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   GAME DESIGN BULLETIN BOARD

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

PLEASE READ THE FAQs BEFORE YOU ASK!!!

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

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

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

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

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

EMAIL YOUR QUESTION to Webmaster@Sloperama.com, or any email address you know to be mine (it doesn't matter which Sloperama email address you use to get email to me) -- or click the picture below to submit your question or comment. In order for me to give you the best answer for your individual situation, I need to know these 4 tidbits about you:
How old are you?
What's your level of education?
What's your current occupation? (If student: "student")
Which game job, if any, do you aspire to or plan to study for?
What country do you live in (where in the world are you)?
And make sure you write an appropriate subject line for your email. Read http://wordwise.typepad.com/blog/2007/03/subject_to_chan.html.

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

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

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


  • What Do I Have to Do to Make Sure my Board Game Is Copyrighted?

    From: "Kevin
    Sent: Monday, November 30, 2009 2:30 PM
    Subject: What Do I Have to Do to Make Sure my Game Is Copyrighted?
    > Hi Tom,
    > I've got a board game documented, and the rules all written.
    > What do I have to do to make sure I hold the copyright to this game?
    > Is it enough to add a "(C) 2009 Kevin [DELETED]" line to my rules? If
    > so, does it matter where in the rules I put that line? If not, where
    > else do I need to put a (C) line? Any information you can give me on
    > this would be greatly appreciated!
    > Kevin
    > "You'll never get to heaven, or even to LA,
    > if you don't believe there's a way."
    > from _Why Not_

    Hi Kevin,
    You can find the answer to this question, and many other often-asked questions, in the "Frequently Asked Questions" ("FAQs"). Please scroll up and find the links to the FAQs, above left (they're easy to find since they're indicated by a blue and yellow flashing arrow, emblazoned "READ 1ST," like this ). You have asked Frequently Asked Question #39. Please always check the FAQs first, before asking a question.

    Tom Sloper
    Los Angeles, California, USA
    November 30, 2009


    Do I really have to study those things? - part 2

    >From: Chris A
    >To: webmaster
    >Sent: Saturday, November 28, 2009 5:07 PM
    >Subject:
    >Hi its Chris again, i should have been more specific in my last email, I'm going to be taking an Information Technology course that majors in computer games which does cover programming and other things as well as design, but game design in the main field i want to get into when i finish uni. There are some other course around that only do game design but I decided to take a more general course so I don't limit my options, a lot of people have been telling be that most companies don't hire game designers straight out of uni and most places require at least 3 year experience in game design to be accepted. Has this been correct in your experience?

    Hello Chris,
    Wow, you're following up on a post from four months ago?? Your question today is:

    a lot of people have been telling be that most companies don't hire game designers straight out of uni and most places require at least 3 year experience in game design to be accepted. Has this been correct in your experience?
    Read FAQs 3 & 14. In case you've forgotten where my FAQs are, you can just click the FAQs/Articles/Lessons links, above left.

    After you have read those two articles, you are very welcome to ask follow-up questions anytime.
    Tom Sloper
    Los Angeles, California, USA
    November 28, 2009


    How does public speaking fit into a résumé, part 2

    >From: Michiel
    >Sent: Thu, November 26, 2009 1:16:58 AM
    >Subject: On: How does public speaking fit into a résumé?
    >Hi Tom,
    >This is on the subject "How does public speaking fit into a résumé?" from Hélder.
    >You can put your "speech" skill under narrative abilities. I think anything worth mentioning should be put in the resume.
    >And I think that it's worth mentioning, though not highlighting it.
    >I hope this helps.
    >Best regards,
    >Michiel

    Goedemorgen Michiel,
    Sounds good to me. Thanks!
    Tom Sloper
    Los Angeles, California, USA
    Thanksgiving Day, 2009


    It is very enlightening - and the delivery is awsome!

    >From: Tom [DELETED] (LinkedIn Messages) <messages-noreply@linkedin.com>
    >Sent: Tue, November 24, 2009 11:18:56 AM
    >Subject: Your Sloperama Site
    >LinkedIn
    >Tom [DELETED] has sent you a message.
    >Date: 11/24/2009
    >Subject: Your Sloperama Site
    >Tom,
    >I found your site through discussions in the Game Developers group. I'm an aspiring game designer. Thanks for all the information. It is very enlightening - and the delivery is awsome!
    >-tom
    >View/reply to this message
    >Don't want to receive e-mail notifications? Adjust your message settings.
    >© 2009, LinkedIn Corporation

    Thanks, Tom.
    I especially appreciated the comment about my "delivery." (^_^)
    Tom Sloper
    Los Angeles, California, USA
    November 24, 2009


    How does public speaking fit into a résumé?

    >From: Hélder
    >Sent: Sun, November 22, 2009 6:49:37 AM
    >Subject: I am becoming a speaker that fill rooms...
    >I won a prize in a small competition, that was withnessed by a international event organizer that was going to happen here in Brazil, that guy invited me to do a speech (that ridicously filled the room, the organization had to ask people to sit on the ground and stop stealing chairs from other conference rooms). The speech was a complete sucess, and now I got invited again to do it in another international conference full of important people (altough it is TI focused, not only gamedev, but I speak about gamedev).
    >So...
    >What I do with that?
    >Where I put in my resume/cover leter or somewhere to make my potential employers know that?

    Héllo Hélder,
    Since I've done a lot of public speaking myself, it would seem that I know the answer to this. But it's a question I've been dealing with too!
    Being a public speaker isn't necessarily something that a potential employer likes. "Oh, he's a public speaker. He won't want to be stuck behind a desk in my office doing work -- he's going to want to go gallivanting around the world speaking all the time." Or "He's going to blab our business practices all over the place." Accordingly, I wouldn't necessarily make a big deal about the public speaking on the résumé.
    Where to list it on the résumé? It doesn't fit under experience, so it has to be a separate line. Or it can be left off the résumé and instead mentioned briefly in the cover letter. Or it can be left out entirely. It's hard to know whether an employer would find public speaking to be an attractive quality.
    Tom Sloper
    Los Angeles, California, USA
    11/22/2009


    Picnic with wings

    >From: Ed
    >Sent: Friday, November 20, 2009 10:36 PM
    >Subject: Picnic for the Atari 2600
    >Hi Tom,
    >I've enjoyed quite a few games which you have worked on (http://www.sloperama.com/business/prodlist.htm)
    >and tonight I stumbled upon "Picnic" for the Atari 2600. My brother and I had just finished eating our wing dinners from [RESTAURANT NAME AND ADDRESS DELETED] and he popped this game in.
    >How could the graphic designer for QBert have his name associated with a piece of work such as Picnic? How much Maui Wowie do you have to smoke before this game even remotely seems like a good idea? Or was coke the drug of choice in the early 80's. I wouldnt know becuase i was only 10 in 1982 and didnt discover drugs until a few years later, but I digress. Obviosuly U.S. Games was allowing any program that compiled correctly in 1982 to be produced and sold. I can only imagine the number kids in the early 80's who opened their xmas presents expecting a good game such as pitfall or river raid, only to be vastly dissapointed with a selection such as "Picnic".
    >After we played Picnic, we popped in Pitfall for the Atari 2600. Ray got a score of over 109.000 (see attached image), and was only a few screens away from capturing the last prize, a gold bar. Good Times.
    >On a side note, my brother Ray wants to know if there is a trick when playing picnic to get the bouncing insects into the middle bucket or whatever that is supposed to be.
    >I was also wondering if you know where any good wing restaurants are in Los Angeles where you are located. It would be nice to know if I am ever out there. I prefer a vinegar based BBQ sauce to the traditional tomato based BBQ sauce, so keep that in mind when suggesting a wing restaurant for me.
    >regards
    >Ed

    Greetings, Ed. You wrote:

    How could the graphic designer for [Atari 2600] QBert have his name associated with a piece of work such as Picnic?
    The original designer of Picnic had left the company. I was assigned to step in and help get the game finished. I don't even remember what I did on that one. I probably defined a pattern of progressive waves or increasing speed or something.

    my brother Ray wants to know if there is a trick when playing picnic to get the bouncing insects into the middle bucket or whatever that is supposed to be.
    I maybe spent less than 2 days working on that game, 26 years ago. My Atari is in a box in storage. I don't have a 2600 emulator installed on my PC. (IOW, Ray is on his own.)

    I was also wondering if you know where any good wing restaurants are in Los Angeles
    No.

    Tom Sloper
    Los Angeles, California, USA
    November 21, 2009


    Where do I need to look if I want to research, part 3

    >From: Michiel
    >Sent: Fri, November 20, 2009 7:44:25 AM
    >Subject: RE: Where do I need to look if I want to research.
    >Hi Tom,
    >Thanks for the info and your time! :)
    >I'll look around those forums and websites. Most of those sites you named were new to me.
    >My question is answered. :)
    >Cheers,
    >Michiel


    Where do I need to look if I want to research. Part deux.

    >From: Michiel
    >Sent: Fri, November 20, 2009 12:41:05 AM
    >Subject: re: Where do I need to look if I want to research.
    >Hi again Tom,
    >I think my main problem is that I'm uncertain as of when do I got enough information to which aspect of gamedesign. Since the game-industry can be very whimsical it is hard to get an idea if you're on the right course. For example I am busy at the moment practicing normal mapping in 3D, meanwhile I heard rumors of something that might succeed normal mapping. So I am not certain if my spent time might actually be in vain. So in that context, how do I research in a proper way, that I get the information that I need? Will simply looking around on the internet be sufficient? Or are there things that are somewhat veiled in the game-industry, which require digging deeper, or which requires actually meeting up with pro's in the biz? So in short: Does one need to dig deep, to get all the information a gamedesigner needs?
    >I know I'm still a bit vague, but I think this should be good enough as a question for you.
    >Best regards,
    >Michiel

    Goedemorgen, Michiel,
    No, just "looking around on the internet" will not "be sufficient." If you want to find out about Hans Brinker, you don't just open the Encyclopedia, Volume A, and start flipping pages. I'm sure you knew that (yet that's how you asked the question).

    Click above on my Game Biz Links for starters. I've only listed links that are useful for the sort of thing you're interested in (but none of them will provide any information about Hans Brinker, of course, that was just an example).

    Subscribe to the IndustryGamers daily newsletter.

    Go on GDMag and Gamasutra and GameDev.net and GameCareerGuide, register on all of them, and return often. There are always new articles, and two of them also have forums where you will see, and can join in, ongoing discussions of current topics. THAT is how one "digs deeper, to get all the information a gamedesigner [sic] needs."
    Tom Sloper
    Los Angeles, California, USA
    November 20, 2009


    Finally finishing my board game

    From: bigred80
    Sent: Thursday, November 19, 2009 8:17 PM
    Subject: Production of Boardgame ... 2 decades later
    > Tom,
    > I am [AGE DELETED], and finally finishing a boardgame that I started at age [AGE DELETED]. I have two Masters degrees, but am currently out of a job nonetheless. (All the more time for my game development, I guess.) I live in the USA. I am content to try to sell this game out of my garage, using the Internet as a sales vehicle. If I get some sales, then I will approach a distributor or agent.
    >
    > As I search for a company to mass-produce my game, I am wondering if most can accept the colored artwork (for the outer box and/or the board) in a poster format. I know that some people send them artwork digitally, but I was planning on having a local artist re-do my prototype board in a more professional manner. I'm not sure if it can be digitized or not.
    >
    > The artwork issue is my main question, but if you care to answer more: what do you think of boardgame manufacturers in Asia, who are very affordable but probably a piracy risk?
    > Thanks,
    > Dan

    Hi Dan, you asked:

    I am wondering if most can accept the colored artwork... in a poster format. ...I was planning on having a local artist re-do my prototype board in a more professional manner. I'm not sure if it can be digitized or not.
    Anything can be digitized. But I imagine your results will be better if you hire an artist and don't just digitize it yourself (or send your handmade{?} artwork to the manufacturer for them to simply digitize). This is a technical matter that you'll have to work out with the people who'll be doing your manufacturing for you.

    what do you think of boardgame manufacturers in Asia, who are very affordable but probably a piracy risk?
    Just because you're paranoid doesn't mean they aren't out to get you. Seriously, whether or not you manufacture in Asia, if your game is actually going to appeal to Asian customers (did you catch the "if" there?), it can be pirated regardless. Make sure you get an attorney and take the proper legal precautions beforehand. It doesn't matter where you get the manufacturing done (in my "I am not a lawyer and this is not legal advice" opinion).

    Tom Sloper
    Los Angeles, California, USA
    November 19, 2009


    Where do I need to look if I want to research.

    >From: Michiel
    >Sent: Thu, November 19, 2009 7:11:15 AM
    >Subject: Question about research
    >Hi Tom,
    >I am Michiel (equals Michael) from the Netherlands. 20 Years.
    >Level of education is hard to define, since we got a different education system in the Netherlands.
    >But I'm in my final year of Multimedia Design, after that I'm going to study Gamedesign.
    >I wanted to become a gamedesigner since I was a little kid (8/9 years), and I'm still heading towards being one. :)
    >Alright, finally the question: Where do I need to look if I want to research. Everytime you keep hearing (or rather reading): "You have to research the game-industry all the time, it's very important".
    >But you never see exactly how and where you do so. For example, would this simply mean: Looking on the internet, glancing game-promotion websites, or looking thorough through the website of a game-company. Or even better, breaking into their office at night and make a copy of all their files and than actually see what the 3D models look like at home? You know? No indication whatsoever what this research really is.
    >So where do you start and how far can you go? Of course I'm already busy researching, for example I'm going to visit a professional company for my research soon. (not going to tell the name of this company, not sure if this might give me problems in a way, it's a quite significant game-company).
    >But some indication of what things there are to research, how to research, where to research and perhaps even how much time I should spend to do so. (Don't want to spend time unnecessary if there are things with a higher priority)
    >Why I want to know this is of course because next to me being a wannabe gamedesigner, I got a "Ultimate idea"! So obviously research is important.
    >Not sure if it's important to add this, so you can discard it if you want but: I want to produce my own game with this Ultimate idea, with most of the creative control to me. However being a manager of a team isn't my number one skill.
    >Thanks in advance for the answer!
    >Sincerely,
    >Michiel
    >p.s. to be certain, please reply to me on my mail as well: [EMAIL ADDR DELETED] (I trust it you delete the name of my email-adres on the Bulletin Board)
    >I'll keep an eye out on the bulletin board if you got the reply on there as well. :)
    >Ontdek nu Windows phone. De smartphone van dit moment

    Goedemorgen Michiel, you wrote:

    Where do I need to look if I want to research. Everytime you keep hearing (or rather reading): "You have to research the game-industry all the time, it's very important".
    Are you ready to hear the standard answer? Here goes...
    It depends.
    It depends on what you want/need to know.
    If you are preparing to apply for a job, then you need to research game companies. I have links on my Game Biz Links page to help you get started.
    Do you want to rephrase the question? I'm still here...
    Tom Sloper
    Los Angeles, California, USA
    November 19, 2009


    School interview assignment #1,234

    >From: Taylor
    >Sent: Thu, November 19, 2009 9:20:09 AM
    >Subject: Hello i was wondering if you could help me with an assignment
    >Hello Tom Sloper,
    > My name is Taylor and I am 18 year old student and [DELETED]
    >University, and i hope to be a game designer.
    > I know your site contains information about game design, but
    >im required to have proof of an interview with someone in the field.
    >So i was wondering if you can answer some questions for me. I know
    >your busy but if you could answer them it would be greatly
    >appreciated.
    >1.What is the type of work environment that you work in?
    >2.What is the job outlook of the game design?
    >3.What is the education/training required to be a game designer?
    >4.What is the average wage of a game designer and what is the starting wage?
    >5.What are 3 characteristics of a good game designer?
    > Thank you for your time,
    > Taylor

    Hello Taylor, you wrote:

    I know your site contains information about game design, but
    >im required to have proof of an interview with someone in the field.
    Sure, I know this game. I've played it many times before. All games have rules. Your teacher gave you his/her rules about your assignment. Here on my site, I have given you my rules about your assignment. Your teacher's rules do not trump my rules. Rather, you have to abide by both sets of rules. A good player can rectify the two sets of rules and still deliver a satisfactory report to the teacher without rubbing me the wrong way in the process. If you think that the reply I've given you (below) does not satisfy your teacher's rules, you are probably wrong. You can talk to your teacher and show him or her this reply, and work out your next steps.

    I have an office on the campus of the university where I teach. I have an iMac with two operating systems, Mac and Windows. I use Mac at the office and Windows at home. I teach about video game quality assurance, and I teach about designing and producing video games, in classrooms where each student has a computer. Class assignments are delivered to me online using the Blackboard learning system.
    I do my writing of my books and online blogs etc. on my Windows system at home.
    When I get a video game design project, I write that on my computer at home.
    I do my mah-jongg teaching and playing at the homes of mah-jongg players.
    Note: I suspect that this isn't what you wanted to hear. You probably actually wanted to hear about the type of work environment that a typical game designer works in. But that's not the question you asked me! I answered the question you asked.

    You'll need to clarify the question for me. When you ask me "What is the job outlook of the [sic] game design," what exactly is it you want to know? The question is very vague.

    My rule is that, no matter what your teacher's rule is, you still have to read my FAQs and ask me something that isn't answered therein. Read my FAQ 3.

    Look it up in Game Developer magazine's annual Salary Survey. http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33

    A good game designer always uses proper capitalization, punctuation, spelling, and grammar. For example, he would never neglect to capitalize the word "I" (as you did) or leave out the apostrophe in the word "I'm" (as you did).
    A good game designer has several years' experience in the game industry and has earned the trust of his colleagues.
    A good game designer is a collaborator, not a primadonna.

    Tom Sloper
    Los Angeles, California, USA
    November 19, 2009


    How bad do multiple short jobs look on a resume?

    >From: Hélder
    >Sent: Wed, November 18, 2009 5:38:19 PM
    >Subject: How bad multiple short jobs look on a resume?
    >Hello Tom!
    >Currently my resume has like several jobs that I quit or got fired in less than six months... I heard some people claim that this make you look like everyone hates you or something...
    >So, how bad in the game industry a resume with several short jobs look?

    Héllo, Hélder,
    Nice to hear from you again.
    Are you ready to hear the standard answer? Here goes...
    It depends.
    It depends on the reasons for the numerous short jobs. It depends on the area (I recall that you live in Brazil). It depends on the state of the video game industry at the time. Right now the industry in Brazil is in rapid flux - new startups and stopdowns all the time (that's a new word I just made up for this sentence). Even outside Brazil, the industry is in flux right now. Brazilian developers are also at the mercy of American companies' hiccups.

    As long as you can explain that none of the jobs ended because you were a poor employee, and you can get good references from former bosses, then a reasonable hirer shouldn't hold that record against you.
    Tom Sloper
    Los Angeles, California, USA
    November 18, 2009


    wat is de scope for testing and wat will be my carrier in it????

    >From: sukumar
    >Sent: Wed, November 18, 2009 5:54:30 AM
    >Subject: QUESTION
    >I am 23 yrs old and have done bachelor of engineering in information technology currently i am taken as trainee in game testing(black box).But i am interested in development and coding, i am not interested in testing,do u suggest me to continue in testing??? wat is de scope for testing and wat will be my carrier in it???? plz reply to [EMAIL DELETED]

    Namaste, Sukumar,
    I assume you live in India? The country where you live is an important bit of information that affects the answers to the questions you asked.

    But i am interested in development and coding [GAMES]
    Then you need to build a portfolio.

    The way to get a job is to do the job. You have to make game demos or game-related tools or something, to demonstrate to potential hirers that you are a game programmer. You have to include the source code so they can see how well you write code.

    i am not interested in testing,do u suggest me to continue in testing?
    It is not unusual for a fresh university graduate to have to work at a job that's not quite what he studied for. The job accomplishes two useful things for the fresh graduate:
    1. It provides income so you can afford to live, and work on a portfolio in your spare time (without the portfolio it can be extremely difficult to get a game job);
    2. It trains you in the realities of the workaday world. That way when you do finally apply for a game job, the hirer can see that you already know what it means to work at a job.

    I assume that you live in India, and that you are working in a testing company (that you are not working in a game development company's internal test department). I wrote about testing companies in FAQ 5. You should read the article (click the link above left). Working in a test company is a dead-end job, but for the reasons I've already given you, and because you live in India, I think it's reasonable to continue doing it while you build your portfolio.

    wat is de scope for testing
    Read FAQ 5.

    wat will be my carrier in it?
    I cannot foretell your future. Nobody can.

    Sukumar, I realize that English is the secondary language in India. But most of the time when you are working in game quality assurance, your reports will have to be written in English. That means good English, using proper capitalization, grammar, and spelling. You need to improve your written English skills if you want to move ahead in the game industry.

    Tom Sloper
    Los Angeles, California, USA
    November 18, 2009


    Several frequently asked questions woven together into a glorious tapestry

    >From: Jonathan
    >Sent: Tue, November 17, 2009 7:25:09 AM
    >Subject: Career change to game planner in Tokyo?
    >Age: 27
    >Level of education: double major in computer and electrical engineering
    >current occupation: computer hardware engineer (in Tokyo)
    >Aspiring position: game designer (or should i say game planner. see below)
    >I have a question which I don't know if you'll be able to answer because of your limited
    >experience in Japan, but here I go.
    >My job has become increasingly boring/dull with its increasingly routine flat design
    >of verification IP hardware. I've been in the industry for a little over two years,
    >and I feel I want to get into the game business. I know, i know, the pay is pretty bad
    >(especially here in japan), and the overtime is pretty intense (however i am hoping to
    >find a job with reasonable overtime). Anyways, I need a creative outlet and my passion
    >for games seems like a reasonable exit from my boring days at my current job.
    >you've been to japan, but im not sure how much you know about the job
    >positions so i'm just going to spit it out,
    >question: what exactly does a game planner do (the western equivalent of a game designer (kinda)).
    >question: Could you guide me to some helpful links about the subject or comment on the manner at all?
    >checking out the job ads, I see that some hire straight out of college or experience in
    >non-game related fields. So this makes me skeptical, because how can a grad immediately become
    >a game designer. Perhaps, a "game planner" is more of a game designer/errand boy/scheduler/etc
    >jack of all trades occupation.
    >Anyways, look forward to your reply, thanks

    Hi Jonathan, you asked:

    what exactly does a game planner do (the western equivalent of a game designer (kinda)).
    It depends. It depends on the company. It depends on the individual. It depends on the game. It depends on the rest of the industry. Read FAQ 14, and give it a Japanese twist. That means look at it as less individual-based and more consensus-based, more sempai/kohai. Every bit as political, if not even more so.

    Could you guide me to some helpful links about the subject or comment on the manner at all?
    I already have. A lot of advice for people outside of Japan still applies to people inside Japan. Read my articles here, my columns on IGDA, and the forums at IGDA and GameDev.

    how can a grad immediately become
    >a game designer.
    In Japan, a "game designer" is actually a visual artist.

    Perhaps, a "game planner" is more of a game designer/errand boy/scheduler/etc
    To a certain extent. But it depends on the individual and the company and stuff like I said before.

    Here's the deal, Jonathan. If you want to get the job, you have to do the job. You have to design games and build a knock-their-tabi-off portfolio. And you have to network. Join the local IGDA chapter and participate in IGDA events. Kiyoshi Shin, the main honcho of the Japanese IGDA branch, was recently listed as one of the industry's top 50 influential people in the past year by Game Developer magazine.
    Ganbatte kudasai.
    Tom Sloper
    Los Angeles, California, USA
    November 17, 2009


    elitegametester isn't one of those scam tester sites, is it?

    >From: Aaron
    >Sent: Mon, November 16, 2009 12:52:16 PM
    >Subject: Games testers - Lesson #5 question
    >Hello,
    >I recently read your article entitled "LESSON #5: Testers -- The Unsung Heroes of Games" which I really liked.
    >
    >Based on what I read, you are pretty much against the tester sites for the most part. I came across a site recently called "http://elitegametester.com/" and they actually state that most sites are scams and not to expect $100 hour like most of them boast, and to instead realistically look for about $10 to maybe $20 per hour. I want to believe this site however I am still skeptical. They are charging 29.95 for a guide to look over the jobs that are currently out there, but they do not guarantee a job at all, only to look at the guide..which again makes it sound more believable... I was wondering if you happen to have any experience with this site whatsover...
    >
    >Basiscally, I am not seeking to develop into a full time, on-site tester, and because I don't have a college degree, I just want to have some fun and quite honestly make some extra money part time. I have heard that this can be done at home. Is this true at all?
    >I would appreciate any and all help. Thank you so much!

