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   GAME DESIGN BULLETIN BOARD

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

PLEASE READ THE FAQs BEFORE YOU ASK!!!

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

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

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

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

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

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

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


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

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

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

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


  • Found a bug on your website

    >From: "DaleB"
    >Sent: Thursday, May 27, 2010 8:26 AM
    >Subject: bug
    >> Ha ha very funny, Tom. You got me good with that animated gif of a fly
    >> on your Q&A page. I don't know why I didn't see it yesterday, but I did
    >> today and started swatting at it with a rolled piece of paper. I
    >> must've hit it about 12 times before I bent toward the monitor to
    >> investigate ;-p

    Heh.
    Tom Sloper
    Los Angeles, California, USA
    May 27, 2010


    Art test blog, Part 2

    From: "Dale
    Sent: Wednesday, May 26, 2010 2:06 PM
    Subject: Game Industry Q+A
    > Tom,
    > I should clarify that by trade I am a level designer, but am unemployed
    > at present. I seek employment as a level designer, but aspire to be a
    > lead some day. I have been in the industry for 3 years so far.
    > Regarding my comments on confidentiality, I was stating that I think it
    > possible that because the art test document is confidential that my work
    > could be construed as confidential as well. I see now from your answer
    > to "is this a good/stupid idea" that you are indeed not the person to
    > ask. I also took the time to read "How to ask good questions" and
    > realize I was asking you a question I already knew the answer to - if I
    > have to ask, it probably isn't a good idea. Skirting on the edge of
    > what's a good idea and what isn't is a good way to land in hot water -
    > especially when confidentiality is concerned.
    > Thanks for fielding my questions and giving honest answers.
    > Best regards,
    > Dale

    Hi Dale,
    Good thinking! (^_^)

    Tom Sloper
    Los Angeles, California, USA
    May 26, 2010


    Art test blog

    From: "Dale
    Sent: Wednesday, May 26, 2010 7:52 AM
    Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best game career
    > advice suited to my unique situation, you need to know that...
    > My approximate age is: _38
    > The level of education I've completed is: _Bachelors
    > My occupation (if student, enter 'student') is: _Level Designer
    > The type of game job I aspire to (if applicable) is: _Level Design Lead
    > The country I live in is: _USA
    > My game biz question is: _
    > I am in the beginning of an art test for a company in Massachusetts and
    > had the idea that I would create a simple blog about my work as I
    > progress so they could see my progress each day and read about how I go
    > about creating the world and the reasons for the choices I make along
    > the way. It would be on a publicly-accessible page of my website. It
    > would include around 2 posts per day, each including a screenshot of
    > what I'm currently working on and a brief blog about what I did up to
    > that point.
    > I wouldn't do this except that it doesn't take much of my time and gives
    > the prospective employer some insight into how I work and think. To me
    > it seems like a good idea, but I wanted to get a second opinion about it.
    > The document they sent me describing my tasks is confidential. Does
    > that mean my work on this art test is also? Is there an unspoken,
    > unsigned NDA involved here? Lastly, give me the straight dope - is this
    > a stupid idea? Or a good one? I have through Memorial Day to complete
    > the assignment.
    > Thanks,
    > Dale

    Hi Dale, you wrote:

    My occupation (if student, enter 'student') is: _Level Designer
    > The type of game job I aspire to (if applicable) is: _Level Design Lead
    > I am in the beginning of an art test for a company in Massachusetts
    So. You are already working as a level designer. You want to become a lead level designer. But you're applying for an art job? At a company that might or might not be a game company? I'm confused.

    the idea that I would create a simple blog about my work as I
    > progress so they could see my progress each day and read about how I go
    > about creating the world and the reasons for the choices I make... To me
    > it seems like a good idea, but I wanted to get a second opinion about it.
    Sure, why not. Don't expect them to actually read it (or even look at it).

    The document they sent me describing my tasks is confidential.
    I find it hard to follow you. Are you saying that the phrase "my tasks" equates to the phrase "the art test"? Because to me, tasks are not the same as an art test.

    Does
    > that mean my work on this art test is also? Is there an unspoken,
    > unsigned NDA involved here?
    I'm not the person to ask. You'd have to ask them.

    is this
    > [A] a stupid idea? Or [B] a good one?
    Neither. It's more [C] a novel idea whose value is dependent on unknowns given above. If you're saying you're making your work on a confidential art test available on a public site (that might or might not be seen by anybody), then whether the prospective employer might be unhappy with it depends on whether any of your commentary or any portion of the site reveals anything about the company or whatever confidentiality they're trying to protect.

    Tom Sloper
    Los Angeles, California, USA
    May 26, 2010


    Board game design school project

    >From: Nick
    >To: tomsterSloperama,com ; infofamilypastimes,com ; infofourfourfourltd,com
    >Sent: Wednesday, May 26, 2010 7:36 AM
    >Subject: Board Game
    >To, Whom it may concern,
    >I am a young student attending [SCHOOL NAME DELETED] Secondary School. Currently I am working on an independant study project of which I am supposed to promote and construct a board game. My group has researched and come up with the idea of Hero Heights. A board game with a finish first atmosphere. In this game the players must complete the heroic tasks in order to save the city, with our slogan, everyone has a hero within, it creates a positive and feel good attitude. We would greatly appreciate and help or pointers that you could assist us with. If you need sketches of our design, or our proposal I can easily e-mail them to you.
    >Thank you in advance,
    >Nikki [LAST NAME DELETED]
    >I can be contacted at,
    > [EMAIL DELETED]

    Hello Nikki, you wrote:

    I am working on an independant [sic] study project of which I am supposed to promote and construct a board game... We would greatly appreciate and help or pointers that you could assist us with.
    Read FAQs 20 & 38. You can find the links to the Frequently Asked Question articles above left.

    If you need sketches of our design, or our proposal I can easily e-mail them to you.
    Why would I need any of that?

    Tom Sloper
    Los Angeles, California, USA
    May 26, 2010


    Thanks, and trying to hone in on some questions, part 2

    >From: Tyler
    >Sent: Sat, May 22, 2010 3:53:28 AM
    >Subject: RE: Thanks for Giving Back
    >Hey I made the cut- alright! Slow week or something? ;]
    >But in all seriousness, where was this site in 2002 when I REALLY needed it!?!? :}
    >I see a lot of the lessons and articles were started around 2001/02 so it no doubt took a few years to ramp up to it’s current glory, but man if I had this kind of guide back then who knows….different time, different place…..c'est la vie and all that…
    >It bears repeating that the site and your knowledge goes beyond the game industry, and can be applied to just trying to be successful via your passions, marrying them into a career hopefully, a la game design. That’s the real message I get… besides an inordinate amount of Simpsons and Dr. Laura quotes. :}
    >For myself, not really having a crystal clear drive or goal for career has been an issue, but using the tried and true mantra and “never too late”, I am really delving back into the prospects of this field. I have a pretty massive “Frankenstein” document going right now combining my own rants/raves, with stuff I pull from the greater interweb, books etc. Somewhere in that whirling soup of ideas, I can find something that really hits home and clicks, so that I can really hunker down and , for lack of a better word, go “BALLS OUT.”
    >A quick (heh I say that now…) musing…what are your thoughts on people who from an early age KNEW 100%(or so they say….) that they wanted to be X, and end up making it happen?
    >Is it just the people who we actually hear about(the media saturation effect/failures aren’t on tv/being documented), or is there really something to knowing what you want to do 10-15 years before you are 25?
    >Personally, I think it doesn’t effect my life decision at all, obviously. Kudos to them for knowing early and seeing it through, but I have my own deal to worry about- NOW. In the present. I just find it interesting to see a lot of celebrities/well to do folks apparently share this commonality.
    >Along those lines….I have defiantly shifted away from somewhat negative attitude…I used to write game reviews online(Game Chronicles Magazine/Game Vortex) and I would ask the editors “Why aren’t you making money/working for IGN type ?” and usually their blunt answer would put to rest my anxiety over -*gasp -having to try really hard at something difficult. I think I wanted them to tell me it was tough, so I could keep living in the “fantasy limbo zone” you talk about in your lessons.
    >Well, good news is I think I have broken out the spell, and I am looking forward to better, more fulfilling times ahead.
    >Cheers.

    Hello o verbose one, you wrote:

    Hey I made the cut
    There's a cut?

    what are your thoughts on people who from an early age KNEW 100%(or so they say….) that they wanted to be X, and end up making it happen?
    I don't know. I thought you were going to "hone" some questions??

    Kudos to them for knowing early and seeing it through
    Yeah, OK.

    If you think of some questions I can help with, you know where to find me.
    Tom Sloper
    Ningbo, China
    May 22, 2010


    Thanks, and trying to hone in on some questions

    >From: Tyler
    >Sent: Sat, May 22, 2010 1:43:16 AM
    >Subject: Thanks for Giving Back
    >How old are you? 27
    >What's your level of education? B.S. Liberal Studies(Social Studies basically) Oregon State, 2006
    >What's your current occupation? Non-profit Adult Care home, graveyard
    >Which game job, if any, do you aspire to or plan to study for? Entry level; QA/CSR, down the road; Game Designer or Lead QA/CSR/Community Manager(math scares me, eeps!)
    >What country do you live in? USA, Portland, Oregon(Sandy to be exact).
    >First off, you hear this ad naseum, so I’’ll keep it short- EPIC site. Kudos to you, sir.
    >Secondly, I have a draft I had been working on for a couple nights trying to hone in on some questions, but it’s rather longwinded so I am trying to save you some needless eye strain with continuous pruning. The final product might see the light eventually….
    >Thanks again for giving back, and helping the lost souls like myself find a path in the darkness.
    >Tyler [DELETED]
    >[DELETED]
    >[DELETED]
    >[DELETED]
    >IMPORTANT NOTICE: This communication, including attachments, contains information that may be confidential or privileged and is intended solely for the individual to whom it is addressed. If you are not the intended recipient, you should contact the sender and delete the message. Any unauthorized disclosure, copying, or distribution of this message is strictly prohibited.

    Hi Tyler,

    Appreciate the kudos. You mentioned:

    trying to hone in on some questions, but it’s rather longwinded so I am trying to save you some needless eye strain with continuous pruning.
    I appreciate that. As you're honing, just keep asking yourself: "why am I asking this -- what is the underlying need for this question, and might there be a different question that'll get me closer to the heart of what it is I want to know?" And realize that I probably don't need to know very much about you personally and your particular situation. I deal in general guiding principles, so you can use your own good judgment to decide on the best course of action for you.

    Tom Sloper
    Ningbo, China
    May 22, 2010
    "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.


    Tutorials on how to mold board game pieces?

    >From: Bill
    >Sent: Wed, May 19, 2010 1:18:19 AM
    >Subject: Making Board Game Pieces
    >How old are you? 21
    >What's your level of education? Some college (finishing year 2)
    >What's your current occupation? (If student: "student") Student
    >Which game job, if any, do you aspire to or plan to study for? None
    >What country do you live in (where in the world are you)? (OK, so that's 5.) Ohio, USA
    >Hello Tom,
    >Excellent articles, this is the most comprehensive and helpful resource for this sort of thing that I've ever seen.
    >FAQ #20 is what interests me, concerning board games. You recommend self publishing and I have a board game I'm in the process of prototyping. You mentioned fabricating original pieces, creating molds and pouring epoxy into the molds for your game (the stuff on making a board was rather thorough, this left me wondering). Any advice (tutorial) for someone who's never done that before? Assuming this goes beyond the prototype I'd like to look into self publishing and manufacturing what I can before exploring other routes.
    >Thanks,
    >Will

    Hi Will, you wrote:

    You recommend self publishing
    Well. What I recommend is making an informed decision as to which way to proceed.

    Any advice (tutorial) for someone who's never done that [creating molds and pouring epoxy into the molds] before?
    I suppose there must be some stuff on the 'net. I recommend first that you go to the plastics store and ask about the various options available. It's been over 30 years now since I made my pieces (in Ohio, coincidentally). There may be better materials available now. Once you have chosen which material to use, they might have info at the plastics store, and if not, you can Google.

    The tricky part might be making the original pieces. I was a professional model maker at the time, with access to a complete machine shop. You might have to hand-sculpt your originals. I've heard of stuff called Sculpey that's supposed to be good.

    I'd like to look into self ... manufacturing
    The epoxy system I used was very labor intensive. And the molds deteriorated while I was making my second prototype. I'd known ahead of the time that they would -- one of the flaws of that mold material. As above, see what options are available today.

    Tom Sloper
    Los Angeles, CA, USA
    May 19, 2010


    Game design is awesome, part 2

    >From: The Hams
    >Sent: Tuesday, May 18, 2010 7:20 PM
    >Subject: Re: USC, career stability
    >Thanks for the reply, Tom. I've come to the conclusion that this is really just a battle between me and my dad—not something I really need to drag you into. He's worried I'll have a hard time finding a job and that I won't make enough money. You articles were dismissed as "baloney". I'll keep on him, though, and keep digging into your catalogue of advice.
    >As for my job title, I thought creative director was what I was going for. Basically, I want to turn my ideas into games. People like Jonathan Blow and Jenova Chen—are these what you'd call creative directors?

    Hi Alan, you wrote:

    I've come to the conclusion that this is really just a battle between me and my dad
    Let your dad win, then. He's got the power (the money). Negotiate a school and program that you can both agree on.

    not something I really need to drag you into.
    Don't worry, I wasn't planning on getting between you.

    He's worried I'll have a hard time finding a job and that I won't make enough money.
    Sure. Things are tough now. People in the game industry don't make as much money as some others. So he's right. But once you're done with college, it's your life and you can live it your way.

    Jonathan Blow and Jenova Chen—are these what you'd call creative directors?
    I don't know, what does it matter? You're you. Do your you thing.

    Tom Sloper
    Los Angeles, California, USA
    May 18, 2010


    Japan is awesome, master sensei/senpai

    >From: Assaji
    >Sent: Tuesday, May 18, 2010 6:43 AM
    >Subject: Confidentiality in Japan Gaming Industry
    >About myself:
    > How old are you? 21 years old
    > What's your level of education? College student
    > What's your current occupation? Student
    > Which game job, if any, do you aspire to or plan to study for? game programmer/ level designer
    > What country do you live in? Indonesia
    >==================================
    >My name is Assaji [DELETED], I know you from this thread http://www.gamecareerguide.com/forums/showthread.php?p=19789#post19789 because [DELETED] is my nickname .
    >Four days ago, I asked a senior who had graduated from my college. I never met him before, but I knew him from my thesis supervisor reference. He's in Japan now and he's already a Phd. I asked a few questions, such as the place where he works and how can he get his job in game industry. He answered to me "Sorry, I can't tell you my workplace, because here In Japan, confidentiallity is important".
    >And for my second question how to get job, he answered "To get to the game company? Well if you are fresh-graduated from our college, and you want to apply directly to the games on the overseas companies, it's rather difficult. It's easier to find a job after you continue your study in foreign countries."
    >After get his answers, I want to know your response as a senior (what should I address you.. hmm senpai.. no no, it's sensei ^_^)
    >1. Is it really necessary to have a master degree before apply to game industry? if it's true. I'll follow his suggestion, I want to continue my study abroad after graduate from college.
    >2. Is it true that japan game industry full of confidentiallity? And Is it true that game company in japan really look at the applicants' past ?like investigate their activity in internet.
    >Thank you very much sensei,
    >Assaji

    Hello Assaji, you wrote:

    He answered to me "Sorry, I can't tell you my workplace, because here In Japan, confidentiallity is important".
    That's bizarre!

