parts where I do need to think of the storyboard, story, character design, so it's more of the art-production wise factor.
    >I would like to seek your advice in one part of my speech that I would like to present.

    '... if I were to choose a console for my game, it won't be from the current generation of consoles (PS3, Wii), but I would like them to be from the future generation game consoles because currently, the PS3 solely focuses on the HD graphic quality, whereas Nintendo Wii is much more interactive, where the technology of motion sensor attracts gamers in another way. The future generation games console that I hope to get would be one that could produce high quality images and contains the motion sensor technology together, meaning a console with a more powerful processor... that doesn't lags. '

    >would this sentence be appropriate in the presentation.
    >thanks for reading this. I apologise for asking something that isn't too related in the games field.
    >Regards,
    >Kelsie

    Hi Kelsie,
    Sounds like you are unaware of Kinect and Move. Kinect is Xbox 360's upcoming motion control system, and Move is Playstation 3's upcoming motion control system. You should research those. Good luck with your presentation.
    Tom Sloper
    LAX
    August 11, 2010


    How to budget our project?

    >From: Sara
    >Sent: Wed, August 11, 2010 8:12:25 AM
    >Subject: question
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    >Sara
    >My approximate age is: 22
    >The level of education I've completed is: 4º Comunication (Graphic Design and Animation) University of A Coruña (Spain)
    >My occupation (if student, enter 'student') is: Student
    >The type of game job I aspire to (if applicable) is: game designer?
    >The country I live in is: Spain
    >My game biz question is:
    >Hi Tom,
    >We are developing a little ambitious project. We need to know what is the average budget and how many people have to work in the production (and how much we'll have to pay them).
    >What are the average salaries?
    >How many programers, designers, etc will we need?
    >...
    >In other words, how do we have to make the planification of the budget?
    >Thanks
    > (i hope that you understand my english, its not very good...)

    Hola Sara, you wrote:

    what is the average budget
    Somewhere between $50,000 and $30,000,000 -- depending on the scope of the game, the platform, the anticipated sales and marketing, etc.

    how many people have to work in the production >How many programers, designers, etc will we need?
    Somewhere between 3 and 300 -- depending on the scope of the game, the platform, the anticipated sales and marketing, etc.

    (and how much we'll have to pay them). >What are the average salaries?
    Look up salaries in the Game Developer magazine's annual Salary Survey. There's a link to it in my Game Biz Links page. European developers are about 20% cheaper; Asian developers are even cheaper than that.

    how do we have to make the planification of the budget?
    For starters, why don't you consider comparable games. If you are making a game that's similar in scope and scale with Katamari Damacy, then look at the credits for Katamari Damacy and see how many people of what specializations worked on that game. Then see if you can find any news articles on that game's sales (often, project costs also appear in such articles). I list some sites where you can research game statistics in my March 2007 column on igda.org -- direct link http://www.igda.org/games-game-march-2007 -- and make sure you use my FAQ 62 here on my site.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    8/11, 2010


    My passion

    >From: brendan
    >Sent: Tue, August 10, 2010 5:55:51 PM
    >Subject: Passion Vs Feeling
    >Hi Tom,
    >Name: Brendan
    >Age : 24
    >Level of education : Sophomore Year at RTIS Digipen
    >I am currently a computer science student at Digipen.
    >Having read through your articles about Passion Vs Feelings. I took some time to discover my true passion.
    >For my school projects, I took on the role of the designer, drafted the GDD and mainly convey design ideas and features to my fellow group members. I also created the art assets with my background knowledge of 3D modeling and basic image editing. Well of course, I am in a computer science course, thus I was involved in a substantial amount of coding. Now to sum up...
    >I am passionate in introducing new design elements, game balancing, artistic presentation of the game. I enojy researching on the implementation techniques of the various design features and implementing these features in code is enjoyable and satisfying.
    >On the other hand, I do not enjoy building the game engine/framework, maximizing memory efficiency, building tools for designers like map editors and I do not enjoy the role of a producer. I know I don't have the qualities to be a good producer.
    >I am far from an excellent programmer and I am already dreading my upcoming CS modules like data structures, algorithm analysis, but I am thoroughly looking forward to game projects and can't help but be envious at the holistic curriculum of the design course( Arts, history, programming etc etc )
    >So my question is whether my passion is suitable to be a gameplay programmer or should I jump ship to the game design course as it involves a mixture of coding and studying of game design techniques.
    >My decision grid is inclined towards staying in my current course as switching course would slow me down by 1 more year and incur more $$.
    >Thank you for your time
    >Regards,
    >Brendan

    Hi Brendan,
    I won't advise you as to what your decision should be. I just want to point out that if you graduate in your current program, your degree will not be a ball and chain. There are such things as designers who can program, and programmers who can design. After graduation, your job is to create the best portfolio you can, to display your passions and abilities to the utmost, and apply for jobs you are suited for. Those last seven words are key. I didn't say "jobs your degree is suited for." I said "jobs YOU are suited for." And that's something for YOU to decide. Nobody else.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    8/10/10


    Don't waist your time getting diploma, you can just buy it.

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    Dear readers,
    The above spams were both received today. Hopefully you can see right through them and would never believe one single word in junk mail like this. Any questions, anyone? Comments?
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 9, 2010


    The Lord Of The Flies Must Be Dethroned

    >From: Marie
    >Sent: Monday, August 09, 2010 2:28 AM
    >Subject: Would this be possible?
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    >My approximate age is: 23
    >The level of education I've completed is: University Degree in Teaching 2:1
    >My occupation (if student, enter 'student') is: Teacher
    >The type of game job I aspire to (if applicable) is:
    >The country I live in is: UK
    >My game biz question is: I know you've said a hundred times that no one will make an idea. But I teach children aged 6 and every playtime they beat the crap out of each other and can't play together. 90% of these kids play all the top games.
    >Would it be possible for a game to be made where its a team effort? The main person has to find their team and then go and solve something as a group. Each person having different powers and working together.
    >Its scary how these children see themselves as one person against the rest of the world and they are the youngest and most violent children on the playground.

    Hi Marie, you wrote:

    Would this be possible?
    Anything is possible, Marie. "Is it possible" is a bad question. Read FAQ 50.

    I know you've said a hundred times that no one will make an idea.
    That isn't precisely what I said, Marie. (Scroll down and see the "Idea" Q&A immediately below this one.)

    But I teach children aged 6
    That's a nonsequitur, Marie. Your being a teacher of children age 6 does not negate what I said about the difficulty of getting game pitches accepted.

    children aged 6 ... 90% of these kids play all the top games.
    I find it hard to believe that 90% of children age 6 are capable of holding an Xbox 360 controller and fighting all the way through Call of Duty: Modern Warfare 2. VERY hard to believe.

    Would it be possible for a game to be made where its a team effort? The main person has to find their team and then go and solve something as a group. Each person having different powers and working together.
    The first two times I read this, I thought you were talking about the development team. The creation of a game IS a team effort requiring a group solving problems, with each team member having different skills. Then I realized you were talking about the in-game characters being a team.
    It's odd that you ask if it's possible for a game to involve in-game characters working as a team, because there are hundreds of game that do that already. Role-playing games and adventure games usually involve quests that need team members (avatars also known as player characters, and NPCs, non-player characters) of differing skills.

    Its scary how these children see themselves as one person against the rest of the world and they are the youngest and most violent children on the playground.
    If you have a thesis or premise, like for instance "cooperative video games for kids can provide a behavior-changing solution to the Lord Of The Flies behavior endemic to the school playground," then you have to go about it the right way.

    First, you have to begin with research. If your belief is that a game can have the impact that you desire to achieve, you should begin by researching the games that are already out there. There are lots of games that involve co-op play modes. Which of these existing games is most likely, based on your premise, to have the desired effect on its players? And if these games can have that effect, then why haven't they done so already?
    Having done that research, your entire concept probably changes. Instead of having to create a new video game, maybe you just have to get funding for game consoles and copies of the game that you've identified as the cure for Lord Of The Flies syndrome. OR perhaps you've concluded that a new video game has to be developed (as you initially intuited); if so, then now you have to begin writing a grant.

    So you see, the solution to the Lord Of The Flies problem isn't "Tom Sloper has to be wrong with his premise that amateur designs are doomed to be rejected by mainstream commercial publishers, so let's convince him he's wrong by showing him that kids are little monsters" -- in fact, the solution has little or nothing to do with the nature of the commercial game publishing business. The solution is academia, the educational system. Write a grant to create the game that will change the way children behave, and get it created as part of the educational revolution. Commerce isn't the key. Research is.

    Then, once you've astounded the psychological and educational worlds with your behavior-changing new game, the commercial publishers will probably take note, and might (I say might) begin to incorporate some of your principles in their products.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 9, 2010


    I have a game idea

    >From: Sebastian
    >Sent: Mon, August 9, 2010 5:38:06 AM
    >Subject: [No Subject]
    >I have a game Idea, I have read much of your advice, it appears I have no hope in getting noticed, and yet I still have faith in my idea... What if I can contact an experienced game designer, explain to them the idea, if they like it write up a contract with them and then present the idea, will i have a better chance?

    Hello Sebastian, you wrote:

    I have read much of your advice [snip]... What if I can contact an experienced game designer, explain to them the idea, if they like it write up a contract with them and then present the idea, will i have a better chance?
    If you already read FAQs 1, 11, and 21, you'd already know that the problem isn't who writes the pitch document. The problem is that all you have is a pitch DOCUMENT. Here again (I know you say you've already seen this) is that "likelihood of rejection" grid:

    As you can see on this grid, submitting a paper-only pitch ("written presentation"), as a non-professional, is not going to work. You'd need to move up towards completed game and, ideally, to the left towards game industry pro, in order to increase your chances of having your pitch greenlit.

    And if you write me again, please write a subject line for your email, and please give me the following information so my answer could be more on-target:

    How old are you?
    What's your level of education?
    What's your current occupation?
    Which game job, if any, do you aspire to or plan to study for?
    What country do you live in?
    What is your REAL question? What is it you really want to know, and why?

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 9, 2010


    Don't wannna work on M-rated gore

    >From: Jessica
    >Sent: Saturday, August 07, 2010 10:13 PM
    >Subject: Question About Emerging Industry and Jobs
    >Hello Tom,
    >My name is Jessica. Here's my info:
    >1. I am 17 years old.
    >2. I have not yet graduated High School. I am entering my senior year.
    >3. I am a student.
    >4. I am planning on studying for the Game Art and Design Degree or the like.
    >5. I am in the United States.
    >Now that that's out of the way, I have a couple of questions. I'm interested in working on the variety of video games which are more widely focused and playable by everyone. I just have this fear that when I go into the game industry looking for a job, I'll get recruited for some gory shooter or alien game. How realistic is this fear? I've asked this question several different ways to the Game Design employees of the Art Institute, and the reply was a resounding, "Hell if we know. But have you heard how great our school is?"; This was very disappointing. No one I've asked thus far can give me a clear idea of what an entry level Game Artist/Designer would be doing, or how much say I would have in the projects I worked on. So, would you give me an idea of what an entry level Game Artist/Designer would be doing, and how much input they would have in the projects they worked on?
    >Thanks,
    >Jessica

    Hi Jessica, you wrote:

    I'm interested in working on the variety of video games which are more widely focused and playable by everyone.
    In other words, family fare, casual games, E-rated games.

    I just have this fear that when I go into the game industry looking for a job, I'll get recruited for some gory shooter or alien game. How realistic is this fear?
    I have to believe you when you say this is really your fear. But you shouldn't be afraid of something that silly. If somebody offered you a job gutting fish all day long for six cents an hour, you'd just say no. Right? So if you interview at a game company, before you go for the interview you'd research them (check their website and their games) to find out if they make family fare or M-rated gore and decide whether or not to accept the interview. And if you interview at a company that makes both M-rated and E-rated games, you can state your preference and let them know you'd quit the instant they assigned you to an M-rated game. Then they probably just wouldn't hire you in the first place. No problem, right? Besides, if your portfolio is full of E-rated stuff, then they'd probably pigeonhole you as an E-rated kinda girl and never assign you to anything else.

    No one I've asked thus far can give me a clear idea of what an entry level Game Artist/Designer would be doing
    Okay, well, I'm a little confused myself. You say "entry level game artist/designer" as though that's a common everyday job title in the game industry.
    There are no ENTRY LEVEL game designers. Read FAQ 13 and learn why.
    Game artists are not necessarily game designers. Read FAQ 53.
    Level designers are entry-level, however. Read FAQ 69. The FAQs are above left.

    or how much say I would have in the projects I worked on.
    You can always quit, or refuse to accept a job. This is a free country!

    how much input they would have in the projects they worked on?
    Every team member has some amount of input into the projects they work on. Scroll down and see the thread entitled "How much can the programmer influence a game's story?" >From: jessie d, >Sent: Wednesday, July 28, 2010

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    8/8, 2010


    Developer-Publsiher Study

    >From: Jody C
    >Sent: Saturday, August 07, 2010 7:22 PM
    >Subject: Developer-Publsiher Study
    >Hi Tom,
    ><!--[if !supportEmptyParas]--> <!--[endif]-->
    >Thanks again for participating in the developer-publisher relationship survey. We are still seeking participants. If you know any developers who would be interested in taking the survey, please forward the following information to them.
    ><!--[if !supportEmptyParas]--> <!--[endif]-->
    >Thanks in advance for your time.
    ><!--[if !supportEmptyParas]--> <!--[endif]-->
    >Jody
    ><!--[if !supportEmptyParas]--> <!--[endif]-->
    >-------------------------------------------------
    ><!--[if !supportEmptyParas]--> <!--[endif]-->
    >You are invited to take part in a research study examining developer-publisher relationships and change request processes. This research study is being conducted by Dr. Jody Crosno, Assistant Professor of Marketing at West Virginia University, in collaboration with IGDA.
    >You will receive a $5 gift card from Amazon.com for completing the study and a copy of the results. Your participation in this study is greatly appreciated and it will take approximately 15 minutes to complete. You will be assigned to watch a 2-3 minute video and then complete a survey. Approximately 200 developers are expected to participate.
    >You must be 18 years of age or older to participate in the study. Your participation is voluntary and your responses to the survey questions will be anonymous. You may skip any question that you do not wish to answer and you may discontinue at any time.
    >There are no risks or discomforts other than the time taken to view the video and complete the survey. And your job status will not be impacted by your decision to participate.
    >This is not-for-profit research being conducted by Dr. Crosno as part of her research program as a faculty member in the College of Business and Economics at West Virginia University. West Virginia University's Institutional Review Board approval of this project is on file.
    >A report of the research findings will be available later this year. All data will be reported in the aggregate to ensure your anonymity.
    >I hope that you will participate in this research study, as it could be beneficial in gaining a better understanding of developer-publisher relationships. Should you have any questions about the research study, please contact Jody Crosno at jody.crosno@mail.wvu.edu.
    >Thank you in advance for your time.
    >Click this link to begin to study: http://www.be.wvu.edu/divmim/mktg/crosno/video.htm
    ><!--[if !supportEmptyParas]--> <!--[endif]-->


    Wanna work in the USA, part 2

    >From: Bertran
    >Sent: Friday, August 06, 2010 9:21 PM
    >Subject: RE: ARTICLE REQUEST
    >Hi Tom,
    >I meant to ask if you had come across an article where someone managed to break into the game industry in a country that wasn't his own- Or if you had any ideas/stories on how one could do or had done such a thing. I will try to break into an Indian Game company first as suggested. I hope to end up in a US game company some day =)
    >Thanks again
    >Bert A

    No prob, Bert. Good luck 2U.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 6, 2010


    Wanna work in the USA

    >From: Bertran
    >Sent: Friday, August 06, 2010 8:24 PM
    >Subject: ARTICLE REQUEST
    >Hi Tom,
    >I love the articles on this website - thank you for writing them. I have a bit of a dilemma and couldn't find an answer in your comprehensive list of articles about the Video Game Industry and breaking into it. I am in New York for another month before I head back home.
    >Here is the problem - I studied hard for a long time. I Graduated. I researched. I read about how important it was to be near where the game companies are on this website. They won't hire people who live far away from where they are. I am on a student visa and must depart back home soon, as I stated earlier. How does one break into the game industry if he isn't a US resident. I would re-locate to where a job was available but I dont think that I could work at a game company without a Work Visa, which only gets provided if I get employed. I have applied to several places, for various positions - I am not picky about pay or the job I am doing. I just want to break in and work my way up.
    >Most game companies post a message - "Must be legal to work in the US". I have been chasing this dream since high school, I don't think I can give up because it is all I have ever wanted to do. I am sorry about the long message - Hoping to get some advice or direction from an expert.
    >How old are you?
    >I am currently 24 years old.
    >What's your level of education?
    >Bachelors in Software Engineering - I also picked up enough courses in Game Design and Art and Animation for Electronic Game Design to the point where I was 8 courses from another degree. I couldn't complete it though, tuition was expensive for 2 degrees.
    > What's your current occupation? (If student: "student")
    >Recent Software Engineering Graduate
    >Which game job, if any, do you aspire to or plan to study for?
    > I wanted to start in QA to get my foot in the door and then work my way up to be a Game Designer someday.
    >What country do you live in (where in the world are you)? (OK, so that's 5.)
    > I studied in the United States. I am a citizen of India (from Mumbai) - which is what complicates things for me.
    >Sincerly,
    >Bert A

    Namaste, Bert. You wrote:

    How does one break into the game industry if he isn't a US resident.
    One breaks into the industry in his own country, if he can't find another way. Read FAQ 64. And use gamedevmap and gameindustrymap to find game companies in India.