    Hi Aaron, you wrote:

    Based on what I read, you are pretty much against the tester sites for the most part.
    Why did you add those last four words to that sentence? I am pretty much against the tester sites, period. (Note I also crossed out "pretty much." I don't like it when people want to take advantage of game biz hopefuls to make a buck.

    I want to believe this site
    Why?

    however I am still skeptical.
    Good 4U! See what I wrote here on this very page. Search for the words "Beware of sites that ask you to ..." and "Don't buy the ..." Read FAQs 5 and 24 thoroughly.

    I was wondering if you happen to have any experience with this site
    I have not.

    I am not seeking to develop into a full time, on-site tester
    Then look elsewhere. The video game industry only needs passionate full-time people, working on site.

    because I don't have a college degree
    Huh? Who ever told you a college degree is an essential to becoming a full time QA tester?

    I just want to have some fun and quite honestly make some extra money part time.
    Then I can't help you. And the video game industry does not have what you're looking for. Beta testing (look it up in FAQ 28) rarely pays any money, and when it does, it's a one-time thing - not a reliable part-time job.

    I have heard that this can be done at home. Is this true at all?
    No.

    Tom Sloper
    Los Angeles, California, USA
    November 16, 2009


    Q's about my all-volunteer project

    >From: gabriel
    >Sent: Mon, November 16, 2009 11:35:48 AM
    >Subject: Humble Request for Insight on Recuiting Volunteer Work
    >Hello Tom,
    >I hope you had a good weekend. I am having a bit of a dilemma involving recuiting volunteer work and was wondering if you had any insight to offer on this... or if you can redirect me to one of your lessons or to other websites or literature that may have the answers I seek, that would be much appreciated also. ^_^
    >
    >I wish to put up a website whose intent is to inform people of my plan to design several demos of games and to request for volunteer help developing these demos. During and after development, all contrubutors would get their name in the credits along with my personal reference upon request from any potential employers. The contributors can also upload their contact information on the website should they choose to do so. I intend to use these demos in my portfolio to either 1) show my ability to coordinate a project and design games, and/or 2) the unlikely event that I find a publisher or other investor-type organization to fund the completion of the game projects, essentially enabling me to open and manage a game development studio (which, by the way, is one of my long term goals).
    >
    >How can I go about protecting myself, the volunteers, and the intellectual property involved in such a project? Do you think such a project and objective is attainable? What is your personal/non-professional opinion on this?
    >Thank you so much in advance for your time and insight on this. I eagerly await your response.
    >Sincerely,
    >~Gabriel [DELETED], Independent Game Designer

    Hi Gabriel, you wrote:

    How can I go about protecting myself, the volunteers, and the intellectual property involved in such a project?
    With a collaboration agreement. Read my Contracts article, and read Mona's "Under Development Law" article. Jim Charne has probably written columns on this too.

    Do you think such a project and objective is attainable?
    Read my article #50, and rephrase the question.

    What is your personal/non-professional opinion on this?
    You said one of your long term goals is "to open and manage a game development studio." In my opinion, after you have built a portfolio through this indie effort you are currently undertaking, you need to spend a few years working in the mainstream industry before you'll be ready to start your own company. Read my article 29. Also read my October 2009 column at http://www.igda.org/games-game-archives

    But where is the question your email subject line alluded to? You didn't ask me anything about recruiting.
    Tom Sloper
    Los Angeles, California, USA
    November 16, 2009


    Thank you for all your non-coddling

    >From: [NAME DELETED]
    >Sent: Sun, November 15, 2009 1:08:49 AM
    >Subject: [NAME DELETED]- Personal Message
    >Mr. Sloper,
    >I wanted to personally thank you for all the character building lessons that you have inadvertently taught me over the last few months. I was active in the [FORUM NAME DELETED] forums a few months ago until I lost [A FAMILY MEMBER] and went down the path of personal search and growth. I've recovered and moved forward and I am now in a position to apply for jobs confident enough of my skills. But, before all that happened, I remembered feeling "slammed" by an industry veteran "just because he can." I now realize that it was because of my own insecurities that I took your non-coddling words to heart. I'm not ass kissing as I don't want anything from you and I say that because I see a lot of people ass kissing on the forums. I just genuinely wanted to say thanks for your candidness, it has taught me a LOT about my own self. It's also helped me thicken my skin significantly. Keep up the good work!
    >Best wishes to you in the future!
    >Sincerely,
    >[NAME DELETED]

    Dear reader,
    I'm so very sorry for the loss of your loved one. And I'm so very happy that you are better able to see the world and yourself more clearly now, and that you are properly shielded by a thicker skin. Good for you.
    Tom Sloper
    Los Angeles, California, USA
    The ides of November, 2009


    Don't not review my concept

    From: "Samuel [DELETED]
    Sent: Saturday, November 14, 2009 8:58 PM
    Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best answer suited to
    > my unique situation, you need to know that...
    > My approximate age is: 20
    > The level of education I've completed is: Bachelors in Game Development
    > My occupation is: Poor college grad for hire.
    > The type of game job I aspire to is: Game Designer and Programmer
    > My game biz question is: Please read email, only then can you scorn me.
    > Hi Tom, it's Sam [DELETED] again!
    > I have more of a favor to ask than a question. But please read before
    > you post on your bulletin that you do not do favors, just answer
    > questions. Yes, I know that, but you are by far the best person to ask
    > this favor from that I know, and it requires little effort and
    > approximately 10 minutes. If you feel strongly that you must uphold your
    > rules for fairness sakes (I understand), please do not make an example
    > out of me and just ignore this mail :-P
    > Anyway, I've been doing an iPhone designer job interview with this Indie
    > team, and they asked me to create a series of "design concept sheets"
    > that are meant to demonstrate the process of iterative design. I started
    > making a template for these sheets and ended up with something better.
    > A [DELETED]!
    > Check out my awesome concept:
    > http://www.[DELETED]
    > The idea is ]DELETED]
    > I'm planning on making this document free information, but before I do
    > so I would like the approval (or suggestions) of a professional
    > designer. I am confident I created a useful tool, and if you agree,
    > having a link on your site would make this tool available to people that
    > can best use it.
    > The document is hosted on Google Docs so I recommend you use Google
    > Chrome to view it (Firefox changes the formatting for some reason).
    > The document has about 8 pages. A lot of bullet points, and some text
    > heavy sections.
    > Here it is:
    > http://docs.google.com/[DELETED]
    > Thanks, Sam [DELETED]

    Sam,
    I have good reasons for my refusal to review people's work for them. And I do not feel any obligation to go into detail to explain them. There are other people besides me who are qualified to review your résumé or your website or your project or your invention or your song lyrics or your novel for you -- and even some who are willing to do so, unlike me. I'm sure your idea is great. And I wish you success with it. If you are ever in L.A., you can buy me lunch and you'll have my undivided attention for the duration of the lunch.

    Tom Sloper
    Los Angeles, California, USA
    November 14, 2009


    Please read my cover letter

    >LinkedIn.com/Inbox
    >First step in the industry. Technical advices.
    >From: Anthony
    >Date: November 8, 2009
    >Status: Pending
    >Hello Tom
    >We've been speaking on the igda forums about my business cards.
    >I know you must be really occupied but i was wondering if I could just make you read my cover letter. I have all the passion for Vgames and all the skills
    >for QA, and crossed the atlantic in order to work in the game industry. So i just wouldn't miss my chance on some little issue.
    >I'm very grateful for your lessons, which have been for me (and for, i'm sure, anyone who read it carefully) of big help.
    >Here is my cover letter (this one's for Eidos)
    >[deleted]

    Hi Anthony,
    Sorry, but I only provide advice in public forums, unless the requester is a student in one of my classes or is buying me lunch at the moment of the advice request.
    Also as it says above, I don't review résumés and cover letters (exceptions: my students, and applicants when I'm involved in hiring). Maybe somebody on one of the forums will review your cover letter for you.
    Lastly, I have an email address. I really dislike PM's on various and sundry websites (like LinkedIn, GameDev, IGDA, etc.).
    Tom Sloper
    Los Angeles, California, USA
    November 9, 2009


    I am Excellent at thinking up video game ideas

    From: "Chris
    Sent: Sunday, November 08, 2009 11:18 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: 18
    > The level of education I've completed is: high school, senior year
    > My occupation (if student, enter 'student') is: electrician in trianing
    > The type of game job I aspire to (if applicable) is: war games and
    > adventure gun games
    > My game biz question is: I'm not that great at drawing and I'm not
    > sure about digital graphic arts but I am Excellent at THINKING up
    > video game idea from the types of games I play. I was wondering if
    > there is a company that hires people to think up video game designs
    > and helps that graphic artists of what it should look like?
    > Sent from my iPod

    Hello Chris,
    You can find the answer to this question, and many other often-asked questions, in the "Frequently Asked Questions" ("FAQs"). Please scroll up and find the links to the FAQs, above left (they're easy to find since they're indicated by a blue and yellow flashing arrow, emblazoned "READ 1ST," like this ). Hopefully your iPod (if that's what you use to view the Internet) can display graphic images on web pages. Bookmark the FAQs page, once you arrive there, for your future reference.
    You should read Frequently Asked Questions #7, 10, & 14. Please always check the FAQs first, before asking a question.

    Tom Sloper
    Los Angeles, California, USA
    November 8, 2009


    I'm self-publishing my board game, part 10

    >From: K
    >Sent: Friday, November 06, 2009 11:16 AM
    >Subject: Re: italian games
    >thanks Tom I owe you a dinner if your ever in NY

    At LEAST! (^_^)
    Tom Sloper
    Los Angeles, California, USA
    November 7, 2009


    I'm self-publishing my board game, part 9

    >From: K
    >Sent: Fri, November 6, 2009 8:22:07 AM
    >Subject: italian games
    >Tom,
    > It's [name deleted], I e mailed you in the past regarding my new game that I am showing at the NY toy fair, Can I ask you your opinion, I am self manufacturing this game;however, what would you advise as far as selling the game. Do you think a big retailer would buy it through me or opt to but the idea from an agent or manufacturer. Thank you. Attached is my game board
    >Warmest Regards,
    >K

    Hi K,
    Of course I remember you. Today you wrote:

    I am self manufacturing this game;however, what would you advise as far as selling the game.
    If you're self-manufacturing, then you're either self-distributing or going through a distribution company. If the former, you'll do all the marketing yourself. If the latter, the distributor MIGHT handle some of the marketing, I don't know. I've never done the thing you are doing.

    Do you think a big retailer would
    I can't foretell your future!

    buy it through me
    That's exactly what self-distribution is, yes.

    or opt to bu[y] the idea from an agent
    No. That's not what an agent does.

    or manufacturer.
    YOU are the manufacturer. If you're spending the money to manufacture, say, 5000 units of your game, those are YOURS and only YOU can sell them. If you license your game to a manufacturer, they'll want to manufacture it themselves, with their branding, their legalese, their logos.

    Tom Sloper
    Los Angeles, California, USA
    November 6, 2009


    How to market an engine?

    >From: Joshua"
    >Sent: Thu, November 5, 2009 12:58:09 PM
    >Subject: Developers finding programs
    >Mr. Sloper,
    > I am a 25 year old student working on my MBA. I know very little about the industry. I am interested in learning more information about how game developers find the programs that they use if they are not developed in house? A fellow student has developed a program which can be used to develop video games. I don't know much about the specifications. However, I am attempting to put together a general marketing plan for him. Your name had come up frequently in my research and I would appreciate any information or resources you could provide me with.
    > Thank You,
    > Josh

    Hi Josh,
    As the old saying goes, "make games, not engines."
    So your friend has made a game engine. That's great. How many games has he made with it? Can anybody go on the Internet and find those games that have been made with his engine? How much money have those games earned? How much good press have those games gotten? How high do those games rank on GameSpot or IGN or GameRankings?

    You're probably getting the idea. But to belabor the point: He needs to make games with his engine, and he needs to make those games successful. A LOT of young guys think it's an easier route to game biz glory to create an engine than to create a hit game. But those young guys are all wrong.
    Tom Sloper
    Los Angeles, California, USA
    November 5, 2009


    Without further ado then, here is the history, of Me:

    >From: Michael
    >Sent: Thu, November 5, 2009 1:42:35 PM
    >Subject: Career Moves & Entrepreneurship in Game Design
    >Hello Mr. Sloper,
    >Over the last few days I've read the majority of the articles on your site - thank you for taking the time to compile your industry experience, as there are very few resources out there to guide those looking to break into the industry. The reason I am writing you is to seek your opinion on a few career choices I am currently faced with. Unfortunately I fear I am going to be quite long-winded, but I feel a detailed explanation of my situation is the only way to truly grasp the options I currently face as an individual. I'll try to keep it limited to one page, and greatly appreciate your time. To give you a brief idea of what this is all about (my actual questions appear at the bottom), I am trying to decide between a variety of career options (such as forming an indie game firm or pursuing a career at a mainstream company) as well as some higher education choices (such as deciding between Masters programs). If you have the time, please read the below indented wall of text. If not, skip ahead to my situation and questions. Without further ado then, here is the history, of Me:
    >
    >I have always been passionate about video games. From an early age, the interactive challenge and depth presented in them has often captivated my imagination and kept me engaged for many hours. I have had a knack for creativity for most of my life, although pursuing a traditional art degree/career had never really appealed to me (although I have taken many art courses/artistic training, and am now a fairly accomplished 2D digital graphic artist). I've always had an aptitude for logic and math, but tend to get a bit bored when it comes to the more detailed, focused versions of those. For example, in college, I excelled in Calculus I, but by the time I got to Calculus IV (differential equations), I was failing the course from sheer boredom. Similar with physics, as another example - excelled in Mechanics, but by the time I got to the actual calculations involved in Quantum, I couldn't find within me the motivation to learn past the high-level concepts I was interested in. Of course, this was when I was 18 and 19 years old, and have matured considerably since entering the workforce.
    >
    >I initially entered college with a dream to go into game design, in the #3 ranked Computer Science program in America, at the University of Illinois. I joined a game design group that was part of ACM/SIG, and although I wasn't able to contribute code (being a freshman), I always felt my ideas were warmly received and often implemented. However, I struggled early on with finding the motivation to learn the depths of programming, once I got into the weeds of algorithm analysis, complex data structures, etc. I was the kind of student who received straight A's my entire life through my ability to rapidly learn, but once locked into such an in-depth, technical curriculum, I became depressed, and struggled.
    >
    >After speaking with the Dean of the program at length, and spending a semester re-evaluating what I wanted to do, I refocused my efforts on the creative aspects that I had longed for when thinking of Computer Design, and wanted to pursue perhaps more of an artistic degree. The functionalist in me, though, required I stick to something that I knew was marketable and still routed in the business world to some aspect, so I chose Advertising. The Ad world appealed to me because it offered a creative outlet, would allow me to experience many different facets of society as I try to understand and campaign for a multitude of products and ideas, while having a solid career path.
    >
    >Which brings us nearly to the present. I am now about three years out of college, and have worked in a variety of marketing positions, always with success. (Unfortunately, and perhaps darkly humorous, I have not been able to actually get my foot in the door at a traditional ad agency, but instead have worked in marketing/sales for two fortune 500 companies). In addition to this, about a year ago, a close friend of mine with a degree in cinematography partnered with myself and a programmer to develop games for the iPhone, on a profit-sharing basis. I've done most of the graphics work, although we now are contracting some of our work to outside artists. We've since released one game, which, to be quite honest, was Sudoku, and nothing special, although I value it as a learning experience with the iPhone platform and dealing with Apple. We have two other concepts in mind, one of which has had great success outside of the iPhone, but surprisingly, hasn't been taken on by anyone else. We are about 75% of the way done with development. I don't mention this to say that I expect to become an overnight millionaire - I would be grateful to simply recoup our expenses on it. The reason I bring up all of this, is:
    >
    >I now face a crossroads in my life. I am unsatisfied with my marketing career thus far, and have never lost my passion for video games. I stuffed away the dream to be a designer back when I was despondent in Computer Science, but it has forced its way back to my full attention. Like many who write you say, I'm sure, I feel like I have some great ideas. In pursuit of those, I've recently been debating multiple avenues (of which I don't expect you to have much insight, but sets up my actual question just after this):
    >
    > 1. Try to turn our fledgling 3-man (+contract artists) into an actual company/corporation, develop apps full-time for the iPhone and perhaps Android, due to the accessibility of these platforms to indie developers. We are not out to make more iBubbleWrap apps, we have some solid ideas that involve depth and creativity, and are still unique, even in the midst of the 100,000 apps out now in the app store.
    > 2. Try to continue on in Marketing/Advertising and struggle through a life that I worry may leave me unfulfilled.
    > 3. Try to get a job at a traditional/mainstream game developer or publisher. Unfortunately, I live near Chicago, which seems to be dying down as a gaming development hub, and relocating right now for a variety of reasons is not something I would like to do.
    >
    >In pursuit of these three possibilities, I've been strongly considering returning to school. I feel my Advertising degree and life experiences have given me a solid foundation in sociology, entertainment, psychology, story telling, and writing. However, I'm a little lost when it comes to managing a start-up business, and when I look at a mainstream game design job posting, it often requires programming expertise. So, I've been looking at these options:
    >
    > 1. Getting a second Bachelors Degree - a B.S. in Computer Game Development from DePaul University. This program focuses on some of the key, non-technical aspects to game design: storytelling, creating a world, the game industry, creating the business, project management, the development/product life cycle, and does give you some basic programming skills. Some of the coursework includes creating a mod for a current game as well as a final project, which I assume is a demo.
    > 2. Getting a Masters degree - a M.S. in Computer Game Development from DePaul. The Masters is actually more of a computer science degree with a focus on game design applicability, with the production/storytelling/business aspects as only a small component/elective. I'm not sure that I necessarily want to be a programmer... I want to be a game designer.
    > 3. Getting a Masters degree - an MBA from one of the esteemed business schools in Chicago, as there are several top 10 programs. I think this would offer me the most options (as well as putting me the most in debt).
    >
    >In an ideal world, our 3-man partnership would experience great success and be able to become a full-fledged studio. However, I worry that none of us have the capital or time (as we need to work other jobs to be able to pay the bills) to make this a reality. I realize this email wanders a bit and comes off as generally confusing - but that is indicative of my present mindset. I'm confused!
    >I would appreciate any insight or direction you could provide to me. Thank you so much,
    >Michael

    Hello Michael,
    When I'm faced with a three-page email and even its writer says it "wanders a bit," I do not read the entire thing. I do not sift through to find the questions. I just run a search through it to find question marks, then I answer those. But in this case, there weren't any! You didn't ask me a single question anywhere in your email! I scrolled down to the bottom and I found this statement from you:

    I'm confused!

    The purpose of my site is to un-confuse you. Wait, let me rephrase. The purpose of my site is to give you enough information so you can un-confuse yourself.

    You are under the mistaken notion that I need to know your entire life's story in order to be able to advise you. That's not how I fly here. I give you a lot of general advice, and you're supposed to read it. Then after you read it, if you are still confused about something, you are welcome to write me, tell me what I said that is confusing or doesn't tell you what you want to know, and ask me specific questions. A question ends with a question mark that looks like this: ? Then I can understand exactly what is troubling you, and can help you as regards to each specific question.

    If or when a question's answer is going to be "it depends," then (and only then) do I need to know more about your specific situation. Most of the time, I'll just give you the same answer I give everybody.

    So. If you tell me which of my articles you've read and how they don't tell you what you need to know, and what exactly you need to know, I'll be happy to help insofar as I'm able. If you're trying to make an important and difficult decision, read FAQ 70.
    Tom Sloper
    Los Angeles, California, USA
    November 5, 2009


    GameCareerGuide.com Private Message: Advice for a Creative thinker and starting artist.

    >09-18-2009, 10:17 PM
    >FaithDestroyer
    >Junior Member
    >Activity Longevity
    >0/20 1/20
    >Today Posts
    >0/11 ssssssss0
    >Location: Lynwooc, CA
    >Default Advice for a Creative thinker and starting artist.
    >Hello Mr. Sloper, Im verhy new at this "whole getting into the gaming Industry. I have ideas and a story that Im working on by myself. And I start community college within the next month. And i was wondering how do I get started in making my way into the gaming industry?
    >
    >I want to go to a decent school where i know I can pay it by myself and with the help of financial Aid. Since I have my story underway, should i keep working on it?, wait for an oppertunity to come by?, or anything will do for me. Im new and I don't know anyone in the industry. I just have a story and ideas with sketches and stuff like that.
    >Thank you for reading this letter.

    Interesting story, "Faith" (I guess you must be female?). I was checking the forums on GameCareerGuide.com just now, and noticed that my signature concludes with the words, "PLEASE do not PM me using this website's PM feature." Noticing that, the thought occurred to me: "There's Private Messaging on GameCareerGuide??" So I checked, and sure enough, there was this PM from you. I note that you wrote it on September 18. It's now November 1. See, I have email. I figure if somebody wants to contact me, they can email me. Or they can phone me or send me snailmail. I see no reason why every one of the dozen or so websites I frequent ought to have to be checked for private messages every time I visit. Now you see why I ask folks not to PM me on random websites. So, to reply (belatedly) to your message:

    how do I get started in making my way into the gaming industry?
    The same way everybody else does, I guess. Do the things in FAQ 27, don't do the things in FAQ 24. But first finish your degree and make a portfolio, then move to a game hotbed (see Game Biz Links).

    Since I have my story underway, should i keep working on it?
    Okay, this is extremely silly.
    Do you WANT to keep working on your story?
    If you WANT to, why would you stop just because I say so?
    If you DON'T want to, why would you keep doing it just because I say so?
    Why are you asking me this question? You should do what you WANT to do. Read FAQ 40.
    You say it's a STORY. That tells me you want to be a writer. But your subject line says you want to be an artist. I'm confused! Read FAQs 7, 32, & 53. Then make a decision (read FAQ 70).

    wait for an oppertunity to come by?
    No, wait until you've finished your degree, then actively work to get into the industry. Don't sit there passively waiting for the industry to send you an invitation.

    Im new and I don't know anyone in the industry.
    You're not just "new," you're "not anywhere near cooked yet." You've gotta get your degree, then make a portfolio, do the things in FAQ 27 and not do the things in FAQ 24. That includes networking (FAQ 54).

    I just have a story and ideas with sketches and stuff like that.
    Story does not equal game design. Read FAQs 1, 2, & 3.

    Tom Sloper
    Los Angeles, California, USA
    November 1, 2009


    GameCareerGuide.com Private Message: Copright

    >09-03-2009, 04:08 PM
    >sumo311
    >Junior Member
    >Activity Longevity
    >1/20 2/20
    >Today Posts
    >0/11 sssssss17
    >Default Copright
    >Hey, do you think you could teach me how to get my articles to revert back in my name after awhile of being on the site please? It sounds like something I should do if I ever wanted to use them to get a new job eh?
    >Thanks A lot, Sumo311

    Interesting story, "sumo" (I guess you must be Japanese? Konnichiwa!). I was checking the forums on GameCareerGuide.com just now, and noticed that my signature concludes with the words, "PLEASE do not PM me using this website's PM feature." Noticing that, the thought occurred to me: "There's Private Messaging on GameCareerGuide??" So I checked, and sure enough, there was this PM from you. I note that you wrote it on September 3. It's now November 1 (two months later). See, I have email. I figure if somebody wants to contact me, they can email me. Or they can phone me or send me snailmail. I see no reason why every one of the dozen or so websites I frequent ought to have to be checked for private messages every time I visit. Now you see why I ask folks not to PM me on random websites. So, to reply (belatedly) to your message:

    Hey,
    Straw! O_o

    do you think you could teach me how to get my articles to revert back in my name after awhile of being on the site please?
    What site? What the heck are you talking about?