    It's easier to find a job [in a foreign country if] you ... study in [that] foreign countr[y]."
    Yes. Very true. Did you notice the way I edited that comment?

    what should I address you.. hmm senpai.. no no, it's sensei ^_^)
    Both. Senpai means senior, Sensei means teacher or guru. Them's both me.

    Is it really necessary to have a master degree
    No.

    if it's true. I'll follow his suggestion, I want to continue my study abroad after graduate from college.
    Read my FAQ 48. The FAQs link is above left. If you want to work in a foreign country, you really should study in that country. That doesn't necessarily mean a masters degree. And that doesn't mean you have to have a masters degree.

    Is it true that japan game industry full of confidentiallity?
    I never heard that before. And I've done lots of business in Japan.

    Is it true that game company in japan really look at the applicants' past ?like investigate their activity in internet.
    Delete the words "in Japan" from that question. The answer is "yes." ALL companies really look at an applicant's past. They MIGHT look for past activity on the Internet.

    Tom Sloper
    Los Angeles, California, USA
    May 18, 2010


    Game design is awesome, and so is USC

    >From: The Hams -- thehamsisawesome
    >Sent: Monday, May 17, 2010 8:33 PM
    >Subject: USC, career stability
    >Hello Tom,
    >I'm an 18 year old Michigan student on the cusp of high school graduation, currently holding down a lightweight part-time job. I'm one of 15 people accepted into USC's Interactive Entertainment program this year, which is, from what I understand, pretty much the king of game design schools. Even though I got a half-tuition scholarship at USC, we're still not entirely sure we'd be able to pay for it, and my parents would rather send me to somewhere in-state, like Michigan State. So, my main question for you is this: what would be more valuable in landing a game design job—a Master's degree in Computers or something with a specialization in Game Design from somewhere like Michigan State, or a Bachelor's in Interactive Entertainment from USC? Does a USC degree carry any extra weight because of its prestige/quality of education? Or would it be wiser to save our money and not take out massive loans (we'd have to borrow somewhere around $14,000 for this year to get me to USC, dunno about the next three)?
    >Game design is something I'm passionate about and something I'd like to pursue, but my parents think of it as more of a dream job, a phase I'll outgrow, a risky career move that'll leave me with a useless art degree and no career. So, my other question is, is the games industry really that tumultuous? After a few years, will I be able to rake in a decent living, eat three square meals a day, that kind of stuff? Personally, I wouldn't mind skipping a meal or two, but the thought of me being a starving artist for some reason doesn't appeal to my parents too much? It's their money that's gonna send me out there, so I'm working hard to convince them that this is a viable career.
    >Ah, I should have mentioned I'm aspiring to be a game designer, with my eye on eventually becoming a creative director/lead designer/what have you. Basically, the guy in charge. Really I just want to make my own games, and whether I'll have to go the indie route or weasel my way up the system, I don't know yet. I'm in no hurry, though, and I realize that working my way toward that will take a tremendous amount of work. It seems a worthwhile goal though, and I'd like to get started on the right foot.
    >Thank you,
    >Alan

    Hi Alan, you wrote:

    I'm one of 15 people accepted into USC's Interactive Entertainment program this year
    That is AWESOME! If you go to USC, you can take my classes (Designing and Producing Video Games, and Video Game Quality Assurance). I teach in a different program, ITP. I know some of the faculty in the program you're talking about -- I didn't know they had a limit of 15 students. So that says good things about you, that you were accepted. But if you can't afford it, or if it would be a financial hardship for your family, that's something that's beyond your control. My advice here on this site is a separate thing from my being USC faculty, OK? I would not tell you "yeah dude come to USC its da best" if it's not the right advice for you due to your situation. What's "best" for one person is not necessarily "best" for someone else.

    what would be more valuable
    Wrong question to ask. Or should I say, this is but one factor to consider in your decision. And probably a minor one, at that. Read FAQ 25 (the FAQs link is above left).

    Does a USC degree carry any extra weight
    You're asking "how does it look" -- in other words, you're concerned about "appearances." Dude, you need to worry more about substance, not appearances. Read my November 2005 IGDA "The Games Game" column. Go to http://www.igda.org/games-game (or click the link above left), then click "Archives." Or go to http://www.igda.org/games-game-archives and scroll down to November 2005.

    is the games industry really that tumultuous?
    You didn't say what you're talking about. What is it you're asking, and why? What is your real question?

    After a few years, will I be able to rake in a decent living, eat three square meals a day, that kind of stuff?
    You should read the game industry Salary Survey. I've got links to it in several places here on my site. Like my "Game Biz Links" page (there's a link to that page above left). The very latest survey was published in the April issue of Game Developer magazine -- I don't know if it's available online yet. The 2009 survey is still good enough to give you an excellent idea of what game industry salaries are like.

    I'm working hard to convince them that this is a viable career.
    Yeah, well. Read my FAQ 34. Link above left.

    Basically, the guy in charge.
    No. The lead designer is not "the guy in charge." If you want to be in charge, you should get an MBA after you finish your bachelors. Read FAQs 7 & 10.

    career stability
    Your email subject line asked about "career stability" but you never asked anything about that, unless your "tumultuous" question was about that. What is it you want to know? You never asked. Read FAQ 65.

    Tom Sloper
    Los Angeles, California, USA
    May 18, 2010


    On needing testers to determine best design option

    >From: Maurício
    >Sent: Monday, May 17, 2010 5:31 PM
    >Subject: And actual game design question: How to choose between several mechanic options? And where to find testers?
    >Hello Tom.
    >This time, I came with a game design question.
    >While making my current game, sometimes I bump into some "design bugs" (how you call it?), like useless powerups, hard to understand mechanics, mechanics that behave badly with some others (example: I made a level that if you don't hit a certain object, you get punished... but there are a general rule that make you rewarded if you can do stuff without hitting this object, now this particular level is making hard to balance between the two rules, depending on the level design, you get more punished than rewarded, even if you are doing good, and sometimes you get punished just because bad luck, with the object going by physics in a place where you cannot go... something that on other levels are usually desired)..
    >Testing, iterating and fixing, is usually the "way to go".
    >But I've bumped into two design problems: Some things, I can think of about 3 or 4 ways to fix, without an idea of what one is better. Some things, I don't know if my solution made the game balanced, or easier for me and harder to everyone else (or the opposite).
    >The clear solution to that would be extensive testing... but I am doing the game in lone-wolf style, alone, no budget, no help. So, how I find testers, specially, fresh ones? Big companies usually have the publisher testers available, or the big testing corporations, but I for example, need to test 4 different solutions, I would need at least 4 people to each solution (just to make sure I can make an average of their opinion...), thus I would need 16 friends... to test, one feature. It would be fine to use my network for that? I don't have much friends, but I have an extensive network (company owners, specially indies, people like you, that helped me along the way, people met on the GDC small-scale and academia oriented clone here, etc...). Or using my network, would bother them, specially the ones that are higher in the ladder than me (like you, a producer at southpeak, the indie company owners here, experienced people from local Ubisoft and Gameloft...) ?
    >And thank you again! I am really grateful for your work, you are a inspiration for me. (mostly, I have a blog, where I write stuff in the same lines that you wrote, but of course, on my own style, with my own experienced and opinions, and in portuguese... when the person knows english I just ask to read your site instead, that is way better than mine, and has much more content)

    Hi Mauricio, you wrote:

    How to choose between several mechanic options?
    >Some things, I can think of about 3 or 4 ways to fix, without an idea of what one is better. Some things, I don't know if my solution made the game balanced, or easier for me and harder to everyone else (or the opposite).
    I hear you. One time at Activision I had written a design for a game (Shanghai Great Moments). Before sending the design to my developers, I had been able to test some of the game modes myself, by using mahjong tiles. I designed the "Beijing" and "Great Wall" modes by laying out tiles on a flat surface and a sloping surface, respectively, then removing and/or sliding tiles to test the play mechanic. But I also designed a third new game mode, and was not able to prototype it at all. I just had to send the design to my developer, and wait for the programmed version to come back.
    One day it came. I gave the build to Quality Assurance, and I proceeded to playtest it myself. I thought this new mode, Action Shanghai, was terrible. I distinctly remember playing it and thinking to myself, "oh no, this doesn't work. It's not fun!"
    But then the lead tester came in. He reported on his test findings, and said "oh by the way, I LOVE that Action Shanghai!"
    I realized then that what works for some people doesn't necessarily work for others. And I realized also that my three new modes all appealed to different audiences:
    - Beijing to the cerebral (the thinkers, the plotters and planners);
    - Great Wall, with its element of near-randomness, to "explorers," those who enjoy the element of luck;
    - And Action Shanghai to those who liked fast action play.

    What's the point of that story? The point is, when you have two ways you can go, sometimes the answer is to offer both. And make it a user-selectable option.

    The problem with that solution is that it adds complexity to the user interface -- especially if the users have to choose before they can start playing (and discover which way they'd prefer).

    I made a level that if you don't hit a certain object, you get punished...
    In general, I don't like "punishing" the player.

    The clear solution to that would be extensive testing... but I am doing the game in lone-wolf style, alone, no budget, no help. So, how I find testers, specially, fresh ones?
    >I would need 16 friends... to test, one feature. It would be fine to use my network for that?
    > using my network, would bother them, specially the ones that are higher in the ladder than me
    The people in your network have freedom of choice. They can say no. It doesn't hurt to ask. You can make it a party -- have pizza and beer. Some of your people will say no. So you can extend the invite to friends of friends. You can also invite students, and IGDA members (if you haven't totally given up on the IGDA yet).

    Tom Sloper
    Los Angeles, California, USA
    May 17, 2010


    Spammy game school, part 3

    >From: Maurício
    >Sent: Monday, May 17, 2010 5:15 PM
    >Subject: Oh, I am getting nuts, don't I?
    >Yes, I noticed how my last e-mail was utterly silly...
    >Maybe is the effects of doing lots of stuff at the same time (making a game, finishing university, trying to move, fixing health... important thing that one, you should make a faq about how it is important... learning music composition...)
    >Just to clarify: Most of the "Digital Games" courses, are 2 years, because that is the title that you get when doing a 2 year course in the field (here, 2 year courses are "technology" courses, they are focused on a theme, and the title is the theme. Like "Technology Undergraduation in Petroleum and Mining", but, I believe for marketing reasons, there are a few 4 year courses that jump on the bandwagon of offering "Digital Games" courses (while the diploma title is totally unrelated... like, "Bachelor in Arts...")
    >So: Lots of 2 year "Digital Games" courses, about lots of diffrent stuff. Some 4 year "Digital Games" courses. And lots of 4 year "Game Design" and "Game Development" courses, that teach everything but actual game design (those tend to mirror Fullsail, Digipen, etc... or just mash lots of random stuff...)
    >I mentioned in my last e-mail that the majority (not all, sorry :P) are 2 year, because this make me concerned, lots of people dive in these courses, because it is "the only option" in game school, and after paying the 20.000 USD that these courses usually charge, that they realize that noone will hire them, because HR (not networked) jobs, require 4 year degree in Computer Science (or Arts... or whatever traditional course is related to the job).
    >I wish I knew how to steer all the newbies away from that... (not that I am much more experienced either...)
    >Maurício

    Hi Maurício,
    The question of what to say to someone who's considering going to a spammy game school is a completely different thing! You asked me what I'd say to someone who's already in a spammy game school, and I stick by the answer I gave.
    And yes, one's health does have to be a high priority. We have a saying here: "some things go without saying."
    Tom Sloper
    Los Angeles, California, USA
    May 17, 2010


    Spammy game school, part 2

    >From: Maurício
    >Sent: Monday, May 17, 2010 1:52 PM
    >Subject: Re: "Digital Games" courses...
    >Hello again Tom.
    >Thank you. Your short, but precise replies, are always great. Although this maybe is my bias, since it was the answers that I expected...
    >And as extra information: These courses, are 2 year ones (not 4 year), and are offered by several traditional private universities (like Catholic University, they are really famous here, having a degree from one of their branches, are recognized here like Yale and Havard would be known in the US), and some not so traditional private universities. Public universities (the ones that here are actually considered "cutting-edge" with few universities, like the mentioned Catholic University, being on par) don't offer anything related yet on bachelor level or below (some are creating masters degrees and beyond...).
    >These courses exploded in popularity in the last 4 years (actually, most of them are yet to deliver their first batch of students), and there are actually more students than the total amount of people in the industry here. (I wonder why...), so I commonly see these questions. (it is not my personal case, I made a tradicional 4 year design course, steered to game design side of things...).
    >I still want to meet you in person someday.
    >And an extra info about me: After all years bugging you, I finally decided that without moving, I will not achieve much, I am now trying to figure how to move to Quebec in Canada.
    >Maurício

    Héllo Maurício, you wrote:

    These courses, are 2 year ones (not 4 year)
    Before, you told me they were "all sorts of diffrent themes, from everything mashed-up into a 2 year course, to 4 year programming only courses (or art, or whatever, although never game design)." Now you're changing the story?

    But never mind. Why are you adding all this information? My previous answers remain unchanged.

    I still want to meet you in person someday.
    Likewise. (^_^)

    I finally decided that without moving, I will not achieve much, I am now trying to figure how to move to Quebec in Canada.
    Yes, you already told me that before (below). Best of luck to you!

    Tom Sloper
    Los Angeles, California, USA
    May 17, 2010


    Spammy game school

    >From: Maurício
    >Sent: Monday, May 17, 2010 11:28 AM
    >Subject: "Digital Games" courses...
    >Hello Tom!
    >Here in Brazil, we are getting a spam of university courses named "Digital Games" (only that.. really), that have all sorts of diffrent themes, from everything mashed-up into a 2 year course, to 4 year programming only courses (or art, or whatever, although never game design).
    >My question is: How would be your advice to those that are doing those courses? I saw them making questions like: "Companies will prefer someone else with traditional course, over me? If true, what I do?" or "How I avoid getting my resume thrown in the trash can, when the HR person cannot figure what I learned in the university?"
    >Maurício

    Hi Mauricio, you wrote:

    Here in Brazil, we are getting a spam of university courses named "Digital Games"
    I have a variety of thoughts on spammy game schools (or spammy game programs, not sure if you're talking about an otherwise mainstream educational institution):
    Spam always makes me suspicious;
    On the other hand, the way to let people know that an offering exists is to advertise it;
    You might learn good stuff at that school;
    If you find that you're not learning good stuff there, you can leave.