    Subject: ARTICLE REQUEST
    I don't understand. The body of your email does not contain a request for an article.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 6, 2010


    Please help me guide my student

    >From: [NAME DELETED]
    >Sent: Thu, August 5, 2010 2:19:50 PM
    >Subject: Please help me guide my student
    >Greetings,
    > I am an instructor at [SCHOOL NAME DELETED] and have a very hard working, dedicated student, [NAME DELETED], who is working to find his path. In March 2011, he will be graduating with a Drafting and Design associate’s degree from our school. He is looking to his next steps towards working in the game design industry, and I have minimal knowledge of the path to success in this field. I came across your sloperama.com website on www.gamecareerguide.com. If you would be so kind as to offer guidance or a connection to anyone who may be willing to help mentor this fine young man, I would be greatly appreciative.
    > His contact information is:
    >[NAME AND ADDRESS DELETED]
    > Sincerely,
    >[NAME AND ADDRESS DELETED]

    Hello.
    I'm not contacting your student. I'm giving you information you should pass on to him.
    He needs to go to my website, Sloperama.com, click the yellow box, and read everything there. Including the links page. He should subscribe to the free daily IndustryGamers newsletter, and he should bookmark Gamasutra, and he should subscribe to Game Developer magazine. Google will help him find all that stuff.
    I doubt anybody is going to offer to mentor him. But he can go online and ask questions at GameCareerGuide.com and GameDev.net and other public forums. He can also ask me questions if he wants, but I don't give private answers. If he emails me, I'll reply on my Q&A bulletin board.
    At some point your student probably needs to move out of Missouri and go to a game hotbed, unless he plans to start the industry in Missouri himself.
    Best regards,
    Tom Sloper - Game Development Consultant
    - Sloperama Productions. Services for game developers and publishers; "Making Games Fun, And Getting Them Done." http://www.sloperama.com/business.html.
    - Helpful information and bulletin boards for game industry hopefuls and newbies; a new article every month. http://www.sloperama.com/advice.html.
    - Faculty, University of Southern California. http://itp.usc.edu
    - The Mah-Jongg FAQs. Information and bulletin boards about the game of mah-jongg. http://www.sloperama.com/mjfaq.html.


    I wanna be a graphic designer -- do I have to be able to draw?

    >From: Christina
    >Sent: Wednesday, August 04, 2010 7:54 AM
    >Subject: Drawing skills are necessary for graphic/games design?
    >hello!
    >I would appreciate very much if you could help me with some answers
    >the questions you asked:
    >1. I'm 18
    >2. I'm still in high school
    >3. student
    >4. graphic design
    >5. Romania
    >My question is:
    >Do you need Art skills for digital media/games design or for graphic design?
    > I mean, is it necessary in those careers to be able to draw by hand, things such as sketches? If so, for which of those?
    >At university or at work ( a job in this domain) will you ever be asked to draw by hand?
    >Or you can do everything on computer?
    >I'm in high school and I'm thinking about a career in digital media, games design or graphic design( I prefer graphic design).
    >In high school I studied C++ for 3 years (very very basic stuff), but I think I would enjoy more working with different software programs such as photoshop, Maya...
    >This is the course that I'm thinking about: http://www.courses.napier.ac.uk/U56177.htm?Nav=0 (the other courses in this domain require Art for entrance)
    >Thank you so much for reading this

    Hello, Christina.
    I've seen this question a lot on forums like GameCareerGuide -- maybe that was you? Regardless, today you asked me:

    Do you need Art skills for digital media/games design or for graphic design?
    That's three different questions.
    Digital media -- no.
    Game design -- no.
    Graphic design -- yes.

    By the way, I assume you know what graphic design is. I myself wasn't sure until recently. You can read about it at http://en.wikipedia.org/wiki/Graphic_design. My old FAQ 28 definition of graphic designer was wrong. The title "graphic designer" MIGHT be used by some game companies, but the title has a wider use than that.

    is it necessary in those careers to be able to draw by hand, things such as sketches? If so, for which of those?
    I can't speak for the careers of "digital media" or "graphic design." My purpose with this website is only to talk about the field of game creation. So of your 3 different careers, I can only talk about the 2nd one.

    A game DESIGNER is not an artist. A game designer should be able to create sketches to illustrate concepts in his game design documents, and in my career I have often found it useful to be able to sketch on a whiteboard during meetings. I have some amount of drawing skills, but I am no artist. My sketches are not works of art.

    At university or at work ( a job in this domain) will you ever be asked to draw by hand?
    I assume that at university you will have to do that. But I find it worrisome that you have to ask this question. Someone who aspires to a visual-creation career shouldn't be afraid to draw; she should instead be working to improve her skills.

    Or you can do everything on computer?
    There is room in the world for people who cannot draw by hand but can draw on computer. Stop torturing yourself with fears and what-if scenarios. Just move forward the way you want to.

    This is the course that I'm thinking about: http:/...
    I'm not going to follow your link and read a curriculum or syllabus for you. It's YOUR job to read and learn and analyze and decide what degree to go for. You can make a decision grid, as described in FAQs 25 and 70. You can get to the FAQs above left.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    August 4, 2010


    Applying for multiple positions

    >From: Henry J
    >Sent: Friday, July 30, 2010 8:28 AM
    >Subject: Regarding Job Application Process
    >I believe in one of your FAQs you stated it makes you look unfocused if you apply to multiple positions within the same company. However, if you do not see a specific job opening, would you consider it acceptable to state in your cover letter you are available for any possible positions within the company that may not be advertised that you are qualified for? I am sending this to your direct email address since outlook seems to be giving me technical problems at the moment.
    >1. How old you: 27
    >2. Level of Education: Bachelors
    >3. Current Occupation: Computer Programmer
    >4. Which game job, if any, do you aspire to or plan to study for? Programmer or Level Design
    >5. USA

    Hi Henry, you wrote:

    I believe in one of your FAQs you stated it makes you look unfocused if you apply to multiple positions within the same company. However, if you do not see a specific job opening, would you consider it acceptable to state in your cover letter you are available for any possible positions within the company that may not be advertised that you are qualified for?
    No.

    4. Which game job, if any, do you aspire to or plan to study for? Programmer or Level Design
    Pick one! Are you "a programmer with level design skills"? Or are you "a level designer with programming skills"? Those ways of describing yourself open the door to both areas -- but note that "a programmer with level design skills" is less likely to look attractive to a company who needs a really strong programmer who'll focus like a laser beam on programming.

    I am sending this to your direct email address since outlook seems to be giving me technical problems at the moment.
    I don't care what email program you use or what email address you write me at! Don't bother me with that meaningless stuff.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 30, 2010


    Example of a bad cover letter

    >From: [NAME DELETED]
    >To: tomster @ sloperama
    >Sent: Friday, July 30, 2010 6:51 AM
    >Subject: My CV for the post in Audio Sound/Designing and composing
    >Hi,
    > I am [NAME DELETED], an Audio Engineer/Music Composer by profession, I have total6 years of experience in the field of audio production. Currently I am working with [COMPANY NAME DELETED] as an audio engineer.I am based in [CITY NAME DELETED]. I am interested in working with [XXXXXXX] Digital. Please find the attachment and have a look.
    >I am sure you will find it useful.
    >Regards,
    >[NAME DELETED]
    >[PHONE # DELETED]
    Attachment: [NAME]s_resume_AE.doc

    Why I say this is a bad cover letter:

    1. It looks like it was sent by mistake. My business name is Sloperama Productions, not Xxxxxx Digital (obscuring the real company name he mentioned in his cover letter). This happens more often than you'd think. Somebody creates a cover letter, and he's happy with the format, but forgets to change the name of the company he's applying to. This just shows that he's lazy and has poor attention to detail.
    2. He says he's applying for "the post in audio" -- but I have never posted a job opening anywhere. If you're sending an application for a job that isn't posted, you shouldn't mention a job posting. He probably just spammed this email to a number of email addresses (I've seen that before, too -- with numerous company job addresses in the "To:" field -- but he may have sent individual emails, since we don't see multiple addresses here).
    3. The wording of the body of the cover letter is a bit stilted, and mostly just says things that are likely stated in the résumé / CV. But to be fair, he lives in India, where English is a second language. A better way to have written it would be to say something like, "I'm applying for an Audio Engineer position. I'm currently employed but would prefer to work at Xxxxx Digital because... [state a good reason here]. I live locally here in [city name] so am available to come in for an interview anytime. I look forward to meeting you at your convenience. Resume attached." Something like that would be better than what he wrote. (Note: I am not saying this is what you should write in your cover letters -- let's not all start writing cookie-cutter cover letters that sound like Tom Sloper wrote them, okay?)
    4. The résumé, though, has a good filename. He put his name up front, and the "AE" is an abbreviation for Audio Engineer. I always recommend putting your name up front in the filename of your résumé. He did something extra, and that's fine. (Note: I did not open his résumé -- for all I know, it's a virus, and the whole email was a Trojan horse. Even if it's just an honest mistake, I don't care what his résumé says, since I'm not hiring. And I'm not going to comment here on his résumé.)

    I commented on this email because I felt like it. Don't bother sending me any cover letters or résumés to comment on -- like it says in the instructions atop this page, I don't do that.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 30, 2010


    Copyright scams

    >From: Gilliatt C
    >Sent: Thursday, July 29, 2010 11:45 AM
    >Subject: Game Industry Q A -About Copyright in France
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that... I don't speak english.
    >My approximate age is: 23
    >The level of education I've completed is: Nothing
    >My occupation (if student, enter 'student') is: Failure.
    >The type of game job I aspire to (if applicable) is: Sitting on a comfortable chair.
    >The country I live in is: France
    >My game biz question is: Not a question.
    >Hello, I thought you might add that, as in Lesson #5 about fake agencies, there is fake -or at least looking really fake- copyright agencies. I can only speak for France though:
    >Following your tutorial, I've googled "copyright france", and the 3 first results leads to agencies claiming to copyright things over internet in 164 countries. It sounds stupid and/or useless since the "copyright for the poor" method is explained directly in a French government website about copyrights, and is entirely accepted as a true copyright as long as the -special- mail remains sealed.
    > -source: http://www.culture.gouv.fr/culture/infos-pratiques/droits/protection.htm
    >I don't pretend it will help a lot, but I hope it will push your readers to be even more cautious, looking at the local laws is the first thing to do.
    >France is a special case since the local copyright "droit d'auteur" doesn't need any move and is free, the copyright for the poor is both safer and faster, while asking for a real copyright (read: a patent) is extremely expensive in France.
    >Best Regards.
    >GC.

    Bonjour, Gilliatt.
    There are scams everywhere. Companies who offer to take your invention idea and make you rich from them -- but all they do is take your money. Companies who offer to get you "jobs" testing video games -- but all they do is take your money and get you one or two beta tests for little more than you paid them, if you're lucky. The latest scam here in the U.S. is companies who offer to help you clear up debt -- but all they do is take your money and (if you're lucky) consolidate all your debt into one high monthly payment. So, yeah, the old Latin phrase "caveat emptor" always applies. Buyer must always beware.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 29, 2010


    How much can the programmer influence a game's story?

    >From: jessie d
    >Sent: Wednesday, July 28, 2010 11:53 PM
    >Subject: Game Programmers and Writing?
    >I understand that, in order for you to give me the best game career advice 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 (just entering college)
    >My occupation (if student, enter 'student') is: Student
    >The type of game job I aspire to (if applicable) is: Video Game Programmer (leading up to Designer?)
    >The country I live in is: USA
    >Hey Tom,
    >Before asking my question, I'd like to thank you for making such a helpful and nifty guide. It has been a real eye opener for me on what one needs to do and the attiude one must have in order to get into game development.
    >I was wondering...
    >How much influence does an individual programmer and a designer have on the storyline of a game?
    >Does a programmer (which seems to be a position that isn't involved at all in the writing or development of the storyline of a game) have any influence at all on that matter concerning characters and storyline?
    >I aim to be a programmer, but I also want to be a part of shaping the universe of the game itself.
    >Thank you for the time you've taken to answer my questions. I apologize if I may have missed some information in your FAQ that pertained to these questions.
    >-Jessica

    Hi Jessica,
    Simple answer: "it depends."

    Let's consider these two possible extremes:

    A small independent team, creating a low-budget game they're going to publish online themselves, versus:

    A mega-million-dollar conglomeration of multiple teams, creating a massively multiplayer online role-playing game based on a major licensed IP for a major publisher on a major console platform.

    In case #1, the programmer is one-fourth of the team. There's no client making change requests, there's no platform holder withholding concept approval -- there's just 3 guys and you, making whatever game you want. So I ask you: how much influence would you be able to have in such a team?

    In case #2, the programmer is one of twenty other programmers. There are twenty game designers, forty artists, twelve dungeon masters, and ten writers. The lead writer is a Hollywood professional credited with a dozen television and film scripts. Everything the teams create is subject to approval of the IP owner (let's say it's a Harry Potter MMORPG, then the IP owner is J.K. Rowling or an agent employed by her), AND the publishing company executives (Electronic Arts), AND the platform holders (gate-keepers at Microsoft, Sony, Nintendo, and Apple). So you tell me: how much influence do you think a programmer is going to have on the story in that sort of environment?

    In case #1, you might say, "wouldn't it be cool if the Metalbender's parents were a Rustbender and a Lavabender?" and maybe a line might get added to the game's story, or it might change the whole story, or even the whole game. In case #2, you might say, "wouldn't it be cool if Harry's parents were brought back to life by a spell hidden inside a toilet paper spindle?" -- people would just snort and say, "Yeah, like J.K. Rowling would ever allow that!"

    So, Jessica. You see now what I mean by "it depends," right?
    The answer to most broad brushstroke questions is "it depends." The world is a kajillion shades of gray. Don't go around expecting black and white answers that everybody always agree on.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 29, 2010


    I wanna post a survey

    >GameDev.Net Discussion Forums Private Messages
    >Messenger :: Inbox
    >From: limpa_vias [ Add to Buddies ]
    >Subject: Help request regarding Masters Thesis
    >Date: 7/26/2010 11:53:48 AM
    >Hello. My name is Daniel [DELETED] and I am a master's student in the process of developing a master's thesis. I am an international student at [DELETED] University doing a master's degree on Strategy & Innovation.
    >I am coming to you to ask for authorization to establish contact with the users of the forum to conduct my research. Following the research of many academics, I am studying the phenomenon of user innovation using the Video Game industry as my field of research. Apart from my deep interest in this industry, i truly believe that the video game industry is one of the fields where users have a critical role in coming up with innovative solutions. To be more specific, I am studying the use of toolkits by users involved in game designing/programming, and how that may influence the degree of innovativeness in video games. For that, it is of the outmost importance to have a small survey filled out by users with the characteristics of the ones who post in that forum. It’s a very small survey that only takes 5 minutes to complete.
    >Having said these, i would like to ask you for permission to open a topic in the Indie Gamer Forum, hoping you can advise me with the best section of the forum to do it.
    >Let me thank you in advance for your attention.
    >Best regards,
    >Daniel S

    Hi Daniel,
    A lot of people before you have tried posting surveys on the GameDev.net forums, and usually have not gotten many (if any) responses. But there's no harm in trying.

    If you want to post a survey about toolkits for game programming, use the Game Programming forum. If you want to post a survey about toolkits for game design, use the Game Design forum. Make sure you do not use the phrase "game design" inappropriately -- look up the term in my Game Biz Glossary (it's FAQ 28, see FAQ links above left). There is no multi-purpose forum covering "game designing/programming" which is the phrase you used in your PM.

    WAIT! Wait, hold on. I just noticed that your question is about toolkits for USERS. Not toolkits for developers or designers. That changes everything. Strike what I wrote above about the two forums you might use. I guess you could post in either (not both! That's "cross-posting" and is forbidden) the GDNet Lounge or Your Announcements. They're both listed in the category "Community Interaction."

    I understand that you're looking for survey results. But in case it might be useful to you, I have an FAQ on toolkits, including those useful for end users -- it's FAQ 56. You can get to the FAQs above left.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 28, 2010


    Masters Degree Worth it?