    It sounds like something I should do if I ever wanted to use them to get a new job eh?
    Huh???

    Tom Sloper
    Los Angeles, California, USA
    November 1, 2009


    School interview assignment # one billion and four, part 2

    >From: Sam
    >Sent: Wednesday, October 28, 2009 3:33 PM
    >Subject: Re: Online interview?
    >Thank you for your response! I realize that some of the questions were pretty broad. I should have explained before that I was not allowed to do any research. My content in the interview paper had to include information from the questions I asked, not research.
    >Thank you again.

    Hi Sam,
    What I told you still holds. What you were assigned is not beholding upon me. You can tell your teacher for me that:
    a. S/he is not doing the students any favor by prohibiting prior research before doing the interview. It's bad teaching since it does not reflect good interviewing practice in the real (non-academic) world.
    b. S/he is foisting an unkindness on the hapless interviewees of his/her students by prohibiting prior research before doing the interview.
    Tom Sloper
    Los Angeles, California, USA
    October 28, 2009


    School interview assignment # one billion and four.

    >From: Sam
    >Sent: Tuesday, October 27, 2009 10:23 PM
    >Subject: Online interview?
    >Hello, my name is Sam [deleted]. I am highly interested in the field of game design, mainly the story telling aspect of it. I am a student at [deleted] College and an English Creative Writing major. I have been assigned an interview paper on a topic that I don't know much about. I figured this would be the perfect time for figure out what it really takes to make a game from scratch to purchaseable.
    >I have provided a list of questions. Hopefully they are not too overwhelming all at once.
    >1.) What is the basic process in building a video game?
    >2.) I have had several different ideas on what a game designer is, but different people tell me different things. What exactly does the position "game designer" entail?
    >3.) Within that process, how do developers, designers, and artists communicate their ideas and work together?
    >4.) Where in that process do game designers fit in?
    >5.) Are there any specific archetypes you rely on when thinking of a new game?
    >6.) How do you formulate your ideas into a game?
    >7.) How did you break into the game design business?
    >8.) I have heard that for a game designer, the best thing is to learn everything possible. Essentially get the most broad education you can. Is there any specific degrees you think game designers must have in order to get hired?
    >9.) What is the most popular game you have worked on?
    >10.) What is the most difficult part in designing a video game?
    >11.) Easiest part?
    >12.) What is your favorite part in working on a new game?
    >13.) Do you follow any specific ritual when thinking of a new game?
    >14.) If you had a billion dollars in a budget for a game, what kind of game would it be?
    >15.) Where do you like to do your writing(like at work, home, car, bed, etc., etc.)
    >16.) Are there any real life people that influence any characters in your game?
    >17.) How much money is typically budgeted in a game?
    >18.) Not to be too blunt, but how long have you been working in this field and what is your salary?
    >19.) For a brand new game designer, what would you estimate the salary to be?
    >20.) How long do you typically work on a game?
    >21.) Is there ever a point where you work on more than one game at once?
    >22.) Out of your entire career, what is your favorite moment while working?
    >Thank you so much for your time. I highly appreciate it. Sorry to throw so many questions out at once.
    >Sam

    Hi Sam,
    It's important that an interviewer do his homework before contacting the interviewee and asking his questions. It's kinder to the interviewee (it's more "interviewee-friendly") if the interviewer see what the interviewer is about and if perhaps some of the interviewer's questions might already be answered by something that the interviewee has written and published before.
    It's also important to ask narrow questions (questions that do not require the interviewee to expound for an hour or to write a book).
    To get to your 22, no wait, 23 questions:

    Read FAQ 10. My FAQ links are above left.
    Read FAQ 14.
    Via design documents, meetings, email, IM, and person-to-person conversations.
    Read the FAQs I already mentioned above.
    It's inevitable to consider existing games when designing a new one.
    That's an extremely large/vague question. You'd need to narrow it down.
    Read FAQ 18.
    Read FAQ 3.
    Probably my work on the Shanghai series. But it's amazing how often I get emails from guys who played my Game Time watch (or one of my game calculators) when they were kids. Click "List of Tom's Games," above left.
    Trusting your own instincts when faced with opposing views of team members -- convincing others to trust your design decisions -- knowing that the game will be fun when it's actually implemented -- keeping it simple when there's so much pressure to add features.
    Writing the character specifications (when the game has characters).
    Designing the U.I.
    No. Every project is its own unique challenge, requiring a different creative process.
    I'd buy the Shanghai rights and make a new Shanghai game.
    I do my writing at the computer. But I do my proofing/correcting/improving with a red pen, either at the dining room table or at a table at McDonald's after breakfast.
    No.
    It depends. Read FAQ 62.
    Since around 1982. This information you could have found by exploring my website.
    That's an extremely personal question.
    See the yearly game industry salary survey at GameCareerGuide.com -- there's a link in my Game Biz Links page, but the very latest survey is at http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33
    Between 3 and 18 months, typically.
    Yes.
    The time I went to Japan to work on the Space-N-Counter game calculator with the programmer at Toshiba. Read FAQ 19.
    Tom Sloper
    Los Angeles, California, USA
    October 28, 2009


    Have you ever thought of writing a book on Games 101?

    >From: Sean
    >Sent: Saturday, October 24, 2009 1:30 PM
    >Subject: RE:
    >Hello Mr.Sloper,
    > I was printing out some FAQ's from your site, and I wondered have you ever thought of writing a book on Games 101? There are plenty of people out there who could use a resource like that in hardcopy form.
    >All for now,
    >Sean

    A proposal is with a publisher right now. I cannot say any more than that at this time.
    Tom Sloper
    Los Angeles, California, USA
    October 24, 2009


    390 times a month!

    >From: Wayne
    >Sent: Wednesday, October 21, 2009 10:59:44 AM
    >Subject: re: http://www.sloperama.com/advice/lesson11.html
    >Hi Tom,
    >I stumbled on your site today after doing a search for "how to sell a game", your page appeared as #1. It may interest you to know that the phrase "how to sell a game" is searched for world wide in various incarnations 390x per month.
    >
    >I have a question regarding your suggested success rate estimation. What if the designer brings a completed design document to a development firm, not a publisher and has skills in site promotion and business? I have a game design on paper, I'm not a programmer but I do have a creative mind. You mentioned in your article that getting the game on the market involves risk, this is true for any product. In my case, I have extensive skill in website promotion and since my game is intended as a PBBG, there would be no distribution costs and no "publishers". What is required is a designated server(s), a strong connection, and a website to host the game conten as well as programmers, artists, and community/game moderators. I assume you are familiar with PBBG's and their increasing popularity as a gaming niche....
    >
    >I'm gainfully employed in the SEM field (search engine marketing) and I manage a web marketing department in a small advertising firm. My skills allow for me to achieve rank on search engines and bring paying customers to sites so while I'm not a programmer, I could certainly bring something to the table that will help to reduce the risks involved. In fact I have a modest PBBG site now that brought in 955 absolute unique visitors last month and averages the same (this is about 50% of the US Market for people searching for PBBG's). In addition to this I also have a monetizing model to be applied to the PBBG, this model is well known and has worked for many great and successfull PBBG's, there is no need to reinvent the wheel, but I can certainly apply some oil. So considering what I can bring to the table, how much do you think this would factor into the success rate of selling my game to a development firm?
    >Best Regards,
    >Wayne M
    >(AKA Whane The Whip)

    Hi Wayne,
    390 times a month, huh. How 'bout them apples. You wrote:

    What [would likely happen] if the designer brings a completed design document to a development firm, not a publisher and has skills in site promotion and business? ... since my game is intended as a PBBG, there would be no distribution costs and no "publishers".
    It costs money to host the game, maintain it, and market it. That is called "publishing." And apparently you are saying that it would cost nothing for the developer to create the game? Or your plan is to convince them to change their business model to yours, based on your confident sales pitch to them?

    I assume you are familiar with PBBG's and their increasing popularity as a gaming niche....
    You shouldn't assume. You should have gone to the extra trouble of typing the words "persistent browser-based game" and told me a little about the genre.

    So considering what I can bring to the table, how much do you think this would factor into the success rate of selling my game to a development firm?
    Despite your assumption that the developer will not have to spend any money to create your idea, my answer is:

    As I understand it, you're saying that my chart in FAQ 11 doesn't apply to you because:
    You are such a good marketer and salesman;
    The game is a persistent browser-based game, not a typical MMO or console game or mobile game or Flash game or whatever;
    You are pitching it to a developer (who has no money) rather than a publisher (who has money);
    A "publisher" isn't needed (so you say).

    I fail to see how these things invalidate the chart. If you want to explain to me what I'm missing, you're welcome to do so.
    Tom Sloper
    Los Angeles, California, USA
    October 21, 2009


    Which of my two web designs is more attractive?

    >From: Matthew
    >Sent: Tue, October 20, 2009 7:26:03 PM
    >Subject: Since IGDA is down... quick question about which site?
    >Hey Tom,
    >First, thank you so much for sloperama.com. It has been an absolutely invaluable resource to me.
    >Second, I realize I'm directly breaking the rules here... I'm hoping you can make an exception due to IGDA being down. My name is Matthew [deleted], and you've frequently been helping me out on those forums ( http://www.igda.org/node/1037302 ). Currently I am 20 years old and a student at [deleted] University. I'm double-majoring in Computer Science and Industrial Engineering. I'm aspiring for a game designer intern with the hopes of some day moving to game production / business management, though that's far down the road. Really, I'm just trying to get an internship that gets me any exposure to the industry at all.
    >My question is quick:
    >Which of the following two websites is more attractive, just at first glance?
    >http://www.matthew[deleted].com/indexT.html
    >http://www.matthew[deleted].com/
    >Again, thank you for all your help.
    >Sincerely,
    >Matthew

    Hi Matthew,
    I'm glad you find my website helpful. The only rule you're breaking is asking me to follow links and evaluate your résumé site for you. As it says above, I don't do that. I wouldn't do that if you posted those links on IGDA either (there are other guys there who are willing to do that for you). I'm sure the site will be up again very soon. I wish you success, but I just don't evaluate portfolio websites, except for my USC students. Sorry.
    Tom Sloper
    Los Angeles, California, USA
    October 20, 2009


    Already got a degree and professional work experience - Part III!

    From: "Sourav
    Sent: Friday, October 16, 2009 10:38 AM
    Subject: Me, Myself and Your advice - Breaking into the biz!
    > Hi Tom
    > Thanks again for you clear advice. All this coming from a person who knows what he is saying gives a lot of confidence and boost to me for taking this very important decision of my life. I will keep you posted on my progress.
    > Sorry about the part "This e-mail is confidential..blah...blah...blah...". That mail was sent from office and the mail server automatically appends all that to all mails going out to the internet. Apologies for that. I already knew your rules before posting these queries so you wouldn't expect that from me.
    > Regards
    > Sourav

    You're welcome, Sourav. Let me know how you progress.
    As for the boilerplate, I understand fully why sometimes questions come with that boilerplate appended to them. For legal reasons of my own, I always reply with my own boilerplate. No worries. But maybe it's best not to use the office email for this sort of thing.
    Tom Sloper
    Los Angeles, California, USA
    October 17, 2009


    Already got a degree and professional work experience - part 2!!

    >From: "sourav
    >Sent: Friday, October 16, 2009 1:06:27 AM
    >Subject: Me, Myself and Your advice - Breaking into the biz!
    >Hi Tom
    >Thank you for the advice. You have recommended a strong portfolio before moving and applying for the job. I read your FAQ about the job application.
    >What according to you is a strong portfolio for a game programmer ? Do you think a couple of good games would be enough or is there anything else
    > to account for as well ?
    >Regards,
    >Sourav
    >This e-mail is confidential. If you are not the intended recipient, please delete it from your system and notify the sender by return e-mail.
    >This e-mail is confidential. It may also be legally privileged.
    >If you are not the addressee you may not copy, forward, disclose
    >or use any part of it. If you have received this message in error,
    >please delete it and all copies from your system and notify the
    >sender immediately by return e-mail.
    >Internet communications cannot be guaranteed to be timely,
    >secure, error or virus-free. The sender does not accept liability
    >for any errors or omissions..
    >"SAVE PAPER - THINK BEFORE YOU PRINT!"

    Namaste Sourav, you wrote:

    What according to you is a strong portfolio for a game programmer ?
    Code that shows talent for writing elegant, well-commented code, a talent for problem-solving, and a passion for making games.

    Do you think a couple of good games would be enough
    Read FAQ 49.

    or is there anything else
    > to account for as well ?
    As I said, the portfolio PROVES your statement that you are passionate about making games. Don't you WANT to make a bunch of games and show them off to the world?

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

    Tom Sloper
    Los Angeles, California, USA
    October 16, 2009


    What's the difference between programming and using an engine, part 2

    >From: cannonspikes
    >Sent: Thursday, October 15, 2009 3:48 PM
    >Subject: Re: game engines
    >sorry to be more specific, what i want to know is whether programmers typically use already made game engines from the beginning of project, or do they more often make a game engine specific to the game being made. Would, in the case of blizzard, the campaign editor thing for starcraft or warcraft be their game engine?

    Hi Cannon, you asked:

    what i want to know is whether programmers typically use already made game engines from the beginning of project,
    It depends. (There is no simple, clear-cut answer as to what is "typical.") If the project can be done well in a particular engine and the team wants to use that particular engine, then they'll do that. Sometimes a particular game might not be suitable for an off-the-shelf engine, or sometimes a particular lead programmer might say "we'll build it from scratch."

    or do they more often make a game engine specific to the game being made.
    As I understand it (and I am not a programmer), an engine is something that can be cleanly separated from the game that runs on it. Some games might be created from scratch without using an off-the-shelf engine. When a game is created from scratch, its "engine" cannot be cleanly separated from the game itself. You probably ought to ask this kind of question on a programming forum, like the ones I referred to below in response to Kim.

    Would, in the case of blizzard, the campaign editor thing for starcraft or warcraft be their game engine?
    Mmm, well. I don't think a level editor is exactly the same thing as an engine, no. I recommend you look up those terms in my Game Biz Glossary (FAQ 28) - the FAQ links are above left.
    Tom Sloper
    Los Angeles, California, USA
    The ides of October, 2009


    Already got a degree and professional work experience; do I need a game degree too?

    >From: Sourav
    >Sent: Thursday, October 15, 2009 10:55:31 AM
    >Subject: Me, Myself and your advice - Breaking into the biz !!
    >Hi Tom
    >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: 27
    >The level of education I've completed is: Masters in Computer Applications
    >My occupation (if student, enter 'student') is: IT Analyst
    >The type of game job I aspire to (if applicable) is: Game Programmer
    >My game biz question is: Please read on...
    >I am Sourav, aged 27, from Calcutta, India and I have been working for HSBC as an IT Analyst since 3 years. However I am really passionate about being a game programmer and I had dreamt about it since the time I played my first game Wolfenstein3D 10 years back. After these years of working in this role I realized that I simply cannot continue doing this for the rest of my life. I need a break in the game biz.
    >As we do not have good opportunities in India in that industry I was planning to move to Canada. I have done a Masters in Computers Applications (MCA) and have strong knowledge of C++. I have started learning the DirectX9 API through self-study by reading books written by Andre LaMothe, Peter Walsh, Wendy Jones, Jonathan Harbour, etc. I am also developing a 2D game which starts off looking like Arkanoid in the starting levels but changes radically towards the end and becomes more like an arcade shooter with a nice story to boot courtesy my best friend. This should consolidate my knowledge on the fundamentals of the 2D game programming after which I plan to do something in 3D. I am planning to start looking for a job from next year mid by when I should have a grip on the DirectX stuff and hopefully a couple of games to showcase that.
    >Now here is the question. Would a course in game development add value to my application and improve my chances of getting selected by a recruiter ?
    >Since we don't have any worthwhile courses here in India, I was checking out a few online courses and came across a few sites. If the answer to the previous question is positive, then which of the following would you recommend -
    >1. viCampus (http://www.gameversity.com)
    >2. GameInstitute (http://www.gameinstitute.com)
    >3. Gatlin Education (http://www.gatlineducation.com/videogamedesign.htm)
    >4. Any others ??
    >Regards

    Namaste Sourav,
    YOU are the only person who can know if you need game education or not. If you can make a 2D game and a 3D game without it, they why would you think you need it?
    Before you move to Canada, just make sure you have a solid portfolio that proves what you said about how badly you want to work in games. Just saying you want to work in games is not nearly enough - you have to prove it by showing a body of work. The way to get the job is to do the job. Don't move from your homeland until you can prove you've been doing the job.
    And if you do decide some game education would help you, you have to pick a school as I described in FAQ 25, above left. I do not recommend schools for you.

    Tom Sloper
    Los Angeles, California, USA
    The ides of October, 2009


    What's the difference between programming and using an engine?

    >From: cannonspikes
    >Sent: Wednesday, October 14, 2009 12:41 PM
    >Subject: game engines
    >Hello my name is Paul, Im 16 student taking a 3d animation course in high school. I "aspire" to be most of the positions you write about( game artist, game designer, maybe programmer depending on following, producer, etc.)
    > I have some experience with taking small game concepts from nothing to playable games using blender 3d. I was wondering about the game engine that as far as i know you've mentioned only briefly in the articles of yours that i have read.
    >My question is about the difference between programming and using a game engine, I started to get the idea that programmers just made the game engine and others used it. But I am now confused to whether programmers in general program the whole game the complicated way (by C++) or just write the game engine and then use it to create the rest of the game putting together all the elements of the game. If there is an article that says whether the programmer does this or not let me know, Thank you for your time and consideration, any other suggestions are much appreciated.
    >-Paul

    Hi Paul, you wrote:

    I "aspire" to be most of the positions you write about( game artist, game designer, maybe programmer depending on following, producer, etc.)
    I guess it's normal for a 16-year-old to be undecided. I know I was.

    I was wondering about [game engines, which] as far as i know you've mentioned only briefly in the articles of yours that i have read.
    Yes, because I'm not a programmer. People who want to know about engines usually look at other sites.

    My question is about the difference between programming and using a game engine
    When you use a game engine, there is still programming that has to be done. LESS programming than if you had to create your game from scratch, is all.

    I started to get the idea that programmers just made the game engine and others used it.
    You're not the only one that has that mistaken idea. A lot of aspiring game programmers try creating an engine that they can sell, because they're not creative guys and they think it's easier to create an engine than to create a game. But nobody will buy an engine that hasn't been used as the foundation for a game!

    If there is an article that says whether the programmer does this or not let me know
    You should go to GameCareerGuide.com, GameDev.net, and IGDA.org and read their articles. And there are other websites where you can learn about game engines too. Like for instance lmgtfy.com.

    any other suggestions are much appreciated.
    Read FAQ 65 (the FAQ links are above left).

    Tom Sloper
    Los Angeles, California, USA
    October 14, 2009


    How do I program a Hearts game in HTML5?

    >From: Kim
    >Sent: Friday, October 09, 2009 5:16 PM
    >Subject: Game Industry Q+A
    >Hi,
    >I am 35 years old. I finished my BSCS several years ago. I was working as a software engineer for a while.
    >I am asked a question by a friend about how to design an online game. Of course I don't have an answer,
    >but I promise to find out for her.
    >Here is the question I have and hope you could help.
    >If you were designeing a browser based (html5) game of hearts, what major structures and logic would live
    >on a server side and what would live on a client side? What problems you need to guard against?
    >Thanks,
    >Kim

    Xin chào, Kim.
    I'm a game designer and producer, not a programmer. You'll need to ask this question on a game programming forum. I recommend
    http://www.gamedev.net/community/forums/forum.asp?forum_id=31
    or
    http://www.igda.org/Forums/forumdisplay.php?s=95c321e95e49d24f6d36f5932af01deb&forumid=29

    Good luck!
    Tom Sloper
    Los Angeles, California, USA
    October 9, 2009


    How do I choose between these two degrees?

    >From: brendan
    >Sent: Wednesday, October 07, 2009 11:08 AM
    >Subject: Game Design Degree Vs Game programming degree
    >Hi,
    >I am 24 years old student, currently in my final year in attaining a Mechanical Engineering degree, last year I decided to pursue my dreams and enrolled in Digipen Singapore , RTIS(computer science) as a part time student. My game plan then was to enter the industry as a programmer but eventually branch into design or producer roles.
    >Today , I am into my second year into Digipen and would be graduating with an engineering degree in about 5 months time.The dilemma i face now is that, the truth is I am not entirely enthusiastic about programming , and I am worried about the upcoming programming modules.
    >Recently ,the school has introduced a Bachelor of Science degree in game design course , offering a good mix of arts , programming , design and social sciences. To me the modules look far more interesting than the RTIS modules.
    >Having done some research and speaking to some mentors, I realized that most people are skeptical about this type of games design courses as it trains students to be jack of all trade and master of none, more importantly it doesn't increase your chances of breaking into the industry as game designers require experience in the industry.
    >Having read your articles, choosing something I am interested in would be to study game design, but there are many people persuading me to take the safer option ,graduate as a programmer and then branch into game designs after a few years in the industry.
    >Would like to hear your views on this.
    >Thank you for your time.

    Hi Brendan, your question for me, as I read it, is:

    Would like to hear your views on [how I should decide between two degrees]
    I've already given my views in the following articles (you'll have to copy and paste, too much work to URL-ize them):
    http://www.sloperama.com/advice/lesson40.htm
    http://www.sloperama.com/advice/m70.htm

    After you've read those, you're welcome to come back with clear follow-up questions and I'll gladly field them one by one.
    Tom Sloper
    Los Angeles, California, USA
    October 7, 2009


    want to be game designer!

    >From: Φώτης
    >Sent: Tuesday, October 6, 2009 10:23:27 AM
    >Subject: questions game designing.
    >hello. i am 17 and i live in greece, after finishing school i want to go to uk in a college to study some courses that can be useful to game designing. but i have some questions.
    >1:since i live at greece and i have no idea how colleges work in uk i need some help, do you need to have a degree from your old school or you just need to pay? i have seen a list of lessons that can be useful for game designing so we can understand how world works, how many lessons you can do in a college(for example from those lessons something that i would like would be Mythology,marketing,leadership,archology,astronomy can you just do there or you can only choose 1)? i ve seen something about major/minor, how exactly this work?how exactly you take bachelor and for how many courses you can take bachelor in those 4 years?
    >i was thinking at 18 to go to a college for 4 years(for the bachelor in some courses i like), after that should i try to find a job to gaming company or also go to a game design school(how much time do you need to finish 1 of those, or is there any game design course at college?)and after that find a job to game design company?
    >i understand some jobs like tester you can talk with the designers or even try suggest them some ideas, so they can see if u are good or not, but how exactly you will get close to developers from customer support?
    >thanks in advance and thanks for the great guide you made.

    Hello Φώτης,
    I guess you're "BigBoss," who posted on GameCareerGuide last night. I already replied to that post there (http://gamecareerguide.com/forums/showthread.php?t=3049, thread title "want to be game designer!"). It's good to have a name and to know your age. In this email, you wrote:

    since i live at greece and i have no idea how colleges work in uk i need some help
    As I wrote in my reply on GameCareerGuide, you should ask your education questions of the career guidance counselor in school (the school where you are now studying). I recommend that you go back to your GameCareerGuide post and read the replies you got there. And keep going back, because more people might reply to it.

    i was thinking at 18 to go to a college for 4 years(for the bachelor in some courses i like), after that should i try to find a job to gaming company or also go to a game design school(how much time do you need to finish 1 of those, or is there any game design course at college?)and after that find a job to game design company?
    Take it a step at a time. First get your bachelors degree. Then if you can afford it, you can supplement that degree with a "game design" program if you can find one, or a masters degree if you want. Regardless of what you do after finishing your bachelors degree, you'll need to get to work building a portfolio.

    how exactly you will get close to developers from customer support?
    Assuming you work at a game publishing company that houses both Customer Support and a game studio, you simply walk down the hall and there they are.

