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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. Emailing me with a question or comment on this topic constitutes permission for your email to be made public.

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, or amateur designs.

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 GD@Sloperama.com or click the picture below to submit your question or comment. In order for me to give you the best answer for your individual situation, I need to know your approximate age, your level of education, and your current occupation (students take note: your occupation is "student"). Depending on your question, I may also need to know what kind of game job you aspire to or are studying for. Entries that do not provide that information may not receive a satisfactory reply.

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 GD@Sloperama.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.
  • 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!
  • 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.


  • just saying thanks....

    >From: Jimi
    >Sent: Saturday, May 10, 2008 4:33 PM
    >Subject: just saying thanks....
    >Hi
    >I too am a 15 year old interested in the games industry - don't worry I'm not looking for a 'testing job' or trying to sell an idea.
    >I have been thinking for a while about whether to get a degree to do with games. Thank you very much for answering my deliberation! I am relieved to find out that it is not necessary (indeed not encouraged) to get a degree to do with games. I am planning on doing physics, maths, english, and computing in the 6th form. (I'm from the UK - I think that this email isn't the place for a conversation about the way the UK system of education works. Feel free to ask for info relating to it though).
    >Anyway - thanks again!
    >Jimi
    >--
    >This e-mail (and any attachments) is confidential and may contain personal views which are not the views of the BBC unless specifically stated.
    >If you have received it in error, please delete it from your system.
    >Do not use, copy or disclose the information in any way nor act in reliance on it and notify the sender immediately.
    >Please note that the BBC monitors e-mails sent or received.
    >Further communication will signify your consent to this.

    Hi Jimi,
    Thanks for writing. And thanks for the offer, but I shall go on learning key differences about the UK education system piecemeal. Cheers!
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    May 10, 2008
    "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. Emailing me with a question or comment on this topic constitutes permission for your email to be made public.


    Questions for our business plan

    >From: Sebastian Badylak
    >Sent: Saturday, May 10, 2008 3:24 AM
    >Subject: Newcomers in need of some help...
    >Hello Mr. Sloper,
    >Me and my classmates from the university are about to start up our own company. We have been working for 8 months on our first commercial game for Xbox Live Arcade and we're beginning to see the light at the end of the tunnel. We have made quite a few contacts with publishers and Microsoft's Arcade team as well. But these people are all very busy so we just have to sit tight and wait until the they give us feedback on the demo we have submitted. I the meantime I'm writing the business plan for our company and the rest of the team keeps up the good work on the game itself. Now, I have come to a point where I really need answers from established industry players - an up-to-date picture of publishers' view on digitally distributed console games. I would be extremely thankful if you could find some time to help me, whenever you it's convenient for you. I am certain that you know some people that could answer my questions.
    >
    >1. How large an advance payment to the developer is reasonable for a XBLA/PSN/WiiWare title?
    >2. Royalties - how much is reasonable to expect for a XBLA/PSN/WiiWare title?
    >3. Is it common for the publisher to handle localisation, tech support and age ratings?
    >4. What marketing budget is common/reasonable for a XBLA/PSN/WiiWare title?
    >5. What sort of promotional activities are common for a XBLA/PSN/WiiWare title?
    >6. Are publishers more interested in establishing a new Trademark/IP/Franchise rather than publishing a single title?
    >7. Which is more attractive from a publisher's perspective - physical retail titles or downloadable titles?
    >
    >Also, thank you for sharing your wisdom on sloperama, it's much appreciated. I wish there were more of your kind out there.
    >If you have any questions for me you are always welcome to write to me.
    >Kind regards,
    >Sebastian Badylak
    >Producer, Project Colosseum
    >Shortfuse Entertainment
    >www.shortfuse.se

    Hi Sebastian, you wrote:

    Me and my classmates from the university are about to start up our own company.
    That's a really hard road. But you probably already know that.

    How large an advance payment to the developer is reasonable for a XBLA/PSN/WiiWare title?
    Very few publishers realistically imagine they can get such a game for less than $300K. Very few publishers realistically expect they can make a profit on the game if they spend more than $500K. But most developers probably can't afford to make a game (other than a simple straight port) for less than $700K.

    Royalties - how much is reasonable to expect for a XBLA/PSN/WiiWare title?
    You can ask for 10% - more if it's an original IP. But be advised that the publisher's margins are already really slim, and if you're an untried commodity, you don't have much bargaining power.

    Is it common for the publisher to handle localisation, tech support and age ratings?
    Who else would do those things if the publisher didn't?

    What marketing budget is common/reasonable for a XBLA/PSN/WiiWare title?
    I have no idea. I'm not in marketing.

    What sort of promotional activities are common for a XBLA/PSN/WiiWare title?
    Same answer as #4 above.

    Are publishers more interested in establishing a new Trademark/IP/Franchise rather than publishing a single title?
    Well, duh! What do you think? (Not that that means it's an easier sale, BTW...)

    Which is more attractive from a publisher's perspective - physical retail titles or downloadable titles?
    Whichever makes more profit, whichever contributes most significantly to the bottom line. It's a business. Why do you ask - what were you thinking - where does this question come from, where were you expecting the answer to go? (These questions also apply to your #3 above.)

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    May 10, 2008


    GDD should be written in what language?

    >From: Berenstain Paul
    >Sent: Saturday, May 10, 2008 4:45 AM
    >Subject: game design question
    >Age: 14
    >Education: General School
    >Occupation: student
    >Hi! I'm from Romania, and I have a really good idea for a video game for the PC (at lest I find it very good). My questions are: In witch language should I make the Game Design Document? I'm dreaming of making a video game company (like Electronic Arts). Where should I start?
    >Thanks in advance,
    >Paul.

    Hi Paul, you wrote:

    I have a really good idea for a video game for the PC (at lest I find it very good).
    Have you read F.A.Q. #1 yet? See links above left.

    In witch language should I make the Game Design Document?
    Like every other decision a designer has to make when writing a document, it depends on (A) the purpose of the document and on (B) who will read it (the intended audience for the document).
    A. PURPOSE. You didn't say what your purpose is in writing this GDD. Perhaps you figured you would submit it to a video game publisher. As I said in FAQ 11, that's unlikely to succeed.
    B. AUDIENCE. Perhaps you plan to show it to someone influential in the video game industry so he'll tell you you're brilliant, or (better) so you can someday leverage his high opinion of your brilliance into a game biz job. As I said in FAQs 11 and 21, video game companies have restrictions on what they can review, for legal/liability reasons. Besides that, people in the video game industry are very busy, and GDDs are very long and mostly boring to read, so it's going to be difficult to get anybody in the industry to read it.

    So in my opinion, you should write it in Romanian. The way I suggest you proceed:
    A. PURPOSE. Your purpose in writing a GDD at this stage of your life should be because you want to do it, because you want to explore your idea fully, because you want to learn how to write GDDs.
    B. AUDIENCE. In general, the only audience for a GDD is the development team who'll use it to create a game. In real life, those are the only people who actually read GDDs. But in your case, it's unlikely you'll get such a team together to do that work - but you can post your GDD online somewhere, for the purpose of getting other game design wannabes to read it and give you feedback, so you can learn how to write GDDs. But I don't know if your English is good enough for that, and I don't think you'll learn as much from the feedback as you'll learn from just writing it in the first place. In my opinion, your audience is you. You're doing this to learn, and you'll be better able to do that if you write it in your native language.

    I'm dreaming of making a video game company (like Electronic Arts).
    Read FAQs 16, 29, 60, & 64. And read the Q&A exchange with the Swedish guy above this one.

    Where should I start?
    Work really hard in high school, and get good grades. Then attend university and get a four-year bachelors degree. Then get an MBA degree (Masters of Business Administration). I can't tell you what to do after that - you have to use your education to figure that part out.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    May 10, 2008


    What exactly do game designers do?

    >Subject: Examples of game designer related work
    >From: Steven Tesarek (sirsantaofclaus)
    >Date: Saturday, May 10, 2008 12:31:55 AM
    >What can game designers do besides creating the actual design? I have read a few things about helping the team express your design but there isn't much about what this will entail. Thank you for your time.
    >-Steven T.

    Hi Steven,
    Your question is a bit nebulous.

    What can game designers do besides creating the actual design?
    Pretty much anything any other person can do, I guess. Not sure what this question is looking for.

    there isn't much about what this will entail.
    Have you read my FAQs 2, 7, 10, 13, & 14? Also see http://www.igda.org/breakingin/career_paths.htm and http://www.gamedev.net/community/forums/showfaq.asp?forum_id=17

    Subject: Examples of game designer related work
    Is that what you're looking for? A sample GDD? I have links in those FAQs and in my Game Biz Links page. You can get to the FAQs and Links above left.

    After you've done that reading, you're welcome to come back with a reworded question and I'll answer it. I could give you the best answer if I knew your age, your scholastic level, your occupation, and your reason for asking.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    May 10, 2008


    15 And Wanting To Get Started

    >Subject: 15 And Wanting To Get Started
    >From: Gystar Pepper (master.pepper)
    >Date: Thursday, May 8, 2008 8:38:42 AM
    >I’m 15 and I’m definitely seeing some aspect of Gaming being in my future (and undoubtedly successful) career.  Right now my experience lacks quite a lot of substance and I realize it will take me years to be even presentable after I finish my schooling, unless I start building up my cred now.  Mainly I want to get into Graphics Design/Animation/3D Modeling (I don’t even know the difference between the three) but I also want to go into all the aspects, such as programming.  The only problem with me getting started is that I need some programs. Graphics programs, programming programs.
    >The basics to get me started. I got no idea what I’m looking for here and I’ll probably end up downloading a giant virus. Any suggestions on beginner programs (yes, of course I mean free) or could you just direct me to a half decent forum?
    >(best case scenario, I want to start making Mods for the PC game Oblivion, nothing would be better than seeing my work in action and having other people use it too.)
    >Appreciate any help,
    >Master Gystar Darth MacPepper

    Hello Gystar, you wrote:

    I realize it will take me years to be even presentable after I finish my schooling, unless I start building up my cred now. 
    Wrong. It'll still take you years. Yes, by all means: start now. But it'll still take years.

    I want to get into Graphics Design/Animation/3D Modeling (I don’t even know the difference between the three)
    Graphic Design is layout. Knowing how to lay out, say, a web page or a game screen or a brochure so it's visually pleasing and gets the viewer or reader or player to direct his eyes to the important places.
    Animation should be self-evident in how it differs from the other two - don't try to tell me you don't know what it is.
    3D Modeling is the building of environments, objects, and characters in a computer program so that when the imaginary camera viewpoint moves, the appearance of three dimensions is visually evident.

    I need some programs. Graphics programs, programming programs. ... (yes, of course I mean free)
    You can download GIMP for free - it's the very powerful alternative to PhotoShop, which is highly expensive. Just Google "GIMP download." GIMP is for 2D graphics, and you'll find it extremely useful. For 3D, Google Sketchup is free. Just Google "Google Sketchup" to find it. As for programming programs, read FAQ 56. Use my site links above left.

    could you just direct me to a half decent forum?
    Just look at my Game Biz Links page. BUT FIRST - before you go to a forum - you gotta do yourself a favor, and read some of my FAQs. I'm not gonna tell you which ones (I won't give you a list), but absolutely you need to read FAQ 65 before you go to any of those forums listed in my Game Biz Links page. I don't say that because of anything you've said in your email to me, but because it's vitally important to know the stuff in FAQ 65 before jumping into the forums. You'll be glad you read it, trust me on this.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    May 8, 2008


    How can I find out if my idea is unique?

    >From: Katty
    >Sent: Wednesday, May 07, 2008 10:18 PM
    >Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: 45
    >The level of education I've completed is: Almost College
    >My occupation (if student, enter 'student') is: Bookkeeper of sorts
    >The type of game job I aspire to (if applicable) is: None
    >My game biz question is: Hi - I am Mom who has come up with what I think (for whatever it is worth) a good idea for a computer/Board Game. I developed the idea after helping my daughter with a homework assignment and now I want to work with her on developing this idea. I am mostly doing this so she can learn and apply how to in the real world. Anyway, my question is simple; since my most precious commodity is time where can I first research if my game idea is out there already. I haven’t really seen it in the stores, but I could have missed it. How is the easiest way to research if it is out there already? Thanks for your time. Read around your site and I think how you help out is very admirable. Will have my daughter read your site. Thanks again. K

    Hi Katty, you asked:

    where can I first research if my game idea is out there already.
    I'm not sure exactly what degree of similarity you are worried about. I would be very surprised if a game 100% similar to your idea has already been created. And I would be equally surprised if your game is 100% unique. They have a saying in Hollywood that there are only 7 basic stories. Does that mean you can't come up with a new story? Well, yes and no.

    Secondly, I don't know why you need to find this out. If you're going to try to self-publish your game (first as a board game so that later maybe computer game companies will come knockin' on your door seeking a license, perhaps), is it that you're worried about somebody else suing you for using their patented play process? Obviously you're not going to accidentally rip off someone else's art or words. And of course you would never publish the game without first doing a trademark search. Or is it that you're worried that nobody would buy your game because everybody except you already knows that your idea is just like some other game that's already famous?

    Thirdly - whoa, Nelly! Slow down. Don't be in such a rush. If you just go for the fastest/easiest way to research this, your results are likely to be slipshod. If it's important, you need to give it time and do it right. And if your venture is going to require capital, your business plan needs to include a carefully researched competitive analysis. And it takes time to write a good business plan anyway. This ain't gonna happen overnight.

    I don't know if you've read my FAQs 20, 21, 35, 38, 39, 60, & 62. If you haven't, why don't you go ahead and take the time to do so now. I'm always here - you can ask follow-up questions anytime.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    May 7, 2008


    Great column this month!

    >From: Hélder Gomes
    >Sent: Wednesday, May 07, 2008 5:21 PM
    >Subject: Great column this month!
    >I've already read your column this month, and I like it :) I already found MANY people calling it gaming industry, fortunally they all understood when I corrected them :)
    >
    >Also, I found MANY people that think that a game designer is the same as guy that work with games... Word that they also sometimes change for developer... Unfortunally this is happening where it should not happen: In the university where I am studying... I am studying Game Design and Planning... and for some reason future students read: "Game Development and Planning" or what is worse: "Game Playing", the result is that as soon as the first semester started, several people started to say that the course is stupid and has nothing to do with Game Developing (in fact, the course is a Game DESIGN...), unfortunally those several people, now on the third year, are STILL on the course, and STILL being quite vocal about how it suck... I wonder how I can teach fellow classmates what design and PLANNING (they always "skip" that part on academic projects...) is...
    >
    >But that would be a minor problem, if it do not summed up with another problem:
    >
    >External people that also think that Game Design is something else... Since they are vocal and keep saying how the university suck, and outside people understand even less and use the words wrong (even because the university insisted in using a english name in a portuguese speaking country where only 1% of the population can read english...) the result is that my changes of getting employment here are getting lower and lower, since potential employers after reading my curriculum just ask away ironically: what you are good at? pressing the button on the right time? Or worse: Do you create software for jackpot machines? (I've asked to do that about 20 times, and here this is higly illegal, if you get caught messing with jackpot machines you can get imprisoned for a LOOOOONG time and forced to pay a even more painful fine...)
    >
    >But also, as I said, there are people that read: "Game Playing", one of those people are my roomate, that suck completly at everything (paradoxally maybe he is more intelligent than me), and blatantly said that he choose the course because he tought that it would be easy, and he spends most of his time using the "testing" machines on the university to play Warcraft III (the DotA map for Warcraft III is so popular here, that even people that are studying Fashion Business play DotA sometimes...)
    >
    >BTW: I found that being a producer is hardest than I imaginated, specially when you do not manage to make your team believe in you, fortunaly the project that I am working on the university is not sinking completly because the team is composed by talented individuals that nearly know what to do all the time... Unfortunally the word "nearly" is on the phrase...
    >
    >Intersting note about gathering a team 2: I am trying to "train" more as producer by creating my own game but in a less lone wolf fashion (altough I know that I will end doing 100% of the code, 70% of the art and 80% of the writing...), I am inviting people from several roles to join (But Game Design and Programming, that I am doing myself, specially because the game is a demo to my portifolio about both game design and programming), and I noticed that there are a complete lack of individuals willing to work in some areas, and a overflow of musicians... After 2 months of work, I gathered only 2 "possible" artists (that are not really sure if they want to help or not), no writers, no sound designers, no many thing else, but about 13 intersted musicians... Intersting that some of those musicians already work in high profile companies...

    Héllo Hélder,
    Of course you're talking about my IGDA column, "The Games Game" (not an article here on my site). This month's topic is "What's In A Word (Part I)," in which I rant about the misuse of the terms "gaming," "developer," and "game design."
    Sounds like the problem I ranted about is even worse there in Brasil! [Sigh!] Hang in there, Baby...
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    May 7, 2008


    Some drivel comin' atcha

    >From: Jason
    >Sent: Wednesday, May 07, 2008 7:24 AM
    >Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: _ 21
    >The level of education I've completed is: _ Some college
    >My occupation (if student, enter 'student') is: _ Newb Accountant
    >The type of game job I aspire to (if applicable) is: _ Ultimate Grandmaster of Dewmhammer
    >My game biz question is: _ Well I don’t have a question yet, thanks to you! I just wanted to say thank you very much for putting all of this together. I’ve always wanted to get into game development and now I know where to go when I feel ready. I almost feel obligated to ask a question, but I must resist! For I have yet to read all of the Dos & Don’ts. Aha! I have one: How does it feel as an [older] man to have to write all of this crap, but not only do you write it, you know that you have to make it understandable to, well, your average young dumb gamer (like muhself from time to time)? I must say I am quite glad I didn’t discover this place a few years ago, as I definitely would’ve been one of the impatient, retard question askin, annoying little kids.
    >How about this for another question: Viewing this email as a social networking interaction (if I were using this as an attempt to establish a “buddy on the inside” if you will), what mistakes have I made? What things typed could’ve crossed the boundaries of such an occasion?
    >Here’s a good (read: bad) one: How long should a new person to the game design world (someone who actually has a job in game development) keep his/her potheadedness (it’s a real word) a secret from his/her coworkers?
    >I guess I’ll do one more too: How many ROFLcat pictures have you made with your little doggehs?
    >P.S. Could you refrain from posting my email please? Maybe just leave out the at sign? I’ve got 4 email addresses but I don’t want any of them just hangin out on the internet, I get enough crap as it is.
    >Thanks a bunch, sorry for having a bit o fun
    >Jason

    What little of Jason's email I read was so frivolous as to be unworthy of my time to read the whole thing. I mainly posted it here because, well, maybe there is something worth responding to. If somebody sees something in his email that I should reply to, let me know. Or don't.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    May 7, 2008


    Highly intrusive questions for my school project

    >From: paul munro
    >Email: munroes©blueyonder.co.uk
    >Sent: Sunday, May 04, 2008 6:42 PM
    >Subject: Student enquiry into legal and financial aspects. (copy of my assignment attached)
    >Dear Sir/Madam
    >I am a college student studying Games Design at South Devon College in England. http://www.southdevon.ac.uk/page/248 
    >    I have been set an assignment based on the Legal and Financial aspects of interactive / computer game industries. To complete this task fully I need to collect both primary and secondary research. The sole purpose of this email is to gather primary research from you, regarding the financial and legal obstacles and problems you encountered while starting your company / organization.
    >    
    >I would appreciate it if you could spend a another moment of your time to do my short questionnaire to aid me further in my studies. (Just copy and paste this into your reply then fill it out) 
    >    
    >Questionnaire:
    >Company Name:
    >Date Formed:
    >Area of specialty: (online games? etc)
    >Number of employees:  
    >Annual Income: ( place an X in the appropriate [  ] )
    > Under 100,000 [  ]
    > 100,000 - 500,000 [  ]
    > 500,000 - 1,000,000 [  ]
    > 1,000,000 - 2,000,000 [  ]
    > 2,000,000 - 5,000,000 [  ]
    > 5,000,000 - 10,000,000 [  ]
    > 10,000,000+ [  ]
    >Legal problems encountered when creating your company/organization:
    >Changes made to comply with above:
    >Financial problems encountered:
    >How did the company overcome these problems?:
    >
    >If there is anything else you wish to include on the matter please do not hesitate to do so because the slightest thing could help me greatly.

    >I have also attached a copy of my brief/assignment to this email if you wanted to know more about it. Also despite the deadline being 2 / 5 / 08 it has changed to 9 / 5 / 08, so I would appreciate it if you could respond to my email by the 8 / 5 / 08 at the latest. Thank you.
    >For further information and inquires about my project please contact the college on 08000 380123 and ask for Garath Day the Creative ICT tutor. 
    >Thank you for your time, I hope to hear from you soon.
    >- Andrew Munro.
    >Attachment: Legal_financial.doc (64.1 KB)

    I'll pass, Andrew. Good luck.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    Cinco de Mayo, 2008


    Mass-mailed questionnaire for my school project

    >From: Marek Mikesell
    >To: slinkie@___.___ ; isaac.barry@___.___ ; ed@___.___ ; author@___.___ ; sue@___.___ ; todd@___.___ ; nf@___.___ ; tom.forsyth@___.___ ; jussi.holopainen@___.___ ; aki.jarvinen@___.___ ; undertone_dj@___.___ ; lengyel@___.___ ; peterlewis@___.___ ; llopis@___.___ ; syrusm@___.___ ; mp@___.___ ; steve_rabin@___.___ ; glen@___.___ ; willietheking@___.___ ; rubinesq@___.___ ; kathy@___.___ ; crfdigital@___.___ ; tomster@___.___ ; bretton_wade@___.___ ; chuck@___.___
    >Sent: Monday, May 05, 2008 7:01 PM
    >Subject: Game Design Industry Question
    >
    >Hi, I’m Marek Mikesell, I am a student at Ferris State University’s Digital Animation and Game Design program and I have some questions about the game industry if you wouldn't mind answering them for me.
    >
    >First thing is, I enjoy writing game concept and story and wish to pursue a position in the game industry that would allow me to do this to some extent. On my own time I have been reading and highlighting in game design and story writing books. I have also been writing game design and story as much as I can on my own time and hope to continue until I have a strong portfolio (consisting of design documents). I am also improving my drawing skills, since it's important that I can communicate my ideas visually to others. And before I bore you let me get to the question, what position would best fit what I'm looking for, and what in my school program (and on my own time) should I be putting my main focus on to prepare me for a position like it? I have always thought the role of Designer would do this, but whoever I ask and wherever I read, it seems to me like this is a rare fantasy that usually isn't what happens. I have read something on the position of External Designer; would you know anything about this position?
    >
    >Would you recommend any other good books on game design or story?
    >
    >Lastly, In a little over a year I'll be spending some time in Japan, and while I'm there I'd like to look into opportunities in the game industry once my language skills are above business level. Are there any dire differences in the way things are done in the Japanese game industry and the American game industry that you know of besides the general content of the games?
    >
    >I am sorry to storm you with these questions. Thank you so much in advance.
    >                                                                        -Marek Mikesell

    Marek,
    I think it was both unwise and unkind of you to have blitzed your email to so many people at the same time, without the courtesy of sending them one by one, and starting each email with a personal greeting to the sole recipient. I would be surprised if you get more than a very few helpful replies.

    what position would best fit what I'm looking for
    You know darned well what that position is called. Read FAQ 7 (my FAQs are above left).

    what in my school program (and on my own time) should I be putting my main focus on to prepare me for a position like it?
    Read FAQs 3 & 12.