    From: "Christopher S
    Sent: Sunday, July 25, 2010 10:17 PM
    Subject: Masters Degree Worth it?
    >I understand that, in order for you to give me the best game career
    > advice suited to my unique situation, you need to know that...
    > My approximate age is: 19
    > The level of education I've completed is: AA in Business Admin
    > My occupation (if student, enter 'student') is: student
    > The type of game job I aspire to (if applicable) is: Level Design
    > The country I live in is: USA, Georgia
    > My game biz question is:
    > Hi,
    > My name is Christopher. I'm a senior at Macon State College working
    > towards my BS of IT in Digital Media. My experience is in Graphic
    > Design, but I'm experienced in business and level design as well (I
    > use to make maps for Halo PC and found it to be my passion). My area
    > of Georgia has absolutely zero game industry job opportunities.
    > Atlanta has a few but what I'm looking at is moving West to California
    > or Washington. I kind of have two questions, that are somewhat
    > related. The first one is, now that I'm getting near the end of my
    > bachelors I have a decision to make, should I work on my masters? If I
    > chose to work on my masters I'll end up probably teaching a class for
    > the school, because without a huge scholarship I doubt I'll be able to
    > pay for my masters. Is your masters worth getting in the video game
    > industry? The degree would probably either be interactive media, or
    > game development/design. If I don't go for my masters I would probably
    > get my A+ certification. I would like an internship or entry level
    > position, since I don't have tons of written experience in the
    > industry (that I can put on my resume). I'm assuming with a masters
    > though (maybe a bachelors too?) that I can get a medium level job with
    > an okay level of experience.
    > So to recap:
    > Master's degree: worth it?
    > Thank you for your time and consideration,
    > Your site has been more helpful than any other I've looked at, you
    > certainly know your stuff,
    > Thanks for taking your time to create it and maintain it,
    > Christopher Sleeth

    Hello Christopher, you asked:

    should I work on my masters?
    You need to make a decision grid. Read FAQ 70. FAQs 25 & 44 might help you too.

    Is your masters worth getting in the video game
    > industry?
    "My" masters? What are you talking about? Or is this just your basic hypothetical, generic, and non-personal "your"?

    Master's degree: worth it?
    Read FAQ 66. Then you decide. It's YOUR life. I'm not gonna make your life decisions for you.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 25, 2010


    Aspiring level designer

    >From: brandon j
    >Sent: Sunday, July 25, 2010 7:10 PM
    >Subject: A few questions
    >Name: Brandon
    >1. I am 16 years of age.
    >2. I am about to enter my junior year in high school, and will be taking part time college classes.
    >3. I'm currently a student.
    >4. I aspire to start in level design.
    >5. I live in the USA
    >The last 16 year old who asked you a question didn't know the difference between there and their. Hopefully I won't seem that stupid to you.
    >Lately, I've been thinking about what I want to do as a career in the future. I already planned on going to a 4 year college and maybe going into graduate school, but what I want to go into has been my main conflict of interest. Game design (or something like it) is one of my considerations, and I was hoping you could answer a few questions.
    >1. Probably the most attractive thing to me in the game industry is level design. One of the main reasons level design interests me is the creation of a game's maps, levels, and missions. If a game I play has a map editor, I tend to end up spending a lot of time making maps. For example, halo 3's forge system. I've made 50+ maps and spent 150+ hours just to have a fun new map to play, and that's just one game. I've been known to make mods for a few smaller GBA games as well.
    >Q: Am I right to beleive my interest in creating maps and mods will be used in a level design job, or is there more to it than I think?
    >2. I read FAQ #69 on it, and there it stated that an associates degree in 3D art "wouldn't be a bad start". It also said a degree in computing or programming would be good.
    >Q: Which would be better for getting a level design job? Would one degree help me advance my career faster or more effectively?
    >Q: Would going into a graduate program for game design be a wise decision?
    >3. One of the other options I considered for college was to study business.
    >Q: Would a degree in business be entirely irrelevant when it comes to game developing and/or producing?
    >Q: Would a business degree in marketing or management be more effective in game developing/producing than a different business degree emphasis?
    >Hopefully I haven't asked any stupid questions. If I have, then I guess a stupid answer is expected.
    >Thanks for any advice you give. It's good to be able to ask a real professional.

    Hi Brandon, you wrote:

    Am I right to beleive [sic] my interest in creating maps and mods will be used in a level design job,
    Yes. Very good, young Jedi.

    or is there more to it than I think?
    Yes.

    Which would be better for getting a level design job?
    Now you've asked FAQs 52 & 40. I am reminded of the story about the CPA who went to interview for a job as CFO at a big company. The company president decided to test the applicant's math with a question. "How much is 2 + 2?" The CPA looked around for hidden cameras and microphones, peeked outside the door to see if anyone was listening, and checked the phone for bugs. Then he leaned close to the president and answered, "How much do you want it to be?"
    So my question for you, young Jedi, is: "Which one do you want to be better?" (Read those FAQs.)

    Would one degree help me advance my career faster or more effectively?
    Aw, too bad -- my crystal ball is at the repair shop this week.

    Would going into a graduate program for game design be a wise decision?
    If you do a decision grid as described in FAQ 25 and the grid result tells you it is, then "yes."

    Would a degree in business be entirely irrelevant when it comes to game developing and/or producing?
    No.

    Would a business degree in marketing or management be more effective in game developing/producing than a different business degree emphasis?
    AGAIN you ask me FAQs 40 & 52! AGAIN you think I have a functioning crystal ball! (^_^)

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 25, 2010


    My friend wants info on game schools

    >From: Stephen
    >Cc: mil...
    >Sent: Saturday, July 24, 2010 5:37 PM
    >Subject: Game Design Programs
    >Hello,
    >I have a friend, [NAME DELETED] (cc'd) interested in a career in Video Game Design. She recently scored in the top 1% on the ACT's and would very much appreciate any information on degree programs, scholarships...etc and the universities that offer them. Any info you could provide would be greatly appreciated.
    >Thanks for your time and consideration.
    >Steve

    Hello Steve,
    You have asked Frequently Asked Questions 3 & 44. Your friend should come here to my website and read FAQs 3, 7, 34, 44, & 25. And she should ask her own questions in the future. And she should please always check the FAQs first, before asking a question.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 24, 2010


    Wanna start a company

    >From: Chris
    >Sent: Saturday, July 24, 2010 11:05 AM
    >Subject: Bulletin Board Q&A - Game Industry and Business Questions
    >Hello Tom,
    >First let me thank you in advance for any feedback you can provide me.
    >I have read your articles for quite some time, and even spoken to you in other forums and newsgroups.
    >About Me
    >1. I am 24 years old.
    >2. High school education.
    >3. I work for an eCommerce Gateway provider as Developer and QA Support.
    >4. I am business oriented and have been deciding whether or not to start a company in Game Development. (By start a company I do not mean become the game designer and every other position, I mean work ON the business not IN it.)
    >5. Victoria, BC, Canada
    >Q. I have read mixed articles about the forecast of the Game Industry over the next few years, some say it will go up, and others say it is leveling off. Do you feel that the Game Industry is going to continue to grow as it has been, or do you too feel that Game Sales are beginning to slow?
    >Q. I believe I have a unique "hook" with a game idea I have been playing with. I am worried though that even with a Competitive Advantage and a unique "hook" on how to provide this game to its audience that starting a company in Game Development is still too risky. I am worried that for a Startup there will not be enough resources to acquire the skill needed for one to properly develop this game, and secondly that there is not enough profit to be made in Game Development unless you are an already established developer.
    >Q. I believe that you detail in some of your articles that you would want to create an initial Demo and begin to look for a producer for your game if you are the developer. In doing so you may get an advance allowance to help get you started in developing the game and you must meet certain deadlines along the way to continue to get paid. How often does such a deal work out for small development studio's (game idea's and demo's aside)?
    >Q. There is talent around every corner and lots of developer sites where you can gather free help to assist in the development of your game. If I was to start a company in game development I wouldn't want to rely on the aid of others on the internet to develop my game unless there is a need for a specialist that is not available locally. It will cost money in resources and likely some contracted costs for specialists that are required. Are there any other ways to generate revenue without the aid from larger producers?
    >Regards,
    >Chris

    Hello Chris, you wrote:

    By start a company I do not mean become the game designer and every other position, I mean work ON the business not IN it.)
    This statement begs two questions:
    So you're saying that you want to be the company owner, and not to do any programming or art or audio or design -- just focus on the business side?
    What is the business idea, the business purpose of the company? You kept using the phrase "company in game development," but without any specificity. Presumably you intend to be a developer of original titles only, and not a developer for hire? A turnkey developer, in other words you do everything in-house, from code to art to audio and design? And which platform are you talking about -- casual/online, or mobile, or mainstream console, or what? Have you researched the platforms, business models, and business costs? Have you read FAQs 29 & 62 & 58 at least? You should probably also read my IGDA "The Games Game" columns for September 2008 and November 2007, and June 2010. (Find the column page on IGDA.org and click Archives.) I also list good books on business in FAQ 8 and have links to business resources in the Game Biz Links page.

    or do you too feel that Game Sales are beginning to slow?
    What idiot is going around saying that games are going to become less significant in the commerce of the future? (That question should reveal my thinking on this question.)

    I believe I have a unique "hook" with a game idea I have been playing with.
    Big deal. Everybody has that. But what's the business idea? I don't care about the game idea. I want to hear that you have a solid business idea.

    I am worried though ... I am worried that...
    Gosh, what a worry wart! Go to FAQ 47 and read what Stonewall Jackson said about that.

    that even with a Competitive Advantage
    Why do you go around sprinkling capital letters all willy-nilly? "Game Sales" "Game Development," and "Competitive Advantage," nobody capitalizes those words unless they're at the beginning of a sentence. Your business plan will look amateurish if you don't use proper English writing fundamentals in it.

    and a unique "hook" on how to provide this game to its audience that starting a company in Game Development is still too risky.
    That's why you write a business plan. Oh wait, I mean a "Business Plan." You lay out the costs, the business idea, projected sales, and figure out if it'll work or not (if it'll make a profit in a reasonable timeframe or not). Of COURSE starting a development company is risky! If it wasn't, everybody'd be doing it and not failing at it.

    I am worried that for a Startup there will not be enough resources to acquire the skill needed for one to properly develop this game
    Yeah, Well, In Your Business Plan You Figure Out How Much Startup Capital You Need, And If You Don't Get It, You Don't Start The Business.

    and secondly that there is not enough profit to be made in Game Development unless you are an already established developer.
    If your Business Plan doesn't Show You Making A Profit, then you Don't Start The Business. In other words, "what is your business idea? Where is your business plan?"

    Your questions 3 and 4 are difficult to answer because you are using the word "producer" in a strange way. And your question 3 ends with a vague question that needs to be narrowed down (explained). And question 4 looks for magic -- there is no magic! Please read FAQ 28 (the Game Biz Glossary) and those other FAQs and columns I mentioned herein, and then you're welcome to rephrase those questions.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 24, 2010


    Cover letters

    >From: Chris
    >Sent: Friday, July 23, 2010 9:43 AM
    >Subject: Regarding Cover Letters, aggressive or passive approach for follow up?
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    >My approximate age is: 23
    >The level of education I've completed is: Bachelor’s
    >My occupation (if student, enter 'student') is: GIS Analyst
    >The type of game job I aspire to (if applicable) is: Level Design
    >The country I live in is: United States
    >My game biz question is: I often read books and online sources geared towards constructing a strong cover letter, and I am curious if some of these suggestions are applicable to the gaming industry. Most of these resources often suggest aggressive follow up procedures where the job applicant states in the last paragraph they will follow up via phone call, and request an interview. However, I feel this approach is highly presumptuous and pushy. I figure if your resume, cover letter and portfolio shine they will contact you without the applicant having to resort to such measures. Personally, I would likely conclude with a more passive line such as “Thank you for your time and consideration”. Is this aggressive approach frowned upon by the gaming industry as I suspect?
    >Thank you for your time and valued opinion.

    Hi Chris,
    I assume you must be "cmf0106," the person who asked this same question at http://gamecareerguide.com/forums/showthread.php?t=3971. Now you wrote:

    books and online sources geared towards constructing a strong cover letter, and I am curious if some of these suggestions are applicable to the gaming industry.
    Generally, all job-hunting tips are applicable to all industries. Note, however, that there is an exception to everything (even this sentence).

    Most of these resources often suggest aggressive follow up procedures where the job applicant states in the last paragraph they will follow up via phone call, and request an interview.
    Obviously this is an empty threat if you can't find a phone number to call, in which case you wouldn't say it.

    I feel this approach is highly presumptuous and pushy.
    As I told you yesterday in my gamecareerguide reply, "then don't do it." You shouldn't do something outside your character.

    I figure if your resume, cover letter and portfolio shine they will contact you without the applicant having to resort to such measures.
    I'll go you one further. I figure if your résumé and portfolio shine, they will contact you without having seen any cover letter at all.

    Personally, I would likely conclude with a more passive line such as “Thank you for your time and consideration”.
    Very polite. I like polite.

    Is this aggressive approach frowned upon by the gaming industry as I suspect?
    There is no monolithic "game industry" (I don't use the word "gaming") that all is of one mind on a particular minor question. You think the world is black and white. You think everybody is either of one mind or the opposite mind. You are wrong. The game industry is comprised of thousands of individuals whose opinions on various topics vary considerably.

    You've inspired me to change what I wrote in FAQ 4 about cover letters. I'm going to express my current thinking on them, based on recent experience as the guy responsible for reviewing all incoming applications at a small development company.

  • These days, and in the game industry, in most cases, the best or preferred way to submit your application is via email or via online application.
  • When submitting via email, then, the email itself IS the cover letter.
  • Most applicants write cover letters that are better left unwritten. For instance, they sound like they were written using a formula from a book on how to write résumés and cover letters.
  • But you can't not write anything in the email, and I hate emails that just say "see resume attached." So you have to write something.
  • But I'm not going to tell you what to write -- because then guys like me would get flooded with applications that all say the same thing.
  • One thing you can do with a cover letter (cover email) is to share information about yourself that couldn't fit in your résumé or portfolio.
  • Just say something short that makes me want to click on the attachments and read your résumé now rather than later.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 23, 2010


    QA wannabe

    >From: Nate
    >Sent: Thu, July 22, 2010 6:27:37 PM
    >Subject: Aspiring QA Seeking Clarity
    >Hi there Tom,
    >I'm sure you get plenty of these e-mails so I'll keep this brief! I've read your site, so we can skip over the "do you know what you're getting into?" conversation. I understand the reality of the situation and what testing really is.
    >Here's where I want to be:
    >By fall of 2011 living in an apartment in the suburbs of the Seattle/Redmond area in a QA position (preferably full time and in affiliation with Microsoft/Nintendo), though I'm willing to settle for any work in the industry with advancement opportunities.
    >Here's where I am:
    >-Green Bay, Wisconsin
    >-18, recent high school graduate (Video game design, web design, graphic design, creative writing, media studies, speech)
    >-Equivalence of an Audio Engineering Certificate from a local tech school (NWTC)
    >-3 grand in the bank
    >-Working at a Quiznos for 7.50, I've predicted I'll make about 5 grand in the next year (because of this I'm looking for different employment with more hours and higher salary)
    >Here's my plan (which has already been started):
    >Work as much as possible while balancing my sanity to save up as much cash as I can to make the move, all the while practicing writing reviews, bug sheets, and finding as many betas as I can to gain experience. Also, send out as many phone calls and e-mails as I can to try to make some connections out west. And I think it goes without saying, saving enough free time to keep up to date with my gaming.
    >I'm wondering what your opinion is on this plan, and how I can refine it and make it better? What kind of things am I leaving out or not thinking about?
    >Some topics I'm assuming you'll be wondering about may be answered here:
    >-I study personal development (Tony Robbins, Brian Tracy, etc.) I've learned (and continue to learn) how to be action oriented and bounce back from temporary failure, as well as how to take on what stands between me and my goals. My focus doesn't dwell on the " what if?", it dwells on the "how?" and "when?"
    >-I will not be attending college. We may have differing beliefs but I'm not going to invest that much time and money to learn skills I can learn on my own. Not only that, but if people have gotten into the industry on a high school education, I can too. Feel free to respond to this, but I've thought about it for many years. I also have my father's blessing on this decision (he's a teacher himself). Not that I feel I have to defend my decisions, I just don't want this to be a major topic should you choose to respond.
    >-I understand the gaming industry isn't "perfect land", but I feel I'll shine my best in this industry based on my current skills, beliefs, and passions.
    >Any help is appreciated Tom, and if I don't hear from you
    I just want to thank you for your site! It's been very informative and a diamond amongst internet scams.
    >P.S.
    >I apologize if my letter comes off as too confident or arrogant, it's just that I've fluffed up too many e-mails with descriptions of my passions, reasons, and beliefs that I wasn't getting any responses. It wasn't until I started going straight forward and laid out exactly what I want to achieve and gave the facts of my situation that I started getting responses.

    Hello Nate, you wrote:

    I'm wondering what your opinion is on this plan
    Sounds like a great plan. Very realistic.

    and how I can refine it and make it better? What kind of things am I leaving out or not thinking about?
    You can do some of the things outlined in FAQs 5 & 12.

    I study personal development (Tony Robbins, Brian Tracy, etc.)
    I don't know any of that stuff, sounds like a good thing to study though.

    I will not be attending college. We may have differing beliefs
    I never said you need college to go into QA.

    thank you for your site!
    I like thanks!