    Tom Sloper
    Los Angeles, California, USA
    October 6, 2009


    I'm self-publishing my board game, part 8

    >From: K
    >Sent: Monday, October 5, 2009 5:53:59 AM
    >Subject: Re: new game
    >I am becoming quit overwhelmed so I don't know what the heck I'm doing. What would you do if you were just starting out.
    >If I self publish I am not sure of the way to go as far as packaging and getting it packaged. I spoke to paragon but they prefer to manufacture.They will package it although I don't think that is the way for me. To answer your earlier e-mail I will self publish and with that being the case I need to have packaging I need the board printed up, what company do you respect to do business with ?
    >K

    K,
    When you told me in your first email that you'd already booked a booth at Toy Fair, I assumed you had already taken care of all this.

    This free advice that I give can only go so far. I'm not going to pick a packaging company for you. You have to contact several companies and compare options. That is what I would do.

    If I was starting out and had already made the decision to self-publish, I'd start by writing a business plan. The Small Business Administration is an excellent resource, and there is an office near you.

    Tom Sloper
    Los Angeles, California, USA
    October 5, 2009


    I'm self-publishing my board game, part 7

    I just noticed something about your earlier correspondence today, K. You said:

    >Can't I do that in hopes that I can sell it to a toy company at the toy fair

    But in your first email you said:

    >I have a game i would like to self publish.

    So which is it? You are self-publishing your game? Or have you now changed your plan and you want to license it to a game publisher instead? Toy Fair is the only way to go if the former, but Toy Fair may not be the best way to proceed if the latter.
    Tom Sloper
    Los Angeles, California, USA
    October 4, 2009


    I'm self-publishing my board game, part 6

    >From: K
    >Sent: Saturday, October 03, 2009 1:53 PM
    >Subject: Re: new game
    >Tom, Question, locating the maker of the cards hasn't been easy. Let me ask you this, what if I buy the cards from a distributor and the package the game up with my board ( I was thinking of using Paragon Packaging for that) let me know what you think of them. Can't I do that in hopes that I can sell it to a toy company at the toy fair and then let them deal with the legal aspect of it.
    >K

    I repeat: You need to talk to an intellectual property attorney. Just because a necessary step isn't easy doesn't mean you can just skip it. And as for what resources you use to do your manufacturing, that's not anything I can advise you on. You have to use good business practices in making that kind of decision.
    Just curious: have you visited your local SBA office? One of the things they offer is free advice to small business owners.
    Tom Sloper
    Los Angeles, California, USA
    October 4, 2009


    I'm self-publishing my board game, part 5

    >From: K
    >Sent: Friday, October 02, 2009 3:56 PM
    >Subject: Re: new game
    >Tom, yes you did mention this may be an issue, well I'll take your advice an look into an Ip lawyer. May even take that trip to Italy !!!!!
    >K

    OK, good luck!
    Tom Sloper
    Los Angeles, California, USA
    October 2, 2009


    I'm self-publishing my board game, part 4

    >From: K
    >Sent: Friday, October 2, 2009 8:20:55 AM
    >Subject: new game
    >Tom, I need on your help, I have created a game board a prototype. My problem is the cards that I built the board around are not mine they are Italian cards. I need to get legal premission to use these cards in my game. How do I do that ?
    > K[deleted]
    >[email address deleted]

    See, now, I mentioned before that this might be an issue.

    BEFORE you contact the owner of those cards, I recommend you hire an IP attorney to advise you. He should be able to advise you concerning what rights exactly you need to secure.

    And before you contact the owner of those cards, you also need to rework your financials to see how much of a license you can afford. Because one of the first things they'll ask you when you meet with them about this is, "what are you offering us?"

    Once you've gotten your legal advice and you've figured out what you can handle financially, then contact the owner of the cards. I can't tell you how to do that - you have to find out how to contact them. You should plan to go to Italy and meet them in person. Ought to be a nice trip! (^_^)

    Tom Sloper
    Los Angeles, California, USA
    October 2, 2009


    How do I research game companies in my area?

    >From: Wyatt
    >Sent: Friday, September 25, 2009 7:23 PM
    >Subject: Q.A. opportunities.
    >Hello,
    > My name is Wyatt and I am 19 years old. I graduated from high school almost two years ago and have been going to college for one year. I am studying graphic design and art mainly. My passion is gaming. Occupation is currently student, that is why I am inquiring your advice. I have always been told that I am a "nerd" because I find flaws and or different "traits" of video games that my friends do not. I currently live in Vancouver, WA. Very close to Portland, OR and was hoping for your advice. If I would want to get into the gaming industry, mainly as a tester, do you think there would be any opportunities around my area? I read some of your "lessons" and noticed there are Game Development companies that hire for game testing, and that they get a person no where if they want this as a serious career. For now I am just looking for a job opportunity that I would thoroughly enjoy. Any leads as to where I would start if I were to stay in this area?

    Hi Wyatt,
    Look on my Game Biz Links page. There are numerous links to websites where you can look up game companies by area. However, I don't recommend you take a full-time QA job while being a full-time student. That can lead to burnout real fast. Your job right now is to get the degree; that needs to be your focus.
    Tom Sloper
    Los Angeles, California, USA
    September 26, 2009


    I studied the wrong thing; now what? Part 2

    >From: Brian
    >Sent: Friday, September 25, 2009 6:49:05 AM
    >Subject: I studied the wrong thing; now what? Part 2
    >Dear Tom,
    >Thanks for reinforcing that attitude and perseverance is key.
    >Maybe I misrepresented myself: I would one day like to be a game designer - the "creative type" - but I felt that based on my skills and degree, I should start in Production so I can learn much more about the work that game designers do.
    >Not a question, but I noted from your January 2007 IGDA article that you did state the low likelihood of someone in Finance/Accounting jumping into Production, which better answers question #3 in my previous mail. Guess I won't be going down THAT path.
    >So, my only question: What other positions that are directly associated with game design would an inexperienced grad with a business degree be suited for, besides production or QA?
    >I've done internships in real estate development, advertising and investment banking, if that helps give you a better idea of what would be suitable.
    >Thanks again,
    >Brian

    Hi Brian, you wrote:

    What other positions that are directly associated with game design would an inexperienced grad with a business degree be suited for, besides production or QA?
    Just Marketing, I guess.

    Tom Sloper
    Los Angeles, California, USA
    September 25, 2009


    I studied the wrong thing; now what?

    >From: Brian
    >Sent: Thursday, September 24, 2009 6:58 PM
    >Subject: Can a fresh grad break into the industry as a producer?
    >Dear Tom,
    >I'm 24, have graduated with a bachelor's in business administration from Boston University, but have moved back home to Singapore without a job. I made the mistake of selecting a college program BEFORE I realized that I would like to work as a creative type in the game industry. Without training in programming, art, audio engineering or "game design", the job of Producer seems best suited to my talents and training. I did read FAQ #42 and have done my best to go over the majority of your FAQs. I still have questions though:
    >1) I note that big-name developers in the industry tend not to hire producers unless they have multiple years of industry experience. What sort of traits have you seen in a producer wannabe that would convince you (or another employer) to hire the candidate, despite him/her being a fresh grad with no industry experience? Has this even happened before, in your experience?
    >2) You firmly advise submitting a portfolio on top of one's resume and cover letter in order to convince employers of the strength of your work. However, a wannabe producer won't have the body of work that programmers/artists/writers would have created as a result of university requirements. What would producer wannabes submit in lieu of a portfolio or previous experience at other game companies? (I do have a 100-page new product business plan created as part of a major senior-year project, but seeing as the product is not a videogame, but a medical aid, I'm not sure it would be relevant - and 100 pages of work is way too much to ask an employer to read!)
    >3) There are lots of stories about job mobility within the industry, like your own jump from marketing to production, or Akira Yamaoka (Silent Hill) transitioning from sound designer to producer. But I'm curious if your "egg model" of job mobility applies to the "non-creative" jobs in the industry. My degree seems relevant if I were to be hired as a finance/business development analyst, accountant, HR or other support staff, and game companies do have these positions. However, in your experience, has anyone in such positions actually moved into the "creative" positions like level designer, programmer or producer?
    >4) If your answers to #1, #2 and #3 turn out to be on the negative side, then, am I relegated to having to start in QA, if that's even possible? I don't mind if I have to work my way from the bottom in QA, or alternatively investing another couple years in a game design degree from DigiPen/Full Sail, but either way it would seem that my years in business school would have become irrelevant for the goal of getting into the game industry - would you agree? I don't want to think my time's been wasted...
    >5) On a different note - I'm volunteering at GDC China. (Will you be there?) I've noted your advice on conferences from FAQ #6 and your IGDA articles, but one thing lingers in my mind - am I attending the wrong GDC if I fancy working in a game company that ISN'T based in China? Noting that my Mandarin is pretty far from fluent, I don't think I'd fare that well in a Chinese company unless they took me on *because* of a good command of English. What do you think? I'm certainly not looking down on Chinese games, but it's a matter of fitting into the company and its needs.
    >Hope my questions are clear and I look forward to hearing from you soon! Thanks for your time.
    >Best regards,
    >Brian

    Hi Brian, you wrote:

    Can a fresh grad break into the industry as a producer?
    Read FAQ 50 (the FAQs are above left). Am I done now?

    I made the mistake of selecting a college program BEFORE I realized that I would like to work as a creative type in the game industry.
    Oh, get off it. That wasn't a "mistake." You were young - very very few at that age actually make up their minds about what career they want to follow. And even fewer actually stay with that career after finishing the education. Besides, your parents probably pushed you towards that BUAD degree. Am I right? Stop kicking yourself over past decisions -- that's no way to live a happy life.

    Without training in programming, art, audio engineering or "game design", [sentence divider here] the job of Producer seems best suited to my talents and training.
    It doesn't follow from your first quoted statement above, "I would like to work as a creative type in the game industry," to then say "the job of Producer seems best suited to my talents and training." Producers are not "creative types in the game industry," is the point I'm making.

    If you say producing really is something you're suited for, I believe you.

    To answer your numbered questions:

    I've seen industry outsiders hired in assistant producer or associate producer positions, when their résumés showed management experience or some sort of relatable skills or experience.

    Not all jobs need a portfolio.

    A big business plan, hmm? You can have that in your briefcase when you come to the interview. And you can at some point mention that you'd written it. If the interviewer expresses interest, you can flash it, they can flip through it if they want. But you're right that nobody would want a copy of it or even to read it.

    Yes. But I never worked in marketing.

    You asked: am I relegated to having to start in QA
    I cannot foretell your future.

    You asked: if that's even possible?
    Read FAQ 50 again.

    You asked: it would seem that my years in business school would have become irrelevant for the goal of getting into the game industry - would you agree?
    No. I would never agree with such a negative/defeatist view of the world. Read FAQ 47.

    You said: I don't want to think my time's been wasted...
    Please stop wasting MY time with that kind of crap. And read FAQs 51 & 71.

    No, I won't be at GDC China.

    You asked: am I attending the wrong GDC if I fancy working in a game company that ISN'T based in China?
    Read FAQs 51 & 54 a second time.

    You asked: my Mandarin is pretty far from fluent, I don't think I'd fare that well in a Chinese company unless they took me on *because* of a good command of English. What do you think?
    Depends.

    You're obviously a smart person (to have gotten a BUAD degree, you can't be no dummy!), but you seem to have some personality traits that don't go well with your aspiration to be a producer. You seem like a worrier, a self-doubter; and I sense that you reach conclusions (or questions) too quickly, without thoroughly researching or thinking through a matter.

    You are welcome to ask further questions if you like. Hopefully good questions, and short ones!
    Tom Sloper
    Los Angeles, California, USA
    September 24, 2009


    I need to know some number$ for my project

    >From: Mirek
    >Sent: Thursday, September 24, 2009 7:29:43 AM
    >Subject: Q+A I need to know some numbers for my project
    >Hi Tom,
    >I'm an 18 year old student from Czech Republic, currently trying to graduate and finally get out of high school. I'd like to work as a game designer, of course after I get a degree and maybe prolong my childhood a little longer afterwardsat a game design school, but rigt now, I have a project to finish.
    >
    >Here's the story from the beginning: We were send on pratice by our school, and I got a nice position as a translator in my father's assembly plant. My father wieved this as an opportunity for me to get a break from school learning and finally learn some skills one could actually attempt to phantom being used in real life, so he asked one of the managers, a really smart and skilled guy nicknamed Jarda, to teach me as much of his skills as he will be able to in one short week. Among other things, we discussed my future career, and Jarda gave me a task to make a case study on a computer game.
    >
    >So I wrote down some of my ideas and gave them some shape, I think the document is now very similar to an embryo of a real GDD. But then came the harder part: Jarda wanted me to calculate a budget with which I could make such a game. I didn't wanted to reduce the complexity and size of the project, so I conjured 20 experienced game developers and my own work experience out of the thin air, "rented" some cheap offices in Prague, and added some more items to the budget. Now, Jarda wants me to make three variants of the budget: a conservative one(spend as least as possible), an optimal one(everything goes fine), and a emergency one(as an example of this one, he states "you'll need extra people"). The problem is, I have no idea where to look for those numbers, I don't know how much which thing cost in the game biz, and I really want that budget finished, so I'm turning on you. I'm "developing" this thing:
    >
    >A Morrowind-like RPG with absolutely open, highly interactive, wide world. All the work done on the game will be exploited to maximum(many reskins or just variants of the same creature/armor/weapon...). We'll try to add as many fatures as possible with the least effort possible(crafing items - what's so hard about writing a script that checks if appropiriate amounts of this and that material are in the smith's chest and if yes, it creates the item requested by the player? Interesting dungeons? What about one filled with creatures immune to everything but, say, lighting? )The overall plan is to realse the world editor, concentrate the fans on one site with mods, forum, etc., to have a more close contact with them, and relase as many datadisc as possible(to minimize the effort needed). Anti-piracy protection will consist only from some basic, cheap anti-copy disc protection a question in the intro if those forty bucks is really that much when we put so many of our time and work into the game. I hope this very short description will be enough, as I don't want to bother you with the entire GDD.
    >
    >If I'd be developing a game like this along with 20 other people, how long it could take, how much would it approximately cost and how big yould the revenues be, if any?
    >
    >P.S.: Did I made any serious grammar or stylistic mistakes in this email? I'm asking you because I try to improve my English wherever I'm able to.
    >Thank you for your time,
    >Míra

    Hi Mira,
    Your email was very long, and contained information that I did not need. I apologize that I don't do well with very lengthy emails containing extraneous information. I hunted through it to find your questions for me. If I missed any, email me again.

    The problem is, I have no idea where to look for those numbers
    Then find out! Find out what the average salaries are for people in your country, and what office space rents for in your country, and how much electricity costs, what taxes there are, etc. Use your findings to fill out a budget as discussed in FAQ 62. My intent is to also give you the link to where you can download a budget template, when I email you the notification that this reply is posted. If I forget to include that link, just email me again.

    I don't know how much which thing cost in the game biz
    They cost the same as they cost outside the game biz. You can look up game industry salaries on GameCareerGuide.com ("salary survey"), but those figures don't necessarily apply to your country.

    I hope this very short description will be enough,
    I didn't need that description at all. It's "extraneous information" as I mentioned before. Writing the budget is something YOU have to do. I'm not going to write it for you! Besides, I didn't see how that description would help someone write a budget. What you need to know is how many people, how much they're paid, and for how long each person will work. I can't tell you that.

    as I don't want to bother you with the entire GDD.
    There's no reason for you to send it to me. I'm not writing your budget for you.

    If I'd be developing a game like this along with 20 other people, how long it could take
    Experienced people, 7 to 9 years. A team of 20 is very small. Morrowind is very big.

    how much would it approximately cost
    Depends on their salaries. Apply a range from the salary survey for each team member, add it up, and multiply it by 8 years.

    how big yould the revenues be, if any?
    I do not have a crystal ball. Find out what you can about Morrowind's sales. Then divide by ten? Many big assumptions have to be made to arrive at any kind of estimate, and it'll still be just a guess.

    Did I made any serious grammar or stylistic mistakes in this email?
    Yes. But I understood you for the most part. Your English is much better than my Czech!

    I'm asking you because I try to improve my English wherever I'm able to.
    I'm sorry that I do not have time to help you with that.

    Tom Sloper
    Los Angeles, California, USA
    September 24, 2009


    Education options

    >From: "ryan
    >Sent: Wednesday, September 23, 2009 11:13:28 PM
    >Subject: Military game designer
    >Tom,
    >I am in the U.S. [military service] and I am stationed in [Europe] at the moment. I have
    >the opportunity to attend a tech school online. I read the articles
    >about self teaching and the school route and I found it very helpful.
    >But I want to learn to be a game designer, and my only option is through
    >a online school(plus attending school helps me advance even if it is for
    >video games and I am [in a specialty that might be applicable to military games]!) The online courses at [school] caught
    >my eye as they listed most of the classes you listed. But would I get
    >the same treatment if I attended the school? I would just like your
    >opinion on how you would approach it in my situation?
    >Very respectfully
    >Ryan

    >From: "ryan.
    >Sent: Wednesday, September 23, 2009 11:20:46 PM
    >Subject: SORRY
    >Don't ask me where I got Tom from ive been up for 24 hrs and my heads
    >not all here!
    >Wow I feel like a idiot,
    >Ryan

    Hi Ryan, you wrote:

    I have
    >the opportunity to attend a tech school online.
    You also have the opportunity to attend a brick-and-mortar campus, so you don't have to go for that lesser online option. The G.I. Bill still offers excellent education benefits, if I understand correctly.

    I read the articles
    >about self teaching
    I don't know what articles you mean. Certainly I haven't written any about self-teaching.

    But I want to learn to be a game designer
    I don't understand why that thought had to begin with the word "but"...??

    my only option is through
    >a online school
    Why is that your only option? After you are discharged, do your G.I. benefits not include an education benefit?

    plus attending school helps me advance
    You mean in rank? You and I seem to be talking about two different things. I'm talking about your life, including that big portion of your life after you are in the military. Are you talking about the short-term? Your life within the military only?

    would I get
    >the same treatment if I attended [that particular online school]
    It is not at all clear what comparison you are asking me to look at. As opposed to the treatment who would get? As opposed to what other school?

    I would just like your
    >opinion on how you would approach it in my situation?
    I have to make a number of assumptions about what your situation is and what you want to know. So, given those assumptions I'm making, if I was me but in your situation (and "me in your situation" would most likely not be anything remotely resembling "you in your situation") I'd take online courses that advance me in rank and pay, and I'd plan to get a brick-and-mortar degree after discharge from the military. And I'd plan to do all the things listed in FAQ 27 after discharge. And I'd think about a break-in plan, too, since (as it says in several of my articles) game design doesn't have a direct entry pathway. And if I was having difficulty making a decision about something, I'd make a decision grid like described in FAQ 70.

    SORRY
    >Don't ask me where I got Tom
    It sounds like you think my name is not Tom now? I hope you have had a good night's sleep since that last email! (^_^)
    As you were, Ryan.
    Tom Sloper
    Los Angeles, California, USA
    September 24, 2009


    I'm self-publishing my board game, part 3

    >From: K[deleted]
    >Sent: Wednesday, September 23, 2009 6:41 AM
    >Subject: Italian Games
    >Hi Tom, Can you tell me what steps to take to copyright my game ?
    >Best Regards,
    >K[deleted]

    Sure, that's not hard.
    http://lmgtfy.com/?q=how+to+get+a+copyright
    Also, I highly recommend the Nolo Press book on copyright, patent, and trademark. See FAQ 8 (the FAQs are above left, but you already knew that).
    Tom Sloper
    Los Angeles, California, USA
    September 23, 2009


    I'm self-publishing my board game, part 2

    >From: [deleted]
    >Sent: Tuesday, September 22, 2009 7:23:03 AM
    >Subject: Re: new game
    >Tom, Thank you so very much for your guidance, I hope I can get it all accomplished.

    Good luck!
    Tom Sloper
    Los Angeles, California, USA
    Autumnal Equinox, 2009


    I'm self-publishing my board game

    >From: [deleted]
    >Sent: Monday, September 21, 2009 10:01 AM
    >Subject: new game
    >Hello. I have been on your web-site which is so informative, and need your advice and professional opinion.
    >I have a game i would like to self publish. I am new to the toy industry. I have the cards for the game they have been around for years, I have been playing for many years. I have created a board to go with the cards which will have three different games on it. I have a protoype of the game. What do you advise I do to proceed with this business venture. I have taken a booth at the NY toy fair for Febuary to present this new game. Thank you for any help that you can provide me with.
    >Regards,
    >[deleted]

    Hi, [deleted],
    I think that's awesome that you've already lined up a booth for Toy Fair. I have never done the thing you are doing, so all I can do is offer my half-informed suggestions. When you get to Toy Fair, I imagine that you need to be ready to answer questions like these:
    What's the unit price?
    That includes shipping?
    Is there a price break for bulk?
    What's the shipping method?
    When can I have them?
    Is that F.O.B.?
    What are the package dimensions?
    When can I have the UPC?
    What's the returns policy?
    What about co-op advertising?

    I'm not exactly sure how to interpret this thing you said:

    >I have the cards for the game they have been around for years, I have been playing for many years.

    All I can say is I hope you aren't violating anyone else's copyright or trademark by using those cards that have been around for many years.
    I wish you well with your venture!

    Finally, I should inform you that this reply has been completely anonymized for your protection and posted on my site for educational purposes, at http://www.sloperama.com/advice/bulletinbd.htm
    Tom Sloper
    Los Angeles, California, USA
    September 21, 2009


    I have an Idea, part 2

    From: [deleted]
    >Sent: Friday, September 18, 2009 12:46 PM
    >Subject: Re: Innovations
    >Thank you for your reply I want to see this through because it is cheap to print a [deleted] $1 and I can sell it for $10 and if I have to I will sell them down at the supermarket. Everyone I have spoken to with children said they would love to purchase one. There is nothing similar out there.
    >The concept is easy and cheap I don't even need an IP like [deleted] to drive the sales. This product can sell with other images like photos that kids like eg. Balloons, candy. Or maybe is there images that are freee to use. Thanks again for you infomation it was a great help. Pitty you dont want to help get it off the ground.
    >Thanks [deleted]

    You're welcome, Deleted.
    Good luck to you with your venture.
    Tom Sloper
    Los Angeles, CA (USA)
    September 18, 2009


    I have an Idea

    >From: [deleted]
    >Sent: Thursday, September 17, 2009 11:12 AM
    >Subject: Innovations
    >Hi, I received your details sending this similar email to [toy/game company]
    >I have a great idea for a new [IP deleted] Product ... that cost pennies to manufacture and every child between 3 and 10 would nag their mother for. Could you direct my message to the right people please?
    >I'm not as bright as the next guy but I have an Idea that could make me get out of the unemployment line and into the Good life. Its nothing to do with Computer games but is to do with [idea deleted]. Could you help me and direct me to the right people that might be able to see this idea through, or more insight.
    >Thank you
    >[deleted]

    Hi Deleted,
    Your idea relies on someone else's IP (intellectual property), and that's a problem.

    Let's say you managed to pitch your concept to a toy company or whatever. Let's say they even like it! Problem is, you do not have any license to use that IP. So you're selling them something they cannot use. They'd have to not only license your idea from you but also license the IP. They have to pay a double license.

    Or, let's say you go to the IP owner first. If they like your idea, then what? You aren't bringing a manufacturing and distribution capability along with your idea -- you're just bringing them an idea they can't use. They're not a toy/whatever manufacturer, and neither are you!

    Or I suppose you could try to swing some kind of package deal, where you get the IP owner to agree with your taking your idea to a manufacturer (or you get a manufacturer lined up under the condition that you'll also get them the IP license). Personally, I think this is going to be extremely difficult. You certainly shouldn't try to do this on your own. If you plan to continue to pursue this idea, you should talk to an agent. I am not an agent. But I do have a partial list of agents on my website at http://www.sloperama.com/advice/lesson20.htm

    Or, of course, if you have money, you can go to the IP owner and buy a license (they'll need to see a business plan from you) and then manufacture the licensed item yourself, and distribute it yourself too. But I don't get the sense that that's what you want to do.