    How would be your advice to those that are doing those courses?
    "Do your best work. Don't get lazy."

    "Companies will prefer someone else with traditional course, over me? If true, what I do?"
    "Do your best work. Build a great portfolio. Network."

    "How I avoid getting my resume thrown in the trash can, when the HR person cannot figure what I learned in the university?"
    "Read my March IGDA column on résumés. http://www.igda.org/games-game-march-2010"

    Tom Sloper
    Los Angeles, California, USA
    May 17, 2010


    At what point in a game project can it be scrapped?

    >From: Swarnava
    >Sent: Thursday, May 13, 2010 2:26 AM
    >Subject: Game Q+A: Canceling a game project
    >How old are you? 17
    >What's your level of education? High School (doing my first year in college now)
    >What's your current occupation? (If student: "student") Student
    >Which game job, if any, do you aspire to or plan to study for? Game Designer
    >What country do you live in (where in the world are you)? (OK, so that's 5.) Canada
    >Hello Tom,
    >I've been going through your FAQs/Lessons and they've been very helpful in understanding the game industry from different perspectives, so thanks for doing this. I've just finished Lesson 10 and I have a few questions. The questions I have are these: At what point in the production of a game can the executive people/ producer/ lead designer decide to scrap a project? Is there a point of no return (the company produces it knowing it will be a loss) for game companies?
    >Thanks for your time,
    >Neel
    >P.S: Sorry I had to email you directly. The chimpanzee-in-a-suit-with-a-computer-picture hyperlink didn't work for me.

    Hi, Neel. You wrote:

    At what point in the production of a game can the executive people/ producer/ lead designer decide to scrap a project?
    If you look again at FAQ 10, you'll see that I mention Alpha Greenlight and Beta Greenlight (not only Concept Greenlight). Typically, the executives want to review the game at the following junctures, at least:

      Concept
      First playable
      Alpha
      Beta

    They can decide to cancel the game at any of those times, or, in fact, at any time whatsoever. Not only that, but there are several stakeholders who can make a decision that results in cancellation of the project:

      The publishing company who's funding the project;
      The development studio can pull out;
      The IP owner;
      The platform holder.

    The lead designer is NOT one of those parties. He is NOT given the power of project cancellation.

    Is there a point of no return (the company produces it knowing it will be a loss) for game companies?
    In theory, perhaps. It's true that there's a lot of resistance to dropping a game once millions have been spent developing it. But I can imagine a game being cancelled at any time from concept and even on up through manufacturing.

    Sorry I had to email you directly. The chimpanzee-in-a-suit-with-a-computer-picture hyperlink didn't work for me.
    Um, okay. Why do you think you have to apologize? The instructions above say:

      EMAIL YOUR QUESTION to WebmasterSloperama.com, or any email address you know to be mine (it doesn't matter which Sloperama email address you use to get email to me) -- or click the picture below to submit your question or comment.

    No matter whether you click the chimp or click your email program icon, either way the result is that I get an email.
    Tom Sloper
    Los Angeles, California, USA
    May 13, 2010


    I am an America Soldier with two trunk boxes full of ca$h

    >From: BUCK JOHN
    >Email: buckjohn221@gmail.com
    >To: undisclosed recipients:
    >Sent: Thursday, May 13, 2010 1:01 PM
    >Subject: please i need your help
    >Dear Friend,
    >I wish to use this medium to honestly solicit for your help. my name is BUCK JOHN an America Soldier With UNITED NATION peace keeping troops deployed in Iraq, please i need your help in keeping and securing my two trunk boxes i discovered in Iraq which contain cash that is amounted to ($19.3M US Dollars),please contact me through this my email,if you are ready to help me for more information,buckjohn221@gmail.com.
    >Best Regards
    >Buck John

    Puh-leeze. Could you be more transparently obvious?
    Tom Sloper
    Los Angeles, California, USA
    May 13, 2010


    Please look my CV.

    >From: Aron Delong
    >Email: supper48@commerciallocations.com
    >To: toby at [DELETED]
    >Sent: Wed, May 12, 2010 12:34:16 PM
    >Subject: Please look my CV. Thank you
    >Hello!
    >I have figured out that you have an available job.
    >I am quiet intrested in it. So I send you my resume,
    >Looking forward to your reply.
    >Thank you.
    >Attachment: My_Resume_718.zip (60KB)

    Why, sure! I'd love to look yore resume. Got virus 4me? Eh? Eh? I want your ugly. I want your disease...!!!!!
    Tom Sloper
    Los Angeles, California, USA
    May 12, 2010


    I am interested in buying your Space War game

    >From: shannon jacobs
    >Email: shannon.jacobs1@gmail.com
    >Sent: Mon, May 10, 2010 10:25:05 PM
    >Subject: game
    >Tom,
    > it looks like you came up with an awsome game, space war, some time ago.
    >and i was wondering if you were selling the game. if so I am interested in buying.
    >Shannon

    Yeah. And you'll send me an overseas cashier's check for more than the asking amount, and I should wire you the remainder to another overseas account, and ship the game to your "agent" in Nigeria. Right.
    Tom Sloper
    Los Angeles, California, USA
    May 11, 2010


    I submitted a game idea and got your website link

    >From: Roland
    >Sent: Monday, May 10, 2010 8:29 PM
    >Subject: Just wanted to say thanks!
    >Hello Mr. Tom Sloper,
    >How old are you? - I am 26 years old
    >What's your level of education? - I have graduated High school and attended a Management university for 3 years, but gave up o it for personal reasons and moved from Romania
    >What's your current occupation? - At the moment I work in healthcare as a temporary solution until since I have started completely from zero in the UK not so long ago.
    >Which game job, if any, do you aspire to or plan to study for? - Game Designer
    >What country do you live in? – At the moment I have been living in the UK for about 2 years.
    >And last but not least I do not have any questions I wish to ask, but instead I want to reward you by telling you thank for all of your hard work on putting this site together for all the game designer wannabe people like me and taking the time to answer questions.
    > Umm! Where to start? Well first of all I love your site, I have only recently browsed through it at the recommendations of a [COMPANY NAME DELETED]’s manager and I already love it. I am already a big fan after only spending several minutes on your web site. And I intend to soak up all that lovely knowledge you have posted on it. Through this email I don’t want to sound like I am asking for any advice since I am not. It is more of a way of sharing my thoughts with you and thanking you for all those lessons you posted.
    > Here is how I came across your site: Due to the fact that I greatly enjoy to play games I noticed something that has been missed out on in the game industry, an idea if you will. I thought about it several days, and then I wrote down a concept of how I thought it should work and what important elements it should present to the potential buyers so that it would sell it’s self. After that I spent several days researching all the top names in the game making industry, as well as manager’s email addresses if and where possible. After researching I put together a list of 10 companies in the game making industry along with relevant emails for different managers. I then sent mass email to all of those companies and managers where possible with the concept I put together. The first company to respond to my email was the one I least expected due to the fact that I could not find a manager’s address, so I used the customer support mail on their web page. Below is the exact reply I got:
    >Hi,
    >Thank you for your email. I’m sorry, but we are not able to accept ideas from the public (nor are we able to consider unsolicited game concept submissions). However, there is good advice on breaking into the industry and taking an idea to market here: http://www.sloperama.com/advice.html.
    >Kind regards,
    >[NAME DELETED]
    >Acquisitions Manager | [COMPANY NAME DELETED]
    > After reading the email and clicking the link a small thought went through my head “I must have done something right somewhere to get a reply from the Acquisitions Manager considering that I used the customer support”. At first I just wanted to get my idea across and whiteness a game come out in which I had some input however small, as I realistically had/have little chances of actually getting any money from it in my unqualified position. But at the end of the day I have decided exactly where I want to go my life and in what industry to make a career. You see I am very talented in art, with a rich and good imagination and any eye for detail and unseen things. My tough life has taught to never give up no matter how hard the going gets, and deal with the tough situations as they come. Although I always knew that I wanted to work in an area where I can “create” I was unsure where to go exactly with it until now.
    > I have definitely decided to aim for a game designer and to do anything it takes to get there and now thanks to your web site I now have the first set of tools I need to start. I hopefully wasn’t too much of a bother (In the concept I left out the unique juicy little details that would complete the game and just gave the generic idea..lol although I have thought of them as well –just in case- as my concept doesn’t yet exist on the market ^_^)
    >Thanks,
    >Roland

    Hi Roland,
    You're welcome, and thanks for the thanks. Keep reading!

    Tom Sloper
    Los Angeles, California, USA
    May 10, 2010


    How do I submit my game? (part 2)

    >From: GARREN
    >Sent: Monday, May 10, 2010 5:13 PM
    >Subject: Game Design Questons
    >1. I am 24 years old
    >2. Currently persuing a game design degree with fullsail online.
    >3. I am a Computer Tech/Sales associate for Staples.
    >4. I would like to be a full time Game Designer.
    >5. I live in Washington state in the USA.
    >I read FAQ #21. I then researched a developer that I would like to submit my idea to. This is what I found on their website about admissions:
    >"The Company welcomes input from the gaming community. However, any submissions to the Company of any nature whatsoever, whether through a posting on a Company website, email to the company, mail, or any other means, becomes the sole and exclusive property of the Company, which shall have full right, title and interest thereto, including all copyrights, in all mediums now existing or hereafter created, and without any obligation to account, credit, or make any payment to the submitter for any use thereof. No purported reservation of rights incorporated in or accompanying any submission shall have any force or effect. By making a submission of any kind to the Company, you hereby agree to all of the foregoing."
    >Does this mean even if I had a game design document that had been copyrighted and submitted to the said Company, They could do whatever they wanted with it and my copyright would be void for just submitting it to them?
    >Did I read that correct?

    Hi Garren, you wrote:

    I read FAQ #21. I then researched a developer that I would like to submit my idea to.
    Why did you want to submit it to a developer, rather than a publisher?

    Does this mean even if I had a game design document that had been copyrighted and submitted to the said Company, They could do whatever they wanted with it and my copyright would be void for just submitting it to them?
    No. It means "don't send us anything, because if you do, you're giving it to us for free." Most likely, they don't want your submission. Publishers are more likely to have a submissions manager than developers. I thought I said that in FAQ 21? If I didn't, then I need to add that.

    Did I read that correct?
    [Shrug] I haven't seen the site (I don't even know which site it is, not that I would go read it just because you asked me to). Since you transposed it word for word (or copied it and pasted it) and since you seem reasonably adept at English, my guess is "yes."

    Tom Sloper
    Los Angeles, California, USA
    May 10, 2010

    P.S. I don't think you asked me your REAL question. I don't think you have told me what it is you really want to know, and why.
    P.P.S. X and X = 2005 only if X = 1002.5. But you probably already knew that.


    How do I submit my game? (FAQ 21)

    >GameDev.Net Discussion Forums >> Private Messages
    >From: XandX2005 [ Add to Buddies ]
    >Subject: Game Design Question
    >Date: 5/10/2010 5:45:35 PM
    >Say someone came up with an entire game design document covering the storyline, missions, gameplay, vehicles, weapons, art direction, and just about everything that can be designed from the pre-production stage, could they possible present that to developers in any way, shape, or form?
    >I'm seriously talking a fully designed game idea, on paper in its finest form, ready to start production.
    >What are some ways to get a developer to look at this Game Design Document?
    >Of course it would be copyrighted, so could I do some sort of you tube presentation?
    >Or have a private website dedicated to this Game and send invitation with to developers so that they can access the site?
    >Something else?

    Hello "Xand,"
    You have asked Frequently Asked Question #21. Please find the link to the FAQs above left and read #21. If you have follow-up questions that are not already answered in my FAQs, you're very welcome to email them to me and I'll respond here. When emailing me the next time, it's best if you include this information with your question:
    How old are you?
    What's your level of education?
    What's your current occupation?
    Which game job, if any, do you aspire to or plan to study for?
    What country do you live in?
    What is your REAL question? What is it you really want to know, and why?

    Tom Sloper
    Los Angeles, California, USA
    May 10, 2010


    Game design wannabe

    >From: Sampo
    >Sent: Monday, May 10, 2010 1:09 PM
    >Subject: Designer career
    >I'm a 16 years old boy just finishing comprehensive school. So I am a student.. I'm planning to be a designer. And I'm from Finland.
    >I'm just a wannabe game designer really passionate about designing games and I really think that this is "the thing" for me. I've made some designings of my owns and then I realized that it's much easier to designer get a job, if he is able to work on some other area too, like programming, audio or art and the employer will appreciate skills like that. So I got an idea that maybe I'll practise making art. It sounds really exciting and programming just isn't an area for me.. Audio would as well be quite interesting, but I've never been so musical..
    >Well then trying to make the question. Should I start/continue practising arts? Will it help my career as a game designer so much that it's worth practising? Well I think my answer would be yes, but then it comes to question about time.. Because I don't have so much time for this passion of mine, even it's a passion. I appreciate time with my friends and even have to study, also making my little game desings and even taking care of my physical fitness. Maybe a stupid question: Should I concentrate on studies that much I wouldn't have time to practise making art? Does original studies mean so much in game design career? As I think I'm not taking time from my designings, because that's maybe a thing I still should have to be practising all the time to follow my passions. (As you might see I've read the Passions -lesson :D ) If art just doesn't work, is there something else I could be practising to be a designer when I'm still young? :D
    >Sorry for a little messy message, my english isn't just so fluent yet. Hope you'll hear about me in a couple of years! Thanks.

    Hello Sampo, you asked:

    Should I start/continue practising arts?
    It's too bad you have to ask this, Sampo. The answer is probably "no." Because you probably don't really have a strong enough passion for art. If you were really passionate about art, you would not have to ask if you should be drawing (or painting or sculpting or whatever) -- you would be just doing it. Read FAQ 30. You can get to the FAQs by clicking the FAQs link above left.

    Will it help my career as a game designer so much that it's worth practising?
    Nobody can foretell the future, Sampo. I cannot foretell your future. (I can't even foretell my own future!)

    Should I concentrate on studies that much I wouldn't have time to practise making art?
    While you are a student, your #1 job is your studies. Pursuing other things has to happen outside of the time you spend on your studies. It's called "time management," and how you manage your own time is a decision you have to make.

    Does original studies mean so much in game design career?
    I'm sorry. I don't understand the question. You have to do well in school. And you should get a college/university education after you're finished with high school. In FAQ 3 I said you can study any subject you want to.