    I apologize if my letter comes off as too confident or arrogant,
    The only part that came close to that was the college thing. I thought it was more defensive than arrogant.

    it's just that I've fluffed up too many e-mails with descriptions of my passions, reasons, and beliefs that I wasn't getting any responses. It wasn't until I started going straight forward and laid out exactly what I want to achieve and gave the facts of my situation that I started getting responses.
    That's excellent that you already figured that out. I am so sick and tired of all the guys with rainbows coming out of their chests and wearing them on their sleeves, I'm thinking about writing an FAQ about it. Good luck to you.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 22, 2010


    Thank you

    >From: Adam J
    >Sent: Tuesday, July 20, 2010 11:25 AM
    >Subject: Thank you
    >Tom,
    >I wanted to take a moment to say thank you.
    >I've been on a journey to achieve my dream job for not too much longer than a month now. You have responded to several of my posts on more than one forum (screen name: [DELETED]). You have proven to be the most important source of advice and information.
    >So, I wanted to thank you for that. Thanks for sharing you knowledge, expertise, and wisdom. Thank you for your website, which never fails to impress me with how many of my questions are already answered on there.
    >Best regards,
    >Adam

    It's always nice to hear words of gratitude, Adam. Best of luck to you in your quest.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 21, 2010


    How does the advice today differ from the advice of the 1980's?

    >From: "dd...
    >Sent: Sun, July 18, 2010 5:18:07 AM
    >Subject: Sligo Video - 1980s - How to Design and Sell Video Games
    >Mr. Sloper,
    >My apologies if this is a nuisance, I'm sure you hear from a lot of people anxious to pick your brain.
    >I write a blog about early computer and video games, and am trying to track down some information about a VHS videotape marketed by Sligo Video in the mid-1980s, entitled "How to Design and Sell Video Games." Pat King suggested I get in touch with you; he's looking to see if he has a copy in the archives.
    >He also directed me to your website, and I've read some of your more recent articles about game design and working in the videogame industry. Am I correct in assuming the material on the videotape was written primarily by yourself? What I'm interested in is how the advice offered at that time differs from advice that would be offered today -- I can do further research if Pat's able to come up with a VHS copy of the original. I can speculate that the video was produced just as the one-person/kitchen-table era was giving way to the bigger budget team-based approach in use today, but I'm sure there are some other changes visible with historical hindsight.
    >Thank you for your time, and for any information you can provide. (And thank you for documenting so much of your own history in the industry -- one of my goals with the blog is to document the early days of videogaming, so it doesn't end up like the early movie industry -- so many stories and films have been forever lost.)
    >-- Dale D

    Hello Dale, you wrote:

    Am I correct in assuming the material on the videotape was written primarily by yourself?
    No. It was Pat's tape. He found and interviewed a number of game industry people for it. The only part I "wrote" was the answers I gave on camera to his questions.

    What I'm interested in is how the advice offered at that time differs from advice that would be offered today
    I haven't watched the tape in 20 years, and don't remember much of what was said in it. Today we're seeing a new upswing in games made by small teams, so if the tape had advice that was not applicable to big-team projects (which I doubt), that advice would be relevant again. The bigger problem isn't making a game, or getting a job working in games -- it's getting original games published. While it might seem that the internet makes it easier to get a game out there than the old "put a disk in a baggie and sell it at flea markets" method of the 80's, the problem is being heard among all the noise.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 18, 2010


    Back to school, part 2

    >From: Jono
    >Sent: Wednesday, July 14, 2010 10:10 AM
    >Subject: Re: Regarding career choices upon completion of a graduate level Game Design course.
    >Thanks, Tom. Great advice.
    >When I said Lesson #9/Creative Lead I meant Lesson 14. Oops:
    >"Advancement opportunities - it's unavoidable that after you've been designing games for a while, at some point you'll be moving up. Typically, a successful game designer might move up into a creative director role or a producer position (and eventually even higher), or might strike out on his own and start his own game company."
    >Thanks Again. I'm still making through your tome of expertise.
    >J

    OK, Jono. I'm here if you have further questions.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 14, 2010


    Making the best possible pitch

    From: "????????
    Sent: Wednesday, July 14, 2010 2:24 AM
    Subject: Question about Demo and Business plan.
    > Good day.
    > My name is Kirill.
    > I live in Russia and have been working in the industry
    > for 7 monthes already.
    > I have worked on 2 Hidden Objects games, RPG and a couple of casual games (writing GDD, concepts, puzzles and quests for all this stuff, no programming, no modeling).
    > Nothing released. Programers are working now.
    > For sure, as everyone without exceptions, I have a lot of ideas.
    > Read Your materials.
    > I am not that naive to believe someone would just buy my ideas (still, why not? sorry...)
    > So I have formed the team.
    > We have programmist, artist, modeler,composer.
    > So we are making the demo, teaser and GDD of course.
    > Could You tell how to get the best chance in achieving attention of serious pros?
    > What should we have except Demo, Business plan, NDA, sketches?
    > Could You show an example of some Business plan that was succesfull (if not confidential)?
    > Best regards.

    Hello Kirill, you wrote:

    I am not that naive to believe someone would just buy my ideas (still, why not? sorry...)
    I believe you (I don't, sorry...)

    Could You tell how to get the best chance in achieving attention of serious pros?
    By creating an AWESOME demo.

    What should we have except Demo, Business plan, NDA, sketches?
    I answered that in FAQ 35.

    Could You show an example of some Business plan that was succesfull (if not confidential)?
    No, sorry.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 14, 2010


    Back to school

    >From: Jono
    >Sent: Tuesday, July 13, 2010 11:19 PM
    >Subject: Regarding career choices upon completion of a graduate level Game Design course.
    >Hello Tom.
    >I hope this email finds you well and please post it if it is relevant in any way (I have to admit to being slightly confused with the "rules" regarding free advice, plus I don't use Outlook)
    >I've been reading through many of your lessons and I became intrigued (and relieved) that I'm not the only aspiring game "designer" confused by the title itself.
    >
    >I am 28 years old. I just moved from Montreal to Toronto (I know MTL is the Game Mecca of Canada, but TO isn't looking too shabby these days!). I have left a mid-level position in corporate graphic and web design to pursue a career in the video game industry. I have a college diploma in Illustration from a relatively prestigious institution that I received 8 years ago. I am about to return to school for a one year, post-graduate course at George Brown College in Toronto. With my artistic background, one might think I would pursue the path of game art, but I decided against studying Game Development as it is an undergraduate course and two years too long for me at the moment, plus I have already been told by prospective employers that "I have the art-thing down, but lack experience directly with games". (direct quote from a letter of rejection from Ubisoft Montreal)
    >
    >I decided on the Game Design course because of the time frame, the level of education required and quite frankly, just to get my foot in the door. In lesson #3 you are fairly adamant about the acquisition of a 4 year degree, but one might hope that ten years in the design industry could offset my lack of traditional education. I guess that's one of my questions in statement form.
    >
    >I digress. The real question is (and you do vaguely mention "creative lead" somewhere in lesson #9) how plausible is it to have a traditional art-focused background, proficiency in 3D and 2D digital art, and at the time of writing this a potential diploma in Game Design and desire a position like Concept Artist or Art Director? I may very well find during my studies that Game Designer as you have described it is the position for me, but am I insane to think that what I will learn will help get me the real position of my dreams at a game a company? (Even the bottom-feeder version of my dream job?).
    >Thanks for your time. As you can see, I like to write. Maybe at school they'll teach me how to whittle it down for a more concise DD ;)
    >Jono

    Bonjour, Jono. Vous avez écrit :

    I don't use Outlook)
    And you never told your computer what your default email program ought to be.

    one might hope that ten years in the design industry could offset my lack of traditional education. I guess that's one of my questions in statement form.
    Read FAQ 41. Experience certainly does trump lack of degree.

    you do vaguely mention "creative lead" somewhere in lesson #9
    I just did a search of FAQ 9 and did not find that phrase anywhere in there.

    how plausible is it to have a traditional art-focused background, proficiency in 3D and 2D digital art, and at the time of writing this a potential diploma in Game Design and desire a position like Concept Artist or Art Director?
    Bizarre question. You can desire anything you want, regardless of what degree you do or don't have. But what I think you meant to ask was the likelihood of actually getting such a job. And my answer to that is "extremely low." You have to demonstrate excellent skills in game art, and have experience in games, and demonstrate leadership ability. In other words, you can't go for the lead positions. You have to get in as an artist and work your way up.

    am I insane to think that what I will learn will help get me the real position of my dreams at a game a company?
    Dreamers are not necessarily insane.

    Maybe at school they'll teach me how to whittle it down for a more concise DD ;)
    No. They will not do that. The way I learned it was by years of having bosses complain that my reports were too wordy.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 14, 2010


    I don't want a publishing deal, I just want to sell it to a publisher

    >From: 3d.boomer
    >Sent: Friday, July 09, 2010 11:20 PM
    >Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    >My approximate age is: 28
    >The level of education I've completed is: Faculty of Cybernetics, Statistic and Economic Informatics – graduating diploma, Bucharest
    >My occupation is: independent game developer
    >The type of game job I aspire to (if applicable) is: game developer
    >The country I live in is: Romania
    >My game biz question is:
    >Hy Tom.
    >First of all, I want to thank you for your website. I think you are doing a great job here.I just have some question, and if you can give me an advice, I will really apreciate.
    >I have made my first 3D game. It's about 95% complete. Now I would like to contact some publishers.
    >1. Do you think publishers could be interested in buying the game instead of making a publishing contract with me? I mean, if we agree, I would like to sell the game and then the publisher can say it's developed by him and receive all the money from selling it.
    >2. If the answer to the above question is yes, than maybe you have some idea about how much money a publisher could pay for a game like mine (some aproximation, if you have some ideas, from you experience). I'm telling you some things about what king of game I made: is a puzzle game, for PC, has 58 levels, has pretty good (I'll say) 3D graphics (it's not 2D). The type of puzzles are something like this: arrange or position some objects so that you form a kind of shape, and get to the solution. It also has some kind of a story. Has background music. Has a users system implemented...
    >Or maybe if you know that a game like that could be worth somewhere between $X an $Y. I'm just asking this because is my first game and I don't know how much will a game like this can be worth.
    >3. I know that before showing my game to a publisher we should first sign a NDA. Since I can't meet with the publisher directly (because we live in different countries, and I can't afford flying just to sign a NDA), how can we sign this NDA? Can this NDA be sent by mail, or something like this? How is this step usually done between the developer and the publisher? How does the publisher sends the NDA? Being my first game I am not pretty sure how to protect my game while showing it to the publishers.
    >Thank you very much,
    >Ionel

    Hello Ionel, you wrote:

    Do you think publishers could be interested in buying the game instead of making a publishing contract with me? I mean, if we agree, I would like to sell the game and then the publisher can say it's developed by him and receive all the money from selling it.
    No. All you're saying is you just want a straight payment up front with no royalties and without credits. This idea does not increase your chances of getting a deal. You still have the same hurdle as anyone else -- getting your game past the lions at the gate. If they like your game, they'll tell you what they want to pay you for it.

    If the answer to the above question is yes
    It isn't, so I'm not responding to anything in #2.

    Since I can't meet with the publisher directly (because we live in different countries, and I can't afford flying just to sign a NDA), how can we sign this NDA?
    Through the magic of email, printers, scanners, and FedEx/DHL.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 10, 2010


    Aspiring level designer

    >From: Paiyaku [ Add to Buddies ]
    >Subject: Can you help me out?
    >Date: 7/10/2010 4:28:50 AM
    >Hi, I'm an aspiring Level Designer currently in college.
    >I was on your site and read the page about education.
    >There is no Game Design degree at my school and I can't afford to change. There isn't even a Graphic Arts...
    >I'm a dual major in: 1. Computer Science with an Emphasis in Game Programming 2. Art
    >Is there anything I should be doing right now that can help me for my eventual job interview? I am learning Unreal Editor and Blender, is there anything else I should learn?

    Hello "tile winning combination" (which is what pai yaku means in Japanese mahjong), you wrote:

    I was on your site and read the page about education.
    >There is no Game Design degree at my school
    Wow, that's really confusing. You said, "I read your site where you say you don't need a game design degree, but there's no game design degree at my school." It sounds to me like either you did not understand my pages about game degrees, or you do not understand English very well or you are lying when you say you read my articles. Scroll up and look at the left. There's a link there to my articles. Read articles 34, 44, and 69.

    There isn't even a Graphic Arts...
    You don't need a graphic arts degree either. Graphic arts is geared for publishing -- ads, page layout, package design...

    Is there anything I should be doing right now that can help me for my eventual job interview?
    Yes.

    is there anything else I should learn?
    Yes.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 10, 2010


    Applying for multiple positions at one company, part 2

    >From: Akkiz .
    >Sent: Wednesday, July 07, 2010 7:09 PM
    >Subject: Re: Question
    >I appreciate the advice, and more so the reasoning of it.
    >If you posted this same question previously, I must have not gone far enougb back - sorry if so.
    >Thanks a lot!
    >Alicia

    You're welcome, Alicia. The previous question might have been on another forum, so not to worry.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 7, 2010


    Applying for multiple positions at one company

    >From: Akkiz .
    >Sent: Wednesday, July 07, 2010 12:30 PM
    >Subject: Question about Application Process
    >18
    > Some college
    > Waitress
    > Artist (Character modeler or texture artist)
    > Canada (I'll be moving to Vancouver)
    >Hey Tom. I love the FAQ. Hopefully I didn't miss this being covered somewhere, but:
    >In general (I know, not all companies are the same) how would it come across if a person were to apply for multiple positions at the same time? I'm not talking about two different, but somewhat related [art] positions; I am wondering about QA. Simply, I want to get my foot in the door and while I'd prefer to do so as an entry-level artist, QA seems like a more likely possibility. I'm also a master of horribilizing, which is where the thought arose from.
    >Thank you, and apologies if this is a 'bad' question (despite what some say, I'm a firm believer in them).
    >- Alicia

    Hi Alicia, you wrote:

    how would it come across if a person were to apply for multiple positions at the same time?
    It comes across annoying and counterproductive. You show that you are indecisive, not an attractive quality in a potential hiree. Pick the position you want, and apply for that. Six months later you can apply for a different position at that company if you want.

    I'd prefer to do so as an entry-level artist, QA seems like a more likely possibility.
    Go for the art opening IF your portfolio is up to snuff. If you get an interview, maybe during the conversation you can mention willingness to work in QA. If you don't get the interview, wait six months and apply for the QA job. If your portfolio is not up to snuff, apply for the QA job. Then while you're working at the company, don't be shy about showing off your portfolio around the job.

    I'm also a master of horribilizing, which is where the thought arose from.
    Actually, this is the 2nd or 3rd time I've been asked this question recently. I might need to write an FAQ on it.

    apologies if this is a 'bad' question (despite what some say, I'm a firm believer in them).
    In my opinion, it's generally the people who ask bad questions who are the ones that say "there's no such thing as a bad question."

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    7/7, 2010


    Teach me about marketing; also, part 2

    >From: Deji
    >Sent: Sunday, July 04, 2010 4:13 PM
    >Subject: RE: New iPhone Game
    >ok, thanks for your comments. It was worth a try...
    >Deji


    Teach me about marketing; also, FAQ 21

    >From: Deji
    >Sent: Sunday, July 04, 2010 12:14 PM
    >Subject: New iPhone Game
    >Hi Tom,
    >I've written an iPhone/iPad game which has been available on the app store for about a week (link: [DELETED]). I guess my request is a little different, as I'm not asking for advice on a game IDEA, but a finished product. I have 2 questions:
    >1. My game implements a new concept, which I can easily see being ported to other platforms. It's not iPhone-specific, but quite universal. How do I go about trying to pitch this new game for licensing to established games publishers and agents?
    >2. What is the best way to promote this iPhone/iPad game to iPhone owners?
    >I've read your conditions on your website, and I understand that:
    >1. This email is not private and may be published to the general public.
    >2. I am quite prepared to pay you for your professional advice and services.
    >Hope you can help.
    >Regards,
    >Deji
    >PS: If you need a promo code to download the game for evaluation, I can provide you with one.

    Hello Deji, you wrote:

    How do I go about trying to pitch this new game for licensing to established games publishers and agents?
    Read FAQ 21. You can link to the FAQs above left.

    What is the best way to promote this iPhone/iPad game to iPhone owners?
    You should have started researching that before making the game. I'm not in marketing, and I'm not in the Apple apps market. Maybe get a book on marketing (one written very recently). Maybe just try stuff. Maybe ask on an Apple developers forum.

    I am quite prepared to pay you for your professional advice and services.
    I'm not in marketing, and I'm not in the Apple apps market. I can't help you once the game is finished. My expertise mostly stops at releasing the game.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    4th of July, 2010


    Artistic console games that move you to part 2

    >From: André
    >Sent: Friday, July 02, 2010 9:02 AM
    >Subject: Re: Gaming advice Q&A: Importance of Art in Game Design
    >Hey Tom,
    >Thanks for answering all of my questions, even if they looked a little strange :D I was really excited to know how games can be used to express feelings from a real, professional view of the matter.
    >Just a quick note: When I meant "react" in my second question, I meant it in a consumer way. Do you think player generally buy less "artistic" videogames than fun, competition-oriented ones because of any reason? In other words, do you think "competition-oriented" games generally sells more than "artistic" ones and that game developers/publishers usually prefer to develop/publish games that are less "artistic" and more "competition-oriented"?
    >You're doing a great job to help and advice many young game biz wannabes like me, and I think I'm just a proof of how popular you already become for doing that. It's really nice to see that people in this kind of business also cares for the future generations, and tries to help them as best as possible.
    >I don't know exactly how my future will be. But that doesn't really matter: like you have taught, if I'm happy working in a job I like it, then it's enough. But I'm sure that, if I get some experience in the future as a Game Designer or just a Game Business professional, I'll love to try doing what you've been doing on you website....But in Portuguese! ^^
    >Many thanks and good luck,
    >André.