    Finally, I should inform you that this reply has been completely anonymized for your protection and posted on my site for educational purposes, at http://www.sloperama.com/advice/bulletinbd.htm
    Tom Sloper
    Los Angeles, California, USA
    September 17, 2009


    Found that article, part 3

    >From: Dan L
    >Sent: Saturday, September 12, 2009 8:09 PM
    >Subject: RE: missing a link
    >Evening Tom,
    >Glad to help, even if it's in such an insignificant way.
    >Had an actual question to ask, but since I'm not done my re-read of your articles yet, I'll hold off, in case it's been answered since the last time I read through them.
    >Cheers from Ottawa.
    >Dan.

    Cool, Dan.
    Ready for that question when you are.
    Tom Sloper
    Los Angeles, California, USA
    September 13, 2009


    Found that article, part 2

    >From: Dan L
    >Sent: Saturday, September 12, 2009 6:32 AM
    >Subject: missing a link
    >Hi Tom.
    >Walking my way through your articles again (and again, and again).
    >Noticed that number 43 "THE IDEA MAN CALLETH... AGAIN" is missing the link at the bottom to the next article. (says it's coming in October)
    >Cheers, and thanks again for creating, and maintaining these useful articles.
    >Dan L

    Good morning Dan,
    Wow. That little test error I put up 5 years ago finally got found! You win a prize!
    Just kidding. It wasn't a test; I goofed. And of course there's no prize. But wow, thanks for being such a faithful reader, and thanks for helping me keep the site in good repair.
    Tom Sloper
    Los Angeles, California, USA
    September 12, 2009


    I haven't read the FAQs yet, part 2

    >From: Kelsey H
    >Sent: Thursday, September 10, 2009 8:23:07 PM
    >Subject: Re: Game Design Question
    >Thank you very much. I found Lesson 11 and 21 to be extremely helpful. Unfortunately, that's all I can read tonight. Your response was hilarious, by the way. Seeing my fears be joked about in plain sight makes me feel so much better. Not kidding. I feel 1000x more confident. I'm already determined to write the Game Design Documents, which were the sections I partially read before e-mailing you, and now I won't stop until I at least get the full game running. I do believe the idea is marketable, but, even if this one fails, I can draw on this experience for future products. Again, thank you so much! :D
    >P.S. I'll read the FAQ next time. Yes, I'm impatient... at least when it comes to this idea. It has me up the wall.

    Okely-dokely, Kelsey. Standing by...
    Tom Sloper
    Los Angeles, California, USA
    9/11, 2009


    Found that article!

    >From: Dan L
    >Sent: Thursday, September 10, 2009 5:57 PM
    >Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: 40
    >The level of education I've completed is: M.Sc. in computer Science
    >My occupation (if student, enter 'student') is: Game Developer by night/IP Assertion Engineer by day
    >The type of game job I aspire to (if applicable) is: DIY - want to do it all - and am!
    >My game biz question is:
    >Hi Tom. As always, love your site, and the updates to the FAQS. Even though I've read them many time, I'm constantly coming back, and picking up new things.
    >Don't really have a question - just a link you might like.
    >FAQ #3 mentions an article titled: degree dollars: four years of higher education can pay off for a lifetime.
    >I've tracked down the content of it below - hope this is what you had been referring to. Interesting read in any case.
    >http://advancedu.org/CAREER_NEWS.htm
    >Cheers,
    >Dan L
    >(working on the polish on my first iPhone game, which hopefully will make it to the App store queue in a few weeks)

    Great, Dan! Thanks!
    Good luck with the iPhone app.
    Tom Sloper
    Los Angeles, California, USA
    September 10, 2009


    I haven't read the FAQs yet

    >From: Kelsey
    >Sent: Wednesday, September 9, 2009 5:18:06 PM
    >Subject: Game Design Question
    >I know this is going to sound terrible, but I haven't yet read the entire FAQ. I've skimmed through a couple topics related to my questions, and couldn't find any answers. I was wondering if you could answer a couple questions, if you have the time. Well, let's start with a quick background. I'm currently enrolled at Dakota State University and majoring in Game Design. Recently, I just got this crazy idea for a game that is nothing like my previous. One thing led to another, and now I'm so incredibly excited at the prospects this design may hold. I've been trying to implement various mechanics familiar to gamers, yet entirely innovative. I truly believe this game is the model for where games are going in the future. I'm very careful with who I reveal this too, because I actually intend to pitch it to a developer someday and don't want to be turned down either because someone steals the idea or because I posted it on the Internet. I've had ideas for games before: direction, lighting, acting, levels, campaigns, the whole she-bang. Never like this though. Never before have I been so enthusiastic for a game's prospects that I'm willing to pack my heart and soul into it. Whew, now that that's out of the way, the questions.
    >Who could I go to that would be willing to listen to or read my idea to give an honest evaluation? Preferably someone I don't know. AKA family and friends -- no no. They can never be frank. Someone willing to take the time to discuss the ideas, recommend a plan, and/or give their opinion as to how they felt about the idea. I know I'm being vague, but I can never be too cautious.
    >Will it be possible to pitch this idea, granted I take all precautions, and see this game become a reality? Meaning, will it be turned down because I came up with the idea before I was hired? This one might kill me.
    >Hmm... I thought I had more questions, but I guess that's it. I'm only a Freshmen and haven't been taught to write Game Design Documents yet. I plan to do so soon, perhaps even through your site. However, depending on time considerations it could take months. All I've got now is a single piece of paper filled on both sides with my tiny little scrawl explaining the story, gameplay, characters, so on so forth. And when I say tiny, I mean teeny tiny. I can read it, but there's about zero white space remaining. I might get some of it typed into Word, but there's homework to consider and the Gaming symposium my college would like students to attend this weekend.
    >Oh, I just remembered the other question. Should I show this to any of my instructors? Will they be able to help? This is my babe, and I'd hate to spoil the chances, because of one mistake I made. Thanks.
    >Also, from the couple hours I spent reading the FAQ, you have done a great service to aspiring designers. Thank you SO much. It truly does help. Hopefully, I can get the rest of it read sometime soon. Cheers. :D

    Hi Kelsey, you wrote:

    I know this is going to sound terrible, but I haven't yet read the entire FAQ.
    Well, the reason it sounds terrible is because it makes you look either impatient or lazy, and it'll probably mean that I'll have to work harder to get you your answers.

    Well, let's start with a quick background. [Long paragraph]
    That long paragraph didn't look quick to me so I skipped over it. Hey, you skipped reading the FAQs, right? So I can skip a long paragraph.

    Who could I go to that would be willing to listen to or read my idea to give an honest evaluation? Preferably someone I don't know. AKA family and friends -- no no.
    OK, you shot down my best answer. So I have to give you the second best answer. "Other amateur designers." Like on GameDev.net's Game Design forum. People are always posting their designs for critiquing there. (But as for me, I never read them or post replies to those threads.)

    Will it be possible to pitch this idea, granted I take all precautions, and see this game become a reality?
    Read FAQ 50.

    will it be turned down because I came up with the idea before I was hired?
    I can't foretell your future. I don't suppose you've read FAQs 1, 11, 21, and 35 yet. Of course not. You already told me you haven't.

    Should I show this to any of my instructors?
    Not as a tiny scrawl, no. But as a typed paper, why not?

    Will they be able to help?
    I can't foretell the future. But I imagine that your English teacher would probably be able to help you polish the grammar, punctuation, spelling, even the flow, logic, and rhetoric.

    This is my babe, and I'd hate to spoil the chances, because of one mistake I made.
    Read FAQ 47, the section on Fear. And read FAQ 71, too.

    You should not pin your entire future on one game idea. You're a creative guy. You'll get lots more ideas too! Seriously. Don't plan to be just a one-hit wonder.

    And besides, I think you should look at this project as "practice." Take it as far as you can and/or want to, then start another one. You're just embarking on a learning process. Don't be afraid to fail. Failure is a great teacher!

    Hopefully, I can get the rest of it read sometime soon.
    Yeah! Like before you ask me the next question. (^_^) Standing by until then...

    Tom Sloper
    Los Angeles, California, USA
    September 10, 2009


    Take a look at the attached preliminary design doc, part 2

    >From: [deleted]
    >Cc: [deleted]
    >Sent: Wednesday, September 9, 2009 7:16:58 AM
    >Subject: Your response
    >Dear Mr. Sloper:
    >Thank you for your response. However, if your e-mail address appears in a book (Secrets of the Game Business) which, of course, invites individuals to e-mail you, I think it only fair to advise those individual IN ADVANCE of your method of response. A simple statement announcing this after your e-mail address would certainly suffice .
    >I am very surprised that Francois Laramee or the other authors would allow you to include your
    >e-mail address without th is disclaimer and equally disheartened to learn that you think your philosophy that "important concepts be shared widely" overrules a person's right to privacy whether or not that person's name is used.
    >At any rate, I am sure you have heard this song before and it has not changed your mind about blindsiding people; but I also have a philosophy, and that is, when I see a wrong , I say it. And so I say to you, there is no right way to do the wrong thing - no matter how you cloak it - and what you are doing is wrong .
    >I wish you much continued success in all your endeavors, but sincerely hope you will reconsider using this marketing ploy which only creates mistrust and leaves your - once potential clients - with an uncertainty of what other behaviors you would deem tolerable. PS You also neglected to delete the subject line which was a confidential concept.

    Hello [deleted],
    So your suggestion is that when I provide a bio to a publisher, that it should include boilerplate about how I handle emails. A thought I'll take into consideration for the next time.
    But my website has been here for over nine years now, with that information clearly posted. In my opinion, if someone is going to send an email to a stranger, one should first look into that stranger -- do one's homework first.
    I have removed the confidential part of your previous email subject line. It was inadvisable for you to have put that in the subject line.
    I wish you well with your concept, and I maintain my previous recommendation that you do #s 2 and 3 (Have an NDA ready; Have at least a rough business plan), have researched your game's competition, and know precisely what you want the industry professional to do for you, before contacting another industry professional for his or her consulting help.
    Tom Sloper
    Los Angeles, California, USA
    9.9.9 at 9:09 AM


    What's the most common mistake made by new designers?

    >From: Rick M
    >Sent: Tuesday, September 08, 2009 4:53 AM
    >Subject: An inquiry from a young designer
    >Dear Mr. Sloper,
    >I found your name in a book called Introduction to Game Development. Having read your bio, I obviously couldn’t be anything but impressed with the numbers. Having worked in the industry for so long and having developed so many games, I thought you may be a good person to ask this question to. So if you don't mind, I have 1 question and it should only take a couple minutes of your, I'm sure, already busy day. I would really appreciate it if you would be able to help me.
    >As a very quick background, I am a young game designer from a small ... company called [deleted]. I have begun a short of quest to become as good as I possibly can and as such I would like to find out what it is that I should watch out for. I am also hoping to pass this information onto others, as the average designer in this company has only 1-2 years professional experience.
    >So if you wouldn't mind, I am curious as to: What you think the most common problem new designers have or the most common mistake they make?
    >My email address is rick.m[deleted]
    >Thank you in advance,
    > (P.S. I promise I will give you credit for your answer and that I will not post it publicly without first consulting you.)
    >Rick M
    >Ce courriel pourrait contenir des renseignements confidentiels ou privilégiés. Si vous n'êtes pas le véritable destinataire, veuillez nous en aviser immédiatement. Merci.
    >This email may contain confidential or privileged information. If you are not the intended recipient, please notify us immediately. Thank you.

    Hi Rick, you wrote:

    I found your name in a book called Introduction to Game Development.
    The second edition? The second edition was just released recently.

    What you think the most common problem new designers have or the most common mistake they make?
    Hmm. I guess it would be having an agenda. That can present a problem in a number of different ways.

    It can present a problem during the job interview. I interviewed a designer once whose overarching goal for her career was to make educational games. Problem was, I was looking to hire an assistant producer at Activision; we didn't make educational games.

    It can present a problem when the designer is always pitching new concepts based on his or her personal agenda. Actually, a couple of problems. The designer's superiors might get tired of hearing these concepts, when they aren't in keeping with what the employer's business model, but beyond that, the designer can get frustrated at having his ideas rejected time after time.

    It can also present a problem during a project. A designer with an agenda can design features that are not in keeping with the game's focus.

    Rick, I am not saying that this is definitely "the" most common mistake new designers make; but it's definitely one of them. You asked an interesting question, but in a way that I hadn't really thought about much. I think this relates to my current IGDA.org column (the September column hasn't gone live yet; the new webmaster there is running behind), all about designers' concern about "selling out." And I think it also relates to a recent thread on GameDev.net too; a young designer posted a rant about "sucking up to the public." I pointed out that that's a two-edged sword, and he got huffy and went away, and now the discussion is veering off and degenerating.

    I am also hoping to pass this information onto others
    I'm glad you said that, because that's what I'm all about. That's why I contributed to that book, and that's why I have this website, and that's why my answers to emails like this go here.

    I promise I will give you credit for your answer and that I will not post it publicly
    Well, I've already taken care of that by creating this bulletin board. This is where I answer all questions like this.

    Ce courriel pourrait contenir des renseignements confidentiels ou privilégiés... This email may contain confidential or privileged information.
    As it says above,
    "ALL YOUR EMAIL ARE BELONG TO ME." Questions and answers are handled in this public forum only - I don't give free private answers. The "price" of the free answers is that they are given in this public forum. Emailing me with a question or comment on this topic constitutes permission for your email to be made public. And more stuff like that there.

    Tom Sloper
    Los Angeles, California, USA
    September 8, 2009


    Link me in - and Q's about USC BA/BS

    >From: Daniel (LinkedIn Invitations)
    >Sent: Wednesday, September 2, 2009 9:47:35 AM
    >Subject: Join my network on LinkedIn
    >LinkedIn
    >Daniel T has indicated you are a fellow group member of GameRecruiter:
    >I'd like to add you to my professional network on LinkedIn. I have gotten great advice from you at IGDA forums and I was also wondering about your work at USC. I was thinking of transferring there because of there Bachelor's in Games, but I didn't know how great the program really was at all. Would it be alright to request information?
    >- Daniel
    >View invitation from Daniel
    >© 2009, LinkedIn Corporation

    Hi Daniel,

    I'd like to add you to my professional network on LinkedIn.
    Sorry, but I'm a little choosy about my LinkedIn, um, links.

    I have gotten great advice from you at IGDA forums
    Awesome. Glad I could help.

    I was also wondering about your work at USC. I was thinking of transferring there because of there Bachelor's in Games, but I didn't know how great the program really was at all. Would it be alright to request information?
    Sure, but I'm not the guy to ask. I teach in the IT Program. In my department we offer:
    Specialization in Video Game Production
    Video Game Design and Management Minor
    Video Game Programming Minor
    3D Animation Minor
    You can read about those at http://itp.usc.edu/academic-programs

    Two other departments at USC that offer bachelor programs are the Engineering and Cinema schools.
    http://viterbi.usc.edu/academics/programs/
    http://cinema.usc.edu/programs/

    If you sign up for one of those, you can take my class (and then I will Link you In for sure).

    Tom Sloper
    Los Angeles, California, USA
    September 2, 2009


    Take a look at the attached preliminary design doc

    >From: [deleted]
    >Sent: Tuesday, September 1, 2009 12:15:01 PM
    >Subject: Fwd: [deleted]/video game - Ages [deleted]
    >Dear Mr. Sloper,
    >Please excuse my presumptuousness in sending this preliminary design doc. to you but despite my research, I simple do not know where to begin to try to market my talking storybook/video handheld game.
    >As a former elementary/special ed teacher, I know there is a vast untapped market for
    >video games for ages [deleted] and plenty of parents looking to entertain their children while providing them with stories that promote solid values.
    >I would very much appreciate it if you would take a look at the attached preliminary design doc. and let me know if you would have an interest in pursing this.
    >I have also cut and pasted it below in case you were reluctant to open up a document although the illustrations did not print out
    >and it "shows" better if you do open the attachements.
    >Thanks very much for your time and kind consideration and beyond the call of duty assistance!
    [Contact info deleted]
    [Game idea deleted]

    Hi [deleted],
    You absolutely must not send your game ideas to anyone without first executing an NDA. That's a "non-disclosure agreement." Read article 58; you can link to the articles above left.
    Secondly, whether or not my consulting services are available does not depend on what anyone's game idea is. I make my consulting services available to those who have a good business plan and clear guidelines as to what services they need from me. Read my article 43 -- in article 43 I spell out the 4 things you need before I can consult for you. You have #s 1 and 4, but not #s 2 or 3. When you have all 4 things, contact me again. We'll have a confidential conversation then.
    As part of #3, your business plan, make sure you research all the edugames for your target audience thoroughly so you know how yours will fit in, and you have a clear plan for how to make money with your concept.
    In the meantime, for legal reasons, I am deleting your email that contains your proprietary and confidential concept. [Note: it is industry standard practice when receiving an unsolicited submission to delete it and inform the submitter of the fact.]

    Tom Sloper
    Los Angeles, California, USA
    September 1, 2009


    Agents and consultants

    >From: Nick
    >Sent: Sunday, August 30, 2009 4:42 AM
    >Subject: Regarding agents, cunsultants in the bussiness
    >Dear Tom,
    >First I want to thank you for your wonderful site. It really encouraged me to just pick up a pen and write the game down in a design document and stop thinking that it might never happen. Although, you said it yourself, chances are astronomically small that it would even be considered by a game publisher and/or developer, but at least I can use it later to show off my skills if it is any good. (Already ordered a book on game design so I can start educating myself.) One thing I do moan about is that in my country, there is little to no gaming industry (though the creators of Divine Divinity 1 and 2, Larian Studio's in located in Belgium.
    >My second question is regarding agents and consultants, like yourself, in the business. Now I was wondering what are the costs of having them to work with you on a game design document? What are there fees? Do you pay them hourly or per delivered work? I'm really interested in this part, since they can help you open some doors in the business, even though they probably can't make the game become a reality, you can perhaps end up with a job offer!
    >Thirdly, as I was surfing the net I stumbled upon a game publisher Maui Games, they strangely have a 'Submit Your Game Idea' section. Now this comes over as a hoax. A group or individual seeking to rip off people and steal their game ideas. I found no to little records of this game publisher/producer. Do you have anything that you know about them?
    >Thanks in advance,
    >Nick
    >Your required information:
    >1. I am 20 years old.
    >2. I'm a High School graduate, currently attending college.
    >3. Student (Languages: Dutch-English-Russian)
    >4. Of course the dream of many game designer, or game writer (story, dialogues.)

    Hi Nick, you wrote:

    My second question
    What was your first question? I didn't see a question mark in your first paragraph.

    what are the costs of having [agents or consultants] to work with you on a game design document?
    Agents don't work on GDDs at all - that's not what agents do. As for consultants, if other consultants are like me, they won't work with an amateur. I only work with industry professionals, or up-and-coming talent whose work has a reasonable chance of going somewhere.

    What are there fees? Do you pay them hourly or per delivered work?
    Agents are paid a percentage of what they help you get. So if they pitch your services to a publisher and the publisher gives you a million-dollar deal, the agent gets a percentage of that million dollars. Because this is the way agents get paid, they don't sign amateurs.

    I can't speak for all consultants. Actually, let's use the term "freelancers" for now. A freelance writer, or a freelance game designer, would probably charge you by the hour to work with you on your game design pitch. Personally, I don't work with amateurs. It's a waste of my time, and a waste of the amateur's money. That's my personal policy, developed from experience.

    they can help you open some doors in the business
    That's what agents do. Consultants or freelancers have a different work product.

    Do you have anything that you know about [Maui Games]?
    No. Research game publishers on MobyGames, Gamasutra, the Entertainment Software Association, and the Better Business Bureau. You're wise to do business only with companies you trust.

    Tom Sloper
    Los Angeles, California, USA
    August 30, 2009


    Working part-time for free, part 2

    >From: howard
    >Sent: Sunday, August 30, 2009 6:46 AM
    >Subject: RE: Part time work/aid
    >Thanks for answering my questions. To follow up yes I wish to do this type of "volunteer" work if you will because I want to see if it is something which I will like and is a career choice I will love. And by "fitting in" all I'm really saying is I want to know if I would be a good fit for this career path, because I don't want to realize 10 years down the road that this is the wrong job for me. I know this is also naive, as not all careers are the same, but I have done this type of work with other professions, and have learned a lot about them.
    >Thank you for the response,
    >Howard

    Hi Howard,
    OK, I see. Well, the game industry doesn't exist for you to use to find out if it's right for you. If you want to intern at a game company, you have to know that you want to do it. Since you don't know yet if you want to work in the game industry or not, you have some soul-searching to do. You should try lots of crafts, take classes in many subjects, and find out where your passions lie. When you know what your passions are, you'll know what to do.
    Tom Sloper
    Los Angeles, California, USA
    August 30, 2009


    Working part-time for free

    >From: howard
    >Sent: Saturday, August 29, 2009 10:37:55 PM
    >Subject: Part time work/aid
    >Dear Mr. Sloper,
    >Hello I am 18 and about to start my freshman year of college and as you probably know this is a confusing time. I'm trying to figure out what I want to do, and seeing the basics of a Producer written down, I really feel that it is something which I would love to do. However I'm still unsure and am trying to open the door a little to see what the business is like. So in an effort to do that I emailed every San Diego game company if they were willing to have someone on to help part time for free, just so I could get insight into the industry. My emails were obviously ignored, as I later realized I broke one of the rules and was naive.
    >So my question is do you think it is worth it to continue to ask around? Do you know of anyone who was allowed to work part-time like an intern? Or should I wait until I'm done with college to see if I would fit in? I have also started playing around with some tools at home, and am loving it, but I feel like this isn't a real representation of a game company.
    >Thank you for your website and for reading my email,
    >Howard

    Hi Howard, you wrote:

    I emailed every San Diego game company if they were willing to have someone on to help part time for free... do you think it is worth it to continue to ask around?
    No. It's the wrong approach.

    Do you know of anyone who was allowed to work part-time like an intern?
    Of course. Many of my students have gotten internships.

    should I wait until I'm done with college
    Let me put it this way. You aren't ready to intern yet. Wait until after your junior year at least. And when you do apply for internships, do not offer to work "for free" -- just apply for internships. You MIGHT even get a paid internship.

    to see if I would fit in?
    I'm sorry, I don't follow. What do you mean "to see if I would fit in?" Is that a reason for doing this, is that what you're saying? So YOU can find out if you "fit in"?

    I have also started playing around with some tools at home, and am loving it, but I feel like this isn't a real representation of a game company.
    I'm sorry, you lost me again. I don't know what you mean "but I feel like this isn't a real representation of a game company." Are you saying you want to figure out if you like working in games or not, is that it?

    Tom Sloper
    Los Angeles, California, USA
    August 29, 2009


    Concept doc and treatment doc

    >From: Zsombor
    >Sent: Saturday, August 29, 2009 1:35:25 AM
    >Subject:
    >Dear Tom,
    >you mentioned the two phases preceding the GDD
    > - concept and treatment. What are their official/recommended form and level
    > of detail? Does the treatment watch the idea from the viewpoint of the
    > publisher, so the writer should list the advantages, competitors and the
    > trumps of the game?
    > Thank you for your answers.
    > Regards,
    > Zsombor
    > PS: I am 20 years old, study prehistory and archeology in Budapest,
    > Hungary. I am interested in designing games since the age of 16. Now I am
    > learning Autodesk XSI.

    Hello Zsombor, you wrote:

    concept and treatment. What are their official/recommended form and level
    > of detail?
    There is no official format. These two documents' length, content, and tone depend entirely on the purpose of the documents. For whom are you writing them, to accomplish what purpose?

    2-page concept paper: This might be written to introduce the game's central idea to a busy executive, loan officer, or venture capitalist. It should necessarily then be brief (2 pages) and interesting. The first paragraph has to be exciting. I recommend putting the reader into the game. For instance: "Suddenly, a giant cat tips over your fishbowl. All the water rushes out onto the living room carpet, taking you with it. You are a fish out of water! You need water to survive, and the cat, having run off scared by the water and the loud sound of the bowl falling to the floor, is coming back. Your options are..." You aren't describing how to press buttons, you have put the reader right into the game, as its main character, dealing with a climactic moment of gameplay.