    If art just doesn't work, is there something else I could be practising to be a designer when I'm still young? :D
    Sure. Read FAQs 3 & 12.

    Tom Sloper
    Los Angeles, California, USA
    May 10, 2010


    No Subject

    >From: David
    >Sent: Sunday, May 09, 2010 2:26 PM
    >Subject: [no subject]
    >I have been interested in working as a game designer for a couple of months now and have read your lessons on it. What i want to do is be hands on with the game such as in helping with characters, level design, campaign etc rather than doing a bunch of paperwork. Im wondering if game design is the right field for that or if that describes a different type of field.

    Hello David,
    No. You cannot work in game design without doing any "paperwork," as you call it. If you have any further questions to ask me, please provide the following information along with the question, so that I can give you the best answer for your individual situation:
    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? (Game design, apparently)
    What country do you live in?
    What is your REAL question? What is it you really want to know, and why?

    Tom Sloper
    Los Angeles, California, USA
    May 9, 2010


    School interview project

    From: "J. M.
    Sent: Saturday, May 08, 2010 6:12 PM
    Subject: An Assortment of Questions From an Engrossed Student
    > Hello Sloper,
    > I am a high school student in Chandler, Arizona and I am currently
    > working on an assignment that asks that I interview a person who is a
    > part of the field of work I want to enter. Presently, I am
    > enthusiastically considering a career in the video game industry, for it
    > has always been of great interest to me. If you have the time and the
    > will to answer these ten questions for me, it would be highly
    > appreciated. However, if you are unable to answer them, which I
    > completely understand, yet know of a coworker or other video game
    > developer who can answer my questions, I would appreciate it if you
    > could forward this email to them.
    > Thanks,
    > J.M.
    > Questions
    > 1.What are some common challenges in the game development process that
    > are not usually revealed to the public?
    > 2. Where in the world are the most active game development scenes?
    > 3. What starting position at a video game development studio has the
    > greatest opportunities for advancement?
    > 4. What are some tips on networking your way into the tight-knit game
    > development community?
    > 5. What are typical values held by game development studios?
    > 6. Would creating independent games be a viable way to break into the
    > video game industry?
    > 7. Currently, what would be the best sphere in gaming to pursue a career
    > in? Casual? Traditional? Social?
    > 8. What details should one pay attention to when applying for a job or
    > internship at a video game studio?
    > 9. As a high school student, what things should I or shouldn’t I do to
    > prepare for a career in the games industry?
    > 10. What is the single, best piece of advice to give a student with
    > intentions of entering the games industry?

    Hello J.M., you wrote:

    Hello Sloper,
    That's a bit forward. I am assuming you just forgot to type "Mr." or "Tom" in there. Probably because you sent this same email to several email addresses, and just changed the salutation a little in each.

    I am
    > enthusiastically considering a career in the video game industry
    It would have helped me focus my answer if you'd mentioned which job in the game industry you're considering. Oh, well. To respond to your questions:

    Never enough time; personality conflicts; creeping feature requests.
    North America, Japan, Europe, South Korea, China.
    There's no such thing as one universal "best" entry pathway. Your question is based on an erroneous assumption.
    Location, location, and location.
    Great games (high quality), and great sales (lots of money).
    Yes.
    Your question is based on the assumption that there is a universal "best" of everything. In other words, since you didn't tell me what your criteria are, there's no way to answer the question. I don't know what "best" means to you.
    Realism, research, and preparation.
    You should get a formal education, and you should educate yourself.
    Get a four year college degree in whatever major you're most passionate about, and minor in whatever thing you're second most passionate about. Then, when you can afford it, move to a game hotspot.

    Tom Sloper
    Los Angeles, California, USA
    May 8, 2010


    QA tester wannabe, part 2

    >From: Kyle
    >Sent: Friday, May 07, 2010 9:25 PM
    >Subject: RE: Questions and Advice (Very interested)
    >I sent you my comment on May 7th and the most recent response was may 3rd???
    >I still scrolled through and checked anyway but I could not find a response to my specific question...The page is fully loaded and I'm pretty sure its not there.

    Refresh your browser, Kyle. Or go to the page with a different browser.
    Tom Sloper
    Los Angeles, California, USA
    May 7, 2010


    QA tester wannabe

    >From: Kyle
    >Sent: Fri, May 7, 2010 2:51:00 PM
    >Subject: Questions and Advice (Very interested)
    >I've been looking for a way to become a tester. Your site seems to be the most informative so I was just wondering if I could get some one on one time with you? I have a lot of questions and I know this wont happen over night but I'd really like you're opinions on how to go about all of this. I don't want you to think i didn't even read what you said because I did and you seem like you know what you're talking about. But anyways there are a few things about my self so that you can help me get started....
    >
    >I'm 20 yrs old and my names Kyle [DELETED] I live in [DELETED] VA. I know the isn't important but I figured I'd introduce myself.
    >
    >I took a Desktop Support Network Admin. class at Lancaster County Career and Technology so I do have some knowledge about computers. I never took the C++ test but was prepared for it 2yrs back. I'm sure I'm extremely rusty in this course of study but I'm willing to go back over it and take the C++ test to help land a job like this.(I did graduate)
    >
    >Currently I'm working construction as a General Laborer (framing, drywall, painting, insulating, etc.). This isn't what I'm interested in I just needed a job. I'm actually thinking about going into the Air Force to do Cyber Surety or another computer related field. I'm not exactly yet. I've also did other random jobs to get by. I worked in a few restaurants from fine dining to diners. I worked at Y&S Candies doing assembly line work making liquorice. I'm sure this isn't very important but i figured I'd mention it.
    >
    >Well anyways like I said I'd really appreciate your advice to what my first move should be, I know you already have most everything posted on you'r bulletin. I was just hoping you could give instructions personally, Almost like and apprenticeship if thats not to much to ask of you. I'd like step by step information on what to do and how to go about it so I can be very thorough while going about this.
    >
    >Like I said I'm very interested and I know I have a lot of work to do before I'm ready, but hopefully with your help I will be able to make this happen. So please get back to me whether your willing to help me with this or not so I can be sure you've at least got my message. I'd like to keep in touch to come to you with my questions.
    >
    >Thanks for your time, Kyle S

    Hi Kyle,
    Just to recap: you want to be a game tester, and you want to know what to do to make that happen. I thought I made this clear in articles 5 and 27, but here goes:

    Move out of [DELETED], Virginia. Move to a city where there are numerous game companies. (Like it says in FAQ 27: "Location, location, location.")
    Start applying to the game companies.
    Network. Like it says in FAQ 54.
    Be patient. Read FAQ 47.

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


    Several frequently asked questions all rolled into one.

    >From: Erika
    >Sent: Mon, May 3, 2010 5:04:43 PM
    >Subject: Degree Choice
    >Hi, my name is Erika and here are the answers to your questions before I ask mine:
    >I'm 19 years old.
    >I'm a student at a University.
    >Student.
    >A game designer.
    >United States.
    >So, my question is, and it's something I know you've answered before, but I want to hear it straight from the horse's mouth, does my degree choice hurt my chances at getting a job in the gaming industry? I'm an Anthropology major (The study of people) with a minor in Middle Eastern Studies. My school doesn't offer anything close to video game design. The closest would be computer science, but it's based entirely on math, something I'm not fond of. I take a lot of random classes, including art, history, and pretty much everything you said we should take. Will a degree in Anthropology hurt my chances of getting a career in the Gaming Industry?
    >Thanks a lot!

    Hi Erika,
    Read FAQs 3, 34, 40, & 71 (apparently you haven't read them yet). After you read those four articles, if you do not have my answer already, you can ask me again (also read FAQ 65 before asking).

    FAQ 3 -- the answer to your question is in there. If you've read it, you haven't absorbed it (if you had, you wouldn't be asking this question).
    FAQ 34 -- answered this question in there too.
    FAQ 40 -- important reading, if you haven't read it yet (sounds like you haven't).
    FAQ 71 -- the answer to the question, "am I screwing myself with my major?"
    FAQ 65 -- if after reading the above you haven't seen what the horse's mouth has already said in answer to this FAQ, read this article before rephrasing the question.

    Tom Sloper
    Los Angeles, California, USA
    May 3, 2010


    A Quick Note

    >From: Andrew
    >Sent: Thu, April 29, 2010 9:29:23 PM
    >Subject: A Quick Note
    >Tom,
    >I don't have much of value to offer you in this email. However, I figured it may be somewhat amusing for you to be aware of my reaction to your documentation on sloperama.com.
    >While randomly roaming forums for information on level design (to which I'm only at the very beginning of my venture into the field), I came across your informative sloperama.com. I haven't even gotten into the bread and butter of it yet, but it looks very informative and I will read it at length as soon as events in my life permit me to (I'm undergoing a move from [DELETED] to [DELETED], this is a point of drastic change in my life).
    >
    >As I mentioned, I have nothing to say now. Anything I could say would be "I so LOVE games and I have level design experience! And I have a DEGREE! and I'm oh so artistic! Extremely musical! I've written a series of books! I was drawing mazes at a child!" All of these things are true, but they offer you little in terms of amusement besides perhaps a cynical "eye-roll" in mature recognition of my a naive excitement for the potential of getting a job in gaming.
    >
    >Nevertheless, I just wanted you to know that while reading documents on your site, I found that one line caused me to inhale and exhale in a manner of divine appreciation; perhaps in the way that a dog sighs when lounging outside all day and gazing upon his home which he will be permitted to enter once night finally arrives. I've copied out the complete question ask and answer format for you to observe. The part which caused my breathing to alter is italicized.

      So the way I see it, I have two choices. Either I have to spend a fortune on a four-year game degree (which is impossible given my life situation), or I have to slave in a grunt QA job for years and years before I can break through to the studio.
      Those aren't your only two choices. But your characterization of QA indicates to me that you aren't somebody I'd ever hire to work in my game company (if I had one, and/or if I was hiring). Your question shows that you're just a whiner with delusions of superiority, that you think "grunt work" is beneath you. A few years of "grunt work" might teach you some humility, might knock that computer chip off your shoulder.

    >Your writing alone is practical and contains a lot of life-wisdom, not even necessarily related particularly to the gaming industry. I can tell this after reading only a couple of your articles.
    >
    >Personally, I am interested in getting into the gaming field; I'd like to get into level design and maybe even game design eventually. I'm not afraid of doing grunt work (QA), and I'm very excited about level designing on my own time and building a portfolio. I have just finished an English degree and I honestly believe it has helped me put life into perspective, even though it is of marginal direct value perhaps within the gaming industry (this could be disputed).
    >
    >I'll say nothing else because I'm sure you get a lot of mail from wannabe-gamers. I just wanted to let you know that I really appreciate your site and I'll be reading through it as my quest towards becoming a level designer continues. Your site makes me confident that it is a potential reality, even if I may still have years of grunt-work ahead of me (which would be ok even if I never make it into the industry; creating levels is still a blast and I would love to hone my skills so far that I could create beautiful cutting-edge levels).
    >
    >Keep up the excellent writing, and for God's sake, don't respond to this email. What a horrible thing that would be. I'm nowhere near ready to offer you any questions that would go beyond the scope of what's covered on your site. Hopefully someday I will be in that position though, and when I do have a question I believe would be worth my time (and yours, hopefully), I'll fire off an email.
    >
    >Thanks again for the quality documentation. I haven't even looking into information on your games or anything, I'm at a totally new and exciting point in my life; I want to work on designing levels! I'm still just getting exciting about it. Time spent working on levels in the past (doom2/quake2) was some of the best time I've spent in my life. Everything in life seems to make sense now, even the tedious years of English & Literature. I'm undoubtedly an artist in training (even an accomplished one, to some extent). Maybe someday I'll have my name on a video game!
    >Keep up the good work in the gaming industry.
    >-Andrew

    Hi Andrew,
    Wow, if that's a quick note, I hope you don't send me a long one! (^_^) So, you have "nothing to say now," eh? Whew! But since you asked me not to reply to your email, I won't send you the boilerplate notice letting you know that this reply is on the BB. Maybe you'll find it as you explore my site further. Thanks for the thanks. I don't get a lot of those.

    Tom Sloper
    Los Angeles, California, USA
    April 29, 2010


    Board game printing - technical questions

    From: antispam@
    Sent: Wednesday, April 21, 2010 8:07 AM
    Subject: Game Industry Q+A
    > I've got a technical question on boardgame printing specs. I've looked at a
    > lot of games to try and get a sense of the materials and techniques and am
    > having trouble distinguishing lamination, varnish coating and in some cases
    > just plain ol' glossy paper.
    > Are most game cards laminated or is a special plastisized paper used?
    > Are game boxes usually laminated or simply printed on glossy paper stock?
    > Are game boards usually laminated or varnished or simply printed on glossy
    > paper stock?
    > Thanks. I look forward to your answer.
    > Cheers....
    > Brian

    Sorry, Brian.
    I don't know that stuff. You'd have to ask a printer. Show him some samples.
    Tom Sloper
    Los Angeles, California, USA
    April 21, 2010


    More education? Or jump on in at... Part Two

    >From: Rob
    >Sent: Wed, April 21, 2010 6:55:22 AM
    >Subject: Re: more education vs. entry level job
    >Thanks Tom,
    >Wow, I didn't realize I asked so many silly questions. I suppose what I meant to say is, I want to go to FullSail and get a Masters in Game Design and then try and get an entry level job in production/management or ideally as a junior designer. My original question was if you thought I would be missing out on some vital experience by not starting out in QA, but I'm pretty sure you already answered that in Lesson 5. So get more education if I can afford it, then get a job as close to design as I am able right? Thanks again.

    Hi Rob,

    Masters in Game Design and then try and get an entry level job in production/management
    A business/management Masters might be more apropos.

    or ideally as a junior designer.
    Unlikely! Do I need to point out which FAQ to read?

    My original question was if you thought I would be missing out on some vital experience by not starting out in QA
    You could've just said so. I wouldn't say QA experience is "vital." I'd call it "very valuable." (Since we're using V words.)

    So get more education if I can afford it
    And if you want to.

    then get a job as close to design as I am able right?
    It's unlikely you can get a job "close to design" (not sure what that means) unless you go for level design, which is the closest (and most attainable right out of school) to game design. FAQ 69. Pretty much any job you can get at a publisher, developer, or platform holder (see FAQ 28) makes lateral/diagonal movement to design feasible (see the egg diagram).

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


    More education? Or jump on in at the bottom?

