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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.
  • Please do not try to friend me on Facebook or link with me on Linkedin. If I don't know you, we're obviously not friends. If we haven't worked together, we're obviously not colleagues.
  • 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.


  • Frequently Asked Question 66 (for starters)

    >From: Cory
    >Sent: Fri, February 25, 2011 10:38:28 PM
    >Subject: Is game design school worth it?
    >Hi Tom,
    >I found your site from Google while researching game design. Please redact my name if you choose to publish this, thanks.
    >Tidbits:
    >1) 23 years old
    >2) attained Bachelor of Management couple years ago
    >3) marketing intern at a social analytics company (analytics for facebook games)
    >4) would like to be a game designer, producer, or co-found a game studio
    >5) Canada
    >So my history includes having released a ton of web apps and projects, but no real games to date. Social and mobile games are blowing up, and I realized it something I want to be apart of.
    >The modern trend in game design is heavy use of analytics and reiteration of game mechanics to maximize user virality and engagement and thus potential profits. So thats how I ended up working for an analytics company, because I figured it would be the right step in learning about analytics. I began researching game design schools and found the VFS (vancouver film school). The curriculum seems interesting, but I don't know if its worth $32k (through a 1 year intensive program).
    >If I can't get an internship at a game studio, I know that firsthand experience can trump formal education; an alternative to game design school would be sharpening my programming skills and launching my own game on facebook. But I'd be missing out on a lot of guidance and the chance to work with other people in game design.
    >So, do you think game design is worth the time and money? What are good game design schools?
    >Thank you

    Hi Cory, you wrote:

    Please redact my name
    I deleted your last name. That will have to suffice.

    if you choose to publish this
    Since you have read the instructions on this board, you should already know that I always publish everything except business queries, journalist queries, and unrelated emails.

    Is game design school worth it?
    That's for YOU to decide, not me. Read FAQs 66, 34, 44, and 25.

    What are good game design schools?
    See my Game Biz Links page.

    would like to be a game designer, producer, or co-found a game studio
    Then read FAQs 3, 42, 29, 41, 62, and 16 (for starters).

    After you have done the reading, I'm always here to answer follow-up questions. But I need you to read the FAQs first. I don't pretend to have all the answers already in there, but I do claim to have most of them covered. You're welcome to hit me up with any gaps in your knowledge, after doing the reading.
    Tom Sloper

    Los Angeles, California, USA
    February 25, 2011


    Indie finances and staffing

    >From: Andrew B...
    >Sent: Fri, February 25, 2011 2:14:02 PM
    >Subject: questions about game development
    >Hello Tom, my name is Andrew B... I am the managing director of
    >[DELETED] LLC, an independent game development company.
    >I understand you must get a huge amount of requests from people like me,
    >wanting to know all about the game industry. Allow me to speak for all of
    >them when I say thank you for taking the time to help us out. I am sure
    >you are appreciated beyond comparison.
    >I hope it is not too much trouble, but I had a few questions I am hoping
    >you can answer. I reviewed your site and I found the information quite
    >informative and even enlightening. Although a bit hard to navigate at
    >times, I found quite a bit of useful info, which is why I apologize if
    >these questions have already been answered.
    >1. On your report entitled Financial Aspects of Game Development you
    >provide a model of an external studio with a break down of salaries. I was
    >wondering how accurate that model is today as it is dated 2001, meaning
    >are the salaries still around the same?
    >2. I have the funding I need to develop independent games and I am
    >currently polishing my Business Plan. The model I used to formulate my
    >team is similar to the one you provide, though I have fewer employees. I
    >wonder if it is your opinion that your model represents a sort of "bare
    >minimum" for a development team. Would you recommend your model to someone
    >for whom money is not a big deal, yet wants to keep the team small, tight
    >and efficient.
    >3. In the same report you provide an example for milestones in game
    >development. How important is it to a potential investor to see a full
    >breakdown of those milestones? My development milestones basically go GDD,
    >demo, and launch. Is that too minimal in your opinion.
    >4. Do I need a line producer and a technical director? Are they roughly
    >the same job?
    >Again thanks for your help.
    >Andrew B...
    >[DELETED]

    Hello Andrew, you wrote:

    you must get a huge amount of requests from people like me,
    >wanting to know all about the game industry.
    I'm guessing, then, that you had not yet discovered this bulletin board, where I post the requests and my responses. In the past, when I've gotten questions from people who didn't know the answers would be given publicly, they've gotten upset that I've revealed all the information they'd included in their questions. So I have taken the precaution of deleting your last name and your company name from this reply. As it says above, "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.

    Allow me to speak for all of
    >them when I say thank you for taking the time to help us out. I am sure
    >you are appreciated beyond comparison.
    Always nice to hear. (^_^)

    Although a bit hard to navigate at
    >times
    Yeah, the articles in the nav frame (at left when reading the FAQs) are arranged chronologically (in the order written), rather than by category. They've been linked so many times in so many places that I don't want to reorganize them lest I break links around the world. But I suppose I could rearrange them in the nav frame without changing their URLs...

    are the salaries still around the same?
    Of course not. If you go to my Game Biz Links page (link above left and near the top of the nav frame in the FAQs section) you'll find links to the 2009 and 2010 salary surveys, and instructions for how I found those so you can find newer ones yourself should I be too slow to post the 2011 and later surveys.

    I
    >wonder if it is your opinion that your model represents a sort of "bare
    >minimum" for a development team. Would you recommend your model to someone
    >for whom money is not a big deal, yet wants to keep the team small, tight
    >and efficient.
    I would never recommend hiring a single person more than is needed. The model I presented was not a recommendation. It was what's called an "example." IF you had X people, working for Y years, then it'll cost you Z dollars. That's all -- a mathematical formula, in which I made up some values for X and Y to show how I arrived at Z. By no means does it imply a recommendation of always having X people!

    How important is it to a potential investor to see a full
    >breakdown of those milestones?
    An investor? Why would an investor need a game project schedule breakdown? An investor will need a business plan that shows when money is spent and when money starts coming in. A publisher who's hiring you to develop a game would most definitely need a detailed milestone schedule, however.

    My development milestones basically go GDD,
    >demo, and launch. Is that too minimal in your opinion.
    Not if your projects just go 2 months or less, no. I have no idea what kind of scale or scope your projects consist of. The bigger the project, the more detail needs to go into the planning.

    Do I need a line producer and a technical director? Are they roughly
    >the same job?
    I was using the term "line producer" to refer to a project manager, employed by the developer and overseeing the work being done on the game at the developer's location, when there is a publisher producer overseeing the developer and the whole project (and to whom the title "producer" may rightly belong). It sounds like you aren't sure of the distinction between "producer" and "technical director." You might want to check out my FAQs 7, 10, 28, and 42, and the IGDA's Breaking In / Career Paths page (see my Game Biz Links page).

    Tom Sloper
    Los Angeles, California, USA
    February 25, 2011


    More student interview Q's

    >From: Renee <sooners3
    >Sent: Tue, February 22, 2011 4:14:11 PM
    >Subject: school interview
    >1. What, in your words, do you do (in general)?
    >2. What education requirements are needed?
    >3. What are the regular hours?
    >4. What is the basic career ladder?
    >5. What different types of companies might employ a person trained in this profession?
    >6. What could a person do in highschool to help prepare for this career?
    >thank you very much for this interview!
    >Renee (www.soonerfoods.com)

    Renee, you must be in the same class as Justin (below). You ask almost exactly the same questions he did. Thanks for numbering your questions for me.
    I teach about video games. And on the side, I am a freelance game producer / designer.
    To be a college instructor, you need to have lots of experience in your field or a masters degree.
    The hours are not regular.
    You might want to see the replies I gave Justin (below).
    See the answer I gave Justin.
    Study writing, drawing, computers, typing. And see FAQ 3 (you can access the FAQs by clicking the FAQs/articles/lessons link above left).

    Tom Sloper
    Los Angeles, California, USA
    2/22, 2011


    School interview Q&A

    >From: verac
    >Sent: Tue, February 22, 2011 3:59:16 PM
    >Subject: school interview
    >I just have a few questions and all I need is a short answer for each. The reason I'm asking these questions is because I need a interview for my research project for school and it happens to be over video game designing and anyways here they are.
    >what educational requirements are need for this career?
    >Could I prepare for this career in highschool?
    >What are the regular hours?
    >What do you do in general?
    >What is the basic career ladder?
    >What different types of companies might employ a person trained in this proffesion?
    >Thank you for your time!
    >I really need this interview ASAP plz
    >Justin L

    Justin, you asked:

    what educational requirements are need for this career?
    >Could I prepare for this career in highschool?
    You can start, but you need a college degree. Read FAQ 3. You were able to find my phone number and my email address, so you should have no trouble finding my FAQs.

    What are the regular hours?
    >What do you do in general?
    >What is the basic career ladder?
    Read FAQ 14.

    What different types of companies might employ a person trained in this proffesion?
    Two types: game publishers and game developers.

    I really need this interview ASAP plz
    So that's why you ignored my clearly posted request not to phone me with this kind of question, and that's why you didn't bother reading any of my articles before contacting me? Because it's the last minute and you have to write this report tonight and turn it in tomorrow? Not very smart, young Grasshopper!

    Tom Sloper
    Los Angeles, California, USA
    2/22, 2011


    Our business cards for GDC, part 2

    >From: Mohit r
    >Date: Fri, 18 Feb 2011 23:24:09 +0530
    >Subject: Re: Advice on Business card
    >Dear Sir,
    >Thank you very much for your advice. hope to meet you at GDC!
    >With warm regards,
    >Mohit R

    You're welcome, Mohit. I don't think I'll be there, but I hope you enjoy the experience.
    Tom Sloper

    Los Angeles, California, USA
    February 18, 2011


    I'm looking for help and to discuss my decent and good concept

    >gamedev.net > Messenger > My Conversations > Change in location
    >User is offline tabest (IP: ...
    > * Member
    > * Add as Friend
    > * PM this member
    > * Group: Members
    > * Posts: 7
    > * Joined: 09-February 11
    >Add Minus Warn Status
    >Warning level: 0%
    >Sent 09 February 2011 - 01:49 PM
    >I apologize about that, this is two fold, I'm looking for help, but also wanting to discuss this concept, already getting some feedback, but this is a decent, and in these times good concept.

    Hello, tabest,
    I just discovered that you and another guy PM'd me on gamedev a week ago or so. I don't think a gamedev PM is the best way to get in touch with me, see. And this is why. Anyway, you are looking for help? And to discuss a concept? And get some feedback?
    As it says above, I do not give free advice in private. If you want free advice, it'll be public, see. And if you want private advice, then I'll have to ask you to compensate me for my services.
    There's an exception to every rule (including this one), and the exception to the above rule is that I do give free advice in private to my students. But I get paid to teach my students, so it kinda all makes sense, see.
    Tell you what. Why don't you read my articles that go into detail about "help" (not sure what kind you're looking for) and about your game ideas. You can access the FAQs/Articles/Lessons by clicking the link above left. Read articles 1, 2, 13, 31, and 43 for starters. Then if you have follow-up questions for me, email them to me (you can find my email address easily) and I'll answer them here on this board.
    Tom Sloper

    Los Angeles, California, USA
    February 17, 2011


    Where can I post your own project and screenshots?