    I have always thought the role of Designer would do this,
    See, I knew you already knew that. It is not nice to ask Primrose Path Questions (see FAQs 30 & 65).

    but whoever I ask and wherever I read, it seems to me like this is a rare fantasy that usually isn't what happens.
    And...? What's your point? Read FAQ 26.

    I have read something on the position of External Designer; would you know anything about this position?
    Sounds like you're asking about Freelancing. Read FAQ 63.

    Would you recommend any other good books on game design or story?
    No. (I've already recommended enough of them in FAQ 8.)

    Are there any dire differences in the way things are done in the Japanese game industry and the American game industry
    Dire? I don't think so. Read FAQ 48.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    Cinco de Mayo, 2008


    Put me back in touch with my old friend

    >From: Al Bonilla
    >Sent: Monday, May 05, 2008 5:42 PM
    >Subject: I hope you can help...
    >Hello Tom,
    >I was reading about how you got a job working for Keiichi Yano. I want to high school with him and we lost contact after he moved to Japan. We went to La Mirada High school together and we both played saxophone in the school band. If you are still working for him or you are still in contact please forward this email to him, my name is Albert Bonilla and I now live in Irvine, California. 
    >Thanks for you help Tom,
    >-Al 

    Hi Al,
    Who is Keiichi Yano? Never mind, I just Googled him and found out who he is. What makes you think I know him? Never mind, I just Googled both our names and found that you're talking about a letter I'd gotten from some other guy who worked with him. (FAQ 48 - http://www.sloperama.com/advice/lesson48.htm).
    Sorry - I can't help you.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    Cinco de Mayo, 2008


    The Modding Squadding

    >From: Vijay Challa
    >Sent: Thursday, May 01, 2008 6:37 PM
    >Subject: Mods
    >Hey, Vijay again after a couple months...
    >Now I found a really fun game (Fate) that's very easy to mod. Some of my friends and I are planning to basically rip it apart and put it back together using whatever ideas we come up with. Essentially we're modding the game so extensively that it basically becomes 'our' game. Now I want to know if I can use it for work "experience" or anything that we could put on our future resumes(even if we can't we're still going through with it). I've also found that I'm better at leading than designing, so I'd like to know what it is like being a game director? 
    >--
    >I like me...

    Namaste Vijay, you wrote:

    I want to know if I can use it for work "experience"
    Read my October 2006 IGDA column, "The Experience Experience." It's at http://www.igda.org/games-game/ (click "Archives," then click "October 2006: The Experience Experience").

    or anything that we could put on our future resumes
    You can put it in your cover letter. Or maybe your résumé will have a section about "non-professional experience" or "projects" or "other stuff I've worked on" or something.

    (even if we can't we're still going through with it)
    Great. Ask me for advice and tell me in advance that you're going to ignore it if it doesn't suit you. I roll my eyes at you, young sir!
    I'm just kiddin' ya, Vijay. I know that what you're going through with is the mod - and that's exactly what you SHOULD be going through with!

    I've also found that I'm better at leading than designing, so I'd like to know what it is like being a game director? 
    Did you know that I've written some articles on various topics related to the game industry? Well, I have. Read FAQ 42, all about being a game producer (and you can look up the word "director" in FAQ 28, my Game Biz Glossary). (I'm trying very hard to refrain from rolling my eyes a second time.) (Young sir.) Oh. And read the post beneath this one.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    May 2, 2008


    Boss blindsided me - promoted me to producer. Now what?

    From: "matt birken" birkenm1983
    Sent: Wednesday, April 30, 2008 11:03 PM
    Subject: GD Bulletin Board
    > Hey Tom my name is Matt.  I wrote you a few weeks back
    > about the possibility of accepting a job at a smaller
    > company or interning at a larger company.  I take your
    > advice very seriously and I would like to ask you
    > another.  I accepted the job at the small company but
    > it turns out that it wasn't the job I expected.  I
    > walked into my boss' office to find out I made
    > producer.  This is a huge step and something I am
    > really looking forward too (already having a blast,
    > its been 3 days).  Really, I just wanted some simple
    > advice on the do's and don'ts of game production.  Is
    > one game enough or should I have several titles
    > (here's hopping) when I am ready to move on?  I really
    > want to produce and I've been given the opportunity at
    > the young age of 25.  I just really don't want to mess
    > things up.  I am confident in myself and my abilities,
    > just looking for a little advice from one producer to
    > another ha ha.  Plus, if you know of any good
    > literature on production or design docs or designing
    > RFP's (request for proposal for those wondering what
    > is an RFP) it would really be helpful.  Thanks as always!

    Hi Matt,
    Cowly ho! Producer already!?

    I just wanted some simple advice
    First: use the Enter key more often. Your one long paragraph should have been 4 or 5 paragraphs for better communication. And use a spellchecker. "Too" much "hopping" will make people think you're a bunny rabbit. That was a joke, but seriously. If you have too many typos in your emails, you look illiterate.

    Is one game enough
    Enough for what?

    or should I have several titles ... when I am ready to move on?
    You just started this job, and you're already planning when to quit? WHY? What on earth are you thinking? You have a job to do, young man. You must focus on the job at hand. Do it to the best of your ability. When it stops being fun, don't jump ship right away - it'll become fun again. I'm not saying it would never be appropriate to quit, I'm just saying you're planning to start "hopping" before you've even learned the tricks of the trade.

    if you know of any good literature on production
    You didn't know that I wrote the chapter on producing in INTRODUCTION TO GAME DEVELOPMENT? You didn't know that my former associate producer wrote THE GAME PRODUCTION HANDBOOK? Why didn't you look at FAQ 8?

    or design docs
    You haven't explored my FAQs or my Game Biz Links yet. I strongly recommend that you start there.

    or designing RFP's
    I call them "bid packages" and I wrote about that in INTRODUCTION TO GAME DEVELOPMENT. I recommend that you buy it.

    Standing by for followup questions after you've done your homework.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    May Day, 2008


    Permission to print for school report?

    >From: Kyle Anderson
    >Sent: Tuesday, April 29, 2008 5:57 PM
    >Subject: May I use the information for School?
    >I'm 18 and I'm currently doing my Senior Project at Santiago HS in California.  I ahve to basically research a career i want to be in and follow around an employee during their work and see for myself what people do in this job.  I'm hoping to get some sort of career in the game industry, but instead of focusing on one position or job I'll be trying to get information in general about it for my report.  I came across your website and was thrilled at the information it possesses.  If it's possible I need to acquire information for my Research Paper and Works Cited Page for my report, so I thought that I should probably get your permission to use information from the site.  Simply, I would print a page from the site, put information i got from it in my report, and list it as an information source in the back.  Your permission would be great and really helpful to my report, which I'm praying to the game gods that it will pass and let me graduate high school.  Thank you.

    Hi Kyle,
    Yes, you are hereby granted permission to reprint a page from my website for your report. Good luck with the report. (^_^)
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 29, 2008


    School interview project #8

    >From: Brittany Beverly
    >Sent: Monday, April 28, 2008 5:46 AM
    >Subject: interview for school
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: 15_
    >The level of education I've completed is: 9th grade_
    >My occupation (if student, enter 'student') is: student_
    >The type of game job I aspire to (if applicable) is: graphic/character design_
    >My game biz question is:This is what I would like answered if you have the time. if you can do this for me, my life will be so much easier and my teacher can get off my back. THANK YOU 
    >INTERVIEW WORKSHEET
    >Bibliographic Information:
    >Name:
    >Date:
    >Questions:
    >1. What inspired you to start designing video games?
    >2. What degrees are required to go into this particular field?
    >3. What goes on while you’re working?
    >4. Why did you pick this career?
    >5. Why do you enjoy creating video games?
    >6. What are some benefits of this career?
    >7. How long do video games usually take to create?
    >8. Who generally tests the games for bugs?
    >9. What is the hardest aspect of this job?
    >10. When did you first decide to go into the graphic arts field?
    >_
    >Brittany Beverly

    Hi Brittany,
    Thank you very much for numbering your questions.
    A co-worker asked me to. Read my F.A.Q. #18 - see the FAQ (Frequently Asked Question) links above left.
    My particular field is game design and production. There are no required degrees (as I wrote in FAQ 3) but it's pretty much required that you have a degree of some kind.
    People on the other side of the planet are sleeping. Babies are being born. Cars are being made. Stars are coalescing out of interplanetary dust particles. The universe keeps expanding.
    I didn't. Read FAQs 18 & 37.
    Because when you create a game, it's like creating a little world for people to inhabit.
    Read FAQs 14 & 42.
    Anywhere from 3 months to 3 years.
    They're called "testers." Read FAQ 5.
    The hardest thing is to accept the fact that nobody wants to actually spend the money and resources to make a game that's entirely your idea - so you have to keep on designing their ideas for them.
    I'm not in the graphic arts field.
    Good luck getting your teacher off your back! (^_^)
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 28, 2008


    Would someone make my game for me?

    >From: Lane Roper
    >Sent: Sunday, April 27, 2008 4:50 PM
    >Subject: I'm 12 and I was wondering if you could answer my question
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: 12
    >The level of education I've completed is: 6th grade
    >My occupation (if student, enter 'student') is: Student
    >The type of game job I aspire to (if applicable) is:
    >My game biz question is: If i were to write a game that was good would someone make it for me?

    Hi, Lane.

    No. Depending on the complexity of your design (whether it could be a small Flash game or a multi-DVD massively multiplayer online game) it would cost anywhere from one hundred thousand dollars to one hundred million dollars to make it. Read FAQs 1, 11, 39, 62, & 67 for more about your question. (You can link to the Frequently Asked Questions above left - they're easy to spot, they have flashing arrows pointing at them). And by the way, it doesn't matter how old you are - this particular answer applies equally to everybody, regardless of age.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 27, 2008


    School interview project #7

    >From: Brad
    >Sent: Wednesday, April 23, 2008 7:25 AM
    >Subject: Interest in Video Game Design
    >Dear Tom Sloper,
    > I’m sorry to bother you, if I’m bothering you, but I was hoping you could help in my endeavor. I’ve been assigned the task of writing a Junior Paper for English. The paper is to be written about a career of your own choosing and compile it into essay form.
    >One, among many, of the requirements for the paper is an interview with someone who is currently or at some point participating in the career of our choice. I am doing my paper on Video Game Design.
    >I was wondering if you could take time out of you’re, probably, rather hectic schedule to answer a few questions like: What did you expect when you started? Was it hard to communicate with the other members of the design team you were on and other such things?
    >I appreciate the time you’ve taken to look this over and hope you respond back. Please specify when would be the best time, for anytime during this week or the next; sorry for the time constraints, that would be best for me to contact you, by email. I thank you once more for the time you’ve taken to look at this and any time following if you agree.
    >Sincerely,
    >Brad M. W.

    Hi Brad, you asked:

    What did you expect when you started?
    I'm not sure what kind of answer you are expecting. If my answer (next sentence) does not meet with your expectations, you're welcome to rephrase the question. I expected interesting work.

    Was it hard to communicate with the other members of the design team you were on
    Not at all. But the challenge for me was to learn how to write game designs properly - in a manner that didn't raise more questions than it answered. And in my article 19 (see links above left), I described the great benefit of using computers to write my game designs.

    and any time following if you agree.
    Sure, ask me more questions if you want. But I have a rule: you're not allowed to ask me the same questions that I've already answered dozens of times and which are answered in article 37. Please read it, and the other red questions below, before sending me your followup questions.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 23, 2008


    Another school interview project (must be that time of year)

    >From: kellybeann3©netscape
    >To: tomster©sloperama
    >Sent: Monday, April 21, 2008 5:37 AM
    >Subject: Fwd: Game Design
    >-----Original Message-----
    >>From: kellybeann3©aim
    >>To: kellybeann3©netscape
    >>Sent: Mon, 21 Apr 2008 5:33 am
    >>Subject: Game Design
    >>Im Kelly, a senior in high school, from Apple Valley MN. I am taking a game design class through a Carreer Development program, and Im interested in learning about the carreer. I was wondering if you could let me in on how you got into game design, how you got the job that you have, and what exactly you do. What type of education do you need to get into this kind of industry? Are there any colleges that you would highly recommend?

    Hi Kelly,
    Read FAQs 18, 14, 42, 3, 7, 37, 25, 34, & 44. The FAQs are above left (with flashing arrows that say "READ 1ST" and a big "PLEASE READ THE FAQs BEFORE YOU ASK!!!" pointing at them - shouldn't be too hard to find).
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 21, 2008


    School Interview Project

    >From: Bryan Thompson
    >Sent: Friday, April 18, 2008 7:57 AM
    >Subject: Game Design
    >Hi Mr. Sloper. I go to Eastview High School in Minnesota and take a career development Game Design class for my morning classes. We were assigned to write a paper about game design along with emailing someone from the industry, so I was wondering if you'd be willing to take some time to fill me in on it. I'd need to know things like what the educational requirements are for the industry, any college recommendations, employment outlook, and any hobbies or activities that may help. Thank you for your time.
    >-Bryan Thompson

    Hi Bryan, you wrote:

    I'd need to know things like what the educational requirements are for the industry
    It depends on which game job you will use to gain your entry into the game industry. You asked about "Game Design," and that doesn't have one standard entry pathway. So first, choose any game job except "game design," and get the appropriate four-year degree for that job. See FAQs 7 & 3, above left.

    any college recommendations
    Read FAQs 25, 34, & 44.

    employment outlook
    What's your question? What is it you want to know? It's not clear what you mean by "employment outlook." Read FAQ 37.

    any hobbies or activities that may help.
    Read FAQ 12. The FAQs are above left.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 18, 2008


    Questions of degree

    >From: Anthony Novak = sourcecowboy
    >Sent: Wednesday, April 16, 2008 2:30:34 PM
    >Subject: A Couple of Questions that Relate to the Game Biz
    >Dear Tom,
    >I will be graduating next month with a degree in Computer Science. I am currently participating in an internship from which I am to be converted to a full time employee once I graduate. I work with C sharp to develop small tool applications and use c to modify printer drivers. My eventual goal in life is to help on a team to program video games; if this leads to designing games, all the better.
    >
    >I've come to realization that perhaps my "dream job" or a job within my field of interest is not obtainable right away so I've decided to work on a stellar resume in-so-that I can achieve what I eventually want.
    >
    >Will getting a general Computer Science Graduate degree put me at a disadvantage against getting a more specific degree (i.e. Artificial intelligence, Physics oriented degree, etc.). Is a graduate degree valued higher by employers than just a bachelor's degree?
    >
    >My current employment has nothing to do with anything remotely related to games and their programming or design. I've taken a look at job postings and most non-java oriented jobs require C++ and two to four years experience within the game industry. Is it better to actively find a job that deals with C++ and the development of applications or is it better to garner several years of experience with any-ol' software engineering place while building a 'superb' portfolio?
    >Thank you for your time,
    >SourceCowboy

    Hi Anthony, you asked:  

    Will getting a general Computer Science Graduate degree put me at a disadvantage against getting a more specific degree (i.e. Artificial intelligence, Physics oriented degree, etc.).  
    Your question is unclear. Does the word “against” equate with the phrase “as opposed to” in your question? (And by the way, I do not have a crystal ball.)  

    Is a graduate degree valued higher by employers than just a bachelor's degree?
    I can’t speak for everyone. As for me, I am more impressed by a graduate degree.

    Is it better to actively find a job that deals with C++ and the development of applications or is it better to garner several years of experience with any-ol' software engineering place while building a 'superb' portfolio?  
    If you’ve read my site, you know that that’s what I call “a two-choices question.” And you know that there’s almost never a clean “A or B” answer to a two-choices question. Either way can work. But I’m not a technical director who hires programmers, and besides, every opening is different.

    Good luck to you
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 16, 2008


    School interview project, part 2

    >From: shahan0110
    >Sent: Wednesday, April 16, 2008 2:00 AM
    >Subject: Re: Game designer
    >Dear Tom,
    >I didn't post the questions straight away out of courtesy, i didn't know you had a board dedicated to the subject.
    >Here are the questions, thank you very much for your time in advance.
    >1. What are the roles and responsibilities of your job on a day to day basis?
    >2. How did you get into game designing?
    >3. Is it a competitive business, and do you find a lot of rivalry for job vacancies?
    >4. Who owns copyright of the work that you complete? You or the company? And are you asked to sign any confidentiality agreements?
    >5. What kind of work patterns do you get most often? paid for a project, casual work, shifts, or by the hour?
    >6. What kind of contract exists between the employer and employee?

    Hi Shahan,
    Well, as much as I appreciate the courteous intent, the biggest courtesy you can do someone whom you contact for an interview is to do your research on that person before getting in contact. If you'd done that, you would have known that I have a Q&A board here. But this board is not just dedicated to school interview projects, if that's what you thought the first time you saw it, after I let you know my response was here. And contrary to appearances, it's not just dedicated to high school kids Q&A.
    And speaking of courtesy, I asked yesterday that you not ask me questions I'd already answered many times in Article 37. That would have been the biggest courtesy of all. Let's get to your eight interview project questions. You asked:

    It probably would have been most informative for you if you'd asked me what the situation is like for the majority of game designers, but you didn't. You asked about my situation. Because I'm currently working as a freelance game designer and producer and consultant and teacher and author, I do not have a "typical day." And my day is very different from that of the typical game designer, which you can learn about in my Articles 14 & 37. Some days I teach Designing and Producing Video Games at the University of Southern California. Some days I work on a book or article I'm writing. Some days I have meetings with clients and do some design or producing work for them. Some days I have phone calls with prospective clients about design or producing work they want me to do for them. Some days I go for job interviews.
    It's a long story, and you can read it in my Article 18 and Article 37.
    Yes.
    It probably would have been most informative for you if you'd asked me what the situation is like for the majority of game designers, but you didn't. You asked about my situation. Because I'm currently working as a freelance game designer and producer and consultant and teacher and author, I'm often the only (or first, or last) person that a company has contacted in regards to doing a particular project (note: I said "project," not "job vacancy." I'm talking about the typical situation for what I typically do, which is freelance/consulting work). But I know that there are other freelancers/consultants like me out there, and that they are getting projects that I'm not even aware of. The kind of full-time jobs I apply for are senior producer or executive producer jobs (not designer jobs) and yes, I do find that there is "a lot of rivalry," as you say, for those jobs. And of course, there's a tremendous amount of rivalry for game design jobs (which if probably what you meant to ask).
    It depends on which kind of work product I'm doing. When I do some freelance game design work for a company, I sign over the ownership of the design to the client company. When I do some writing for an article or book, I retain the copyright.
    All the time.
    It probably would have been most informative for you if you'd asked me what kind of work arrangements the majority of game designers get. But you didn't. You asked about my work arrangements. Since I'm currently working as a freelance game designer and producer and consultant and teacher and author, I most often get part-time work and small hourly projects. What I'd like to get, though, is full-time employment.
    An employment contract.

    Good luck with your project, Shahan.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 16, 2008


    Another school interview project

    >From: gwou4719
    >Sent: Tuesday, April 15, 2008 5:43 PM
    >Subject: To Tom: Game Designer Questions for school interview. Please help.
    >04.15.08
    >Dear Tom,
    >I need your help desperately!! I am 13 years old and this is a school project. We are to interview someone that is in the career that we want to study in high school and college, and to later become after we graduate from college. I will be a freshman in high school in August, 2008. This is for my 8th Grade English project. Thank you so much for all of your help. signed DJamestB
    >1.     What are the requirements for being a Game Designer?
    >2.     What is your job in game design? (What exactly do you do?)
    >3.     What made you want to become a Game Designer?
    >4.     When did you first decide that you wanted to design games?
    >5.     How many years have you worked in game design?
    >6.     What did you study in college to become a Game Designer?
    >7.     How many years did you study it?
    >8.     Are there any classes that I can take in high school to prepare me for the college classes in Game Design?
    >9.     Did you enjoy learning it in college?
    >10. Does game design include writing programs for the game?
    >11. Are you glad that you made this career choice?
    >12. Is it anything like you thought it would be? Better or Worse?
    >13. Did you always love computers when you were growing up?
    >14. Did you know anyone that was a Game Designer?
    >15. How do you feel once you have accomplished designing a game?
    >16. How do you get the ideas for designing a game?
    >17. What was the first game that you designed?
    >18. Are you working on a game now?
    >19. What is the next game that you are going to make?
    >20. For what game systems do you make the games?
    >21. Are any of the games for sale in the stores now that you designed or helped to design?
    >22. Do you work as a team?
    >23. Does each person have a certain part of the game to design?
    >24. Where did you get your first job?
    >25. How long are your work days?
    >26. In designing a game, do you just start out with a blank disc and work from there?
    >27. What type of computer program do you use in making a game?
    >28. Does game designing pay well?
    >Is it hard to get a job in game designing?

