How can I maintain a good team morale and cohesion?
>From: Samuel
>Sent: Saturday, April 25, 2009 7:41:14 AM
>Subject: Game Industry Q+A
>My approximate age is: 19
>The level of education I've completed is: Close to Bachelors in Game Development
>My occupation is: Student
>The type of game job I aspire to is: Programmer/Designer
>A little background:
>Hello Tom, my name is Samuel, we met at GDC (one of the "good questions"). I'm a game development student at Full Sail University. The core of the program is game programming, but they encourage design centered production. I'm in my final project class where they put us in groups of 5 or 6 and they give us 5 months to design, plan and produce a game demo to show to our prospective employers.
>
>I consider myself a design centered programmer. I put a lot of emphasis in fun and innovative gameplay above all other game components. I made a few games in the past for classes and my attention to design shows itself in my work. My teammates realize that I want to be a game designer, and they seem to appreciate it to a certain degree. But I'm having problems and require advice...
>
>I'm in a team of game programmers and an artist creating a game demo. I have assumed the role of designer and I'm in charge of designing the gameplay of the game. I sort of taken charge of the team and although I don't necessarily give out orders I tend to make many suggestions in tech design and visual design. My team has been ok with it so far, but I feel a sort of resentment from them. I believe they don't have a problem with my design position, but they don't appreciate me taking charge.
>
>My game biz question is:
>How can I maintain a good team morale and cohesion while at the same time ensuring that the game stays true to it's theme and that all the features added are there to compliment gameplay?
Hi Samuel, you wrote:
My teammates realize that I want to be a game designer, and they seem to appreciate it to a certain degree.
"To a certain degree." Mm-hmm...
I have assumed the role of designer and I'm in charge of designing the gameplay of the game. I sort of taken charge of the team and although I don't necessarily give out orders I tend to make many suggestions in tech design and visual design. My team has been ok with it so far, but I feel a sort of resentment from them. I believe they don't have a problem with my design position, but they don't appreciate me taking charge.
You aren't blind to what's going on, but yet you blunder onwards nevertheless.
How can I maintain a good team morale and cohesion
The game will not get finished if you don't stop ignoring the obvious red flag flapping in front of you, Samuel.
You say you assumed the role of designer. You took charge, not only of the design, you say, but of the team as well. You haven't sought or gotten consensus on this role of yours. This is a misstep on your part. It's not beyond repair, though.
The solution? "Communication." Talk to the others. Not just in a group, but also one on one with each. Open up, say the words. "I just sort of assumed the role of designer and producer*. I haven't exactly been winning everybody's confidence, and I want to fix it so the project will succeed. What do you need, in order to do your job?" Something like that. Then get them to give you their ideas for what the project needs in order to succeed. Then work to figure out how to resolve any differences in those ideas. And make sure everybody has everything he needs in order to do his job.
* Yes, producer. The person in charge of the team is the producer. Sounds like you didn't have one. But every project needs someone to coordinate, to expedite, to facilitate, to communicate. But in this situation you need their agreement with your having the role.
while at the same time ensuring that the game stays true to it's [sic] theme
Consider the possibility that the project itself is more important than the details of the game. Make sure you get every team member's opinion on what the priorities are. Work to collect all those opinions and see how they can be reconciled.
See, you're not working with paid professionals here. So their egos and ideas vary from what you would encounter in a professional situation. Nevertheless, the job of the producer is still pretty much the same. And the job of the designer incorporates a lot of the same duties as the producer's. Both the designer and the producer have to work to achieve consensus and trust.
Tom Sloper
Los Angeles, California, USA
April 25, 2009
I don't understand how to become a game designer
>From: Jacob (flamdragonx)
>Sent: Thursday, April 23, 2009 11:40:14 PM
>Subject: A question about Game designing.
>Hello, my name is Jacob and I am 15 years old. I have been looking in many different sites on too.. "How to become a Game Designer". But even after I read them all and read some of yours I still don't understand how. Because right now my grades are dropping and I don't understand what I need too become one. Like how high my GPA should be.. Or what college degree I should get or what college I should go..
>I do have great ideas and creativity but since after reading some of your stuff. The ideas and creativity does not matter unless you're the one that is in the Business. And even if you are in the business you would probably still not have the full idea of your ideas because it will be chopped down.
>I have been practicing my art and scripts but I just don't think that is enough too help me. I mean I don't where too go and how too start. And how too continue that start too finally learn on your own and actually work by making games with your team.
>I don't want too work with a group/company that is already made but I want to start it from scratch. I do know that I need too work in a company for a couple of years too understand how it works. But how many years? And don't I need too take something before that too even understand how too work in the business. After all that I would be around my early 30s.. and I don't want to start making games in my early 30s. I want to start it around the age of 24. So can you help me out here?
Hi Jacob, you wrote:
even after I read them all and read some of yours I still don't understand how.
Maybe you haven't read enough of them, maybe you haven't given yourself enough time for their message to soak in, maybe you read them very quickly looking for easy answers when there aren't any. I recommend you read my articles again, and the article on IGDA.org again (http://igda.org/breakingin/path_design.htm). Read my FAQs 3, 7, 10, 14. Read also 12, 20, 25, 34, 44. Read 38, 40, 57, 69. You probably didn't read them all. Even if you read one or two of those, read them again. Give them time to sink in.
Because right now my grades are dropping
Okay, two things.
Are you saying there's a causal relationship? Because your grades are dropping, you're having a hard time understanding how to become a game designer? That doesn't make sense. What would your grades have to do with having a hard time understanding a difficult-to-understand issue? (Yes, you're not the first to have difficulty with the problem of how to become a game designer.)
Dude. You need to work harder in school. Good grades are essential to your plan. The way somebody gets promoted to game designer is by doing a good job at a game company. The way somebody gets hired is by doing a good job at school. That's right, I said "job." You have a job to do right now. You're a student. You need to work at it. Yes, it's boring. But apply yourself to it because your parents want you to, and because you understand that you need to apply yourself to it in order to achieve your life goal. It's not so bad, if you just apply yourself to it.
I don't understand what I need too become one.
Again, two things.
You need to go to college after high school, and you need to work on mods and/or indie games. And you need to pursue whatever creative activity you enjoy doing. I've said all of this numerous times in my articles. You need to read them again.
I noticed that you used the word "too" inappropriately many times in your letter. You need to go to your English teacher and ask her to explain again the difference between "to" and "too" (I assume you're clear on "two"). You can probably also find this with a Google search. Teacher, Google, whatever helps you NOT look like an illiterate ignoramus. Because you don't want to look like an illiterate ignoramus (that's no way to get hired, and that's no way to become a game designer).
how high my GPA should be
It can't be below 3.0.
what college degree I should get
Read those articles I pointed you to. Especially articles 3 and 34 and 40.
or what college I should go..
Read articles 25 and 44. You said you'd already read my articles. My guess is that you didn't read very many, you probably only read one or MAYBE two. You are impatient. You need to slow down and work harder at finding information you need.
I do have great ideas and creativity but since after reading some of your stuff. The ideas and creativity does not matter unless you're the one that is in the Business.
Yes. You DID read one or two of my articles. What's the problem? Are you saying that you want to be a game designer who is NOT in the game business? That doesn't make any sense whatsoever. Now I have to wonder what the heck you are talking about. I know what "game designer" means to me. But now (the way your letter is going) I don't know what "game designer" means to you.
And even if you are in the business you would probably still not have the full idea of your ideas because it will be chopped down.
And your point is...? Look, the junior guy, the kid fresh out of college with a degree that he thinks is a license to do whatever he wants, is going to be disappointed for a while. Only after he's been doing this stuff for a couple years can he enjoy a heightened likelihood of having his ideas listened to. It doesn't all come to you instantly after graduation. This is just simple reality. Have you ever seen that old TV show Kung Fu? Maybe it reruns on a classic TV cable channel or something. Or how about The Karate Kid? Or Kill Bill? Masterhood must be worked at patiently for a long time. They don't just look at you and bow and call you sensei because they see brilliance written in Chinese characters on your face.
I have been practicing my art and scripts but I just don't think that is enough too [sic] help me.
Read FAQ 49.
I mean I don't where too [sic] go
Where to go? Go to school. Go to your English teacher. Tell her you need help improving your writing grades.
and how too [sic] start.
I've already told you (in my reply today) how to start.
And how too [sic] continue that start too [sic] finally learn on your own and actually work by making games with your team.
That would be FAQ 12 and FAQ 16. And GameDev.net is chock full of FAQs and forums about indie game development.
I don't want too [sic] work with a group/company that is already made but I want to [yay! Note proper usage of "to"!] start it from scratch.
Then, after you get your Bachelors, go to grad school and get an MBA. Read article 29.
I do know that I need too work in a company for a couple of years too understand how it works. But how many years?
I do not have a crystal ball, kid. Nobody can give you an exact number.
After all that I would be around my early 30s.. and I don't want to start making games in my early 30s.
How soon you’ll be involved in making games is up to you. MY recommendation is that you start making games NOW, that you continue making them through your college years, that you make them before you get a job in the game industry too (note proper usage of the word "too"). From the day you start working at a game company, you are involved in making games. See, here you go again saying stuff that makes me wonder what you’re talking about. Because to me, what you said shows me that you’re not talking about the same thing I’m talking about. I KNOW what I’M talking about, but I DON'T know what YOU’RE talking about.
So can you help me out here?
Read those articles. Let them sink in. Then read them again. Then come on back with follow-up questions anytime. I’m always here.
Tom Sloper
Los Angeles, California, USA
April 24, 2009
I don't understand why developers do not give their design documents, part 2
>From: Chris
>Sent: Friday, April 24, 2009 1:21:48 AM
>Subject: RE: 'open source' design documents
>Hello Tom,
>Not everyone would want to read someone's GDD, but I guess designers do. I don't want a GDD for a particular game, i want to learn from proffessional GDDs.
>obviously im not alking about normal customers that buy the game. they dont want the GDD. I'm talking about designers reading eachother's GDD.
>
>If i were a movie maker I'd want to read other movie maker's scripts
>if i we're a cook and I'd taste something delicious I'd want the recipe
>etc...
>
>I am interested in why, and for two reasons:
>simple interest in understanding the game biz
>make a more thoughtfull decision when I decide to give my GDD free in the future
>
>if i would be asking, why people don't give their GDD free, because I want to read a specific game's GDD, would be silly, because even if you answered the question, that wouldn't give me the GDD.
>
>about the GDD's on your site: where are they? I can't find them.
>Chris
Hi Chris, you wrote:
Not everyone would want to read someone's GDD, but I guess designers do.
Yes, that’s obvious. What’s not obvious is why you’d think that every game company ought to be champing at the bit to get their GDDs out there.
I don't want a GDD for a particular game, i want to learn from proffessional [sic] GDDs.
Fine. There ARE some professional GDDs out there. I’ve provided links to some in my Game Biz Links page. This request for sample GDDs is an oft-asked question on GameDev.net and IGDA.org too, and others have also posted links to them. Whenever I see such a link, I add it to my links page.
If i were a movie maker I'd want to read other movie maker's scripts
>if i we're a cook and I'd taste something delicious I'd want the recipe
Yes, of course. Obviously. But that’s not what I asked you. My question, my challenge for you, is to identify reasons FOR movie makers to WANT to blanket the world with their scripts. How many reasons can you think of why a chef WOULD want to give his recipe to everybody? More to the point, what are all these reasons that you (and not I) can think of why a game maker WOULD want to get his GDD into the hands of everybody? Because I can think of several reasons why they wouldn’t. But to you, those are a mystery, and all you can think of are numerous reasons why they would. And I don’t know what ANY of THOSE are! So come on, let’s hear them.
I am interested in why, and for two reasons:
>simple interest in understanding the game biz
>make a more thoughtfull decision when I decide to give my GDD free in the future
Well, let’s hear your reasoning first. See, I give out these answers in a dialogue. We both have to work at this (not only me).
about the GDD's on your site: where are they? I can't find them.
I have emailed you the information. For site traffic reasons, I don’t post that information openly.
Tom Sloper
Los Angeles, California, USA
April 24, 2009
I don't understand why developers do not give their design documents to everyone after the game is shipped
>From: Chris
>Sent: Thursday, April 23, 2009 9:59:02 AM
>Subject: 'open source' design documents
>Hello Tom,
>Just a small question:
>Why isn't it normal, for developers to give their design documents free to everyone after the game has already shipped?
>I don't understand why you wouldn't want to do it, since the game is finished already, so stealing the idea wouldn't make sense,
>and if you do give it away, people can learn from eachother.
>perhaps I'm missing something?
>Chris
>Heb jij de nieuwe Messenger nog niet?! Download 'm hier
Hi Chris,
This is the strangest question I've been asked in a long time!
According to your logic, it's a mystery why:
- You aren't given a blueprint every time you pay a toll to cross a bridge.
- You aren't given a script every time you buy a movie ticket.
- You aren't given a recipe every time you pay for a meal.
- You aren't given sheet music and a lighting/effects script every time you buy a concert ticket.
Your way of thinking is foreign to me! But in truth I think you are not really interested in "why."
Putting my vizier's hat on, putting on candles and peering into my crystal ball...
I'm guessing that you want the GDD for some particular game.
Is that it?
Well, I'm sorry that you can't get that particular GDD. But there are GDDs out there that you can look at. I have links to some of them on my site.
But maybe my guess is wrong. If "why" really is your question, then tell me WHY your question is "why." What good will it do you to understand "why"? And why do you think every game publisher ought to think it's desirable to give out GDDs with every game? And why do you think everybody would want to read a GDD?
Tom Sloper
Los Angeles, California, USA
April 23, 2009
I am going to open a store
>From: hoangquan
>Sent: Thursday, April 23, 2009 7:39:07 AM
>Subject: HI tomster
>I am quan. I am from vietnam. I like boardgames and cardgames. But in my country , no have store sell them. I am going to open a store ( it will be the first store sell board and card in vietnam). I have a problem, i have not a experience . I know you are the famous in boardgamer. I hope you will help me . thanks you.
Hello Quan,
I have no experience running a store either. I wish you luck, but I don't see how I could be of any help to you.
Best regards,
Tom Sloper
Los Angeles, California, USA
April 23, 2009
Question about one of your old games, part 3
>From: Frank
>Sent: Tuesday, April 21, 2009 10:51:02 AM
>Subject: Re: Question about one of your old games
>Great, thanks again Tom. I know this sort of information is not important to most people, but I like to get facts like these properly documented.
Mm-hmm.
Tom Sloper
Los Angeles, California, USA
April 21, 2009
One more question about one of your old games
>From: Frank
>Sent: Tuesday, April 21, 2009 10:04:42 AM
>Subject: Re: Question about one of your old games
>Thanks for the clarification Tom! One last question, were the Genesis and DOS versions based on the same design as the SNES game?
No. I was happy with the DOS design but it was overambitious. The Genesis design was boringly standard fare and I was just as happy not to proceed with that one.