    >gamedev.net > Messenger > My Conversations > hello
    >User is offline Yuttee (IP: ...
    > * Member
    > * Add as Friend
    > * PM this member
    > * Group: Members
    > * Posts: 3
    > * Joined: 11-February 11
    >AddMinus Warn Status
    >Warning level: 0%
    >Sent 11 February 2011 - 02:32 PM
    >Hi!
    >Please tell me where I can post your own project and screenshots

    Hello Yuttee,
    I just discovered that you and another guy PM'd me on gamedev a week ago or so. I guess you want to announce your project? Well. Where to post (on gamedev, of course)...? It depends on WHY you want to post.
    If you want to post just to let people know about your awesome game, then use Your Announcements (on gamedev, of course).
    If you want to attract people to help your project, then you should use gamedev's Help Wanted forum (using the required Help Wanted format).
    If you want to get feedback on your code, then post in For Beginners, or find a programming forum appropriate to what feedback you want.
    If you want feedback on your graphics, then post in a graphics/visual arts forum.
    If you want feedback on your game design, then post in Game Design.
    I suppose you're seeing the pattern...?
    By the way, I don't think a gamedev PM is the best way to get in touch with me...
    Tom Sloper

    Los Angeles, California, USA
    February 17, 2011


    Our business cards for GDC

    >From: Mohit r
    >Date: Thu, 17 Feb 2011 08:31:56 -0800
    >Subject: Advice on Business card
    >Dear Sir,
    >I enjoy reading your website.
    >I am an undergraduate student of Indian Institute of Information Technology, Gwalior, India.
    >I am attending GDC this year along with my team mate. We have been working as a team in almost all the game and college projects that we have done.
    >We work the best when we work as a team and as we both are going to attend GDC and being an IGDA-GDC scholar, she will be meeting different people than whom I would be meeting in Game Career Seminar or Career Pavilion as I have a Summits and Tutorials pass.
    >
    >We have together designed a board-game that runs over the major mile-stones in the history of Game Industry. We both want this game to be at the back of our Business cards. Hence, we planned to print half of the board on each card so that the game-board is complete only when both of our cards are aligned properly.
    >
    >By this, when I meet some one alone, I can hand over both the cards, tell him/her about our team-work, about this game. In this way, we believe that we can network with more number of people.
    >
    >Now my question is, Will this idea stand us apart in the conference, or will this just be another cheesy networking trick.
    >Because, we are just trying to be creative by putting something interesting at the back of the card (one card is very small for the board) and we don't want people to throw our cards just after GDC.
    >With warm regards,
    >Mohit R

    Namaste, Mohit. You wrote:

    Will this idea stand us apart in the conference
    Yes, very nice.

    or will this just be another cheesy networking trick.
    Yes, of course it is.

    But maybe it can be worked in other ways to be even more memorable. Maybe DON'T give both cards. For one thing, Your names aren't "Jack" and "Jill" or "Bob" and "Carol," so most Americans won't know which card is yours (most of us don't know the difference between male and female names in India). That's happened to me before: I get 2 cards from a company, and don't remember which person was which. So maybe just give them your card and tell them to look for your partner.

    And another thought. You could make it a game for the people you meet. They might not see your partner, especially if they aren't trying to. If you both wear similar clothing, or hats or backpacks or whatever -- maybe bearing a design from your card -- maybe people will stop and say hello upon spotting the other, in order to get the matching card. You might even offer a prize, maybe a user account on your game, or free avatar extras for your game, to anyone who collects both cards.

    But don't forget my networking advice. Don't talk too much about yourself. Mostly be a good listener, ask good questions, show interest in the person you're meeting. Your spiel about yourself should be very short, and should be natural (not a memorized spiel).
    Tom Sloper

    Los Angeles, California, USA
    February 17, 2011


    Were you the producer of Die Hard SNES, part 3

    >From: Facebook
    >To: Tom Sloper
    >Sent: Tue, February 15, 2011 2:50:21 PM
    >Subject: Nick Kalata sent you a message on Facebook...
    >facebook
    >Nick sent you a message.
    >Nick Kalata
    >Nick KalataFebruary 15, 2011 at 2:50pm
    >Subject: Question
    >Thanks, Tom for your reply.
    >I have played through the game and looked in the Japanese manual and I can assure you that there are no credits.
    >Thanks,
    >-Nick
    >To reply to this message, follow the link below:
    >http://www.facebook.com/...
    >The message was sent to tomster®sloperama.com. If you don't want to receive these emails from Facebook in the future, please follow the link below to unsubscribe. http://www.facebook.com/o... Facebook, Inc. P.O. Box 10005, Palo Alto, CA 94303

    I find it hard to believe that any Japanese developer would forget to put their credits into a game. I think you should play it again, and make sure not to touch any buttons after you've completed the game. And you could scour YouTube and MobyGames too, of course. Having done all those things, you've tried everything humanly possible. I hope we're done now?
    Tom Sloper
    Los Angeles, California, USA
    February 15, 2011


    Great ideas DO have value

    >From: Roman Age
    >Sent: Sun, February 13, 2011 7:16:14 PM
    >Subject: Would-be game designers
    >Hello Tom,
    >I read you game designer advices on your website.
    >I don't agree with one point. You say that having an idea is easier than the execution of this idea. If your only reference is yourself (the creator), then I can only agree with that.
    >If however your reference is the competitive world we live in, then both are equally difficult to achieve. If you don't just want your idea to be a good idea, but an idea that is better than most competitors' ideas, it is mathematically as difficult as getting the execution part to a better standard than your competitors.
    >
    >So ideas, I mean really amazing ideas, are very valuable as mere ideas.
    >
    >However I agree with you when you say that a mere idea will not get you a job (certainly not the job that you wanted which was having your idea turned into a game). But it is not because the idea is not valuable in itself, I mean even if the idea was amazing (which is unlikely but still possible), it would still not work this way, and the reason is probably conflict of interest within the company, in other words senior or even entry level game designers will not recognize the potential of such an idea (not necessarily out of dishonesty, but even to themselves). That is human nature. People who may be in a position to approve or support an idea will make sure that the person who came up with the idea is on their side, or at least will not overshadow them, and very much base their opinion on that. That is true in any type of activity and organisation.
    >
    >So the reason behind this sate of things is not exactly what you explain, although from a practical point of view we arrive to the same conclusion: having an idea and expecting to get a job/contract with it alone is not the way to proceed.
    >All the best,
    >Romain

    Thanks for your thoughts, Romain. The best to you as well.
    Tom Sloper

    Los Angeles, California, USA
    February 13, 2011


    Were you the producer of Die Hard SNES, part 2

    >Date: Sun, 13 Feb 2011 09:00:47 -0800
    >From: Facebook
    >Reply-to: noreply
    >Subject: Nick Kalata sent you a message on Facebook...
    >facebook
    >Nick sent you a message.
    >Nick Kalata
    >Nick KalataFebruary 13, 2011 at 9:00am
    >Re: Question
    >Thanks for your reply. Do you know who did that game's music? You're the only one that I know of who would know. I know the development company made another game and Hitoshi and Junichi Saito and Isaki Iwamoto did the music for that, but Die Hard doesn't have credits. I even went out to buy the Japanese version and the manual or game doesn't have credits.
    >Thanks,
    >-Nick

    The credits are in the game. Maybe you can find the credits on the Internet somewhere. I have not memorized the credits for all the games I worked on.
    Tom Sloper

    Los Angeles, California, USA
    February 13, 2011


    Were you the producer of Die Hard SNES?

    >From: Facebook
    >Sent: Sun, February 13, 2011 7:38:53 AM
    >Subject: Nick Kalata sent you a message on Facebook...
    >facebook
    >Nick sent you a message.
    >Nick Kalata
    >Nick Kalata February 13, 2011 at 7:38am
    >Subject: Question
    >Hey there, Tom,
    >Were you the producer for a game called 'Die Hard' for the Nintendo Entertainment System (NES)?
    >Thanks,
    >-Nick
    >To reply to this message, follow the link below:
    >http://www.facebook.com
    >The message was sent to tomster©sloperama.com. If you don't want to receive these emails from Facebook in the future, please follow the link below to unsubscribe. http://www.facebook.com
    >Facebook, Inc. P.O. Box 10005, Palo Alto, CA 943

    Yes. See http://www.sloperama.com/business/prodlist.htm
    Tom Sloper

    Los Angeles, California, USA
    February 13, 2011


    Advice on our business plan

    >From: ravindra n
    >Sent: Thu, February 10, 2011 2:03:40 AM
    >Subject: Re: Our business plan
    >Hello tom,
    > I am Ravi from India, me and my friends have a business plan regarding gaming. We are planning to setup a website as a common platform for gamers all around the globe to login into our website and exchange their games. we would charge them a small amount for the exchange as we are providing them a platform to meet others gamers and exchange their games and let only original games to be exchanged. We are strictly against piracy. What help we need from you is that, we would like to know if our plan is legal and legitimate. And if it is legitimate then do we have to get any legal permissions from anyone ? If yes, who would we have to take the permission from and how do we go about it ? Please reply us ASAP. We will really be delighted if you help us knowing this information. Waiting for a reply from you.
    > Regards.
    >S.Ravindra
    >Age 22
    >Bachelors in Electrical engineering, MBA
    >India.

    Ravindra,
    You don't need to hire a producer/consultant -- you need to hire a lawyer.  Your question is one of the law, not one of game production.
    Good luck with your venture.
    Tom Sloper

    Los Angeles, California, USA
    February 10, 2011


    Thanks for your site

    >From: Elwood J
    >Sent: Mon, February 7, 2011 3:04:06 PM
    >Subject: sloperama.com
    >I just want to thank you for posting the game design zone on your website www.sloperama.com because I would not knnoww how to go about getting a game published if it wasn't for you posting that topic on actual Game Design. You inspired me to make a full blown Game Design Document even though I am only in High School. Though after high school I plan to go to TJC majoring in game design and minoring in criminology and then go to UT-Tyler to study business administration and foreign language.

    Hi Elwood,
    Nice to hear thanks once in a while! Study hard in college, and write me any time I can be of help.

    Tom Sloper

    Los Angeles, California, USA
    February 7, 2011


    What to study -- Game Design or Level Design?

    >From: Jack Joe opprobriousmind
    >Sent: Tue, February 1, 2011 9:23:54 PM
    >Subject: Game / Level Design Q+A
    >How old are you? 20
    >What's your level of education? Associates degree in Computer Information Systems (or Game Design)
    >What's your current occupation? (If student: "student") Student
    >Which game job, if any, do you aspire to or plan to study for? Game Designer / Level Designer
    >What country do you live in (where in the world are you)? (OK, so that's 5.) United States, Massachusetts
    >
    >Hey Tom,
    >First and foremost I wanted to commend you on the helpful information you present to people aspiring to get into the Gaming Industry. You've got a ton of information here and it's helped me out more times than I can remember. I originally enrolled in my Community Colleges Game Design program to get a "feel" for the experience. I wanted to know what it was like to create, write, think, design, and experience on the other end of the spectrum; rather than just being passionate about videogames, I needed to see what it was like to create them. I was introduced to a wide variety of things that are needed to make a game during my time here. Programming, design, sound, art, game history were all things covered.
    >
    >Then I ran into your website. I had always wanted to be a Game Designer, but upon reading your articles it became very clear to me there is no possible way I will be getting a Game Design job with no prior experience in the industry. Other than Game Design, I was always interested in Level Design. My concern is whether or not I should first focus on Game Design or Level Design. E.G. priority #1 for experience / practice / portfolio would be level design, and then game design on the backburner of that. Would you suggest focusing on one aspect, or would a fair combination of both be the better route? What is more important for a Game Designer, knowing a lot about a little, or a little about a lot.
    >
    >One last thing, I have a great deal of information in regards to level design - through websites, communities, forums, etc. One really cool thing I have witnessed is these websites conducting "challenges" to aspiring level designers, to design a certain theme of a level. I was really intrigued but I'm not experienced enough in level design to participate. I tried looking up similar websites for Game Design, but to no avail. If you could provide any links to Game Design websites or forums that conduct these kinds of challenges, or just have very useful information in regards to Game Design - it would be much appreciated.
    >Thanks for reading,
    >Jordan

    Hi Jordan, you wrote:

    My concern is whether or not I should first focus on Game Design or Level Design. E.G. priority #1 for experience / practice / portfolio would be level design, and then game design on the backburner of that. Would you suggest focusing on one aspect, or would a fair combination of both be the better route?
    I recommend that you study whatever you are most passionate about. If you haven't read FAQ 40 lately, give it another read.

    What is more important for a Game Designer, knowing a lot about a little, or a little about a lot.
    A lot about a lot would be even better. If you haven't read FAQ 3 lately, give it another read.

    One really cool thing I have witnessed is these websites conducting "challenges" to aspiring level designers, to design a certain theme of a level. I was really intrigued but I'm not experienced enough in level design to participate.
    Well, just do it, build some levels, and pretty soon you'll be able to participate.

    If you could provide any links to Game Design websites or forums that conduct these kinds of challenges
    I couldn't say for certain. GameCareerGuide's Game Design forum? Maybe GameDev.net has something? Indiegamer? Devmaster?

    or just have very useful information in regards to Game Design - it would be much appreciated.
    If you haven't yet explored my Game Biz Links page, well... that's what it's there for.