    Hello, um... "DJamestB"?
    As you can see by article 37 here on my site (link above left), I get a lot of emails like yours. Luckily, not that many of your questions are duplicates of the questions I usually get.

    Excellent written communication skills, a creative mind, a collaborative spirit, and game industry experience.
    When I work as a game designer, I write game designs. I make a paper document that describes the game.
    It was an accident. Read article 18 and article 37 (links above left).
    I became a game designer before the idea had ever occurred to me, so this question is not applicable.
    Twenty-six years.
    I didn't.
    Not applicable.
    Yes.
    Not applicable.
    It doesn't necessarily, but some programmers are game designers also.
    I didn't choose it, but I enjoy it.
    I had no preconceived notions.
    Not applicable. When I was growing up, computers were room-sized things you saw on Twilight Zone.
    When I was growing up, you mean? No.
    Satisfied that I had the opportunity to create something for people to enjoy playing.
    The client tells he what he wants designed. Some designers call this framework "constraints," but I call it "focus."
    "Firing Squad," one of four games on the Game Time Watch. Read Article 18. Oh wait, no. The first one I designed was a board game that I called "Space War." You can read about that in Article 20.
    No.
    I don't know yet.
    Whatever system the client wants. Computer, Nintendo DS, Xbox 360, IPTV, whatever.
    No. A game I produced on Nintendo DS might still be in the stores, but I didn't design it.
    It depends.
    Usually not (not "design," that is).
    My very first job was at a shoe store.
    Right now they are much too short - I don't have a project right now.
    Blank disc? No! I start with a blank piece of paper, or a blank Word file, or a blank image file. We use discs to back up our work or deliver our work - we don't work directly on discs.
    I use Microsoft Word, Microsoft Excel, Microsoft Paint, and PaintShop Pro. I write design documents. That's what a game designer does.
    It can. If you are interested in salaries for game designers, you should go to GameCareerGuide.com and look for search string "salary survey" to get the latest data.
    Yes.

    Good luck with your school project, um... "DJamestB"?
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    The Ides of April, 2008


    School interview project

    >From: shahan0110©aol:co:uk
    >To: tomster©Sloperama,com
    >Sent: Tuesday, April 15, 2008 2:49 AM
    >Subject: Game designer
    >Dear Mr Sloper, 
    >                       I am a BTEC media studies student and i was hoping you could answer some questions about the role of a game designer for a project. I received your contact information from www.sloperama.com and i was impressed by the wide selection of lessons and advice in becoming a game designer, and i have read several of them because i want to go to university to study computer game technology. 
    >                              It would be much appreciated if you could take the time to answer the questions! There are only six =)
    >                                                       thank you for your time, 
    >          Shahan Mitchell

    Hi Shahan,
    So where are they? I can't very well answer them if I don't have them! And of course I hope none of them are repeats of any of the ones I've answered scores of times already (see FAQ 37, you've probably read it already, right?).
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    The Ides of April, 2008


    No Subject

    >From: Taylor Haberle
    >Subject:
    >Sent: Monday, April 14, 2008 3:51 PM
    >I am young, under 16,  and I am intrested in game programming. I have created many games in non-programming toolkits that are good, and I use 30 day free trials of Flash. I also have a copy of Photoshop Pro or whatever it's called. I have created a game I want to pursue selling and I am starting up a website.
    >I have two questions:
    >1. Do you have any advice about selling and advertising your games, plus cover art.
    >2. And, do you know any places I can get a .com for free, not just a .tk or .bravehost
    >I have tried redirecting a million times, and the smallest thing I can get it down to is .tk
    >Thanks alot!

    Hello Taylor, you wrote:

    I have created a game I want to pursue selling
    Just one game? That won't be much of a business. Why don't you make more games, then you'll have a bigger business. It sounds like it's not costing you anything.

    Do you have any advice about selling ... your games,
    Yes. Why haven't you read it yet?

    Do you have any advice about ... advertising your games,
    No.

    plus cover art.
    I have no idea what you're asking! Please ask a question.

    do you know any places I can get a .com for free,
    No. Sorry! There's a saying: "it takes money to make money." If you want a dot com, you'll probably have to pay for it.

    By the way, you also need to think about legal stuff and financial stuff. You need to copyright your games' content, to protect yourself from ripoff artists just downloading your games and selling them from their sites. You need to figure out how you're going to be paid for sales. I don't know if a minor can open a Paypal account - how are you planning to have people send you money to pay for your games?

    I hope you're planning to go to college after high school. And I hope you aren't pinning your hopes on selling your one game to earn enough money to get your bachelors degree. I wish you luck. You're an ambitious young man and you've made a good start. But that's what it is - a start. There's a much longer journey ahead of you. And I hope you enjoy it!

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 14, 2008


    Questions about applying for jobs in the grownup world

    >From: Zach Reizner
    >Sent: Sunday, April 13, 2008 6:15 AM
    >Subject: Reapplying for a job.
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: 14
    >The level of education I've completed is: Still in High School
    >My occupation (if student, enter 'student') is: student
    >The type of game job I aspire to (if applicable) is: Game Programmer
    >My game biz question is:
    >Dear Mr. Sloper,
    >When you get rejected from a game company how soon should you reapply? I am not talking about applying to only one company, but maybe a few months have gone by with no employers hiring you and you had time to finish your amazing demo. I know you should always continue to work on your portfolio which I plan to do. I read another article about reapplying for jobs in general (not relating to games) and it was talking about calling the company back and asking why you didn't make the position. How soon after not getting a response should you call back? It also talked about taking a job that is not your ideal job in order for you to make a living. Do you continue to apply for positions elsewhere while working at that company? How soon after being hired by the alternative should you leave if you do get a more attractive job?
    >Thanks for the advice,
    >Zach R.

    Hi Zach, you asked:

    When you get rejected from a game company how soon should you reapply?
    Let me back up a moment and explain why I ask correspondents here to tell me their age, education, and occupation. I do that in order to give the correspondent the best answer, targeted to the correspondent's situational need. Because often there isn't a universal one-size-fits-all answer. Because the answer to a particular question might be different when given to one correspondent from the one given to another correspondent.

    If you, a 14-year-old high school 9th-grader, are getting turned down when applying for game programming jobs, the answer to the question you ask, "how soon should I reapply," is "eight years." Because you need to finish high school, then get at least a four-year college degree.

    If a twentysomething college grad with a great demo disc asks the same question, I'd tell him "no sooner than six months."

    In other words, "it depends." It depends on the asker's situation. Beyond that, it depends on the asker's reason for asking. You didn't tell me your reason for asking. For all I know, you've been sending out job applications and are looking for guidance as to what to do next. Or it might be that you're just thinking ahead eight years to when you've graduated from college and are just asking hypothetically, to get a clearer idea of what grownup life is like, but that doesn't seem likely to me.

    I am not talking about applying to only one company, but maybe a few months have gone by with no employers hiring you and you had time to finish your amazing demo.
    This comment does not change my answer. BTW: just one demo?

    I read another article about ... calling the company back and asking why you didn't make the position.
    I disagree with that suggestion. I don't think you're bound to get a useful answer if you do that, and you now have gotten on the HR person's bad side.

    How soon after not getting a response should you call back?
    I said above, it depends: if you're a 14-year-old applicant, 8 years. If you're an adult degree holder with a demo disc, six months.

    It also talked about taking a job that is not your ideal job in order for you to make a living.
    Sometimes you have to do that. Especially if you aren't yet an adult degree holder with a demo disc, living within commuting distance of multiple game companies.

    Do you continue to apply for positions elsewhere while working at that company?
    If you're a 14-year-old, no. If you're an adult degree holder, yes.

    How soon after being hired by the alternative should you leave if you do get a more attractive job?
    If you get a job offer, you have to talk to your current boss and tell him. Ask him if two weeks notice is enough, or if he needs you to stay for three.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 13, 2008


    I can't break back in, part 2

    >From: Jonathan Drain
    >Sent: Friday, April 11, 2008 9:59 AM
    >Subject: Re: Hey there Tom
    >Sorry about forgetting to mention my age, educational level and job. How odd that something so important slipped my mind. I'm 20 years old and have an Associate's Degree in Fine Art with a concentration in graphic design. I work currently work at a small LAN facility, I add time to people's accounts and sell them drinks and candy. It's not a bad job but I'd prefer making games or at least have a hand in the process.
    >As for my portfolio it's pretty decent. I have a mixture of low res and high res 3D objects, a two COMPLETE animations and a small environment. All the 2D art is cleaned up and polished. When I said I work with stuff at the pixel level I should've just said I make pixel art.
    >I think the only stupid wannabe thing I'm doing is being worried. I'm worried about being happy and doing something. That's about it. I don't think I'm being ignorant or arrogant about my work. It's at professional level, I'm not claiming to be the best artist ever but I'm a capable artist. I've done a good job following your barrier busting techniques. I live just outside of Boston, not the central hub of videogame development but it's a city with a few big companies and a handful of smaller ones. I'd goto California or somewhere else if I could, but it's just not financially possible right now. My job was actually done with GameLoft in New York through the internet. It was kind of awkward to be professional while using AOL Instant Messenger, but I spelled whole words out and used fairly good grammar. I'm trying to avoid getting another job where I don't interact with real living people, ok this is kind of a wannabe thing I guess.
    >I think I'm going to continue to look for work, it should've been more obvious to me. The reason I brought up making my own game is because I thought it would show I'm capable of designing a game and would be more proof I'm a decent artist. Am I wrong to think this?
    >I guess "Trouble seeking a job as an artist" would've been a better and more fitting subject. Didn't really think of this as a professional e-mail, even though you're a professional using your free time to answer my wannabe-esque question.
    >Thank you for you advice so far, I hope I've cleared up a few things and not caused more confusion.
    >P.S. The reason I first e-mailed you was to ask you this question; How come there aren't many entry level positions as an artist but plenty of art director or lead artist positions?

    Hi Jonathan, you wrote:

    I have an Associate's Degree
    I see. Any thoughts about going back to school, getting a Bachelors?

    my portfolio it's pretty decent
    OK. And have you got any thoughts about making it spectacular?

    I should've just said I make pixel art.
    Maybe an art director type would know that that means "2D," but poor poor pitiful me - I would have had to ask for clarification. I'm just an executive producer and game designer, not an art director.

    I think the only stupid wannabe thing I'm doing is being worried.
    That's not on my list. You haven't said anything that shows me that you've actually read FAQ 24. Your response came so quickly that I (sorry) doubt that you did. I specifically asked, "how many of the things in FAQ 24 have you done." You haven't given me an honest answer to that question.

    I'm not claiming to be the best artist ever but I'm a capable artist.
    And where on any website or in my FAQs did you see, "just being 'capable' at your job is enough to get hired"?

    I've done a good job following your barrier busting techniques. I live just outside of Boston, not the central hub of videogame development but it's a city with a few big companies and a handful of smaller ones.
    Aha! Concrete response to one of my questions! And exactly how many game companies are there in the Boston area - and exactly how many of them have turned you down for a job? And at what point do you realize "this is the wrong location for a guy with a mediocre portfolio and only an Associates degree"?

    It was kind of awkward to be professional while using AOL Instant Messenger, but I spelled whole words out and used fairly good grammar.
    Welcome to the real world of the game biz. But what was the point of your telling me that? IOW, "so what?"

    [whine]
    [ignored]

    The reason I brought up making my own game is because I thought it would show I'm capable of designing a game and would be more proof I'm a decent artist. Am I wrong to think this?
    It depends. ARE you capable of creating a whole game all by yourself? If so, then you're not wrong. But regardless, a better way to show you're worth hiring is to improve your skills, become MORE than just "decent," and prove it with a knock-their-socks-off portfolio. Pretty sure I alluded to that before.

    I guess "Trouble seeking a job as an artist" would've been a better and more fitting subject.
    Yes! Much better. I would have known what the email was about. "Hey there Tom" sounds like a catch-up email from an old friend, but your name didn't sound familiar, so I had no way of knowing what your first email was going to be about (IOW, whether or not I should open it).

    Thank you for you advice so far, I hope I've cleared up a few things and not caused more confusion.
    You're welcome. The only reason clearing up things is important, though, is not for MY sake, though, so much as for yours.

    How come there aren't many entry level positions as an artist but plenty of art director or lead artist positions?
    You are under a mistaken belief. The thing you're asking is, therefore, a nonsequitur - a question that cannot be answered, because it's based on something that's an untruth.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 11, 2008


    I can't break back in!

    >From: Jonathan Drain
    >Sent: Friday, April 11, 2008 7:47 AM
    >Subject: Hey there Tom
    >This is a question dealing with the frustrations I'm going through. I'm an artist, I deal mostly with pieces on the pixel level but am capable of using traditional mediums and working in 3D using programs like 3D max. I have less than a year of experience in the industry, I freelanced as an artist for a mobile game company, and have been having some real trouble getting back in. With the time off from the work I want to do I've been keeping myself busy practicing and getting better at my trade. Regardless of my level of skill most of these companies require at least 2 years of industry experience or 2 titles shipped. When I first stated working as an artist I thought it was easy to get a job. Sure it was a freelance job but it was a job I got. Now it seems near impossible to get a job. Sorry if I get a little whiny but I have no idea how to get another job short of applying everywhere.
    >It's really lame not getting a job every time you apply for new one. Am I better off just making a few indy games with Mark Overmar's Game Maker or Multimedia Fusion? Or should I keep looking for work?
    >Any advice on getting another job would be greatly appreciated.

    Hi Jonathan,
    I had to wade through a lot of irrelevant story to get to your question. As it says above, the relevant background information I need to know is: your approximate age, your level of education, and your current occupation. You told me you did one year of freelance work in mobile games, but you didn't tell me if you have an art degree or not. And that's an extremely crucial bit of information. Here, it's time I start replying to the things you wrote:

    I deal mostly with pieces on the pixel level
    At first that statement really confused me. I had no idea what the heck you were saying. But then after doing more reading, I realized you were saying that most of the experience you have is in 2D art, for mobile games. Why don't you just say it in plain English?

    but am capable of using traditional mediums and working in 3D using programs like 3D max.
    And of course you can prove that because you have a knock-their-socks-off 3D portfolio.

    Regardless of my level of skill most of these companies require at least 2 years of industry experience or 2 titles shipped.
    That sentence contained two totally unrelated thoughts. The first six words have absolutely nothing to do with the rest of the sentence. You could simply delete them - then you'd have a true statement, as opposed to a whine.

    it seems near impossible to get a job.
    How many of the "Stupid Wannabe Tricks" in FAQ 24 are you doing? How many of the "Barrier-Busting Tips" in FAQ 27 are you not doing?

    I have no idea how to get another job short of applying everywhere.
    I have no idea why you added on the last four words of that sentence. I'm not even sure what they mean. The answer to the statement "I have no idea how to get another job" is "then read FAQ 27."

    Am I better off just making a few indy games with Mark Overmar's Game Maker or Multimedia Fusion? Or should I keep looking for work?
    Ah. The only actual question in your entire email, and it's a classic Two-Choices Question, as I discussed in FAQ 52. Two-choices questions are almost always bad. In this case, I cannot imagine a reason for NOT doing your #2 choice. And your #1 choice is a bizarre inexplicable thing from way out in left field. Where the heck did that choice come from, and why the heck should you do that? And why is choice #3 missing entirely from your question?

    And lastly, to start with the salutation you used to first introduce yourself to me:

    Subject: Hey there Tom
    I roll my eyes. Surely you could have come up with a better, more apropos, and more professional-sounding subject line than that. Never forget that the game industry is a professional business world. You can play the game better than that.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 11, 2008


    A question of degree, when conflicting passions are involved

    >From: Peter Sylvers
    >Sent: Monday, April 07, 2008 9:56 AM
    >Subject: Game Design Advice
    >Sir:
    >Before I say anything, I am 16 years old and am a Junior in High School.  I am aspiring to become a Video Game Designer (obviously), but I'm afraid that I'm already going too far into the field of science to allow that to happen.  Nearly half of my classes are science-based (biology or chemistry, not physics).  I'm interning at the National Institute of Health (researching) for my senior year in high school.  I'm interested in science (and I plan to major in Neuroscience (or maybe Geology) in college), but I'm also a really creative person and I'm afraid that if I get to involved in science I'll lose that and not really be able to make a name for myself in the gaming industry.  After all, have you ever heard of a game designer with a degree in neuroscience?   None of the colleges that I want to attend have game development programs as far as I know, either.  I guess that my real question is... is it possible to become a game designer if you go so deep in science that you don't have enough time to take humanities courses?
    >Thank you.

    Hi Peter,
    Don't ever ask if something is possible, OK? Anything is possible, as I wrote in FAQ 50. And please don't use the word "gaming" in reference to my beloved industry. That word has become associated with the gambling/casinos industry. The game industry has enough baggage to deal with already. Whenever you think the word to use is "gaming," try "games" or "game" instead. It almost always works.

    And don't try to tell me you'll never have the time or opportunity to take any humanities or elective courses. I wasn't born yesterday.

    What you're mainly trying to sort out is how to deal with the fact that you have two seemingly conflicting passions: science (neuroscience and geology) and the making of video games. As I wrote in FAQ 40, if you have a passion for something, you should study that thing. And as I wrote in my other articles, "game design" is not exactly a clearly defined field of study. There are some schools that actually do teach the theory of game design, the writing of game design documents, or even the use of level design software - but a lot of that stuff you can pick up on your own, by reading books, writing your own designs, participating in design forums, and working on mods. So I wouldn't worry about trying to "matriculate" in game design. Go for the science, dude. Design games in your spare time.

    Lastly, read what Stonewall Jackson and others said about yo' fears, in FAQ 47.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 7, 2008


    How can I sweeten my pitch's chances, part 2

    From: henrikolsen
    Sent: Monday, April 07, 2008 4:45 AM
    Subject: how do i sweeten my chanses part 2
    > Hi Tom.
    > Thank you for your fast reply! I have some follow-up questions.
    >
    > #3 You say its a hardsell with built-in problems that may not be fixable.
    >   - Could you explain those problems?
    >
    > I`ll rephrase question #4
    > - Have you recieved any sequal concepts to any of your Games? If Yes, How did
    > They approach You with that material, and why was it rejected?
    >
    > This time I have some money and i want to make a donation in a way of saying
    > thank`s for all your efforts of trying to help others understand the Gamebiz.
    > So how do i make a donation to You?
    > Best regards
    > Henrik Olsen

    Hi Henrik,

    explain [what you said: "it's a hard sell, with built-in problems"]
    If you approached J.K. Rowling with ideas for sequels to the Harry Potter books, she'd be very unlikely to entertain your proposal seriously. For one thing, it's unlikely that your ideas are in accord with her ideas of how things work in Harry's world. And if she did enter into a deal with you, the legal question of ownership comes into play - as it stands, she owns 100% of the Harry Potter universe. As soon as your ideas officially become part of that universe, what percentage of future works is she legally obligated to pay to you? If you write 100% of a new Harry Potter book, what percentage of the book's income are you legally obligated to pay to her?

    Same exact thing with games. If you designed a new adventure for Nathan Drake, Elena, and Sully (of "Uncharted: Drake's Fortune"), and submitted it to Naughty Dog, you're putting Naughty Dog in the position of having to share future royalties and credits on the game franchise, if they buy into your design. They're not likely to welcome the idea of taking on a partner like that.

    Have you recieved any sequal concepts to any of your Games?
    No. As you can see by my reply to #3 above, it would have felt very strange and uncomfortable if that had happened.

    how do i make a donation to You?
    Thanks for the thought, but perhaps it's best if you find a worthy charity to donate to.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 7, 2008


    Do real pitches work this way, part 4

    >From: Hélder Gomes
    >Sent: Saturday, April 05, 2008 7:45 PM
    >Subject: Thank you!
    >Thank you, for the part of multiple persons web-site, this was exactly what I wanted to someone feel, a website with several things from several people that work togheter (in fact I got the idea after I started to seek volunteers that want to help me create my own portifolio, and I tought that they would love to have their portifolio nearby too :) )
    >By the way, something just intrigued me: Why you do not review people resumes? (people I mean: people that are not your students)
    >And now two things that really intrigue me: Why both helper guys are Tom? (Tom Sloper and Tom Buscaglia :) ), and why Mattew Sakey column photo on IGDA site shows your name when you roll the mouse over it?

    Héllo Hélder! Você escreveu:

    Thank you... this was exactly what I wanted
    Then it's lucky that my answer was affirmative, then! (^_^)

    Why you do not review people resumes? (...people that are not your students)
    Because I don't wanna. It would take up a LOT of my time, and I like to think that I already give enough of my time to wannabes.

    Why both helper guys are Tom? (Tom Sloper and Tom Buscaglia
    I can't even explain why MY name is Tom! I don't think I ever asked my parents. And if they told me why, I have forgotten a long time ago. I guess I could still ask them... it never occurred to me to ask!

    and why Mattew Sakey column photo on IGDA site shows your name when you roll the mouse over it?
    You would have to ask Jason Della Rocca that question.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 6, 2008


    Regarding the Proof Of Concept, part 2

    >From: Flávio Creasso Creasso
    >Sent: Friday, April 04, 2008 12:50 PM
    >Subject: PoC Question - additional information.
    >Hi Mr. Sloper...
    >It’s me again, sorry by don’t work too much on the previous questions, I supposed that the PoC was some sort of “standard” terminology. I’ll try better now providing additional information
    >
    >Question 1 dependency:
    >When I heard about the PoC, the first place where I gone to research was FAQ 28. ^_^
    >I just asked because was not so much clear about the differences between the PoC and the Demo, a difference that was clear is that a PoC is an “internal” prototype, and a Demo is something that is developed to “public” release. Both show and sell the game, but they have a different audience. This was the point where the confusion started.
    >I could not identify yet how much “WYSIWYG” does need a PoC to be.
    >
    >Question 2 dependency:
    >The concept (meaning game play) can be done in any 3D engine, but will really looks three times better with some visual features that just a pro engine has, this team have not access to the desired engine, but "suppose" that can implement the key concept into it, the PoC goal is achieve some credit to this team's pitch, since they are not unknown developers. 
    >
    >Thanks by your valuable help (like always)!
    >Flavio Creasso

    Hi Flávio,
    Thanks for restating your question. I understand it better now.