    >Subject: more education vs. entry level job
    >From: Rob
    >Add to Contacts
    >Date: April 20, 2010
    >Hi Tom,
    >1. I am 24.
    >2. I have Bachelor's of Fine Art in Digital Design
    >3. I'm currently employed in web design/development
    >4. I want to be a game designer
    >5. I live in Ohio, USA.
    >I've been reading your articles on Sloperama and The Games Game on IGDA, and they've been immensely helpful. First I just wanted to thank you for churning out so much useful info for almost 10 years now (keep it up), and your articles have been the single most valuable source of info about becoming a game designer I've found so far.
    >So for my question, I recently graduated from a 5 year Bachelor's program (its just that long with internships) from my state university and now I'm deciding whether to continue my education at a "game school" or move to California and try to get hired as a tester. Even with my degree (its similar to graphic design, but more for focused on the internet and digital media) I don't qualify for much else except maybe writing or interface design. My top school at the moment is FullSail because of the Masters in Game Design they are offering (even though the degree is somewhat of a misnomer and it focuses a bit more on manager/producer roles). I know I will learn tons at FullSail in a very short time, but it does have that steep price tag. I might also learn just as much working my way up through a development company, but then again I may not really be saving any money if California's cost of living is as high as I've heard. Not to mention I'd be taking a huge risk moving across country in the hopes of getting a job, especially with the economy still in poor shape.
    >I've read all your topics on game education, but since there hasn't been one for a few years, what are your thoughts on FullSail, the value of a Master's in Game Design, and/or starting from the bottom in today's economy? Thanks so much for your time.
    >Sincerely,
    >Rob

    Hi Rob,

    First: the questions you asked. Then: the answer you need.

    what are your thoughts on FullSail
    I hear it's expensive, and it's in Florida.

    what are your thoughts on the value of a Master's in Game Design
    I think "value" is subjective. Read FAQ 66 and read FAQ 3.

    what are your thoughts on starting from the bottom
    I think it's a good way to go, for those who can't start higher. As I stated in FAQ 5.

    in today's economy?
    What difference which economy? You live now. There's no other economy for you to take action in.

    Those were the questions you asked. Now for the one you didn't ask:

    How do I make this decision?
    Read FAQ 70.

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


    Where is that cat from which is your avatar on GameDev?

    >GameDev.Net Discussion Forums >> Private Messages >> Messenger :: Inbox
    >From: JadeDragon [ Add to Buddies ]
    >Subject: avatar
    >Date: 4/18/2010 9:46:21 AM
    >Hey, just a question out of curiosity, where is that cat from which is shown as your avatar?

    You mean Spike?
    Spike isn't a cat. http://www.youtube.com/watch?v=ddyNjtA8YSA Spike is a character I designed for the Vectrex game, "Spike," back in the early eighties. http://www.youtube.com/watch?v=edYKoupyg_g&feature=related
    Tom Sloper
    Los Angeles, California, USA
    April 18, 2010


    School interview project, part 2

    >From: Mellissa
    >Sent: Fri, April 16, 2010 7:44:53 AM
    >Subject: Class project
    >What i need is probably too personal to ask you and get the info needed (birth date, parents etc.)
    >Thanks for your time though
    >Jeremy

    Good luck with your project, Jeremy.

    Tom Sloper
    Los Angeles, California, USA
    April 16, 2010


    School interview project

    >From: Mellissa
    >Sent: Thursday, April 15, 2010 7:59 PM
    >Subject: I have a class project
    >My age is: 14
    >The level of education I've completed is: 8th grade
    >My occupation is: student
    >The country I live in is: United States
    >The type of game job I aspire to is: Video Game Designer/producer
    >My game biz question is: Interview for class project
    >Hi, I have a class project due and for it i am wondering if I could interview you for my class career project. Most of the information needed for this i got by reading your lessons (i read just about all of them ^.^). All i have left is the personal information, if you are not willing to tell me this information it's okay I can still finish the project but i need the info for the major part of my essay we are having to write.
    >Thank you,
    >Jeremy

    Hi Jeremy,
    Depends on how personal. I don't answer questions about how much income I make or how old I am (those are very personal questions). Usually when students ask me their questions and do it in a personal way, I tell them the answer but then suggest that perhaps they should have asked the question in a less personal way, since what they want to know is about the typical designer or producer rather than my unique situation. And if you have personal questions that are already answered in FAQ 37, I'll tell you "read FAQ 37."
    Tom Sloper
    Los Angeles, California, USA
    The ides of April, 2010


    Alternate Game Industry Salary Surveys?

    >From: M. Anonymous
    >Sent: Thu, April 15, 2010 2:12:42 PM
    >Subject: Alternate Game Industry Salary Surveys?
    >Mr. Sloper,
    >I'm going to be starting a job soon at a major AAA video game studio as a designer. Are there any other salary surveys/statistics available besides the one from game developer magazine/gamasutra?
    >Thanks!
    >-Anonymous

    Hi M.,
    I don't know of any other salary surveys. The 9th Annual Salary Survey is out right now in the April 2010 Game Developer magazine. The magazine's website is gdmag.com but the survey most likely isn't on their website yet (since the ink is barely dry on the printed magazine).
    But I think it's a little odd that you think you can't rely on last year's survey. I just compared the 2010 against the one currently online at http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg37 and it's not hugely different. And surely you don't think that you can expect to get the average designer salary for however many years you've been in the industry -- that's just an average, not a guarantee.

    Tom Sloper
    Los Angeles, California, USA
    The Ides of April, 2010


    What's the minimum working age in Australia? - part 3

    >From: Tony & B
    >Sent: Fri, April 16, 2010 12:54:42 AM
    >Subject: Re: Game Industry Q+A
    >Thank you it's something to look foward to.
    >Lucas

    Dou itashimashite! (^_^)

    Tom Sloper
    Los Angeles, California, USA
    April 15, 2010


    What's the minimum working age in Australia? - part 2

    >From: Lucas
    >Sent: Thu, April 15, 2010 1:48:10 AM
    >Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    >My approximate age is: _13
    >The level of education I've completed is: _primary school
    >My occupation (if student, enter 'student') is: _student
    >The type of game job I aspire to (if applicable) is: _game tester
    >The country I live in is: _Australia
    >My game biz question is: _Sorry about my last question i made a mistake at getting to what i was trying to say what i meant was is there a certain age to start game testing.

    After you graduate from high school, Lucas. Around eighteen.
    Tom Sloper
    Los Angeles, California, USA
    April 14, 2010


    Why's it so bad to telephone?

    >From: Elizabeth
    >Sent: Tue, April 13, 2010 1:32:38 PM
    >Subject: Is it really that bad to call a Company to ask them a question, if there is no information presented about it?
    >I read your #3 on EMAIL. My question is why is it so bad to call a company if all you are trying to do is figure out who it is that you need to speak too in regards to HR (for example) because their website does not offer the information you need if you have questions about the company or questions on if the company might offer internships or other programs.
    >--
    >Elizabeth

    Hi Elizabeth,
    My #3 is in my #27 (not my #24, which is where I looked at first), and my "Barrier-Busting Tip #3" does not say it's bad to call and ask to speak to Human Resources or to inquire about internships.
    By all means, if you want to telephone and ask those things, "knock yerself out," as they say.
    Tom Sloper
    Los Angeles, California, USA
    February 13, 2010


    How shall I guide my wannabe son?

    >From: Jonathan
    >Sent: Fri, April 9, 2010 10:37:51 AM
    >Subject: Suggestions for an interested 12-year-old?
    >Hi, and thanks for taking the time to do this!
    >I'm looking for some guidance for directions in which to point my son, who:
    >-- is 12 years old
    >-- is in 7th grade
    >-- is a student
    >-- is very interested in being a "video game designer"
    >-- lives in the US
    >He is a very bright kid, and plays a lot of video games! He's interested in starting to explore the idea of designing his own games, and I was wondering where to start with him in terms of computer software. Are there particular design tools he should be exploring? Should he be learning about programming languages? What sorts of computer stuff should he be looking at?
    >BTW, he's already doing a lot of drawing and writing, and is interested in getting into sculpture as well -- plays percussion, and is already doing some composing.
    >Thanks,
    >Jonathan

    Hi Jonathan,
    It sounds to me like he doesn't need a lot of guidance or direction. His wide-ranging curiosity is exactly the sort of thing that moves most game designers. If you read my FAQ 3, you'll know that a "game designer" doesn't necessarily have to be a programmer or an artist. If you read my FAQ 7, you'll know that game development encompasses a range of specializations. When I was 12, I had a broad range of interests but no particular career goal in mind. It's the rare kid who has already made up his mind at that early age.
    But if he wants to explore that avenue further, he should read FAQs 3, 2, 7, 10, 14, 12, 38, & 20. He should have plenty of ideas after reading those. Of course, if he actually does read those, then you could too. But if he doesn't, then you shouldn't bother, because he's just a kid after all, and he should be left free to explore the world of creativity on his own.

    Tom Sloper
    Los Angeles, California, USA
    April 10, 2010


    What should I research about a place before I move there?

    >From: Hélder
    >Sent: Thu, April 8, 2010 8:17:17 AM
    >Subject: I decided to move, what I need to know about the target place?
    >Hello Tom!
    >It is me again, the Brazillian Game Designer and Programmer aspirant.
    >I am planning in move out of the country (for several reasons, most of them personal...). One of my potential targets is anywhere in the Quebec province on Canada, plainly because seemly they are accept foreign people to become citizens (I don't want to be a Brazillian citizen, but being citizenship-less is bad idea). What kind of stuff I need to research about a place, to know if it is good idea? I plan to operate there as a "lone-wolf" indie (or maybe a really small indie studio, I dislike the idea of 100+ people working on a game...), but the only clue that I have, is that I need to learn French (specially because the citizenship offer seemly have a french test, only people that speak french are allowed to take that offer).
    >Thank you.

    Héllo Hélder!
    Wow, that'd be a big move. When I read your subject line, I thought you were asking about what to research about a city, not about a province -- much less another country. I think Canada in general would be a fine place to live, and I enjoyed my one visit to Montréal in Québec. You should start studying French now. It shouldn't be too hard, since French shares linguistic roots with Portuguese. Certainly a lot easier than English!
    But as for what to research, I guess you should research Canadian immigration policies and taxation and health care. Oh, and military service. Some countries (like Israel) require military service. Canada probably doesn't, but you want to look into that. And see what services or support Canada offers small business owners.

    But I am more concerned with your plan to go the lone wolf path. From your previous posts here and on IGDA I understand that you've been through the wringer with your game biz dealings heretofore. Still, I think you need to spend more time in the collaborative sphere before you're ready to go lone wolf. I think it would be best to get a job with a Canadian studio for a couple years before taking that perilous step.
    Good luck!
    Tom


    Looking for animatics of game design

    >From: g
    >Sent: Wed, April 7, 2010 6:07:35 AM
    >Subject: hi tom
    >thanks for a great help page. just left your consulting zone to write to you.
    >do you have any drawings or videos of animatics of game design i can look up? basically
    >im trying to create this 3d pacman game and i have to show i to programmers who dont speak english . ( chinese) and im looking for the best way to do it . so far i have this
    >1. do 3 drawings. 1st shows map 2nd shows the powerups
    >2. an animatic of the above. ie character going through the map.
    >my background is in 2d animation and i have no intent of taking up a programming job or learning 3d cgi program in order to convey my idea, so was wondering if you had any suggestions advice/ for above.
    >as it was difficult trying to employ a level designer on a profit participation basis i decided to take this job on myself, despite not having any experience. plus i figured my drawing skills arent bad, just need to implement architectural thinking.My bro is the playtester.
    >Cheers
    >Greg

    Niihau Greg, you wrote:

    do you have any drawings or videos of animatics of game design i can look up?
    No. Sorry.

    im trying to create this 3d pacman game
    I hope you have a license from Namco.

    was wondering if you had any suggestions advice/ for above.
    No. Sorry.

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


    I'm gonna skip the degree, part 2

    >From: J.
    >Sent: Tue, April 6, 2010 2:52:50 PM
    >Subject: Re: Game Industry Q+A: The Tools of Trade &
    >Thanks a lot for your reply!
    >Message understood, I'll revert to my original plan = )
    >> So what? Why are you talking about "game design degrees" at all?
    >+
    >>I'm less interested in knowing what subjects you thought about studying than I am in knowing WHY you thought about studying those.
    >With the words of a very clever person that has a homepage you should check at times: "The only good reason for choosing a major or minor is because that's where your passions lie."
    >Well yeah basically you're very good at answering your own questions ; )
    >I wanted to study what I love the most, which is Game Design.
    >While I do love CS, this field has always scored second (merely as a means to achieve what I want).
    >Art History sounded interesting, and out of my broad sphere of interest, the one I think I could do the best. English language would've been another candidate, but I don't feel so safe there. ("they must be extinguished" ... sigh.)
    >> You sound like you have not read enough of my articles.
    >Yeah I haven't read enough of your articles. In retrospect think I forgot to write that. Or I wrote it and removed it again.
    >> Word, Excel, and a [Paint].
    >To me, those are all kind of proprietary tools ; )
    >> I didn't need to know all that stuff.
    >Hmh, that's the big advantage of e-mails over most games out there: If the information you're given is worthless, you can skip it.
    >Thanks a thousand times, and a thousand times more
    >Jones

    Hi Jonas, you wrote:

    Well yeah basically you're very good at answering your own questions ; )
    >I wanted to study what I love the most, which is Game Design.
    See, you could have saved us that needless little exchange if you'd expressed that thought clearly for me.

    English language would've been another candidate, but I don't feel so safe there. ("they must be extinguished" ... sigh.)
    Yeah, fires are dangerous, and should be extinguished.

    Yeah I haven't read enough of your articles. In retrospect think I forgot to write that.
    You didn't need to. I could tell.