    Tom Sloper

    Los Angeles, California, USA
    February 2, 2011


    Our business plan

    >From: Angelous G
    >Sent: Tue, February 1, 2011 1:04:11 PM
    >Subject: Game Industry Tips and right direction for Business Plan and extra tips or pointers for new Game Studio
    >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:26
    >The level of education I've completed is:Associate of Arts, Majored in Business Administration, at Miami-Dade College.
    >Went for Bachelor of Arts in Computer Arts Animation at Ai Miami International University of Art and Design; Only completed 82.00 Credit Hours.
    >I transferred over to Florida International University and am getting my Bachelor of Arts in Art. Most of my background though is off record.
    >My occupation (if student, enter 'student') is: Student and I am in the middle of the process of having my Game Studio, Lotus Studio, Officially registered/incorporated.
    >The type of game job I aspire to (if applicable) is: Creative Director
    >The country I live in is: USA, Florida, Miami
    >My game biz question is: I would like to ask for your advice or to point me in the right direction in obtaining data and help in for our business plan, and any other tips to help us out. I am currently reading your article in your website, have yet to go through everything but intent to do so. We are a team of 7, and taking a semi route through the garage approach with some innovation. We plan to go head to head with the big titles with our first game. If you need anymore information please let me know, I don't mind allowing for my information to be made public. In fact, I am just grateful for you help and advice. Thanks again.
    >Angelous

    >From: Angelous G
    >Sent: Tue, February 1, 2011 5:48:33 PM
    >Subject: Re: Game Industry Tips and right direction for Business Plan and extra tips or pointers for new Game Studio
    >Please forgive the double email but I forgot to thank you. Your site is a gift and I am truly thankful; I don't mean to flatter just that I do appreciate everything you are doing for all of us. I did wanted to ask your permission to save your lessons on word just for me to read, its easier for me and helps me think more when reading outside. (I only have a pc, no laptop). Also, In one of your post I saw that you asked how much one would pay for your advice. If I had it, I would pay has much as possible. Your advice truly helps and it's not easy to find such advice, at else it hasn't been for me and again, I am thankful. We don't have much finances now but When we are set up and big, may I have your permission to offer you in the future a small percentage on our company stock? I say this because as I have been reading you lessons, in an idiotic order I must admit, your wisdom has been helping me immensely and as a Martial Artist I feel it is only right to at the very least seriously consider some way of repaying you in the future for you wisdom and for allowing it to be free under your circumstances of course. Regardless, I will personally make sure to give you full credit and a special thanks as we make our way into the Game Industry.
    >You have my sincerest gratitude.
    >Angelous
    >Lotus Studios
    >PS: I have been laughing a lot while reading you advice, The sense of humor part. Thanks again.

    Hi Angelous, you wrote:

    I would like to ask for your advice or to point me in the right direction in obtaining data and help in for our business plan, and any other tips to help us out. I am currently reading your article in your website, have yet to go through everything but intent to do so. We are a team of 7, and taking a semi route through the garage approach with some innovation. We plan to go head to head with the big titles with our first game. If you need anymore information please let me know,
    I need to know what question you have for me. Some kind of question about your business plan? Have you read FAQs 29 and 62?

    I don't mind allowing for my information to be made public.
    Good, because if you want free advice that's the way it has to be.

    wanted to ask your permission to save your lessons on word
    Don't ask me that stuff, just do it. Permission needs to be asked only if someone is going to quote me extensively in their site or their book, or distribute one of my articles, or something like that.

    may I have your permission to offer you in the future a small percentage on our company stock?
    First things first. First build a company, then issue stock that's worth something, then we can talk. (^_^)

    Tom Sloper

    Los Angeles, California, USA
    February 2, 2011


    Art schools

    >Date: Sun, 23 Jan 2011 11:35:32 -0800
    >Subject: advice
    >From: jsmith jsmith
    >Hi, I am interested in becoming a game designer, I have an AA in arts and am looking to further my education. I live in California, but I am still looking at school around the US and Canada.
    > * What schools would you consider to be the best in the game art field?
    > * I saw on your advice page that it was best to get a bachelors, would it be fine to get an associates and a certificate from a good enough school? say Vancouver Film School? or should I stay away from such programs?
    >Thank you for your time.

    Hello jsmith jsmith, you wrote:

    What schools would you consider to be the best in the game art field?
    Art schools (or colleges/universities that offer art degrees).

    I saw on your advice page that it was best to get a bachelors, would it be fine to get an associates and a certificate from a good enough school?
    So, you're asking me what's the difference between what's "best" and what's "fine/good enough"? Look. Best is best. Read FAQs 44 and 25, and check out my IGDA columns (click the Games Game link, then when you get there, click Archives) on game schools. Then make your own decision. You're a grownup now. Grownup life is all about making decisions. This has to be YOUR decision -- it's YOUR life.

    Tom Sloper

    Los Angeles, California, USA
    1.23.2011


    First post-college job: a necessary evil? (part 3)

    >Date: Fri, 21 Jan 2011 10:44:21 +0530
    >Subject: Re: Advice on post-college job
    >From: Sanjeev S
    >Hey Tom,
    >>>Are these students doing a Masters degree at USC?
    >>>Yes. That's what "grad student" means. Someone who's already graduated and is now working on a Masters degree.
    >Okay. If that's the case I won't enquire any further. I was only curious whether it was possible to work as a TA without doing a Masters degree at the same time.
    >>>Is a capability to design a pre-requisite to act as a producer
    >>>No. Read FAQ 42. Please always read the FAQs and try to find your answer, before asking me a question.
    >I did read FAQ 42. It's what told me that this was the job I'd been looking for all along. The only reason I asked this is because all the game design/production curricula I've seen never really feature production alone, there's always a good element of design added to it.
    >>>Hypothetically speaking, would you be willing to accept a student such as myself, with no real design experience, but tons of >>enthusiasm and a willingness to fly halfway around the world to work with you, for an academic internship?
    >>>Hypothetically speaking, you would have to be a USC grad student before I could hire you to be my teaching assistant.
    >I was referring to the internships I asked about earlier. Do undergrads do summer projects under you?
    >>>I'm also trying to understand whom to apply to for an internship or a Masters degree. The thing is, unlike Engineering >>disciplines, where I can tell immediately whether the professor is working in my area of interest or not, Art seems to be >>more 'grey'.
    >>>What the heck are you talking about? Art is not gray -- it's got millions of colors!
    >Heeyyyy.....
    >>>Based on what I'm gunning for, can you offer some pointers on what to look for in the faculty I approach?
    >>>I'm sorry, can you totally re-think and re-word that question so I don't have to work so hard? I thought you wanted to break >>in through marketing. What the heck are you asking me now?
    >I suppose I should clarify my train of thought. Earlier, I told you I wanted to proceed like so:
    >Random job -> MBA -> Marketing job in game industry -> Production
    >I thought I could do away with the 'random job' part by doing a Masters immediately after I graduate, with a curriculum that features design and production in parts, so that I could immediately enter the industry and then later do an MBA if I felt that it would be useful.
    >So, the new thought process was:
    >Masters in game design and business -> Industry job, preferably in marketing -> Production
    >If design is truly unnecessary, then I may just have to stick to the random job scenario. This set of choices is not bad per se, but the whole mix is less than ideal.
    >Thank you for your time.
    >--
    >Sanjeev

    Hi Sanjeev, you wrote:

    The only reason I asked this is because all the game design/production curricula I've seen never really feature production alone, there's always a good element of design added to it.
    Then you should have given me that information when you asked the question. Read FAQ 65. I had no way of knowing where the question was coming from.

    If a curriculum is labeled "design/production," then of course it's going to have "a good element of design" in it. Besides, very few schools offer any courses about being a producer. I teach that in ITP391, but I don't know of many (if any) other courses about that.

    I was referring to the internships I asked about earlier. Do undergrads do summer projects under you?
    No, they don't.

    I thought I could do away with the 'random job' part by doing a Masters immediately after I graduate, with a curriculum that features design and production in parts, so that I could immediately enter the industry and then later do an MBA if I felt that it would be useful.
    Sure, an MBA is great. Or take courses in management and business. Right now, you can subscribe to IndustryGamers and Gamasutra and GamesIndustry.biz and Game Developer magazine. Then after graduation just get a job (any job) in the game industry. Didn't I say that stuff in FAQ 42? If I didn't, I'll fix it.

    Tom Sloper

    Los Angeles, California, USA
    January 20, 2011


    A question of degree

    >Date: Thu, 20 Jan 2011 17:01:22 -0800
    >Subject: Question about studying for the games industry
    >From: kouya s (elnalter)
    >I'm 24 years old, and reentering into Junior college for C++ and computer animation. I'm a full time student and I plan on getting a bachelor's when I transfer into a university. I know it's really late for me to jump into the game, believe me, I feel like a loser. I've taught myself Maya and Blender, and a few other apps over the course of my long break from high school, and even endeavored to be self-employed by doing logos for commissions. I broke into 3d modeling due to my interest in seeing my creations in 3d format for once. I created, along with the models and textures of everything in a place called a sim, on this MMO called Second Life. I know that's not the best platform to get started on, but I felt comfortable importing my creations there as a sub-portfolio of what I could do. Since then, my effort to convert my creation into a shopping area inside this MMO have actually proven to be successful.
    >My first real question is, what kind of degree should I chase if I want to start on making my own game? I am aware that I need quite a bit coding knowledge to even start. I am confident in my creativity and vision to carry out the aesthetic aspect of my game, but it is all for naught if I cannot code a simple flash game. I am also aware that there is always room for improvement no matter what strengths I may have, so I am also searching for a well rounded experience that can hone my creativity, as well as learn something new and useful. I have a huge obsessive background in gaming, much to the shame of my family. My primary gaming platform is the PC. I really really want to carry out my own vision, and create a game.
    >Also my family is concerned about my lack of advanced education, and I'd love to have a piece of paper in a frame that make me more valuable to society.

    Konbanwa, Kouya (elnalter), you wrote:

    I know it's really late for me to jump into the game
    Bullcrap. Read FAQ 71. You can link to the FAQs above left.

    I feel like a loser.
    Boo hoo! Why are you coming to me talking like a loser? Like it says above, I'm not here for you to cry on my shoulder. Stop talking down on yourself, or you're going to bore me. (In other words, "what the heck you talkin' bout? You ain't no stinkin' loser.") Read FAQ 71 again, then gimme twenty pushups.

    Second Life. I know that's not the best platform to get started on
    I'm getting sick and tired of all this "I'm a stupid loser" talk. You're boring me! There's nothing wrong with starting out with Second Life.

    what kind of degree should I chase if I want to start on making my own game?
    How should I know? Read FAQs 34, 40, and 7.

    I am aware that I need quite a bit coding knowledge to even start.
    So you're saying you want to be a programmer? Is that what you're saying?

    I have a huge obsessive background in gaming
    This is so boring! I hear that 20 times a day! Please get to the question. What did you come to ask me already??

    , much to the shame of my family... Also my family is concerned about my lack of advanced education, and I'd love to have a piece of paper in a frame that make me more valuable to society.
    So? You don't need my permission to go get a degree. I think you ought to go for it, if that's what YOU want (hang your family, it's not THEIR life -- it's YOURS).