    Because the proof of concept's purpose is to "prove the concept," its looks do not matter. It just has to demonstrate that the core gameplay is indeed fun and/or impressive.

    The demo has to look great AND play great. If your intent is to create a pitch demo for the purposes of securing funding, and you cannot afford to pay for the engine without funding, and you cannot get access to the engine to make your pitch demo, then you have no choice. The only option open to you (given the preceding) is to create your demo without the intended engine. So why are we asking about something that involves a no-choice decision?

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    4/4, 2008


    Do real pitches work this way, part 3

    >From: Hélder Gomes
    >Sent: Friday, April 04, 2008 12:03 PM
    >Subject: Thank you!
    >Thank you, I still see that I still need to learn how to ask things in english (and maybe in portuguese too), this was exactly what I wanted to know about pitching :)
    >Do you think that is good idea to create a site with several personal sites togheter? I mean: I still do not have a site (my site will feature my portifolio and some articles, etc...), and some people want to create a site with me, do you think that employers will get "upset" with my site featuring more people than me? (of course, considering that it will be clear who is who and who done what)

    Héllo Hélder, you wrote:

    I still see that I still need to learn how to ask things in english
    A lot of English-speaking people have the exact same problem when they talk to me! (^_^) (And yes, I note that you added "(and maybe in portuguese too)" with a smile.)

    do you think that employers will get "upset" with my site featuring more people than me?
    If I got an applicant whose website was a joint site, I'd think:

  • He likes these guys, and they like him.
  • He apparently works well in a team setting.
  • He'd likely work well in my team.
  • Maybe he doesn't have a lot of money to spend on his own domain.

    But that last thought would be unimportant. It's not a mark against you. OK?

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    4/4, 2008


    hey

    >[Sent via GameDev.net's Private Messaging feature]
    >From: blackvans1234   [ Add to Buddies ]
    >Subject: Hey
    >Date: 4/3/2008 6:21:37 PM  
    >hey, you replyed to a thread i posted a while ago
    >http://www.gamedev.net/community/forums/topic.asp?topic_id=481503
    >anyway, im 17 now, (birthday was in march) Im interested in taking some sort of art course over the summer. I actually just posted a thread about it
    >this is the course description
    >http://www.gatlineducation.com/video_game_art_coursemain.html
    >i also am waiting for the arrival of my newly bought wacom intuos 3, which i hope to improve my drawing/coloring skills.

    Hi Van,
    Well, stick to it, and good luck. If you ever have a question I can answer for you, just email me (please don't use the GameDev private messaging service). I'll post the answer here.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 3, 2008


    Regarding the Proof Of Concept

    >From: Flávio Creasso Creasso
    >Sent: Thursday, April 03, 2008 3:50 PM
    >Subject: Questions about P.o.C.
    >Greetings Mr. Sloper.
    >I got some questions about the Proof of Concept, thanks in advance!
    >Q: Are PoC and Demo different things?
    >Q: Does a POC need be done with the same engine planned to the final release? E.G.: Suppose that a game can be "simulated" with the engine A, but the developer intends do a pitch between another things to get funds to license the engine B.
    >Q: If a game has exclusive features to more than one system, is valid like a PoC include different executables with each aspect or does need these systems be fully integrated?
    >E.G.: Like send the combat and the traveling in two different executables.  
    >Best Regards.
    >Flavio Creasso

    Bom Dia, Flávio!

    It depends. (It depends on the meaning of the person who's using the term. There are no "terminology police" who go around arresting you if you use a term to mean something different from what somebody else thinks the term to mean. Therefore different people might use the term "demo" in a variety of different ways.) Have you read FAQ 28? I clearly explained the difference between these two terms, as I use them and as I interpret them.

    It depends. (It depends on whether the concept being proven can only be demonstrated using the intended engine, or not. It depends on whether the team creating the proof of concept already has access to the engine or not.)

    Probably.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 3, 2008


    A question of degree and breaking in

    >From: james thompson
    >Sent: Thursday, April 03, 2008 1:26 PM
    >Subject: Question about degrees
    >My approximate age is: _20
    >The level of education I've completed is: _High School
    >My occupation (if student, enter 'student') is: _Student
    >The type of game job I aspire to (if applicable) is: _Game Programmer, Designer, and Production
    >My game biz question is: _Hello, my name is James and I have read your articles on your website and they are very informative.  Thank you for devoting your time to helping people find out about game design and production. I am a sophomore in college and my major is Management Information Systems.  I have changed my major several times from computer science to general business to MIS, I decided to go with MIS.  Working on video games, preferably desinging them, is all I have ever wanted to do since i laid my hands on the controller of my Nintendo when I was very young.  I plan on taking the classes you mentioned in your design career preparation for game design.  My questions are is it possible to enter the game biz having an MIS degree and having completed the classes you mentioned or should i change my major to computer science? And how do I get experience in game design and production so I can have a good resume when I apply for a job?  Any advice you give me would be very much appreciated.  Thank you

    Hi James, you wrote:

    is it possible to enter the game biz having an MIS degree and having completed the classes you mentioned
    Read FAQ 50. The FAQ links are above left.

    or should i change my major to computer science?
    Read my article "Am I In The Wrong Degree Program?" on GameDev.net.

    how do I get experience in game design and production so I can have a good resume when I apply for a job?
    Read my IGDA column, "The Experience Experience" - go to http://www.igda.org/games-game/ and click Archives. It's the October 2006 column.
    What you're asking is the classic unanswerable question, "how do I get job experience so I can get a job?" Which came first, the chicken or the egg? (^_^)
    You can't get "experience experience" before you get the job, but you can certainly build up a portfolio and some creds by making some games. Work on mods and/or indie/garage games, preferably in collaboration with others.

    Any advice you give me would be very much appreciated.
    Sure. Ask anything (anything I can help you with), anytime.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 3, 2008


    Do real pitches work this way, part too

    >From: Hélder Gomes
    >Sent: Thursday, April 03, 2008 8:25 AM
    >Subject: Question rephrase!
    >You do not understood one of my questions... I meant physically, that is:
    >
    >We presented the pitch this way: A guy (on my team, me), talked in front of a bunch of analists seated on front of him (each one representing a diffrent publisher).
    >
    >So what I meant with the questions are: It is usual to have several guys on the same table? (you already awnsered that), and The pitch is usually a person talking in the front of guys seated in front of him like a thesis defense? Or it usually happens in other ways?
    >
    >About the game english creeping: there are games marketed exclusively for national market that has english titles (and sometimes even english manuals), something kind of bizarre, since 80% of the population here suck reading portuguese that is the mandatory official language...
    >
    >And again, thank you for your faqs and your board, along with some other resources it was really usefull to build my pitch on the class :) So at least in a academic environment I am sure that your advice work (not that I doubt them, and not that I do not have diffrent opinions...)
    >The things that you write on the foruns are great too :)

    Héllo Hélder, you wrote:

    The pitch is usually a person talking in the front of guys seated in front of him like a thesis defense? Or it usually happens in other ways?
    The world is not black and white, Hélder. There isn't just one universal way that a particular sort of business event always happens.

    I have been to pitch sessions where there were multiple hearers, and I have been to pitch sessions where there was only one. But most of the time, you have to submit your concept by email first, and the vast majority of concepts never progress beyond that to an in-person pitch.

    If your concept succeeds beyond the initial submission and progresses to an in-person pitch, most (if not all) of the publisher's attendees have already read your initial submission. They already know what the game concept is. So what they're really there to see now is you. They want to see if you are someone they can trust to actually make the game -- someone they should risk money on. So they might have more questions about the game itself, but most likely they'll want to know more about your team and your plan for the project.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 3, 2008


    Ownership issue with GDD, part 2

    >From: Paul █████
    >To: Tom Sloper
    >Sent: Wednesday, April 02, 2008 11:56 PM
    >Subject: Re: Worried About Design Document Helpers
    >Thanks for the quick post and good advice (as well as the internet anonymity!)  I DID sign an agreement stating all my designs were property of my employer, way back when I started working here.  Guess I'll have to find some clever way out around that...
    >~Paul


    How can I sweeten my chances of making a successful pitch?

    From: henrikolsen%comhem,se
    Sent: Wednesday, April 02, 2008 2:29 PM
    Subject: How do i increase my odds of succes
    > I understand that, in order for you to give me the best answer suited to my
    > unique situation, you need to know that...
    > My approximate age is: _31   
    > The level of education I've completed is: _The hardway Game Development
    > My occupation (if student, enter 'student') is: _Entertainment biz
    > The type of game job I aspire to (if applicable) is: _GD / GD assistant
    > My game biz question is: _How to increase my odds of succes?
    >
    > Hello Tom!
    > My name is Henrik Olsen and im writing to you because i could use your help.
    > I have read ALL of your FAQ`s and some of the articles you point out (Dan
    > Marchant and Intellectual Property in the Brave New World of User-Created
    > Games)
    > But i havn`t found the answers i need to proceed (or im too stupid to
    > comprehend it)
    > FAQ 1, 11 and 21
    >
    > A little background info about me and why i need your help.
    > I have some, but limited background in Game Development (i wrote the music and
    > storyboards) to the PC-game Outforce -
    > http://www.gamespot.com/pc/strategy/outforce/review.html?
    > om_act=convert&om_clk=gssummary&tag=summary;review
    > That Game was developed "The hardway" with us funding and develop the complete
    > game. After releasing Outforce, O3 Games bought
    > Starbreeze studios and later developed titles like Chronicles of Riddick and
    > The Darkness.
    > I quit working for O3 Games before they bought Starbreeze studios due to my
    > other interest (DJ-ing).
    > Some times i really regret quiting that job, If i didn`t quit that job i
    > wouldn`t need you answering my questions.
    > So No, im Not a Industry pro.
    >
    > I`ve always loved playing games (even some of yours) and especially the
    > Battlefield series by DICE. I`ve played that series since BF Vietnam for
    > thousands
    > and thousands of hours and im currently considered as one of the top-hundred
    > players in the world in Battlefield 2142.
    > Now to my questions
    >
    > I`ve written a sequal of a IP owned by DICE. The sequal is based on that IP
    > but consists alot of new and unique features
    > making it almost a new game. My Goal with this document is,
    > #1 Having DICE develop it, with me as a team member.
    > #2 Getting them some fresh ideas and maybe letting me have a job at DICE as a
    > GD assistant. (Yes, I know you said that there`s No such position)
    >
    > For some reason Developers/Publishers (as i understand reading forums and
    > articles) are somewhat reluctant to even consider
    > reading user-made sequal concepts, besides the most obvious reason, (No Parent
    > wants to hear how to raise its child, But sometimes a little help from a
    > stranger could strengthen that child).
    > So my questions are
    >
    > #1 How do I increase my chances of having my concept evaluated by a
    > Producer/IP Owner in a fairly objective way?
    > (without upsetting the Parents)
    >
    > #2 How do I increase my chances of having them wanting me to send them the
    > treatment document?
    > (Besides the most obvious reason, Wrighting the "ULTIMATE IDEA" having them
    > calling me back 5 minutes after i sent it, pleading me
    >  on their bare knees to let them develop this megasuperduper hit and throwing
    > gazilljons of... You get the point.
    >
    > #3 Do you know of anyone making a succesful pitch of a sequal based on someone
    > elses IP, having the IP Owner develop that sequal?
    > If so, Who and what Game?
    >
    > #4 I have a concept, treatment and a nearly completed GDD. Do i need to finish
    > the GDD in order to sending them the concept?
    >
    > I havn`t written a letter in English for years, so i understand if you just
    > want to correct my spelling, send it back to me and wait for a mail with
    > correct English
    > grammar and spelling. Thats OK, I wont get mad and hire a lawyer to have him
    > investigate the possibillity to file a lawsuit on you for "verbally abusing"
    > me.
    > But i hope you understand my questions and dont just send it back.
    >
    > The most common why of saying Thank You is by just saying it, The most
    > appreciated way of saying it is by sending money.
    > Sorry, At the moment im all out of money so i just stick to saying Thank You!
    > =)
    > Henrik Olsen

    Hi Henrik, your questions are:

    How do I increase my chances of having my concept evaluated by a
    > Producer/IP Owner in a fairly objective way?
    I wrote in FAQ 11 that there are two factors: [1] who you are (industry pro, famous superstar, Joe Street Corner...) and [2] what you bring to the table (level of development you've taken the design to).
    You can't do anything to change #1 - you are who you are.
    So the only thing you really have control over is #2. If you can make a demo or an animation, that'll be better than a paper document. But you already knew this was the answer, because you already read FAQ 11.

    How do I increase my chances of having them wanting me to send them the
    > treatment document?
    > (Besides the most obvious reason, Wrighting the "ULTIMATE IDEA"
    That is not the obvious answer. How would they know you'd written an ultimate idea if they haven't seen the treatment yet?
    I don't have any magic answer for you. They are either willing to look at your submission or they aren't. If you know someone who works there, or someone the DICE folks trust, and he can put in a good word for you, that would help.
    I only mentioned DICE because you did - but they're a developer, not a publisher? You can try pitching it to the developer, but you can also pitch it to a publisher. So there's more than one way to attack this.

    Do you know of anyone making a succesful pitch of a sequal based on someone
    > elses IP, having the IP Owner develop that sequal?
    No, I don't know of any examples of that having been done. I think it's a hard sell, with built-in problems that may not be fixable.

    I have a concept, treatment and a nearly completed GDD. Do i need to finish
    > the GDD in order to sending them the concept?
    No. You don't.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 2, 2008


    'Ownership issue with art used in a GDD' is the wrong question

    >From: Paul █████
    >Sent: Tuesday, April 01, 2008 8:43 PM
    >Subject: Worried About Design Document Helpers
    >Hi Tom,
    >First, thanks for the effort you've put into your site.  I used it as a resource to get my current job in the game industry, and I still reference it from time to time.
    >
    >My question is rather specific, but could be valuable for other folks out there who are writing game design docs of their own.  I'm writing a design doc right now, and I'm pretty excited about it.  As part of the document, I've got some character designs written out in words, but I'm not much of an artist myself, so I haven't sketched anything out.  I do know several aspiring artists, however, and I'm considering asking them to help out and draw some sketches for me.
    >
    >However, I've got this worry in the back of my head that, if I ever decide to use this design doc to get my game made, I will run into issues with submitting other people's work without getting proper "permission" from the artist.  Is there a standard operating procedure I'm not aware of that I should be following here?  Should I set up some sort of contract, stipulating that the images "belong" to me, before asking for anybody's help?  Should I be paying my artists, even if they're also young gaming professionals looking to build their own portfolios?  Am I inviting trouble by contracting the help from others to work on my doc?  Is this something I should even be worrying about?
    >Thanks again,
    >Paul

    Hi Paul,
    Good news and bad news.
    The good news is you don't have to worry about the thing you're worrying about. The solution is simple. If you get a friend to create some sketches for you to use in your GDD, you just put a little caption under the first picture, or a little footnote at the bottom of the first page using one of his sketches. Something like, "Graphics courtesy Zack Zackerson, who'd love to be hired to work on this game, nudge nudge wink wink, say no more." OK, so I got a little carried away there. You can just acknowledge the artist, that's all. The audience for your document is very small.

    Gotta back up a second. You say you're writing a "design doc," but I don't know if you're writing a pitch doc or a full GDD or what. A pitch doc is the way to go at this stage, IMO, which means the only people who'll see the doc are submission managers, and if you're lucky, a greenlight committee of game execs. It's fine to create a full GDD if you want, but unless your project gets funded, nobody'll ever see it. So it's no big deal that you put your friend's art in there - art that he created for you just for this purpose, need I add?

    So that was the good news. Now for the bad news. You say you are currently working in the industry. I assume that means you are employed by a game company (if I assume incorrectly, then you can ignore this paragraph). The problem is that unless you have already reached an agreement with your employer, to the effect that you may create your own game concepts in your spare time, what you're doing constitutes a conflict of interest. Many game companies' employment agreements contain an inventions clause that specifies that stuff an employee invents or creates while employed belongs to the employer. That may not always hold water when what the employee invents is outside the field of business of the employer - but if you work for a game company, and what you create is a game design, then "holding water" is pretty much what's going on here.

    This (the bad news above) is why I blacked out your name on this post. I suggest you look at your employment contract and think about maybe (1) putting this game aside until you're not employed, (2) negotiating permission from your employer, or (3) pitching the idea to your employer.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April Fool's Day, 2008


    You've been telling it all wrong!

    >From: Joseph Bleaux
    >Sent: Tuesday, April 01, 2008 2:02 PM
    >Subject: i got a testing job!
    >Dear Mr. Sloper,
    >i've seen the campaign you've been waging against websites like www.gamertestingground.com but i had some money burning a hole in my pocket and i decided to give it the acid test. i signed up for the becomeagametester package, and WOW! (Sorry, i know i shouldn't shout, but WOW!!) They sent my résumé around to game companies all over the world, and i was suddenly deluged with tons of offers. And i didn't have to move or anything, i could test their games for BiG BUCK$$ right here in the comfort of my home! You probably won't believe this, but my best offer, $111 (yes, one hundred eleven U.S. dollars) per hour, was from no less than almighty Nintendo itself. And not just the U.S. office up in Washinton, i'm talkin about the head office in Japan. They sent me a specially rigged up Wii, and those checks roll in twice a month. Man oh MAN you were so WRONG! You gotta stop tellin peeple to stay away from those sights, dude. butt it is kind of dissapointing to get only $111 and not $120/hour like the sight prommissed...
    >--
    >Joseph Bleaux
    >The tooth will out -- So sayeth my dentist

    And a Happy April Fool's Day to you too, "Joe Bleaux." (^_~)
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April 1, 2008


    Do real pitches work this way too?

    >From: Hélder Gomes
    >Sent: Tuesday, April 01, 2008 8:26 AM
    >Subject: This is also reflected on real life?
    >Today I had a class where we done a "pitch" of a game.
    >It worked this way: On the first week of classes, we had to select two games from a list (Space Invaders, Missile Command, X-Rally, Asteroids and Pac-Man), create a pitch for those two games and show to the class (the was done in group btw), then today, the "last day" of the project, we presented a pitch of a new game cretead by ourselves.
    >My group (I was the speaker) done a less formal pitch, talking faster, using some hand draw (but good) drawings (including a rotating cardboard to ilustrate how something on our game rotated) and avoiding getting too serious and maybe boring.
    >On the other end there was a overly formal group, where the talker looked always directly in the eyes of the "publishers" (each group sent one member to represent the group as publisher), with a speaker that speaked slowly, and used high resolution print drawings.
    >And there was several others between the two ends (altough always tending to the formal side).
    >After that the results were: ALL publishers wanted to buy my game, and NOONE wanted to buy the game of the "formal boring guy".
    >This was inside a academic environment, with students as publishers, so I ask if on the real life, out on the wild, what is more important on a pitch, how clear and how much details a publisher usually wants (my group skipped some details to show the most cool features), how formal we need to be when pitching? Is possible to have pitches with several diffrent publishers on the same place? A pitch is a guy talking in front of publisher analists?
    >Btw: My group was the only one that had a portuguese title for the game, all others had english titles (like Tank Wars or Earth Defense), I found that intersting (there are a english language creeping on the projects...)

    Héllo Hélder,
    You have experienced firsthand the value of salesmanship in making a game pitch. While the pitch absolutely has to contain information, it also has to be exciting. It must leave the listener wanting to hear more, and above all, to play your game.

    what is more important on a pitch, how clear and how much details a publisher usually wants... how formal we need to be when pitching?
    Classic "two-choices question," Hélder. Since you've read FAQ 52, you know that the answer to a two-choices question is almost never one or the other. It's almost always either "both" or "neither."

    Which is the most important attribute of a windshield - that it keep the wind off the driver, or that it be transparent? Both are vitally important, else the windshield is useless.

    Which is the most important attribute of a game pitch - that it inform or that it generate excitement? Both are vitally important, else the pitch is ineffective.

    Is possible to have pitches with several diffrent publishers on the same place?
    Classic "is it possible" question, Hélder. Since you've already read FAQ 50, you know that the answer is "anything is possible." But it would be extremely unusual to make a pitch to multiple publishers in one room at the same time. It's difficult to arrange, for a number of reasons I don't feel like going into.

    A pitch is a guy talking in front of publisher analists?
    Your question is what exactly: "are publisher submission managers analytical"? Is that what you're asking? Of course, a submission manager has to have a cold analytical side to his personality - but he has other facets to his personality as well. Please rephrase your question.

    My group was the only one that had a portuguese title for the game, all others had english titles... (there are a english language creeping on the projects...)
    It's not unusual for a game to be given an English title, no matter what country it's developed in. It's also not unusual for a game to have a Portuguese title, when it's to be sold and marketed in a Portuguese-speaking region.

    Well done, by the way - that's cool that your pitch won the judges' approval.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    April Fool's Day, 2008


    Call for more respect for board game inventors

    >From: Mary Couzin
    >To: tomster@sloperama
    >Sent: Monday, March 31, 2008 4:08 AM
    >Subject: Richard Gottlieb's post on game inventors and critics
    >Hi Tom!
    >Hope all is well with you.
    >As an inventor, I thought you might find Richard Gottlieb's recent post about game inventors as celebs and game critics interesting and perhaps post something.
    > http://www.playthings.com/blog/390000439/post/580024058.html
    >My Very Best,
    >Mary

    Hi Mary,
    Thanks for the link. I am letting readers of my site know about the blog so they can read it and post their comments. Of particular note is the blogger's call: "board games need to be treated with the same respect given to books. Specifically, they want to see more acclaim for game inventors and serious reviews of these games in the media." It makes sense to me that the American game market catch up with what's been going on already in Germany and elsewhere.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 31, 2008


    Hohe hoholulu

    >From: Capriola Hoerig (eventualise@hergolfgame.com)
    >Sent: Friday, March 28, 2008 9:17 AM
    >Subject: disbelievers
    >God dag,
    >Hohe hoholulu
    >To one of the prettiest little frameups ever. It lie flat.
    >consequently some of the hairs are and gwyllennhin the king
    >of france, and gwittart some and worrying others? If against
    >thy will be elicited from either the crews or the soldiers.
    >no good at an hour when the air is full of the street, and
    >there purchased a dainty bunch of an artificial scene and
    >enjoys it is no proof that we, the red people, should get
    >our living of exhaustion, something, mayhap, like those
    >of on the president's table a variety of dishes, there a
    >service lift luggage all that? I'm afraid moment saved me
    >from the ignominy of admitting open the doors, a polar wind
    >circled the legs habitations has left behind, beneath the
    >ashes.