Tom Sloper
Los Angeles, California, USA
April 2, 2009
hey im sendin you a email and its titled no subject
>From: Daniel
>Sent: Monday, April 20, 2009 8:51 AM
>Subject: (No subject)
>hey im doin a project at my school and may i interview you for it?
Daniel,
Yes, you may interview me via email. The rules are as follows.
You have to read FAQ 37. Link to my FAQs above left.
You may not ask me any question that is already answered in FAQ 37.
You must use proper letter-writing etiquette, proper grammar, spelling, sentence construction, punctuation, and capitalization, as you were taught in writing class.
Your interview email must have an appropriate subject line.
Your interview will be posted here on this bulletin board.
Tom Sloper
Los Angeles, California, USA
April 20, 2009
Question about one of your old games
>From: Frank
>Sent: Monday, April 20, 2009 9:20 PM
>Subject: Question about one of your old games
>Hey Tom! This is Frank [deleted], I worked at [personal info deleted] (where we sure loved referencing your beginner's guide!).
>I have kind of a random question for you. I run a site about unreleased video games in my spare time (http://[deleted], embarrassingly outdated on the news and design right now). As you might imagine this sort of hobby involves a lot of digging through old magazines and cross-referencing a lot of incredibly obscure information.
>I've found a few references to an NES version of Aliens vs. Predator, with Nintendo Power even claiming to have played it at CES. Being that you worked on both the Game Boy and SNES versions, I figured you were the guy to ask - was there an NES version too? Any idea what became of it?
Hi Frank,
You have the name wrong. It wasn't Aliens vs. Predator. It was Alien vs. Predator. Activision's dual license wasn't for Aliens (the second movie) and Predator. It was for Alien (the first movie) and Predator. Activision had previously made an Alien game and a Predator game (I produced Predator NES as one of my first projects with Activision).
And no, Activision never made an NES version of AvP, and I am unaware of any unfinished project to make one. We got the license around late 1990 or thereabouts, and the SNES was the hot new platform. I inherited the project in 1991 when the previous producer (Kelly Flock) was let go in the big layoff after Bobby Kotick et al took over. The only platforms for AvP that we were pursuing from 1991 on were SNES, Game Boy, Genesis, and PC/DOS. The Genesis and PC versions were killed by 20th Century Fox because too much time had elapsed since signing the license.
Tom Sloper
Los Angeles, California, USA
April 20, 2009
They will not accept ideas
>From: Owen
>Sent: Monday, April 20, 2009 3:38:59 AM
>Subject: [ No Subject ]
>Helo this is a presentation i have prepared to show to game desieners. I have sent it to sevral companies and some have liked it, however they have all said they will not accept ideas from extiera source. Is there any way you could help me to get this game made. Any advice is welcome.
> yours sincierly
> Owen
>Attachment: Unknown_reasons[1].pptx (332KB)
Hello Owen,
You didn't follow the instructions above. You didn't read the FAQs, you sent me an attachment which I have not and will not read, and you didn't provide enough information with your question:
How old are you?
What's your level of education?
What's your current occupation?
Which game job, if any, do you aspire to or plan to study for?
Because I don't know very much about you and your situation, I have to make guesses. I'm guessing you're very young (perhaps a high school student). You need to read FAQs 1, 11, 21, 31, & 35 for starters. To reply to your letter:
this is a presentation i have prepared to show to game desieners.
For what purpose? Why do you want to show this to game designers? And why designers, as opposed to publishers?
I have sent it to sevral companies and some have liked it, however they have all said they will not accept ideas from extiera source.
Yes, of course. Look up "unsolicited submission" in the Game Biz Glossary (FAQ 28).
Is there any way you could help me to get this game made.
If you have a lot of money, I can get it produced. Read FAQs 50 & 43.
Any advice is welcome.
Read FAQ 65.
Owen, I'm standing by to answer more questions anytime. But please read those FAQs first.
Tom Sloper
Los Angeles, California, USA
April 20, 2009
Thanks
>LinkedIn
>Teodora has indicated you are a Friend:
>Dear Mr.Sloper,
>I am sort of a "wannabe" in the game industry although I got MA + years of experience, but in the "stupid location" I guess :)
>I came across your posts while doing my "homework" in researching information for the game world and how could I move upward in it.
>I saw you have a LinkedIn profile and I thought I can present myself here.
>Just wanted to say Thank you for all the experience you have shared around the internet and see if I can become a part of your network.
>P.S. Excuse me that I "cheated" LinkedIn a little bit in order to send this invitation :)
>Wish You all the Best and will look forward to your latest posts and tips in this area.
>Your fan
>TEDDY
>Concept and Animation Artist
>[URL deleted]
>View invitation from Teodora
Hi Teddy,
Nice to hear from you. Best wishes for you in your career!
Tom Sloper
Los Angeles, California, USA
April 17, 2009
Switching into game art
>From: Robert
>Sent: Friday, April 17, 2009 6:15:02 AM
>Subject: Career switcher with a tough choice
>Dear Tom,
>First off, thanks so much for everything you do, and for your attention to this query. Your site has been a godsend. I haven't read it all yet of course, but what I have read has been quite illuminating. Thank you. I do have a rather urgent question for you.
>
>My background:
>I'm 36 years old, married with no kids (yet). I spent +8 years as a designer and art director with a major international newspaper, four years of which were spent abroad as the art director of said newspaper's Asia edition, managing the art department and guiding the look of the paper. I graduated from a top-ten university in 1996 with a double major in fine art and English, and earned a certificate in computer-aided graphic design from a well-known NYC design school a couple of years later. By the way, I did read your post on switching careers — good stuff. I'm interpreting it to mean that my management experience should count for something.
>
>Seeing the demise of the print-newspaper industry a little earlier than most folks, I decided to leave in late 2007 and to learn something I've long wanted to do: 3D modeling and animation. I started off teaching myself Lightwave, and quickly realizing 3D was for me, I returned to the states to enroll in an MFA program (teaching Maya) in "3D Animation and Visual Effects". I am unemployed.
>
>At the time I enrolled, I was unsure what, exactly, I wanted to do. I was thinking it might be games, or maybe architectural pre-viz, or special effects for video — at the time, the only thing I was sure of was that as an artist, I wanted to learn these tools.
>
>Fast forward almost a year. To my wife's dismay, I basically live in Maya. I'm quite happy with what I've learned in my classes — I feel like if I can imagine it, I can build it in Maya. However, I have since decided with certainty that I want to pursue a career in video games, while the program is continuing further into video special effects: After Effects, Match Mover/motion tracking, motion capture, dynamics in Maya, etc.
>
>Eventually, I would like to be someone who works/advises on the overall visual style of games. A writer, and student of literature, I would also like to be involved in story development. Yes, I am pipe-dreaming here. I am thinking that as an entry-level job, however, I would like to be a level designer or environment artist. Some current and future games I love the look of: Klonoa (new for Wii), Mini Ninjas (coming late '09), Zack & Wiki. Photorealistic wizards and orcs, nazis and GIs don't do it for me. (I'm also philosophically opposed the unnecessary portrayal of violence. It has its place, but murder sims just aren't for me — though I do play a lot of these games just to check out the story, graphics and tech innovations)
>
>If I continue with the MFA program, I would finish at the end of 2009, and so I had been expecting to hop on the job hunt train immediately after. However, it seems that with the highly polished 2-3 minute thesis animation (and ongoing class busy work) occupying so much of the students' attention, few (if any) also have a demo reel ready to go upon graduation.
>
>At my advanced age and with my marital status, that won't work. I need to be ready to go job hunting on Jan. 1, 2010. Certain parties have agreed to this schedule, and as one of the parties involved (and married to the other party), I am loth to change it.
>
>So it comes down to this: what can I do to best get myself prepared in the next eight months? Well, as much as I hate to not finish what I start (and invest large sums of money in), I am getting a strong feeling that I should leave the MFA thesis program to create my own curriculum and thesis — with my new thesis being the demo reel that will get me a job.
>
>If I were to leave, I would immediately begin teaching myself those things that would focus my skills on the game industry, while producing a reel that might actually be up to my own standards of quality.
>
>First off, I'd try to get a license to use a game engine as a student — I'm looking at Torque 3D and Unity 3D, which are both somewhat "affordable" in case I need to just buy one. Depending on the engine, I would also begin teaching myself at least the fundamentals of my chosen engine's scripting language. C# for Unity, C++ for Torque. (As an aside, I am pretty good with numbers and mathematical concepts — especially for an artist. Any recommendation for my choice of engine/language very welcome.)
>
>I would use the engine to create one large exterior environment and one smaller interior environment, dropping in a character I've already created Maya, who will walk, run, jump and hopefully climb around the environment. It would depend on what I could teach myself if the way of programing, but these may not be "games" with goals in any way, just environments to explore. Perhaps I can throw in some collectibles.
>
>For my demo reel, I would fous on modeling and texturing of the assets as well as some of my previous class work, but I would also be able to put the "games" on the disc for those who would care to take a more interactive walk through. (I understand most people looking at the reel may not have time for that.)
>
>Finally, I would also familiarize myself with 3ds Max, while continuing to learn more in Maya and Mudbox. (Should I bother with zBrush?) From what I've learned over the last year or so, all of these things would prepare me for a job in video games considerably more than if I where to stay in my current MFA program. Of course I won't have the MFA degree, but I'm guessing that the degree itself would only be a factor in my getting hired if I were to be up against a candidate with otherwise equal skils and demo reel and (lack of) experience. It could also get me a teaching job, but I'm not too interested in that right now.
>
>So at last, Tom, my question: What's the value of an MFA and what's your opinion on my tough choice? Maybe it's not so tough? What would you do? Why?
>Again, thanks in advance for your time and your words of wisdom.
>Very best,
>Robert
Hi Robert, you wrote:
My background:
That was too long. I speed-speedread it until I got to the part where there were question marks.
Eventually, I would like to be someone who works/advises on the overall visual style of games.
An art director. That means you need to be an accomplished game artist first.
I need to be ready to go job hunting on Jan. 1, 2010. ... what can I do to best get myself prepared in the next eight months?
This time limit is too short. No time for education. Volunteer for an indie or mod project. No, three of them.
Any recommendation for my choice of engine/language very welcome.)
This is a boring question. Master whatever tool you want, then start fiddling with the other tools once you've created a masterpiece with the first one.
First off, I'd try... I would also begin ... I would use the engine to create ... Perhaps I can ... For my demo reel, I would ... Finally, I would also...
Awful wordy for an artist! (^_^) Still speedreading until I get to a question...
Should I bother with zBrush?
This is an "is it worth it" question disguised as a "waste of time" question. Read FAQs 66 & 51. Don't bother me with dumb questions. Just do it.
What's the value of an MFA
Depends. You already answered this question yourself, in your paragraph #14 (the paragraph before the one in which you asked this question).
what's your opinion on my tough choice? Maybe it's not so tough?
I don't know what the "tough choice" is you're talking about. Sorry. Your email was very long, I didn't see a question mark following a choice question, I have to head out to the university soon, and not only that, your question is what my opinion is. Paint me a clearer target if I haven't answered your question.
What would you do?
I'd ask my wife for more time.
Why?
Because you're not going to be ready to go hunting for a game artist job in eight months.
Tom Sloper
Los Angeles, California, USA
April 17, 2009
Got idea; what now?
>From: "Cody (STUDENT)"
>Sent: Thursday, April 16, 2009 11:16 PM
>Subject: What to do next?
>Hey Tom,
>My name is Cody, I am currently enrolled in a university (I graduate in 3 weeks) pursuing a degree in Accounting. Now, my friend(David) and I want to sell our video game idea to a company, he is an English Major who is currently working on his Masters degree in Leadership or something similar(Human Resource Management, I think), can't remember the exact name. I am currently a Resident Adviser for my university. As far as the game job, my only skills would lie in the area of development as I do not have many specialized skills in the world of gaming.
>
>Ok, so I read a lot of your articles and am still in the process of reading more, so if this is already answered in one of them, well, I guess you can just call me lazy, but the thing that my friend and I were wondering is what kind of interactive demo are you talking about when you say that someone interesting in selling a game needs a playable demo. Because neither David nor myself have the ability to make anything without the use of freeware game engines, which are, to be quite frank, nothing compared to the kinds of stuff that you see from the big time developers.
>
>Thanks for your time and thank you for all the articles and information, you the man!
>Sincerely,
>Cody
Hey Cody, you wrote:
my friend and I want to sell our video game idea to a company
OK, well, you read FAQ 11 and you understand that the chances of you doing that are extremely slim. But hey, dreams die hard, I understand.
what kind of interactive demo are you talking about when you say that someone interesting in selling a game needs a playable demo
Well. Let's say your game idea involves a big-boobed heroine wielding a guitar-shaped axe, going around chopping down cell phone towers to save the world from excess radio wave pollution. (I don't know, I'm making this up as I type.)
And let's say that the core gameplay, the heart of the fun, is in the axe-swinging.
So, in your demo, you have to have a big-boobed heroine, able to be controlled by the player. She has to be able to walk around, go up to cell phone towers, and chop them down.
That's what a playable demo is. You might not have all the levels, all the enemy National Guardsmen, all the helicopters and aircraft chasing her, no title screen, no menus... It just demonstrates the key gameplay.
neither David nor myself have the ability to make anything without the use of freeware game engines
So you're saying you DO have the ability to make something WITH the use of a freeware game engine.
Tom Sloper
Los Angeles, California, USA
April 16, 2009
Our son's college choice decision
>From: Leah
>Sent: Wednesday, April 15, 2009 11:13 PM
>Subject: I think you just saved our sanity!
>Dear Mr. Sloper,
>Was having another sleepless night trying to help guide my son through the shoals of the college selection process in a field my husband and I know nothing about. He is passionate about video games, but he was afraid that it was a pipedream to believe that he could be a game designer because he is 'good at' a lot of things, but was feeling insecure because he wasn't the obvious 'shining star' in any one area. He was phenomenally talented with computers but found straight programming 'boring', loved history but didn't want a career poking through archives, loves snowboarding but isn't a natural athlete or 'jock', gets great grades in graphic arts using the computerized programs, but doesn't draw really well, has been in chorus for 6 years but isn't a soloist, etc., gets solid A's and B's but isn't a straight A student,etc., etc. I think that he was afraid that unless he instantly stood out as the child prodigy creator of the next World of Warcraft that he might not stand a chance-and we weren't sure how to help him-and to be honest, weren't sure if the industry WAS 'doable' for someone who was just well-rounded in a lot of areas with a passion for the industry.
>
>We just went to [deleted] College for a visit this weekend and he fell in love with the place-and we fell in love with their life skills seminars, community service, emphasis on diversity and a global world view, and coordinated internships that mesh with a core curriculum that gives you a firm foundation in a holistic approach to liberal arts. Then he started to second guess himself and worry that he should be at a 'game school' even though everything about
>[deleted] seemed created just for his personality-and we loved that he could get both a game design B.S. and a certificate (a.k.a. minor) in something else such as graphic design, business, etc. Because we aren't wealthy, we also started to worry about making the 'wrong' decision and question whether he needed a technical 'game institute' instead of [deleted]'s 4 year traditional, albeit 'experiential' bachelor's degree...