    Thanks a thousand times, and a thousand times more
    Bitte! (^_^)

    Tom Sloper
    Los Angeles, California, USA
    April 6, 2010


    I'm gonna skip the degree and just go for a paid internship

    >From: J.
    >Sent: Tue, April 6, 2010 1:13:52 PM
    >Subject: Game Industry Q+A: The Tools of Trade &
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that... (sigh)
    >My approximate age is: 18
    >The level of education I've completed is: Secondary School (in 2 months, that is)
    >My occupation (if student, enter 'student') is: student
    >The type of game job I aspire to (if applicable) is: Game Designer -> Creating my own independant games company
    >The country I live in is: Germany
    >My game biz questions are:
    >Okay, here's a little info about myself:
    >I've been modding Wc3 for about 2 years under the acronyms SerraAvenger/Cpt.DaveyJones. During that time, I've done many things, including (but not restricted to):
    >*Programming in JASS (The Wc3 scripting language), Python, Ruby, a tiny bit of Java when I was taking a course in Artificial Intelligence
    >*Working in Teams with pals from the US and other parts of Germany
    >*Working with and around the limitations of the engine
    >*Sacrificing my dearest ideas since they didn't play out the way I wanted *cries* or my team members/beta testers didn't like them
    >*Creating many pet ideas I'd really love to implement (but can't due to various reasons) and documenting them
    >*Working when I should've studied (*cough cough*)
    >*Starting a couple of projects, mainly minor ones; Finishing a couple of projects; Working on one of the best known Wc3 Projects (I was cited as the co-developer for a short time) and working together with the developers of various others
    >*Betatesting for others
    >*Polishing my CV (partaking in various programs for highly gifted people, one semester of early studies alongside school, skipping one grade, over average grades, ...)
    >Now I have a couple of questions.
    >The first is a quite basic one. You wrote you use all kind of proprietary tools for Game Design. I tried working with various computer programs to get out my ideas, but I've had to discover that my dearest tools are still pen and paper.
    >Have you made similar experiences, or is there anything to be said against formulating the ideas on conventional medias? Other than the lack of transferability?
    >Here in germany, there is no 'real' Game Design degree. About one year ago, I was thinking about majoring in CS and minoring in Art History - but now that I get closer to my A-Levels, I have developed some sort of aversion towards the idea of graduating at all. Perhaps it's my fear of failure/not reaching the expectations, or my fear that my CV won't be as shiny if I have some sort of a long pause only stating "Spent 4 years in college", I really can't tell.
    >In fact, I was thinking that it might be better to start as a paid intern to gather experience, then apply as a full-time Game Developer (Programming+Game&Level Design). There I want to gather even more experience, until in 5-8 years I will be able to kick off my own little enterprise to develop games.
    >I'd love to hear your thoughts on this plan. Even if you say it would be utter crap and I should rather just get any college degree and then climb the ladder to the Game Designer step by step, as you put it.
    >Phew, I hope you read it all : )
    >Thanks in advance for your time and answers,
    >Yours sincerely, Jonas

    Hello Jonas, you wrote:

    You wrote you use all kind of proprietary tools for Game Design.
    I don't remember saying that. I think somewhere in one of the articles here, or one of my columns on IGDA.org, I said that the tools a game designer uses in his work include Word, Excel, and a graphics utility.

    I tried working with various computer programs to get out my ideas, but I've had to discover that my dearest tools are still pen and paper.
    >Have you made similar experiences, or is there anything to be said against formulating the ideas on conventional medias? Other than the lack of transferability?
    While I'm working out very basic ideas, I use pen and paper. For instance, if I'm working out some card game ideas, before I make cards, I outline the deck on paper. Maybe I do that in Excel, or maybe I do that with pen and paper. Then when I make the first cards, I probably do that with pen and paper rather than spend time on the computer, creating cards that might have to be discarded once the design is refined. But when you make documents that others need to read and refer to, those need to be in a better, more readable, and editable, form.

    Here in germany, there is no 'real' Game Design degree.
    So what? Why are you talking about "game design degrees" at all? You sound like you have not read enough of my articles.

    About one year ago, I was thinking about majoring in CS and minoring in Art History
    I'm less interested in knowing what subjects you thought about studying than I am in knowing WHY you thought about studying those. The only good reason for choosing a major or minor is because that's where your passions lie.

    but now that I get closer to my A-Levels, I have developed some sort of aversion towards the idea of graduating at all.
    That's bad.

    In fact, I was thinking that it might be better to start as a paid intern
    But how can you do that, if you don't have a degree? There's a huge flaw in your plan, Jonas. You can't get that internship unless you have that degree.

    Phew, I hope you read it all : )
    No, I didn't. There was a big section that I skipped. I skipped the whole section that started with...

    Okay, here's a little info about myself:
    I didn't need to know all that stuff. I would have looked at it if you'd asked something that I couldn't answer because I needed to know it. The information I asked you for told me everything I needed to know.

    By the way, somebody else asked this same question not long ago. It might be below, or you might have to click back to an older page to see it. I hope you'll stay with your previous plan and go for a degree. You'll be glad you did, eventually.
    Tom Sloper
    Los Angeles, California, USA
    April 6, 2010


    Can I become a game designer without part 2?

    >From: "remag117
    >Sent: Tue, April 6, 2010 9:46:39 AM
    >Subject: Re:
    >Mr. Sloper,
    >I just read your articles (which I should have done first, like you suggest). They answered all my questions. I just wanted to thank you for the excellent advice, not just about becoming a game designer, but everything in general. I plan on using your decision grid to help me pick my college now (which seemed so daunting before). Thank you so much.

    You're welcome, Junior. (^_^)

    Tom Sloper
    Los Angeles, California, USA
    April 6, 2010


    Can I become a game designer without technical or art skills?

    >From: "remag117
    >Sent: Mon, April 5, 2010 10:27:52 PM
    >Subject:
    >Mr. Sloper,
    >I was wondering how successful I could be in the game industry without technical or art skills. I am an excellent writer and love to do it and I see video games as the most compelling medium to tell stories because the participant can become fully immersed. I've even designed simple board and card games for my friends that are very story-centric. However my art skills border on kindergarden and my programming skills aren't much better (though I have tried). I'm just a junior in high school who knows he is a born storyteller, and have decided what medium I want to spend my life working in. I just finished reading Game Design Workshop by Tracy Fullerton and went through all the exercises and have developed an extremely fun emergent play card game, and know that being a game designer is what I want to do. But would I be able to climb up to game designer if I lack technical and art skills? The way the book describes it I would, and even in your section where you discuss applying for a job it seems like its possible. Just hoping you could speak more in-depth on the topic. Thanks.

    Hello Junior (you never said what your first name is), you wrote:

    I was wondering how successful I could be in the game industry without technical or art skills.
    I cannot foretell your future for you. Anything is possible. Nobody can foretell your future for you. That's part of the curse and blessing that is life.

    I see video games as the most compelling medium to tell stories
    I don't know if I agree. A compelling medium, but I don't see it as necessarily more compelling than movies and books. The most compelling game story I ever played was Dreamfall: The Longest Journey, about 4 years ago. Yes, the immersion was there, but I also get immersion in a great movie or a great book.

    But would I be able to climb up to game designer if I lack technical and art skills?
    Read FAQs 3, 12, 14, 18, 32, 34, 40, 41, 50, & 57.

    Just hoping you could speak more in-depth on the topic.
    You mean beyond what I've written in my 70-plus articles? What am I supposed to say, exactly? Tell you what, go to http://www.igda.org/games-game-archives and read the April 2006 column, too. After you've read all those articles (and FAQs 65 and 71), you're welcome to ask a follow-up question anytime.

    Tom Sloper
    Los Angeles, California, USA
    April 6, 2010


    How to improve one's skills in a vacuum? - part 4

    >From: "benang
    >Sent: Tue, April 6, 2010 2:53:14 AM
    >Subject: Re: Hi, nice to meet you. Can I ask you for an advice?
    >Hi,
    >Yeah, I think my condition now is not entirely vacuum. Thanks for the
    >tips. I think I pretty much know what to do now. Although, were you a game
    >programmer, I would've asked more on the technical side. But because you
    >are a game designer, I think I won't. You've given me enough of your time
    >and advice. Thanks a lot good sir.
    >Fare thee well,
    >Bawenang R. P. P.

    You're welcome.

    Tom Sloper
    Los Angeles, California, USA
    April 6, 2010


    How to improve one's skills in a vacuum? - part 3

    From: benang
    Sent: Sunday, April 04, 2010 6:38 PM
    Subject: Re: Hi, nice to meet you. Can I ask you for an advice?
    > Hi again Tom,
    > Yeah, sorry. Like I said, I didn't know the BB and its rules before so I
    > didn't put that I was in Matahari. You know, Matahari is best known for
    > its Art Outsource division in the game dev community. If I were an artist,
    > I can learn a lot and I would be a top notch one right now because the
    > artists here are awesome and have lots of professional experience. Even
    > two of my artist colleagues are working in Ubisoft now. The Intellectual
    > Property where I had worked is really like a semi-indie developer where
    > each programmer is a generalist that worked alone on one title (or even 2
    > if needed). So yeah, we don't have any other programmer who can tutor us.
    > Each programmer is the main programmer for his own title so they don't
    > have time to look into other people's code.
    > About forums, I actually have been a GameDev.net member for some times but
    > not that active. I've never been active on forums. :P Maybe I will have to
    > start active again.
    > Thanks again Tom.
    > Fare thee well,
    > Bawenang R. P. P.

    Hi Bawenang,
    I don't think you have to continue to operate in a vacuum. There are resources you can use to improve your skills. Good luck!
    Tom Sloper
    Los Angeles, California, USA
    4/4/2010


    Pitching, part 2

    >From: gabriel
    >Sent: Thu, April 1, 2010 11:48:21 PM
    >Subject: Re: Two questions for the Tomster
    >The Sloper is wise. =P
    >Thank you again good sir!
    >~Gabriel

    You are welcome, Gabriel.
    Tom Sloper
    Los Angeles, California, USA
    April 2, 2010


    Pitching

    >From: gabriel
    >Sent: Thursday, April 01, 2010 2:23 PM
    >Subject: Two questions for the Tomster
    >Happy Thursday Tom!
    >I've got a double-header for you today:
    >1. I have a demo I want to start submitting for review. However, due to resource constraints, my demo is a 2D, turn-based version of what I'm developing (slowly, but surely) into a 3D real-time game. In your opinion, do you think this demo would be taken seriously by any potential publishers/studios/other?
    >I would think it very well could be, but it would have to be really, really, really, really, knock-you-off-your-feet-and-drag-you-through-a-carwash excellent demo. I'm just wondering what you think about that. ^_^
    >And...
    >2. How plausible do you think it would be to pitch a game via an online service, e.g. skype, since travelling may not be possible at the moment?
    >Thank you in advance for your time and thoughts!
    >~Gabriel

    Happy April Fool's Day to you, Gabriel.

    You've seen the Rejection Grid in FAQ 11 already, right? You're describing "small interactive demo."

    So, find your column, and see your probable chances of having your idea rejected.

    Are you talking about having a phone conversation via Skype? Because you still have to follow the submission procedure outlined in FAQ 21. Once you've submitted your paperwork and your concept, which will probably be via email or snailmail or something, then the meeting is optional and subject to the discretion of the publisher you're pitching to. In the very very small possibility that they actually want to go to a next step, the submission manager will tell you what's next. But if you can't afford airfare, can you afford the lawyer you'll be needing at that point? Because if they send you a contract, you need to have a lawyer advise you at that point.

    Tom Sloper
    Los Angeles, California, USA
    April Fool's Day, 2010


    How to improve one's skills in a vacuum? - part 2

    >From: "benang
    >Sent: Wed, March 31, 2010 10:59:30 PM
    >Subject: Re: Hi, nice to meet you. Can I ask you for an advice?
    >Thanks for the reply. Sorry, I didn't know about your Game Design BB so I
    >mistakenly PM'ed you instead. I guess it must've slipped my eyes when I
    >read through your website.
    >BTW, here's my profile:
    >
    >>>How old are you?
    >28
    >>>What's your level of education?
    >Bachelor degree on IT
    >>>What's your current occupation? (If student: "student")
    >Programmer. I've worked for Matahari Studios Indonesia for the past 4
    >years until it collapsed last february.
    >>>Which game job, if any, do you aspire to or plan to study for?
    >Game programmer (obviously). Desired programming specialities: gameplay
    >programmer, graphics programmer.
    >>>What country do you live in (where in the world are you)? (OK, so that's
    >5.)
    >Indonesia
    >
    >You wrote:
    >>>Can you give me a suggestion on how to improve myself more to become a
    >better game programmer?
    >>Keep working on making games. If you have to do it solo, without any
    >collaborators or partners, just keep an objective eye on your
    >organization and efficiency (that's good that you're able to see the
    >flaws in your own code). Keep on reading others' code too. And try to
    >find others to collaborate with on game projects.
    >
    >OIC. Just as I thought. I should continue learning more by myself.
    >
    >>>What do your programmer co-workers usually do to improve themselves, and
    >thus improving the quality of the game itself?
    >>They work under a more experienced manager, who gives them grief if they
    >write bad code, and tells them how to do it better.
    >
    >Well that's what I lack now. Someone who would tutor me on the programming
    >side. So I don't really know how to code properly, what good (and bad for
    >that matter) habits I should use (or avoid), how to make a better
    >structured application and work in groups within an agile development
    >process. Being a self-taught, I can only assume and use my intuition about
    >these things. Can't help it, I guess I will have to continue assuming the
    >best way to code with my intuition.
    >I actually wanted to ask you more about what good programming habits to
    >have but as you are not a game programmer, I won't ask about it. You've
    >helped me more than enough.
    >
    >>>BTW, can I add you in my connection?
    >>This is a little awkward, but sorry -- I reserve LinkedIn connections for
    >folks I know. If you ever have further advice questions to ask me, please
    >email them to me (rather than sending me LinkedIn PMs). All your messages
    >are belong to me -- as it says above. 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 (or sending me a PM) with a
    >question or comment on this topic constitutes permission for your email
    >to be made public.
    >
    >That's okay. I understand your reason. Thanks anyway.
    >Fare thee well,
    >Bawenang

    Hi Bawenang, one thing you said:

    >I guess I will have to continue assuming the
    >best way to code with my intuition.

    You didn't mention in your first email that you'd worked at Matahari. If you are no longer in touch with any of your former programming colleagues, then I have to wonder why. Working in a vacuum, through intuition, is not a good way to learn good habits. I just looked on GameDevMap and I see that there's a company in Jakarta. I just looked on http://www.igda.org/chapters and I see that there's an Indonesian chapter of the IGDA. You can attend local IGDA events (assuming you aren't too far from Jakarta) and talk to game programmers about good coding...
    Tom Sloper
    Los Angeles, California, USA
    April Fool's Day, 2010

    P.S. You can also discuss good coding habits in online forums like GameDev.net and indiegamer.com


    How to improve one's skills in a vacuum?

    >From: Bawenang [DELETED] (LinkedIn Messages)
    >To: Tom Sloper
    >Sent: Monday, March 29, 2010 10:44 PM
    >Subject: Hi, nice to meet you. Can I ask you for an advice?
    >LinkedIn
    >Bawenang [DELETED] has sent you a message.
    >Date: 3/29/2010
    >Subject: Hi, nice to meet you. Can I ask you for an advice?
    >Hi, I was browsing the internet when I stumbled upon your website, www.sloperama.com. And I must say it brings lots of knowledge and motivation and thus I'm captivated by it. I am (or was in the near future) a game programmer so your website give me much insight, although most of the articles there are for game design. I especially liked the 15th and 64th articles. BTW, can I ask a rather programming-side question? You see, all this time I've learned my game programming skill autodidactly from reading other people's code, try them myself, etc. But I can only learn so much and I think I need more to learn. I still don't know the common practices and habits of a game programmer because there's no one teaching me that. I can only assume. So the result is my code is not so efficient and rather unorganized. Can you give me a suggestion on how to improve myself more to become a better game programmer? What do your programmer co-workers usually do to improve themselves, and thus improving the quality of the game itself?
    >BTW, can I add you in my connection? It would be a privilege for me to have a distinguished and seasoned man of game development like yourself in my network. Thanks a lot in advance.
    >View/reply to this message
    >Don't want to receive e-mail notifications? Adjust your message settings.
    >© 2010, LinkedIn Corporation

    Hello Bawenang, you wrote:

    Can you give me a suggestion on how to improve myself more to become a better game programmer?
    Keep working on making games. If you have to do it solo, without any collaborators or partners, just keep an objective eye on your organization and efficiency (that's good that you're able to see the flaws in your own code). Keep on reading others' code too. And try to find others to collaborate with on game projects.