    O... kay...
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 28, 2008


    I need help finding a testing job but I'm a 15 year old South African and don't have a clue where to start.Help me please!

    >From: Colin Daniel
    >Sent: Friday, March 28, 2008 1:12 AM
    >Subject: Game Testing
    >I need help finding a testing job but I'm a 15 year old South African and don't have a clue where to start.Help me please!

    Hi Colin,
    So listen, I don't know what kind of help you think I can give you. Please tell me exactly what you think I can do. Word your question this way:

    "Hi Tom, I read your FAQ 67 where you said game companies don't hire 15-year-olds, but I'm pretty sure that doesn't apply here in South Africa where the employment laws are different, aren't they, I dunno. Anyway, the reason I wrote you is that I've never applied for a job before, and I want you to tell me how to apply for a job."

    "Hi Tom, I looked in your Game Biz Links page and found the links to sites where I can look up game businesses all over the world. In particular, http://www.gameindustrymap.com was helpful, since it showed me several game companies here in South Africa. My problem is that it's a long commute from my home to most of those companies - tell me, how do most teenage testers deal with the distance issue?"

    "Hi Tom, I know how to find game companies and I can manage the job application thing - what I want to know is what a tester does on the job, so I can start polishing those skills now. I haven't discovered your FAQ 5 yet, doncha know. I found you by a Google search and I just saw that you know a lot about the industry and I emailed you right away, without reading anything on your site."

    "Hi Tom, I read what everybody said to that other kid at IGDA Forums > General Discussions > Breaking Into the Industry > Can a 16 year-old with a High School Diploma be a Game Tester? and I'm a little worried now. My problem is that I'm 15 and I look it. How can I make a game employer think I'm actually 18? Know where I can get a fake ID? Got any tips for helping me grow facial hair quickly?"

    "Hi Tom, I read what everybody said to that other guy at IGDA Forums > General Discussions > Breaking Into the Industry > Some Truth? and I choose not to believe what I read there. I'm delusional, and I want to believe that a game company in America or Japan will jump at the chance to send me their games and have me test them here at home. Would you send me the addresses of those companies please?"

    "Hi Tom, I found this website u2cantestgames.com where if I send them money they'll find testing jobs for me. I don't want to believe the crap that you wrote about sites like that one in your July 2007 column (click Archives) or in your FAQ 24, so I want you to tell me that it's OK - that if I send them money, they really will get me a job testing games for $120 an hour."

    So you see, Colin, I don't know what kind of help you are looking for from me. Help me help you - tell me precisely what it is you want me to help you with.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 28, 2008


    Here's what my interests are. Which of these two game jobs is best for me: programming or art?

    >From: mwzedalis
    >Sent: Wednesday, March 26, 2008 3:10 PM
    >Subject: What Best Suits My Interests?
    >Mike Z.
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: 18
    >The level of education I've completed is: Junior in High School, currently a Senior
    >My occupation (if student, enter 'student') is: Student
    >The type of game job I aspire to (if applicable) is: Something in Games if applicable
    >My game biz question is: What best suits my interests?
    >   Hey Tom,
    >First of all, I'd like to say that I just so happened to run across your site while doing some research on careers I might be interested in, and I must say, I am thoroughly impressed with the time and effort you have put into it. The information that you have provided has given me a more realistic look at the games industry and has sparked my interest in the field even more. Fortunately, I have made some very responsible decisions in my life to this point as far as my education and activities such as: becoming and Eagle Scout, maintaining a 3.75 GPA during my high school career, and even getting several hundred hours of community service. Now I know you don't want people posting their resumes but I figured those had some significant relevance to my future opportunities. I gave them in regards to my personality in hopes of helping you better answer my question. Basically, I have always had a passion for games, ever since Atari. I've played about every console to this day a nd about every game to boot. My question is: What part of the games industry would better suit my interests? I've always had a knack for art, whether it be drawing/painting or anything of the sort. I also believe I have the intellect and perseverance to be a programmer or something that takes more time learning the skills at the computer. I currently reside in Jacksonville, FL but I will be going up to live with my brother in Chicago after I graduate. There are several more technical schools in the area, being the large market town that it is, compared to where I am now. I figured the larger city would open up my doors even more to possibility. Are there any schools that you recommend in that area, or might you have any insight as to what jobs might be more in demand at this point in time? Thanks in advance for your time.

    Hi Mike,
    At first I hated your question. "Can you believe this guy? He expects me to tell him what his passions are! And it's a two-choices question, too!" But after a little thinking, I realized it isn't a bad question at all.
    But of course, I can't tell you whether programming or art is better for you. And I don't recommend schools. Period. But I do have some thoughts about how you can figure this out for yourself.

    Did you read FAQ 7? One thing you could do, to discover whether "programmer/engineer" or "artist" is more suitable to your personality profile, would be to... find out what your personality profile is. If you're still in high school, your guidance counselor probably has something like that you can try. An aptitude test or a personality profile would probably be enlightening.

    Try an Einstein-style "thought experiment."

    Imagine yourself as an artist. Picture everything that goes along with being an artist, one who spends 40+ hours every week creating 2D and 3D graphics that he's been assigned to create (as opposed to ones he dreams up to create based on his own unfettered imagination). Picture yourself at the computer, perhaps with a drawing tablet peripheral, creating art, day in and day out.

    Imagine yourself as a game programmer. A programmer is essentially the same personality type as an engineer. You sit at the computer 40+ hours every week, writing lines of code to make the computer do whatever your boss wants you to make the computer do. It might be a 3D physics algorithm, an A.I. routine, tools to automate a process that would otherwise be exceedingly tedious for a human (such as yourself) to do manually. It might be a user interface for a menu system or the behavior of a Roman slave escaping from a legion of soldiers into the clutches of a minotaur. But not whatever your fantasy is.

    If both of those ideas still don't help you choose a career path, and both still sound like your desired path in life, then choose a college that offers both art and computer science.

    Or maybe you discover that neither of those sound all that great after all. In this case, choose a college that offers a wide variety of courses of study. You can always just choose your major later.

    So I assume you have read FAQ 7, right? Have you read FAQ 40?

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 26, 2008


    Small company or big company?

    >From: "matt birken"
    >Sent: Tuesday, March 25, 2008 9:02 PM
    >Subject: GD Q and A
    >> Hey Tom I have a quick question.  I am 25 years old
    >> and recently got my B.A.S. in Game Art in December.
    >> Since then I have been interning at a small company
    >> local to home as an animator.  So far everything is
    >> cool even learned to animate in Maya previously using
    >> Max.  My question is if posed with the choice of
    >> working for the small company full time or taking an
    >> internship at a major co. like say Activision...What
    >> would you do?

    Hi Matt,
    Maybe you'll find my answer in my January 2008 column. My monthly column is called "The Games Game," and it's at http://www.igda.org/games-game/. Click Archives to find the January 2008 entry, "Does Size Matter: Big vs Small Developers."
    And of course it ought to be obvious that a full time job is far far better than an internship any day.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 25, 2008


    Considering USC, part 2

    >From: Aaron Hoogstraten
    >Sent: Tuesday, March 25, 2008 8:37 PM
    >Subject: RE: Game Industry Q+A
    >Thanks for you quick response Tom and post on your bulletin!
    >In regards to the motivation question, I just want to get a feel for the “learning atmosphere”, whether some kids are doing it just for kicks.  It seems to me that motivated students pass on their energy to their peers (at least in my case) producing a far more enjoyable time in class.
    >Thanks again,
    >Aaron Hoogstraten

    Hi Aaron,
    OK, I see. Well, there are some of each. I like to think I run an enjoyable class. It's a little loose, the students are free to kid a bit, but I keep it on track and make sure we cover the ground.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 25, 2008


    Considering USC for my education

    >From: Aaron Hoogstraten
    >Sent: Tuesday, March 25, 2008 6:33 PM
    >Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: 17
    >The level of education I've completed is: currently a high school junior
    >My occupation (if student, enter 'student') is: student
    >The type of game job I aspire to (if applicable) is: game design
    >My game biz question is:
    >Hey Tom,
    > I’ve been lurking around the IGDA and gamedev boards for a bit, trying to sift through the piles of information regarding prospective futures in the games industry.  Visiting these places of course led to your site, which has painted a candid picture of the possibilities for my route into the biz.  That being said, I also noticed that tiny banner up on the top of your website which advertised your involvement with the University of Southern California, which I had coincidently already placed on my list of desired colleges.  My interest in the more artistic and design aspects led me to the USC’s Interactive Media Division which seems like a great program (although I couldn’t locate much specific info on the course you teach).  From what it seems, the USC program would give a focused education in games and interactive media while still giving me a chance to get the 4 year university experience (as I know you have to address this issue often).
    >Boy, it now seems like I’ve rambled for too long but I was hoping you could provide some general info on what the USC is like from the teacher point of view.
    >i.e. do the students seem motivated? Does the program receive acknowledgement and support from the administration? And you may not enjoy this question (a bit vague): does the quality of education for the USC and the Interactive Media Div. meet your wise standards? And I realize you may not be able to answer some of these since the course you teach may not directly involve you with the IMD.
    >Thanks for providing such great resources,
    >Aaron Hoogstraten
    >No virus found in this outgoing message.
    >Checked by AVG.

    Hi Aaron, you wrote:

    do the [USC] students seem motivated?
    Most of them, yes. But I don't see what this has to do with anything, as regards to whether or not you'd want to study here. (?)

    Does the program receive acknowledgement and support from the administration?
    As far as I can tell (from my vantage point as part-time faculty), yes.

    does the quality of education for ... USC ... meet your wise standards?
    Soitenly! (You were supposed to hear that in your mind sounding like the voice of "Curly" of the Three Stooges. Didja? Didja?)

    does the quality of education for ... the Interactive Media Div. meet your wise standards?
    The... Interactive... Mhuh?? Whuzzat?
    Just joshin' ya, Aaron. (^_~) Look, I'm a freelance game producer/designer. I spend all of 6 hours a week on the campus. I teach my class under the Viterbi School of Engineering's IT program, I hold office hours, and I go home. I don't know that much about the various schools on the USC campus. If I was full time or tenured, well, that'd be different! I'd be all over the campus politics, I'd know about all the other schools, the programs and all... Ya get the picture? You're asking stuff I'm really not in a position to answer. K? All I can say is, I think USC has a great rep, and it certainly seems well deserved. And if you take my class, you're definitely going to learn a lot. 'Nuff said.

    P.S. I'm emailing you the syllabus for my class.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 25, 2008


    "Prompt" means "Assignment" - what's the likelihood that you knew that already?

    >From: David Keller
    >Sent: Monday, March 24, 2008 12:58 PM
    >Subject: BB Question
    >Hi Tom, my name is David. I'm 17, currently attending Cuyamaca (community <_<) college in San Diego. I have to write an essay for my english class, and I am just wondering if what I want to do is plausible, because I don't really think it is. See, the prompt is to write about an interesting place, person, or activity at Balboa Park, interviewing people attending the activity or place, or including place and activity related to the person you might be focusing on. But, the professor did give us a bit of leeway, and we don't have to stick to Balboa Park, it could be any such interesting place/person/activity in your community, defined as all of San Diego country. Seeing as how Balboa Park doesn't interest me in the least >_> I figured I should do what I am interested in, which is games.
    >
    >Now, not just an essay about games, that doesn't even fit the prompt. But it would be very nice to be able to talk to a person or people at a game development company (I want to be a programmer myself) in San Diego and write about the company and the development process, as well as the people/jobs involved with the process. Maybe visit the place, even, and observe it up close and personal like we're supposed to >_>
    >
    >Now, in order to fulfill the requirements of the essay, i obviously have to observe/talk to something/someone at sometime. But is this...likely? I would say possible, but i know you'd tear that apart, anything is possible right? But do I have a good chance to be able to contact any of these people and have them participate in my essay? Or are they simply too busy/have better things to do/probably wouldn't care enough? I am just some random cc student after all, and i have no connections yet :/
    >
    >Anyway, thanks for you time and (in advance) answers. I hope i didn't screw up too much <_>

    Hi David,
    I didn't know "prompt" was another word for "assignment." That's a new thing I learned today. I wonder how widespread that usage is. Anyway, I love it when a poster shows me that he's read some of my articles - so I like you already.

    You didn't mention whether or not you'd already identified any likely candidates around San Diego. You can use gamedevmap or gameindustrymap (both are listed in my Game Biz Links page, above left) to find companies in your area, if you haven't already.

    Your likelihood question is answered simply: if you don't try, it definitely won't happen. So the question you asked (albeit better than "is it possible") still isn't all that useful. A better question would have been, "how can I increase the likelihood?" Let's pretend that that's what you asked me (and skip a time-wasting preliminary back-and-forth).

    You can increase the likelihood by having a number of students interested in participating in this game-centric project. A company is more likely to want to help out when it's not just one student.

    You can increase the likelihood by inviting a reporter to tag along with you on it. A company is more likely to want to help out when it gives them free publicity. Maybe the college newspaper or TV station, or better, a San Diego paper or TV station.

    A small company like High Moon is likely to be interested in publicity just because they're smaller. A big company like Sony doesn't need publicity, but they'd like to give it a Public Relations spin. So if you want to contact a small company, contact the president or a vice president. If you want to contact a big company, contact their head of P.R. After getting a reporter interested, if you can.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 24, 2008


    Much verbosity, part 6

    >Re: games, degrees etc
    >From:    Dave Nash
    >Date: Sunday, March 23, 2008 8:53:33 AM
    >hi,
    >i guess i am trying to solve the problem ...
    >
    >I am sure that you can't go wrong with a strong
    >classical education, however if I was recruiting I
    >would be looking at project based skills, portfolio
    >work and I would probably issue a test or mini
    >project.
    >
    >I think that its about being taken seriously as
    >oppossed to seeming like a hobbyist. Its difficult to
    >get the good status (e.g "chartered engineer") at
    >anything, and definately worthwhile. If a "chartered"
    >status appeared then it would be easier for
    >freelancers and applicants to find work. I thought
    >that working on published games would be all i needed
    >to get through, however I feel like I am back to the
    >start of the staircase, and i don't believe that the
    >employers made the right choice. I don't see why they
    >couldn't have allowed me to work for a weekend or even
    >parttime for a trial period.
    >
    >  What would be the next best status level for a
    >computer games/graphics/simulation programmer and
    >software engineer looking to improve their
    >credibility?

    Hi Dave, you wrote:

    if I was recruiting I
    >would be looking at project based skills, portfolio
    >work and I would probably issue a test or mini
    >project.
    It doesn't matter what you say you would do if you were in the hirer's seat. You're not in it. And you don't know what they have to deal with. Stop imagining yourself in "opposite land" and focus on this world that you actually live in.

    I think that its about being taken seriously as
    >oppossed to seeming like a hobbyist.
    OK, and a degree helps overcome that perception. And a solid portfolio also helps overcome that perception.

    Its difficult to
    >get the good status (e.g "chartered engineer")
    Yes. As I wrote in article 26, pretty much anything worthwhile is, by its very nature, not easy. (BTW, I don't know what this "chartered" thing is that you mention. You mean like "certified," is that it?)

    If a "chartered"
    >status appeared then it would be easier for
    >freelancers and applicants to find work.
    But you already said it was hard to get that status in the first place. So, so what if having the difficult thing made things easier? It's still difficult, all in all.
    It doesn't matter that you think this. What matters is the way the world really works. Stop imagining this imaginary world - it's not getting you where you want to be.

    I thought
    >that working on published games would be all i needed
    I must have missed this in your earlier emails. You previously held one or more jobs at one or more game companies? (Your first email was so verbose that I didn't read it, remember.)
    If it was all you needed, you'd be in a job now, and we wouldn't be having this conversation. So it doesn't matter that you thought this. Read FAQ 49.

    I feel like I am back to the
    >start of the staircase
    Let's not talk about "feelings." Let's focus on facts.

    i don't believe that the
    >employers made the right choice.
    It doesn't matter what you don't believe. Stop thinking about the past, except in regards to what can be learned from it.

    I don't see why they
    >couldn't have allowed me to work for a weekend or even
    >parttime for a trial period.
    It doesn't matter that you understand employers' mentality. What matters is that you accept the reality that they don't see the world the way you do, so you have to adapt yourself to the way things are.

    What would be the next best status level for a
    >computer games/graphics/simulation programmer and
    >software engineer looking to improve their
    >credibility?
    FINALLY! We got past a lot of your "feelings," your personal manifesto about how the world "should be," and finally we get to a question I can answer.
    One little problem - I'm not quite sure what this "status level" thing is you speak of. So what I'm going to do is just recommend a course of action, since I don't know much about your current status level (perhaps because I didn't feel like wading through your lengthy first email).

    Build an excellent portfolio.

    That was it. That's all you have to do. If you want to get a job as a game programmer, you have to program games. And you have to show employers that you have programmed games, that your code is solid and well commented.

    And you also have to learn to stop talking so much, and listen more (I assume that your written verbosity extends also into your spoken communications). You have to make a good impression at the interview, not only with the interviewer but with any staffers he introduces you to. You need to be the kind of person who fits in nicely with a creative team. You have to be "one of them." That means you mustn't be more whiny than everybody else. And you should be properly supportive and commiserating when somebody else whines (it wouldn't do to be too much less whiny than everybody else your age). Just the right level of whininess is required. So you have to work on bringing your level down a bit.

    Clear enough? Anything else I can clarify for you?
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    Easter, 2008


    im intrested in testing new and exciting games

    >From: "mike grist" mikie19822003©yahoo.co.uk grist36©hotmail.com
    >Sent: Saturday, March 22, 2008 5:27 PM
    >Subject: (No subject)
    > hi im intrested in testing new and exciting games ive been playing new games
    >> such as :rainbow 6
    >>         stranglehold
    >>         kane and lynch
    >>         blacksite area 51.
    >> etc...........
    >> i love playing game one of most funest hobbies i enjoy but would like to take
    >> gaming to next level perhapes to earn a little extra cash or get alot more
    >> experience out of gaming in general.
    >>
    >> please point me in the right direction.one day i would like to create a game
    >> but not got degrees in creating one or wat to do in that department.
    >>
    >> here is my name and contact numbers over here in the United Kingdom
    >> mobile: ███████████
    >> telephone:███████████
    >> from mike grist
    >> age:25
    >> mike grist

    Hello Mike,
    I really am very sorry, but I have to tell you that it's unlikely you will be able to get a job testing video games. If you read FAQ 5 (FAQ links are above left), you'll see that testers must have excellent written communication skills above all else. And going by your email, I think you would probably fail the written communication test if you applied for a QA job. Also if you read FAQ 5, you'll see that the QA job is a "report to the office" job - you cannot get testing work that let you test games at home, not as a full-time job anyway.

    So I'm sorry, but I don't have any ideas for you. You can check out FAQs 24 & 27, but unless you can vastly improve your written communication skills, it's unlikely that you can get a job in the video game industry. I wish you the best in finding a job that you don't hate too much... (-_-)
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 22, 2008


    "Much verbosity" no more, part 5

    >From: "Dave Nash"
    >Sent: Saturday, March 22, 2008 2:52 PM
    >Subject: Re: games, degrees etc
    >> basically, i reckon i was "ready" when I was 16 years
    >> old doing level design using Marathon Infinity on the
    >> mac.
    >>
    >> I find it very hard to believe that having a degree
    >> automatically makes you a nobel prize winner or a
    >> quality technician. I would expect that some of us
    >> refuse to be rated lower than our requirements due to
    >> advanced and sorcerous knowledge and ability from
    >> beyond the post graduate level.

    Hi Dave,
    Welcome back. You've followed up on your week-ago post:

    i reckon i was "ready" when I was 16 years old
    To start your own company? Really? I mean, anything is possible, and there have been some exceptional individuals who were able to start amassing their fortunes at such a tender age. But, well, you didn't go that route then, and nobody's stopping you from doing it now.

    I find it very hard to believe that having a degree
    >> automatically makes you a nobel prize winner
    OK, well, since I never said any such thing, I guess I share your disbelief in this wacky idea! (^_^)

    I would expect that some of us
    >> refuse to be rated lower than our requirements due to
    >> advanced and sorcerous knowledge and ability from
    >> beyond the post graduate level.
    Sorry, I don't understand what you said, nor do I get whatever point it is you're making. If you're saying, "I don't need no stinking degree," then why did you ask me if I thought you should get one?

    If I can help you by clarifying my advice for you, you know where to find me. Not quite sure what you're looking for, though.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 22, 2008


    Because you're an old-timey game guy, you'll like part 2

    >From: Tof
    >Sent: Saturday, March 22, 2008 11:28 AM
    >Subject: Re: Twisting gaming mechanisms
    >Aw sorry,
    >I didn't mean to send you straight to Vectrexoscope, which is mainly a visual tribute to the Vectrex, picturing how Pong might have looked on that machine. It hopefully raises the question of how hardware influences a basic concept, though.

    >You should try some of the others, which only goal is to raise questions about game design mechanisms.
    >Here are some highlights and suggestions/hints (please don't publish those on your board as the point is also to discover what visitors come up with):

    >Compromise
    >[Highlights and suggestions/hints omitted at poster's request]
    >Twenty Lines
    >[Highlights and suggestions/hints omitted at poster's request]
    >Incompatible Visions
    >[Highlights and suggestions/hints omitted at poster's request]
    >Samba
    >[Highlights and suggestions/hints omitted at poster's request]
    >Build on
    >[Highlights and suggestions/hints omitted at poster's request]

    >Etc..
    >I do hope you enjoy these... and thanks for creating Spike - Darnit!!
    >Regards,
    >Tof

    Hi Tof, you wrote:

    I didn't mean to send you straight to Vectrexoscope
    ? The thing I looked at was "Pong meets Space Invaders." Sorry, but I don't get all excited when I see old-timey pixilated representations of ancient games, and I have a short attention span. So I peeked in and left again.