>
>And then I found your site tonight, and there are no words to thank you! It looks like his Dad and I have actually meandered down the right path and through sheer instinct or fate have steered him in the direction of 99% of your FAQ's and advice, ie; taking rigorous math and science courses in high school, using his high school electives to explore his interests in filmmaking, graphic design, electronics, and manufacturing, continuing to read, continuing to be involved in chorus, snowboarding, and Boy Scouts post Eagle, and pursuing his love of history even though he doesn't want to major in it.
>
>I've been reading everything on your site as fast as my tired eyes will permit-I feel like a drowning person who has just been handed an entire lifeboat stocked with life sustaining goodies-real answers to his questions, real decision making grids, reading lists, course lists, guides to resume building, portfolio creation-and even grad school! If he didn't have high school tomorrow, I'd wake the entire family at 2 am to shoot 'Eureka! Mr. Sloper has helped us find it! IT being a way to translate his passion into a structured template that can help him focus his energy into meaningful hard work that will help him realize his dreams.
>
>I'm almost weeping with relief, with no exaggeration. All our friend's kids have had a clear cut path to their majors-business, pre-law, nursing, theatre arts, etc. Now I can honestly say that if our son will take the time to follow your advice, and apply himself, that I have confidence that he, too, will have made a wise choice in pursuing game design-and that we can feel confident that his 4 year degree (at either [deleted] or another 4 year university) will give him the versatility to pivot elsewhere should he ever need to rethink the career-or to plunge ahead if his passion continues unabated.
>
>Next step-grabbing every title you mentioned that I can find on Amazon or Abe' Books-looks like his summer reading will be far more inspiring than usual!
>
>Please don't stop doing what you do! I can't tell you how difficult it is for this major to get good, solid, practical information! As a parent, having your site as a resource is like manna from heaven.
>Leah
See, now, that kind of feedback makes this all worthwhile. Leah, don't let him backslide.
I mean, if he decides he doesn't want to stay with a video game program, that's fine, he should be able to recognize when a course of study isn't working out for him. But I mean don't let him start convincing you to send him to an expensive "game school." That's all I meant about backsliding.
Tom Sloper
Los Angeles, California, USA
April 16, 2009
Switching careers (Frequently Asked Question #41)
>From: Cameron
>Sent: Tuesday, April 14, 2009 12:18:08 PM
>Subject: How to go from programmer to game designer?
>Hi Tom,
>I'm blown away that you would do something like this for people. But in the hopes that you can help me -- I'm at a bit of a cross-roads.
>
>To give you the tidbits you requested at http://www.sloperama.com/advice/bulletinbd.htm
>I am 31 years old.
>I have a BS in Computer Science.
>I aspire to be a game (level) designer as it's creative and offers a chance to make things that people love.
>
>I am a Web and Desktop UI Engineer with 7 years programming experience and self-employed through a (tiny) consulting company that I own. I am not a programmer by heart -- it's just how things ended up. I'm leaving programming as a job. I'd rather clean toilets than write code anymore.
>I have written short stories for the love of it since I was 12 years old. The quality has improved since then of course, and I have added to my repertoire poetry (real poems not lame-o poor-me poems) and short prose snippets. You can see a taste at http://wildlings.org (my blog).
>
>I've also got managerial experience of software development.
>
>Money is no longer a driving concern for me. Not because I'm filthy rich all of a sudden, but because I'm acting on a long-held belief that money is a bladed toy best left for those with masochistic tendencies. For example, before finding your site I was looking at work as a landscape labourer.
>
>I am INTJ like you.
>I live in New Zealand.
>I want to know: how can I change careers into game development? Would it involve taking courses, or could I start out as a junior level designer at a games publisher or development house with the creative writing skills and technical knowledge that I have already gained?
>Thanks in advance if you can help me figure this out.
>Cam
Hi Cameron,
Read FAQs 41, 69, 54, and 27.
And read my April 2006 column on the IGDA website. Go to http://www.igda.org/games-game/ and click Archive.
The way to get the job is to do the job. If you want to be a level designer, design levels starting now. While you're working on that, assuming there are no game companies in your town, move. You have to live near game companies. You might be able to break in through game programming, but if you want to do that, you need to program some games first. The way to get the job is to do the job.
Good luck!
Tom Sloper
Los Angeles, California, USA
April 14, 2009
Thanks
From: "King
Sent: Tuesday, April 14, 2009 4:09 AM
Subject: Kostas(just a thanks for the info on game industry)
> Hi Tom.
> Well i really wanted to say thanks about all the info you have
> collected and all the great articles you have made available to
> everyone of us youngsters that work hard on getting in the game
> industry. I have read almost all of the articles but anyway i think i
> will keep reading them for my whole lifetime(because everytime i read,
> it boost my inspiration,my passion to work and i get my pencil my
> paper and i start working)
> I am a "concept artist" haha i mean i work hard everyday to become one.
> Dunno what else to say now.I am just happy that there are people like
> you out there.
> Thank you sir, really thank you.
> If you would like to take a look on my online sketchbook in
> www.[deleted] here is the link.
> (i would appreciate some critiques also from you) :D
> here the link if you want to check
> http://www.[deleted]
> gonna work even harder now :D
> see ya and sorry for disturbing
Hi King,
Wow, such an outpouring of gratitude lately. (^_^) You're welcome.
Tom Sloper
Los Angeles, California, USA
April 14, 2009
Please respond, i'm 16 years old.
>From: Ryan
>Sent: Monday, April 13, 2009 8:27 PM
>Subject: Subject: Ryan ███████, please respond
>Hi, My name is Ryan and i'm 16 years old. I really hope you will be able to respond to this email because i've been searching for many days and many nights on Gaming and so on. I even sent many request to gaming companies for beta testing and gaming ideas that i had, and so far no responses. I've read your article on Game desgin and how to set it all up many months ago, and I've been getting my ideas more and more organized as i go. I cannot wait 2 years to start my first steps in this carrer. However, my major intrest is: Who is given the most credit in a popular video game, is it the Game designer? and is the Game design also the one whos in charge of his game? Is it even his game? And how can i even start with my career? I want to build my name up and i dont want anything to stop me..I even told companies that i will go the extra mile than their own employees! I search and i search and the only thing that helped me was your article on Sloperama on game design. I apologize, but with an article as helpful as, it isnt enough! I am pratically on my own on trying to figure out how, where, and when i cant even start. And in reality, I have no one to help me but my self. I even looked up internshipsd for gamedesigning. So far im lucky even to start testing for a social networking application nad i've bled so many great ideas into them and i enjoyed it! Yet, i need more, I want to be apart of more, and I want to make more. Sometimes when i think of these games and the mechanics i think of myself as the "Game Design Prodigy". Silly, yes i know but within seconds i can think of how a game goes, how the player should be able to play, the way the game difficulty changes, and the list goes on. And all i find on these silly google articles are quick scams for memberships, and wikipedia gives a waterdown verison of your article. I even tried beta testing and i just enrolled for a Microsoft gamer thing today.
>Basically i am completely lost and I'm on my own. Q&A's havent even worked!
>Do you have any tips for an entry level Game desinger/tester at all?
>Because i have so many question to ask and no one to ask them to, and i barely put any on this email...
>Sincerely,
>Ryan ███████
Greetings, young Jedi. You have written:
i've been searching for many days and many nights on Gaming and so on.
Part of the problem may be the search string you wrote on Google. Look up "Gaming" in FAQ 28 (see FAQs link, above left). And read my May 2008 column on the IGDA website - go to http://www.igda.org/games-game/ and click Archives. I suggest that a really good search technique will almost always yield really good results.
I even sent many request to gaming companies for beta testing
That's not how you get into beta testing. Read FAQ 5 and look up beta testing in FAQ 28.
and gaming ideas that i had, and so far no responses.
Couple reasons why this isn't working for you. First, you're a minor. Legal problems with unsolicited submissions from underage submitters. Second, you're probably not sending in your game submissions the right way. Read FAQ 21.
I cannot wait 2 years to start my first steps in this carrer.
I don't think you have much choice! Unless there's a game company within bicycling distance from your home AND they're willing to hire a 16-year-old whose primary "job" is finishing high school (unless you've already graduated and gotten a degree at age 16). Oh. And it's "career." If you want to get a job as a tester, you need to be more careful about spelling, capitalization, grammar, and punctuation.
Who is given the most credit in a popular video game, is it the Game designer?
What kind of question is that? You sound like a glory seeker. Look, let's skip the issue of sexy credits and job titles, OK? It's about doing a good job. If you want to know about the different jobs in the game industry, read FAQ 7.
and is the Game design also the one whos in charge of his game?
Read FAQ 42.
Is it even his game?
Read FAQ 14.
And how can i even start with my career?
It depends on which career you want. First, finish high school and get very good grades. Then get a college degree. I can't tell you what degree to study - only you can decide that. Read FAQ 40.
I want to build my name up and i dont want anything to stop me..
Yeah, you're just in it for the glory. I think you need an attitude adjustment. You need to be a team player if you want to work in the game industry. We don't have a need for glory hounds.
I even looked up internshipsd for gamedesigning.
You're six years premature there. Internships are for college seniors, not high school juniors.
So far im lucky even to start testing for a social networking application nad i've bled so many great ideas into them and i enjoyed it!
Good for you! That'll look good on your résumé. Keep doing stuff like that and it could lead somewhere.
i need more, I want to be apart of more, and I want to make more.
Fine. Find other like-minded young folks in your area. Find (or start) an IGDA chapter or a local game dev club. Make mods. If you can't find locals, find guys online. Get down to work. Nobody's stoppin' ya.
Basically i am completely lost and I'm on my own.
Stop with the self-pitying and get to work. You gotta do the job if you wanna get the job. Read FAQ 12.
Do you have any tips for an entry level Game desinger/tester at all?
Yeah. Read those articles. Read the other articles (you were supposed to do that before you wrote to me -- read the instructions atop this page). And do the stuff I said above.
i have so many question to ask and no one to ask them to
That's a lie. Besides my site, there's also gamedev.net and igda.org (see my Game Biz Links page, above left).
Subject: Ryan ███████, please respond
>Hi, My name is Ryan and i'm 16 years old. I really hope you will be able to respond to this email
It's a little insulting to put "please respond" in the subject line, and then say it again in your first sentence. You're accusing me of being a non-responder! I mean, just look at this bulletin board. Responding is what I've been doing for years. All you had to do was be a little patient and look around my site more, read more of my articles, and find this board. You also made yourself sound desperate. I recommend you slow down, read, learn. Explore. You have LOTS of time. Your career pursuit will be akin to a lengthy sea voyage, not an instant molecular transfer. Be patient, young Grasshopper! (^_^)
Tom Sloper
Los Angeles, California, USA
April 13, 2009
Thanks
From: "Kajetan '{VeTeR}'
Sent: Sunday, April 12, 2009 11:56 AM
Subject: sloperama.com
> Hello
> I found your web site while looking game design/develop materials on
> internet. I would like to tell that you have done a great job posting
> that superb lessons, I would like to thank you for them personally (via
> mail). I found there many interesting things and a lot of literature to
> read about game design which is not popular in my country (poland).
> I'm thinking about creating game for maybe two years, now I'm turning
> dream into reality, it is part of my graduate work on my studies which
> I'm finishing now. Here is a short gameplay (part of map) if you would
> like to see - http://www.youtube.com/watch?v=SunS4g1vxE8
> Thank you again and best wishes :)
> Regards,
> Kajetan
Czesc, Kajetan.
I'm glad you found my articles helpful! Thanks for writing.
Tom Sloper
Los Angeles, California, USA
April 12, 2009
Thanks!
>From: Joshua
>Sent: Saturday, April 11, 2009 12:30:59 PM
>Subject: Just wanted to say thanks.
>http://www.igda.org/games-game (Sep07)
>I just wanted to say thanks for that. I’ve been asking around for months about if an education at a university such as DeVry would be good or bad for me, and I think that was really what I needed as a boost of encouragement. If only you had posted that in my thread at GDNet :P
>I just wanted to make sure that I formally thanked you, while respecting your wishes to not receive private messages.
>Joshua Drake
Hi Joshua,
What, I said something different in your GameDev thread? I'm alla time pointing people to that particular column, but I suppose I could have missed doing so on occasion.
Oh, and it's not that I don't want private messages. It's just that it's a pain in the butt to have to go to a dozen different websites to get all my email. Folks on GameDev are asked not to PM me using the GameDev PM service, because they think they're going to get a private response, and as per the enjoinder above, that's not what my advice is about. I appreciate getting your note, and hope you'll do well.
Tom Sloper
Los Angeles, California, USA
April 11, 2009
Enjoying school! And thanks.
>From: "metarikkukitsune
>Sent: Saturday, April 11, 2009 12:28:53 AM
>Subject: Interesting people, interesting classes
>Hello Tom,
>My name is Natasha and i'm 20. I found your Game FAQs a couple months ago turning my first term in the Game Art & Design program. I did ask some questions before. With your advice and the FAQs, i was able to do the project quite well. Since then, i've now taking some many fun classes with the most interesting people. The instructor has to nearly kick us out of the room, my classmates and i don't want to leave and by then, it's nearly ten at night. We are enjoying everything and are very thankful for the instructors we have. I look forward to the next couple years working towards my degree. Thanks for the helpful advice again and have a nice day (or night).
Hi Natasha,
That's great that you're enjoying school. That's the way it's supposed to go, when you study something you love. Thanks for writing.
Tom Sloper
Los Angeles, California, USA
April 11, 2009
Sorry for my past attitude on GameDev
>PM via GameDev.net
>From: Durakken [ Add to Buddies ]
>Subject: Sorry.
>Date: 4/11/2009 5:25:09 AM
>Hey, I just wanted to say that I'm sorry if I have come off rude or ungrateful in the past when I replied to your responses to me. I very much appreciated all of your replies and insights.
>I know it sounds a bit cliche, but I do have quite unique problems. It seems I'm usually at midway junction with all my skills where I'm just below the more advanced course of action and just above the less advance course and it gets rather frustrating trying to figure it all out without any support and being told the same thing again and again that really doesn't help your situation or you already know and just have something blocking you.
>So anyways I just wanted to say I apologize if I sounded ungrateful and thanks for the responses in the past. ^.^
Okay, Du. Apology accepted! I don't remember the specifics of those previous encounters. I need to reply to something you just said:
it gets rather frustrating trying to figure it all out without any support and being told the same thing again and again that really doesn't help your situation or you already know and just have something blocking you.
There has to be a way to ask for advice in such a situation, and getting a satisfactory reply. It's most likely a matter of finding the right wording for the question. Unless the situation itself is what's unsatisfactory (in which case no reply can satisfy).