    Tom Sloper

    Los Angeles, California, USA
    January 20, 2011


    First post-college job: a necessary evil? (part 2)

    >Date: Fri, 21 Jan 2011 04:00:49 +0530
    >Subject: Re: Advice on post-college job
    >From: Sanjeev S
    >Hey Tom,
    >I have... spent a large part of the past 22 hours reading stuff online. Your reply kinda threw me off, which is a good thing, because it told me something I wasn't expecting to hear. I'll give you some follow-up questions to your answers, please take a look.
    >>>Yes, the plan you outlined went smoothly until we got to that part. You need the right work visa -- a student visa isn't quite >>enough.
    >>>I have, and have had, Indian grad students working for me as teaching assistants at the university where I teach, and one >>or two of them have gone on to seek postgrad jobs here. So it is doable but you have to figure out the paperwork.
    >This is what I found most interesting. Are these students doing a Masters degree at USC? If not, that's very surprising. I was led to believe that any teaching/research assistant needed to be a student at the university involved. Do they do projects under you? And what sorts of jobs do they go for after?
    >>>I think it's better if you find a softer way of saying that. In marketing speak: "put a better spin on it."
    >I'd be happy to. I can think of a number of nicer ways to put it. It's just that because I wanted advice from you, I was brutally honest with myself. I'd rather that you see the true picture and make judgments for yourself.
    >Now, before I emailed you the first time, I went over some college programs (for game design) and found that most of them dealt with undergrads. The post-grad courses mostly dealt with advanced Art or Computer Science. Not what I wanted. So, I left it at that.
    >But after reading your reply, my curiosity was piqued. I went back and looked through a couple more programs. I found one that seems to match my interests, at Worcester Polytechnic Institute. They offer a course that explains the basics of design before allowing you to choose one of three sub-fields: Software development; Games in education, simulation, etc.; and Business. It really looks fantastic, but they want a degree in Computer Science/Entertainment. They're willing to accept non-standard degrees if academic/professional proficiency can be demonstrated. I'm not really sure what to do about that *scratches head*.
    >This leads me to another question: Is a capability to design a pre-requisite to act as a producer, or is a mere understanding of the process enough? And by enough, I mean, how much design do you need to know to do your job well?
    >Another idea I had was concerning this summer. A lot of my friends spend their summers abroad at various universities, doing projects. Could I do something similar in this field? It would be a great way for me to get a jump-start. Hypothetically speaking, would you be willing to accept a student such as myself, with no real design experience, but tons of enthusiasm and a willingness to fly halfway around the world to work with you, for an academic internship?
    >I'm also trying to understand whom to apply to for an internship or a Masters degree. The thing is, unlike Engineering disciplines, where I can tell immediately whether the professor is working in my area of interest or not, Art seems to be more 'grey'. People do a lot of multi-disciplinary things. Based on what I'm gunning for, can you offer some pointers on what to look for in the faculty I approach?
    >Thank you very much for your time.
    >--
    >Sanjeev

    Hi, Sanjeev. You wrote:

    Are these students doing a Masters degree at USC?
    Yes. That's what "grad student" means. Someone who's already graduated and is now working on a Masters degree.

    Do they do projects under you? And what sorts of jobs do they go for after?
    Let's not get sidetracked. That isn't the point. I only mentioned my TA's to illustrate that this is one possible way YOU could go. The details are unimportant, and I cannot tell you HOW to do what they're doing. You have to figure those out yourself.

    They're willing to accept non-standard degrees if academic/professional proficiency can be demonstrated. I'm not really sure what to do about that *scratches head*.
    I don't know. You have to figure that out yourself.

    Is a capability to design a pre-requisite to act as a producer,
    No. Read FAQ 42. Please always read the FAQs and try to find your answer, before asking me a question.

    A lot of my friends spend their summers abroad at various universities, doing projects. Could I do something similar in this field?
    Sure, I guess. You have to figure out the details yourself.

    Hypothetically speaking, would you be willing to accept a student such as myself, with no real design experience, but tons of enthusiasm and a willingness to fly halfway around the world to work with you, for an academic internship?
    Hypothetically speaking, you would have to be a USC grad student before I could hire you to be my teaching assistant.

    I'm also trying to understand whom to apply to for an internship or a Masters degree. The thing is, unlike Engineering disciplines, where I can tell immediately whether the professor is working in my area of interest or not, Art seems to be more 'grey'.
    What the heck are you talking about? Art is not gray -- it's got millions of colors!

    Based on what I'm gunning for, can you offer some pointers on what to look for in the faculty I approach?
    I'm sorry, can you totally re-think and re-word that question so I don't have to work so hard? I thought you wanted to break in through marketing. What the heck are you asking me now?

    Tom Sloper

    Los Angeles, California, USA
    January 20, 2011


    First post-college job: a necessary evil?

    >From: Sanjeev S
    >Sent: Wed, January 19, 2011 2:44:39 AM
    >Subject: Advice on post-college job
    >Hey Tom,
    >I absolutely adore your website. It has pummeled me three ways with a truck load of information that I hope to go through over the next few weeks. It also helped me understand what I want to do with my life, which is irreplaceable. Thank you so much for putting this resource out there and being open to questions.
    >Your info:
    > How old are you?
    > 21
    > What's your level of education?
    > Pre-final year of college. Will get a BTech and an MTech in Biotechnology when I graduate.
    > What's your current occupation?
    > Student
    > Which game job, if any, do you aspire to or plan to study for?
    > Game Producer, through Marketing
    > What country do you live in?
    > India
    >This is how I see things playing out:
    >Work at a job to gain work experience which is used to -> Apply for an MBA in the US and do a Masters in Marketing -> Get a job in the gaming industry in the US/Canada -> Over time, graduate to Associate Producer and eventually, Producer
    >The problem is the initial job. I really have no idea what to do there. My interests lie in the business side of things, far away from my major, which I don't really like and which they force us to choose when we enter college. My college is prestigious enough for companies of all types to show up, so I could land a job in finance, software development, consultancy or even investment banking; aside from what my major itself beckons, which is not much, sadly.
    >My Q: What sort of initial job do you think will best complement what I want to do?
    >I can see plenty of things to do on the side (such as buy a console and play some console games or attend GDC and stay with my aunt) but I'd like not to think of this first job as a necessary evil.
    >--
    >Sanjeev

    Namaste, Sanjeev. You wrote:

    The problem is the initial job.
    Yes, the plan you outlined went smoothly until we got to that part. You need the right work visa -- a student visa isn't quite enough.
    I have, and have had, Indian grad students working for me as teaching assistants at the university where I teach, and one or two of them have gone on to seek postgrad jobs here. So it is doable but you have to figure out the paperwork.

    My interests lie in the business side of things, far away from my [Biotechnology] major, which I don't really like
    I think it's better if you find a softer way of saying that. In marketing speak: "put a better spin on it."

    What sort of initial job do you think will best complement what I want to do?
    Marketing for a game company, or even customer support or quality assurance for a game company. If you can't manage a job at a game company, then do marketing in some other field, and keep networking for a game marketing job. I wrote about marketing in my February 2004 IGDA column, "The Games Game: Getting In Via Marketing." Link above left. The IGDA site is EXTREMELY slow to load. You can start opening it, then open a new tab to do something else while waiting for the site to load. (That's what I do.)

    I can see plenty of things to do on the side (such as buy a console and play some console games or attend GDC
    Or any of the things in FAQ 12.

    I'd like not to think of this first job as a necessary evil.
    Necessary evils are a necessary evil part of life. Rather than trying to avoid them, seek them out so you can make progress more smoothly.

    Tom Sloper

    Los Angeles, California, USA
    January 19, 2011


    you sir are the man

    >gamedev.net
    >Viewing Profile: Tom Sloper
    >Comments
    >agentleo
    >Today, 09:44 PM
    >you sir are the man , please keep pour your years of veteran experience and knowledge into us wannabes heads'.

    Thanks, Leo. Nice of you to say.

    Tom Sloper

    Los Angeles, California, USA
    Martin Luther King Jr. Day, 2011


    Student interview project, part 2

    >From: RYAN C
    >Subject: New questions on the Game Industry
    >Date: Mon, 17 Jan 2011 19:50:20 +0000
    >Thank you so much for your swift reply to my queries about the Game Industry, Tom!
    > I do certainly understand why your answers have to be direct and be more like signposts.
    > I would also find it frustrating having to answer the same question a hundred times over, while the answers are on our fingertips.
    >However I do have 2 more, new questions on the Game Industry that don’t seem to have the up-to-date answers I’m looking for within the FAQ section provided.
    >These are:
    >1. What are the typical, modern work patterns and routines for employees working within this field of Creative Industries?
    >2. What current payment methods are more commonly practised by employers within the Game Industry?
    >Although the answers on the questions I posed can be found elsewhere online, a raw answer from a credible source like yourself, will be very much appreciated and valuable for the assessment criteria on my Game Industry project and for my personal aspirations to be a Game Designer/Programmer in general.
    >Oh yes, another question I had;- Was your Lesson 15 for aspiring Game Programmers with Marc Vaughan, a 1 to 1 discussion, or an actual lecture that had an audience?
    >I'm not sure.
    >Yours Truly;
    >Ryan C

    Those are strange questions, Ryan. I'm guessing you've never had a job. Oh right, you said you're a student.
    I don't know what you're asking. Are you asking what it's like to work at a game company? And what it's like to work at a job? Check out FAQs 10, 14, 15.
    Here in the USA, it's either by paper check or direct deposit to your bank account. What a very odd question!
    It was an article he wrote and emailed me. I posted it on my website and have added additional material to it over the years. Back then I was referring to my articles as "lessons" -- as though they were part of my online "School-a-rama" (in keeping with my website name).
    Tom Sloper

    Los Angeles, California, USA
    Martin Luther King Jr. Day, 2011


    Got game idea; now what?

    >From: "alex
    >Sent: Mon, January 17, 2011 6:16:40 AM
    >Subject: Where Do I Go From Here?
    >Greetings Tom Sloper,
    >My name is Alex and from Oregon. I've been to college for 2 years but it requires speeches that I am unable to complete because of my familial tremors which cause my hands to shake, and at worst my legs to quiver which makes me unable to stand and I can feel my throat shivering making my voice go in and out. With that said, after college I've decided to write my game idea and try to program it myself but the programming hasn't been so advancing and with the nearing college term I'll be going back to school and taking only the courses without speeches. I've written down my game idea for at least the last year and have it practically finished. I've found several friend-of-a-friend game programmers which all have told me I have a great idea but first I need to copyright the idea and education is a big bonus but it's not a definite requirement. My question is this: Where do I go from here and is there a cheap and easy to understand software that I could make my idea come to life? I've tried using Elder Scrolls: Oblivion Construction Set but their editorial (which is made by a non-employee of Bethesda Softworks) is inconsistent. I've heard of Blender software as well but never looked into it.
    >Thanks very much,
    >Alex

    Hello Alex, you wrote:

    after college I've decided to write my game idea and try to program it myself
    Why? I mean, with what end goal in mind? What is it you plan to do with your one game idea after it's been programmed? Do you have a career goal in mind?

    I've found several friend-of-a-friend game programmers
    So you're trying to recruit them to help? Or you were just looking for feedback on the idea? I'm sure your game idea is great, but so what? Great ideas are easy to get. The real trick is what you plan to do with your great game idea. What is the game plan -- what's your end goal?

    but first I need to copyright the idea
    It's already copyrighted automatically. You can register the copyright if you want. But it's a good idea to protect the idea when sharing it with others, by means of an NDA and a clearly expressed understanding that the game idea is something you value. Read FAQs 39 and 58. I assume you know the FAQs are above left.

    and education is a big bonus but it's not a definite requirement.
    WHOA, WHOA! HOLD ON! You're talking hasty here. You're in college, right? Stay with it. I don't know what your career goal is, but college is highly recommended. It IS a "definite requirement" for many game careers (if you're interested in a game career).

    Where do I go from here
    I don't know, Alex. You haven't told me where you want to wind up.

    is there a cheap and easy to understand software that I could make my idea come to life?
    I'm the wrong guy to ask about technical stuff. I'm a designer and producer -- when I need technical help, I hire a team. I do have an FAQ you should read, though -- there's info about implementation programs in FAQ #56. But you should also read FAQs 29, 60, 30, 31, 43, and 16. AND I think you should tell me about your overall goal, as I've said. So you have one game idea. That's nice, but what is it you want to accomplish? I think you've been asking me the wrong questions. Ask me the right ones, and I can be of better help to you.