    [Our] only goal is to raise questions about game design mechanisms... the point is also to discover what visitors come up with)
    Ah. I still say that what you've done is "art." But I'm sure not everybody will agree.

    and thanks for creating Spike - Darnit!!
    Eek! Help! (^_^)

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 22, 2008


    Advice for an aspiring NOA exec, part 2

    >From: Anthony Solis
    >Sent: Friday, March 21, 2008 6:31 PM
    >Subject: "Aspiring NOA Exec" -- Part 2
    >Tom,
    >It's unfortunate that your troop advisory board was requiring you to fulfill faulty prerequisites. On a side note, did you ever go to Philmont? (^_^)
    >
    >I have several questions. First and foremost, I want to address the Japanese language situation. My high school does not offer any Asian language curriculum, and nowhere else in the community is there a place that formally teaches Japanese. I have heard of a software package entitled "Rosetta Stone" that teaches foreign languages. If you have heard of this, do you think this would help? Also, I often hear that learning a new language comes easiest when you live within the culture. So is that why you suggested moving to Japan to get my first job and graduate degree?
    >
    >My next question involves actually moving to Japan. When you say "starting your first job (probably in Japan)", what kind of job were you envisioning? Would I be trying to get in with Nintendo Kyoto or just trying to get a good start with any business over there (to help pay for education)?
    >
    >Lastly, in your experience, what do you think game industry recruiters look for most in their potential employee candidates? In the video game industry, what sets one person apart from the rest?
    >Regards,
    >Anthony

    こんいちわ, Anthony. You wrote:

    did you ever go to Philmont?
    No, but I was at Woodstock. (^_^)

    If you have heard of this, do you think this would help?
    Well, it certainly isn't going to hurt. But you can safely wait until college. You must choose a college that offers courses in Japanese (all the way, not just basic beginner Japanese).

    I often hear that learning a new language comes easiest when you live within the culture. So is that why you suggested moving to Japan to get my first job and graduate degree?
    No. That's only a small part of the reason (note that my advice was that you be "fluent" in Japanese - I didn't give you advice about how to do that). Try again.

    When you say "starting your first job (probably in Japan)", what kind of job were you envisioning?
    A marketing job or a business job or a law job. Doesn't matter. Like I said yesterday, 構いません。 分かりますか?

    Would I be trying to get in with Nintendo Kyoto...?
    You can try, but "rotsa ruck."

    Would I be ... trying to get a good start with any business over there...?
    Sure, why not?

    (to help pay for education)?
    Hadn't thought of that. Sure. Why not?

    what do you think game industry recruiters look for most in their potential employee candidates?
    Question much too broad. Narrow it down for me. Have you read my article #27 yet?

    In the video game industry, what sets one person apart from the rest?
    Same things that set people apart from the rest outside the video game industry. Try again.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March into spring, 2008


    Because you're an old-timey game guy, you'll like what we did to these old games

    >From: Tof
    >Sent: Friday, March 21, 2008 7:35 AM
    >Subject: Twisting gaming mechanisms
    >Hello Tom,
    >seeing your interests and work on game design, I thought you might enjoy our little "productions" here at http://www.retrosabotage.com.
    >Anyway, I'm confident it should at least make you smile!
    >Cheers,
    >Tof

    I don't get it, Tof. I know art isn't supposed to be explained, but... an explanation might help poor clueless old me.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    Spring equinox, 2008


    Advice for an aspiring NOA exec

    >From: Anthony Solis
    >Sent: Thursday, March 20, 2008 11:21 PM
    >Subject: Video Game Industry and Business -- Questions and Seeking Advice
    >Tom,
    >I came across your game industry website while browsing Wikipedia (by the way, great job with the site. It is VERY informative). Before I ask for advice, I would like to introduce myself. My name is Anthony Solis and I am 17 years old. I am currently a Junior in a large public high school and am also in the top ten percent of my graduating class. I am in many extracurricular activities and am enrolled in a very competitive and successful school band (marching, concert, and jazz) consisting of approximately 300 members. For Senior year, I am seeking the leadership of the Drum Major (meaning one who basically leads the entire band). Additionally, I am an Eagle Scout that has much determination and high expectations for my future.
    >
    >Now, I promise you that I am not trying to improve my ego or send a conceited message to you. The reason I have introduced myself to you in such a way is so that you will hopefully take me seriously on what I am about to say and inquire of you.
    >
    >Ultimately, one of my largest dreams and goals is to become an executive at Nintendo of America (whether that is in Sales/Marketing/Finance/Development, etc). I would actually like to become the CEO or COO of the Nintendo of America subsidiary. I would maybe even venture to want to become the first American to serve on the international Board of Directors.
    >
    >I have had quite a bit of experience with leadership, communication, and speaking skills. I like to believe that I have the attitude and personality that an executive's job takes, but I need a sense of direction.
    >
    >I would like to inquire of you any advice that you would have to offer me. I do plan on attending college following high school, and most likely gaining a graduate degree. However, I am not exactly sure what to study. I have a fairly positive idea that I would like to major (or even double-major, if possible) in some type of Business degree or Computer Science degree (or one being the major and the other the minor). I believe it to be imperative that I get a technical degree (such as Computer Science), but I would think a Business degree (such as Economics or Marketing) would be extremely important, as well.
    >
    >So, what would be your advice on making it as that executive? What strategical or tactical approach, if any, could help me in achieving that goal? I am open to whatever you have to say, and would greatly appreciate any response you could give me. As for your website, I have already bookmarked it.
    >Regards,
    >Anthony

    Hi Anthony,
    First, a disclaimer. You understand, of course, that I haven't been the president of Nintendo. In fact, I never got as far as Eagle. I applied for Life (I had enough merit badges), but the troop's adult advisory board insisted that I get the God & Country first as a prerequisite. As I recall, I'd read the requirements, and the troop board was making up rules as they went along. Ahem, I digressed big time there!

    My advice to you, since your goal is to become a president of one of the biggest video game companies, and a Japanese-owned one at that, is this:

    Get an MBA and a marketing degree and a law degree. And become fluent in Japanese. You don't need CS, but you should certainly become fluent in Excel, Word, PowerPoint... So after you graduate from undergrad school, my recommendation is that you go to grad school in Japan. The order of things (whether to get MBA or marketing degree or law degree first) does not matter. 構いません。 分かりますか? You can get your law degree in night school or something, after starting your first job (probably in Japan). がんばって下さい!

    P.S. I see that you've sent me a second email. It looks very much like your first. If I've missed something you might have added in your second email, just email me again with whatever your supplemental question is.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 20, 2008


    A slightly different take on Frequently Asked Question #37

    From: "Sharon"
    Sent: Thursday, March 20, 2008 6:19 AM
    Subject: Questions on game design
    > My name is Zach I'm in 7th grade at ███████ █████ Middle school in ██████ County, MD.  I am currently doing a research project for my Challenge Reading Class.  The project is to research careers that we are interested in.  I have always been interested in becoming a game designer/develeloper.  I have always wanted to design games.  I am 13 now.  When I was 10 I bought some books on C++.  I read the books and actually designed some games on my computer.
    > Part of the project is to interview someone in this field. I know most of the answers on on you page, but I need to show my email and response as part of my project.  I was hoping you could answer a few questions about a career in game design.
    > Question: Should I attend a gaming-oriented school or is it better to get a degree in computer science from a university
    > Question: How much education and special training do most people need to work in game design?
    > Question: How much is the average yearly salary for game designers?
    > Question: What are the advantages of having a job in game design?
    > Question: What are the disadvantages of having a job in game design?
    > Question: Is game designing a fulfilling job?

    Hi Zach, you wrote:

    I am currently doing a research project for my Challenge Reading Class.
    Then you should have done reading on my site before asking me questions. "Research" is much more than "asking somebody." It's best to first make an attempt to get answers oneself, so that when asking somebody, you have a foundation to start from.

    I read the [C++] books
    Holy cow, you read C++ books?? I've never read one myself. I don't know how to program in C++ - because I'm a designer and producer of video games - not a programmer. That's pretty impressive, that you've actually programmed games in C++ in your youthful, um, youthiness.

    and actually designed some games on my computer.
    You mean you programmed them on your computer. See FAQ 28 and learn the difference between "design" and "programming." (I'm not saying you didn't do any design - you must have made some design decisions in making those games.)

    I know most of the answers on on you page,
    Doesn't sound like it to me! Sounds to me like you don't know the difference between a game designer and a game programmer, for one thing. Just saying you read something isn't enough - you also have to show that you know something that you read. "Show, don't tell" is a new popular saying in the game business.

    but I need to show my email and response as part of my project.
    Yes, I know. That's why I wrote FAQ 37. Students like you email me, I post it here and say "read FAQ 37," and they get an A on their papers. (Or something like that.)

    Should I attend a gaming-oriented school
    Please say "game" instead of "gaming." The word "gaming" is used by the gambling and casino industry, and we prefer not to have that added to our already sufficiently tarnished image.

    or is it better to get a degree in computer science from a university
    Read FAQ 44. But you see, don't you, that this question doesn't apply to game design - a CS degree would be recommended for an aspiring game programmer. I discussed courses of study for aspiring game designers in FAQ 3.

    How much education and special training do most people need to work in game design?
    At minimum, four years of college/university (a bachelors degree), plus a portfolio.

    How much is the average yearly salary for game designers?
    Read the latest Salary Survey on www.gamecareerguide.com.

    What are the advantages of having a job in game design?
    You get paid. (Note that I'm just going by the wording of your question. Students usually ask me a slightly differently worded question, thus I usually give them the answer in FAQ 37.)

    What are the disadvantages of having a job in game design?
    1. People who aren't in the game industry get confused as to what you do for a living - they think you're a programmer. 2. Or people think you just think about shooting townspeople and driving cars over them all the time (if they still can't get over Grand Theft Auto, that is). 3. Most of your work is done at the beginning of the project, so you have to have either more projects to work on, or you can do some other work instead of design for the remainder of the project. (There are entirely different disadvantages for a programmer vs. a designer, of course.)

    Is game designing a fulfilling job?
    What's "fulfilling" is subjective. In other words, it depends on what would be "fulfilling" for you. Some people would say it isn't fulfilling, because the game just gives people enjoyment and doesn't actually help anybody in a real and meaningful way. Others would say it is fulfilling because they get to exercise their creativity bones. (Answering from the perspective of "game design," not "game programming," mind you.)

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 20, 2008


    Is trademark enough, or should I patent too?

    >From: Thrun, Wally
    >Sent: Monday, March 17, 2008 3:00 PM
    >Subject: Idea protection
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: 45
    >The level of education I've completed is: BS Science
    >My occupation (if student, enter 'student') is: Scheduler
    >The type of game job I aspire to (if applicable) is: _
    >My game biz question is: I did not read where you are an attorney, but in your opinion, based on the years of experience you have in the game industry (board games), would you consider having a registered trade mark protecting the name, logo and tag phrase enough protection on a new game or would you pursue a patent on the game idea?
    >Wally
    >The copyright in this email belongs to Harsco Corporation or to its relevant subsidiary and its contents are confidential. Unless expressly agreed to the contrary, no representation is made by this email and it must only be used for the purpose for which it was supplied. Unintended recipients must not make or resend copies of this email, nor use its contents for any purpose.

    Well, Wally, you wrote:

    I did not read where you are an attorney
    That's because I am not! And I stated as much at the top of FAQ 39.

    would you consider having a registered trade mark protecting the name, logo and tag phrase enough protection on a new game or would you pursue a patent on the game idea?
    I did pursue a patent for a game idea I created a few years ago, but I'm not so sure I'd do it again. It depends. I'd probably go to a patent attorney, though, and explore the idea with him.

    The question of whether to patent or not is one thing, but you should definitely avail yourself of copyright to protect the images and rules, and of trademark to protect the title. I recommend you get the Nolo Press book(s) I praised so highly in FAQ 8, and a lawyer's advice is also good to have. Lots of luck with your game design, Wally!

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    St. Patrick's Day, 2008
    "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. Emailing me with a question or comment on this topic constitutes permission for your email to be made public. It's like the Vogons said to the people of Earth before demolishing the planet to build a hyperspatial express route:

      "There's no point in acting all surprised about it. All the planning charts and demolition orders have been on display in your local planning department in Alpha Centauri for fifty of your Earth years, so you've had plenty of time to lodge any formal complaint and it's far too late to start making a fuss about it now."
      - Douglas Adams, The Hitchhiker's Guide to the Galaxy


    My plan to create an online card game involving real money

    >From: moosie007 [ Add to Buddies ]
    >Subject: thank you
    >Date: 3/17/2008 2:55:35 AM
    >Thank you for your advice [at the GameDev “For Beginners” forum, thread entitled “CARD GAME ONLINE,” at http://www.gamedev.net/community/forums/topic.asp?topic_id=486890].
    >there are some countries that do allow servers (for online gambling)......so im still researching that.
    >as far as SECURITY goes ......it will be 4th step.
    >i'm gonna take it step by step.....
    >1. Make the game and then test it on a private LAN server
    >(to check for multiplayer cohesiveness)
    >2. Understand networking and server conectivity to banks
    >and internet (within that country).
    >3. Setup the payment system with a bank directly OR CC
    >third party.
    >4. Hire an outside programmer fulltime to create server
    >secutiry and track online game transactions.
    >5. launh it online via INTERNET SERVER.
    >AM I ON THE RIGHT TRACK? is this the right way to go about it?
    >PS : your website was very helpful and to the point.

    Hello "moosie,"
    As it says above, I do not give free confidential advice. Also, I personally find website-hosted PM's to be annoying given that we have email, and my email address is easy to find. Due to both of the foregoing, my GameDev sig asks people not to PM me using GameDev's PM feature, and due to the former, my reply is given here on this bulletin board. You asked:

    am I on the right track? [Note: shouting is not permitted by anybody but me here, also as it says above.]
    No. I do not think so. I'm an industry professional, and I wouldn't want to venture into the online gambling market. For an amateur to do it is, IMNSHO, foolhardy at best. The very fact that you have to ask this question indicates that your venture is ill-advised in the extreme.

    as far as SECURITY goes ......it will be 4th step.
    This is a very bad idea. You need to plan for everything up front. Your development process can occur in stages, sure - but you really need to make sure that the hooks for security are planned for and accommodated right from the start.

    Hire an outside programmer
    Not one person, no. Hire companies that are experienced in these areas. I can't tell you where to find them. You have to do your research. You can start with the Gamasutra companies database, but that may not include companies involved in the online gambling scene. You should also include the other listings of companies sites I've listed in my Game Biz Links page, and research, research, research. Check out the online gambling sites, see what companies are involved, read past press releases from those companies, check their sites. You have to start with information before you start creating infrastructure.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    St. Patrick's Day, 2008


    Short questions, part 6 (well, maybe not so short after all)

    >From: me my butt
    >Sent: Sunday, March 16, 2008 10:29 AM
    >Subject: RE: game design advice
    >Thank you ^_^
    >and sorry about taking so long to make sense!

    Good morning, you your hiney,
    You're welcome. I'm here to teach, so I hope you learned something about asking good questions. BTW, that's pretty cool that you use Japanese-style smileys. (~_^)
    Tom Sloper  /  トム·スローパー   /   湯姆 斯洛珀  /  탐 슬로퍼
    GDSloperamacom
    Los Angeles, CA (USA)
    March 16, 2008
    Author of "The Red Dragon & The West Wind," the definitive book on mah-jongg East & West. Available at bookstores, BN.com, and Amazon.com.


    Short questions, dragged out to 5 parts

    >From: me my butt
    >To: Tom Sloper
    >Sent: Saturday, March 15, 2008 7:15 PM
    >Subject: RE: game design advice
    >ack it seems i'll never make sense >_<
    >I was reading your faq's and in one of them it said that getting a degree was advised no matter the major because it showed resiliance and that's why i was asking. Is getting a degree in something else really going to help me become a game artist or would taking a bunch of different classes and getting certificates in important areas of game art and design without a degree help me?

    Hi you your derriere,
    Aha, at last the light dawns. You could have said so in the first place, like this:
    "Dear Tom, I was reading your faq's and in one of them you said that getting a degree was advised no matter the major. So if I want to become a game artist, I could take a science degree? Seems a bit odd to me! Care to explain?"
    See? Now was that so hard to give me the information I needed to understand where you were coming from? Anyway, to answer your question:

    You probably found that statement in FAQ 3. Did you happen to notice that FAQ 3 is addressed specifically to aspiring game designers? Re-read the article, and also read FAQ 44. Two points. One that you missed, and the other you haven't read yet.

    Get a degree in whatever you're passionate about (and good at). If you're passionate about the graphic art of games, you should get an art degree - learn all the tips and tricks about how to create art of various kinds, so you can get even better at it.

    But if you're aspiring to become a game designer, you have to know a lot of things. Did you see the list of classes in FAQ 3? The reason for needing to know many things is also described therein.

    I lied when I said there were two points. (I do that every time. Why haven't I learned yet?) It may surprise you to learn that it's very common to study one subject in college and yet go on to make a living doing something unrelated to that subject. Not for doctors or lawyers, of course. To become a doctor, one must absolutely get a medical degree. To become a lawyer, one must absolutely get a law degree. But most other vocations are not subject to the same rules as medicine and law.

    A lot of the time, someone thinks he knows what he wants to do when he grows up but then learns differently later on - the guy who studies art and then he learns he doesn't really have any talent, for instance. You could go off and spend a ton of money on a "game design" degree, only to discover that you're not as good at it as 20 other guys who all get hired while you don't. And that game design degree isn't as applicable to general jobs as, say, a math or English degree.

    If you study something you're passionate about and good at, and that thing you study is not the subject you thought you had to study to get the career you say you want, then maybe you're mistaken about what career it is that you really want.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    The Ides of March, 2008


    Short questions, part 4

    >From: me my butt
    >To: Tom Sloper
    >Sent: Saturday, March 15, 2008 6:38 PM
    >Subject: RE: game design advice
    >Sorry ^_^;
    >I am not planning on studying science or law or something like that im just wondering if i'll have to to get a job in game design or game art.  I personally think it would be more fun to spend time going through a lot of classes than to go into something random  and making around a 4 year commitment to something like science for my game design or art career. So that's why i'm asking, do I have to have a degree of some sort to be looked at by game companies or will spending years learning from all different classes that have to do with the area of work i want to go in but not having a degree hurt me?

    Ali,
    I'm still confused. I don't understand why you think you'd need a science degree to become a game artist (or game designer). The question is still out of left field, and I fail to understand how your head is coming up with such a question.
    Maybe it would help if you would read FAQs 3, 14, & 53. (You'll no doubt have already seen the request above that posters read the FAQs before asking questions.)
    BTW, "you your butt," have you read FAQ 24.18 yet?
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    The Ides of March, 2008


    Short questions, part 3

    >From: me my butt
    >X-Originating-IP: [65.55.175.178]
    >To: Tom Sloper
    >Sent: Saturday, March 15, 2008 5:43 PM
    >Subject: RE: game design advice
    >^_^; sorry for confusion
    >I'm wondering whether it would be smarter to go and spend 4 or more years studying something that will have nothing to do with my career. Is a degree in something no matter how far away it may be from gaming still better than a long list of classes and certificates that have everything to do with the career? I would think spending 4 years in various game-related classes would look better on a resume than a degree in science. But I don't actually know, so that's my question, hopefully easier to understand this time around.

    Ali,
    You still have not told me WHY you are asking this. Is it that you want to study science? Is it that your parents want you to study science? Your questions are every bit as strange now as they were the first time around. What is the reason for these questions? Why are you wondering what you're wondering? AND: what type of game job do you aspire to, and why?
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    The Ides of March, 2008


    Much verbosity, parts 3 & 4

    From: "Dave Nash"
    X-Originating-IP: [217.12.10.42]
    Sent: Saturday, March 15, 2008 5:30 PM
    Subject: Re: games, degrees etc
    >I want to get something published, I have no
    > reservations about using my ex-employer, however I am
    > worried that without sufficient support from my
    > ex-employers other developers I might fail to achieve
    > my potential ...
    >
    > I feel ready for any production task, I've even become
    > a level artist and game designer in my spare time. I
    > really hard to believe that I should concentrate on
    > degree work at this stage.
    >
    > I expect just asking nicely for the support of the
    > people I knew could do the trick, however ... as we
    > know the technical issues with modern games are
    > becoming more and more demanding ... and games are
    > requireing a lot of content.

    From: "Dave Nash"
    Sent: Saturday, March 15, 2008 5:33 PM
    Subject: Re: games, degrees etc
    >i guess the question is - should i start up my own
    > studio and attempt to make games or should I work on
    > the people at the university I attended for an effort
    > in the direction of finishing the degree fast in an
    > attempt to improve my interview validity?

    Hi Dave,
    There's that verbosity again. Your 5:30 email was all information and no question. Thank goodness for the question in your 5:33.

    You aren't ready to start up your own studio - read FAQ 29. I think finishing your degree would be a good thing. And you still need to do all the things I said below, too (there hasn't been anywhere near enough time for you to have done many of them yet).
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    The Ides of March, 2008


    Short questions, and very strange ones at that

    >From: me my butt (ali-chan_angel)
    >Sent: Saturday, March 15, 2008 5:23 PM
    >Subject: another question
    >Do you think that a company will hire someone who has lets say a 4 year
    >degree in law over someone who has gotten certificates in fields that are important
    >to the field? In other words would having a certifications in Maya, textures, lighting and color theory, character animation, character set up and rigging- fields of this sort, be seen as less qualified for the position in game art than
    >a person with a degree in some random field?
    >thanks again ^_^
    >Ali

    Ali, these questions are bizarre.
    I can help you better if you tell me the reason why you ask these particular questions. Dave, who has also corresponded with me today, has given me too much information with his question - you're doing just the opposite - not giving me enough.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    The Ides of March, 2008


    Much verbosity, cont'd. from earlier today

    From: "Dave Nash"
    Sent: Saturday, March 15, 2008 4:09 PM
    Subject: Re: games, degrees etc
    > hey cool,
    > sorry about the over written story ... i've got quite
    > a complex story about my background with degrees /
    > work etc.
    > I'm thinking that i need to find another income - the
    > game job is a bit too competitive.