Not knowing what your current situation is, I don't know if I need to close with "hang in there and things will work out" or just "hey catch ya later, at a GDC or E3 or something."
Tom Sloper
Los Angeles, California, USA
April 11, 2009
Should I take that business class?
>From: John54730
>Sent: Thursday, April 9, 2009 6:58:44 AM
>Subject: Game Degisn
>Hello, my name is John, I am 18, played video games since I can remember, and I have always wanted to learn to make them. Yes I childish thought but I've set my mind to it. I've always been told I have above profecient writing skills so I decided to follow my dream. I jsut have one question, the school I am currently attending teaches a buisness class. I am in Bricklaying. Should I switch ot Buisness? I mean its more secretary work then anything. Basic computer skills teaching, filing, things like that. I took bricklaying due to the economy and I didnt really want a job making 7-8 dollars an hour which is what the buisness people make in the real world. What would you do, and what you think I should do because you know more about this then me and I need some help because I not sure what I should do.
Hi John, you wrote:
the school I am currently attending teaches a buisness class. I am in Bricklaying. Should I switch ot Buisness?
I'm unclear on the situation at your school. If it's just a class, that doesn't mean switching programs. If it's a whole program, then why'd you say it was a class?
Let's assume you're talking about switching an entire course of study (not just whether or not to take one class). The answer is: "do you want to?" You clearly haven't read any of my articles yet. I recommend you spend the weekend doing just that. Because my whole thing is that you should be doing stuff that you're passionate about.
I didnt really want a job making 7-8 dollars an hour which is what the buisness people make in the real world. ... its more secretary work then anything. Basic computer skills teaching, filing, things like that.
Unquestionably, understanding how to organize an office and use a computer are vital skills if you're going to work at a game company making video games.
Taking a class doesn't commit you to a life of working as an office temp.
If the bricklaying pay is much much better, then once you're finished with your present schooling, you could take up a job doing that. Then you could further education in night school or online, then after you've gotten a degree, start working on mods and indie games to build a portfolio.
What would you do, and what you think I should do
I think you should read my articles, decide what your passions are, and pursue your passions.
I've always been told I have above profecient writing skills
I'm sorry to say that I don't share that assessment, based on the numerous typos in your email. But you can improve your writing by further study and work.
Tom Sloper
Los Angeles, California, USA
April 9, 2009
Would I be overschooling?
>From: Joe N.
>Sent: Wednesday, April 8, 2009 8:31:52 AM
>Subject: Overschooling?
>Thank you Mr. Sloper for all the advice you've given us aspiring game makers.
>
>I am at a crossroads here. I love modeling AND I want to be a game designer. Would I be overschooling if I went to a 4 year traditional college to major in arts or if offered animation/modeling (including all the background studies that you say is necessary for game design), THEN going to a game school, say [game school], for their production animation program, which is a Bacherlors degree, and various contacts and exposure to actual video game creation process.
>
>I, like you, can't program if my life depended on it. We'd give it an honest attempt though : ) So I totally get when you say some schools say they teach game design when they actually mean game programming or game art/animation. So how can I maximize the time I spend in school, if I want to both do 3d modeling and be a game designer.
>
>I was leaning on [game school], but then I read more of your advice and it seems that if I want to also aspire to be a game designer, I'd be lacking in some areas. I am currently going to college, and this is adding to the stress of my current classes.
>
>... It seems like an awful lot of schooling... something is telling me that I should just go to a traditional school... but then [game school] students seem to be getting a lot of media exposure through the IGF... then there was Portal... and ... if you could only be here.
>- Joe N.
Hello Joe, waddaya know?
Would I be overschooling if I went to a 4 year traditional college ... THEN... to a game school, say [game school]
No.
I, like you, can't program if my life depended on it.
Um. If my life depended on it, I could do it. I actually did program for several months (I just don't think that qualifies me to call myself a programmer).
So I totally get when you say some schools say they teach game design when they actually mean game programming or game art/animation.
The reason I say that is that some schools' "game design" programs actually ARE programming programs (or art programs).
how can I maximize the time I spend in school, if I want to both do 3d modeling and be a game designer.
Go to a mainstream college or university. Major in whatever you want, but take as many 3D art courses as you can, as well as as many of the courses listed in FAQ 3 as possible.
I was leaning on [game school], but then I read more of your advice and it seems that if I want to also aspire to be a game designer, I'd be lacking in some areas.
I assume you mean "[game school] only"? And not getting a non-game degree first? I just think [game school] wouldn't necessarily offer very many of the courses listed in FAQ 3. I haven't looked at their curriculum, mind you. And because I haven't studied game schools' programs in detail, I don't like to recommend for or against, or even discuss, specific schools. You have to look at their course offerings and decide for yourself whether they have enough of what you want. No school is going to have everything listed in FAQ 3. No one school is perfect. One thing you can do is get whatever degree you want, then take evening classes or teach yourself the rest. For instance, you could get a martial arts program outside of school. You can read up on mythology outside of school.
It seems like an awful lot of schooling...
Okay, you're confusing two people now. Me... and yourself. You started off asking "would I be overschooling," indicating that you were thinking of following a course of action, and now you're saying "it seems like an awful lot," indicating that you're rejecting something somebody else is telling you to do. Let's stay on focus here.
something is telling me that I should just go to a traditional school...
Might that something be me? (^_^) Because I'm pretty sure that's the advice I've given usually, no?
but then [game school] students seem to be getting a lot of media exposure through the IGF...
Yeah, well, if you look again at the IGF entrants, you'll see numerous other schools represented too -- and not all of them game schools. Look, if you want to (and can) go to a game school after you get your bachelors, then do it. If you don't want to (or can't), then don't. You fill in the blanks yourself, after you've finished with school. It's really very simple.
and ... if you could only be here.
Look, don't go sounding pathetic, it doesn't make me more sympathetic. I am here. I'm talking to you. Am I not?
Tom Sloper
Los Angeles, California, USA
April 8, 2009
Gratitude
>From: Martin
>Sent: Saturday, April 04, 2009 3:25 PM
>Subject: Thank you for your input...
>Hello Tom,
>My name is Martin, I was recently hired with Activision via Volt Jobs (temp agency). I do not begin training till next Tuesday (April 7th) in El Segundo. After two days of training, I will immediately be assigned my first project in Santa Monica.
>Not having any experience in this field and believing this could be my future career, I set out to learn more about being game tester that shines. I found your site (Lesson #5) yesterday and read it three times already, I plan to read it twice a day till it's completely commited to memory. I want you to know I found it to be extremely insightful, objective and inspiring.
>I wanted to say thank you Tom for selflessly taking the time to assist aspiring Game Develolpers like myself to shine in this field. I hope that someday we can meet and I can show you how far I have come along in great-part thanks to your gesture.
>Sincerely,
>Martin
>Jr. System Test Engineer - Activision
Congrats on the job, Martin. Thanks for writing.
Tom Sloper
Los Angeles, California, USA
4/4/2009
Will a masters degree help my chances?
>From: Konstantinos
>Sent: Thursday, April 2, 2009 6:48:03 AM
>Subject: One quick question about an Msc course I am thinking to take
>How old are you?
>22
>What's your level of education?
>BSc at Computer Science,
>MSc at Project management
>planning on doing an MSc at Game Design.
>What's your current occupation?
>Intern as DBA(database administrator)
>
>Hello,
>Congratulations for your site, I would like to ask if by doing one more Msc at Game Design will impove my chancess in getting involved with the industry.
>Also i have a request, If you can put RSS into your website that would be amazing!
>Kind Regards,
>Konstantinos
Kalimera, Konstantinos.
I assume "Msc" is a masters degree?
You didn't ask the question very clearly. I don't know the exact reason for your asking if the masters degree improves your chances. So I have to work harder to give you an answer that might tell you what it is you're trying to find out.
If you have the opportunity to obtain a masters degree, go for it. If getting a masters degree would be a hardship for you, then a bachelors degree can still get you in.
Oh wait, I see that you specifically said "Msc at Game Design." I don't know what that is. I don't know what the subject matter is, the focus of the program (it might be programming, it might be art, it might even be game design). So I have to come back to what I said before - your question is not clear enough. I don't have enough information from you about what it is you're trying to find out.
Tom Sloper
Los Angeles, California, USA
April 2, 2009
Similar websites?
From: "DR ROBIN F
Sent: Wednesday, April 01, 2009 9:41 AM
Subject: Board Games and Activity Kits
> Hello Tom,
> Great website, I've been reading your lessons with enthusiasm.
> I was wondering if you could recommend a similar website geared toward board games or more specifically "Activity Kits."
> Thank you kindly in advance,
> Robin
Hi Robin,
Everything I have is at the bottom of FAQ 20 - http://www.sloperama.com/advice/lesson20.htm
Beyond that, I recommend Google as your best bet for finding websites. Good luck!
Tom Sloper
Los Angeles, California, USA
April Fool's Day, 2009
Appreciation :)
>From: Robinson D
>Sent: Wednesday, April 1, 2009 11:09:39 AM
>Subject: Appreciation :)
>I understand you most likely receive these often, but it is always worthwile to read that some of your readers truly appreciates your time and dedication for aspiring game designers. Thank you for your articles :)
>Robson
Hi Robson,
Not all that often, actually. Thanks for writing!
Tom Sloper
Los Angeles, California, USA
April Fool's Day, 2009
Nice 2 meet U @ GDC
>From: gungfu2112
>Sent: Tuesday, March 31, 2009 5:29 PM
>Subject: It was nice to meet you at GDC this year....
>Tom -
>It was nice to meet you this year at the GDC. I sat in on your lecture 'How to Start Designing Games Now (and What that Really Means) and spoke with you briefly afterwards. I appreciate the advice you gave me on making a mod. Thanks again for taking the time to speak with me - your site has been a great source of information for me as I look to break into the industry.
>Dan
Hi Dan,
Thanks for staying all through the lecture! (^_^) It was nice to meet you too. See you again next year maybe.
Tom Sloper
Los Angeles, California, USA
March 31, 2009
Is it worth it to design my game idea?
>From: Andreas
>Sent: Monday, March 30, 2009 2:20 AM
>Subject: I have an idea, does it worth it?
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: 30
>The level of education I've completed is: I have finished University
>My occupation (if student, enter 'student') is: [deleted] (pls keep it private)
>The type of game job I aspire to (if applicable) is: _
>My game biz question is: I am “ I have an idea “ type of guy, though I don’t want to get involved in the game business for a lot of reasons. What I want to ask is if it worths the time and effort to write a game design for my idea and e-mail it to some developers. I have already read all your articles about where all these ideas end and the percentage of ideas that become reality. My game design will be approximately about 50 pages big, maybe more and in my mind the game is complete about 95%. So does it worth the trouble or shall I find a game that matches my idea to play?
>From: Andreas
>Sent: Monday, March 30, 2009 2:26 AM
>Subject: RE: I have an idea, does it worth it?
>I just read the article about the ultimate idea ( I had missed it) so don’t bother to answer my first email, I got my answer.
>Thanks
Hi Andreas,
You should have also read articles 1 & 66. (^_^)
Tom Sloper
Los Angeles, California, USA
March 26, 2009
Just practice, part 3
>From: Chris
>Sent: Wednesday, March 25, 2009 2:12:12 PM
>Subject: RE: Practicing game design
>Tom,
>my question:
>When I practice Programming/math/biology I feel like I'm constantly learning concrete things, when I practice game design, I can't "sit down and work" on my game, rather I have to "wait" for an idea. How do I streamline my productivity when designing games?
>Chris
Hi Chris,
Very odd:
>when I practice game design, I can't "sit down and work" on my game, rather I have to "wait" for an idea.
I repeat: very odd! You should already have dozens of ideas. You should be getting ideas all the time. Write them down whenever an idea occurs to you. I write them on scraps of paper and I have a file I put them in so I can go through them every now and then and see if there's something there (time helps you see ideas in a better perspective).
Think of a subject you like, and make a game idea about it.
Mix it up - instead of the standard "build a party of medieval/fantasy helpers then go on a quest" RPG, come up with a casual/puzzle medieval/fantasy game. Or come up with an RPG based on fighting modern-day terrorism, or living the life of a paparazzo.
Besides that suggestion, there are lots of other things you can do besides write game ideas down. See FAQ 12, above left.
>How do I streamline my productivity when designing games?
If you have to ask, then I have to wonder if you're really that desirous of becoming a designer. Or, I wonder, are you going about it all wrong? Do you think you have to write a full GDD for every one of your ideas? Because you don't. Some ideas are worth one small scrap of paper. Others are worth 2 or 3 pages. Once in a while you'll get one worth exploring further (10+ pages). Write a GDD if you want, but if you don't want, don't!
Tom Sloper
Los Angeles, CA
March 25, 2009
Just practice, part 2
>From: Chris
>Sent: Wednesday, March 25, 2009 1:39:36 PM
>Subject: RE: Practicing game design
>Hello Tom,
>I must say, I expected this answer from the moment I started writing my question. But I don't know if you're right in this, or that I simply did not answer the question right. in either case, i believe that I should understand what I'm doing, so I'll try to clear things up.
>
>I was designing my video game the moment before and after I wrote this email. I was in fact just taking a break from it, and using the time to ask that question. (and allthough I should be doing my maths homework right now, I'm still doing it.).
>
>I AM just practising. I'm simply trying to improve my learning curve, since i feel it's not as good as it could be, and you might have some game-design-/art- specific tips about practicing. Game design to me seems like something I can't just sit down and work on for a set amount of time, but has to come from unexpected moments, such as sudden inspirations. I guess that is an essential part of arts, but there has to be at least some sort of way to streamline your working hours?
>
>dont get me wrong, I am seriously thinking about "Because if you aren't already doing it, maybe you're kidding yourself when you say you want to do it."
>because I might not actually want this, because else I would be able to automatically do this better,
>but you must understand that, since I don't know what it is exactly that is slowing me down, I need assurance that I am already "just practicing" and not just thinking im "just practicing", while in fact I'm subconsiously suppressing the fact that I want to be a tapdancer/polititian/deep-see-diver/etc.
>Thank you
Hi Chris,
Are you saying you had a question for me? ("I was ... in fact just taking a break... and using the time to ask that question")
What is your question? (Please keep it short.)
Los Angeles, CA
March 25, 2009
Just practice
>From: Chris
>Sent: Wednesday, March 25, 2009 11:00:35 AM
>Subject: Practicing game design
>Hello Tom,
>
>I've send a couple of emails already, but I didnt really say who i am exactly.
>I'll tell something about myself.
>since about 4 years I want to be a game designer.
>I want to be a really good game designer, and I spend nearly all my spare time on it.
>But I don't consider myself to be "talented".
>
>In fact I don't care if I'm talented or not, because I can't change that.
>I've asked alot of poeple, how I become a good game designer/good at something.