    The concept paper also has to state what platform the game is to run on, its genre, and what audience the game is to appeal to. The intent of this paper is to engender interest on the part of the reader, so the reader sees that this game idea is good.

    Treatment: this one goes into more detail about the gameplay, its competition, the story, and even the development team who'll build the game. The first two pages can be the concept paper (if the concept paper has not already been delivered to the reader of the treatment). The competitive analysis is particularly important.

    Does the treatment watch the idea from the viewpoint of the
    > publisher, so the writer should list the advantages, competitors and the
    > trumps of the game?
    Exactly. The audience for the treatment is some party who's going to fund development; so the reader needs to see why this game is a good financial risk.

    Tom Sloper
    Los Angeles, California, USA
    August 29, 2009


    Playing mahjong with dominos

    From: "The kalins"
    Sent: Thursday, August 27, 2009 4:10 AM
    Subject: Mah-Jongg Q+A
    > My mah-jongg question or comment is:
    > In the 1920's Mahjongg was the 'New Big Game' in america. Did anyone around
    > that time create a method of playing Mahjong (albiet altered) with 4 sets of
    > standard western dominoes?
    > Why?
    > This past novemember I 'discovered' a way of playing an altered form of
    > Mahjong with 4 packs of western dominoes. Thinking that I was not the first
    > one to think of this I researched and read through DOZENS of domino game
    > rules. I was suprised that none of the games used the same mechanic. Not
    > even domino-rummy. There was one chinese domino game that did use multiple
    > sets but this was to accomidate additional players and not necessary for the
    > games primary core mechanic.
    > The version I created is verry simplified compared to regular mahjong. I
    > could have kept a lot of original mahjong rules but I felt that it needed to
    > be slimed down. This was done to make it easier for western players to
    > memorize and play. Much like the original mahjong it appears to be complex
    > when written down on paper and plays relatively easily.
    > I find it hard to believe that I'm the first one to stumble onto this
    > conversion. Someone, somewhere, has to have done this before.
    > Link to the rules i created "Four pack"
    > http://www.pagat.com/invented/stonehenge.html
    > As always feel free to edit this down a ton if necessary.
    > Bob Kalin

    Hi Bob,
    Maybe a reader of the Mah-Jongg BB or the Game Design BB will respond with feedback on your domino mahjong rules. Keep watching these BB's...

    Tom Sloper
    Los Angeles, California, USA
    August 28, 2009


    What's the problem with shorts?

    >From: Jesse B
    >Sent: Friday, August 28, 2009 1:19:27 AM
    >Subject: Why the long pants?
    >Hey Tom,
    >I am curious why you stress the point of wearing long pants in the role of a game designer. It is a requirement in all of the factory jobs I have had, so I never gave it any thought until one of your recent posts struck me for some reason. In the factory jobs it is a safety issue. Long pants protect you from cuts, scuffs, biffs, and burns. Are dress codes very strict in the industry? Theoretically, if someone can see my knees, it means I am not at my computer, and therefore not working. Possibly there is a speedo epidemic?
    >Just curious,
    >Jesse

    Hello Jesse, you wrote:

    I am curious why you stress the point of wearing long pants in the role of a game designer.
    I don't "stress" it. Actually, my response to the question about "dress codes" is sneaky in the way I answer it. People who ask about dress codes usually want to know if they have to dress "up" to work at the game company. Rather than answer THAT question, I tell them (in a dry way) that people in the game industry are expected to DRESS. That they're expected to wear CLOTHING. BTW, I wasn't speaking only about game designers but anybody working in the game industry: programmers, artists, everybody.

    But, as for the question of why I don't recommend wearing shorts (which I don't), here are some reasons:

    It doesn't look very professional.
    People take you more seriously if you wear long pants.
    No executive is ever seen in shorts in the office.
    The vast majority of people working in a game studio are male, and heterosexual. Heterosexual males don't want to look at other males' legs.
    And if you're a female, wearing shorts might be distracting; long pants are better for you too.

    Are dress codes very strict in the industry?
    Pssh. I make a dismissive gesture.

    Tom Sloper
    Los Angeles, California, USA
    August 28, 2009


    High school interview project #1,234,789

    >From: Colleen
    >Sent: Thursday, August 27, 2009 9:01:15 AM
    >Subject: Need your assistance
    >Hi Tom-
    >I'm a teacher that is helping one of my students get more information about being a game designer. I have attached the questionnaire that he is required to fill out. The assignment is due Monday morning. If this is something that you can not help him with please let me know.
    >I appreciate your time.
    >Thanks,
    >Colleen

    >EMPLOYEE INTERVIEW
    >STUDENT NAME: ___________________
    >EMPLOYEE NAME: ___________________
    >EMPLOYEE CONTACT INFORMATION: _________________________________________
    >MY JOB IS: __________________________________________________
    >1) What are the daily routines for this job? List at least five.
    > a.
    > b.
    > c.
    > d.
    > e.
    > 2) How many people do you work with? __________
    > 3) What salary can a new hire expect at the entry level for this career or job? _____________
    > 4) What type of training did you need to enter this job?
    >5) Do you intend to stay employed in this career field? Explain
    >6) What benefits do you receive from this job? (health insurance, days off, bonus, pay raise, etc.)
    >7) What is the dress attire?
    >8) Tell us something unique about this job and why do you like working for this company?
    >9) Does this career satisfy your lifestyle goals? Explain

    Hi Colleen,
    I have gotten a lot of these before (as you will see) but they usually come directly from the student. This is the very first time I've had a teacher send it to me on the student's behalf.

    Each day of a game designer's job is unique. But one thing a designer has to do a lot is write game design documents.
    Write pitch documents.
    Participate in, or lead, brainstorming sessions.
    Attend staff meetings.
    If the game designer is also a level designer, then he also spends a lot of time designing levels in a 3D tool like 3DS Max. Read FAQ 69.
    I'm a freelancer. I do my design work from home, alone. A better question would be, "how many people does a typical game designer work with in a day?" But even that question would get a lot of different answers, since every company is different and every project is different.
    The latest game industry Salary Survey can be found at GameCareerGuide.com - http://gamedeveloper.texterity.com/gamedeveloper/2009fall/
    But actually, there's a problem. There is no such thing as a common entry-level game designer position. The job of "game designer" is unique; it requires industry experience. Read FAQ 14 (the Frequently Asked Question links are above left). http://www.sloperama.com/advice/lesson14.htm
    According to the article cited above, the average breaking-in salary is around $47K. That is an AVERAGE, which means your experience can vary significantly, depending on what job you break in through. If you break in via QA (the usual entry pathway for aspiring designers) you can earn closer to $25K to start.
    Read FAQ 3.
    Yes.
    Because I enjoy it and I'm good at it.
    This is answered in FAQ 14.
    "Dress attire"? (^_^) I assume you mean "dress code." A game designer is expected to wear long pants and a shirt, shoes and socks. But I have seen game designers who wear short pants, and I have seen game designers who wear sandals without socks.
    Read FAQ 37.
    Yes.
    Because I enjoy my life.

    Tom Sloper
    Los Angeles, California, USA
    August 27, 2009


    I need advice... oh wait, never mind.

    >From: Julia H
    >Sent: Tuesday, August 25, 2009 11:41 PM
    >Subject: I'd greatly appreciate advice
    >Hi Mr. Sloper,
    > I came across your site and I just have to thank you for having this site to help out all the people that are trying to get into the game industry. I'm currently a student at Virginia Commonwealth University and been trying to get into the art department here, but my GPA is not exactly the best, so now I'm at the crossroad of trying to figure out where to go to school and what school would be best. I came to VCU thinking that it is what I needed in order to get into the game industry, but after 3 years I realized that might not be the case. Then after reading your thread about businesses not being impressed by where you got your degree from and is all based on your portfolio, it confirmed my new thought of how it is not important to get a degree in a university in order to get in a career that has to do with art, but I really don't want to pick up and leave this school and have no degree to show for it, especially since I've already invested 3 years here. I was wondering if I stay here and get a degree in something that has NOTHING to do with art, would it help me later on when I try to get a job in the gaming industry? I want to be a Game Artist and with the credits I have so far, I have limited choices on what I can choose for a major and I was thinking to choose Public Relations. Would a degree in Public Relations help at all when I apply for a job in the game industry? Or should I just give up on finishing at this university and continue at an art college...such as The Art Institute. In one of your posts you gave the advice of finishing up at a university and then after that if you decide to go to an art college, you can, but I've already got 3 years of college under my belt and in order to get a degree at this school I need at LEAST 2 more years and it's not even a degree I want...I just want to get it because it's something to show for it, rather than having it look like I went to a university and then dropped out and went to a college because I couldn't handle a university. Then when I continue school at an art college, that is another 3 1/2 years at least, so I'd end up spending all this time and money on school just for one degree that would help me for my career in game graphic art. If the public relations degree will help me get a job in game art then I will just finish up here and then dedicate all my time to building my portfolio to get into the game industry.
    >I am also wondering how bad of a reputation the Art Institute has, because I've been against going to trade schools. but since I'm in this situation...I am actually considering it.
    >Please let me know as soon as you can
    >I'd greatly appreciate the advice.
    >--
    >~*Julia*~
    >
    >From: Julia H
    >Sent: Tuesday, August 25, 2009 11:48 PM
    >Subject: sorry about the previous email
    >Hi,
    >i just wrote you and then went back to your site and saw...."Just get a 4-year Bachelor's degree in any topic that interests you". I don't know how I missed that, but that bascially just answered my question from before about whether or not a public relations degree would help.
    >thank you for taking the time to read.
    >--
    >~*Julia*~

    Thumbs up, Julia! (^_^)

    Tom Sloper
    Los Angeles, California, USA
    August 27, 2009


    not just for game designers but, for anyone wanting to work in a creative industry.

    >From: tim m
    >Sent: Friday, August 21, 2009 3:04 AM
    >Subject: Your amazing website.
    >Hello Mr Sloper
    >My name is Tim, I'm a costume prop designer based in New Zealand. I just wanted to write you a quick note about your game design advice site. First off, I'm not a game designer but, i stumbled across a page of yours while researching a project. I read the page and was totally hooked. I've managed to work my way through 8 or so pages so far. Something I've noticed is often, people just leech their way around the internet, sucking up everything they see without a single thought for the author. The insight you're offering is an amazing resource, not just for game designers but, for anyone wanting to work in a creative industry. SO, the point of this babbling is, I wanted to say thank you, for making some of your thoughts and experience avaliable. I look forward to reading the rest.
    >Thanks
    >Tim

    Cool, thanks for the kind words, Tim!
    Tom Sloper
    Los Angeles, California, USA
    August 21, 2009


    Level design

    >From: unreal coza
    >Sent: Tuesday, August 18, 2009 4:07 AM
    >Subject: Level designer questions
    >Hello, I have really thought about your reply to my last email, and i have a few more questions.
    >Ive decided to concentrate on level design.
    >1. I have started using Unity 3d(game engine) to create a terrain(outside level). Ive been reading that people uses Unreal tournament and Left 4 dead level designers. Is this better to do, then a game engine(unity).
    >2. I read on your website that programming is an area in level designing. Just wondering what languages will i need to learn?
    >Unity uses javascript.
    >3. Is art/drawing skills needed in level design because my uni doesnt offer any art/drawing subjects in game strand. Is it needed?
    >Thanks for your time
    >Unrealcoza

    Hi Corey. I had to check your previous post (Aug. 8) to see what I could learn about you so that I could give you a better answer, and found your real name there. You now ask:

    I have started using Unity 3d(game engine) to create a terrain(outside level). Ive been reading that people uses Unreal tournament and Left 4 dead level designers. Is this better to do, then a game engine(unity).
    You're worrying about the wrong stuff. The important thing is to learn the concepts. The specific tools you use right now don't matter. You will have to learn multiple tools anyway. After you learn to use one, you can easily learn the other. You can adapt to other tools anytime. Stay with the thing you're using now, until you've squeezed everything you can out of it.

    I read on your website that programming is an area in level designing.
    You're twisting my words. I said that a level designer is "part programmer," if I recall correctly.

    what languages will i need to learn?
    You're worrying about the wrong stuff. Learn about programming. What a level designer does that's programming-like is "scripting." The most commonly spoken-of scripting language is Lua. You should go to GameDev.net » Articles & Resources » Programming » Scripting Languages and Mod Development, and read up on scripting languages there. Know how I found that page? I could have just gone to GameDev (I frequent the site anyway) and looked in their FAQs, but I did a Google on "level design scripting languages" and that page was on the first page of results.

    Is art/drawing skills needed in level design
    Why is it that you saw that my article says a level designer is "part programmer" but you didn't see that my article says a level designer is "part artist"? (In other words, the answer is "yes.") You do not, however, have to be a spectacular artist to be a level designer. You have to be familiar with the concepts of 3D art, and able to use 3D art tools like Maya and 3DS Max.

    because my uni doesnt offer any art/drawing subjects
    This is very confusing. In your previous post, you were asking about specializing in "3d modeler in Maya." How could you do that if your school doesn't offer any courses? Were you thinking about transferring to another school?

    in game strand.
    In... what? Are you saying there are no "game art" classes at your school? If your school has art classes, take those. So what if they aren't part of the game program?

    Tom Sloper
    Los Angeles, California, USA
    August 18, 2009


    Career fears

    >From: Sir Wellington
    >Sent: Monday, August 17, 2009 10:35 PM
    > Content-Type: text/plain; charset="windows-1256" (Arabic)
    >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: 18
    >The level of education I've completed is: 1 Year of general college education
    >My occupation (if student, enter 'student') is: student
    >The type of game job I aspire to (if applicable) is: Game Art and Design
    >My game biz question is: The technicalities of Game Art and Design as a career
    >Hello,
    >I've been considering attending an Art Institute to major in Game Art and Design.
    >I love games, art, and I have some experience with 3D and 2D programs. My passion for the subject is not something I question, but the stability of the career is something I would. I know a bit already about the statistics about getting a job, but at this point I am more interested in maintaining it.
    > (I know that many of these questions are subjective, I am asking for answers from your experience in the career.)
    >-Technology is always updating, there are huge differences from the years from the Atari to today's next gen consoles.
    >How long do game art designers on average keep their jobs? Do they constantly learn new technology to compete with the endless younger and cheaper competition? How did you manage to stay in the business after all these years? (hard work goes without saying)
    >-From your beginning days in the career to now, what was your work schedule like? I know this answer will vary depending on where I work, but again I'm asking from your experience alone. What where the hours? What did your days usually consist of? How much of that should I expect today?
    >-And finally the most important question on my mind so far. How would you describe the career advancement opportunities you found? What I am most concerned about is having opportunities to raise my career come by too rarely, and eventually having me end up in a dead end job. I fear that if I major in game art and design alone my skill set will be too limited to do anything besides an entry position. I don't want to become a tool used by a company only to be thrown away or replaced when something newer comes along.
    >I apologize if your site covers aspects of my questions that I overlooked.
    >Thank you,
    >K Nguyen

    Hello, Arabic Sir with British and Vietnamese last names, you wrote:

    the stability of the career is something I would [question]... How long do game art designers on average keep their jobs?
    I do not have any statistics like that. But I do know a game artist who's still in the business after I first worked with him 20 years ago. YOUR longevity will depend on YOU - YOUR talent, YOUR tolerance for the foibles of the game industry. And on luck.

    Do they constantly learn new technology to compete with the endless younger and cheaper competition?
    Well, duh! (That's English slang for "yes, of course, isn't it obvious?")

    How did you manage to stay in the business after all these years?
    I got good at it.

    what was your work schedule like? ... What did your days usually consist of? How much of that should I expect today?
    Read FAQs 7, 9, 10, 14, 30, 37, & 42. And look up "quality of life" in FAQ 28 and on the IGDA website. And read my September 2004 IGDA column at http://www.igda.org/games-game/ (click Archives).

    What I am most concerned about is having opportunities to raise my career come by too rarely, and eventually having me end up in a dead end job.
    Read FAQ 47 - the section on Fear.

    I fear that if I major in game art and design alone my skill set will be too limited to do anything besides an entry position.
    So plan your education accordingly, then. Read FAQs 34 & 44. Go to my IGDA column and click Archives - the March, June, and July columns (2009).

    I don't want to become a tool used by a company only to be thrown away or replaced when something newer comes along.
    You worry too much.

    After you've read those articles, if you have further (non-fear-based) questions that I can answer, you're welcome to ask more.

    Tom Sloper
    Los Angeles, California, USA
    August 17, 2009


    Help me choose my college

    >From: Charak
    >Sent: Monday, August 17, 2009 9:13 AM
    >Subject: question regarding education of game programmer
    >Hello Tom
    >My name is charak. I am 17 years old and I am in the final year of my high school.I am still a "student".I am from India.
    >I want to be a game programmer. I think that I will do a CS course at UL Lafayette .This course also teaches a bit of game programming with it's concentration in game deign and development.
    >Here is a ink to the UL lafayette course
    >http://www.louisiana.edu/Academic/Sciences/CMPS/
    >Will this course be good for me?
    >After this at the masters level I think that I should do a course only related to game programming. There are some colleges like digipen, rochester which offer good courses at graduate level.
    >Will this help me,or I should do a course only dedicated to game programming at the undergraduate level?
    >If this would be a good career path, can you also suggest me some colleges for masters in game programming.
    >plz help me...
    >Thanking you
    >charak

    Namaste, Charak. You wrote:

    Here is a ink to the UL lafayette course...
    >Will this course be good for me?
    I don't know, Charak. I don't know what your criteria are. You gave me a link to the school but no link to your entire life story and what you want in a school. Look. Only YOU can determine if this course will be good for you. Read FAQ 25. The FAQs are above left. Besides, as it says in the instructions above, I don't follow links for you. I don't study up on a school's instructional program for you. I don't tell you whether to go to a particular school or not. Only YOU can make this determination. Life is about making choices. Now is the time when you have to start.

    After this at the masters level I think that I should do a course only related to game programming.
    If that's what you want to do, and if you can afford it, I think that's a great idea!

    There are some colleges like digipen, rochester which offer good courses at graduate level.
    Yes there are. My nephew is going to take his undergraduate studies at RIT, in fact. (He's just starting now -- no word as yet whether he'll go on to graduate school or not.)

    Will this help me
    I do not have any way of foretelling your future, Charak.

    or I should do a course only dedicated to game programming at the undergraduate level?
    Read my articles on college. See FAQs 34 & 44 and read my June and July IGDA columns. The direct URLs are http://www.igda.org/games-game-june-2009 and http://www.igda.org/games-game-july-2009 - Also read this article: http://www.gamecareerguide.com/features/471/schooling_game_programmers_.php

    can you also suggest me some colleges for masters in game programming.
    Once you have read my articles, you will understand that I do not give out school names. This is YOUR life. YOU have to do the research. YOU have to choose. Besides, there is the fact that I am naturally a little biased towards the school where I teach.

    Tom Sloper
    Los Angeles, California, USA
    August 17, 2009


    From board game design to video game design

    >From: Joshua Y
    >Sent: Sunday, August 09, 2009 11:39 PM
    >Subject: Boardgame Design vs. Videogame Design
    >Hi Tom,
    >I've been quite interested in game design for a while now. I will be graduating college soon with a Materials Engineering degree, and while I'm quite interested in that subject matter I have always wanted to try to get into game design some time in my life. I've been an avid boardgamer, and have recently been experimenting with designing and prototyping my own designs. My question, basically, is this: what are the major differences in the components of board game design and video game design that somebody like me would need to bridge my experience in board game design to competently design a video game? In other words, what skills need to be strengthened over those that are needed to make a boardgame design?
    >Thanks,
    >Joshua Y

    Hi Joshua,
    That's an interesting and good question!

    A board game designer (who's succeeded in creating some board games, whether or not they get published or sell well) is creative, detail-oriented, and has a great sense of what is fun and how to make a fun activity.

    But a video game designer has to be an experienced collaborative communicator on top of that.

    He has to be a team player; he has to fit in well with a team of programmers and artists, and he has to have their trust. That trust comes over time, from working together on numerous game projects.

    He has to be an excellent communicator, one who has no difficulty expressing ideas in meetings, presentations, and one-on-one; one who can create a thoroughly detailed document, and stay on top of lengthy email threads.

    And he has to be extremely computer-literate. Not every game designer is fluent with level design software, but it's increasingly important that he have some skills in that area. Of course a video game designer has to be highly skilled with Microsoft Word and Excel, email, and the Internet. He has to be very good at researching information. He should also be good at Photoshop -- not necessarily a great artist himself, but at least able to manipulate images to incorporate into his designs to communicate his vision.

    The challenge, of course, is breaking in. A board game designer most likely won't get hired to design video games unless he's gotten some big hits in the board game world -- and even if he did, there would likely be an uncomfortable transition period in which he has to earn the trust that's such an essential part of designing video games. So for the majority of board game designers who haven't made it "big" in board games, the usual breaking in advice still applies.

    Tom Sloper
    Los Angeles, California, USA
    August 10, 2009


    Should I specialize or should I generalize?

    >From: unreal coza
    >Sent: Saturday, August 08, 2009 11:20 PM
    >Subject: Question about an area of game design
    >Hello I am a student in game design in Australia, and i am interested in becoming a game designer in the field of either level designer or 3d modeler in Maya.
    >Here is my question:
    >1. Game design has a lot of skills that needs to be known and i am wondering if concentrating on one area( Level design ) is a smart choice or concentrate on 2 so my skills are more broad because I got told it takes 3 years to gain the skills needed for each area of game design( e.g. level design and 3d modeling).
    >2. I really enjoy modeling in maya and using Unity 3d to create levels, is it a good idea to start up a portfolio now( i am in 2nd year of uni) of things i created or only stuff i worked hard at ( tutorials , Uni assignements, Person interest things)
    >Thank you very much for your time, looking forward to here from you.
    >Corey
    >--------------------------------------------------------------------------------
    >Click Here View photos of singles in your area

    Hello Corey, you wrote:

    i am interested in becoming a game designer in the field of either level designer or 3d modeler in Maya.
    You are using the term "game designer" confusingly. Please look up the definition of "game designer" in FAQs 7 & 28. The FAQ links are above left.

    Level design is a subset of game design, but 3D modeling is a subset of art (not game design).

    i am wondering if concentrating on one area( Level design ) is a smart choice or concentrate on 2
    If you have two passions, you should pursue them both as far as you want to and are able to. But the game industry tends to look for specialists. If they want a level designer, then they won't care that you also do 3D models. If they want a 3D modeler, they don't want to hear about level design. However, if you are in a smaller company, you could well have opportunities to do both things (but will still need to present yourself as a specialist). Read my May 2005 column archived at http://www.igda.org/games-game

    because I got told it takes 3 years to gain the skills needed for each area
    If you get a 3-year degree in one subject you wouldn't need to spend another 3 years to get the other one; many of the classes are applicable to both. But you also don't need two degrees. You can major in one and minor in the other. If you want.

    is it a good idea to start up a portfolio now
    It's a shame that you ask this question. It means you are lazy and not really passionate about your chosen following. You shouldn't be asking if it's a good idea. You should already be doing it.

    of things i created or only stuff i worked hard at ( tutorials , Uni assignements, Person interest things)
    Your portfolio should only contain your very best work. Class assignments should only be included if they knock our socks off.