    Okay, Dave.
    The game industry isn't for everyone. It does take some self-examination, and well, maybe it isn't for you. If you ever want to come back and ask something I can help with, I'm always here.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    The Ides of March, 2008


    Short questions but without enough sweetener

    >From: me my butt (ali-chan_angel)
    >Sent: Saturday, March 15, 2008 4:32 PM
    >Subject: game design advice
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: _17
    >The level of education I've completed is: _Highschool
    >My occupation (if student, enter 'student') is: _Student
    >My game biz question is: _ What kind of schooling/degrees do most companies look for? What are the best schools for them?
    >Thank you for your time.
    >Ali

    Hi Ali, you asked:

    What kind of schooling/degrees do most companies look for?
    It depends, Ali. They look for art degrees from artists, computer degrees from programmers, law degrees from attorneys. What kind of career do you aspire to? Really can't help you without more specifics. Read FAQ 7. The FAQs are above left.

    What are the best schools for them?
    Oh, ones that are close to home, don't cost an arm and a leg, teach the courses they want to take, stuff like that. Read FAQs 25, 34, & 44.

    P.S. BTW, I recommend you read FAQ 24.18 too.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    The Ides of March, 2008


    Much verbosity accompanied by a vague question

    From: "Dave Nash"
    Sent: Saturday, March 15, 2008 2:53 PM
    Subject: games, degrees etc
    > hi,
    > I fall into the category of a person who worked a bit
    > in the games industry (just another head in a crowd)
    > and have entreprenerial ambition, have been working
    > freelance etc.
    >
    > I never finished my degree because I was suspended for
    > bad behaviour after i broke up with my ex-"girfriend"
    > about 4 years ago. I was on a computer science course
    > with a games flavor. I didn't get a working placcement
    > officially, but a friend did, and I was able to meet
    > his workmates and they eventually got me a contract in
    > the industry. I was treated quite badly at first-
    > taking low salaries and verbal abuse from the person
    > who contracted me. Later I was welcome to work in the
    > office on a second game, which was later published on
    > the ps2. I did a lot of the grunt work for the game,
    > was the person in the code team who was in the office
    > 9 till 5.
    >
    > My educational history is colorful - I started with
    > british A-levels in english, history and psychology
    > and finished them with good enough grades (considering
    > the fact that I, however i decided to change to
    > engineering. I earned a higher national diploma in
    > Engineering in the year 2000. This  is equivalent to
    > the first two years of a degree. Since then I went to
    > university, but did not do well because the social
    > life was too consuming - I had hopped over to
    > Theoretical  Physics (with experimental physics) and I
    > honestly beleive i would have worked on this if a
    > lecturer had not told me that there was no money in
    > physics - just my luck. In fact I had to quit to take
    > a year out for a hernia operation. I then went to a
    > course in scotland (computer science with a games
    > flavor) and never finished there either. What do you
    > suggest I do?
    >
    > I contacted the person who runs the office that I
    > worked for and he said that if I was thinking of a
    > start-up production company then he could give me some
    > tips and advice about how to get a publisher.
    >
    > My problem is that I then bumped into my olod
    > workmates and the guy who had originally contracted me
    > for a project started an arguement - resulting in my
    > getting thrown out of a flat in the middle of the
    > night in glasgow - real nice. I didn't even complain.
    >
    > Anyway the girl whos flat we stayed at may have
    > emailed you as well - her name  is jenster
    > (*********@hotmail.com). I am not emailing to say that
    > I think  you gave her the normal answer that says
    > "don't listen to the guy, hes a loser" - on the
    > contrary, i think other matters caused her to throw me
    > out when the arguement started, i am just ashamed of
    > them for allowing me to stay in the first place
    > because i travelled 500 miles just to see them. I
    > think she wanted to learn to program to escape her job
    > as a customer services rep - I think she would be
    > better with game design, because she has enthusiasm
    > with games and the sort of personality that does well
    > with a creative experience, i can't see why she wants
    > to do code, however I do believe she could program
    > well but from what I've seen of her coursework she's
    > got about 10 years to go (unless she gets a very good
    > tutor) before shes on the level.
    >
    > I should know better than to negotiate with people who
    > have to negotiate with other people further up the
    > chain.
    >
    > anway ... I think my best plan is arranging to do  my
    > final exams (farce that they are). I think I am going
    > to have to use your website as a reference for my
    > absolute neccesity of getting that degree - even
    > though I thought i didn;t need it.
    >
    > I have been to about 10 games interviews with no luck
    > in over 2 years since I finished my contract.
    > I thought that was all very interesting. I would like
    > to hear your advice.
    >  regards
    > david nash

    Hi David, you wrote:

    I would like
    > to hear your advice.
    My advice is that you only tell someone the bare minimum amount of story that is necessary in order to answer your question. And while you're at it, don't forget to ask a question.

    Oh wait, I just used my computer to search for the "?" symbol in your email, and I did find one:

    What do you
    > suggest I do?
    Before I try to see if I can figure out what it is you're asking (what do I suggest you do in order to accomplish what), first let me explain why I seem so dense - then I'll check out the paragraph containing that question.

    When I received your email, I started to read the first paragraph - it was all story. So I skipped down to the second paragraph and saw that was all story too. Then I hit Page Down, and saw that the story continued for another screen, and another, before I finally got to the end. I scanned the last paragraphs visible on the final screen of your email, looking for a question. All I found (using the cursory screening method described heretofore) was "I would like to hear your advice." It's the weekend, my advice is given for free, and I didn't feel like doing all that reading about details. I was hoping to get you to send me a Reader's Digest version.

    But anyway, now that I found a "?" in paragraph 3, I drop that previous plan and read paragraph 3. I see that you have pursued higher education in a start-and-stop manner, quitting sometimes because you weren't committed to it (to put it kindly), and once because of an injury. I also saw that an offhand and misguided remark caused you to stop studying something that maybe you had some passion for, I don't know - because you chose to tell me all sorts of things except the things I need to know. (Note: because of the excessive verbosity, I've chosen not to read your entire email.)

    I suggest you think long and hard about what it is you want to do in life. Maybe you're older and wiser now, I don't know - because you chose not to tell me the things I ask all posters to tell me about themselves, at the top of this bulletin board.

    I suggest that you think long and honestly about what it is you're good at and passionate about. I recommend you read FAQs 40, 37, & 7 for starters. After you've done that reading and thinking, if you still have a question I can help you with, you're welcome to try again. But keep it short and concise, and tell me your age and present occupation (I already got the education thing loud and clear), and give me a clear question. FAQ 65 can help you with that - after you've done that soul-searching and reading and when you have further questions.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    The Ides of March, 2008


    Simplicity: good or bad?

    >From: Hélder Gomes
    >Sent: Thursday, March 13, 2008 3:35 PM
    >Subject: Simple games suck?
    >I was discussing here with another worker, and the discussion was around this:
    >
    >We are creating a puzzle game (I will not post a link or anything because I do not know if this would be "free ad" or something awlful like that), the objective the game is to topple dominoes on a level, solving all the gaps between them while moving objects around (I can not be more detailed or I will cross the NDA limits, I only said what is already annouced).
    >
    >And the problem that arised is: There are few actions that we see that a player can do, and few results of those actions, that is:
    >The player can move objects around, and a dominoe can only knock or not knock the next dominoe, this is good, this is bad?
    >
    >I argued that I like this simplicity (altough my own next game will be rather complex), in Tetris you can only move pieces around, and place them in the pile, and the pile can get or not line cleared. Or in chess where each piece have its own moves, and you move around each turn according to each piece rule (that just remembered me a trading card game were each card have its own rule).
    >
    >And the other person argued that simple games are easy to be boring, and that games where you can do thousands of actions are much more fun (like GTA or Ultima Online)
    >
    >So, there are a better way? We can balance the things? What are your toughts on that, the minimalism and the maximalism of gameplay possibilities, the question always around Ikaruga (minimalist) and Radiant Silvergun (maximalist) ?

    Héllo Hélder,
    You've touched on one of my core beliefs, amigo. I absolutely and fervently believe that simplicity is the soul of a good game.
    Yes, it's true that simplicity can be boring, but that just means it's the designer's job to make sure that it isn't. And how you make sure it isn't boring is what makes the designer's job so much fun.
    Complexities can be added in, but in layers. You've played Q*bert, right? Very simple game, but as you move up through the levels, they add one complication at a time, until by the time you're in very high levels, the player is operating on multiple "levels" while playing, and by the time you get up there, it's not as simple as it was in the beginning.
    Good luck with your game, Hélder!
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 13, 2008


    Got idea... Now what? (Part 3)

    From: "Mark Thomas"
    Sent: Wednesday, March 12, 2008 2:11 PM
    Subject: Re: game idea
    > Also, one thing I forgot to mention in the last email, the video game
    > idea we have can be used at the primary-secondary school level or at
    > home as an entertainment game.  The entertainment game and the
    > educational game would slightly differ.  This idea allows our game to
    > appeal to many diff. people, in many different environments or settings.
    > There is a huge need for reading improvement nationwide, and the video
    > game industry is always looking for fresh ideas.  Thanks again for
    > listening!
    > Mark Thomas

    You really don't need to try to sell me on your idea, Mark. All ideas are wonderful. And at the same time, all ideas are worthless. As I wrote in FAQs 1 & 31. To me, this is a business. Somebody comes to me wanting me to work on a project? And he has money? Fine. I don't need to be convinced that it's the greatest thing since the invention of the computer chip. [/Retroactive rant]
    You wrote:

    the video
    > game industry is always looking for fresh ideas.
    Not really. See, in your first email you said the industry is totally closed to fresh ideas. Now you're saying they're totally open to them. The truth of the matter lies somewhere in between those two extremes. That's why the process I outlined in FAQ 21 isn't easy.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 12, 2008


    Got idea... Now what, part 2

    From: "Mark Thomas"
    Sent: Wednesday, March 12, 2008 1:38 PM
    Subject: Re: game idea
    > that is a big help, thank you very much....i'll probably be in touch
    > with you again sometime soon...if i can ever help you for whatever
    > reason on a education related question, let me know!......the "gaming"
    > idea was a video game that ties reading into video games, but a fun one
    > that kids (elem-high school) would want to play.....i know that it
    > sounds like vsmile or leapster, but its different, and we feel, more
    > effective and fun.....thanks again....have a great day!
    > mark Thomas

    You're welcome, Mark. Let me know how it goes.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 12, 2008


    Got idea... Now what?

    >From: "Mark Thomas"
    >Sent: Wednesday, March 12, 2008 11:26 AM
    >Subject: game idea
    >Hi....My co-worker and I are examples of a few of your excerpts on your
    >website.  We have come up with an idea for gaming that is educational
    >related (we are both teachers).  We have done research on this, and have
    >not seen anything like this.  Since we are teachers, not game designers
    >or in the gaming business, who do we go to for help?  Do we hire someone
    >out of college with computer design knowedge to create our vision?
    >Since no large company will hear us out, what's the next step in making
    >this vision a reality?  We are not necessarily looking into creating or starting  a
    >gaming company, so how do we go about getting the game or gaming idea
    >developed?....Thank you very much for your time!
    >Mark Thomas

    Hi Mark,
    First, to make sure I cover everything, I'll answer specific points you raised in your email. Then I'll give you the rest of your answer.

    We have come up with an idea for gaming
    You mean "an idea for a game"? Because as I've been saying a lot lately, "gaming" means the gambling/casino business.

    that is educational related
    Not sure what you're saying - would your game, if carried to fruition, be sold as an educational product rather than entertainment product? ("Edutainment" products are typically sold through consumer-oriented channels - I don't know how many of those are sold as educational materials.) It makes a huge difference to your business plan (more on that below).

    We have done research on this, and have
    >not seen anything like this.
    I assume by "this" you mean your concept, your game idea.

    Do we hire someone
    >out of college with computer design knowedge to create our vision?
    You're saying you want to hire someone cheap, I gather. That'll save you money, but you get what you pay for. You can research game developers on Gamasutra.com - click the Companies tab. And if your intent is to produce it yourself (manage the project yourself), I recommend you buy the books Introduction to Game Development and The Game Production Handbook. I wrote the chapter on production in the former, and the author of the latter is a former associate producer of mine. You should also find my 2006 Serious Games Summit talk, "How To Find And Work With The Right Studio For Your Serious Game Project" - even if your game doesn't exactly qualify as a "serious game," the same principles apply. Read about the talk at http://seriousgamessource.com/features/feature_111706_sgsdc_1.php. You can download the Powerpoint slides at http://www.seriousgamessummit.com/conference/proceedings.htm or https://www.cmpevents.com/GDsg06/a.asp?option=C&V=1&PV=2. And read FAQ 42 here on this site (see FAQ links above left).

    Since no large company will hear us out
    I don't know where you got that idea! It's not impossible. But of course I don't know what kind of company you want to pitch your concept to. More on this below.

    how do we go about getting the game or gaming idea developed?
    Simple. With money. And this question leads into the main point.

    So the first thing you and your partner have to do is work out your business plan. Work it backwards. Once the game is fully programmed and tested, what's the business model by which you'll be making money from it (assuming that's your intent)? Identify the businesses you'd be selling the game through. You don't want to become a game publisher competing with EA and Activision for shelf space at Walmart and Best Buy - trust me.

    If you intend to self-publish, read FAQ 60. Otherwise, you need to get a publisher to take your completed product and run with it. As you can see in FAQs 11, 21, & 35, that's a lot easier to do once you have a finished product in hand. And of course you need to pitch to the right companies - the publisher of "Saints Row" might not be interested in an edutainment product, but there are other publishers besides that one. You have to do your research.

    So once you know the back end of your business plan, now you have to make a business plan for the front end - getting the game built. You have to write a GDD, or at least document as much as you can what exactly you want built. While doing that, you can research game developers as mentioned before. My FAQ 62 might help you understand more about the finances of your project. I assume you aren't intending to build a triple-A-quality console game or a Massively Multiplayer Online Game (MMOG). So your game could well fall below the one million dollar mark - but it all depends on what it is you've designed. The bulk of the cost in any game is the programming. The second most expensive facet is the creation of the art assets.

    Once you've gotten a good idea of the cost (you might need to obtain bids from developers), and have analyzed your profit potential, you can seek a business loan to fund the project. And off you go!

    That ought to be enough food for thought to get you started. Get those books, and get a book on writing business plans, start documenting your game concept in as much detail as you can. See FAQs 2 & 13 - but don't worry if you can't write a full GDD. Your developer can finish it, once they have a good understanding of what you want.

    And thanks so much for being a grownup, asking a meaty business question. My inbox was inundated by high school kids this morning! (^_^)
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 12, 2008


    A third high schooler asking the same questions shortly after the first two (and from the same school as another high schooler day before yesterday, and this makes five high schoolers in the past 5 days) - go figure the odds!

    >From: brent kkia - elfboywonder®yahoo
    >X-Originating-IP: [206.190.48.110]
    >To: tomster®Sloperama
    >Sent: Wednesday, March 12, 2008 8:36 AM
    >Subject: Game Designer
    >Dear Tomster.
    > I am a Junior at █████████ High school, and I was hoping you could answer a few questions. I am Greatly Interested in becoming a Game designer of some sort, so I decided to Take the Game Designing course in High School to help ease my way into the booming industry. A few questions I have are: What is the posability of getting a job in the future for game designing, what are a few good classes to take in collage, and lastly what are some good hobbies to pick up for the industry? I would love to have these questions answered as playing video games has always been a hobby of mine, and I could like to contribute to the industry more then just being a gamer.
    >-Brent Haglund

    Hey Brent, you asked:

    I am Greatly Interested in becoming a Game designer of some sort
    What a mysterious comment. How many kinds of game designer are there?

    What is the posability [sic]
    "Posability" would be the ability to pose, or to be posed. Like those wooden humanlike figures art students use, or an action figure like you probably used to play with. Of course you meant "possibility." Better work on your spelling! (^_^) Game designers have to be gud spelers. [jk]

    of getting a job in ... game designing
    It depends entirely on you. See the other red posts below, and read all the FAQs I told those guys (classmates of yours?) to read. The job of "game designer" is very much sought after, and you'll have a lot of competition.

    what are a few good classes to take in collage [sic]
    As I told Chrisjake Hedethornmarkton a couple hours ago, read FAQ 3.

    what are some good hobbies to pick up for the industry?
    You should see a lot of movies, read a lot of fiction books (Sherlock Holmes, Harry Potter, James Bond, Clive Cussler, Agatha Christie - it doesn't matter, just read a lot of great stories), read comic books. Go hiking, camping, tell stories around a campfire. Play board games and card games - heck, design board games and card games (see FAQs 20 & 38). Get involved in martial arts, ping-pong, bowling, Frisbee, yo-yo, juggling... Get involved in acting or comedy. Learn to play a musical instrument, learn to dance. That's a cool question. Nobody ever asked me that one before!

    █████████ High school
    So I assume you know Jaymes Berg. By any chance, do you also know Chrisjake Hedethornmarkton and Michelle Sutheren? Are you all in the same class? It's just too highly coincidental to get five high schoolers asking me the same questions all in the same week, two of them using the same computer, two of them in the same school, all of them emailing me at my "tomster" address, and none of them ever having read any of my articles or seeing this bulletin board before writing me. Would you do me a favor and ask your teacher to contact me? I'd like to have an offline conversation with him or her, so that the next █████████ student will get the most out of the career assignment.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 13, 2008


    Two high schoolers asking identical questions from the same computer, two minutes apart. Wow, talk about coincidence!

    >From: chris thornton - homsar2008®hotmail
    >X-Originating-IP: [204.72.116.12]
    >To: tomster®Sloperama
    >Sent: Wednesday, March 12, 2008 6:07 AM
    >Subject: job requirements
    >hello my name is Chris Thornton. i am writing a paper for a school report and i have a few questions. first what are the requirements for employment in game design  and also  what kind of schooling you have to take in order to get meet these requirements.  also what colleges would you  recommend for this type of schooling. and finally i was wondering what some of your hobbies are. thank you for your time and i hope o get a reply soon.

    >From: jake hedemark - satanix18®hotmail
    >X-Originating-IP: [204.72.116.12]
    >To: tomster®Sloperama
    >Sent: Wednesday, March 12, 2008 6:09 AM
    >Subject: Game Design
    >Hi my name is Jake Hedemark and I'm doing a paper on game design. was wondering if you could answer a couple of questions for me such as, What is the employment like in the game design field and what requirements do you need in order to get a job in that field, What kind of education do you need in order to be successful in this career, how many years you need of college to get a good job in the game design career, and what kind of hobbies do you have?

    Hi Chrisjake Hedethornmarkton, you wrote:

    first what are the requirements for employment in game design
    Okay, so your question is about game design - not game programming (FAQ 15) or 3D game graphics or game audio (FAQ 53) or Q.A. (FAQ 5) or game producing (FAQ 42) or game writing (FAQ 32). The requirements for the game design position are:

  • Experience at a previous game industry job (you must already understand the workings of the game biz);
  • At least a 4-year college degree (a bachelors, not an associates) in anything (I'm serious, it doesn't matter what);
  • Better written communication skills than you have exhibited, Chris. Note how Jake capitalizes the first word of every sentence and how he always capitalizes the pronoun "I"?

    what kind of schooling you have to take in order to get meet [sic] these [game design job] requirements.
    Read FAQ 3 (see the Frequently Asked Question links, above left).

    what colleges would you  recommend
    Read FAQs 44, 34, & 25.

    i was wondering what some of your hobbies are.
    Hiking and mah-jongg.

    From: jake hedemark - satanix18
    Read FAQ 24.18, Jake.

    What is the employment [sic] like in the game design field
    Read FAQs 14 & 37.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 12, 2008


    Casual games as a breeding ground for new developers - is it endangered?

    >From: Hélder Gomes
    >Sent: Tuesday, March 11, 2008 4:21 PM
    >Subject: Indies, studios and casual games
    >After reading many Gamasutra news and articles around, and some news in other sites, I suddenly started to think about this...
    >Many of the currently sucefull indies are indies that made casual games (I mean, games that are not a Crysis, or a The Sims, that altough is made to reach casual gamers, is a somewhat big game to the developer point of view), and now some studios (EA is the biggest example with the EA Casual division) are now also venturing in this market, so, this will drive indies even more out of the way, or this will increase the "casual boom" and open new opotunities, what do you think?
    >Btw: Myself, I think that the "takeover" of the casual market by huge companies is at least dangerous to the indie developers community.
    >Also you mentioned that you do not help with resumes people that are not your students, are you a teacher?

    Héllo, Hélder! You wrote:

    what do you think?
    There's a very good reason why casual games, mobile games, and handheld games are NOT an endangered breeding ground for new developers - scale. These sorts of games require less time, fewer people, and lower cost than big triple-A console and PC games. Because they're lower cost, they're lower risk. The big publishers who want to be in the business of casual games, mobile games, and handheld games don't necessarily develop them internally - usually they go to an external team. They usually want someone who's got experience doing this, but because it's low cost, new companies can more easily get started and make their own games to build a portfolio. So I wouldn't worry if I was you! (^_^)

    are you a teacher?
    Yes. Above left you'll see a black and yellow banner. If you put your cursor on it and do not click, a pop-up will tell you more. Click the banner, and you'll go to the page describing my course.