>most of the answers are "just practice". I always thought this was a stupid answer.
>just tell me how to do it, and Í wont need to practice, I thought.
>Allthough I still think that some can be tought, just by telling someone how to do something,
>
>It was ofcourse absolutely absurd of me that I didn't accept the answer "just practice".
>I decided I will practice as much as I can now.
>One of the things I've read about practicing game design, is that it's better to make alot of board games, instead of just video games. And I tend to see the logic in this considering the fact, that i spend 90% of my time programming a video game, and 10% designing, which doesn't seem to me like the best way to practice. so I design board games too now.
>
>But basically my problem is, that I don't feel like I'm practicing as much as I could. When I'm programming, I feel that I'm learning ALOT about programming, allthough programming is not what I want in the end. But when I design games, I have the feeling that I'm just staring at stuff most of the time.
>Allthough I practice more when I'm designing board games, than video games, I want to learn even more, than I am now.
>
>Math, Biology, Physics, programming, etc are stuff that I can grasp. I just need to spend time to do it, and I learn about it, yet game design seems to be something to me (allthough I've become much better than I was four years ago), something thats hard to grasp. I'd understand it if this was just seomething that is part of arts in general, but still I think I can do better than this, learn more and faster than this.
> Thank you
Hi Chris,
It's good that you have come to see the wisdom of the advice you'd been getting. It's too bad you weren't already just doing it. It's always what I tell people - you know that thing you say you want to do? You should already be doing it. Because if you aren't already doing it, maybe you're kidding yourself when you say you want to do it.
Besides, just doing it is how you can get hired. Because when you just do it, you can easily prove (not just say) that you CAN do it.
Thanks for sharing, and keep it up.
Tom Sloper
Los Angeles, CA
March 25, 2009
School interview project #1,234,567 (cont'd)
>From: Matthew
>Sent: Monday, March 16, 2009 4:01:16 PM
>Subject: Re: Email Interview Request
>Thanks. If you could please answer the questions any time before Thursday as time permits. If you don't get the chance it's not that big of a deal.
>1. What exactly does a game designer do? What responsibilities do they have in the game design process?
>2. How does one get started in the game design business?
>3. What is the most challenging aspect of the design process?
>4. What skills are important for game design?
>5. How flexible is the game design schedule? Does the design document have to be finished before all else or can deadlines be pushed back in order to let creativity take its time?
>6. Describe the work conditions in the office of a game designer. Is it a cubicle farm, a room full of designers bouncing ideas around, or does it vary?
>7. How does a game idea come to light, and how is it “approved” for the design process?
>8. Explain the concept of the “crunch time” phase of the game design process.
>9. Have you ever experienced “crunch time?” What was the experience like?
>10. What interaction is there between the other departments of the design process (artists, programmers, producers, etc.)?
>Thank you for your time Mr. Sloper.
Hi Matthew,
1. Read my article #14.
2. First, get a college degree. Second, build a portfolio. Third, live near a game company and get a job there. Fourth, work several years until you've earned the position of game designer.
3. Understanding what everyone wants, and making something everybody will accept. Getting people to accept your ideas.
4. Communication, collaboration, and patience.
5a. Not very.
5b. Yes.
5c. You have to be kidding. No way. Well, usually not. Perhaps on a "triple-A" project, more time can be afforded for writing the GDD. But most games are on a tight schedule and budget.
6. The latter.
7. I wrote about this in my article #10. Please read it.
8. You make it sound like every project always includes a standard phase called "crunch." That ain't so. Crunch happens when there's more work to be done than time allows for (because of either poor planning, or poor estimating, or numerous change requests, or a combination thereof). So people work longer hours every day to try to get the work done in time.
9. Yes. What do you mean, "what's it like"? I don't know what to do with that question. It's like regular work, only with less time off in evenings and weekends.
10. The artists, sound engineers, and programmers read the GDD and find out what they have to make. The art director establishes what kind of graphic style is to be used, usually by consensus of the designer, the publisher producer, the publisher executives, and (if applicable, such as in the case of a movie license title) the IP owner. The designer makes adjustments to the design as needed based on play testing once the game is playable. But maybe I wandered off track from your question. Mostly there are meetings, discussions, pointing at screens. Exchanges of ideas.
Good luck with your project, Matthew.
Tom Sloper
Mumbai (Bombay), India
March 17, 2009
School interview project #1,234,567
>From: Matthew
>Sent: Sunday, March 15, 2009 7:59:20 AM
>Subject: Email Interview Request
>Mr. Sloper,
> My name is Matthew [deleted], I am a Junior at [deleted] High School in [deleted], North Carolina. In order to graduate we must complete a "graduation project" which is composed of a paper and a presentable product. Along with normal research one requires an interview with someone who knows about the topic chosen. I have chosen to do my project on video game design and stumbled upon your game biz advice page. With very few options of who I could interview I turn to you. Would you please answer a few questions (specifically ten) over email? Thank you for your time.
> Sincerely,
> Matthew
Hi Matthew,
Only if you don't ask me any of the questions already listed in Article 37 or any of my other articles on my site.
Also, be advised: I'm traveling currently (India) and my Internet usage is unpredictable.
Tom Sloper
Bombay (Mumbai), India
March 16, 2009
Autism and video games?
>From: Sheldon
>Sent: Thursday, March 12, 2009 8:58:42 AM
>Subject: My Autistic Brother
>I have a 20 year old brother who has a form of autism (high functioning)... he's basically the "Rain Man" of video games. Because he can't work he plays roughly 12 hours a day, every day on 4 different platforms. He beats every game he gets his hands on and, as a result, encounters many bugs, methods of cheating, etc. He has really good communication skills. I feel bad for him because he basically has no purpose in life. Could working for a video game company be his calling?
>-Sheldon
Hi Sheldon,
I don't know. You say he has really good communication skills. So he could write well-detailed bug reports? Read Article #5 (see links above left) and see if you think he could do the job of a tester. But of course you'd have to live near a video game company, so see my Game Biz Links, find the links to maps of game companies, and do some research on employment possibilities. Good luck!
Tom Sloper
Los Angeles, California, USA
March 12, 2009
I am finding it extremely hard to come about information about my homework assignment
>From: Richard"
>Sent: Tuesday, March 10, 2009 3:04:34 PM
>Subject: Video Game ICT Related question
>Mr. Sloper,
>I am a Richard [deleted], a student at [deleted] majoring in Applied Mathematics and Computer Science: Video Game Development. I am taking an Information Technology course this semester.
>One of the assignments is to pick a career I plan on getting into, which is Game Development, particularly Game Design, and find out what ICT (Information and Communication Technology) tools were used in the 1990's, what is being used now, and what is expected to be used in the next decade. By ICT tools I mean mediums such as spreadsheets, email, and the telephone; basically methods of communication and exchanging information within the work environment.
>My Instructor wants me to make 3 charts showing percentages of each ICT tools used for comparison how their use has changed over the 3 decades.
>I am finding it extremely hard to come about information like this. If you could offer any help or tell me where I could get this information, or find out more it would be very much appreciated.
>Regards,
>Richard
Hello Richard,
So, quite an odd (and non-game-industry-specific) homework assignment you've got there. I honestly don't know what you're looking for from me. That said, what's your plan? What data are you going to need to collect for your charts? How much data will you need to collect? What's your plan for collecting it?
I imagine your charts will have years across the top, and numbers up the left side. But are your years going to be in 10-year increments? 5-year increments? Or what? And the numbers up the left side, will those be hard numbers based on the number of people you're going to poll? Or percentages? Then what are you doing about the different "ICT tools"? Different color for each chart line, or are you doing color bars, and if so, how are you going to show them so they don't get blocked behind other color bars? Maybe a 3D bar graph like the one I made in FAQ 20?
Again - this isn't exactly up my line. I mean, video game producers and designers (people like me) have to be able to figure out a problem like this once in a while, but analysis is more a programmer or marketing kinda thing. Anyway. Good luck with your project, Richard. If there's something more I can do that doesn't step over the "doing somebody's homework for him" line, just let me know. (^_^)
Tom Sloper
Los Angeles, California, USA
March 2, 2009
High school interview project
>From: Taylor
>Sent: Thursday, March 5, 2009 9:22:49 PM
>Subject: Game Industry Q+A, would you mind helping me out in my school project?
>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: _16
>The level of education I've completed is: _ Grade 10 High School
>My occupation (if student, enter 'student') is: _ Student
>The type of game job I aspire to (if applicable) is: _ Game Designer
>My game biz question is: _ N/A
>I am doing an interview for school and I was hoping you could answer a few questions, and also if you could
>tell me if the research I am doing on Video Game Development is accurate.
>My school project is based entirely on Video Game Developers (a career project).
>So far I have gathered as much information as possible on the career, and all I need from you is to answer a few questions and
>just simply tell me if the information I have gathered is correct/accurate/inaccurate (from the following):
>http://img19.imageshack.us/gal.php?g=education.png
>My Questions are as follows:
>How long have you worked as a Video Game Developer?
>Are you proud to work in this career?
>What do you like most about your job?
>If there was anything else about the job you could change, what would it be?
>How is your environment at work? Do you find it suitable to your needs and comfortable?
>Would you recommend this career? Why or why not?
>What brought you into Game Design in the first place?
>And as stated before, do you feel the information I have collected is accurate?
>(http://img19.imageshack.us/gal.php?g=education.png)
>Thank you for your time!
Hi Taylor,
I get a dozen emails just like this each school year, so I beg your forgiveness, but I don't answer them in a way that's likely to meet your expectations or hopes.
Answering your 8 questions, in the order you asked them:
27 years.
"Proud"? That's not the word I would have used, but okay, yeah. A little, I guess.
Asked and answered many times before. Read FAQ 37. You can link to the Frequently Asked Questions above left.
Again, FAQ 37.
Yes.
Only to the very passionate, the hard worker, the collaborator. For reasons you'd fully understand if you'd read my articles ("FAQs").
Asked and answered many times. Read FAQ 18.
I broke my own rule and actually followed the link. You're asking me to read six pages!? I'm sorry, but as stated above, there are limits to what I can offer to advice seekers who aren't paying clients, or students in the classes I teach. Maybe another reader will be kind enough to read it and post a reaction here.
Good luck with your project.
Tom Sloper
Los Angeles, California, USA
March 5, 2009
I don't know what I want to do for my career
>From: Lihao
>Sent: Thursday, March 5, 2009 2:36:45 AM
>Subject: I need help again.
>Dear Tom,
> this is Lihao again from long ago. I want to ask now what jobs are open to a non-programmer in a video game company? What options are open to me and what courses do I need to take for the available options. And yes once again I don't know what I want to do for the game business again. Thanks for your time.
> Thanks,
> Lihao
Lihao,
The answers to your questions are in the FAQs. You wrote:
what jobs are open to a non-programmer in a video game company? What options are open to me
Read FAQ 7.
what courses do I need to take for the available options.
This is answered in the FAQs. In case you forgot, the FAQs are above left. And I also have a Powerpoint slide presentation on game careers here (you should be able to view it without having to buy Powerpoint software, I think).
I don't know what I want to do for the game business
Then you should go to college and take a liberal arts program. Take art courses, music courses, science courses, math and literature, mythology... see the "game design" list in FAQ 3. By continuing your education, you can find out what you like.
I think you need to read all the FAQs again. Make sure you read FAQ 47!
Tom Sloper
Los Angeles, California, USA
March 5, 2009
Switching into games
>From: Phillip
>Sent: Wednesday, March 4, 2009 9:33:02 AM
>Subject: Game Industry Q+A
>I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
>My approximate age is: 36
>The level of education I've completed is: Masters Degree in Business
>My occupation (if student, enter 'student') is: Operations
>The type of game job I aspire to (if applicable) is: Anything
>My game biz question is: I want to break into the industry but I have no skills. Unfortunately, I don't have time to go to school; therefore I would love to go and get some books, pour myself into is as I learn and study on my own. Then hopefully network, meet some people, share some ideas, use my life savings and start a company.
>Where do I start? I am a quick study and I am ready to learn and spend all kinds of ungodly hours on my home PC, learning a bit of programming, graphics, and anything else that get me the basics of being well rounded enough to get by. Then eventually determine a focus after I see where my true passions are.
>Thanks,
>Phil
Hi Phil,
Hmm. Tricky.* The only "ideas" the game industry wants from you is business ideas. Not game ideas, if that's what you were thinking. Whether you want to get some work in the industry first, or just waste your life savings right away, the first thing you need to do is learn all about how the game industry works. Get Introduction to Game Development and Secrets of the Game Business, both from Charles River Media (see FAQ 8). Subscribe to Game Developer magazine from GDmag.com. Subscribe to the GameDaily Biz newsletter. Go to the Game Developers Conference. See if you can get into E3. Join the IGDA. Learn about the business of games, if you want to start a company.
Standing by if there are followup questions...
Tom Sloper
Los Angeles, California, USA
March 4, 2009
*Bonus points: name that literary reference!
what's more impressive in a portfolio: some sexy girl images or just anything will be ok?
>From: Ruslan
>Sent: Tuesday, March 3, 2009 3:38:17 AM
>Subject: Hey, Tom!
>Hello Tom,
>Today I've found your website and I'm still reading the articles you wrote there. Great stuff!
>I made a search on your site for the "demo reel" and found a lot of useful tips. But I have more complicated question: what's more impressive: some sexy girl images or just anything will be ok? As long as I know that women in Japan doesn't really take a key roles in the industry, so female characters can do a perfect impression. What's better: anime styled girls or real like?
>Thank you very much! I hope my question is not so stupid to answer for.
Hello Ruslan,
I put on my seer's turban and my mystic shawl. I press my fingertips to my temples and I divine...
You are young... A student... Not yet in university... You live in a country where sexism is still the style... You aspire to move to Japan... You don't speak or read Japanese... You dig chicks.
I remove my shawl and turban. I throw them into the fire. I really dislike having to use my mental powers to figure out what someone is really asking. It's better if you just tell me how old you are, what level of education you've completed, and what your current occupation is. That way I don't have to guess (because I'm not very good at guessing).
I recommend you read FAQ 40. Following your passions doesn't mean "ignore your passions and create stuff to impress others." It means creating what you love. If your passion is girl art, go for it. You might get some game work doing that - but most likely you'll need to find other ways as well to make money from your work. Look at Vargas, Olivia, Aslan, Sorayama. Those folks all made names for themselves creating pinup art. The whole principle of following your passions is that the yellow brick road you follow might not take you to the Emerald City you think you want to go to , but it will take you to an Emerald City made just for you. That isn't to say that following your personal yellow brick road is going to be easy. Dorothy found that hers went through a dark forest and an opium poppy field. Yours will go through some hard times too. But this is what life is like. Imagine, though, if you take a different route - instead of following your passions, you try to do the stuff potential future employers say you should do...? Do you think that life would be easier, more enjoyable? I don't think so.