    Tom Sloper
    Los Angeles, California, USA
    August 9, 2009


    Trying to track down graphic artists from Atari, part 2

    >From: Nick
    >Sent: Saturday, August 08, 2009 9:25 AM
    >Subject: Re: atari
    >hhmm ok no worries. Back to searching the net then =)
    >thank you for taking the time to get back to me.
    >Nick


    Trying to track down graphic artists from Atari

    >From: Nick
    >Sent: Saturday, August 08, 2009 6:46 AM
    >Subject: atari
    >Hi Tom,
    >My name is Nick and I am a 24 year old Graphic design from London. I am currently putting a site together that is dedicated to the graphic design work of the 70's and 80's arcade era. I am having great difficulties tracking down who the original graphic designers where that designed all the logos and posters for the games etc.
    >If you could please get back to me with any information at all that would be amazing.
    >check out the site here artofthearcade.tumblr.com. There is still lots of work to be added and restored for the site.
    >cheers Tom
    >Nick

    Hi Nick,
    Sorry, but I worked at Atari Corp., which was the Tramiel-owned company, in 1986-87. I didn't work at Atari Games (the arcade company that split off when the Tramiels bought the consumer division), and I didn't work at the pre-bust Atari. I can't help you with your quest, unfortunately.
    Tom Sloper
    Los Angeles, California, USA
    August 8, 2009


    Please view and comment on my mahjong game software (work in progress), part 2

    >From: "wkleong"
    >Sent: Thursday, August 06, 2009 10:33 PM
    >Subject: Mah-Jongg Q+A
    >> My mah-jongg question or comment is:
    >> */re: my mahjong game software (work in progress) /*
    >> sorry this took so long. my mahjong game demo is finally ready for
    >> download at ...
    >> http://www.nickmania.com/games.php?action=viewgame&game=9

    Hello W. K.,
    I've added the link to mahjong FAQ 5. Maybe some kind readers will try out your game and send me their comments.
    May the tiles be with you.
    Tom Sloper
    Author of "The Red Dragon & The West Wind," the definitive book on Mah-Jongg East & West.
    Los Angeles, CA (USA)
    August 7, 2009


    Do you have a list of board game self-manufacture resources?

    >From: s k
    >Sent: Friday, August 07, 2009 1:22 AM
    >Subject: self manufacturing board game
    >Hi Tom,
    >Do you know/have a list of companies in the USA that can manufacture smal plastic parts like tanks and soldiers for a game board (Similar to Axis and Allies see attached picture)?
    >How about companies that can help manufacture the whole game, that is
    > given game design and the rules, they can print and produce custom parts or receive cutsom parts from another company, package, store and ship board game.
    >Thanks

    Hi S,
    Yes. I do have such a list. Do you need help finding it on my site?

    Tom Sloper
    Los Angeles, California, USA
    August 7, 2009


    Stuck in QA (in India)

    >From: Vinay S
    >Sent: Thursday, August 06, 2009 2:18 AM
    >Subject: Hello
    >Mr.Tom Sloper,
    >Hello, my name is Vinay S from Bangalore, India. I have been reading your write ups on the 'Consulting zone' of your website. Let me thank you for making time and for all your efforts for putting up so much info on your website which i am sure has helped many people.
    >Before putting forth my questions and doubts, let me tell a little more about myself.
    >I have a Bachelors in Engineering specializing in Information Science. Currently i am working as Test Analyst with a gaming QA Company and have been in game QA for 2 years now. I have worked on many major AAA titles for some of the major clientele of the company. Of late have been part of the Core team for a specific client for about an year now.
    >First of all
    >My doubts or questions which have been boggling me for a while now are :
    >1. Where to from here...?
    > Its like now i feel that i should be move ahead with my career. But not sure which sector of gaming to get into. My interests have been with Game Design and Game Production. i have a vague idea of both these jobs which i realize is like standing outside a house and trying to say what and how things are on the inside. So any advise about which one to chose would be of great help.
    > I did give a thought of taking up a master degree related to gaming but unfortunately there are no good programs in India yet and also as i know the industry here, i would say gaming is still in its infancy here in India and i am just hoping it picks up soon.
    >2. How do i approach companies located outside of India for jobs in game design/production ?
    >Well hope to get answers.
    >Thank you
    >Regards
    >Vinay S

    Hi, Vinay. Namaste. You wrote:

    I have been reading your write ups on the 'Consulting zone' of your website.
    Actually, my career advice FAQ articles are not in my consulting zone (green background) - they're in my career advice zone (yellow background). But let's move beyond my little nitpick and get back to your question.

    I have a Bachelors in Engineering specializing in Information Science.
    That's a good degree to have.

    Currently i am working as Test Analyst with a gaming QA Company and have been in game QA for 2 years now.
    I just want to make sure I understand. As I understand what you said, the company where you work is a test lab; the only thing that company does in games is test them. As I wrote in article 5, this is more or less a dead end job. You might rise to become a test lead or test manager at that company, but that's about as high as you can rise in the game industry at a company like that.

    Where to from here...?
    > Its like now i feel that i should be move ahead with my career.
    No. And yes.

    No - having been in QA for 2 years is about right. Despite your "feelings" that you should have moved up before now, it is perfectly normal to work in QA for 2 years without moving up.

    Yes - if you want to move up in the game industry, you can't do that while working at a test lab. But don't quit your job yet! Read on.

    My interests have been with Game Design and Game Production. i have a vague idea of both these jobs
    You need to learn more, then. There are books about both jobs. I've listed them in FAQ 8 - links above left.

    any advise about which one to chose would be of great help.
    I have already written an article on how to make decisions, how to make an important life choice. It's FAQ 70.

    I did give a thought of taking up a master degree related to gam[es]
    If your decision grid says you should, then go ahead and do it!

    there are no good programs in India yet
    That's only a factor in your decision grid. There are game masters programs available, just put all the pros and cons in your decision grid and determine whether or not you should pursue that option.

    gam[e industry] is still in its infancy here in India
    Yes, but it isn't not-born-yet, which means you do not have to leave India. Do thorough research. Look up all those game companies in India. Learn everything you can about where they are and what they do. In Bangalore, if there's an IGDA chapter, join it and participate. If there isn't one, form it. If there is one but it's not very active, jump on in and help it be more active.

    How do i approach companies located outside of India for jobs in game design/production ?
    That's very difficult! First you have to move to another country. Then you have to obtain a work visa for that country. (The order of those two steps might be different than listed here.) Then, after you've established legal residency and work status in that country, you can apply for jobs at game companies in that country. Someone else asked this question recently at http://www.igda.org/Forums/showthread.php?s=f842b54d2d789cb1c5fd21a6e5dc9a29&threadid=36581

    I recommend you just get a job at an Indian game company - not a test lab.

    Tom Sloper
    Los Angeles, California, USA
    August 6, 2009


    actual responsibilities of a Game Designer.

    >From: John L____
    >Sent: Tuesday, August 04, 2009 2:07 PM
    >Subject: Question in regards to actual responsibilities of a Game Designer.
    >Hello, Tom
    >My name's Dillon L____, and I'm seventeen years old. I've been researching the the career positions in the video game industry for about a month now, and one thing hasn't become very clear to me. From other resources I've read (which, admittedly may not have been the best), the job title of Game Designer combines both documentation of the idea and overseeing the production of the game throughout the different stages of its growth. To explain the second point more clearly, many sources have made the design job out to be more of a hands on experience with the developing game, where the designer dabs into each area a little bit as to keep the game on track with the original idea.
    >
    >However, from the lessons I've read ( I've read Lessons 10, 14, and 37, which all relate to this question), it seems a Game Designer has no actual experience with the deveoping game, but instead really does leave everythign off to the different teams. Does a Game Designer really only interact with the design templates, and really nothing more? It's a little difficult to imagine a designer for 9-14 hours a day only writing up a design template for the length of the devlopment. Could you perhaps either 1. Clarify my confusion with the designer's repsonibilities or 2. perhaps tell me what job title I'm actually picturing in my mind, if one exists at all.
    >
    >To sum up the type of job I'm picturing, I'll explain. I had assumed that a designer's job had been more of pitching the idea to the rest of the team in both a vocal and written way, and then becoming more involved with the production as everything went on. I hope I'm not taking a shot in the dark here, but the only other position I can think of that has more of a broad description than any other is that of a Producer, but again I'm really not sure.
    >
    >Heh, hopefully I explained it clearly enough. Don't feel its fair if I become yet another of the people who ask questions that are already answered somewhere else, as you've made it very clear that you're not the biggest fan of those ;D. Hope the information I've given helps, and I'd like to thank you in advance.

    Hello Dillon, you wrote:

    Question in regards to actual responsibilities of a Game Designer.
    It depends. It depends on:
    The individual designer. What are his particular strengths, how else is he able to contribute to the project.
    The job description of the designer. What is his mandate, what else besides writing the design is he ostensibly expected to do. Is he a full-time employee of the company or is he a freelancer; is he full-time on this project or just there to write the design and nothing else.
    The company. How does this company view its designers, how many projects does this company have going on, what other specialties are accounted for among its staff.
    The project. What are the particular needs of the game being developed, what design challenges does it present. How much money is there in the budget, how much time is there in the schedule.
    The producer. How does the project manager view the role of this particular designer in this particular project.

    From other resources I've read (which, admittedly may not have been the best), the job title of Game Designer combines both documentation of the idea and overseeing the production of the game throughout the different stages of its growth.
    Only if the designer is also the producer. It's the producer who oversees production. The designer does need to be aware of the needs of the different departments and the way the production process works, and factor those into his design.

    many sources have made the design job out to be more of a hands on experience with the developing game, where the designer dabs into each area a little bit as to keep the game on track with the original idea.
    It's a good thing when the designer is able to interact with and support the activities of all departments as needed.

    I've read Lessons 10, 14, and 37, which all relate to this question), it seems a Game Designer has no actual experience with the deveoping game, but instead really does leave everythign off to the different teams.
    In the black-and-white world, laid out in the simplest terms for clarity's sake, and when the designer is solely a game designer and not also a level designer or programmer or tester or anything else (for instance, when the designer is an external freelance designer whose job is solely to provide a game design document), this might be the way it would be done.

    Does a Game Designer really only interact with the design templates, and really nothing more?
    See my first answer above. It depends.

    It's a little difficult to imagine a designer for 9-14 hours a day only writing up a design template for the length of the devlopment.
    You should stop trying to imagine it that way, because it never works that way. Once the GDD is written, there is no need for anyone spending all day every day continuing to write it. That said, a GDD often needs to be updated to reflect changes that are made during the course of the project, so as to stay true to the game actually being made - the updating process is required by platform holders, IP owners, and for later porting purposes.

    I had assumed that a designer's job had been more of pitching the idea
    Pitching is only needed before beginning work. Once a concept is bought into, it's been pitched and caught, and there's no need to continue pitching.

    and then becoming more involved with the production as everything went on.
    Involved in what way? (I know the answer to this, and maybe now you do too.)

    the only other position I can think of that has more of a broad description than any other is that of a Producer, but again I'm really not sure.
    Read the article on what the producer does.

    Tom Sloper
    Los Angeles, California, USA
    August 5, 2009


    My game plan

    >GameDev.Net Discussion Forums Private Messages
    >Messenger :: Inbox
    >From: XandX2005 [ Add to Buddies ]
    >Subject: My Game Plan
    >Date: 8/4/2009 10:26:03 PM
    >Tom,
    >You have posted on a couple of my threads and were very informative. Your website is also very expansive on information, it shows you know what your talking about. That is why I sent this message.
    >I've just started classes towards my Bachelors of Game Design at Full Sail Online. First off, I chose this school because:
    >A: I will have my degree faster than a traditional school like digipen in only 2 and 3/4 years instead of 4 at digipen as well as the year of pre-reqs i have to get a comm college here.
    >B: After what you have told me about programming in the other threads, I am more suited to be a designer, rather than a programmer.
    >I still am learning programming on my own, as well as level design.
    >I plan to break in to the industry as a level designer, because I most likely won't get a game/lead design job right after school, unless i am really lucky.
    >I wanted to message you to find out what you thought about my game plan and anything that I should be doing to help myself get the foot in the door.
    >Also, are there jobs that let you test games at home, if so where might i find them?
    >Thank you so much. I know you are the man to ask.
    >--Garren

    Hi Garren, you wrote:

    what you thought about my game plan
    You didn't say what you plan to do after you get your very short 2.75-year degree. You didn't say how you're going to get that level design job. You didn't say you're doing level design. So I can't comment because I haven't heard your whole plan.

    anything that I should be doing to help myself get the foot in the door.
    Read FAQs 12 & 27. The FAQs links are above left.

    are there jobs that let you test games at home, if so where might i find them?
    Read FAQs 5 & 24.

    You're welcome to come back and ask more questions after you do that homework.
    Tom Sloper
    Los Angeles, California, USA
    August 4, 2009


    Some Q's for my thesis

    >From: Rohit J
    >Sent: Monday, August 03, 2009 4:36 PM
    >Subject: My thesis
    >Hello Tom,
    >My name is Rohit Jain. I have written to you several times in the past.
    >Age - 26
    >Education - MA Media Management 2008-09 (University of Westminster, London)
    >Occupation - Student on placement with Jagex.
    >I am doing a research on "Transition in PlayFactor," which mainly talks about the new emerging platforms for gaming and how they affect Games developers and publishers.
    >I am writing to request you to kindly take out few minutes and answer the following questions. Answers to these questions are very crucial for my research.
    >Transition in PlayFactor
    >(Please feel free to give as much detail as you can, thank you)
    ><!--[if !supportLists]--> I. <!--[endif]-->From Gaikai and Onlive, which platform sounds more promising to you and why?
    ><!--[if !supportLists]--> II. <!--[endif]-->What effects will Onlive and Gaikai have on the supply chain of the game developers and publishers?
    ><!--[if !supportLists]--> III. <!--[endif]-->How will it affect the distribution channel of games?
    ><!--[if !supportLists]--> IV. <!--[endif]-->Do you think you will tap a new market with these platforms?
    ><!--[if !supportLists]--> V. <!--[endif]-->How will the company diversify from its traditional strategy and adopt the emerging platform strategy for new audiences?
    ><!--[if !supportLists]--> VI. <!--[endif]-->How will these emerging platforms affect the content and complexity of the games?
    ><!--[if !supportLists]--> VII. <!--[endif]-->Will these platforms open up new avenues for generating income for software developers?
    ><!--[if !supportLists]-->VIII. <!--[endif]-->Which is more important for innovation: A Standard Platform or Competition?
    >Many thanks.
    >Looking forward to hearing from you.
    >---
    >Rohit J

    Hello Rohit.

    I haven't looked at the two of them in enough detail to know the differences between them, other than that Onlive offers a console for TV play, and Gaikai supports PC only. If you wanted to tell me the differences between them, with your thought as to which one might be better, maybe I could respond to that.

    Not sure what you mean by "supply chain of the game developers and publishers." Do you mean the supply (and demand) of companies to make games? I can't imagine there would turn out to be a shortage of developers or publishers of games.

    Distribution channel? I assume you're talking about packaged product, distributed and sold through brick-and-mortar stores. It should be obvious that if cloud games become successful, storebought games could see a reduced marketplace.

    No. Same market (if by "market" you mean "audience").

    What company?

    That's the big question, all right. We'll have to see if the visual quality is not hampered by lag or stuttering. Still could well depend on the power of one's video display capability.

    You mean, bypassing publishers? Probably not. The biggest challenge for independent developers is getting market share. Publishers are the ones with the marketing muscle.

    We've never had a "standard platform," so it's difficult to know.

    Tom Sloper
    Los Angeles, California, USA
    August 3, 2009


    A question of degree

    >[Private Message sent via GameDev.net's private-messaging system]
    >Messenger :: Inbox
    >From: armbuck [ Add to Buddies ]
    >Subject: Game business schools
    >Date: 8/1/2009 2:05:46 AM
    >hello, you replied on my game business courses and schools question. And i am wondering i heard a lot about Full Sail and bad things about it and it has a course called Entertainment Business course and well i don't want to go there because they rip people off. But is Entertainment Business is what i should take? from other school of course! Or like you said about the other courses about business in the question. If i go with business degree and a MBA i still need to know about the game industry how will i learn about that books? or take troughs business degrees and a game deign degree and read books on how to make a game business? Thanks
    >Stephen

    Hi Stephen, you wrote:

    you replied on my game business courses and schools question.
    You mean http://www.gamedev.net/community/forums/topic.asp?topic_id=542945
    I also replied to your post on how to get funding, http://www.gamedev.net/community/forums/topic.asp?topic_id=543058
    And your question about how to hire people, http://www.gamedev.net/community/forums/topic.asp?topic_id=539489
    But I did not respond to your post about the validity of "old" articles, http://www.gamedev.net/community/forums/topic.asp?topic_id=542386 -- because I did not respect the question (in other words, I thought it was a stupid question).

    i heard a lot about Full Sail and bad things about it and it has a course called Entertainment Business course and well i don't want to go there because they rip people off.
    I do not respect that comment. If the Better Business Bureau lists that school as a ripoff, then you can rightly say that. Otherwise, you're just expressing an opinion that you would probably be unable to support in a rigorous debate. Essentially, this is an "is it worth it" question. See FAQ 66. You ought to know where my FAQs are - I've pointed you to them before. (Hint: link above left.)

    If you don't want to go to Full Sail, then fine. You don't have to. Your reasons are your own, and you don't have to justify them to me.

    But is Entertainment Business is what i should take?
    Read FAQs 34 & 44. After you've read those articles and understand my philosophy on degrees, I'll gladly entertain further questions about what degrees you are contemplating. But, in order to give you the best possible answer that's most perfectly suited for YOU, I need to know:

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

    If i go with business degree and a MBA i still need to know about the game industry how will i learn about that books? or take troughs business degrees and a game deign degree and read books on how to make a game business?
    Go ahead and read all the books you want. Start right now. Continue reading books throughout your education. Continue reading books AFTER your education. But once you've finished your education, you MUST work in games BEFORE you start your company. Have I not already pointed you to FAQ 29? Read it. Then I'll gladly entertain more questions about starting a business.

    Tom Sloper
    Los Angeles, California, USA
    August 1, 2009


    What's the significance of the little insect animation, part 2

    >From: Jarrod P
    >Sent: Thursday, July 30, 2009 9:20 PM
    >Subject: RE: Why the little cockroach on your bulletin board?
    >Hi Tom,
    >Ahh... so your website has a couple of 'bugs' - let's hope that they're only "D"s =P
    >Thanks again, have a good weekend,
    >Jarrod
    >----------------------
    >Jarrod P


    What's the significance of the little insect animation?

    >From: Jarrod P
    >Sent: Thursday, July 30, 2009 8:08 PM
    >Subject: Why the little cockroach on your bulletin board?
    >Hi Tom, how are you?
    >Ever since I asked my few initial questions on here (I think my previous emails have dropped off your page into electronic oblivion), I've been checking back frequently to see how other people are going in their endeavours, and seeing what pearls of wisdom you are dishing out.
    >And I've always noticed, but never really paid attention to, your little cockroach that walks around in a figure-eight just left of your instructions. While the little guy is amusing, I was just wondering as to his (or her) purpose? Reminds me of a Zen book that had one page solely devoted to a small drawing of a fly.
    >Things are going well on the Games Industry front - I'm still trying to break in, but I'm a little more focused in my attempts now, centering around creative writing (with a little production thrown in). I'm in touch with a couple of up-and-coming studios, and have been helping out in an unpaid capacity to get some experience under my belt (and having fun doing so). But still on the hunt for a paid position!
    >As always, thanks for your continued support to all of us 'wannabes' - even reading about others' situations and advice helps immensely.
    >Kind regards,
    >Jarrod
    >----------------------
    >Jarrod P

    Hi Jarrod,
    If you go to FAQs 5 and 28, and look up the word "bug," you might get a clue. Also, I've added a feature whereby folks can read older posts. If you scroll all the way down, you'll find a link. Your last post is still here, it's on bulletinbd-archive5.htm.
    Tom Sloper
    Los Angeles, California, USA
    July 30, 2009


    Other careers in games, part 2

    >From: John T
    >Sent: Thursday, July 30, 2009 5:04 PM
    >Subject: RE: Careers in the Game Business unrelated to Production
    >Ah, I'm sorry I wasn't specific in my last e-mail. I guess what I meant to ask is not where to shoot the target, but where the shooting range is. Unfortunately, I really have no knowledge or experience about careers or work environment. For example, when I read your reply where you said "Sales", I thought "What, you mean like be a cashier in Gamestop?" I'm very clueless, so I guess it's not game business in specific, but rather, careers in general with a bias towards gaming, as I love games very much and would like to be working around them, although I don't really know what I would be doing with them.
    >So, basically, I want more general information rather than specific. Like, what are "job" skills and how do I get them? etc.
    >I hope that helps more, and thanks again for helping out.
    >P.S. I don't necessarily mean work for game companies either, but other companies that deal with game products.

    Hello John,
    Wow, you came back fast. You probably didn't read FAQ 7 at all.
    Look, I'm here to teach people about one small part of the world. I can't teach you about the whole wide world of jobs tangentially related to games, much less what it means to have "job skills." The best way to learn about the workaday world is to do it. Get a job. Any job. Deliver newspapers. Flip burgers. Drive a forklift. Anything. Believe me, you will learn a tremendous amount and you will begin to find out what adults deal with. Do it during your next summer vacation, or do it part time while completing your college education (most schools have jobs for student assistants). Trust me. It's a hugely important part of your education, and you can't learn it by asking people to write about it on the Internet for you.
    Tom Sloper
    Los Angeles, California, USA
    July 30, 2009


    Other careers in games?

    >From: John T
    >Sent: Thursday, July 30, 2009 4:03 PM
    >Subject: Careers in the Game Business unrelated to Production
    >Hello, Tom, I recently discovered your site while trying to find information on game design, and after reading your FAQs, I decided that game designing is not something I want to do with my life. However, I would appreciate it if you could inform me on other careers that I could build around the game business that are unrelated to game production.
    >I should tell you that I am currently 19 years old, am attending university and currently majoring in Psychology.
    >Thank you for your help.

    Hello John,
    You're going to have to paint me a narrower target to shoot at, dude! (^_^)Read FAQ 7 and find out about other jobs that ARE related to game production. If none of those are for you, then guy. Seriously. Tell me what you want from me. I could always just say "drop out of college and offer to mop the floors at a game company." What do you want? Sales? Accounting? Marketing? Help me help you, all right?
    Tom Sloper
    Los Angeles, California, USA
    July 30, 2009


    Thanks!

    From: "Jeramy"
    Sent: Thursday, July 30, 2009 5:31 AM
    Subject: Thanks!
    > Tom,
    > I just wanted to write and thank you for all of the time you put into
    > your articles. Giving all of us "wannabes" such a powerful resource,
    > and for free no less, is very generous, and I appreciate it greatly.
    >
    > I read your FAQ's, and with your guidance, I have decided to try and
    > get into QA, and eventually work my way up into producing, with a lot
    > of patience and hard work. Your articles helped me get my first
    > interview with a company in Austin, TX, and two weeks later, they have
    > written me to request references, which I hope is a good sign. Getting
    > even this far would have been much more difficult without your help.
    >
    > So again, thanks so much. Your direct, honest advice, while not always
    > what one wants to hear, is greatly, greatly appreciated.
    > Sincerely,
    > Jeramy B
    > P.S. - If I am lucky enough to land this job, I will be moving to
    > Austin, hopefully before the GDC there in September. Are you planning
    > on attending?

    Hi Jeramy,
    Thanks for writing. No plans to go to Austin this time. Good luck with that job!
    Tom Sloper
    Los Angeles, California, USA
    July 30, 2009


    Do I really have to study those things?

    >From: Chris A_____
    >Sent: Monday, July 27, 2009 2:56 AM
    >Subject: Things you MUST study
    >Hi,
    >My name is Chris A_____, I'm 17 and currently in year 12 (last year of high school education in Australia). When i complete year 12 I am planning on taking an IT course at university which majors in computer games ([URL deleted]).
    >I found your site while searching for information on game design and was a bit taken back by what you thought MUST be studied.
    >"Here's a list of things you must study (as classes, not necessarily as majors):
    >o Physics
    >o Math
    >o Psychology
    >o History
    >o Drawing / Painting / Sculpture (learn how to make your own art)
    >o Music Appreciation
    >o Writing
    >o Literature
    >o Mythology
    >o Foreign language (any language that interests you; especially one from a country where there are game developers)
    >o Computers (even if you want to design board games)
    >o Acting
    >o Playwriting / Screenwriting
    >o Film Appreciation
    >o Public Speaking / Debate
    >o Marketing / Salesmanship
    >o Management / Leadership (especially, how to inspire and manage people)"
    >I can agree that it would be a benefit to have these skills under your belt but is it a necessity?

    Hello Chris,
    I'm not offended by your implication that I might have been lying when I wrote that in FAQ 3. I had no intention to deceive anyone when I wrote that. You read the part of FAQ 3 where I said that a game designer designs "worlds," so I'm curious.