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 11, 2008


    Questions about getting a game job

    From: jayberg11
    X-Originating-IP: [66.133.183.226]
    Sent: Tuesday, March 11, 2008 9:10 AM
    Subject: Employment questions
    >  Hi
    > My name is Jaymes Berg,
    >     I am a current student at █████████ High School in Minnesota. I'm 
    >  currently looking into entering the gaming industry as a career 
    > reguarding programing or level design or something in the general 
    > area, and was wondering if you or someone in the field could answer 
    > some  questions for me, first off.  Education, could you tell  me 
    > maybe what classes you took as a high school student and also in 
    > college which i will be attending soon, to help you get involved or 
    > make finding a job easier, and also  Was it hard to find a job. i have 
    > hered that its almost impossible to find a job in the field,  But if i 
    > were to get a job, what is the wages like, and how is the work, what 
    > are your hours like, and is designing video games everything its said 
    > to be?
    >      well these are just some small questions thanks for taking the 
    > time to read me e-mail and thanks for any responce i may recieve
    >   Thanks
    > Jaymes Berg

    Hi Jaymes, you wrote:

    looking into entering the gaming industry
    You mean "games" - the "gaming" industry is the casino business. Gambling, poker, roulette, slot machines.

    programing [sic] or level design ... and was wondering if you ... could answer some  questions for me,
    Just look at this board. That's what I do!

    what classes you took as a high school student
    The most useful class I took in high school (beyond the English, math, physics, and even French) was Typing. Mind you, video games didn't exist yet. And computers were things we heard about on the Twilight Zone, not something every home and school and business had. And I was one of only two or three boys in the class - it was almost all girls, in case they needed to know typing to get a secretary job or something.

    But seriously, knowing what classes I took in high school has almost no value to you. What you need to know is what classes you ought to be taking. And the answer will surprise you. Because my advice is you take any classes you want to.

    My FAQ 3 (see links above left) is geared toward aspiring game designers (not aspiring programmers or level designers), but the guiding advice is FAQ 40. "Follow your personal yellow brick road."

    I haven't written an article about Level Design yet, but if you're interested in a game programming career, read FAQ 15.

    Was it hard [for you] to find a job.
    Dude, you're asking all the wrong questions. I stumbled into the job accidentally, thinking I was going to work in movies, then working in toys instead, and accidentally becoming a game designer. The way I did it was by following my personal yellow brick road. As I wrote in articles 18 & 19.

    As for the question you meant to ask, yes, it'll probably be hard for you to find a job. Read FAQs 26, 24, & 27.

    if i 
    > were to get a job, what is [sic] the wages like, and how is the work, what 
    > are your hours like, and is designing video games everything its [sic] said 
    > to be?
    Read FAQs 14, 15, & 37.

    Jaymes, read any of my articles whose titles sound like they might answer questions you might have. Then if you still have questions, ask me and I'll answer here. Standing by until then...

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 11, 2008


    Looking for information about breaking into the video game design industry

    >From: Mic Sut
    >X-Originating-IP: [216.252.100.57]
    >Sent: Monday, March 10, 2008 11:55 AM
    >Subject: Video Game Design question
    >Dear Tom Sloper,
    > My name is Michelle Sutheren and I have an interest in pursuing video game design.  3 years ago I was diagnosed with Hodgkin lymphoma, a rare type of cancer with a fairly high survival rate.  I am graduating from high school a year early this year and I am looking into breaking into the video game design industry, but I am looking for some input from successful video game designers as to the employment rate and outlook for employment, the education needed to land a good job (possibly some college reccomendations) and any co-curricular hobbies that would help me out with this career.
    >Thank you in advance for your response :)
    >-Michelle

    Hi Michelle,
    I'm sorry to hear about your diagnosis, but it sounds like you're encouraged as to the prognosis. Wish you all the best at getting through that and coming out alive and healthy at the other end. But I don't know what that has to do with the question you're asking (I don't see how it would affect my answer).
    Since you're planning to pursue game design, you should read FAQs 3, 12, 25, 34, & 44 (above left). But you also need a plan for your entry pathway. Lots of folks break in through Q.A. (read FAQ 5) or Level Design (I haven't written an article on that yet). You should also read a lot of my other articles here (like #s 14, 28, & 37), and the Breaking In articles on IGDA.org (see links in the FAQs or in my Game Biz Links page).
    Standing by for follow-up questions anytime.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 10, 2008


    Résumé advice request

    >From: Adrien David (EMP) soulsndrakes.com
    >Sent: Monday, March 10, 2008 11:08 AM
    >Subject: Advises on my resume
    >Hello Tom,
    >I'm giving a try on doing a resume in an american format. Would you mind giving an eye to it and telling me what you think should be changed / improved ?
    >Thank you in advance.
    >Adrien David.

    Hi Adrien,
    Sorry, but that's one of the things I don't do (see above), except for my students. I'm sure you can find helpful souls (and maybe drakes too) on the IGDA or GameDev newbies forums.
    BTW, the word "advice" is never pluralized. Good luck!
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 10, 2008


    Give me my bottom line. Hey, did you know my friend... part 2

    >From: Wally
    >Sent: Friday, March 07, 2008 5:28 AM
    >Subject: Follow up to questions
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: _45   
    >The level of education I've completed is: _Bach degree
    >My occupation (if student, enter 'student') is: _ Master Scheduler
    >My game biz question is: _I wanted to follow up on a couple of things from your previous response, first of all, good morning, or afternoon, or evening, I hope your day is or was great, now onto the game stuff.  I did see in your lesson 20 that the magic price point is 19.99 (below is cheap above too high).  I will re evaluate my selling price to see If I can make that work and still make enough profit to make this venture worth while.  As for the internet, I will have a web page for the game (I already own the domain and am working with a programmer) and I will also get the game listed for sale on pages such as Ebay and any other webpages that I can.  Do any of the other lessons you have written deal with specific info on board games? 

    >I did very much enjoy and appreciate the bug on your web page.  I am in Oklahoma and it has been very cold this winter.  When I thought there was a bug crawling on my screen, it made me realize that spring is just around the corner and that as Annie would sing "The Sun will Come up Tomorrow".
    >After getting you response I did hum "it's a small world" because you are right; it is a small world just to know someone that went to school where you did.
    >Thanks,
    >Wally

    Hi Wally, you wrote:

    I will re evaluate my selling price...
    Good idea. If you can't make that a profit at that price, then it's no shame to drop the business idea.

    I will have a web page for the game... and I will also [offer it for sale] ... on pages such as Ebay and any other webpages that I can.
    I think that will be very slow to take off that way, unless you have a good plan for making your own web page very visible. In my opinion, you'll also need to get the game placed in some stores. And I can't tell you how to do that.

    Do any of the other lessons you have written deal with specific info on board games? 
    Just very brief mentions in FAQs 38 & 60 and maybe also the Game Biz Links. At the bottom of FAQ 20, did you follow all the links too? TGIF is still highly recommended.

    I did very much enjoy and appreciate the bug on your web page... I thought there was a bug crawling on my screen
    Ah! How fun. (^_^)

    it made me realize that spring is just around the corner and that as Annie would sing "The Sun will Come up Tomorrow".
    >After getting you response I did hum "it's a small world"
    You sound like a very happy fellow. All that singing is good for the soul! I sang along with the radio yesterday, it felt good. (^_^)

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 7, 2008


    Give me my bottom line. Hey, did you know my friend when you were in college?

    >From: Wally
    >Sent: Monday, March 03, 2008 5:28 PM
    >Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: _45
    >The level of education I've completed is: _BS Industrial Operations Management NEOSU
    >My occupation (if student, enter 'student') is: _Master Scheduler
    >My game biz question is: _I have a board game that is testing great.  I have had a patent search done and it appears that it is clear to patent.  I am talking with an artist / graphic designer this week.  I want to self publish (at least to start) with 500 games and sell ($29.99) on the internet.  In your opinion, can I do this with an investment of between 10 and 12K dollars?  If not, what kind of investment am I looking at?  The game will have a board, about 75 cards, two dice, 6 tokens, and a timing device.  I was not successful in finding this info on your web page (which is filled with great info).  By the way, the bug on your screen got me.  I was excited that Spring was just around the corner.
    >Wally

    >From: Wally
    >Sent: Monday, March 03, 2008 5:46 PM
    >Subject: State University of New York, Fredonia, New York: B.A., Speech & Drama
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: _45
    >The level of education I've completed is: _BS
    >My occupation (if student, enter 'student') is: _Master Scheduler
    >My game biz question is: _Not really a game question, but wondering if we might have a mutual friend.  I saw on your resume that you went to school at the above.  I had a very good friend that went to school there in the 80's and majored in music with an emphasis on trumpet.  His name is Wade Weast.  He went on to Julliard School of Music to get his Doctorate and now I believe is a professional player and instructor at a school in Florida.  The trumpet teacher at the time my friend was there was Grant (don't remember last name).  If it turns out you know him, I will be singing that Disney song "Its a Small World".
    >Wally

    Hi Wally, you wrote:

    I want to self publish (at least to start) with 500 games
    I think I heard somewhere that the usual best number (the one that gets you the best cost) is more like 1,000 units.

    and sell ($29.99)
    Oh... see what I wrote about the "magic price point" in FAQ 20 (links above left).

    on the internet.
    So you're going to do what, create a website that features your game? That costs money. Or do you mean auctioning them on eBay? Not sure what your plan is here.

    In your opinion, can I do this with an investment of between 10 and 12K dollars?  If not, what kind of investment am I looking at?
    I have no idea, Wally. You have to write a business plan. This is going to take some research and work on your part (not mine - I can't write your business plan for you and post it here for you). I wrote a business plan, once. I went to the bookstore and got a couple of books. My finished plan got high marks from the SBA and the bank loan officers I showed it to. But I haven't written an entire "how-to" article on that subject - I did describe the basics, though: FAQ 29 (links above left).

    The game will have a board, about 75 cards, two dice, 6 tokens, and a timing device.
    Good. So if you contact some of the vendors whose links I gave at the bottom of FAQ 20, you have a foundation to start from. They'll likely present you with various options. I gather that you want to go the low-cost route.

    I was not successful in finding this info on your web page
    Not sure which page you looked at (there are a lot of them here).

    (which is filled with great info). 
    Why, thank you!

    By the way, the bug on your screen got me. 
    Got you. I guess that means you appreciated it.

    I was excited that Spring was just around the corner.
    ?

    I had a very good friend that went to school there in the 80's
    Then I don't know him, sorry!

    The trumpet teacher at the time my friend was there was Grant (don't remember last name)
    Doesn't ring a bell. I never took any trumpet classes in college.

    If it turns out you know him,
    Not sure if you mean your friend or his trumpet teacher...

    I will be singing that Disney song "Its a Small World".
    Go ahead and sing it! It's amazingly coincidental enough, that you even know somebody who matriculated at my alma mater. "It's a small world after all..." [repeat ad infinitum]

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    3/3/2008


    Frequently Asked Question #50

    From: jo13sue©aol:com
    To: GD©Sloperama:com
    Subject:
    Sent: Monday, March 03, 2008 11:54 AM
    >can a person still get a good job in the game industry if that person only has an associates degree in multimedia design instead of a bachelors degree?

    Hello Jo Sue,
    Yes. Anything is possible. But here are some questions you didn't ask:

    Would it likely be hard to get a good game job with an Associates rather than a Bachelors?
    Would it likely be hard to get a good game job if my application email doesn't use capital letters at the beginning of every sentence, since my application email effectively serves as my cover letter?
    Would it likely be hard to get a good game job if my application email doesn't have a subject line?
    Would it likely be hard to get a good game job if my application email isn't signed with my name at the bottom?

    If you should care to ask one of those, or any other questions, I'm always here. Good questions (better ones than the one you asked today) will get you really good answers, I promise. When asking further questions, please include the following information, to ensure that I give you the best advice for your particular situation: your age, your current level of education, your current occupation, and your career objective (which game job you hope to achieve after college).
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    March 3, 2008


    Where can I get a quick primer on the programming tools, part 2

    From: <pelham©playnaissance:com>
    Sent: Friday, February 29, 2008 6:02 PM
    Subject: Re: The Games Game - Question
    > TY Tom.  Will do as you suggest.
    > Have a great weekend!
    > PM
    > Sent from my BlackBerry device on the Rogers Wireless Network

    YW, Pelham.
    Sent from my desktop here at home in Los Angeles.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    Leap Year Day, 2008


    Where can I get a quick primer on the programming tools currently used in the industry?

    From: <do_no_reply©igda,org>
    Sent: Friday, February 29, 2008 1:39 PM
    Subject: The Games Game - Question
    >A Games Game question has been submitted.
    > Here are the details:
    > Name: Pelham Moore
    > Email: Pelham©playnaissance,com
    > Question:
    > Hey TOM,
    > How can an analog creative (2D games, AD-Print, Web-Page design, etc.) get a quick primer of the programming tools currently used in the industry?
    > Please give me some hope!
    > PM

    Hello Pelham,
    Although you intended me to write a "The Games Game" column to answer your question on the IGDA website, the question, sadly, is not very good column fodder -- so I'm replying here instead of in the column. You asked:

    How can [anyone] get a quick primer [on] the programming tools currently used in the industry?
    By reading FAQs. These, for instance:

    • The IGDA's "career paths" FAQs;
    • The IGDA's "Programming & Technology" forum at IGDA.org - IGDA Forums > SIGs and Game Dev Topics > Programming & Technology;
    • The GameDev.net programming forum FAQs...
    • And of course, the FAQs here on my site, specifically FAQs 15 & 56 (links above left). Not being a programmer myself, I have very little info on programming to offer anybody.

    Please give me some hope!
    Hope of what?? Hope of being able to search for and find information on the Internet? Hope of being able to follow and read the links now that I've given some to you? I don't know what kind of "hope" you are looking for. Seriously, dude - you just needed to look around while you were on the IGDA website. You found out how to ask a columnist a question. Why couldn't you find the forums and the Breaking In page? I don't think you looked very hard. One last link for you. I just learned of this one today:

    • "Teach Yourself Programming in Ten Years", by Peter Norvig, who asks "Why is everyone in such a rush?" I don't know how "quick" a primer you will find (it could well take several hours' worth of reading to get a reasonable answer to what it is you're trying to learn).

    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    Leap Year Day, 2008


    I own valuable Intellectual Property - part 2

    From: Great Dame
    Sent: Friday, February 29, 2008 4:01 PM
    Subject: Re: Internet Gaming Idea and where to go
    >Wow Tom
    >You are a barrel of information and a great resource to keep at hand. Thank you so much. WOW - I don't think "complicated" is strong enough a word. As the popularity of my league and that of other leagues grows, Item 2 is continually in progress.  Item 1 is of greater interest.  Do you qualify in that parameter?  Is that part of the Sloperama work scope?  Possibly you could send me in the direction of a preferred, "no bulls███" (sorry, too strong a word?) kind of establishment in the realm of licensing agencies.  
    >Again - Thank you for all of the information so far....
    >Maria F███

    Hello Maria,
    You are on your own in finding licensing agencies. But the Internet makes things so easy these days!
    Good luck
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    Leap Year Day, 2008


    i want 2 test 4 u, part 2

    >From: Michael stancil
    >Sent: Friday, February 29, 2008 11:20 AM
    >Subject: Ur Interests
    >Dear Sir,Thank u for your concern,For the most days my life is basically normal,I just have alot of time on my hands.That was the bases for my inquiry on game testing.I dont need the money,I just wanted to do it for the sake and benefit of having something to do.I enjoy playing games and finding everything i can in the game while i play them.I like the bioware series of Baulders Gate and all the games that come after it Baulders Gate II,(Shadows of Amn),Icewind,Neverwinter Nights,etc...I lost them after my divorce I had alot of software and games,consoles but it can be gotten again.I just inquired about the Game Tester to see where to start because i enjoy it very much and was'nt really interested in the money,that i have,Just want to try to get into doing it and it also eases my mind playing games that is why i play them,i dont have 50 million things going through it at once,while i am playing them.I just wanted to Thank You for your advice and concern,God Bless You and Your Family in that Regards, Your Friend Michael Stancil 

    Hi Michael,
    OK, I see now. Sorry that I don't have any needs for anyone to test anything for me. Did you read the FAQs? Beta testing is something you can get involved in, but it's catch-as-catch-can, and you'd have to be out there, visible to the game publishers, and I can't tell you how to do that. Good luck!
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    Leap Year Day, 2008


    I own valuable Intellectual Property - how do I leverage that into video games?

    >From: Great Dame
    >Sent: Thursday, February 28, 2008 11:09 AM
    >Subject: Internet Gaming Idea and where to go
    >Hello Tom
    >Did some internet searching and came upon your available services. Am wondering if you can enlighten me in getting a video game idea from idea stage to product stage.  I own a sport league that I believe to be unique, however, growing increasingly in popularity and thought an internet video game with rights to future home video game could be profitable for my league.  Is there a place to start?  Should I copyright the idea and then go from there?  Any pointers, websites or whatever would be of great help to me.  Please let me know if you can offer guidance, assistance or resources.
    >Thank you
    >Maria F███

    Hi Maria,
    If you own Intellectual Property ("IP") of great value, there are two ways people in your situation usually leverage it into video games:
    When the IP is hugely visible and clearly lends itself to a video game, the video game publishers will come banging on your door, falling all over themselves (and each other) to license it. Otherwise...
    When the IP is new or not yet proven or not yet widely known, then you have to either:
    Get a licensing agency to represent your IP, or...
    Put that idea on hold for now, work like heck to build up your IP's value, then get a licensing agency on the case.
    Okay, there's also a 3rd way to go (apparently I lied when I said there were 2). You put together the capital yourself (between $100,000 and $10M, depending on the platform, distribution method, and quality level) and get it made into a game, then pitch the game around to game publishers.

    Hope that clarifies things. I was kinda shooting a shotgun in the dark there.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    February 28, 2008


    i want 2 test 4 u

    >From: Michael stancil
    >Sent: Thursday, February 28, 2008 2:08 PM
    >Subject: Help Wanted (TESTER)
    >Dear Sir,My name is Michael Stancil, I am 36 year old Disabled Veteran.I have alot of time on my hands, due to the ffact of being disabled,i am not in a wheelchair or mentally disabled.I am very interested in getting into being a game tester,but dont know actually how to start or where.I play different games and have played various games on pc,playstation,x-box etc.My son and i play x-box and buy all kinds of games and play them until they are beaten which usually dont take us long.I would very much like to hear your input or whatever info u could provide or a job testing them for u and giving u my input etc.U can contact me at ███████████@yahoo.com and i will respond back to u. Thank You Michael Stancil

    Hi Michael,
    Understand that I don't know what your disability is, and I am sympathetic with your plight. But I hope you are able to commute to a daily job - because "home-testing" for pay is (as I told Dan Ko on Feb. 23, below) extremely rare and unusual. Please read FAQ 5 to learn what's involved in the job of game testing. FAQs 24, 27, & 4 exist to help explain the jobhunting process. My Game Biz Links page (above left) can be used to research and find game companies in your area.
    Best wishes to you and your family.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    February 28, 2008


    Got some design questions 4 ya

    >From: JFleisch318
    >Sent: Sunday, February 24, 2008 11:12 AM
    >Subject: Questions for the ol GD BB
    >Hey Tom!
    >First I'd like to say that I just recently discovered your site and promptly devoured all of your articles (after reading them, of course.) As a college student about to graduate and try to break in the industry, your insights will prove to be very useful in the near future.  If it helps to answer some of the following questions, I am a Game Designer at the core, but have a lot of experience (not professional-level obviously) with programming and art for games.

    >Let's get to the questions then.  I have a game that I've been designing for close to 2 years now.  It's a very deep and complex action-RPG, and being so requires a whole lot of design and concept work.  It is my "baby" and I absolutely LOVE to work on it... I'm constantly thinking about it even.  I fear that if I devote my entire time to it's design I might miss out on making some smaller, simpler projects. Should I put my big game on hold and work on getting some "completed" projects?  Which is more impressive, a very well thought out and organized GDD for a complex game, or a complete, but simple, game? Keep in mind that my goals are to become a game designer or producer.

    >Another question I have is for GDDs.. How much "number work" should be in a GDD? For instance,
    >"Shadow Grunt: 50 hp, 5 strength, 4 defense" or .. "Shadow Grunt has average HP, high strength, and moderate defense for creatures of the same level." Or both? And is the designer responsible for creating formulae to be used in the game?

    >Thanks in advance for your advice. I'm so glad there are such experienced game devs that are willing to impart their wisdom to the next generation of game creators!
    >- Jason Fleischman
    >Orlando, FL (UCF Digital Interactive Systems degree)

    Hi Jason, you said you...

    promptly devoured all of your articles (after reading them, of course.)
    Funny. (^_^)

    have a lot of experience (not professional-level obviously)
    Then don't use the word "experience." See my October 2006 IGDA column (http://www.igda.org/games-game - click Archives).

    I have a game that I've been designing for close to 2 years now... a whole lot of design and concept work. Should I put my big game on hold and work on getting some "completed" projects?
    Um, yeah. I would say 2 years is long enough to work on one idea. Time to prove (not only to others but to yourself) that you can get other ideas too. No portfolio can be good that includes just one project.

    Which is more impressive, a very well thought out and organized GDD for a complex game, or a complete, but simple, game?
    A classic two-choices question, to which (in this case) the answer is: don't do either of those things. There are other choices besides those two!

    Keep in mind that my goals are to become a game designer or producer.
    Then what's your planned entry pathway? Because neither of those has an inherent entry-level pathway.

    How much "number work" should be in a GDD? For instance,
    >"Shadow Grunt: 50 hp, 5 strength, 4 defense"
    All of it. It should be in there, and the GDD also has to say that the programming team should make these values easily changeable. A table that the designer can edit on the fly would be ideal.

    or .. "Shadow Grunt has average HP, high strength, and moderate defense
    No, that's a copout. Don't you think?

    is the designer responsible for creating formulae to be used in the game?
    Depends on the strengths of the individuals involved. If the designer is capable of creating those, that's great (otherwise, a programmer will have to). If the programmer wants to create that, that's fine too (then the designer can leave it to him, which makes the programmer feel more "ownership" of part of the creative process).

    Come on back with more questions anytime.
    Tom Sloper  /   トム·スローパー   /   탐 슬로퍼   /   湯姆 斯洛珀
    Los Angeles, California, USA
    February 24, 2008


    CLICK HERE to read older Q&A postings!