    What do your programmer co-workers usually do to improve themselves, and thus improving the quality of the game itself?
    They work under a more experienced manager, who gives them grief if they write bad code, and tells them how to do it better.

    BTW, can I add you in my connection?
    This is a little awkward, but sorry -- I reserve LinkedIn connections for folks I know. If you ever have further advice questions to ask me, please email them to me (rather than sending me LinkedIn PMs). All your messages are belong to me -- as it says above. 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 (or sending me a PM) with a question or comment on this topic constitutes permission for your email to be made public.

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

    © 2010, Tom Sloper


    What's the minimum working age in Australia?

    >From: Lucas
    >Sent: Monday, March 29, 2010 12:41 AM
    >Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    >My approximate age is: 13
    >The level of education I've completed is: primary school
    >My occupation (if student, enter 'student') is: student
    >The type of game job I aspire to (if applicable) is: QA
    >The country I live in is: Australia
    >My game biz question is: How old do you have to be to become a QA.

    Hi Lucas,
    I don't know anything about child labor laws in Australia. But it's very easy to get information on the Internet. It took me 2 seconds to find this link for you: http://lmgtfy.com/?q=child+labor+laws+in+australia
    Tom Sloper
    Los Angeles, California, USA
    March 28, 2010


    School interview project 104

    >From: Joe
    >Sent: Friday, March 26, 2010 8:56 PM
    >Subject: hey
    >sorry... i didn't mean to be rude.

    Hello Joey,
    I don't know what I said that made you think that I thought you were being rude. I left the door open for you, if you want to ask follow-up questions...
    Tom Sloper
    Los Angeles, California, USA
    March 26, 2010


    School interview project 103

    >From: Joe
    >Sent: Friday, March 26, 2010 8:06 PM
    >Subject: Hey, quick questions
    > I was wondering.. do you make games full time and get paid for it? I mean... it says your a teacher, and I am kind of confused. I asked your a couple questions 3 days ago. When I asked "How long have you had this job" I was talking about your video game creating career, not about you being a teacher. I don't understand fully about you being a teacher, producer, and game designer? ugh, sounds like a lot of work. . and question 2 "What is a typical day of work is like for you" Hmm.. I should have cleared it up, but I meant whenever in the day you start working on a game or something, what you do to prepare or get ready. oh and can you tell me what free lancing is :P. and when you say producing work for an over seas client? Are you saying your creating a video game for someone over seas or something, i was a bit confused on that part. I would appreciate if you could clear up my questions a bit, thank you very much!! :)
    >----Joey

    Hello Joey, you asked:

    do you make games full time and get paid for it?
    Not at the present time. I have, in the past, worked as a game designer full-time. Then I worked full-time as a game producer. Then I worked as a designer/producer. Now I work as a designer/producer/teacher. Am I a game designer? Yes. Do I design full-time? No. Am I a producer? Yes. Do I produce full-time? No. Am I a teacher? Yes (my actual title at USC is "Instructor"). Do I teach full-time? No, not if you mean 40 hours a week.

    When I asked "How long have you had this job" I was talking about your video game creating career, not about you being a teacher.
    Silly me. I answered the question you actually asked me. Not the question that was in your mind. I should have used my mind-reading hat that day! You should have told me I needed to read your mind.

    I meant whenever in the day you start working on a game or something, what you do to prepare or get ready.
    I shower and shave. I eat a good breakfast. I go to the office. If that doesn't answer your question, you're going to have to ask a clearer question, because I don't know what you're REALLY asking.

    oh and can you tell me what free lancing is
    I could, but you can find out for yourself. CLICK THIS LINK.

    and when you say producing work for an over seas client? Are you saying your creating a video game for someone over seas or something
    Yes, as a designer/producer. If you need some part of that explained, you're going to have to phrase it as a clear concise question.

    I would appreciate if you could clear up my questions a bit
    Can't do that unless you clear up what your questions are for me. A bit.

    thank you very much!! :)
    You're welcome, Joey.

    Tom Sloper
    Los Angeles, California, USA
    March 26, 2010


    School interview project, part D

    >From: Bill
    >Sent: Fri, March 26, 2010 8:15:09 AM
    >Subject: Re: A school project.
    >Thanks again.

    You're welcome, Bill.

    Tom Sloper
    Los Angeles, California, USA
    March 26, 2010


    School interview project, part C

    >From: Bill
    >Sent: Thursday, March 25, 2010 5:47 PM
    >Subject: Re: A school project.
    >Hi again Tom,
    >As for the information for the e-mail interview;
    >I am 18 years old,
    >a senior in high school at [DELETED],
    >that also answers your next question yes I'm a student,
    >the main area of work I'm looking for specific information about would be quality assurance and development,
    >I live in North Bend, Ohio, just west of Cincinnati.
    >Now for my questions for you.
    >1) I know this is in a FAQ sheet, but I'm required to ask you myself. - I need to know, in your own words, how you deal with day to day life in the quality assurance field? Do you find the work tires you out and leaves you brain dead by the end of the day?
    >2) I'm sure you've said this before somewhere, but I can't seem to find it. - What type of education would you recommend to further your chances of success in the QA field, if any?
    >3) For finding a bug in a software or game. - Do you think it would be better to write down step by step of what you did to trigger the bug, or would video recording your sessions then later going back to the point of the bug in the game and back track and redo it till you figure it out? Maybe even a combination of the two.
    >I ask because I often find it difficult to voice what I'm trying to.
    >4) This one has to do with development of games/software. - Do you ever find yourself having great ideas, but limited on what you can achieve due to technology or a lack of funds?
    >I ask because I find myself limited by either my software or my knowledge, and wanted to know if I'm the only one.
    >Yes, I do realize that to make stuff you have to be creative and try to work around those limitations.
    >5) Advancing in the industry. - How would you recommend advancing in the industry? From a QA worker, do you simply ask, or show what you can do in other fields?
    >6) Kind of personal. - How do you find the time to balance teaching classes, managing this site, and having a family? I've always been told that you need to take the time you take the class and add on the same time at home to study or do homework. Does the same apply to teaching?
    >Well that's all the questions I can think of right now.
    >Thank you for your time and the service you provide to the world.
    >Its refreshing to know someone actually does listen when you ask for help (not refering to you as God).

    >From: Bill
    >Sent: Thursday, March 25, 2010 5:54 PM
    >Subject: Re: A school project.
    >Ok, I thought of a new question.
    >How would you recommend getting into the industry? Would beta testing be the way, then converting to a tester; or would simply learning the design software used by developers and see what you can do?

    Hi Bill, you wrote:

    the main area of work I'm looking for specific information about would be quality assurance and development,
    What is "development"? What does that term mean to you? Please be more specific. You can refer to my Game Biz Glossary (FAQ 28) and my article on jobs in the game industry (FAQ 7).

    I live in North Bend, Ohio, just west of Cincinnati.
    Sure, I know Cincinnati. I had a year of graduate studies at the University of Cincinnati, and stayed living in Cincinnati for several years.

    I know this is in a FAQ sheet, but I'm required to ask you myself. - I need to know, in your own words
    I told you before. I don't care what your teacher's rules are. I have my own rules. Your teacher's rules do not trump my rules. If you ask me something that's in an FAQ, I'm just telling you to go read it. The words in the FAQs ARE my own words. Your teacher can't make me type the same words over and over again -- it's your job to go get those answers.

    how you deal with day to day life in the quality assurance field?
    I'm not a tester myself. I'm a designer and producer. That doesn't mean I don't test the games I work on -- I do. I even write bugs the same as the testers do, just not as a full-time occupation. But if you'd asked me a different question instead, like the day to day life of a tester, I could have told you about that.

    Read FAQ 5.

    Every bug report always has to include Steps to Replicate. Videotaping the bug is only needed when it's an obscure bug.

    I ask because I often find it difficult to voice what I'm trying to.
    Then you're not ready to become a tester. Communication skills are vital in QA. Work on improving your communication -- I offered some tips in FAQ 5.

    Of course. We all do.

    I wrote an article on that. Actually, 3. You can click the "Games Game" link above left. Then click "Archives." Or just go to http://www.igda.org/games-game-archives
    Then read the April 2006, January 2007, and August 2003 columns:
    http://www.igda.org/games-game-april-2006
    http://www.igda.org/games-game-january-2007
    http://www.igda.org/games-game-august-2003

    Teaching keeps me busy 20 hours a week (that's half a work week). My current consulting gig only requires 3 hours a week. That leaves me lots of time for everything else.

    It depends on you. (Forget about beta testing -- that's not useful, for reasons I wrote in FAQ 5.) Read FAQs 40 and 12. Pursue the path that's best for YOU.

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


    School interview project, part B

    >From: Bill
    >Sent: Wednesday, March 24, 2010 6:52 PM
    >Subject: Re: A school project.
    >Thank you so much =]

    Wow, what a polite bunch of correspondents I've gotten today! This is the third one of these I awarded today:

    Tom Sloper
    Los Angeles, California, USA
    March 24, 2010


    It's too much trouble to read your excessively wordy FAQs, so I'm skipping all that bother and asking you directly - part 3

    >From: Charlie
    >Sent: Wednesday, March 24, 2010 10:43 AM
    >Subject: Thank you for your advice.
    >I'll continue to read the FAQs and finish reading them before asking anymore questions. Thank you for your time!

    Cool, Charlie. This is for you...


    Standing by for follow-up questions after you've done your homework!
    Tom Sloper
    Los Angeles, California, USA
    March 2, 2010


    School interview project, part A

    >From: Bill
    >Sent: Wednesday, March 24, 2010 9:52 AM
    >Subject: A school project.
    >Hey there Tom,
    >I joined an orginization recently called the IGDA and have seen alot of postes from you and even looked on your site. I'm currently doing a project about game/software testing and need a personal interview. If you'd be so interested as to answer a few questions, please reply asap.
    >Thank you for your time,
    >Bill

    Hello Bill,
    I understand that your teacher has given you an assignment, and certain rules to follow. I also have some rules you must follow, if you wish to interview me for your project:

    You have to tell me what career it is that you wish to pursue, and what you think that career might be like. You're asking me to do some work for you, and I don't want to work harder at this assignment of yours than you do.
    You have to read Frequently Asked Question #37. You can link to the FAQs above left.
    You have to not ask me any questions already asked and answered in FAQ 37, or below when other students have asked me their school interview projects (they're easy to spot - they're in red).
    You have to agree that the interview will be posted on my Q&A bulletin board (here, where you are viewing this).

    Standing by for the questions, if my rules don't scare you off...
    Tom Sloper
    Los Angeles, California, USA
    March 24, 2010


    It's too much trouble to read your excessively wordy FAQs, so I'm skipping all that bother and asking you directly - part 2

    >From: Charlie
    >Sent: Wed, March 24, 2010 4:43:39 AM
    >Subject: More questions relating to previous e-mail.
    >Thank you for taking the time to respond to my previous post, Tom Sloper.
    >I forgot about my subject and accidentally sent you the e-mail without the title line. For that, you made fun of me, which I got a laugh out of. Heh.
    >For quick reference, here is a re-post of some information about myself:
    >-I am 25 years old.
    >-I currently have a Associates in Computer Information System (3.8 GPA).
    >-My current Occupation is student.
    >-The game job I aspire to be is a game designer, NOT programmer. I have no interest nor desire to code.
    >-I live in the U.S, Salem New Hampshire.
    >-I'm ex-military, U.S Airforce. Used to be an Avionics Technician. (If that is relevant)
    >I read FAQ 66 like you suggested and I don't think I specified my question well enough. I'm going to get a Bachelors degree, regardless of what it is. I want to be a game designer, I'm just trying to figure out how to get there. I have the choice to get a BA or a BS in Game Design and Development at the college I mentioned in the previous e-mail. I also have the choice of simply going for a Bachelors in Computer Information Systems, which would take much less time since I already have an associates. Both of the subjects interested me, though I obviously am more interested in game design. On the other hand, if game design doesn't work out, I also want something to fall back on.
    >===
    >-The question is time: is it worth taking a bit longer to get the Game Design degree over the CIS Bachelors degree, or should I save myself time and simply get the CIS Bachelors degree to enter the job market sooner? If I do go for the Game Design degree, will it make any difference if it is BS or BA?
    >===
    >You asked this question in a previous post in response to my question:
    >Should I continue to read the details about the lore of these fictional works?
    >It depends on your answer to this question: Do you enjoy reading that stuff?
    >===
    >-My answer is that I very much enjoy reading that stuff, so I'm guessing the answer is yes. In that case, should I look to take mythology class or two once I find a 4-year college I want to commit to? Are there any less known fictional works that you might suggest for me to read?
    >===

    Hi Charlie, you wrote:

    For quick reference, here is a re-post of some information about myself:
    It's not necessary. My memory isn't so bad that I can't distinguish between two people who asked me game stuff yesterday.

    is it worth taking a bit longer to get the Game Design degree over the CIS Bachelors degree
    ALL "is it worth it" questions are answered by FAQ 66. IOW, I already answered this question. You should also read FAQ 44.

    or should I save myself time and simply get the CIS Bachelors degree to enter the job market sooner?
    Read FAQ 70. And don't be in such a hurry for instant gratification - don't look for the "sooner" path. It might come to you, but not if you're looking for it. The sooner path is fickle that way.

    If I do go for the Game Design degree, will it
    My crystal ball is buried in storage somewhere. Without it, I cannot possibly foretell your future for you.

    make any difference if it is BS or BA?
    Are they both 4-year degrees? Click the "Games Game" link above left. When you get to the IGDA site, click "Archives." Read the August 2003, December 2003, and July 2009 columns.

    should I look to take mythology class or two
    Do you want to? Read FAQ 3.

    Are there any less known fictional works that you might suggest for me to read?
    FAQ 8. Why don't you simply spend more time actually reading my FAQs than asking me to keep pointing you back to them? I realize you think they're excessive, and I'm sorry about that. But a lot of people have asked a lot of these exact same questions... frequently.

    Tom Sloper
    Los Angeles, California, USA
    March 24, 2010


    School interview project 102

    >From: Joe
    >Sent: Tuesday, March 23, 2010 10:17 PM
    >Subject: RE: My Game Design Project (PLEASE READ)
    >Thank you VERY much for anwsering my questions! :)

    You're welcome, Joey.
    This is for you...