    Tom Sloper

    Los Angeles, California, USA
    Martin Luther King Jr. Day, 2011


    Student interview project

    >from: ryan c
    >subject: student questions on gaming industry
    >Date: Sat, 15 Jan 2011 16:06:43 +0000
    >Name is Ryan C and I’m a Technology Degree student at DM University, Confetti campus, Nottingham UK; I'm a gaming industry hopeful and admirer of your intriguing journalistic work on the world of gaming, of which I am a fan of, then I decided to look closer into your profile, where I obtained your contact email address, which incase I would make use of, if I had further questions to ask you.
    >Im doing a January project called Industry Case Study, in which I have to choose any area of interest within the Creative Industry as a whole, explore any employment access issues, money matters and typical work-patterns; and the one I’ve chosen in on the Gaming Industry and how my learning at DMU may become a useful trait, when it comes to finding empoyment in the field. As I was researching data on the topic, various questions started swirling in my mind and I needed to request an opinion on some of them from you, which would benefit me and above all, be reliable as I’ve met you in person.
    >The three questions I had to ask you were:-
    > 1. In what way have new technologies impacted the creation of modern Gaming and it’s associated audio and music?
    > 2. Would it be possible for a Music Technology Degree graduate be able to make it into the Gaming industry against competition, and if so,in what field or sector of the Industry would be most appropriate to target?
    > 3. Has the arts of sampling and music streaming really changed the face of modern video games for the better and what is the future of sound in Video Gaming in the upcoming future?
    > Your answer and henceforth, your opinions on the issues raised will be well appreciated irregardless of how short or long it may be, as it will most certainly provide more insight as to what the people that work in the Creative Industry in general, think on the questions at hand; and might in turn be used as a quoted opinion as part of my project as a whole if it proves relevant. Anything you may wish to say on the Gaming Industry, outside the questions raised will also be welcomed.
    >Yours truly:
    >Ryan C

    Hello Ryan, you wrote:

    I’ve met you in person.
    You have? When was that?

    In what way have new technologies impacted the creation of modern Gaming and it’s associated audio and music?
    The improved console hardware and PC hardware, and the greater media size of game discs, allows for recorded music and voice in higher-quality samples.

    Would it be possible for a Music Technology Degree graduate be able to make it into the Gaming industry against competition
    Anything is possible. Read FAQ 50. You can access the FAQs above left.

    in what field or sector of the Industry would be most appropriate for a Music Technology Degree graduate to target?
    Audio. Especially music. Read FAQ 53.

    Has the arts of sampling and music streaming really changed the face of modern video games for the better
    Sure.

    what is the future of sound in Video Gaming in the upcoming future?
    No idea.

    Anything you may wish to say on the Gaming Industry, outside the questions raised will also be welcomed.
    Sure, just ask. Read FAQ 65.

    Tom Sloper

    Los Angeles, California, USA
    January 15, 2011


    Aspiring level designer, part 2

    >Date: Fri, 14 Jan 2011 17:08:49 -0800 (PST)
    >From: Jaimey R
    >Subject: Exactly the advice I needed.
    >Hi Tom, Jaimey again. Thanks for your reply, it was precisely the kind of information I needed to hear. I'll plan on maintaining my current job (website QA / tester; my resume feasts) and finish hammering out my degree, working on portfolio matters in my spare time. You have really helped me quell some indecision I have been having over the last month or so.
    >I want to be sure I'm understanding correctly concerning a resume; you're saying that what I would be best off doing is sending out a resume tailored for level design, in hopes that if a studio turns me down as a level designer they might offer me a QA position instead?
    >I understand the difference between the roles of designer / level designer, but I will be sure to refer to each role more specifically from now on.
    >I'm also working on those apostrophes. Did you notice? ^_^
    >Thanks again, your advice and time is greatly appreciated.
    >-Jaimey

    Hi Jaimey,
    Wow, most guys get really really pissed off at me when I give'em a little grief about their typing. You're all right. (^_^)

    If the job you want is level designer, then you should make a level design résumé -- unless your portfolio is not nearly good enough, then you should make a QA résumé for the short term (just until your level design portfolio is good enough). Good luck and have fun!
    Tom Sloper

    Los Angeles, California, USA
    January 14, 2011


    Whose responsibility are backups, version control, and code security?

    >From: Flávio Creasso
    >Sent: Fri, January 14, 2011 1:33:33 PM
    >Subject: Question about studio security
    >Hi Mr. Sloper Happy new year, and an amazing 2011 to you!
    >Flavio Creasso, 35 years, highschooled, CG Instructor and UDK Indy Developer, is there a long time I don't write to you.
    >I'm working finally on my so much dreamed game, followed your tips on educating myself better studying programming, and now with a AAA engine I'm trying to get a AAA demo, would love to get any toughts from you, by the rules I'll not attach any link, but if you could at least give a look and any thought about the overall quality I'll thank you a lot. It's just google for "Hack Slash UDK".
    >The question: While planning a development proccess to a real big game project, who is the responsible by planning the project security?
    >By security, I mean schedule backup frequency, avoid security breachs and such things.
    >Thank you and sorry by the above begging ^^.
    >Flavio Creasso

    Olá Flávio,
    Happy new year to you too. You do not need to give me such an elaborate background statement when you write -- that's only for first-timers and people I don't remember.
    As for your question: it's the Technical Director's responsibility to determine those things. Should be planned as early as the TDD (during the pre-production phase). It's the producer's job to make sure the technical director does the things the tech director is supposed to do.
    And sorry, I don't look at readers' demos.
    Tom Sloper
    Los Angeles, California, USA
    January 14, 2011


    Aspiring level designer

    >Date: Wed, 12 Jan 2011 12:17:23 -0800 (PST)
    >From: Jaimey R
    >Subject: Tom- Moving to a "hotbed"
    >Hi Tom, my name is Jaimey R. I am a 23 year old male college student studying business administration, and I have an utterly hopeless addiction to anything and everything related to game design.
    >
    >As far as most game-related design fields go, level design has to be my personal favorite. What I love about designing levels is that it involves many different aspects of game development which all can be combined into one product, and I can start and finish projects in a relatively short amount of time, which is great for my portfolio. Of course, I would certainly like to develop fully independent titles or mods, but finding dedicated team members who can stay focused and hit milestones has been very difficult, and I have no illusions about my stunning lack of programming prowess.
    >
    >Regardless, designing levels allows me to spend all the time I can making models, dreaming up engaging locales, drawing concepts, writing documentation, creating aesthetically pleasing environments, and generally exercising every design ability I have; finally combining it all into a finished product. Additionally, it helps me understand the subtle gameplay facets that make the levels (and in turn, the game as a whole) fun or a disaster to play, especially if the level is released to the game community for feedback.
    >
    >Previously, I was going to college full-time and working part-time, but such a schedule left me practically zero chance to work on anything related to my portfolio, which was really difficult as design is my passion and pastime. So, over the last few semesters I have been going to college only part-time so that I can simultaneously work on my portfolio, and Ive got to admit Im definitely happier. Most likely, I will probably spend about the same amount of time developing my skills either way; finishing my degree first and then building a portfolio, or working on a degree and a portfolio at the same time.
    >
    >I have recently begun reading your site, and it has been invaluable. I am pleased to see you worked on Mechwarrior. ^_^ I adored that game, and the Battletech universe is still one of my all time favorites, mainly due to the early Mechwarrior games. It has been very difficult to get some real point-blank insight into the games industry so your articles have been a godsend. After reading about the importance of location, I have begun considering relocating to a "hotbed" of game development, transferring schools, and applying around at various studios. Full time work and part time class would not bother me if the work was directly related to my career, especially if my wildest dreams came true and I managed to get hired directly into a design position. ^_^
    >
    >At this point, though, Im not really sure what my best plan of action is. I know that level design is a semi entry-level position to get into, and I certainly wouldnt mind being able to jump right into the design side of things. (Of course, getting hired as a QA employee at a respectable company would still thrill me greatly.) In any case, if I was to attempt moving and ideally landing a job the next day ^_^ or 6-12 months later, and provided my portfolio is up to par, would I be best off sending out my resume tailored for design, for QA, or for both? Would game studios be interested in hiring a student, or would that pose a roadblock for me out of a fear of time / scheduling constraints? Additionally, is there a particular time of year that it is best to apply?
    >
    >Thanks so much for your site and your assistance, I look forward to hearing back from you and hopefully running into you on some of your recommended design boards that I plan on joining ASAP. ^_^
    >All the best,
    >-Jaimey

    Hello Jaimey, you wrote:

    finishing my degree first and then building a portfolio, or working on a degree and a portfolio at the same time.
    Well, your primary job, while in school, needs to be the degree. The portfolio being secondary, then, you work on it when able.

    Full time work and part time class would not bother me if the work was directly related to my career, especially if my wildest dreams came true and I managed to get hired directly into a design position.
    I assume you meant to say "a level design position." Because they are two different things. It's still unlikely, if your degree isn't finished and therefore your portfolio (being lower priority) also isn't ready.

    Im not really sure what my best plan of action is. I know that level design is a semi entry-level position to get into, and I certainly wouldnt mind being able to jump right into the design side of things.
    I assume you meant to say "the level design side of things." Design and level design are entirely different things.

    would I be best off sending out my resume tailored for design, for QA, or for both?
    You said you aspire to be a level designer. You won't get hired as a designer (especially given that you don't use apostrophes in your writing). Shoot for the higher (more desirable) job, and settle for the lower one if offered that.

    Would game studios be interested in hiring a student, or would that pose a roadblock for me out of a fear of time / scheduling constraints?
    It's a HUGE roadblock. Nobody wants to hire someone who isn't fully available for full time work.

    Additionally, is there a particular time of year that it is best to apply?
    It's always "now." Don't worry about timing at their end. Make the jump when the timing is right at your end.

    Tom Sloper

    Los Angeles, California, USA
    January 12, 2011


    I have an interview

    >From: Nisha U
    >Sent: Mon, January 10, 2011 11:02:28 PM
    >Subject: Need your help to get into the Game Industry..
    >Hi Tom,
    >How are you? Hope you are doing good.
    >I was very impressed and found your website really useful to me, which is why I seek you to direct and advice me to get into the game industry.
    >Let me describe myself.
    >I am Nisha, a 26 year old married woman, happily settled with my family in Kerala, in India.
    >I am a Computer Science Engineer by degree and have worked for about 2 years with Emirates Airline, in the Aircraft Maintenance side. Also, writing is one hobby that I discovered recently. And I really passionate about it too, that I have ghost written many articles on the internet. I do have a personal blog(http://nishzdigest.blogspot.com/) too.
    >I love Art and always draw or paint up something at home( all those are hand drawings or paintings). Oh yes, I do love playing games too.
    >I find myself to be a very creative, dynamic and fun - filled individual.
    >And I believe, I can contribute a lot to the gaming industry using all the creativity and writing skills that I have.
    >Which is when I happened to see some job openings in Chayowo games(http://www.chayowogames.com/), a gaming company in India, it has its office in Cochin.
    >I had given in my resume and attended a test too for the post of the Content developer for this company. What they are looking for is someone who can create content for their games, come up with the idea for the game, a person who they see to being a Game producer in the long run.
    >So far, I have cleared the intial interview and a test to develop and write out the story for a game.And now, I have one more round of interview and test to go, before I can get into the company.
    >It would be my dream come true if I get into this company.
    >Do give me tips as to how I need to prepare myself for the interview and test coming up, so that I can give them the impression that I am the right candidate for them.
    >Have attached my resume just for your reference.
    >You have a nice day.
    >Eagerly waiting for your reply.
    >Thanks & Best Regards,
    >Nisha S
    >Attached: Resume_Nisha Unny.doc (54KB)

    Namaste, Nisha. You wrote:

    What they are looking for is someone who can create content for their games, come up with the idea for the game, a person who they see to being a Game producer in the long run... give me tips as to how I need to prepare myself for the interview and test coming up
    Probably the best tips I can offer are what I wrote in FAQ 4 (see FAQs link above left) and my February 2003 IGDA column (click The Games Game link above left, near the IGDA logo). You might also read the May 2003, August 2003, and April 2006 columns. And FAQs 2, 3, 12, 13, and 14.

    Have attached my resume just for your reference.
    Like it says above, I don't read résumés. Good luck -- you seem to be on the right track so far.