    Hi André, you wrote:

    Thanks
    You're welcome.

    When I meant "react" in my second question, I meant it in a consumer way. Do you think player generally buy
    Oh. I had no idea "react" meant "sales."

    Do you think player generally buy less "artistic" videogames than fun, competition-oriented ones because of any reason?
    Yes, of course. Most players are in it for the entertainment value. If they were in it for the artistic value, then video games would be much more akin to chick flicks than to summer blockbusters.

    In other words, do you think "competition-oriented" games generally sells more than "artistic" ones and that game developers/publishers usually prefer to develop/publish games that are less "artistic" and more "competition-oriented"?
    Yes, of course.

    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 2, 2010


    Artistic console games that move you to another country

    >From: André S
    >Sent: Thursday, July 01, 2010 9:27 PM
    >Subject: Gaming advice Q&A: Importance of Art in Game Design
    >How old are you? 18
    >What's your level of education? High-school
    >What's your current occupation? (If student: "student") "student" :D
    >Which game job, if any, do you aspire to or plan to study for? Game Designer or Writer. I'm still not sure which one I would do the best.
    >What country do you live in (where in the world are you)? Brazil
    >Hi Tom,
    >First and foremost, sorry for any grammar mistakes you might find on this email. As you may have noticed, I'm from another country and English is not my native language (even through I really like it), so I hope you can get over that problem.
    >I found out your site just today and I'm already amazed enough to gather enough courage to email you (even if I'm from a completely different country!). I've read some of your FAQs/Lessons/Articles, and I realized they were pretty helpful for a lot of people aspiring for Game Design like I am. Of course, it was impossible to read everything at once in just one day, so forgive me again if something was already answered before: I just couldn't help myself getting good advices from a professional-level Game Designer.
    >OK, I'll get to the point now: I'm here to ask you about how important is art in Game Design. When I say "art", I'm not talking generically about music or graphics; I mean the game itself, as a work of art, not just entertainment.
    >We can see that very easily with movies. Even through they were - and still are - considered a form of entertainment, they also gained the status of artistic works, that can express feelings and emotions to other people, and some of them are even highly-acclaimed because of that (James Cameron's Avatar is just one random example).
    >Personally, I aspire to be a Game Designer exactly to show people that games can be much more than toys and "electronic entertainment". We all know movies are fun to watch, as so games are to play. But there are also movies that make you think about yourself, about the world, and a lot of other things. There are games that can accomplish some of those things, too, but they never get the respect they deserve as masterpieces, and I never really get why.
    >Upon a closer research, it becomes clear that the games cannot be totally artistic because people won't have fun playing it at all (a similar situation may happen with movies as well, but I'm not sure). Certainly some games like Madworld, Okami and Final Fantasy could get some praise by the media because of their innovative graphics or beautiful musics, but I'm trying to say that a game can keep the player involved in the story and experiencing new feelings he/she never had before, not just that "I'll kill this baddie so it'll earn me some experience points", cold way of thinking.
    >Well, I'm just a "wannabe", so that's why I want to know the professional point-of-view. I shortened things up so it gets easier for you to answer my questions:
    >1)As a professional Game Designer, do you think games have the potential to make the player know new feelings and see common situations in a different way than they used to?
    >2)How do you think players themselves react to the fun and to the artistic kinds of games?
    >3)I see that you already worked in a lot of games. Do every of them had the "fun" as their main goal? Have you ever heard of any other project or game that had a more "artistic" appeal to it?
    >4)I also see that you worked with the Alien vs. Predator brand name. Do you think it's hard to do the reverse? That is, to create an entire brand name starting by games, like the Mario and the Sonic franchises already did (with TV cartoons and toys)?
    >Finally, I can say that I also have a game idea for 8 years and I confess I haven't tried hard enough to think on more good ideas and come up with a portfolio. There's some small ones that doesn't get too much attention from me because I don't think they are - or can ever be - worth of it. I also admit that I never thought I could start my own game company rather than trying to get a job in another country (like you suggested in Article #59), even through that may be very hard. The problem is that I'm really aspiring to do console-oriented games rather than mobile or web ones (currently the only types of games that are made in my country), so I think I could try applying for a job in an English-speaking country anyway. That makes up for my final question: Do you think it would be good if I tried applying for a job in a better place than Brazil's still-tiny game industry?
    >Sorry for all the chitchat, and thanks for letting people like me ask these questions, that will surely help we decide what's better for ourselves.
    >Regards, André.

    Hello André. Your email was very long. So I just searched through it for question marks and am responding to those. I did not read the whole email, because it's so long and I have a lot to do today. You asked:

    do you think games have the potential to make the player know new feelings and see common situations in a different way than they used to?
    Of course.

    How do you think players themselves react to the fun and to the artistic kinds of games?
    Hmm. Strange question, and probably very broad. I have to go read what you mean by "the artistic kinds of games..."

    how important is art in Game Design. When I say "art", I'm not talking generically about music or graphics; I mean the game itself, as a work of art.... that can express feelings and emotions to other people
    OK, well. Your question #2 is a 2-part question. How do players react to "the fun," and how do players react to "the artistic [emotion-laden] games." I don't understand the first part. I perceive that the second part is your real question. My answer is "in a positive way." In other words, games that evoke emotion in players (positive emotions like love, empathy, sorrow, joy -- rather than the usual shooter game's more negative emotions such as anger, frustration, bloodlust, and power over others) have a positive impact on players. But your question was about how players REACT to these games. That differs depending on the person. I can't answer that other than to say "it depends." Note also that the game that simply expresses emotion without evoking emotion does not have as much artistic value.

    I see that you already worked in a lot of games. Do every of them had the "fun" as their main goal?
    Every game has to have fun as its main goal. If a game isn't fun, it fails. Many times a game also has to have a secondary goal, whose importance may rise nearly to the level of importance of the fun. But if that secondary goal outshines the goal of fun (if the game achieves that secondary goal better than it achieves fun), then the game will likely fail.

    Have you ever heard of any other project or game that had a more "artistic" appeal to it?
    Yes.

    I also see that you worked with the Alien vs. Predator brand name. Do you think it's hard to do the reverse? That is, to create an entire brand name starting by games, like the Mario and the Sonic franchises already did (with TV cartoons and toys)?
    Yes, it's hard to create a successful new franchise. Ask me about other things, if those are also hard. The answer is: most things are hard. What difference does it make if it's hard to do something? You still ought to do it.

    Do you think it would be good if I tried applying for a job in a better place than Brazil's still-tiny game industry?
    I guess I have to read your email to see where this question is coming from.

    I never thought I could start my own game company rather than trying to get a job in another country (like you suggested in Article #59), even through that may be very hard. The problem is that I'm really aspiring to do console-oriented games rather than mobile or web ones (currently the only types of games that are made in my country)
    OK, I see. Well, you should read the posts written by Maurício (AKA Hélder), below on this page -- he has been a frequent visitor (you can click at the bottom where it says "CLICK HERE to read older Q&A postings!" to see his older posts), and has decided to do exactly what you suggest. As for me, I cannot tell you if it would be "good" for you to try that. First, you have to become a spectacularly talented and desirable game guy. Second, you have to sort out the emigration/immigration matters, and figure out how to proceed. Third, you can start looking for work in your new country.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 2, 2010


    Broken link, part 2

    >From: Julius F
    >Sent: Thursday, July 01, 2010 12:51 PM
    >Subject: Re: Broken link
    >Argh, I hate email formatting:
    >At the end of this chapter: http://www.sloperama.com/advice/idea.htm
    >You are not german, aren't you?
    >You just mentioned my "signature"^^
    >It's quite a lot fun, because most of you, say "young kid you do not want to her my advise... because you just want to have a quick fix".
    >I do not think so.
    >A lot of the things you and the ppl you linked to wrote matches to the experiences I made, and I am just 17, close to my final exam.
    >To become a serious game designer you need a wide range of experiences in many different domains.
    >"erhaps that puts things in a clearer perspective.

    >But don't take my word for it. Check out Chris Crawford's article at http://www.erasmatazz.com/library/Game%20Design/The_Education_of_a_Game_Designer.html.
    >Or Lewis Pulsipher's 2008 article at http://www.gamecareerguide.com/features/614/the_idea_is_not_the_.php?page=1.
    >ADDITIONAL INFORMATION ABOUT WHAT YOU CAN DO WITH YOUR GAME IDEAS!
    >I wrote a follow-up to this Lesson, in January 2002. Click here to read Lesson 11 ("Lesson 1 Redux").

    Dankeschön, Julius.
    Now I can fix that link. And no, je ne suis pas Deutsche.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 2, 2010


    Broken link

    >From: Julius F
    >Sent: Thursday, July 01, 2010 12:15 PM
    >Subject: Broken link
    >hi there,
    >first chapter, "the education of a game designer" is broken.
    >New link: http://www.erasmatazz.com/page78/page117/page123/Education.html
    >--
    >Mit freundlichen Grüßen,
    >Julius

    Thanks for the new link. But...
    Where is the old link that I need to fix?  
    Viel mehr spas als irgendwas,
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    July 1, 2010


    Looking to switch my career into games

    >From: joshua.
    >Sent: Wednesday, June 30, 2010 11:40 AM
    >Subject: Working adult looking to change careers
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    >My approximate age is: _30
    >The level of education I've completed is: _Some College - about 2 years worth
    >My occupation (if student, enter 'student') is: _Treasury Management Officer at a large national bank. I work with Small Business and Large Corporate customers advising and selling financial products. I have taken a few programming classes, I have my A+ certification and CIW certification. I own a gaming a center and love computers, hardware and video games.
    >The type of game job I aspire to (if applicable) is: _Game Designer. I don't want to be a programmer and I can't even read my own handwriting let alone draw or animate. But I have ideas and thoughts about how to make games better. I am sure I am not the only one, but I have actually made suggestions to friends while playing a game about how it should change and in the next couple versions of the game that is exactly what happened. I am also an INTJ.
    >The country I live in is: _USA
    >My game biz question is: _I have a lot of questions, but I will narrow it down to only a few. I know that game degrees are flying around like hot cakes right now and many of the good people in the gaming industry probably are not going anywhere for awhile. What do you perceive to be the chances of a fresh graduate at landing a decent job? I currently make $50,000 to $70,000 a year (depending on bonuses) and have a wife and 3 kids. I would prefer not to take a huge pay cut for the next 10 years as I build up experience, but I am willing to do anything.
    >Second, I keep on going back and forth regarding degree paths. I am scared to go for game development, because if I can't land a gaming job, then I am concerned about the ability to get other jobs with my degree. However, every time I think about something else, I think yeah, but if I don't do game design I will hate myself forever and never be truly satisfied. I want to be a game designer. I do not want to be a programmer, but is it better to concentrate on an IT specialty, say Networking or Networking Security for diversity sake? Or maybe programming to be able to communicate effectively with the team or should I try to go straight for game development or game design? I plan on getting my Master's. I know Full Sail has a Master's in Game Design. Would that be worth it? Or would the boost in education not get matched in pay? Or would an MBA be better to move more into a leadership role down the road?
    >Thanks for any help you can give. I have looked at so many schools and degrees and have tried to strategically attack this for so long I am in need of some outside thought. Even if it is "you're an idiot".
    >Josh
    >The contents of this email are the property of [DELETED]. If it was not addressed to you, you have no legal right to read it. If you think you received it in error, please notify the sender. Do not forward or copy without permission of the sender. This message may contain [REMAINDER DELETED]

    Hello Josh, you wrote:

    I own a gaming a center
    Really! Interesting.

    The type of game job I aspire to (if applicable) is: _Game Designer. I don't want to be a programmer
    OK, then, you need a breaking in plan. You need to decide on an entry-level job to break into the industry, from which you might be able to migrate to game design.

    and I can't even read my own handwriting
    Why are you telling me this? Don't tell anybody this again. It's bizarre not to be able to write notes to yourself, do lists, grocery lists, etc.

    let alone draw or animate.
    Why are you telling me this? Might you be saying this because you think a game designer has to be able to draw or animate? Maybe you need to read FAQ 14.

    What do you perceive to be the chances of a fresh graduate at landing a decent job?
    Why are you asking me this? You aren't a fresh grad; you're an old(er) workhorse. In case it matters, I'm responding this as I read your email for the first time -- I haven't read the whole thing yet. You probably need to read FAQ 41.

    I currently make $50,000 to $70,000 a year (depending on bonuses) and have a wife and 3 kids. I would prefer not to take a huge pay cut for the next 10 years
    Then you'd better not go in through the QA route. Maybe level design (FAQ 69), or maybe even the startup route (FAQ 29) by way of the indie route (FAQ 16).

    I keep on going back and forth regarding degree paths. I am scared to go for game development, because if I can't land a gaming job, then I am concerned about the ability to get other jobs with my degree.
    You're going to get a degree? You mentioned game schools, but it was a total nonsequitur. Most game schools offer programs in programming, graphics, and level design, not actual game design. I'm confused as to what you plan to learn and do exactly.

    I want to be a game designer. I do not want to be a programmer, but is it better to concentrate on an IT specialty, say Networking or Networking Security for diversity sake?
    Wow, I'm not the only one confused. Don't take technical programs if that's not where your passion lies. Read FAQs 34 and 40.

    I plan on getting my Master's. I know Full Sail has a Master's in Game Design. Would that be worth it?
    Read FAQ 66.

    Or would the boost in education not get matched in pay?
    I don't have a crystal ball. Sorry that you were led to believe that I did. As for salaries, check out the game industry salary survey (see Game Biz Links page).

    Or would an MBA be better to move more into a leadership role down the road?
    An MBA would be ideal if you're going to make your own company. Having your own company increases your chances of having creative control and financial reward, if you do it right.

    I have looked at so many schools and degrees and have tried to strategically attack this for so long I am in need of some outside thought.
    Read FAQs 25 and 70.

    The contents of this email are the property of [DELETED]. If it was not addressed to you, you have no legal right to read it.
    "ALL YOUR EMAIL ARE BELONG TO ME." Questions and answers are handled in this public forum only - I don't give free private answers. The "price" of the free answers is that they are given in this public forum for the education of all readers. Emailing me with a question or comment on this topic constitutes permission for your email to be made public.

    Tom Sloper
    Los Angeles, California, USA
    June 30, 2010


    A decision about my focus this year, part 2

    >From: Robert
    >Sent: Sunday, June 27, 2010 1:42 PM
    >Subject: Re: Concentrate on formal schooling, or take it slow and look into personal education
    >Hi Tom,
    >Thanks for the quick response, and the advice :). I'll look into my options, and maybe ask my lecturer -- who is also organizing the game dev competition -- if he thinks I'm able to handle the workload. I agree though, my portfolio is the least important item on that list. I'll have more time to work on it in the summer, and by then I'll have more subjects to work with.
    >By the way, sorry for my unfortunate choice of words, I didn't mean it to sound like that, I'm actually looking forward to the subjects we're studying this year. One of them is convolution, and speaking as a guy who sometimes solves mathemathical programming problems in his spare time, that's going to be a worthy dragon to slay.
    >Thanks and regards,
    >Robert


    A decision about my focus this year

    >From: Robert
    >Sent: Sunday, June 27, 2010 12:35 PM
    >Subject: Concentrate on formal schooling, or take it slow and look into personal education
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    >My approximate age is: 24
    >The level of education I've completed is: BTEC National Diploma
    >My occupation (if student, enter 'student') is: Full time Analyst Programmer / Part time Undergraduate Student
    >The type of game job I aspire to (if applicable) is: Programmer or Lone Wolf
    >The country I live in is: Malta
    >My game biz question is:
    >Hi Tom,
    >It's Robert again. I sent you a question about two years ago asking your advice as to wheater or not I should go to a particular University. I'm happy to say that I went ahead with my studies and, if I passed my exams last year, I'm actually looking to start my third year. I'm also in the process of cleaning up a few programs I created in my spare time, so I'll be able to launch my online portfolio in the coming weeks. I'd like to think that my success was thanks to your advice, and the down to earth tone, common sense approach of your articles. That's pretty much the reason I came back here for advice.
    >My current dillemma is that the third year has the most hectic schedule yet. It's not that I don't think I can handle it along with my day job. It's that I don't think I can handle it without sacrificing the following things:
    >* My portfolio building time. If I had to compare the things I learned on my own, compared to what I learned in Uni, I'd have to say the former is more substantial, even though it was initiated by the latter.
    >* I might be taking part in a game competition for the first half of my scholastic year. That will use up a lot of my time, but it is also a great opportunity. I'll get to meet an Industry veteran, and more importantly I will get the opportunity to work with game developers from my country. Such connections may become useful in the future. Also, given where I live, I may not have many such opportunities.
    >* I have started learning the piano again. I did so because I thought it would be good to balance a left-hemisphere job like programming with a creative discipline like music. I am already feeling the benefits to my creativity and would rather not sacrifice them.
    >I don't mind sacrificing the first and last points, but I would not like the miss the opportunity to work on an actual game dev project. Of course, this wouldn't be a dillemma if I didn't have options.
    >I do have the option to spread my scholastic year over two calendar years, which means I will get to do most of the things I want to do, but it would also mean that I will have to wait another year before I get my degree, and that's if I don't split my fourth or fifth scholastic year. That means I will be twenty-eight when I graduate, instead of twenty-seven. I know it doesn't seem like a lot, but it all adds up.
    >So my question is, should I cram my time at University, and get it over with?
    >Or
    >Should I allow myself more time so that I can explore my subject more thoroughly, and not miss oportunities such as the game dev competition?
    >Alternatively, what should I do in order to gain more insight into what I should do?
    >Also, would it look bad on my CV if I spread my scholastic year? Note that the scholastic year is actually meant for full-time students, not part-time.
    >Thank you for reading,
    >Robert
    >p.s. I had another email with a silly nickname before, I also took your advice on those ;).