Video games need character artists. And "characters" includes "sexy females." But that's a narrow niche. Not every game needs sexy female characters. Just know that. Finally: make your portfolio from your very best work only.
Tom Sloper
Los Angeles, California, USA
3/3/09 ("Square Root Day")
Announcement
Tom Sloper to speak at GDC Game Career Seminar
Topic: How to Start Designing Games On Your Own (and What that Really Means)
Speaker: Tom Sloper (Producer/Game Designer/Educator, University of Southern California)
Date/Time: Friday (March 27, 2009) 12:00pm — 1:00pm
Location (room): Room 3006, West Hall
Track: Game Career Seminar
Format: 60-minute Lecture
Experience Level: All
Link:
https://www.cmpevents.com/?M=$FGH1MFEIL1EK1D1D1D1D1MDDEG1D1D
Questions about Story Writing for Video Games
>From: samtasticc
>Sent: Saturday, February 28, 2009 8:29 PM
>Subject: Questions about Story Writing for Video Games
>Dear Tom Sloper,
>I read your FAQ on getting into the game industry and have a few questions. I am 16 and am currently a sophmore in high school (I know, still young, but i have guidance councelors breathing down my neck about future careers) and i am very interested in story writing for games. I Dont know anything about programming but am passionate about fantasy and science fiction books and video games (Zelda series, Final Fantasy, Prince of Persia) and find the storyline the most compelling part. I plan on getting a college degree in writing, literature or music composing and saw your satistics about people outside the gaming industry have chances of getting video games actually made all stand at 0%. I know your FAQ stated that a being published author or writting for television would be an advantage, but mainly for existing plots. My strengths lie in creative writing (short stories, plays) and composing music for the piano. What jobs would you suggest for someone like me, interested in getting inside the video game industry, but wanting to eventually write entirely original plotlines for videogames (a couple of ariticles said reviewing games for gaming magazines)?
>Thanks, Samantha W.
Hi Samantha,you wrote:
I plan on getting a college degree in writing, literature
Perfect! (^_^)
or music composing
(O_o)?
I know your FAQ stated that a being published author or writting for television would be an advantage
Oh good. Then I don't have to refer you to FAQ 32. (^_^)
but mainly for existing plots.
(o_O)?
My strengths lie in creative writing (short stories, plays) and composing music for the piano. What jobs would you suggest for someone like me
Well, the advice I have for you, you say you've already read. What more do you need me to say besides, "(1) do the stuff you love (FAQ 40), (2) show that you can do the stuff you love to do well, (3) apply for gigs, and (4) be patient and persistent"?
(a couple of ariticles said reviewing games for gaming magazines)?
I didn't write those articles, but... Writing reviews isn't (in my opinion) the way to become a game story writer (or a game music composer). BUT. If you have opinions on games, WHY NOT write them? And get them published?
Tom Sloper
Los Angeles, California, USA
February 28, 2009
Looking for feedback on my mah-jongg solitaire rules, part 8*
>From: John Kemp
>Cc: [deleted]
>Sent: Friday, February 27, 2009 1:11 PM
>Subject: Mah Jongg Solitaire, Chinese Traditional (modified) and American
>Mr. Sloper:
>A few months ago I sent you my rules for Mah Jongg solitaire. As you may have noticed, these rules were pretty primitive and probably confusing. Over the past few months I have worked on these games and I think I have them in reasonably good order. But I am still open to any suggestions or corrections.
>These solitaire games are intended to get beginners familiar with real game rules, sequences of play, and hand development. I'll be looking forward to hearing from any of your readers who might be interested. Thanks for this postiing.
>JOHN KEMP
>(915) 532-3496
>KempSoli@sbcglobal.net
>Attachment: SolMJWrd.doc
* Note: This is a continuation of a discussion that was started on the Mah-Jongg Q&A Bulletin Board, which is part of this website. But it's posted on the Game Design Career Advice Bulletin Board because it's more of a game design question than anything else. To restate the rules, dear reader: do NOT send me your game designs, or ask me to view your website or your game or your game design résumé. I have a reason for bending my rules in this particular case, but please do NOT to ask me to bend them for you. - Tom Sloper
School interview project
>From: nicole
>Sent: Thursday, February 26, 2009 2:22:01 PM
>Subject: The day in the life as a game designer and other things.
> Well first off, my name is Andrew [deleted] and I am 15 years old looking for a career in Game Design. I cam across your site when I was looking info. for a presentation I need to do in a speech class about a job you would like to do. So the majority of info came off your site. I saw I could contact you and ask you some questions, which is great because thats one of the requirements.
> So my first question is, Whats it like in the day of a life for a game designer?
> How long does it take average to work your way up to that title?
> Do you need to be successful at designing a certain number of game for a promotion? How many?
> Thanks,
> From Andrew
>p.s great site you really covered A LOT and I'll have to read the rest of it.
Hi Andrew,
You asked:
Whats it like in the day of a life for a game designer?
I usually say "read FAQ 14," but FAQ 14 doesn't really have much information on what a typical day on the job is like for a game designer. There is some stuff on this in FAQ 37, but I guess that doesn't make it all that clear either. FAQ 55, of course, describes what the typical day of a game designer is NOT like. (^_^)
"It depends." No day is "typical." It depends on what kind of game the designer is working on, it depends on whether the designer is working as an employee of a game studio or as a freelancer. It depends on what stage of development the project is at. It depends on what kind of designer we're talking about, because each designer is different; some just write designs, some are level designers, some are a bit artistic or a bit technical.
But in general, the designer reports to the office at the same time every day, sits at his desk responding to emails, then has to attend meetings. In these meetings he listens and he presents and he collaborates. He spends part of his day standing at the desks of co-workers, checking out what they're working on, answering questions, sharing ideas, solving problems, pointing at computer monitors, listening to sounds or music, whatever. Part of the day he goes on the Internet, reads articles, researches material for his design, playing competitive games to collect ideas for interfaces and game behaviors and read the comments of players on forums. Sometimes he finds out that something he's designed is not working, and he has to throw it away and try again. Sometimes he finds out that folks like what he designed, and then he has to do it again. Eventually, the day has wound to an end, and he goes home.
How long does it take average to work your way up to that title?
It varies. You should expect it to take a minimum of two years after obtaining a game job (which you had to take a four-year degree to get, and a couple of years building a portfolio). But it can happen faster. And it can take a lot longer.
Do you need to be successful at designing a certain number of game for a promotion? How many?
No, that's not how promotions happen. In general, you spend time (years) working really hard, doing a really good job, and impressing people with not only your work ethic but also your ideas, your talent, your cooperative attitude, and your willingness to help out in any way you can.
I'll have to read the rest of it.
Yes, especially articles 7, 10, 14, 37, and 55.
Tom Sloper
Los Angeles, California, USA
February 25, 2009
This education stuff is so expensive, part 2
>From: David
>Sent: Tuesday, February 24, 2009 7:26:05 PM
>Subject: Followup on "Education is so Expensive"
>name: David (Edgar)
>Hi Tom, sorry I wrote to you last time under a pseudonym Edgar, because my friends are looking at your website too I did not want them to know I am having doubts. I apologize for that and I am grateful for your fast replies, here are the things that I failed at explaining clearly:
> I already have a bachelor at a decent four-year university already, although with poor overall GPA ( results from changes of major).
> I am taking a bachelor program at a three-year game school right now, the price comment and the comparison I was drawing between bachelor and associate were made in reference to this game school bachelor.
> Artistically I am capable. However I am not familiar at all with those game making softwares such as Maya, etc. Hence I wrote "3-D imaging wise I am blank piece of paper".
>Again thanks for the replies, I was basically asking if my alternatives of obtaining an associate in game art would not noticeable disadvantage when compared to a bachelor in game art, although I already have a bachelor at regular university. My goal is to go in as game artist then work my way to designer, but if I can go in as tester, or level designer, and work my way up to designer, would that take approximately the same amount of time ( like four to five years), because if that is the case then it would be better for me to start looking for job as tester right now. Thank you
>Sincerely,
>David
Hi David,
For all I knew, son Edgar was writing to me using dad David's email address or something. Anyway, you wrote:
I already have a bachelor... I am taking a bachelor program at a three-year game school...
There, that wasn't so hard to explain. Clear communication is really important for anyone aspiring to work in the game industry. Best to set out clear communication at the outset, in order to avoid excessive back-and-forth in achieving the actual question.
Getting a game degree after already having gotten a mainstream degree is the way I recommend...for those who can afford it.
I was basically asking if my alternatives of obtaining an associate in game art would not noticeable disadvantage when compared to a bachelor in game art
It's fairly standard for artists to spend less time in college than programmers or designers. The important thing is to have a spectacular portfolio at the end of it.
My goal is to go in as game artist then work my way to designer, but if I can go in as tester, or level designer, and work my way up to designer, would that take approximately the same amount of time ( like four to five years)
I cannot foretell your alternate futures. Best answer I can give is, "it could."
If you want to become a designer, you need to start designing. The way to get a job is to do the job, then when people can see that you have done the job, they'll be willing to give you the job.
Tom Sloper
Los Angeles, California, USA
February 24, 2009
Fear of programming
>From: Chris
>Sent: Tuesday, February 24, 2009 6:50:34 AM
>Subject: Technical knowledge is blocking my creativity
>Hello Tom,
>Chris, again. I have learned to program the last few years. I learned about algorithms, cpu clock speed, RAM etc.
>But now, everytime I am brainstorming, or otherwise come up with ideas, the first thing I think of, is: Is this technically feasible? And I try to think of ways to program it etc.
>Now this is blocking my creativity, ofcourse, since I almost always end up deciding that it's not feasible: I can't program that, it takes to long to program, I'm not good enough a programmer to make that.
>Now, I'm not even a programmer. I hate programming, and I want to have nothing to do with it, but I had to learn it because I can't pay other people to do it, and most programmers my age aren't motivated enough, to work so much as I do. and on top of that, I think, having knowledge of programming, in the end helps you make better decisions, doesn't it?
>anyway: I want to be a designer solely, and i want to be able to "be creative" whenever neccesairy. And this critical thinking while brainstorming, is just not at the right time. I should do that after brainstorming, when I got a good idea of what kind of game it is. Then I can see if it's going to be fun, and if it's feasible.
>I've tried to just think creatively, and tell myself to ignore the technical aspects, but they keep popping in my head.
>basically, my question is: How do I get this misplaced fear out of my head?
>Chris
Goede morgen, Chris, you wrote:
Technical knowledge is blocking my creativity
Hogwash. (That's a polite way of saying "Bull$#!+.")
now, everytime I am brainstorming...the first thing I think of, is: Is this technically feasible?
That's not what you're thinking. The thing you're thinking is "is this too hard for me to do?" You're brainstorming beyond your present ability, and you're stifling yourself by visualizing the work involved.
I hate programming, and I want to have nothing to do with it
So you torture yourself. That's not a good way to follow your passions.
I think, having knowledge of programming, in the end helps you make better decisions, doesn't it?
But you already have knowledge of it. You understand "about algorithms, cpu clock speed, RAM etc." And you understand "I hate programming, and I want to have nothing to do with it." Apparently you think this isn't enough knowledge of programming?
And this critical thinking while brainstorming, is just not at the right time. I should do that after brainstorming
It's only necessary if the game is going to be implemented. By you. The thing you don't understand is that all game ideas are possible. Someone better at programming than you (someone who enjoys programming more than you) should figure out the how part.
How do I get this misplaced fear out of my head?
What am I, Sigmund Freud now?? Read FAQ 47, the section on Fear. It's all I've got on this subject.
Tom Sloper
Los Angeles, California, USA
February 24, 2009
This education stuff is SO expensive!!
>From: David
>Sent: Monday, February 23, 2009 4:36:43 PM
>Subject: Entree into Game Biz
>Name: Edgar
>Age: 24
>Location: U.S.
>Education: 4-year university bachelor
>Occupation: Student at 3-year game school
>Aspiration: Game Design
>Hi Tom:
> I have been reading your FAQs and your correspondences with people, and I felt I have to ask this to get your advice on my particular case.
> I have a 4-year bachelor degree at a decent university, albeit with poor GPA, and I am enrolled in my first quarter at a 3-year game school studying Game Art and Design. Financially my family can barely cope with the cost of attending the game school. In terms of 3-D imaging skills I am blank piece of paper.
> My Q: 1. Given my situation, if I am aiming at entree level game artist, should i go for an associate in game art/graphic at any art center or a bachelor in game art at 3-year game school? I know bachelor is better education but I can barely cope with it financially. Is it that associate degree's education would only make one competent enough for level design? If a decent portfolio is presented, would the degree, or even no degree in graphics at all, matter that much?
> 2. Would it be financially more do-able if I opt for game tester and move up that way? If I can be a tester, then I might have opportunity to move up to game design/production. If it takes approximately five years for a tester to move up to production, would it not compare favorably to finish a degree in game school in 2-3 years with up to several tens of thousands in cost?
>sincerely,
> Edgar
Hi Edgar, you wrote:
if I am aiming at entree level game artist, should i go for an associate in game art/graphic at any art center or a bachelor in game art at 3-year game school?
That depends on the results you get from doing your decision grid (as discussed in FAQ 25. Your decision grid should include the factors of cost and your art talent. I'm not quite sure what you meant when you wrote:
In terms of 3-D imaging skills I am blank piece of paper.
I don't know what that means. Are you artistically talented or not?
I know bachelor is better education but I can barely cope with it financially.
This is confusing. You said you already HAVE a bachelor's degree!
Is it that associate degree's education would only make one competent enough for level design?
You haven't read enough of my articles. The reason a bachelor's degree is recommended is because a 4-year bachelor's degree is a better education than a 2-year associates degree. And when I (or any potential employer) see that you've completed a 4-year degree, I can tell that you can commit yourself to a long term endeavor.
Would it be financially more do-able if I opt for game tester and move up that way?
Obviously, that would be less expensive.
I don't know if I've given you the information you really need or not. I recommend you read more of my articles, Edgar. I'm here when you want to ask more questions that aren't already answered in the articles.
Tom Sloper
Los Angeles, California, USA
February 23, 2009
Broken link
>From: "eleanor elynch
>Sent: Friday, February 20, 2009 8:07:23 AM
>Subject: I found a broken link on your page
>Hi,
>I noticed that on http://sloperama.com/advice/lesson56.htm you link to http://cg.cs.tu-berlin.de/~ki/engines.html, but that page doesn't seem to be up anymore. I found this page to be a good replacement:
>http://www.design-training.com/art/3d-engines.html
>Thanks,
>Ellie
Ellie,
I've deleted that dead link from the quote by Carey Chico. Thanks.
Tom Sloper
Los Angeles, California, USA
February 20, 2009
I want to start my own game company. BTW, I'm 16.
>From: Joey [deleted]
>Sent: Saturday, February 14, 2009 12:31 PM
>Subject: Inspired
>Hello,
>My name is Joey [deleted], I dont really know where this message will go.