    Tom Sloper

    Los Angeles, California, USA
    01.11.11


    USC

    >From: Julius
    >Sent: Mon, January 10, 2011 6:14:57 PM
    >Subject: Questions about USC
    >Hello Professor Sloper,
    >First off, let me say how excited I was when I was running through the USC faculty directory to see who taught in the game development department. I had gone through a few names before I caught "Tom Sloper" and had an instant smile form on my face. I've been a frequent reader of the GameDev.Net forums (particularly the Game Programming board) for some time and I have been a patron of the advice you've been giving to other people (I don't post much myself). I've also spent a fair amount of time perusing your website for tips and information. I'm honored to know that I'm applying to the school where you work! That being said, the reason I've emailed you is because I already trust your opinions and your insight in the game development field, and I'm confident that your wisdom extends to my other questions.
    >Anyway, the purpose of my email is too see if you could answer a few questions about USC. I had originally thought about applying to the University of California at Santa Barbara (specifically their honors program in computer science) but a friend of mine had suggested I look into private schools instead because the California economy is forcing the public schools to raise tuition as well as class sizes. Do you feel like USC is being hit as hard as the UC schools? And has it affected the class sizes?
    >Also, on the technical end of the spectrum, I would like to go into the game development field myself, and have done a fair amount of research on the subject. I've found that most people recommend earning a computer science degree rather than a more specific game development oriented degree, because some students have difficulty getting a game development job directly out of school and it is convenient to have a more general degree in order to find a transitional or intermediate job. Now, one of the biggest factors I enjoyed about USC was the game development degrees. I think they're extremely interesting (and you teach some of the classes!). However, I'd still like to have a computer science degree instead. Would I be able to major in computer science and still take some of your courses (as well as others in the game development curriculum, like the network security and eCommerce courses)?
    >My last question is a little different. Honestly, how do you like California? I have lived in New Jersey for my entire life (in the same county in fact) and have dreamed about leaving for a long time. California has always been in the spotlight because of the beautiful area, warm weather, and the liberal political atmosphere. I really find the concept of living in California extremely enticing. However, I don't really know anyone who lives there to get their opinion. I have a friend that attends UCSB and he seems to like it, but I was looking for more opinions. I know this might seem a bit off topic, but it means a lot to me to know what people think of California, especially if I want to call it my home for four years.
    >Anyway, if you don't feel like answering any of these, it's fine. I'm sure you're busy, but I was just curious about USC. I'm sorry to cause any inconveniences!
    >Thank you!
    >Sincerely,
    >Julius

    Hi Julius,
    It's a somewhat unusual request, and of course you realize since I work at the university, I may have some bias. You wrote:

    Do you feel like USC is being hit as hard as the UC schools?
    Let's stop using the word "feel," OK? See what I wrote to the last guy (below). No, USC being a large private university and not part of a state system, it's not suffering from the same problems.

    And has it affected the class sizes?
    Class sizes may be down a bit due to the overall economy, but actually my department has not been suffering.

    Would I be able to major in computer science and still take some of your courses
    I frequently have CS students in my classes.

    (as well as others in the game development curriculum, like the network security and eCommerce courses)?
    I'm not entirely certain, but I suppose so.

    how do you like California?
    I like it fine. You realize that every place has its pluses and its minuses. Back in upstate New York, I grew up loving autumn and spring. We don't really have those seasons here.

    the beautiful area, warm weather, and the liberal political atmosphere.
    Not everyplace is beautiful. Compared to green places like New Jersey, California looks a bit desert-like. I miss the greenery of back east sometimes. Today it isn't exactly warm. I had to wear my jacket in my office today, and I had to put on a sweatshirt and a fleece vest when I got home. But yeah, the politics are somewhat liberal I suppose. But occasionally we do elect a Republican governor you know. (I mean that "we" to mean "those dumb other voters." Although I did vote for Arnold.)

    Tom Sloper

    Los Angeles, California, USA
    01.10.11


    My plan

    >From: "hard4me2do
    >Sent: Sun, January 9, 2011 1:36:16 AM
    >Subject: Quality assurance internship advice.
    >Hello Sir,
    >I am 19 years old.
    >I graduated Highschool and am in community college for my AA in general studies currently
    >I am a student currently
    >For now, i would like to be in Quality assurance, Game testing.
    >I live on the east Coast in the United States.
    >Anyway, here is my situation, currently at a major game developer and publishing company, there is a QA internship available as well as 9 job openings for QA.
    >I am 19, in college, and to be honest i don't like it and would rather take a break and get a job in the game industry if possible.
    >I plan on applying for the QA internship and job in the near future, I am in the process of Making my resume, and gathering some referrals.
    >Your website has been very helpful but I would like some help on the getting into it parts,
    >lets assume i get an interview, would i wear dress clothes? or casual but formal? or like jeans and a T-shirt?
    >in an internship, how long would it take to move up to being a paid job? assuming i exhibit skills needed for the job?
    >This would be my first major job if i got it, so my resume is a little lite, I understand putting personal referrals schools attended and etc. will help But how much is too much?
    >on their website there is the requirements and desirable features, i feel i meet most of them, but would I be taught a little or at all or will it be here is what you do, do it
    >I'm sorry I'm asking so many Questions, but I see this as an opportunity for me, because a company near me, has both an Internship AND 9 QA job openings for the same company.
    >I read a lot on your website
    >I understand that QA is not "playing games for money" and that it can be tedious and a grind.
    >Thank you for your help
    >Sincerely,
    >Curtis

    Hi Curtis, you wrote:

    I am in community college for my AA in general studies currently
    No plan for a major yet? Any thoughts on what it is you enjoy doing? What you might like for a life's career? (No shame if you don't yet -- I wasn't sure yet either when I was your age.)

    to be honest i don't like it
    It's best if you don't say that to anyone again. This kind of sentiment reflects poorly on you and your future prospects. Try to find a way to put a less negative spin on it. I've never had to figure out a way to do that (since I never had the same attitude myself), so I can't offer any specific advice. I don't know what you didn't like about college and I don't care, but the impression it gives is that you're lazy or at least without any ambition or drive. Maybe a clear statement about what you found disagreeable about college might suggest a way to spin it more positively. (This is not an invitation to tell me. Like I said, I don't care. Unless you have further questions for me I probably don't need to know.)
    Along those lines, about your email nick:

    From: "hard4me2do
    That definitely falls under the category of "stupid screen names." See FAQ 24.18. This one suggests that you have no ambition, no drive to improve yourself, that you may well be lazy. You'd better get a new one. Get a gmail account with a smarter avatar name. Heck, maybe even your real name.

    I plan on applying for the QA internship and job
    Not "and." "Or." I assume you would prefer to have the job rather than the internship. I gather that you are open to having the internship if you don't get the job.

    lets assume i get an interview
    Let's assume you don't, not if you apply with sentences that do not begin with a capital letter, do not include proper punctuation, and don't capitalize the word "I." You say you've read my FAQs. I assume FAQ 5 is among those, or at least it should be -- problem is, you don't exhibit great comprehension of the material in FAQ 5. Testing is largely about communication, especially written communication.

    would i wear dress clothes? or casual but formal? or like jeans and a T-shirt?
    It's January. Even here in Los Angeles, it's too cold for T-shirts. Many people in QA do wear jeans and T-shirts in the summer, but you want to dress just slightly better than that. If you wear jeans, they have to be clean and without holes in'em. Your shirt should be clean and neat. If your shirt has any slogans or designs on it, they should be respectful. It's a bad idea to go to a job interview (even a QA interview) wearing a shirt that says "Go to hell" or "College sucks" or anything disrespectful like that. You shouldn't even wear a shirt like that to work once you get the job. (I wouldn't even own a shirt like that myself, but that's just me.)

    how long would it take to move up to being a paid job? assuming i exhibit skills needed for the job?
    I can't foretell your future. How long will it take you to learn to always capitalize the first letter of a sentence and the word "I"?

    my resume is a little lite
    Of course. Nobody expects a 19-year-old to have much on his résumé. Talk about school, what good grades you got, extracurricular activities, clubs. Were you in Boy Scouts, how far did you advance. Were you a choir boy. Are you a member of the NRA, the IRA, whatever. What knowledge you have of computers and software. Do you shovel sidewalks or mow lawns or babysit for pocket change.

    I understand putting personal referrals schools attended and etc. will help But how much is too much?
    It should fill one page -- the page should look fairly full but not crowded.

    i feel i meet most of their requirements
    Your "feelings" are worthless. Drop the word "feel" right now. That's a word high school boys use because they don't know squat. Find out what squat is and stop "feeling" your way through the world. If you're quitting college, you're an adult now, and it's time to move into adulthood with open arms. That means you gotta learn faster.
    Also, let's assume "most of their requirements" is not good enough. If you don't get the job or the internship, what's your fallback plan?

    would I be taught a little or at all or will it be here is what you do, do it
    IF you get hired, there'd likely be some minimal sort of "training." But that's a fairly big if.

    I understand that QA is not "playing games for money" and that it can be tedious and a grind.
    I have to assume (you haven't really proved it to me) that you have read FAQ 5. I recommend that you read it again, do some of the exercises described therein. And make sure you read FAQs 24, 27, and 4 as well. Good luck.

    Tom Sloper

    Los Angeles, California, USA
    January 9, 2011


    Printable version of your site, part 2

    >Date: Wed, 5 Jan 2011 21:19:51 -0600
    >Subject: Re: A pdf or printable version of your website?
    >From: Garrett F
    >How much would I be willing to pay for a printable version of your 'wisdom'? Hmm... Well that depends on whether I print it my self or it's in a printed book, I'd perfer a printable version since I could do it at home, But probably 10,20 maybe 30 dollars. Why do I want a printable version? So I don't have to sit at my computer and read the whole thing primarily, I'd love to read it before I go to bed or when I'm not doing anything and don't want to sit at my computer.

    I understand that motivation, Garrett - it's the same reason why I'm happy reading books (and why I often print articles from the 'net). But I still don't understand my audience well enough. It says above: "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?
    Which game job, if any, do you aspire to or plan to study for?
    What country do you live in? (Okay, so that's 5.)"

    And that also goes for the possible audience for a book (and trust me, I have considered putting all this stuff in book form, just haven't had a good enough offer from a publisher yet). So, I need to know more about my potential audience than just "guys like me who don't want to read it on the computer screen or an iPhone screen." I also need to know how old they are, what their aspirations are, and stuff like that. Then the book would be even better than this website. Better organized, more focused. And of course, portable. What do you think about an e-book? Then you could read it on your Kindle.

    So let's see, how many would I have to sell at $10 to make it worthwhile? How many at $20? How many at $30? And how many could I realistically sell...? Hmm...

    Tom Sloper

    Los Angeles, California, USA
    January 5, 2011


    Printable version of your site?

    >Date: Wed, 5 Jan 2011 17:13:12 -0600
    >Subject: A pdf or printable version of your website?
    >From: Garrett F
    >Hey tom, I really appreciate your website. Its a great starting place, and I was wondering if there was a pdf version of it I could download? Or maybe an easy way to print it?
    >Thanks, Appreciate it
    >Garrett

    Hi Garrett,
    Glad you like my site. Not sure why you would want to print it exactly, but about once a year somebody asks me that question. And that tells me a couple of things:
    There is some demand for the content;
    But not a lot of demand;
    So I probably couldn't make a lot of money if I went to the extra trouble of offering a printable version;
    So I shouldn't go to the trouble. Especially since it would be a LOT of work!
    But since I have you on the line, let me ask you: how much would you pay for a printable (or printed) version of all my "wisdom"? I don't mean to sound mercenary, but you know: the economy. And why do you want it printable or printed? It's always important to understand one's audience.

    Tom Sloper

    Los Angeles, California, USA
    January 5, 2011


    Game schools - necessary?

    >From: Mohammed S
    >Subject: What's best for me?
    >Date: Thu, 23 Dec 2010 23:57:14 +0000
    >Hi,
    >My name is Mohammed Serghini - i am 17 years old, i live in Morocco and i am very passionate about video games and want to take them to the next step - i want to be a game designer.
    >I have checked lots of colleges geared towards video game design however i always seem to find 2 problems:
    >1- TOO EXPENSIVE!!! Seriously you are looking at at least 100000 dollars.
    >2- Most of the colleges demand that you already posses a minimum amount of artistic and mathematical abilities and unfortunately i suck at both. From what i know and what i read from your lessons: aren't game designers supposed to focus more on communication, management, team work, good detailed writing and creativity? From what i have seen so far very few colleges have an actual design program - most of them mix up art and programming with design!
    >So on to my question, do you think its better i apply to a general college for a general education or do you know of any colleges with a REAL design program?
    >I would very much appreciate it if you could give me your opinion since you are what i aspire to become (game designer) so you should know best.
    >By the way, Awesome lessons - they really helped!
    >Sincerely, Mohammed.