    Hi Robert, always nice to have a return customer! (^_^) You wrote:

    I'd like to think that my success was thanks to your advice
    Cool! That's nice to hear.

    the third year has the most hectic schedule yet. It's not that I don't think I can handle it along with my day job. It's that I don't think I can handle it without sacrificing the following things:
    If I had to pick one, I'd say "portfolio." You're not ready to build a portfolio until you've graduated anyway. I don't think school projects are suitable for portfolios, for the most part, because while you're making them you're learning how to do the stuff you're trying to show that you're spectacular at! Convoluted sentence, I know. You can always make a decision grid. Analyze the pros and cons of each of the things you have to select between, then drop the one that scores lowest. Personally, as for music, I think it's of tremendous value to the psyche (and as you say, the creative hemisphere of the brain), and I would absolutely never recommend that anyone drop practice time.

    I do have the option to spread my scholastic year over two calendar years... should I cram my time at University, and get it over with?
    I think you should apply as much energy to your studies now as possible, so you can (as you unfortunately put it) "get it over with." But it has to be balanced against everything else.

    would it look bad on my CV if I spread my scholastic year?
    Nobody will notice that on your CV, and if they do, who cares? How you choose to live your life has to be made based on your own criteria, not based on some hypothetical other person's. Forget about "appearances" and live YOUR life, for yourSELF.

    Tom Sloper
    Los Angeles, California, USA
    June 27, 2010


    Is this a good school for me? - part 2

    >From: james
    >Sent: Friday, June 25, 2010 4:05 PM
    >Subject: RE: Gaming advice Q&A
    >Well thanks I found an answer for all your answers/questions, :)-
    >Q,You've had 3 years to get another idea. And another, and another...?
    >A, No, what I meant was that I've had the same idea for 3 years sticking in my head and only until I told a few people I trust about it they told me it was amazing so I decided to act upon it and make it my future dream/goal. Now for the past 3 years I have'nt been doing nothing, I've been looking up how to reach my goal and I'm constantly adding details to the main idea of my game.
    >Q, You haven't studied very hard in your English classes, either! (^_^) What's the difference between the following three words, and which one belongs in your sentence?
    >A, Yes, thanks for noticing :P, I'm practicing.
    >Q, Read FAQs 3, 7, 42, 25, 34, & 44. I don't know what "director" means to you. See FAQ 28, and look up the terms Director, Producer, and Game Designer. As part of your studies, you might want to take some business and management courses, especially personnel management, project management, contracts, etc.
    >A, I will be sure to read those FAQs. But as for what job I'm reaching for, It's which ever one has the person telling others what to do about most of the game pretty much and honestly a couple of the job names you told me to look up kinda have that job description.
    >My Q, One thing I tried asking you though is if you know what is/are the best colleges to go to in Chicago that would later on permit me to go to a great company like Bioware and if you think Flashpoint academy would be one of those. Thank you for your time Mr. Sloper.

    Hello James:

    I'm constantly adding details to the main idea of my game.
    For 3 years?? And when are you going to get another game idea? Are you a "one game wonder"? Have you read FAQ 14?

    I will be sure to read those FAQs.
    When? You should have already read them before writing me this 2nd time.

    One thing I tried asking you though is if you know what is/are the best colleges to go to in Chicago that would later on permit me to go to a great company like Bioware and if you think Flashpoint academy would be one of those.
    I KNOW that's what you asked me. I can read English! My answer to that question was that you should read those FAQs that you say you are going to read whenever. That is still my answer to that question. You should read them.

    Tom Sloper
    Los Angeles, California, USA
    June 25, 2010


    Is this a good school for me?

    >From: james
    >Sent: Friday, June 25, 2010 9:08 AM
    >Subject: Gaming advice Q&A
    >My approximate age is: _16
    >The level of education I've completed is: _ Sophomore year of high school.
    >My occupation (if student, enter 'student') is: _ Student
    >The type of game job I aspire to (if applicable) is: _ Director of my own game
    >The country I live in is: _ United States
    >My game biz question is: _ Ok so about a year ago I was wondering how I could someday make my own game idea because I got a game idea when I was 13. I looked on Google and found your guides, they helped me A LOT and I figured at the end, “ok well Ill get a good college gaming education then go into the gaming company Ill someday want to create my game with which is Bioware. Now I’ve been looking all over the place for places I can get education for gaming with, in Chicago downtown. For now I think I found a good place which is called Flashpoint Academy, there program is 2 years long and you get an overview of how to do all the basic jobs in the gaming industry and your second year, slightly specialize in one job. Now, basically what I am asking is if you think that this would be the best place for me to go considering which gaming company I want to go into after I graduate college and if not, where do you recommend I go to? Thank you for your insight on this.

    Hello James, you wrote:

    I got a game idea when I was 13.
    >My approximate age is: _16
    You've had 3 years to get another idea. And another, and another...?

    I... found your guides... and I figured... “ok well Ill [sic] get a good college gaming education... I’ve been looking all over the place for places I can get education for gaming...
    There's some more reading you need to do on my site.

    Flashpoint Academy, there program is 2 years long
    You haven't studied very hard in your English classes, either! (^_^) What's the difference between the following three words, and which one belongs in your sentence?

    there
    they're
    their

    what I am asking is if you think that this would be the best place for me to go
    >The type of game job I aspire to (if applicable) is: _ Director of my own game
    Read FAQs 3, 7, 42, 25, 34, & 44. I don't know what "director" means to you. See FAQ 28, and look up the terms Director, Producer, and Game Designer. As part of your studies, you might want to take some business and management courses, especially personnel management, project management, contracts, etc.

    Tom Sloper
    Los Angeles, California, USA
    June 25, 2010


    Going the lone wolf path

    >From: Katie
    >Sent: Wednesday, June 23, 2010 7:18 AM
    >Subject: "Garage Game" Company Lessons
    > (1) How old are you?
    >I am 18 years old.
    > (2) What's your level of education?
    >I have gone through some college.
    > (3) What's your current occupation?
    >I am a student.
    > (4) Which game job, if any, do you aspire to or plan to study for?
    >I am hoping to be prepared for a bit of everything, seeing as I am taking the indie game route.
    > (5) Which country do you live in (where in the world are you)? (OK, so that's 5.)
    >I live in [THE UNITED STATES]
    >Hi Tom, my name is Katie. I stumbled across your FAQs/lessons recently on Google, and I commend you for writing some very useful advice for wannabes like me. I have done a pretty thorough reading of the lessons, but I still have determined that the "lone wolf" route is for me. To explain further, I have a rather severe case of Tourette's Syndrome, a neurological disorder that causes involuntary tics. The tics can be classified into two categories: vocal, and motor, and one of my vocal tics is a copralalia tic-- in other words, I shout curse words involuntarily. I have read section "H" of the "Exceptions" lesson, but as you can imagine it is seen as highly unprofessional by most to shout swear words, whether voluntary or not, so my best solution to achieving my dreams is as you call it the "lone wolf" route.
    >I know it's not the main focus of your lessons, but the "Indy Game Dev" article you wrote was a real treat. I'd love to see more of this kind of lesson, especially for people like me, who have a disorder that is professionally unappealing. I do realize that it will take a lot of hard work, preparation, and determination, but I am up for the challenge as long as I can see my dream come true.
    >So, to summarize, do you think you could throw another indie game lesson in for us "lone wolves?"
    >Thanks for your time,
    >~Katie

    Hi Katie,
    I can totally understand your wanting to go the lone wolf path given your situation. It's possible you can find people willing to work with you despite your handicap, but remote work via IM and EM would probably be best (you surely wouldn't type cuss words).

    Just to set the record straight, I didn't write the Indy article (FAQ 16); that one was written by a guest writer. But to get to your main question:

    do you think you could throw another indie game lesson in for us "lone wolves?"
    Well. The problem there is that a lone wolf has to know it all and be it all. Ideally, the lone wolf is a Renaissance woman -- super-skilled in every area: programming, art, audio, business, marketing, and game design. It's a little hard to teach all that stuff in anything less than six books. Another possibility for you would be to work freelance and avoid the telephone and the in-person meeting (explaining to collaborators and clients why you have to work that way).

    Tom Sloper
    Los Angeles, California, USA
    June 23, 2010


    Some casual questions, asked a second time

    >From: Rohit
    >Sent: Wednesday, June 23, 2010 6:46 AM
    >Subject: Casual gaming
    >Hello Tom,
    >In reference to the Producing section I have a few of questions to throw at you.
    >How different is the process of producing in case of casual games? Flash and Java based?
    >What does it take to make a casual game like Farmville or Kickabout (funorb.com) as examples, in terms of manpower, finances, time to make them (by each department, an approximate average time) e.t.c.?
    >What do you need to make a game work on both PC and mobiles? Do programmer's and designers need to redo their work separately to make it work on a different platforms or is there an alternative? Like a different set of programming maybe?
    >What are main differences in services provided by Gaikai and OnLive? I am struggling a bit to draw clear points there.
    >How effective do you think advergames are as a medium of communication? Just want your own opinion on this based on what you have experienced in US.
    >I hope the questions are not too vague. Looking forward to hear from you.
    >Many thanks,
    >--
    >Rohit [LAST NAME AND PERSONAL CONTACT INFO DELETED]

    Dammit Rohit,
    You already asked these questions before, and I already answered them two weeks ago. Just look below, already!
    Tom Sloper
    Los Angeles, California, USA
    June 23, 2010


    Private Message: Hello

    >Game Career Guide Forums > User Control Panel > Private Messages > Inbox
    >Private Message: Hello
    >06-17-2010, 09:39 PM
    >Jimbo
    >Junior Member
    >Location: Western New York
    >Hello
    >Hi, i dont know if you remember me, but a while ago i was on the forum trying to decide what to do with my life, i posted a few threads all really asking the same thing in one way shape or form. I hope you dont mind me contacting you, but i have read a lot of your website, not all admittedly, but quite a bit. i know you dont know me, but i was hoping i could ask you for some of your opinions. I just started at itt tech for software applications and programming, but im still on the fence. the gamer inside of me wants to design games, but i know that a programming degree can be very versitile... i.e. i dont have to just program video games. probably what scares me the most is going through with one of the two, and then 20 years down the line regretting it and wishing i would have done the other. i know its never to late to go back, but i would rather get it right the first time. One question i have for you is when you talk about taking the "university" approach, would you consider itt tech a university? i mean, its college, but it doesnt feel like a university. Another question, obviously 4 years is better than two, but can i make it on just a two year degree? i know that no one is a fortune teller, and no one can determine my future, im just asking from your past experiences. Thank you, i hope your not wierded out by my approaching you like this, you just seem to know what youre talking about
    >-Jim

    Hello Jim,
    I rarely check for private messages on sundry websites. That's why my sig on GameCareerGuide asks people not to PM me. Also, if you'd read my website more thoroughly before PM'ing me, you'd realize that I don't give free private advice, because that information is plastered all over this site. Anyway, you PM'd me:

    would you consider itt tech [sic] a university?
    College/university is a spectrum. I see advanced education as being on the following value spectrum:
    Best: 4-year bachelors degree from a brick-and-mortar campus, plus postgraduate study (like a Masters degree);
    2nd best: 4-year bachelors degree from a brick-and-mortar campus;
    3rd: 3-year degree;
    4th: 2-year degree;
    5th: Online degree.

    i [sic] mean, its [sic] college, but it doesn’t [sic] feel like a university.
    I have tried to use the word "college" less and the word "university" more, only because I get misunderstood by people in England and other countries where the two terms are not synonymous. Now I see that I always have to go to the extra trouble of typing "college or university" rather than just using one term or the other.

    can i make it on just a two year degree?
    Read FAQ 49 and ask a better question. If you choose to write me again, please give me the following information in order to get the best possible answer:

    How old are you?
    What's your level of education?
    What's your current occupation?
    Which game job, if any, do you aspire to or plan to study for?
    What country do you live in?
    What is your REAL question? What is it you really want to know, and why?

    While I just happened to look at my GameCareerGuide PM inbox today, I also found another old PM there:

    >Private Message: writing
    >03-07-2010, 08:44 PM
    >nalidz
    >Junior Member
    >writing
    >is it just IndustryGamers.com or... i googled it and got several sites

    That one I won't bother replying to. It's been more than 3 months, so the question has expired by now.
    Tom Sloper
    Los Angeles, California, USA
    June 21, 2010


    Portfolio Q&A, part 3

    >From: Dimitri
    >Sent: Monday, June 21, 2010 11:07 AM
    >Subject: Game Industry Q+A
    >Hi again Tom,
    >I see what you're getting at, although a Super Mario hack is basically just redesigning levels and graphics with an editor (= modding, except the editor isn't supported by nintendo, hence the term "hack"), the employers might get confused over that too so I will avoid bringing it up unless I think they know what it's about.
    >I'm not trying to shortcut anything, I'm trying to decide whether I should rather spend my next level-designing year into making something in 3D rather than a new, better Super Mario World hack, depending on whether the latter could be valuable for a job application. I do intend to only put my best work into my portfolio and will try to make it the best.
    >Thank you for your helpful answers.
    >Dimitri

    You're welcome.


    Portfolio Q&A, part 2

    >From: Dimitri
    >Sent: Monday, June 21, 2010 7:50 AM
    >Subject: Game Industry Q+A
    >Hi Tom,
    >Thank you for your answer !
    >Yes, a Super Mario World hack is built from hacked Super Mario World code, using Nintendo's graphics, sound and gameplay. Hence my concern of being even legally allowed to show it in an interview. I'm thinking now though, that even if I can't show that work in a job interview, I can still mention it in my CV, maybe with a link to some screenshots or video of it, so that they could still take it into account in their judgement ? Even if they're not too interested in 2D, that would show them I can work on a long project, be recognized by the community, and even get out there and hire a graphics guy to make something for me if need be.
    >I am surprised of your telling me that level design means exclusively 3D. Were people working on levels back when there was no 3D not level designers ? What about people who make levels for 2D games today, aren't they called level designers ?
    >Dimitri

    Bon matin, Dimitri.

    I'm thinking now though, that even if I can't show that work in a job interview, I can still mention it in my CV, maybe with a link to some screenshots or video of it,
    No, no, no. There is no happy difference between showing a hack in an interview and listing a hack in your CV. It's still a hack.

    so that they could still take it into account in their judgement ?
    So that they could think badly of you?

    Even if they're not too interested in 2D, that would show them I can work on a long project
    What long project? You hacked a game, thereby shortcutting the whole "long project" thing.

    be recognized by the community
    As a hacker!

    Look. You're trying to shortcut the portfolio building process. You're trying to take something you did for learning, and use it for a portfolio piece. I don't really know what any particular interviewer will think about your having hacked a Nintendo game. Since you did it for learning purposes, not to sell it or give it away, they could well look at it as a typical young programmer trick that they did themselves. Or they might think you're not cooked enough yet (based on you trying to shortcut the portfolio building process).

    Rather than focusing in on whether or not your hack is a good portfolio piece, why don't you just move on? Make a portfolio piece that doesn't come with any baggage. You didn't waste your time with that hack -- you learned a lot from it. Now level-up to the next thing, build a portfolio you don't have to apologize for. Rather than put your hack in your portfolio disc (certainly don't put it on your portfolio site) or in your CV, just have it on a thumb drive in your pocket, and don't mention it unless you're really hitting it off with the technical interviewer and after he's looked at your portfolio, if he says "got anything else?" You might (MIGHT) say something like, "well, I have this thing that I hacked." If he says, "ooh, I wanna see," then do it. Get the idea? Have it with you. Probably don't mention it. Only mention it if things are going well. Only show it upon request.

    I am surprised of your telling me that level design means exclusively 3D. Were people working on levels back when there was no 3D not level designers ? What about people who make levels for 2D games today, aren't they called level designers ?
    The term "level design" is fairly new. Terminology is defined by its usage. I've only heard the term used in conjunction with 3D games. Of course I see your point, that it logically can also apply to 2D games, and there could well be some who'd agree with you on that, but rather than set yourself up for semantic debates, why not go with the flow? Working out the design of 2D levels is done with different tools than working out the design of 3D levels. Most people would probably term that "game design" or even "puzzle design."