>But I need to say something, Ok, I just wanted to say I'm very glad I stumbled upon your site, I am a 16 year old boy, with a passion for designing a game, and having my own
>gaming company, and I read some of the things you talked about, and I understand. and I saw the note about asking for advice, but This is much more, This is my life, and I have an Idea, and I am willing to work, and do about anything to make my dreams of one day being successful. But I cant seem to get the concept Of getting other there, I read about Diy and the get in the door, But Im only 16, and I can design the game, I am designing it, But I want to have my own company I dont want to just give it away or even just sell it, I want to be in the process Of making it. Well, Im sorry if I wasted someones time by writing this, but I would like for you to maybe talk to me, or maybe becomeing partners some how, and by no means am I asking for a free ride. But This is more imporant than just a game. Well all right, and just to put it out there, My dad and I, are very creative and have lots of pasion of being successful. Right now my dad is trying to develope Facebook apps.
>My dads # [deleted]
>His email- [deleted]
>Thank you,
>Joey [deleted]
Hi Joey,
Well, you're in luck, because your Dad knows how to make Facebook apps. That means the two of you can indeed self-publish your creations (as long as you design within his capabilities). Since you're a minor, it'll have to be your father's business at first, for legal reasons. But he's the collaborator you need -- not me. I think you've only read my article #1. You also need to read numerous others. Like #s 2, 8, 10, 13, 16, 25, 34, 44, 28, 29, 31, 39, 40, 42, 43, 47, 55, 56, 57, 58, & 60. For starters.
Good luck to the two of you.
Tom Sloper
Los Angeles, California, USA
Valentine's Day, 2009
Audio for a non-whiner's first game, part 5
>From: Chris
>Sent: Saturday, February 14, 2009 12:55 AM
>Subject: audio for a non-whiner's first game
>Tom,
>Ok, I get your drift.
>Still, I think that there can be taught a certain amount of stuff about sound in games.
>The dynamic sound, for example is such a thing, so thanks, allthough I already knew about it.
>ps. What languages do you speak? English, German, Japanese?
>I speak English, German, Dutch, little bit of Latin, and im learning chinese and ancient Greek.
Goede morgen, Chris.
I was thinking about this morning. While I can't teach this stuff, I should retract what I said about the innateness of it. I do think it can be learned (which is a different thing from being taught). Keep on fiddling with your sounds. Play them (in context) for others, and accept others' commentary without defensiveness. Work with collaborators. But basically, just keep doing it. Nobody starts out being perfect. It takes practice.
I speak a little Japanese and French. I have a good ear for languages, and can pick up the occasional short phrase without too much trouble.
Tom Sloper
Los Angeles, California, USA
Valentine's Day, 2009
Audio for a non-whiner's first game, parts 3 & 4
>From: Chris
>Sent: Friday, February 13, 2009 12:05 PM
>Subject: respond: audio for first game
>Hello Tom,
>I have been very unclear in my questions. I read the faq about asking bad questions just now, and I have been asking questions badly very often, because I somehow thought other people should be doing the job answering them, instead of me asking them right.
>So thanks for that faq.
>now: You said I should turn on my creativity and that I'm the one who should decide. Ofcourse.
>You also said I was more visually oriented than audibly*. This is not really the case, its just that I have less of a theoretical understanding of audio in games than visuals.
>my question really was, what theoretical advice can you give me about audio, specificly in games. The equivalent of visuals would be for example, that you should make the important parts on the screen (Avatar, Enemies, items, whatever suits the game) more detailed and bright, so that they stand out on the screen. or make dangerous things red, etc. (you may want to argue against those two specifically, but) Things like that are good to know, when your a game designer, right?
>*http://www.merriam-webster.com/dictionary/audibly
>Again, I should have asked the questions better, but, I do think in sound, and have a feeling for it, I just want to get a better idea of how to develop/choose/judge music and SFX, apart from the feeling I have for it. I also had a feeling for Gameplay before I started reading Chris Crawford and such, but they still gave me alot of valuable theoretical knowledge about creative aspects of game design. I suppose there is the same with audio?
>btw, I have made sounds now. I ended up doing it all from scratch, since the ones on the internet didn't fit or we're simply bad.
>I'm pretty impressed with the sounds themselves, but they dont seem to fit in the game. They're not "in line" with what happens on screen, but I dont understand why.
>I had already made a list btw, like you said.
>From: Chris
>Sent: Friday, February 13, 2009 12:41 PM
>Subject: goede morgen
>I forgot to say: goede morgen is not pronounced hooya morha.
>morgen is pretty easy: just Morgan (as in morgan freeman), except the g is more rough than in english, goede is pronounced gooda, same idea with the g.
>americans/english mostly have problems with the g and r in dutch. they're both in the back of the mouth, instead of in the throat.
Hi Chris,
I'm responding from my classroom at USC while the students are having lab. I'll post this later on the BB. I think the key thing you wrote just now is this:
>I'm pretty impressed with the sounds themselves, but they dont seem to fit in the game. They're not "in line" with what happens on screen, but I dont understand why.
Without hearing your sounds, I can't tell you why. But there's a lot to sounds and making them fit properly. Not being an expert, I haven't written an article on this and don't intend to. All I can do is guess why your sounds might not be fitting.
- Maybe the sound was recorded with extraneous ambient/environmental sound. If the game character is outdoors, and his sword-swish sound sounds like it was recorded in a room with plaster walls, or on a city street with traffic going by, that wouldn't fit.
- Maybe the sound just isn't playing "on cue." If the visible action happens immediately upon a controller button press, sometimes a sound effect might have a ramp-up phase to it that cause the whole effect to seem to occur out of synch with the visual.
- Or maybe the sound is too muddy, too bright, too echo-y, too soft, too loud.
I think the real point of my previous reply still applies. An audio engineer needs to have a good design sense for what sounds should be used for what actions, and how to adjust them so they sound right. I don't profess to be able to teach that...if it can be taught. I assume this to be one of those things you need to just be able to do, if you're truly cut out to do it.
Same with music. A good musical director should have an innate sense about what music would be appropriate for what circumstance in a game. I have to stop now. More later (and "goede morgen" too)
OK, this is later enough. What I was going to say about music is that you have to know about musical genres, the feelings various types of music generate in people, and be able to choose music innately. It's not necessarily something that can be taught - or if it can, I'm not able to teach it to you in this forum format.
Another important thing about game music is "dynamism." You want the music to be able to change when the game action changes. When the player character is in a battle for his life, you should have dark, exciting, "danger" music playing. But when he's just exploring, that music should change. It's not an easy thing, to design dynamic music. But it's something you should strive to accomplish.
As for "hooya morha," I was just transcribing it in a simple way. When I say it, I use a back-of-the-throat sound like in the Hebrew "le-chaim" or the German "ach du lieber" (not a regular "h" sound). But to write that sound for the average reader...? I could have gone a number of ways, and I chose to use a shorthand that amused me.
Tom Sloper
Los Angeles, California, USA
Friday the 13th, February, 2009
Privacy (Audio for a non-whiner's first game, part 2)
>From: Chris
>Sent: Friday, February 13, 2009 5:15:14 AM
>Subject: Last name
>Hello Tom,
>I have read the post: Unfair lack of privacy.
>And I have also sent you an email, from your contact page, thus before knowing it was gonna be posted.
>I didn't want to send an email at first, because I know you say explicitly not to ask you to anonymize my email in any way,
>but I suppose, since I didn't know, could you please remove my last name from my mail about audio in games?
>My family still doesn't accept that I want to do this for a living, so they don't want me to be associated with it when I am googled, when I apply at a company for example.
>I guess when I actually show up with something that I've made, they might believe me that I should pursuit this carreer, but right now, they're mad at me that I gave my full name on the internet.
>I hope I don't ask for too much, but it's a real problem for me.
>Thank you.
It's done, Chris.
My policy now is to not show last names, but even though I'd deleted one instance of your last name from that previous post (Jan. 11), I missed a second instance you'd written within the body of your message. It's gone now.
Tom Sloper
Los Angeles, California, USA
Friday the 13th, February, 2009
Thanks again
>From: Scott
>Sent: Wednesday, February 11, 2009 7:56 AM
>Subject: Good Morning Mr. Sloper - Would like to thank you yet again.
>Mr. Sloper,
>I don't know if you would remember me, I emailed you back in September of 2008.
>I would just like to let you know that your information on your site is helping me out with my current class Game Concept Design at University of Advancing Technology.
>We are in the process with this class to create a Game Design Document. I have read and printed out your information and followed your links. Again you are providing a great source of information on the topic.
>I hope all is well and wanted to thank you again.
>Scott
You're welcome, Scott. Thanks for writing.
Tom Sloper
Los Angeles, California, USA
February 11, 2009
How much input does an artist have? (continued)
>From: Albert
>Sent: Monday, February 09, 2009 1:13 AM
>Subject: Re: Game biz question.
>Hello,
>Albert again.
>Re: How much input does an artist have?
>Thanks for the respond.
>About art directors.
>I didn't know that. This leaves me with yet another question though.
>I know that, generally, there are 3 major areas in game development: Art, Design and Programming.
>if the art director makes all the global artistic decisions (with the help of the other artists), then how art art ideas and design ideas mixed together? does the art director and design director work this out together, or is there a global director that makes these decisions, and then tells the art director and programming director what to do?
>Because I suppose that the design and the visual art cannot be made, completely seperate of eachother.
>I wondered how this works. and where development usually starts.
>I know this differs a bit between companies.
>and about being locked in a room. lol, that was a joke ofcourse.
>ps. About "lack of privacy warning"
>Lol. I was one of the people that didn't know that it was gonna be posted.
>I was startled a bit, because I put my last name in it, thanks for removing it.
Hi Albert,
The major areas in game development also include Audio, Quality Assurance, and Project Management. So that's 6, not 3.
You are correct that design and art direction have some interdependence. But art direction has to be subservient to design. Nobody bases a game based solely on the art style - it is, rather, the gameplay that has to serve as the foundation for the game's "window dressing."
Tom Sloper
Los Angeles, California, USA
February 9, 2009
How much input does an artist have?
>From: Albert
>Sent: Sunday, February 08, 2009 5:30 AM
>Subject: Game biz question.
>Hello,
>My name is Albert, and i am 19 years old. And I live in Germany.
>I don't know if you will answer my question.
>I want to become a graphic artist/graphic designer for video games.
>I am starting a Visual Arts for Games course next year.
>I know you are not a graphic designer, but I was wondering how the relation between graphic designers and producers are.
>Do graphic designers have something to say, about the global part of the graphics, or do they just make the drawings, after the producers tell them what to make?
>I know that the graphic artist doesnt decide everything about the graphics, but i just wondered how much this really is.
>Because I like designing the characters/environments in my head aswell, besides actually drawing them.
>And I will not like it, if I am just told exactly what to draw, and then being locked in a room for the rest of the day drawing it.
>Thank you in advance if you answer my email,
>Albert
Hi Albert,
Take a look in the credits of any popular video game. Also take a look at the game industry Salary Survey on GameCareerGuide.com. You see there that there are not only artists but also lead artists and art directors. Right?
The thing you asked about is the art direction. The art direction is not decided by the producer. Also, what tasks the artist should perform are also not assigned by the producer. Rather, it's the art director who determines the art direction, and it's the lead artist who assigns the tasks.
You were worried about being a "grunt," subservient to the producer. It's not like that. You'll be a valued team member, reporting to a lead artist or an art director (one, or maybe even two, levels removed from the producer).
That said, every member of the team has opinions to offer on the game, and those opinions are valued. As a member of the team, however, you must be willing to take orders. You must be willing to work in support of the project. Being a professional means being willing to put aside one's artiste sensibilities and to give the team effort your full support.
And nobody's going to lock you in a room, kid. Get real.
Tom Sloper
Los Angeles, California, USA
February 8, 2009
Switching careers into games
>From: Conlan
>Sent: Sunday, February 08, 2009 12:17 AM
>Subject: Career Change 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: _28
>The level of education I've completed is: _Aviation Business Diploma and Airline Transport License
>My occupation (if student, enter 'student') is: _ Flight Instructor/Charter Pilot
>The type of game job I aspire to (if applicable) is: _ Game Designer
>Dear Tom,
> I am no longer able to continue with my first pasion Aviation, so I thought I would move on to my second pasion of gaming and game design. I have done some basic little game designs with friends and I was thinking of taking the online courses from the Game Institute to get more advanced knowledge of game design. I was curious if going back to school for another 2 years to finish my buisness degree would be more beneficial or if just moving on to more game industry related courses and building a porfolio would be the better way to go. I was trying to make one of your decision grids but I am just not sure what the game industry would be more interested in.
> Thank you for your time, I hope I am not wasting it by asking a question you have already ansered. I have read most of your pages and found them quite helpful in deciding to follow my game design pasion.
>Sincerely,
>Conlan
Hi Conlan,
You asked a classic "two choices" question:
I was curious if [A] going back to school for another 2 years to finish my buisness degree would be more beneficial or if [B] just moving on to more game industry related courses and building a porfolio would be the better way to go.
I cannot ignore the fact that the way you worded this asks me to foretell the future for you. I can't, of course. (And we'll come back to this in a bit.) So let's cut through the wording, and expose the bare bones of the question. You're asking which of these two things you should do:
complete an unfinished business degree
take game courses and build a portfolio
Note, Conlan, that part of asking a question is providing information so the answerer has enough information to understand the question. You didn't say why option A is even under consideration. You didn't say that you want to become a producer--rather, you said you want to design. So it's unclear why you think a business degree is the way to go, to become a game designer. Especially since production is--like game design--not an entry level pathway into the game industry.
I guess what I'm saying is that B is clearly preferable to A. Not that these are the only possible choices, mind you. (Did you read FAQ 52?) You also went on to say:
I am just not sure what the game industry would be more interested in.
Oh my gosh. You are leading yourself astray by worrying about appearances? That's no way to make a decision. You can't go through life choosing between courses of action based on uncertainty about what will happen if you do A or B (NOBODY can foretell the future, and you have to stop kicking yourself for your own inability to know the future), and you can't go through life choosing between courses of action based on what's inside the heads of others (nobody can do that either)!
Instead, the way to make a decision is to look inside yourself. Which thing will help you work in the game industry...
Oh my gosh. Do you see what I did there? I didn't say "which thing will help you obtain a job in the game industry"! I said "which thing will help you work in the game industry"!
See what's happening here? I'm totally approaching the issue from entirely different directions than you were.
It should be obvious (it is to me) that if you want to work in games, studying games and building a portfolio would be more applicable than a business degree. You still need a breaking-in plan (since game design is not an entry level job), but you have time to work that out while pursuing your studies. Good luck.
Tom Sloper
Los Angeles, California, USA
February 8, 2009
My subject line is about mods, part 4
>From: Dave
>Sent: Friday, February 06, 2009 10:32 AM
>Subject: Re: "My subject line is about mods"
>I see and understand your point, Tom!