    Mohammed,
    I apologize! Your email got lost in the holiday shuffle. I'm very sorry it's taken me so long to reply to you. You wrote:

    i want to be a game designer.
    >I have checked lots of colleges geared towards video game design
    Why? Why are you looking at "game schools" only? Did you not read FAQ 3 and FAQ 44? (Also see my IGDA columns for June and July 2009. Click The Games Game link above left, or copy and paste this URL: http://www.igda.org/games-game-archives)

    TOO EXPENSIVE!!!
    If you can't afford those schools, you shouldn't go!

    Most of the colleges demand that you already posses a minimum amount of artistic and mathematical abilities and unfortunately i suck at both.
    What? You said you want to be a game designer. You don't have to be an artist or a math whiz to be a game designer.

    aren't game designers supposed to focus more on communication, management, team work, good detailed writing and creativity? From what i have seen so far very few colleges have an actual design program - most of them mix up art and programming with design!
    Right, now you're getting it. Why go to a school that doesn't even seem to know what the term "game design" really means?

    do you think its better i apply to a general college for a general education
    Read those articles I referenced above.

    or do you know of any colleges with a REAL design program?
    I do, but that's not the point. Read those articles. Make a decision grid (FAQ 25), and choose the school that's best for YOU.

    Again -- my apologies for the unreasonably long delay, Mohammed. Good luck to you.
    Tom Sloper

    Los Angeles, California, USA
    January 3, 2011


    Questions of statistics

    >From: nilesh p
    >Sent: Mon, January 3, 2011 12:27:24 AM
    >Subject: on FAQ 10,
    >Namaskar Sir (Hello Sir)
    > This is a statistical question, I have read the FAQ 10, completely.
    >" If 100 concepts pass through the first phase to the pre-production, then filtering at each phase, how many of them reach the market?"(approx., if possible plz answer phase by phase.)
    >(If 100 is too large we can start with "10 concepts".)(It's anwer will help me to understand the patience and professionalism of a Designer.)

    >From: nilesh p
    >Sent: Mon, January 3, 2011 1:08:48 AM
    >Subject: Market for Educational Games
    >Namaskar Sir
    >"How much demand and market, the Educational games have?"
    >As an Engineer I have always thought about how can I learn and teach Mechanics, while playing a story?
    >For my own example, I have got much help from the Games in developing and enriching my English.

    Namaste, Nilesh. You wrote:

    This is a statistical question, I have read the FAQ 10, completely.
    >" If 100 concepts pass through the first phase to the pre-production, then filtering at each phase, how many of them reach the market?"(approx., if possible plz answer phase by phase.)
    >(If 100 is too large we can start with "10 concepts".)
    Just guessing, Nilesh. I do not possess any hard data on this, and I doubt that any hard data can even exist on this. You're asking, "what percentage of projects get cancelled in the pre-production greenlight? What percentage get cancelled in production? What percentage get cancelled in post-production?"
    Pre-production is the best time to cancel a project that's already been greenlit through Concept, if it's going to get cancelled. Not much money has been spent on it, and the personnel can be put on something else more promising. I'd guess that less than 25% of projects get cancelled at this point.
    A lot of money has been spent on a game once it's in production. I'm guessing that less than 10% of projects get cancelled during this phase.
    I've never heard of a project getting cancelled during post-production. Once a game has gotten this far, there's been too much invested in it.

    It's anwer will help me to understand the patience and professionalism of a Designer.)
    No, it won't! Is that why you asked this? How silly is that! This is a great example of a "primrose path" question, if that's why you asked this question. But it's you yourself who's been led astray by it.

    The game designer may not even be involved in the project anymore when it's been cancelled. He often was involved only during Concept and Pre-production phases, and is no longer on the project when it goes on to Production and Post-production. He's seen many concepts get shot down, even more concepts never get considered at all. He's written many designs only to have them greenlit and then die during pre-production. When he has been removed from a project when it went into production, he has moved on to other projects, and when he hears that the project got the axe, he isn't emotionally invested in it anymore.

    "How much demand and market, the Educational games have?"
    It's a small niche market compared to the commercial market. I gather from what you wrote that you really mean training games (you said "I learn and teach Mechanics, while playing... I have got much help from the Games in developing and enriching my English"). The children's educational game market is particularly tough, especially for the indie developer/publisher -- selling to parents is hard, and selling to schools is near impossible. The adult training game market is good for developers who can find clients, but tough if you want to publish them yourself. So I'd have to say that the answer depends on what your REAL question is. Once again, since there is a question as to the purpose of your question, it's very hard to give you the answer you need. Are you asking because you want to develop and publish edugames or training games? Or are you asking because you want to get work for a company in that field? Or what? If I've answered your question satisfactorily, you do not need to answer my questions. If I have not answered your question, you'll need to clarify the question. Not only the question, but also your reason for asking it.

    Tom Sloper

    Los Angeles, California, USA
    January 3, 2011

    [EDIT] In the above, the "statistics" I'm talking about refer primarily to mainstream (publisher-financed) titles -- NOT amateur / indie projects. As stated above, the question needs to be more clearly stated in full context in order to obtain the optimal answer.


    What do these words mean?

    >From: nilesh p
    >Sent: Fri, December 31, 2010 12:58:19 AM
    >Subject: Unclear words From FAQ2
    >From Nilesh
    >Hello Sir,
    > As per ur advice I am going through the FAQ's. Till now, I haveread FAQ 2, 3, 40.
    >In FAQ 2 I am not clear about meaning of some words, what do they mean here.
    >They are as: 2] high concept of the game (What is the "high concept" of the game?)
    > 1] the tone (What is the tone? What is the basic narrative?...)
    >Also, What are 'Linear stories'? Please also name other types. ( When I searched I found some other types viz. Branching Story, Non-linear story etc.)

    Namaste, Nilesh. You wrote:

    What does "high concept" mean?
    This term is defined in FAQ 28.

    What does "tone" mean?
    It means "mood," or "atmosphere." The tone of the 2010 game "Heavy Rain" could be described as "gloomy." The tone of the typical Mario game could be described as "light-hearted, colorful, cartoony."

    What does "basic narrative" mean?
    It means "core story," or "heart of the story," or "story distilled down to its bare bones." For instance, the "basic narrative" of the film "Titanic" might be "rich girl meets poor boy, they fall in love, boat sinks, boy sacrifices self for girl."

    What are 'Linear stories'? Please also name other types. ( When I searched I found some other types viz. Branching Story, Non-linear story etc.)
    You ought to be able to figure it out, then. A linear story is a story that does not have any branches, it just moves in a straight line narrative. Boy meets girl, girl rebuffs boy, boy persists, girl gives in, they live happily ever after. That's a linear story. But if you give the story a game setting, and let the user control a character's actions -- letting a user have the boy give up and move on to some other girl, or become gay, or become celibate -- or have the girl not rebuff the boy at first, marry him and then cheat on him, divorce him and take the kids to Paris -- then you have an interactive story whose ending cannot be known in advance by anyone. It's no longer linear. Every player's playing of the game will result in a different story.

    Tom Sloper

    Los Angeles, California, USA
    December 31, 2010


    How should I start in game design?

    >From: nilesh p
    >Sent: Tue, December 28, 2010 3:22:26 AM
    >Subject: How should I start in Game Designing
    >"History, Engineering, and Passions"
    >Respected Sir,
    > Below is my info as u specified on site.
    >Name: Nilesh Patil
    >Age: 26 years
    >Education: B.E. Mechanical (pursuing M.E. in next two years)
    > (Also 2 years study of Indian and Western Philosophy)
    >Current Occupation: Lecturer
    >I Live in: India, (Maharashtra)
    >Aspiring for: Game Designing,
    >Skills: History (passionate for Indian History and Epics)
    >Question: How should I start in Game Designing? ( For my responsibilities I am working,
    > but my mind and passions are dissatisfied.)

    Namaste, Nilesh.
    How should you start? First, you should read the "Frequently Asked Questions" ("FAQs") I wrote for you. 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.
    Then write a design for a game of your choice -- why not something involving Indian history. Then write another design. They don't have to be full GDDs, just practice with turning ideas into documents. Then do some of the stuff in FAQ 12. That should give you a good start.

    Tom Sloper

    Los Angeles, California, USA
    December 28, 2010


    Should I learn lots of tools?

    >From: VISQI [ Add to Buddies ]
    >Subject: simple advice....
    >Date: 12/26/2010 12:39:43 PM
    >hey
    >i read a lot of posts in this forum and i understand that you are the go-to guy for advice on the game industry
    >i just need a little advice from you if you have the time...
    >I am gonna make this short.I am currently a sophomore Computer Engineering student, and i wanna be a game programmer. I am currently studying DirectX 9.0c and nearly finished Frank Luca's book "introduction to 3D game programming", i might study a bit on XNA but i read through a book about it and i found that it was quite easy and i might look further on it.
    >I will try to get an internship in some gaming company(probably in Canada), but i don't think that knowing how to render skinned meshes will get me so far in the interview.
    >the million dollar question is, can you give me some more in depth advice on how to actually succeed in the industry based on what i have learned so far, meaning should i pursue OpenGL, learn another language like lua or python, learn 3D Max, create a Super Mario mod featuring Solid Snake????
    >P.S: i am not looking to pursue an all-programming angle to this. My goal is to actually start off as a programmer because i think i am good at it and then maybe a designer/programmer, then start off my own company(not joking).
    >Really appreciate the help, Mr.Sloper
    >Thanks
    >Jack

    Hello Jack, you wrote:

    I am currently studying DirectX 9.0c and nearly finished Frank Luca's book "introduction to 3D game programming", i might study a bit on XNA
    Wow, you're light years out ahead of me, then. All that stuff is way over my head. I'm just a designer and producer myself.

    i don't think that knowing how to render skinned meshes will get me so far in the interview.
    I don't know why you say that, since I don't know how to do that. But one thing that will hinder you even getting the interview is neglecting to capitalize the word "I" when you write. Better work on that. We're kind of old-fashioned about written communication in the game industry.

    can you give me some more in depth advice on how to actually succeed in the industry
    Sure. Just read lots of my articles. Click the articles/FAQs/lessons link above left.

    meaning should i pursue OpenGL, learn another language like lua or python, learn 3D Max, create a Super Mario mod featuring Solid Snake????
    >P.S: i am not looking to pursue an all-programming angle to this. My goal is to actually start off as a programmer
    Well, if you want to start off as a programmer then you do need to learn lots of stuff. You should program lots of stuff, build an impressive portfolio. I can't tell you which tools and languages and environments you should master, though. You should follow your own instincts as far as that goes.

    then start off my own company(not joking).
    Sure, well, read my articles/FAQs then. Happy Boxing Day!

    Tom Sloper

    Los Angeles, California, USA
    Boxing Day, 2010


    I can be rather verbose, part 3

    >Date: Wed, 22 Dec 2010 11:31:57 -0800 (PST)
    >From: Joe B
    >Subject: Well worth the cost of lunch
    >Hi Tom,
    >I wanted to let you know that I managed to land a job in Irvine a few months after speaking with you. It's a QA testing position and I made it through both the phone and in-person interviews without any problems. The information on your website, and the advice you gave me personally helped me prepare for some of the questions that were asked. I dressed casually as you suggested, and I'm glad I did, because the people interviewing me were all in jeans and t-shirts.
    >The one thing I really wasn't prepared for is how long it takes to finally land a job in the industry. Originally, I expected to land a job right out of college, though I don't know if that was over-confidence on my part or just not realizing how bad the economy is right now. I also expected to get more than a single job offer, but that didn't happen either (which is quite stressful when you have student loans looming and have been living with family for seven months). The company first contacted me nearly two months after I had originally applied. It took another week for me to get a phone interview, another month for me to get the in-person interview, and two weeks after that for me to get the job offer, which starts a month later. So from the time I applied to the time I start working, the whole process has taken over four months. With all my previous part-time jobs, I had been hired within a few weeks of first applying, so four months caught me off-guard.
    >Again, thanks for the advice. I'm thrilled that I managed to get a job in the video game industry at a company I respect.
    >Sincerely,
    > Joe [I can be quite verbose]

    Hi Joe,
    Awesome, I'm delighted you got a job. And I appreciate your sharing the story about how long it took. It's instructive and I'll attach this to one of my FAQs (as soon as I figure out which one[s]).
    Stick with it, and keep me posted on your progress.
    Tom Sloper

    Los Angeles, California, USA
    December 22, 2010


    Industry standard software for 3D animation and modeling?