    Tom Sloper
    Los Angeles, California, USA
    June 21, 2010


    Portfolio Q&A

    >From: Dimitri
    >Sent: Sunday, June 20, 2010 6:14 PM
    >Subject: Game Industry Q+A
    >Hi Tom !
    >This is Dimitri from France again, the third time I'm asking for your advice in about 5 years. I am 23 now.
    >I graduated and got a Bachelor's degree in Maths/Programming and slowly realized that I was much less interested in the technical aspects of making games than in the creative aspects. I finished my Bachelor's anyway, took entrance exams and got in a nice architecture school in Grenoble, first year, basically starting studies all over again.
    >There are a few jobs I aspire to, the game related ones are Level Designer and Game Designer. I have been designing levels for games since I was a kid and I'm getting better and better at it. I intend to join the gaming industry through the Level Design "door". For this, I intend to first finish my bachelor's degree in Architecture, and then start applying for Level Design positions, in France or in an English speaking country.
    >I am about to start a new level design project which basically consists of making a "Super Mario World Hack". I have already made one that was quite successful, but I want to make a new, better one, and even contacted a graphics artist to make custom graphics for me (whom I would pay a small amount).
    >Now here is the thing that sort of worries me. This project is going to take a lot of time, which is fine and I am prepared to put it in and make something great. However, this is another of my projects that will just be 2D work. I understand that the industry today is almost exclusively directed towards making 3D games. While making my projects is fun, I also want to have enough material to build a nice level design portfolio that I could show my future employers. I do have one or two quality 3D stuff to show them, but the rest is 2D (Total Annihilation maps, Super Mario World Hack...).
    >2 problems arise :
    >1) A legal issue : I am not sure owning and running a Super Mario World ROM is even legal at all, so can I even include a Super Mario World hack in a portfolio that I would submit to a game company ?
    >2) Even if my portfolio would include some 3D work as well, is it relevant to submit some 2D work to a game company that makes and sells only 3D games ? Can I expect them to even look at the 2D work ?
    >That second question stems from my ignorance of how large a level design portfolio should be. I understand size is variable and quality beats quantity, but in 2 years from now, given the time I will have to work on designing levels, I'll probably only have 2 or 3 quality 3D levels to show, and a bunch of quality 2D stuff. Also the genres are all over the place : RTS, platforming, FPS...
    >As always, I am amazed at your dedication to helping people for free, and your ability to write powerful advice and lessons that more often than not touch fields beyond game design or game jobs.
    >Thank you.
    >Dimitri

    Bonjour, Dimitri, you wrote:

    got a Bachelor's degree in Maths/Programming
    Félicitations! Well done.

    basically consists of making a "Super Mario World Hack".
    Do you mean you're creating a game that's like Super Mario, or do you mean that you hacked the Super Mario code and are modifying it (that latter is what "a hack" means to me).

    I understand that the industry today is almost exclusively directed towards making 3D games. ... I do have one or two quality 3D stuff to show them, but the rest is 2D
    You do understand that Level Design typically means 3D, don't you? I haven't heard of 2D level designers.

    I am not sure owning and running a Super Mario World ROM is even legal at all,
    I don't know what you mean by that. I don't know what this thing is that you're making -- I don't know how closely it resembles Super Mario or if it's built from hacked Super Mario code or what.

    can I even include a Super Mario World hack in a portfolio that I would submit to a game company ?
    Since I don't know what you mean by "hack," I can't answer this. But since there are doubts about it, maybe you'd better not.

    is it relevant to submit some 2D work to a game company that makes and sells only 3D games ?
    Probably not. If you know they only make 3D, then you should present your 3D work to them.

    Can I expect them to even look at the 2D work ?
    Oh, if they interview you, then sure, they'll look at it. As long as you aren't standing there with an apologetic yet quizzical look, saying "I don't know if you even want to look at my 2D work, I just do 2D, you only do 3D, eh? Eh?"

    how large a level design portfolio should be.
    I don't know either. My guess is three levels. One: definitely not enough. Two: maybe not enough. Four: too many to look at. Three: probably just right. À bientôt!

    Tom Sloper
    Los Angeles, California, USA
    June 20, 2010


    Q&A about QA

    >From: Ryan
    >Sent: Saturday, June 19, 2010 12:27 PM
    >Subject: Asking Q's, hoping for A's
    >1) 23
    >2) 4th year in college
    >3) Student
    >4) Game Development with a concentration in Design
    >5) United States: Chicago, Illinois
    >Hi Tom, recently I’ve made an attempt to become more active on game developer forums (namely gamecareerguide, however I’m looking to branch out from there). You and a few others gave me some great regarding a current job application plight and now I’ve thought up a few, more direct, questions that I was hoping you could answer.
    >During the fall, lead positions on the development team for our senior project will be available, and I’m at a crossroads. Initially I was thinking about trying for Level Design Lead, or possibly the coveted Lead Designer. However now, with QA on the mind, would it be wise to aim at the less sought after QA Lead? I feel that it may look better if I’m attempting to break into QA right off the bat, which I am, but the main question is will it really even matter? Would choosing this path hinder my chances at getting a position as a Level Designer or Designer, or could it all be leveled out by a well put together portfolio?
    >Do you think a studio would even consider a student in their last year of college for a position in QA? My availability on one of the workdays (namely, Friday) would be a little sketchy but do you think missing a few hours a week would be a deal breaker?
    >Finally, even though lots of the lots of the local studios aren’t currently advertising for QA positions (I am aware that at least one of them outsources their QA) would it still be a safe bet to send in an application regardless? In Lesson 4 you mentioned that your first job was obtained this way however I’m wondering if QA positions are more finite (meaning, is the developer is only allotted, say, X amount of people for QA). I understand these things may vary based off of company policy, but what do you think based off your experience?
    >Thank you for taking the time to read my questions, I look forward to your feedback
    >Ryan

    Hi Ryan, you wrote:

    recently I’ve made an attempt to become more active on game developer forums (namely gamecareerguide
    Yes, I recognized your name when I saw the email in my inbox.

    During the fall, lead positions on the development team for our senior project will be available, and I’m at a crossroads. Initially I was thinking about trying for Level Design Lead, or possibly the coveted Lead Designer. However now, with QA on the mind, would it be wise to aim at the less sought after QA Lead?
    Go for the one you want, but let the team know you're willing to take another slot. Then work like hell to show them you're the best candidate for the slot you want.

    I feel
    Try to ignore "feelings." This isn't Star Wars. Read FAQ 40.

    it may look better if I’m attempting to break into QA right off the bat,
    Don't go concerning yourself about APPEARANCES. Go instead for your passions. (FAQ 40 again.) If you go through life trying to do things you think other people will want or expect of you, you won't be making yourself happy. It's YOUR life -- it's YOU whose expectations you should live up to -- not somebody else's.

    Would choosing this path hinder my chances at getting a position as a Level Designer or Designer
    First: I do not own a crystal ball -- I cannot foretell your future. Second: very few paths you take today are likely to hamstring you for the rest of your life (barring criminal activity or stupid physically life-threatening risks). Third: read FAQ 71.

    Would choosing this path hinder my chances at getting a position as a Level Designer or Designer, or could it all be leveled out by a well put together portfolio?
    You ARE planning to go ahead and build a spectacular portfolio regardless, are you not? Stop agonizing over small things, and just go with your passions. If faced with a difficult decision, make a decision grid. FAQ 70.

    Do you think a studio would even consider a student in their last year of college for a position in QA?
    Not if it's likely the student can't work all the hours we need him to, because he has prior commitments, no.

    My availability on one of the workdays (namely, Friday) would be a little sketchy but do you think missing a few hours a week would be a deal breaker?
    If you're available six days out of seven, that might be okay, but you'd have to ask them during the interview.

    even though lots of the lots of the local studios aren’t currently advertising for QA positions (I am aware that at least one of them outsources their QA) would it still be a safe bet to send in an application regardless?
    If you don't apply, you definitely won't get hired.

    Tom Sloper
    Los Angeles, California, USA
    June 19, 2010


    A question of the 2nd degree

    >From: Jasmin
    >Sent: Saturday, June 19, 2010 1:49 PM
    >Subject: RE: Question about my choice of University degree..
    >Thank you for taking the time to answer my question, especially the first part
    >I would have almost definitely said that to someone in the gaming industry if I was ever asked..
    >But I guess it's true, we do learn something new everyday
    >Once again, thank you! :)

    Hello Jasmin,
    If somebody ASKS you, then OF COURSE you should answer. I never said to plead the fifth, to refuse to answer, if somebody ASKS you.
    <
    You're welcome back with followup questions anytime.
    Tom Sloper
    Los Angeles, California, USA
    June 19, 2010


    A question of degree

    >From: Jasmin
    >Sent: Saturday, June 19, 2010 8:35 AM
    >Subject: Question about my choice of University degree..
    >1) 16
    >2) Currently studying A Levels (I believe this is the equivalent to twelfth grade in the U.S educational system)
    >3) Student
    >4) I have always dreamt of becoming a story writer for games..
    >5) England
    >Well, ever since I bought my first 'Final Fantasy' game I began weaving my own dreams of one day being able to share one of my own stories with the rest of the world..
    >The drama, intensity and emotions captivated me and convinced that yes, I too want to be able to bring my stories to life and share with others what I have only dreamt in my mind and on paper..
    >However, after reading through your FAQ's you mentioned that a degree in writing would be a story writers best bet..
    >Regardless of my passion for writing, I instead hoped to do a degree in Classics.. and I was simply wondering if this choice would in anyway lower my chances of reaching my goal
    >I have contemplated on whether I should ditch Classics and perhaps take a degree in Literature instead but I am unsure..
    >I understand that competition is likely to be tough therefore I felt the best thing to do is start asking questions and making my decisions now instead of later when it may be too late
    >Thank you for taking the time to read my question, your advice on this matter will be highly appreciated

    Hello Jasmin, you wrote:

    Well, ever since I bought my first 'Fiy' game I began weaving my own dreams of one day being able to share one of my own stories with the rest of the world..
    >The drama, intensity and emotions captivated me and convinced that yes, I too want to be able to bring my stories to life and share with others what I have only dreamt in my mind and on paper..
    People say that so many times that it has lost all meaning! Never, ever, ever say that again to anyone in the game industry. Seriously. It's so boring to hear that day in and day out, week after week, month after month, year after year! Just stop it!

    I instead hoped to do a degree in Classics.
    Fine. Then do it.

    I was simply wondering if this choice would in anyway lower my chances of reaching my goal
    No. One's degree does NOT force one's life in only the direction of the degree; it's not a hamstring; it's not a life sentence. Regardless of what you think, regardless of what you may have heard, regardless of anything. Read FAQ 71.

    You should study Classics for two reasons:
    It's a perfectly good background for becoming a writer (especially if you take plenty of writing courses while in school);
    You want to. FAQ 40.

    Tom Sloper
    Los Angeles, California, USA
    June 19, 2010


    Some questions about making a game studio

    From: Hendra
    Sent: Sat, June 19, 2010 4:33:51 AM
    Subject: [no subject]
    Hi, I'd like to ask you some questions about making a game studio. Let say I am rich, how much money should I invested to make a studio that can make a game like GTA4 ? Thanks

    Hello Hendra, you wrote:

    how much money should I invested to make a studio
    I assume you're talking about a development studio -- a company that makes games but does not publish them themselves.

    that can make a game like GTA4 ?
    It depends. It's hard to tell what answer to give you, since you didn't provide enough information about your real question and your reason for asking.

    You just asked about making the studio -- in other words, forming the company, hiring the people, getting the necessary licenses, and buying the equipment. You didn't ask about the cost of making the game itself. Typical studio cost is about $11,000 per man-month, and that includes not only salaries but also overhead. Let's just say that to "make the studio" means to hire the people -- in other words, the first month cost. And let's assume that the studio, at the moment of formation, gets a contract with a publisher (so the publisher will be paying all development cost once the company has been formed).

    A triple-A developer probably has at least 100 people, let's just go with that round number. Let's assume that the company has to hire all 100 people instantly. These are ridiculous assumptions, but since your question is ridiculously fuzzy, this is what we run with.

    100 times 11,000 is 1,100,000. So it costs a little over a million dollars just to " just to "make a studio" -- not that anybody could actually reasonably expect to proceed in this manner. For more about forming a startup, and about game finances, read FAQs 29 & 62. The FAQs are above left.

    I'd like to ask you some questions
    When you ask the rest of your questions, please provide me more information so I can give the answer that best goes to the heart of what it is you want to know. You can see by the hemming and hawing I did above that I had a hard time answering your first question because I didn't have enough information from you. When you ask your next question, please give me the answers to these questions with the question:
    How old are you?
    What's your level of education?
    What's your current occupation?
    Which game job, if any, do you aspire to or plan to study for?
    What country do you live in?
    What is your REAL question? What is it you really want to know, and why?

    Tom Sloper
    Los Angeles, California, USA
    June 19, 2010


    Game Education Summit

    Dear readers,
    Instead of going to E3 the last couple days, I was at the Game Education Summit, conveniently held right on the campus where I teach.


    The statue of Tommy Trojan (the USC mascot)


    The statue of Douglas Fairbanks in the courtyard of the new buildings of the USC School of Cinema Arts

    Learned a lot that's going to improve my classes going forward! Finally get to go to E3 tomorrow.
    Tom Sloper
    Los Angeles, California, USA
    June 16, 2010


    Confused 18-year-old, part 2

    >From: Aaron
    >Sent: Monday, June 14, 2010 4:22 PM
    >Subject: Re: A few "serious questions" before diving in.
    >1.) 18.
    >2.) Recent High School Graduate.
    >3.) Unemployed...
    >4.) Game Developer?
    >5.) United States (Pennsylvania, specifically.)
    >I assume the above is already known, but required, correct?
    >Now, perhaps I should have taken a little more of an offensive state of mind in my last "line of questioning". It would also seem that I may have worded my message a little... less mature / composed than you would have liked / could understand (my bad)... enough on that...
    >Assumptions are fun, aren't they? I suppose there would have been less if I was more clear in my last message, but I digress. I cannot say that this response is not semi-fueled by a ting of rebellion, but I just wanted to actually say thank you. You help me to realize something, and it was in fact due to my lack of research.
    >I must say, keep up the good work.
    >P.S. - I have seen the Karate Kid movies (the older ones, the new one doesn't seem to do it the same justice) and they were fantastic.

    >From: Aaron
    >Sent: Monday, June 14, 2010 4:23 PM
    >Subject: Re: A few "serious questions" before diving in.
    >Grammar buff (kind of...): *helped me to*

    Hi again, Aaron, you wrote:

    I assume the above is already known,
    Of course.

    but required [all over again], correct?
    No. I'm not so old that I can't remember our discussion an hour ago.

    I just wanted to actually say thank you. You help me to realize something, and it was in fact due to my lack of research.
    Awesome!

    I have seen the Karate Kid movies
    Go watch'em again, why doncha.
    Tom Sloper
    Los Angeles, California, USA
    June 2, 2010


    Confused 18-year-old

    >From: Aaron
    >Sent: Monday, June 14, 2010 1:05 PM
    >Subject: A few "serious questions" before diving in.
    >1.) 18.
    >2.) Recent High School Graduate.
    >3.) Unemployed...
    >4.) Game Developer?
    >5.) United States (Pennsylvania, specifically.)
    >I was reading up on a few of your articles before I made the plunge to ask you some questions (to try and minimize the risk of me sounding like any more of an idiot then I probably will).
    >Being a recent High School graduate (and this has plagued me even before such event occurred) I have come to the conclusion that I have no idea what it is I want to do with my life. So, I did some "research" (now I wouldn't exactly call it good research, but research nonetheless). To my knowledge, which seems to be failing me quite often now, I am quite interested in Game Development. [I have always been pretty handy with a computer, although most people are nowadays; forever has it been that I have been quite quick with most math related subjects; and of course their is the affinity for gaming...] Part of my research had led me to your informative (and entertaining, if I may say so) website. It was their that I began to question if this was my "yellow brick road". Now, if I am questioning it, that most likely means it's not for me, right? Well, I just cannot shake this feeling that I could really be good at this, that I really might enjoy it. This battle in my mind results in me wasting countless hours contemplating what to do... (Sometimes I just wish there was some way of knowing if this was for me, but then what be the point of living life, eh?)
    >Every time that I "make a breakthrough" in my decision of a career path (even here), the little worry in the back of my mind pops out: "Is this job good enough; can it make you enough money to support yourself; will you be able to have a life outside of work?"
    >I am more then certain I have missed a number or things, but I should like not to make you suffer through any more of my ranting. Should any of this make sense enough to make a reply to, or even for reading it thus far, I thank you from the bottom of my heart. It means a lot.

    Hello Aaron, you wrote:

    this has plagued me even before such event occurred)
    What "event"? Did you mention an event in your email? I didn't see it.

    I did some "research" (now I wouldn't exactly call it good research, but research nonetheless).
    In other words, "I didn't do actual research because I have no idea what research actually is." That's a big part of your problem right there.

    if I am questioning it, that most likely means it's not for me, right?
    Not necessarily. You're a kid. I know, 18 means you're legally an adult, but your brain isn't finished cooking yet. It's not surprising that you haven't yet figured out your life's passion. I hadn't either, at your age.