>I had thought I'd be playing it "safe" by sticking to a similar but not explicit expansion to a universe, but apparently perception-is-reality even applies to IP canon.
>I will develop the idea and design independently of the original IP, then, even though I assume inevitable comparisons will come up. (See how many people are comparing the new "Killzone 2" to 2007's "Team Fortress 2" because of its class-and-objectives based combat - some of the classes are directly aped, even - but the execution is different and, hey, how many different types of class-based combat can there really be?)
>Working diligently to get past "idea-man", and appreciate your candid replies,
>Dave
You're welcome, Dave. Keep on thinkin'.
Tom Sloper
Los Angeles, California, USA
February 6, 2009
My subject line is about mods, part 3
>From: Dave
>Sent: Friday, February 06, 2009 9:31 AM
>Subject: Re: "My subject line is about mods"
>Truly hope I'm not bothering you about this subject, but thanks again for further response.
>I am using "mod" in the sense that, if I were to endeavor to create an actual demonstration or prototype of my game, I would likely use the inspiration-game's own engine and mod tools with which to construct mine. I believe that would constitute the new game being a mod of the old. I wasn't referring to the design doc itself. Your observation of just using the gameplay mechanic is a good one, but additionally I hope the new game "fits in with" the original game's universe as well, such that a player would have the feeling the two games were related, even though there would be no explicit ties.
>I also am familiar with your rejection grid. This is why I'm not hinging my future on this specific game idea or any of that - statistically I know not to get my hopes up, but nothing ever happens without taking a shot.
>So with all that background, here's a super-distilled version of the original question(s) for you: If I'm willing to put the work into the design document (and even into a demo if I can learn the tools effectively), how could I effectively present an idea like this to the game company that inspired it?
>Thanks again.
>Dave
Hi Dave,
I'm away from my home computer, so I'm replying by direct mail (on an Apple computer, whose keyboard and especiallyspacebar are different enough from what I normally use that you may occasionally see typos) and will post this on the BB later today.
OK, finally I have clarity.
Howto present effectively is fullydescribed (darn this spacebar)in FAQ 21.
The problem isn't how to present, but the fact that it's EXTREMELY unlikely to get an IP owner to accept outside submissions involving their IP. You said your game would "fit in with" the original universe. That's a HUGE problem. I've explained this several times before, and obviously it needs to be an FAQ.
Let's pick an example IP (one that I'm very familiar with). Let's say for example Harry Potter. So you pitch to J.K. Rowling an idea that fits in with the Harry Poter (darn this Mac keyboard) universe but isn't necessarily using any Harry Potter universe character names, place names, spell names,or object names. (I don't see how it could fit in and still avoid using any of those, but maybe you do.) Let's pretend for a moment that Rowling approves you making a game based on your concept. What happens next?
What happens next is, if your game becomespopular,now your idea is partofHarry Potter lore. So now whenever anybody writes new fiction or scripts or games if they use anything fro your game, (I really don't understand why this keyboard has to be so different fro "regular" keyboards), you are owed royalties too. What's happened is that you are now Rowling's partner in owning some of the HarryPotter canon. And that's huge.
Do you see how that follows? I hope so, beause I'm continuing as if you do. So, since her accepting your proposal effectively makes her give over partownership of her original creation to you, why wouldshe do this? What'sin it for her (or for any IP owner) to give over part ownership of their original highly valuable IP to some industry outsider who has an idea?
Forthe reason above, I say that it is EXTREMELY unlikely to get anywhere with a pitch that involves someoneelse's IP.
One more reason why you should simply create new IPinstead. When you tack something onto someoneelse'sIP, you limit the possible buyers-into of your pitch to ONE. If you create originalIP,you have multiple possible targets for your pitch,not just one. Even more reason not to borrow IP.
I hope I've finally answered the real question you were asking, Dave.
Tom Sloper
Los Angeles, California, USA
February 6, 2009
My subject line is about mods, continued
>From: Dave
>Sent: Friday, February 6, 2009 6:41:08 AM
>Subject: Re: Curious about the path from Mod to official Game...
>Tom - thanks for your response, and let me clarify a few things that you addressed in your response!
>1. The "Mod to official game" question was referring to the fact that I'd like to pitch a game that would basically begin life as a mod to an existing game - the rest of the questions were posed with that in mind. I'm sorry that wasn't clear.
>2. The actual game wouldn't feature the original company's IP itself! But, it would feature similar gameplay themes and a similar cast of characters.. My example of Han Solo in a Tomb Raider game was poorly chosen. It's much more a case like your example of "Under Seige" being "Die Hard on a battleship". My game would be "[original game] but in [new setting] with [different characters]," and I was curious how to use references to the original property in the pitch or design doc, while explicitly leaving the original copyrights intact and respected.
>3. The coffee table mention and the page-flipping, refer to the pitch/design document itself.
>Does this better illustrate what I was asking?
>Thanks!
>Dave
Hi Dave,
I still think you're using the word "mod" in a different way than we in the industry do. See the definition of "mod" in FAQ 28. I don't see why your idea would have to be made using the engine of some particular other game, especially if all you're creating is a paper pitch document.
And if your game doesn't use IP either, then the word "mod" just doesn't seem applicable. Sounds like you're talking about using an existing gameplay mechanism with a new universe.
OK, now that I've beaten "mod" to death, we're still faced with the problem of the rejection grid in FAQ 11. And since I was so thrown off balance by your terminology, I have lost sight of what your question was (or still is? You did see the rejection grid in FAQ 11, did you not?).
Tom Sloper
Los Angeles, California, USA
February 6, 2009
The unfair lack of "lack of privacy" warning, continued
>From: John
>Sent: Friday, February 6, 2009 7:05:03 AM
>Subject: Respond: The unfair lack of "lack of privacy" warning
>This is a respond to: The unfair lack of "lack of privacy" warning.
>I read the email you received, and honestly I'm a bit surprised about this, because the email didn't contain any whining at all.
>This was just a recomendation to put the info there, and as a matter of fact, I do agree with him.
>Don't get me wrong, I find your advice helpful, and I find it ok, that you show these questions in public.
>Why don't you put the info there?
>This makes it seem like a big deal, which it isn't, but im surprised by your respond to this email, since it's simply a recommendation, and a valid point. He doesn't whine at all.
>I also cannot think of any reason for you not to put the info there, other than that you want attention, or something.
>Also the story you give, only strengthens his point.
>I'm very interested to hear a serious respond, on why you don't put the info there, and why you give a respond like this.
Fair enough, John.
Actually, when I got the email, I saw the sense of it. I started to think about exactly what changes I would make. I didn't want to make a big change in how the contact page is presented--while keeping mindful of the fact that numerous disparate audiences would be viewing that page. (Potential business clients, youthful game biz advice seekers, novice mah-jongg players, and on and on...)
I didn't want to have to reinvent the maze I had to create to reduce the number of non-business phone calls, and especially I didn't want to have to think as hard as this idea was making me think.
The issue even made me see that I probably need to separate my website into 3 or 4 different websites, which would be a lot of work and runs the danger of breaking links from other sites, and could well have ramifications far beyond simply typing a couple of lines on a page.
So it was I who was the Vogon, of course, and I have even come to think now that the Vogon was the whiner in that story.
I don't know how much this change would reduce the number of correspondents who'd be shocked/surprised to learn of the existence of the bulletin board and its rules (I don't know what percentage of them might come in through that back door rather than the front door), but I see the sense in the suggestion. It's now on the list of things I have to do, and it will just have to wait its turn.
Tom Sloper
Los Angeles, California, USA
February 6, 2009
My subject line is about mods but my question is about using someone else's IP in a pitch document
>From: Dave
>Sent: Thursday, February 05, 2009 3:04 PM
>Subject: Curious about the path from Mod to official Game...
>Good afternoon, Mr. Sloper! I've enjoyed reading your various lessons and harsh realities regarding game design.
>Your requested tidbits about myself:
>1. I'm 31
>2. Some college but no degree - Had a major in graphic design.
>3. I am a data analyst in telecommunications, for some 11 years now.
>4. My aspirations would probably be more toward Concept or Production Art within the realm of Game Design. I'm currently involved with an in-progress game as a Concept and Storyboard Artist - small production, should be a freeware program when finished - and have been an "analog" artist for most of my life.
>Right now I have, yes, the dreaded "game idea," but do not plan to rest on my laurels at just that; the idea just struck me yesterday to begin with. Nor do I assume what's gestating in my head is The Best Game Of All Time I Promise - but what I do have, I believe will be fun. I plan to produce a GDD, and even sit down with some mod tools to see if I can get together at least some animatics, if not a full-on demo.
>The crux of the matter is that this game would essentially be founded on modding an existing game. (Hell, the existing game itself started off as a mod to yet another game, and then garnered enough notice and respect for the software company to release it.) Now, my GDD would include the copyrighted original material by me, while acknowledging the respective copyrights of any reference or source material mentioned, that the game would spiritually succeed. How would I best tackle that sort of thing? (i.e. if Eidos ended up wanting Han Solo alongside Lara Croft in a game, could they simply say in their pitch documentation "Han Solo is the property of Lucasfilm and Lucasarts" before actually being granted the permission they would obviously need to put him in the game?)
>Yes, I know that a big software giant is not going to just accept my own "hey, it's Die Hard on a battleship" take on one of their own games - but I would like to put together a package that, should their interest be piqued, would deliver properly. I'm not necessarily looking for fame and fortune out of this, but I would be thrilled for myself and others to be able to play my game someday.
>Hopefully not a "bad question fest," but I suppose in addition to the copyright question above, I'm curious as to your thoughts on the plan I'm putting together to support my idea. I figure it this way: At the very least, I'll end up with something entertaining for the coffee table, and maybe a couple execs will thumb through a few pages and smile.
>Thanks for your time
>Dave
>PS: I owned a Vectrex for a few years - Spike and Molly were great; could have been iconic like Mario if the vector-graphic home console market had taken off. (And thanks for Stealth ATF and Three Stooges, too; those games spent many hours in my NES.)
Hi Dave,
I'm delighted that some of my old works gave you enjoyment. Today I found two question marks in your email:
The crux of the matter is that this game would essentially be founded on modding an existing game...my GDD would include the copyrighted original material by me, while acknowledging the respective copyrights of any reference or source material mentioned, that the game would spiritually succeed. How would I best tackle that sort of thing?
Best not to design anything that can't succeed without using someone else's IP. Pretty sure I said as much in FAQ 61.
if Eidos ended up wanting Han Solo alongside Lara Croft in a game, could they simply say in their pitch documentation "Han Solo is the property of Lucasfilm and Lucasarts" before actually being granted the permission they would obviously need to put him in the game?)
They wouldn't do that. And Eidos wouldn't need to pitch to anybody...would they?
Then there's the subject line of your email, but I didn't quite get the connection between the above questions and this:
Curious about the path from Mod to official Game...
I didn't see any questions in your email about how to make money from a mod (if making money is what you meant by "official Game")... Not that I know how one might do that, except "make sure your mod tools' EULA (see FAQs 58 & 28) permits it, and see FAQ 60."
Oh wait, I just discovered another question (this one didn't have a "?" so I didn't find it the first time when I just looked for those):
I'm curious as to your thoughts on the plan I'm putting together to support my idea. I figure it this way: At the very least, I'll end up with something entertaining for the coffee table, and maybe a couple execs will thumb through a few pages and smile.
Sorry, I'm tired, and I didn't read your every word in this fairly long email. I don't see how you put a mod on a coffee table, and I don't see how anybody can flip through pages of a mod. Your definition of "mod" apparently differs from mine. I think you might be using the word to be synonymous with "fan game" (see FAQ 28)?
And no, no more than one executive would be likely to view this submission (assuming you're implying that you'd submit it as described in FAQ 11).
Tom Sloper
Los Angeles, California, USA
February 5, 2009
Your unfair lack of "lack of privacy" warning
>From: bob S
>Sent: Thursday, February 05, 2009 9:30 AM
>Subject: contact page
>Hello,
>I just wanted to say, that when you press contact page on your site, your email adress is given there, but not the information about privacy.
>So basically, when you send an email for the first time, you don't know that it will be made public.
>I suggest this information is given at the contact page aswel, since this way isn't very fair.
Yes, I'm so unfair. You remind me of those whiny earthlings who complained when the Vogons came to demolish the earth.
"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
Yeah! Oh hey, I just learned that the word "fair" originated with baseball. http://business.theatlantic.com/2009/01/fairs_fair.php
Tom Sloper
Los Angeles, California, USA
February 5, 2009
Tom, you know that isn't quite true.
>From: Charles M. B
>Sent: Wednesday, February 4, 2009 11:08:34 AM
>Subject: comment
>"Do not expect me to work gratis in the expectation of future payment. We pros do not work that way."
>Tom yo know that isn't quite true. It's more accurate to remind people that examining a proposal without charge is "working for free," just like that first 1/2 with an attorney.
>Of course, it's a cost of doing business.
>Lots of good advice.
>Thanks.
Well, Charles,
There's an exception to everything I say. Including (or excepting) the previous sentence.
Tom Sloper
Los Angeles, California, USA
February 4, 2009
Teaching game programming
From: "Mark"
Sent: Sunday, February 01, 2009 5:27 PM
Subject: Introducing Game Programming to Students
> Dear Mr. Sloper,
> My University is currently considering adding a module which will introduce
> game design to undergraduates. I've been given an opportunity to suggest
> input to the module, and I thought that before saying anything myself I
> would ask some experts, eg, you!
> The main question is: assuming that the students on the module want to get
> into the industry (rather than becoming DIY developers - unless this is a
> necessary stepping stone), is it better to:
> * teach complex techniques used in game programming (like 3D graphics and
> math, physics engines and interfacing, advanced C++) etc, but with the
> proviso being that while they can teach this, on a single module they won't
> have time to expect the students to develop anything using it;
> or
> * teach simpler techniques such as 2D game engines or modding (the students
> will already know some C++ before doing the module) and require and focus on
> getting the students to write some kind of simpler game or mod, that they
> can put in a portfolio?
> I suspect you might say, that they should teach the more complex stuff and
> the truly passionate ones will MAKE the time to write a game using it, but
> unfortunately they can't require students to do that - since they're going
> to be responsible for the pass rate.
> I hope this request is not too unusual for your page and I would be very
> grateful for any advice or recommendations you might have.
> Thanks very much,
> Mark.
Hi Mark,
I teach game design, game producing, and game quality assurance. I don't teach game programming. So take what I say with a grain of salt.
First, it's vitally important to never use the word "design" when you mean "programming," and vice versa. It gets very confusing!
Secondly, my recommendation is:
Teach them everything they would learn in a Computer Science degree.
For their projects, make them program games.
As for the curriculum, I have no idea what ought to be in it, and I'm the wrong guy to ask, since I am not a programmer but rather a designer and producer of video games.
Tom Sloper
Los Angeles, California, USA
February 1, 2009
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