    Why are you asking me this? I really want to know.

    And I saw in your email that you're going to take an IT program. So I assume you're going to mainly be focusing on programming games as opposed to designing them. Just to make sure we're both talking about the same thing: you understand that FAQ 3 is about game design, not game programming or any of the other specialties in games, right?

    Tom Sloper
    Los Angeles, California, USA
    July 27, 2009


    Please view and comment on my mahjong game software (work in progress)

    From: "wkleong"
    To: webmaster
    Sent: Monday, July 27, 2009 4:22 AM
    Subject: Mah-Jongg Q+A
    > My mah-jongg question or comment is:
    > I wrote a mahjong simulation/game for PC. please take a look and comment.
    > You can sit back and watch the AI play or join in. demo available soon.
    > http://www.youtube.com/watch?v=xuA56xScvqo
    > thanks.

    Hi WK,
    I'll put a link to your game in FAQ 5, when I know that the game itself is available. And I'm posting your email on the Mahjong Q&A Bulletin Board and on the Video Game Career Q&A Bulletin Board, in case any readers are interested in viewing your non-interactive demo and commenting (they would send me their comments and I'd post them here).
    But I'm sorry, since my business is game consulting, I would have to ask to be paid, were I to give you the commentary you are requesting.
    May the tiles be with you.
    Tom Sloper - Game Production & Design Consultancy
    - Sloperama Productions. Services for game developers and publishers; "Making Games Fun, And Getting Them Done." http://www.sloperama.com/business.html
    - Helpful information and answers for game industry hopefuls. http://www.sloperama.com/advice.html.
    - Information and bulletin boards about the game of mah-jongg. http://www.sloperama.com/mjfaq.html
    - Author of "The Red Dragon & The West Wind," the definitive book on Mah-Jongg East & West.
    Los Angeles, CA (USA)
    July 27, 2009


    My breaking in plan

    >From: Gabriel
    >Sent: Saturday, July 25, 2009 9:26:23 PM
    >Subject: Career Opportunities and Advice
    >Hello, I wanted to ask you for some career advice. I stumbled onto your site from a google search and saw that it was very useful information, which is very valuable as most searches send you to scam sites like gametesterguide.com.
    >I am currently 19 years old, and I attend university in Miami. I have been thinking alot about what I should do with my life, and what major I should pursue. For a long time, I had no idea, as everything in my university's course catalogue sounded uninteresting, and with pressure from my parents to find a well-paying job I became disenchanted, trying to find a career that I could at least be somewhat satisfied with.
    >Fortunately, the idea came to me that I should design games. My lifelong experience with playing video games, as well as making simple games with Clickteam products (which are great, easy applications for making simple 2D games, although a little pricey) led me to the conclusion that perhaps I should not waste my life "getting by", and instead doing something I love.
    >Ofcourse, initially, I was attracted to the game designer position. My math skills are weak, and so are my drawing and musicmaking abilites. However, reading your site about what it actually means to be a game designer, I felt that I needed more experience in that area, as of right now the idea of composing a twenty page design script sounds painful.
    >But, I didn't want to go back to the old drawing board just yet, so I thought about QA again. I understand that the starting pay is barely past minimum wage, but that's OK since there's lots of room for advancement.
    >So, to prevent this from getting too long, I'll be direct and ask my question. Do you feel it is an intelligent course of action to move to a game hotspot (closest to Miami would be Orlando, I think) after I graduate and start out as a QA, and sticking around to move up slowly? Does this sound like a solid career plan, or do you feel there are other things I should do besides this to increase my career opportunities?
    > Thank you for taking the time to read my e-mail.

    Hi Gabriel,
    I've just returned from a tiring cross-country airplane voyage, so I actually didn't take a lot of time reading your email.
    I gather that you recently discovered my site and have not yet read many of my articles. So rather than delving too deeply into your email in my present state (California) I shall just answer the question at the end of your email, and suggest that you read my articles -- then come on back and ask another question.

    Do you feel it is an intelligent course of action to move to a game hotspot (closest to Miami would be Orlando, I think) after I graduate and start out as a QA, and sticking around to move up slowly?
    So you're saying Orlando is a hotspot? That's news to me. I haven't looked at the map sites lately (see my Game Biz Links page) to see how many companies are there. But anyway, as for your QA question, see the answer I wrote Connor earlier today (scroll down).

    Standing by for your follow-up question, AFTER you've done more reading of my articles...
    Tom Sloper
    Los Angeles, California, USA
    July 25, 2009


    I ain't got no passion

    >From: james B
    >Sent: Friday, July 24, 2009 3:09:03 PM
    >Subject: Question regarding passion (or lack of it...)
    >Hi Tom,
    >I am a 17 year old high school student in the UK with a view to getting a games programming job. I intend to start a degree in computer science next year.
    >I was all geared up for going along the programming route until I saw that you put a lot of emphasis on passion. Unfortunately, I have never really found anything that I'm really passionate about since my younger childhood (I used to love all kinds of things like dinosaurs and building stuff with construction kits, but those interests died a long time ago). The job that seems the most interesting to me is a games programmer - I enjoy playing video games and find their development fascinating. I am teaching myself Python to get some basic programming knowledge before the degree next year and I am enjoying learning to some extent, but sometimes it feels like a chore...
    >If this is the only job that is a source of interest to me and a great passion is required to have any level of success in the industry, I'm starting to wonder if this is the right road to head down. I'm panicking a little bit - I'm all set to apply for this computer science degree and I can't think of any other job that would interest me. Is there really any room for a person like me in the games industry? And do you reckon that I could develop a 'passion' when I encounter the more interesting and skilled areas of programming from which I can produce something that I can call a game rather than the basic and unsatisfying programs that I'm designing at the moment?
    >I know I probably shouldn't be asking you these questions - it's just that I'm a bit lost right now in terms of what I want to do with my life and I'm kind of concerned that I might be sending myself down the wrong career route. I enjoy the problem solving aspect of programming and get gradually more and more satisfaction from designing an efficient program as I'm learning more sophisticated techniques - I wonder whether I will develop greater interest and commitment when I start to actually make simple games or whether it's a case of 'if there's no passion now, there never will be.'
    >One more question out of interest: is it more difficult to enter the games industry from the UK and would you recommend that I move to the USA to have any reasonable prospects of getting a job?
    >Thanks!
    >James

    James, you wrote:

    I have never really found anything that I'm really passionate about
    Okay. I stopped reading your email right there. No sense in me spending any further work on this reply. You need to do some soul-searching and maybe read more of my articles. I didn't know what I wanted to do with my life when I was your age either, but I had passions and I knew what they were. I can't help you. You're welcome to come back when you can give me something to work with.

    Edit: I was unhappy with the above and took a deeper look into your email and found this:

    I ... find their development fascinating.
    You think that's not passion? Fascination can be a passion. You've overestimated what "passion" means. Maybe you ought to start over, ask me again. And try to keep it shorter and more to the point this time (please see other recent posts below).

    Tom Sloper
    Rochester, New York, USA
    July 25, 2009


    A question of degree, portfolios, and my breaking in plan

    >From: "connor
    >Sent: Friday, July 24, 2009 10:35:24 AM
    >Subject:
    >Age: 17
    >Education: Senior in high school, Freshmen at local community college
    >Occupation: Student
    >Job Desire: Game Designer
    >Hi Tom,
    >It's Connor again, we corresponded much in late May and early June, ever since then I have been busy and I am currently still reading all the FAQ's you gave me to read. I am just bringing you up to date and have one question. I am currently working on a portfolio and have three different game reviews ready to be typed up, but I forgot what I should have with it. Could you give me the FAQ number to help me with my portfolio? Thanks. Also, I understand that you say you should get any four year degree, but if YOU were a video game company and I handed you a decent portfolio and I was fresh out of college, which four year degree would you want me to have? Or, in a different point of view...what degee would you get at a college if you wanted to become a video game designer eventually? I'm hoping to break through the doors once I'm out of college and get a testing or Q&A job, good idea? yay or nay?. Thanks in advance.

    Hi Connor, you asked:

    I am currently still reading all the FAQ's you gave me to read.
    I further recommend that you scroll down through all the FAQ titles and choose others to read besides those I assigned you.

    Which one talks about portfolios?
    12.

    which four year degree would you want me to have?
    Read FAQs 40 & 34.

    what degee would you get at a college if you wanted to become a video game designer eventually?
    I would study astronomy, cosmology, Japanese, and Chinese history. But so what? Does that mean you should study those things? Read FAQ 3. What I would study has absolutely no bearing on what you should study. You are not me. You have to live YOUR life, not mine.

    once I'm out of college and get a testing or Q&A job, good idea?
    Only if that's the only way you can break in.


    Tom Sloper
    Rochester, New York, USA
    July 25, 2009


    I don't know how to do what they're asking, part 2

    >From: 리언 (game_girl
    >Sent: Tuesday, July 21, 2009 5:53:40 PM
    >Subject: Thank you so much for your quick answer.
    >Hello, this is Bora ___, again.
    >Thank you so much for your quick answer.
    >I hope that you are not annoyed by my two same emails.
    >I am sorry that I had sent two emails to you and I thought you were not going to respond my email because I didn’t know there was certain guide lines for emailing you.
    >About the mobile QA job, I felt that this is quite different from online game QA. I was a templar employee for six months even though I had worked 10 to 7. They never share any good information (related work) so I was worried that I will not able to work on my own.
    >Now I finally have to work my one and actually I am afraid of working alone and looking stupid when I ask my boss how to do.
    >I really appreciate your comment about me. Now I have to get a book you recommended!
    >Thank you again!

    You're welcome, Bora. Good luck with your job.
    Tom Sloper
    Rochester, New York, USA
    July 21, 2009


    I don't know how to do what they're asking!

    >From: 리언 (game_girl
    >Sent: Monday, July 20, 2009 8:02:12 PM
    >Subject: Hello, I visited your website during search of game QA and I have questions..
    >Hello, this is Bora ___ from South Korea.
    >Before start talking, this is quite sudden and I hope that you just don’t throw away this email.
    >I am a female and 27-year-old who is working as a development QA (I guess) and at an online game company in Seoul.
    >This is my third job over my career for only one year.
    >
    >It was January 2007. I have started working when I was 25 and I was a publisher QA.
    >Back then, my company ran Dungeons and Dragons Online in Korea.
    >But we did horribly (which I don’t know why) and it was collapsed in June 2007.
    >After that, I tried to find a job any company in Korea or not, but it didn’t work out.
    >So I decided to get a job in US and moved last year and suddenly there was a financial problem due to the recession.
    >I had to move back to Korea in December 2008.
    >And then, I finally got a job from a mobile game company in that month.
    >Surely they let me do the QA job about mobile game.
    >I have worked there for almost six months, until May 2009.
    >Then I got a job offer as a development QA from a small development studio.
    >I was so excited that I finally got a decent job.
    >
    >But now I am in trouble.
    >Because there is no lead QA (even though there is another QA but he used to be a GM… and he throws the QA job to me…) so I have to manage almost everything like making check list or do research other company’s games and so on.
    >I have never done such jobs before and I have no one to ask!
    >What I did is just testing a game and reporting bugs.
    >
    >Please, please, please, tell me what I have to do now to solve these problems…
    >Should I buy some books about game QA???
    >Is there any good source for making online game checklist???
    >
    >Now I am really stuck in this situation and have no idea at all.
    >My total career is barely one year and I have never been a development QA or seen any development QA near myself or my friends…
    >Please guild me what I have to do now.

    [Duplicated 2nd email omitted]

    Hello Bora, you wrote:

    This is my third job over my career for only one year.
    That's probably not good. When an employer looks at your résumé he wants to see more stability than that. It looks bad if you have three jobs in a year. One job for three years is better. Of course, if it's due to circumstances beyond your control, then you can explain that when asked to do so.

    I finally got a job from a mobile game company...
    >I have worked there for almost six months, until May 2009.
    >Then I got a job offer as a development QA from a small development studio.
    >I was so excited that I finally got a decent job.
    What are you saying? What was wrong with the mobile game QA job? What was so "indecent" about that job?

    there is no lead QA... so I have to manage almost everything like making check list or do research other company’s games and so on.
    >I have never done such jobs before and I have no one to ask!
    You can ask your boss. Ask him exactly what he wants and how he recommends you proceed. It's called "managing upwards." Your boss is not only a source of orders and grief. He's also a resource to use, to learn.
    Also for more about making test checklists, you can get a book, like the one I use in my QA classes. It's called "Game Testing All in One" and it's written by Charles P. Schultz; Robert Bryant; and Tim Langdell.

    Now I am really stuck in this situation and have no idea at all.
    This is an opportunity for you to learn and grow in your career. If you just want to be a lowly tester and not learn anything about QA management, just tell your boss "I don't want to be a manager, I just want to test. I'm not ambitious, and I'm not smart."

    But I don't think you really want to do that, and I don't think you should want to do that. And I certainly don't recommend you say that to your boss.

    As for test cases, there are several approaches, and they're all outlined in that book. Test flow diagrams, test trees, and combinatorial test trees. Learn about those and how to make them.
    Figure out what needs to be tested, and prepare a test plan.
    This is a wonderful opportunity for you. Don't blow it by getting all panicky.
    Just figure out how to do it.

    Tom Sloper
    Rochester, New York, USA
    July 21, 2009


    Should I break in through programming?

    >From: Adam P
    >Sent: Monday, July 20, 2009 3:17:46 PM
    >Subject: Question regarding game design career
    >To whom it may concern,
    > I am a 25 year old graduate student studying Mathematics. I am currently pursuing my M.S. in Mathematics. Since I was young, I have always wanted to design video games as I am constantly coming up with new ideas in my free time and writing them down. I also happen to have a love of math. This being so I went the University route and have been on it ever since. In the past I took quite a bit of computer science, however it was more related to solving numerical math problems. I have since gone out of practice programming in C, but I could learn it easily enough. I am just wondering, what chances would I have of getting a job to work my way into the industry? Should I consider going to a game design school after I graduate? I am more than willing to work my way into being a designer. I guess I would need to work my way in through a programming route, since I am not particularly artistic beyond being a casual musician.
    >Thank you for your time and consideration.
    >Regards,
    >Adam

    Dear Whom It May Concern, you wrote:

    I have since gone out of practice programming in C, but I could learn it easily enough.
    Then, obviously, your passion is not programming. (If programming was your passion, you wouldn't have gone out of practice doing it.)

    what chances would I have of getting a job to work my way into the industry?
    How should I know? All I know is you aren't passionate about programming, but you enjoy math and you're creative. And I don't even know what game industry job you aspire to, so I can't tell you how good your chances are. Same as anybody else who is unfocused in his desire to work in games. Read articles 7 & 10. Learn about various roles in the game industry. Then read more of my articles and learn more about each role you're interested in. Link to my articles above left.

    Should I consider going to a game design school after I graduate?
    Sure, by all means, consider it. Can you afford it? Is the school's offerings in line with your passions? Read articles 40, 34, 44, & 25.

    I guess I would need to work my way in through a programming route
    Unlikely! You'd be passionately programming instead of apologizing for haven gotten away from programming, if the programming route was right for you.

    since I am not particularly artistic beyond being a casual musician.
    That's a complete nonsequitur.
    Look, read those articles. Then read more of my articles. Find out what my name is. Then come on back anytime with more questions, once you've done a little basic homework on this industry you say you want to get into.

    Tom Sloper
    Rochester, New York, USA
    July 20, 2009


    Should I back-burner this idea and work on other ones? - part 3

    >From: chris
    >Sent: Friday, July 17, 2009 11:03:54 PM
    >Subject: Re: A question
    >* to make something so beautiful and watch it die before it got a chance to live.
    > I recommend you make an appointment with your doctor. You may be seriously depressed.*
    >Im not depressed any more then the normal person.Sometimes I can be a bit dramatic.A result of my hobby,poetry that is.
    >*You need to do that. The answer to your "should I backburner this one" question is in there. And you still haven't told me what you would do if I said yes, and what you would do if I said no, or why you asked this question.*
    >If you would have said,"yes,".I would have considered what you had said, since you sound like you know what your doing.If you said "no" then i would have continued and probably would have been slightly more enthusiatic knowing that i wasent building in vain.
    >I do admit i am lazy and it is something i will indeed have to snap myself out of.But there is one thing I am not lazy in and thats improving myself as a video game designer.I have a freind who can better help me with my writing and I just found a writing manual that i shall start consulting.
    >Thank you,
    >Christopher

    Hello Christopher, you wrote:

    probably would have been slightly more enthusiatic [sic] knowing that i wasent [sic] building in vain.
    But you still haven't told me enough. Why are you building it? For what end purpose? You can't just assume that I know. Because I don't.

    If you haven't yet found it in my articles, my advice is that at your level, you take one idea as far as you want to, then move on to another one, then another. At this stage of your life, what you need to do is develop some skills, build a portfolio. Did I say to read FAQ 12?

    I have a freind [sic] who can better help me with my writing and I just found a writing manual that i [sic] shall start consulting.
    If you have a good word processing program, its spellchecker can be helpful too. And I don't know if you're still a student or if you're a dropout. If you're still a student, you can get more teachin'.

    Tom Sloper
    Rochester, New York, USA
    July 18, 2009


    Should I back-burner this idea and work on other ones? - part 2

    >From: chris
    >Sent: Thursday, July 16, 2009 10:59:44 PM
    >Subject: Re: A question
    >Im 20 years old with 2 years college;just general classes.i have no current occupation.The only thing i do that you could call work is sit in my room and write my game.I seek eagerly to be a game designer,it is my great passion.So great a passion that if i were to fail at it my whole life would be a failure.
    >My before question was should i put aside my big game that I imagine every night before i sleep to do other idea's,so instead of working on one constant idea for now- I should work on more ideas to appeal to a company but what i was really asking was if i do put my big game on the back burner,is there a chance i could leave it behind for good and lose all inspiration for it OR even if i do complete it there is still the chance it may never be made-Is it worth it to make something so beautiful and watch it die before it got a chance to live.
    >as for quesstion 6,i live in chicago,IL.I see you notice that my writing is not to well,I usually dont care to check unless its a final draft.But could you tell me what you saw that was wrong in my writing? clarity,grammar, I know my punctuation is far off.
    >thank you,
    >p.s.I shall continue reading the rest of the pages,i thank you already for what i have read and learned.
    >Christopher

    Hello Christopher,
    Your occupation is "student" if you're still in school. If you've dropped out, then your occupation is "unemployed." Next time somebody asks you your occupation, now you'll know the best way to answer.
    To respond to some of your points:

    I seek eagerly to be a game designer
    Then you need to start NOW to improve your slovenly writing habits. And read FAQ 3.

    if i do put my big game on the back burner,is there a chance i could leave it behind for good and lose all inspiration for it OR even if i do complete it there is still the chance it may never be made
    Read Frequently Asked Question #50.

    Is it worth it to
    Read FAQ #66.

    to make something so beautiful and watch it die before it got a chance to live.
    I recommend you make an appointment with your doctor. You may be seriously depressed.

    I usually dont care to check unless its a final draft.But could you tell me what you saw that was wrong in my writing?
    The problem is that you don't care. If you want to get into a profession that requires excellence in written communication, then you should try harder to use excellence in all your writing, especially when communicating with industry professionals to get their advice. The way it is right now, you look like a lazy kid.

    .I shall continue reading the rest of the pages
    You need to do that. The answer to your "should I backburner this one" question is in there. And you still haven't told me what you would do if I said yes, and what you would do if I said no, or why you asked this question.

    Tom Sloper
    Los Angeles, California, USA
    July 17, 2009


    Should I back-burner this idea and work on other ones?

    >From: chris
    >Sent: Thursday, July 16, 2009 8:06:15 PM
    >Subject: A question
    >I have been working on a certain game,brewing it for years and in the past year and a half i have been writing story,the outline gave me enough story for 3 games and immense details on the game play (almost through two notebooks) and this game has so many thing that i know could change gameing. this game is like george lucas's star wars or speilbergs indiana jones or miyamoto's mario,this is my baby.
    >you say in one of your articles some games you plan but they dont always get made,i was wondering if i should put this one on the back burner and work on new game designs so I may appeal to a game company?(i am trying to go the router of DIFTI)
    >thank you,
    > Christopher

    Hi Christopher,
    You asked:

    i was wondering if i should put this one on the back burner and work on new game designs so I may appeal to a game company?(i am trying to go the router of DIFTI)
    You have not read enough of my articles. Read articles 7, 12, 13, 30, 49, & 65. But I have a problem. I don't know enough about your situation to give you the answer that's perfectly suited for you and your situation. I require all my correspondents here to give me the following information along with the question:
    How old are you?
    What's your level of education?
    What's your current occupation?
    Which game job, if any, do you aspire to or plan to study for?
    What is your REAL question? What is it you really want to know, and why? (What would you do if I answered your yes/no question yes? What would you do if I answered it no? Surely that isn't the entirety of your question for me, is it?)

    And the way you wrote makes me ask another question:

    What country do you live in? I sense that English might not be your native language.

    When you give me sufficient information about your question, I am better able to give you a sufficient answer. Your native language, and where in the world you live, can also be important in enabling me to give you your perfect answer. After you've read those articles I listed above, come on back and paint me a clearer target, and then I can try to hit the bull's eye with a better answer.
    Tom Sloper
    Los Angeles, California, USA
    July 16, 2009


    How to get a QA job? - part 2

    >From: Kyle M
    >Sent: Thursday, July 16, 2009 5:07:00 PM
    >Subject: Re: question for bulletin
    >Well my thing was I had done ROTC at a very expensive private military college and got myself into major debt at the same time but thank you very much for the advice I will definitely be able to use your advice.

    Hi Kyle,
    OK, so despite the way you made it sound the first time, you didn't flunk out. Clarity of communication is of vital importance if you want to work in QA. Whatever your plan is now, I wish you luck, Kyle.
    Tom Sloper
    Los Angeles, California, USA
    July 16, 2009


    How to get a QA job?

    >From: Kyle M
    >Sent: Thursday, July 16, 2009 2:19 PM
    >Subject: question for bulletin
    >Hello,
    > My name is Kyle M------, I am 19 years old as of this August 22. I graduated High School last year went to a college for 6 months and for some odd reason didn't make it the first semester so now I am a job seeker still seeking a job. I also live in San Antonio, Texas. I would like to start a career as a QA Tester. My question for you is how would you suggest going about that at the moment and getting experience. I have read your first lesson and taken some time to look up jobs in the nearest area with gaming publishers, however the only jobs I have found requires 1-2 years of experience from another company.
    >Sincerely,
    >Kyle M

    Hi Kyle,
    So, for some unknown bizarre confluence of events that nobody understands, you flunked out of college during your freshman year. Right. My recommendation is that you try again, and be more serious this time. Community college would be just fine.

    I have read your first lesson and taken some time to look up jobs in the nearest area with gaming publishers
    You've read FAQ #1 only? Then you need to dig right back in there and read some more of them. (Maybe this offers an insight into that unknown bizarre confluence of events that led to your flunking out?) You need to read #27, and #5 and #4, for instance.

    however the only jobs I have found requires 1-2 years of experience
    I do not believe you. You are saying that you found ads for QA jobs and they all require previous experience? For QA jobs? Read FAQ 24 also.

    To repeat: my recommendation is that you try college again but this time don't flunk out. Oh, and if a local company has QA ads up, you should apply, even if you don't have the experience. If they need experienced lead testers, they also need grunt testers. Lastly, whether or not you do any of that: if there are no QA jobs to be had in your area, you're going to have to move to an area where there are QA jobs. That just makes sense, doesn't it?

    Tom Sloper
    Los Angeles, California, USA
    July 16, 2009


    Confused about Intellectual Property law, part 3

    From: "naki"
    Sent: Wednesday, July 15, 2009 11:58 AM
    Subject: Confused about Intellectual Property law
    > Hello!
    > Thank You for Your time and answers.
    > Good luck with Your plans :)
    > Evander

    And powodzenia to you, too, Evander.
    Tom Sloper
    Los Angeles, California, USA
    The ides of July, 2009


      Color key


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


    CLICK HERE to read older Q&A postings!


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