    >Date: Sat, 18 Dec 2010 09:27:50 -0800 (PST)
    >From: Kevin J
    >Subject: industry standard for character design.
    >Hey Tom, this is Kevin from MN. i'm currently a student in the game design feild and I want to model, rig and animate characters. I was wondering what modeling software do most companies use to do this? is the "standard" 3ds max like my teacher seems to think, or is a compilation of programs better?

    Hello Kevin, you wrote:

    I was wondering what modeling software do most companies use to model, rig and animate characters.
    Well, I'm not an animator, so I don't actually know.

    i'm [sic] currently a student in the game design feild [sic]
    Then why don't you ask your professor this question?
    Good thing you aren't a student in the English field or the writing field!

    is [sic] the "standard" 3ds max like my teacher seems to think
    Oh, you did ask him. Why don't you believe him?
    Well, 3DS Max is one of the standard art tools in the industry, for sure, but there isn't just one standard. And I have no idea if 3DS Max also handles rigging (since I'm not an animator). There could well be other tools used by some game animators.
    It really doesn't matter what tools you start learning on. You'll have to learn other tools too, eventually. Stop doubting your teacher and learn the good stuff he's teaching you.

    Subject: industry standard for character design.
    Why is your subject line about character design but your email is about animation tools? Character design is an entirely different thing from character modeling. Your teacher can tell you the difference, betcha anything.

    Tom Sloper

    Los Angeles, California, USA
    December 18, 2010


    The online education option?

    >From: Michael P
    >Subject: Game Industry Q+A
    >Date: Sat, 18 Dec 2010 09:06:30 -0600
    >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: _ 32 years young, and I plan on staying that way forever.
    >The level of education I've completed is: _ B.S. in CIS with a Specialty in Web Technologies
    >My occupation (if student, enter 'student') is: _ Systems Administrator/Support Rep/Web Developer for a Web Hosting Company
    >The type of game job I aspire to (if applicable) is: _ Undecided
    >The country I live in is: _ US
    >My game biz question is: _
    >Mr. Sloper
    >First of all, I’m extremely happy that I found your site through GDNet. I was the one who asked about being “Too Old” to “break into” the industry (Not that you would remember that from all the countless emails/forum posts you read.) I’ve now learned that I am never too old to start, and I thank you and everyone at GDNet for that push of advice. I picked up Visual Studio Express, GIMP and Blender, and I’m following tutorials, and examples, and just playing for now, to learn all I can. In fact, I’ve started that pong remake J. I’ve read your site as fully as I can, and even though my eyes hurt from the design, (Sorry, I’m a developer, what can I say?) you have a plethora of information, and you, sir, are a fountain of knowledge. (Now I wish I went to USC, just to know you)
    >Secondly, in regards to school. I’ve been considering going back for programming or 3d design (I haven’t decided where I want to focus yet) and I’ve read yours, and others, advice on schools – primarily the notion that “online schools” are not necessarily the most successful method. My question is this: As I already have a B.S. from Fresno State (We beat you Trojans up and down the field on numerous occasions, I might add for comedic relief,) would it be more prudent to continue with the university route, or could I continue my education through an online specialty school? The reason I ask is because at my age, I’m doing the 9a-10p thing, paying bills, providing for my lovely wife and children, etc… And with the flexibility of online courses, it would be a more “schedule friendly” route for me.
    >Anyway, thank you for the time you take out of your understandably busy schedule to read this and respond to an “older” (I’m not old yet) dog.
    >Warmest Regards
    >Michael P (No relation)

    Hi Michael, you wrote:

    I’ve now learned that I am never too old
    I'm sure the readers of the GameDev For Beginners board would be very happy to hear you say that on that forum -- after asking your question and getting numerous responses, you just kind of disappeared. That's not exactly great netiquette. I really liked what "Dwarf King" from Sweden said to you: "Get rid of the evil poison in your mind." Because that's exactly what the frequently asked "Am I too old" or "Am I screwed" question actually is, and I thought it very useful for it to be labeled that way.

    even though my eyes hurt from the design
    Yeah, I know it sucks. I'm not a programmer or web designer, and I don't plan to convert the whole thing to Style Sheets or anything like that, but if you could give me just a couple simple tips -- like drop the background color, change the font, stuff like that -- that I could do to make it look less blatantly amateurish, that'd be highly appreciated.

    Now I wish I went to USC, just to know you)
    What a nice thing to say! (^_^)

    would it be more prudent to continue with the university route, or could I continue my education through an online specialty school?
    You gotta make the best decision for your own particular life circumstances. Since you're of an ancient age, you don't need to get a degree, right? All you really need is to learn stuff. So the advice I give to the high school kids does not apply to you. You can learn the stuff you want to learn in whatever way you see fit. And I wrote about the online education option in my September 2007 column on the IGDA website. The direct URL is http://www.igda.org/games-game-september-2007. On that site you can click the Archives link and see even more of my columns. You might hurt your eyes there too, on some of them from when they were changing webmasters -- not my doing! (^_^)

    The reason I ask
    I sincerely doubt that your reason for asking will change my answer, since my philosophy is to give you information you can use to arrive at your own decision using your own good judgment.

    Tom Sloper

    Los Angeles, California, USA
    December 18, 2010


    Your website

    >Date: Wed, 15 Dec 2010 23:47:31 +0000
    >Message-ID: <AANLkTi=LTp9zEZQvYcRQgyZ5kkFoSMc6bGTjQxZJ9A41@mail.gmail.com>
    >Subject: Your website
    >From: Sirvan Almasi <sirvan3tr@gmail.com>
    >Hi,
    >I just wanted to waste some of my time by telling you that your website is good and i see you have put alot of hardwork into it but please shut it down, its so stupid and does not encourage anyone to do anything. It's fucking awful in terms of actually encouraging, it de-motivates people.
    >Thanks
    >Your boss

    Yes, sir! Right away, sir!
    Tom Sloper

    Los Angeles, California, USA
    December 15, 2010


    i need a little advice

    >Date: Thu, 9 Dec 2010 16:24:35 -0800
    >Subject: I need a little advice
    >From: poop sauce
    >Email: neighborlyodin@████.com
    >well, i wanted to have a job in the game designing industry but i lack any experience, i have never made a game, nor used and game making software but most jobs require experience. I am going to be graduating high school soon and want to get into a college with a game design class in it. Would me not having any experience get in the way of this? if so how can i acquire experience?

    >Date: Thu, 9 Dec 2010 16:30:59 -0800
    >Subject: help me with my future?
    >From: Erik C
    >How much is expierence valued in the game design industry? and what is the best way to obtain it? I lack experience in this field but really would like to be in it, is experience something that i should have before joining a game design college?

    These two emails, asking coincidentally similar questions with similar typing styles in at least two respects, arrived at the same time here and could well be by the same person. So I'm going to treat them as one email from one person. Erik, you wrote:

    Would me not having any experience get in the way of [getting into college]? is experience something that i should have before joining a game design college?
    You do not have to have experience operating on patients in order to be accepted to surgical college. You do not have to have experience designing buildings to be accepted to architectural college. Just the same, nobody expects you to have "experience" making games before you can be taught how to make games. But you should not be so set on going to a game school, at least not until you read my articles on game schools.

  • How to choose a college/university
  • How to choose a degree
  • Regular college vs. game school
  • More about regular college vs. game school
  • And still more about regular college vs. game school
  • Appearances don't matter as much as you think
    And read these too:
  • "Game Development Schools" by Joseph Fernald -- Game Dev Schools
  • "On Game Schools" by Josh Petrie -- On Game Schools

    How much is expierence valued in the game design industry? most jobs require experience.
    You've answered your own question. It's valued highly. Read my IGDA column on The Experience Experience. I've already given you links to some of my columns -- on any column page, click Archive to get to the list of old columns, then search the page for the keyword "experience" (make sure you spell it correctly in the search box).

    how can i acquire experience? what is the best way to obtain it?
    After you read my column on Experience, you'll understand what it is and that it is only obtained by working at a job. That said, while you are in college (or even before) you can start fiddling with game making tools and programming languages and such, or writing game designs or making game graphics (as per your talents and desires, since you have not specified which kind of job you aspire to). You can begin portfolio-building right now. Read my FAQs 12, 56, 7, 10, 28, and 65 -- for starters. You can link to the FAQs above left. After you have done some reading, you are welcome to ask follow-up questions. But you need to read before asking, try to find answers before asking to be spoonfed. You're about to enter the adult world, and this is what's expected of adults.

    Subject: help me with my future?
    That is beyond my ability.

    Subject: i need a little advice
    Very well.
    You must always capitalize the word "I." (Note: when u r txting yr budz [and only then], u cn ignor this pc of advice.)
    You must always capitalize the first letter of every sentence (same note as above).
    Ditch the stupid email nick. Stupid Wannabe Trick #18 (see FAQ 24).

    Tom Sloper

    Los Angeles, California, USA
    December 9, 2010


    I have one game idea - how much $ can I expect to make from it?

    >From: Rashmi S
    >Sent: Wed, December 8, 2010 6:28:03 AM
    >Subject: Game Industry Q+A
    >Hi Tom,
    >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: 29 years
    >The level of education I've completed is: College Graduate
    >My occupation is: Freelance writing (mostly e-learning and Web)
    >The type of game job I aspire to (if applicable) is: Writer/Game Designer
    >The country I live in is: India
    >My game biz question is: My focus is specifically on casual Flash games. I have a game idea that I want to develop as a DIY project. At this point I plan to do all the work myself unless I can find someone to help out. I have two questions:
    >1) When I have finished developing the flash game, would it make sense to approach a Flash games Web site like "Big Fish" or "New Grounds" to buy my game and host it for me?
    >2) If yes, then what kind of payment can I expect and will the payment be worth the effort I put into the game?
    >Hope you can help me out on this.
    >Thanks a lot,
    >Rashmi

    Namaste Rashmi, you wrote:

    I have a game idea that I want to develop as a DIY project.
    One game idea (or one finished game) is not a business plan. You need a business plan. The most important part of the business plan is the end goal. What is your end goal? To make money? By what business model? If you're doing this to make money, one game is nothing.

    would it make sense to approach a Flash games Web site
    They're not interested in doing business with a guy with one DIY game. But you can try if you want; you'll learn a lot. Have you read FAQ 60 yet?

    what kind of payment can I expect
    You can expect very little for one measly little game.

    will the payment be worth the effort I put into the game?
    If you are making one game expecting to make money from it, you are a fool. But if you are making one game to kickstart a career of making games, then it's absolutely worthwhile.

    Tom Sloper

    Los Angeles, California, USA
    December 8, 2010


    I want to interview you via live chat or phone

    >From: Jesse S
    >Sent: Thu, December 2, 2010 7:26:19 AM
    >Subject: Game Design
    >Hello,
    > My name is Jesse S. I am 17, and currently a student at Berry Goldwater High School in Phoenix Arizona (United States). I have been looking into becoming a game designer. Over the course of my Senior year, I have been researching on how to become a game designer and I was wondering if I could possibly get an interview with you, possibly over live chat, or even a phone call if you are not too busy. The reason for why I am requesting this is because i want to know more about what it takes to become a designer.
    >Thank you for your time.
    > Sincerely,
    > Jesse S

    Hello Jesse,
    Sorry, no live chat and no phone. I only do email, as it says above. And if you only want to know more about what it takes to become a designer, all you have to do is read my FAQs on becoming a designer (links above left). Start with FAQs 3, 12, 7, 14, 2, 13, 25, 34, and 44. Then you're welcome to email me follow-up questions and get answers here on this board.
    Tom Sloper
    トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    December 2, 2010


      Color key


        Blue = an FAQ, a question that's been asked frequently or is answered with a frequently given answer.
        Purple = an unhappy email from a dissatisfied reader.
        Green = a happy email from a grateful reader.
        Red = a career interview from a student (usually but not always high school).
        Orange = a strange, weird, unusual, 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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