    This battle in my mind results in me wasting countless hours contemplating what to do...
    So take the battle out of your mind, and put it on paper. Organize it. Read FAQ 70.

    the little worry in the back of my mind pops out:
    You are afraid of making a decision. Read FAQ 47, the section on Fear.

    Is this job good enough
    That's subjective. Only YOU can make that determination. You have to try doing stuff, right now. Read FAQ 12.

    can it make you enough money to support yourself;
    Go to the Game Biz Links Page and find the link to the Game Industry Salary Survey. Get information. Do actual research.

    will you be able to have a life outside of work?"
    That's a question that applies to every line of work. Go to the IGDA website, go to Gamasutra, read up on the QOL (Quality Of Life) issue in the game industry. Do actual research. Get informed.

    I should like not to make you suffer through any more of my ranting
    You haven't "ranted." You've only meandered and sounded pathetic and confused (which is a state of mind you can cure by doing more reading. You haven't really done any research at all.)

    I thank you from the bottom of my heart. It means a lot.
    You're being overly dramatic. And sounding pathetic in hopes that I'll go "aw there there wittle boy, you'll be okay." Cut it out! It's time to stop acting like a little kid. You're 18 now. Get out there, do your research. When you're ready to ask more questions, you're welcome to come back. But drop the drama, okay? I won't sound like such a mean old man if you show me that you're starting to act responsibly about your future. By the way, you might want to go see the new "Karate Kid" movie. I hear it's a bit long in parts, but it might be an eye-opener for you. Or rent the original movie. Either way.

    Tom Sloper
    Los Angeles, California, USA
    June 14, 2010


    Please unzip my resume.exe and double-click it

    From: Dario Hartling ("Kalina")
    Email: danthorpe@lionsdenadult.com
    Sent: Monday, June 14, 2010 11:03 AM
    Subject: Please look my CV. Thank you. MyID NR0173146.
    Good day..
    I have figured out that you have an available job.
    I am quiet intrested in it. So I send you my resume,
    Looking forward to your reply.
    Thank you.
    Attachment: resume7328.zip (contents: resume.exe)

    Puh-LEAZE! Wotta jerk.


    Can a girl work in games?

    From: "[NAME WITHHELD]"
    Sent: Saturday, June 12, 2010 7:59 PM
    Subject: Asking for Advice: Girls and Game Design Career?
    > Hi Mr.Sloper,
    > Games (especially MMORPGs) have been a massive part of my life, and
    > most of my classmates know me for my creativity and artistic ability.
    > Therefore, I've been wanting to become a game designer for a long
    > time, and I have been doing research on it so I can get a good idea of
    > what the field is like. However, as I checked out game design camps
    > and read through the articles and emails on your site, I realized that
    > most of the young people interested in game design (if not all) are
    > boys. In addition, when I mentioned to my parents that I wanted to
    > work in Japanese/Korean game companies such as NCSoft, they snorted at
    > me and said "You won't get anywhere, companies in Japan and Korea
    > never let girls have the high ranking positions. Even if a guy is lame
    > and comes up with crap, they'll still hire him over you just because
    > you're a girl". I don't know if that's an exaggerated piece of
    > information or not, but it was really disheartening...
    >
    > Also I checked out a game design camp website and they had a section
    > titled "Games aren't just for boys!". When I watched the video, it
    > showed this girl about 9 years old talking about her little princess
    > game. This isn't an angry feminist complaint, and I actually don't
    > really like girls that much, but for some reason it made me a little
    > mad; while all the guys were shown programming cool FPSes and
    > modelling 3D characters+landscapes, I felt like the entire female
    > portion of the gaming population was being represented by a 9 year
    > old's pink flash game. There are girls like me that are just as into
    > more complex and "guy"ish games as the boys are, but none of that was
    > represented.
    >
    > I just wanted to ask about girls and succeeding in the gaming
    > industry--do they have a disadvantage against guys? Would it be good
    > or bad to be a girl in this field of work? I know that being a girl
    > in-game means all the guys will hit on you (which sucks, and is why I
    > play a male character), but I don't know what it would be like being a
    > girl actually MAKING a game. Currently I'm teamed up with a group of
    > guys developing an RPG and I'm in charge of design/art, but I did not
    > tell any of them I am actually a girl just in case it was a bad thing.
    >
    > Sorry for the long email! It was a bit of a rant I know. I'd really
    > appreciate some advice.
    > Thanks!
    > Thanatose (online name)

    Hi Tif... I mean "Thanatose,"
    There are plenty of females working in games. I've always worked in mixed-gender teams, even when I started in the early 1980's. I don't know why this fact has been so hidden from you. Just look at the latest game industry Salary Survey (it was published last month in Game Developer magazine, maybe it's not online yet, just use last year's if you can't find this year's -- see my Game Biz Links page, above left). And look up Women In Games International (WIGI), look up Brenda Brathwaite and Belinda Vansickle and Kathy Vrabeck and Sande Chen -- you ought to be able to find a whole lot of evidence that the game industry is not run by a bunch of sexist jerks with "NO GURLZ ALOUD" signs on the rope ladders of their treehouses. Maybe I should write an FAQ on females working in games.
    If that answer still leaves you with further questions, go ahead and ask'em.

    Tom Sloper
    Los Angeles, California, USA
    June 12, 2010


    Some casual questions

    >From: Rohit
    >Sent: Friday, June 11, 2010 5:10 AM
    >Subject: Casual gaming
    >Hello Tom,
    >In reference to the Producing section I have a few of questions to throw at you.
    >How different is the process of producing in case of casual games? Flash and Java based?
    >What does it take to make a casual game like Farmville or Kickabout (funorb.com) as examples, in terms of manpower, finances, time to make them (by each department, an approximate average time) e.t.c.?
    >What do you need to make a game work on both PC and mobiles? Do programmer's and designers need to redo their work separately to make it work on a different platform or is there an alternative?
    >What are main differences in services provided by Gaikai and OnLive? I am struggling a bit to draw clear points there.
    >How effective do you think advergames are as a medium of communication? Just want your own opinion on this based on what you have experienced in US.
    >I hope the questions are not too vague. Looking forward to hear from you.
    >Many thanks,
    >--
    >Rohit

    Namaste Rohit, you wrote:

    How different is the process of producing in case of casual games? Flash and Java based?
    No different. A producer is still a producer, doing what a producer does.

    What does it take to make a casual game like Farmville ... in terms of manpower
    Fewer people than it takes to make a AAA console game, but more people than it takes to make a mobile game. Farmville is not just a casual game, you realize, right? It's also a social game -- it requires ongoing support, new features, new events, marketing.

    What does it take to make a casual game like Farmville ... in terms of... finances
    A lot less than it costs to make a AAA console game, but a lot more than it takes to make a mobile game.

    What does it take to make a casual game like Farmville ... in terms of ... time to make them (by each department
    Remember, Farmville is not only a casual game, it's a social game. A virtual community. So while you need programming, art, and design personnel on a permanent basis (not only for the duration of the project), you also need data analysts and marketing personnel as part of the development team. On an ongoing basis, player metrics need to be analyzed, and design changes made, new features created, events organized, etc.

    What does it take to make a casual game like Farmville ... in terms of ... time to make them (... an approximate average time)
    Less time than it takes to make a AAA console game, but more time than it takes to make a mobile game. The game should be served to the public when it's a viable fun game (rather than wait until it's fully polished, tested, and certified).

    What do you need to make a game work on both PC and mobiles?
    To make a game work on mobile, you need the usual development equipment, plus mobile phones, and phone-capable servers, and relationships with mobile publishers and/or providers.

    Do programmer's and designers need to redo their work separately to make it work on a different platform
    Not sure exactly what you mean, but the answer is probably "yes."

    or is there an alternative?
    This is vague.

    What are main differences in services provided by Gaikai and OnLive? I am struggling a bit to draw clear points there.
    According to Wikipedia:
    OnLive is a gaming-on-demand game platform, announced at the Game Developers Conference in 2009.[3] The service is a gaming equivalent of cloud computing: the game is synchronized, rendered, and stored on a remote server and delivered online.
    Gaikai is a cloud based gaming service [that allows] 3D video games to be embedded into any website and played in modern web browsers...

    So it sounds to me like with Gaikai, you play the game right in the browser. With OnLive you download the game. I guess.

    How effective do you think advergames are as a medium of communication?
    They aren't a medium of communication.

    Just want your own opinion on this based on what you have experienced in US.
    I have no experience with advergames.

    I hope the questions are not too vague.
    They aren't, except for the one indicated above. You might want to try asking these on GameDev.net or indiegamer.com.

    Tom Sloper
    Los Angeles, California, USA
    June 11, 2010


    What royalties to ask for?

    >From: Michael
    >Sent: Monday, June 07, 2010 1:14 PM
    >Subject: Game question abour royalties and publishing.
    >Tom.
    >I am a big fan of your site, we did meet briefly at GDC ’04.
    >I have a friend whom has a successful iPhone game, and has been approached by a publisher about porting to DSiware and PSN. They have asked for a price/ percentage. I have searched long and hard online and have not found and hard numbers on what a good asking price would be for a dl game. People don’t seem to post definitive numbers on this. I can understand why, people don’t like to publish how much money they make, so what percentage they get from publishers is also pretty private stuff.
    >But just between you and me, what would be a good initial asking percentage for porting a game?
    >Michael

    Hi Michael,
    Nice to hear from you again. You asked:

    I have searched long and hard online and have not found and hard numbers
    Of course. Because they don't exist. That said, I refer you to the fine book, Introduction to Game Development, chapter 7.3.

    just between you and me,
    And the other readers of my site. You did realize I'd be responding on the board, right?

    what would be a good initial asking percentage for porting a game?
    I'm not convinced that a royalty would be recouped (that it would start paying off meaningfully for the developer of a DSiw/PSN game). In general, the more royalty someone asks for, the lower the advance goes. I assume your friend has already budgeted out the work itself (thus knows how much he needs to cover not only his cost but also some profit). Since he isn't creating any IP, the matter of royalty is a little unusual -- if the publisher is willing to pay back-end royalties at all, it's probably for the purpose of reducing the up-front development cost. I wouldn't expect he could get much more than 10%, no more than 15%. Maybe ask for 15%, see what the publisher says to that, do the math, and see if something in between makes business sense. When I say "do the math," I mean he has to consider not only his cost for doing the project but also the expected sales of the item (number of units and price per unit).

    Tom Sloper
    Los Angeles, California, USA
    June 7, 2010


    We could be possibly interested in one of your services listed on your website.

    >From: William N. Lew
    >Email: williamnlew@beinghorses.com
    >To: tsloper
    >Sent: Fri, June 4, 2010 11:54:56 PM
    >Subject: Need Service Provider
    >Hello
    >We could be possibly interested in one of your services listed on your website.
    >Could you send me an online brochure /FAQs ?
    >Whitepapers would also be helpful
    >Thanks and Regards
    >William N. Lew
    >BroadcastNewYork.com
    >WilliamNLew@ BroadcastNewYork.com
    >3543 Woodland Terrace
    >Sacramento, CA 95827
    >Special Notice:This email transmission may contain material, which is confidential under Florida statutes and is intended to be delivered only to the named addressee. This information belongs to our facility and is legally privileged. Unauthorized dissemination of this information may be a violation of criminal statutes. The recipient of this information is prohibited from disclosing, copying, distributing or using this information except as permitted by current government law governing privacy information issues. Such information must be destroyed after its stated need has been fulfilled, unless otherwise prohibited by law. If this information is received by anyone other than the named addressee, the recipient should immediately notify us at the address or telephone number shown and obtain instructions as to the disposal thereof. Under no circumstances should this material be read, retained, or copied by anyone other than the named addressee
    >Subscription Center : Unsubscribe/Forward

    You could be possibly a horse's ass.
    Tom Sloper
    Los Angeles, California, USA
    June 5, 2010


    Got idea. Now what?

    >From: Owen
    >Sent: Tuesday, June 01, 2010 7:50 PM
    >Subject: Owen From Masachussetts
    >Dear Mr. Sloper,
    >My name is Owen and I am a 17 year old in Massachusetts. I wanted to ask if there are possibilities that i can send Ideas to video game companies and asking them to take a look at it. I am not asking for any profit. I wouldn't even care if they took my ideas, modified them and never told anyone the game came from me. I just love to create Ideas and would like to know if they would even consider looking at my ideas. I am also looking at colleges and I wanted to find out what type of career paths I can take for game development as far as concept design stuff.
    >thank you for your time,
    >Owen

    Hello Owen, you wrote:

    I wanted to ask if there are possibilities that i can send Ideas to video game companies and asking them to take a look at it.
    This question has been asked many times before. You can find the answer to this question, and many other often-asked questions, in the "Frequently Asked Questions" ("FAQs"). Please scroll up and find the links to the FAQs, above left (they're easy to find since they're indicated by a blue and yellow flashing arrow, emblazoned "READ 1ST," like this ). Bookmark the FAQs page for your future reference. You have asked Frequently Asked Question #11. Please always check the FAQs first, before asking a question.

    I am also looking at colleges and I wanted to find out what type of career paths I can take for game development as far as concept design stuff.
    Read FAQs 7, 3, & 34.

    Tom Sloper
    Los Angeles, California, USA
    June 1, 2010


    Help me become self-disciplined

    >From: ProPuke
    >Sent: Tuesday, June 01, 2010 5:54 PM
    >Subject: aspiring indie seeks honest advice
    >Hi there Tom
    >This may be slightly outside your normal realm of questions (& I apologise if so)
    >My name's Luke & I'm 24
    >I've been coding since I was about 11. I am not officially educated to any degree (my "education" stopped after the age of 16 when compulsory education in the UK stops, and I decided not to continue)
    >I am currently working full-time as a web & software developer, & before that worked in a digital creative role.
    >In my spare time I "work on" game development projects.
    >I would like to say I make games, but except for the last year or so I have jumped between more projects than I have fingers & toes. Not so much due to any major technical difficulty, more because of the trouble of focusing on one project for more than a few months @ a time (Ideas always seem to crop up, & when you're a one-man band it's hard to maintain your enthusiasm without fizzling & becoming interested in another idea)
    >The last 2 years of "sensible" office work has made me realise how much I need to escape it.
    >I am currently trying to raise/save enough money to take 9 months out to work fulltime on a project & attempt to set up my own company.
    >It's a bit of a jump outside of my comfort zone, but I've decided it's an important one, if I am to be doing what I genuinely enjoy.
    >My main concern, however (& the main point for this tremendous rant, which I must apologise for), is applying myself outside of a strict office environment.
    >I have read that renting an office is quite an essential thing, if you are to focus & manage your own time; But paying to use an office location is somewhat outside of my current budget.
    >I am worried that if working from home I once more be unable to focus & pursue practical goals.
    >Would you have any advice as to the best way of applying yourself, or perhaps the best way to about what it is I am trying to achieve?
    >Again, I apologise for the long-windedness of this message.
    >Any advice you may be able to offer would be greatly appreciated.
    >If not, a push in the right direction or the right person to ask would also be kindly received.
    >Thank you

    Hello Luke, you wrote:

    when you're a one-man band it's hard to maintain your enthusiasm without fizzling & becoming interested in another idea)
    Not true. Not for everyone. Unless you didn't spend enough time planning the first idea, and later realized a flaw in either the product or the plan. Either that or you just don't have the self-discipline, focus, and motivation. When I was just a few years older than you, I had been quitting projects before they were finished, until I thought of a project that I believed in enough to see through all the way.

    I have read that renting an office is quite an essential thing, if you are to focus & manage your own time
    I tried that once, when I was your age. I ran into the problem you probably will; it doesn't do the trick. You still need self-discipline and a good plan.

    But paying to use an office location is somewhat outside of my current budget.
    >I am worried that if working from home I once more be unable to focus & pursue practical goals.
    Right. Spending the money for the office might not achieve the desired purpose. So maybe you shouldn't.

    Would you have any advice as to the best way of applying yourself
    One way to achieve self-discipline is to join the military. Another would be to get a university degree. Sorry, I don't have any magic words to tell you. There are lots of self-help books. I'd tell you where to find them, but that would defeat the purpose! Little joke.

    But seriously, if you want to go the lone wolf path, you need to be incredibly dedicated, self-motivated, and multi-talented. You need to be a great programmer, a great designer, and if you're not artistic or musical you'll need to hire vendors. And that means you need to be a great businessman. But you need to be a great businessman anyway, if you're going to self-publish -- and even if you don't self-publish. I think a business degree would be ideal, for someone who's going to create his own company. That, and experience in the game industry.

    But to get back to your question -- how to develop the drive and dedication so you can focus. I think if you keep working at that job you hate long enough, eventually you might be motivated enough. Worked for me.

    You might find that when your 9 months' savings have run out and you have to go back to work, that your project is still worth pursuing even though you have to do it in your spare time.
    Tom Sloper
    Los Angeles, California, USA
    June 1, 2010


      Color key


        Blue = an FAQ, a question that's been asked frequently or is answered with a frequently given answer.
        Purple = an angry email from a disgruntled reader.
        Green = a happy email from a grateful reader.
        Red = a career interview from a student (usually but not always high school).
        Orange = a weird or off-topic email.
        Black = none of the above. Regular question or comment.


    CLICK HERE to read older Q&A postings!


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