    Tom Sloper
    Los Angeles, California, USA
    March 24, 2010


    School interview project 101

    >From: Joe
    >Sent: Tuesday, March 23, 2010 8:19 PM
    >Subject: My Game Design Project (PLEASE READ)
    > Hello, my name is Joey [LAST NAME DELETED]. I am an 8th grader attending [DELETED] Middle School in [DELETED], Minnesota. I am taking this class called "World of Work", which is a class that involves thinking of your plans for the future, and what your career will be when your older. We are currently assigned to this project where we have to write a paper, and give a speech about what we want to be when we are older. This is very important to me and I hope you can help me. I am VERY interested in the career of game design, and you are the only person I could really find for an "interview". See, we are required to interview someone with our career, and you are the only person I could find... I searched everywhere on the internet for the longest time, and found you. I have a few questions to ask you about your game designing career, and I would greatly appreciate it if you would take 20 minutes of your time to anwser these, with reasonable detail. We are given a sheet with these questions we are required to ask you, and the "Interview" Is a huge part of the project. If I have the wrong person, please, if you know someone of this career, forward, or give these questions to someone with this career. I am VERY interested in this career and cant wait to be a Video Game Designer when I'm older.
    >If you can anwser these by Friday, or earlier, this will be great, because my project is due Monday, and I cant work on it over the weekend because the local computers are closed and wouldn't be able to type everything up. You are helping me get an A! And I respect you, and thank you so much if your willing to anwsers these for me. (Ive probobly said that a dozen times
    >Ok, here are the questions I have for you that we need to ask.
    >1. What is your name and job title?
    >1b. How long have you had this job?
    >2. Explain what a typical day of work is like for you.
    >3. What do you enjoy most about your occupation?
    >4. Do you believe most of your fellow colleagues or coworkers enjoy their work? Why?
    >5. If you could change anything about your occupation what would it be?
    >6. Have you gone back for more educational training since you began the job?
    >- If so, what kind of training?
    >- How did you feel about going back to school?
    >7. What educational background do you have?
    >8. If you won the lottery and did not have to work, would you? Explain.
    >9. On average, what monetary rewards and fringe benefits can one expect in your occupation?
    >10. What kind of strategies do you use when your job gets stressful?
    >11. In your career field, is it difficult to balance work with home/family or personal life?
    >12. What was it like when you went to high school? What kind of career planning did you have in high school?
    >13. What did you feel is most important when choosing a career?
    >14. What advise do you have for me as I think about my future education and career plans?
    > Those are the questions, I seriously will be greatful for whatever anwsers you have given me. By the way, if a question doesn't apply to you or if it doesnt make sense to you, just say something about how it doesnt apply to you. This means A LOT to me. So please, take your time.THANK YOU SO MUCH!!! Remember, try to anwser these by Friday, it will mean everything to me, I am seriously interested in this career, and I just love working with computers and playing games, and what I've researched, Game Design looks so fun!! :). THANK YOU for your time and consideration.
    > Your excited friend,
    > Joey

    Hello Joey,
    I understand that your teacher has given you an assignment, and certain rules to follow. I'm sorry if I am disappointing you by responding in a way that doesn't live up to your expectations. Note: as it says above, by emailing me anything, you implicitly consent that the exchange will be posted on my Q&A bulletin board (here, where you are viewing this). To answer your 14 questions:
    You already know my name and that I'm a game designer. You may not know that I'm also a producer and teacher.
    Oh, I guess it's 15 questions, huh. I've been teaching for about 7 or 8 years. And you can read about my game design start in FAQ 18.
    I check emails during breakfast. I drive through L.A. rush hour traffic to the university. I fire up the Mac computer on the desk in my office and get my materials together for class. I teach class. I do some work in the office, then I drive home where I work on my current consulting project. At the moment, I'm doing freelance design and producing work for an overseas client.
    I answered this question in FAQ 37, which you were ideally supposed to read before asking me your questions. You can scroll up and click the FAQs link above left. Get the answer from FAQ 37.
    Most of them. Because they're still in the field. I know several folks who have left it -- they didn't love it.
    Wow, original question. I'd... um... make it more like the film industry, in taking better care of the people who make the games. A guild, residuals, retirement benefits...
    Not really. But after Activision let me go, I went back to school just to open my eyes to additional possibilities. I took a class in entertainment law, one in story writing, and one in networking/freelancing. I thoroughly enjoyed being in those classes, and as I sat in class I found myself looking at the teachers and thinking, "hey -- I could do that." And now here I am, teaching.
    I have a bachelors degree and one year of graduate school in Speech & Drama/Theater.
    I would. I'd make the games I want to make (I could fund it myself).
    This question is answered in FAQ 14.
    I take a break, go for a walk around the block, maybe play some Japanese mahjong or Brain Age on my DS.
    It can be.
    I had no idea what I wanted to do after school, so I went to the guidance counselor and asked for his advice. He gave me a test that identified my primary interests and aptitudes, then helped point me to schools that offered the subjects I was interested in.
    Read FAQ 40.
    Read FAQs 3 and 40.

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


    It's too much trouble to read your excessively wordy FAQs, so I'm skipping all that bother and asking you directly

    >From: Charlie
    >Sent: Tue, March 23, 2010 6:05:46 PM
    >Subject:
    >First off, I wanted to say thank you Sloperama.
    >I am still reading through your FAQs. Your site is exactly what I was looking for. I have the drive to get into the business and realize how tough it can be, but I could never find someone to mentor me. So, please mentor me Mr. Miyagi!
    >With that said, here comes the long message.
    >By the way, you can call me Chuck.
    >=================
    >First few points:
    >=================
    >-I am 25 years old.
    >-I currently have a Associates in Computer Information System (3.8 GPA).
    >-My current Occupation is student.
    >-The game job I aspire to be is a game designer, NOT programmer. I have no interest nor desire to code.
    >-I live in the U.S, Salem New Hampshire.
    >-I'm ex-military, U.S Airforce. Used to be an Avionics Technician. (If that is relevant)
    >==============================================
    >Game Editor/Programming Experience & Desires
    >==============================================
    >-I've used Warcraft 3 editors before, either taking a map and modifying it or taking a simple map and overhauling it from scratch. God I hated trying to fix bugs in that thing...
    >-I've used the Time Splitters: Future Perfect level editor. Fun and simple, but primitive.
    >-I've used the
    >-I've tried using Game Maker, but I think I'm more interested in the artistic side of Game Design.
    >-I've taken a Java class and a Visual Basic class, but I'm not interested in programming (though I am decent at it).
    >I want to create the characters, lore, world, religion, culture, etc. With games like Mass Effect 2 or Dragon Age: Origins or World of Warcraft there was always one thing I loved about them: lore. For some reason, I could read about the lore of those games and I loved it. I remember having a book about all of the lore that J. R. R. Tolkien wrote for his books and read it front to cover. I want to create the game world: the culture, characters, gods, flora and fauna.
    >Simply put, I'm interested in the artistic aspects and not the technical aspects of game design.
    >==================================
    >College:
    >==================================
    >Yes I know, you said you don't pick out schools, but this one caught my eye and I was hoping you would make an exception.
    >I'm currently looking at Southern New Hampshire University as they offer a degree in Game Design and Development (BA and BS):
    >http://www.snhu.edu/6956.asp
    >http://www.snhu.edu/6957.asp
    >It is not a trade school and is regionally accredited:
    >* Accreditation Commission for Programs in Hospitality Administration
    >* American Culinary Federation Educational Institute
    >* Association of Collegiate Business Schools and Programs
    >* European Council for Business Education
    >* New England Association of Schools and Colleges
    >* New Hampshire Postsecondary Education Commission
    >* New Hampshire State Department of Education for Teacher Certification
    >* North American Society for Sport Management
    >I was originally going to ITT Tech but changed my mind before committing since if game design doesn't work out, I don't want to be stuck with a degree from a trade school that would be difficult to transfer credits. Money to pay for that college (Southern) isn't an issue due to my Post 9/11 GI Bill.
    >==========
    >Questions:
    >==========
    >If any question is answered in your FAQ, I simply haven't gotten to that part yet. Your FAQ is quite massive.
    >Southern New Hampshire University: It' an actual college with a game design degree and I live near by. Is it Worth taking the BA to help hone my creative skills?
    >I have an idea for a world that I want to create. Without going into details, What can you tell be beyond the information in your FAQs for someone that have the passion, drive and willingness to get into the gaming industry?
    >I get a lot of my creativity from reading lore of any fictional works that interest me, from Lord of the Ring books to World of Warcraft to Legend of Zelda. Should I continue to read the details about the lore of these fictional works?

    At ease, Charlie. You wrote:

    Yes I know, you said you don't pick out schools, but this one caught my eye and I was hoping you would make an exception.
    Meh.

    If any question is answered in your FAQ, I simply haven't gotten to that part yet. Your FAQ is quite massive.
    Maybe you haven't noticed the nav frame at the left of the FAQs -- or maybe it's useless even though I thought it was a useful tool for finding information.

    Is it Worth taking the BA to help hone my creative skills?
    Read FAQ 66.

    What can you tell be beyond the information in your FAQs for someone that have the passion, drive and willingness to get into the gaming industry?
    Read FAQ 65.

    Should I continue to read the details about the lore of these fictional works?
    It depends on your answer to this question: Do you enjoy reading that stuff?

    As you were, Charlie.
    Tom Sloper
    Los Angeles, California, USA
    March 23, 2010

    P.S. you should always write a subject line whenever you send an email.


    Want to start a game testing lab in India

    >From: akkyy
    >Sent: Saturday, March 13, 2010 10:45 AM
    >Subject: Want to start a game testing lab
    >How old are you?
    >Ans.1) 26
    >What's your level of education?
    >Ans.2) Masters in Computer Science
    >What's your current occupation? (If student: "student")
    >Ans.3) Software Developer (J2ee) 3 years exp
    >Which game job, if any, do you aspire to or plan to study for?
    >Ans.4) None
    >What country do you live in (where in the world are you)?
    >Ans.5)India
    >Hi,
    > I want to setup a game testing lab in India itself. There are many players in this field that I am aware of, but considering the predicted game-world boom in India in the coming years, I think its a good opportunity to get hands dirty and setup a unit which can offer services in IT.
    > Now, I have been trying like crazy to get in touch with mid-size game development companies in India and abroad to see if anyone would be interested in giving me small portion of their work (Testing only). Few, who care to reply or talk a bit on the phone ask for the track record, which I have none. My question is, how does one start!? I can't hire people and let them sit idle and pay them for doing nothing until I get a project. How do I get that 1st project? I was thinking of offering a 15 days free service or something, but does that sound real cheap in IT business?
    > Would really appreciate your reply, as harsh as it may be.
    >Regards,
    >Akshay

    Namaste, Akshay.
    Sorry for the delay in responding. "Something came up," as they say. You wrote:

    My question is, how does one start!?
    By working in games. You need to have actual experience working in games before you can start any kind of game company. Read my FAQ 29. You should drop everything and go get a job at a game company. Any kind of game company. Anywhere.

    I can't hire people and let them sit idle and pay them for doing nothing until I get a project.
    Of course. And you should not.

    How do I get that 1st project?
    You start by getting personal experience in the game industry. It will be a sacrifice for you for a while, but you'll get not only knowledge of how the industry works but also contacts and trust. Read that article.

    I was thinking of offering a 15 days free service or something
    Forget that. After you've worked in games yourself for a few years, you can write a business plan. The plan should not only be to be a test lab, but also some other kind of IT work that you know how to do. And you have to get capital, and you have to network at all the big conferences and trade shows.

    Tom Sloper
    Los Angeles, California, USA
    St. Patrick's Day, 2010


    You insulted me, part 2

    >Messenger :: Inbox
    >Post Reply
    >From: magic_man [ Add to Buddies ]
    >Subject: Re: Factoid
    >Date: 3/12/2010 2:48:03 PM
    >Tom,
    >I was was not disagreeing with the advice in the thread merely the content which was posted as a fact. The reason for questioning this comment is due to the possibility of a user coming along in the future when searching for information on the Eiffel Tower and if they can use it in a game.
    >For a moderator with clearly no knowledge on the matter to call it "factoid" and therefore refuting my knowledge and the accuracy of the Wikipedia article, which sources the information, yes I do find this an insult and totally unacceptable. By refuting the claim you have now added to the incorrect noise of the thread and topic, congratulations on spreading the myth.
    >Although I do find it funny that the community as a whole finds it unacceptable to repeat private messages in a public place, yet a moderator does not.

    Mag,
    You made such a big deal of this, I just looked up the word "factoid" and found this definition on wordnetweb.princeton.edu:

    something resembling a fact; unverified (often invented) information that is given credibility because it appeared in print

    Since I used the term incorrectly, I'll go ahead and issue a self-correction on the forum.

    I still don't think a distracting side argument about the specifics of getting IP usage rights for the Eiffel Tower was useful for the overall topic of getting IP usage rights for cities and stuff.

    My sig clearly requests no private messages on that site, and I do not know of any official GD policy against making PMs public. You could have simply posted again and argued for your point of view after I wrote my post (the one that made you so upset). Live long and prosper, mystery man of magick.
    Tom Sloper
    Los Angeles, California, USA
    March 12, 2010


    You insulted me!

    >GameDev.Net > Discussion Forums > Private Messages
    >Messenger :: Inbox
    >Post Reply
    >From: magic_man [ Add to Buddies ]
    >Subject: Factoid
    >Date: 3/12/2010 11:06:11 AM
    >I used the wikipedia article to back up what I was saying, for you to call it a "factoid" is completely and utterly uncalled for.

    http://www.gamedev.net/community/forums/topic.asp?topic_id=564505

    Magi,
    Arguing the minor and unrelated point of how the Eiffel Tower is protected was waylaying the main point of the thread. And I did not know that the word "factoid" was such a terrible insult.
    Tom Sloper
    Los Angeles, California, USA
    March 12, 2010


    How to get a patent? Part 2

    >From: lucas
    >Sent: Tue, March 9, 2010 10:13:00 PM
    >Subject: RE: Patenting
    >Wow! That was fast! Thank you for your advice. I was told that I would always need a patent or someone else would steel my original board design. But Trademarking and copyrighting may be the way to go.
    >I guess I'm all out of excuses now!
    >L

    Hi Luc,
    I would have said the same thing a few years back. I still recommend you see a patent lawyer (at least a free introductory meeting). Somebody can steal your idea, even if you have a patent. You should read those articles...
    Tom Sloper
    San Francisco, CA, USA (Game Developers Conference)
    March 9, 2010


    I want to grow up to be a game designer

    >From: "halofansk
    >Sent: Tue, March 9, 2010 7:45:49 PM
    >Subject: were do i start
    >Hello,
    >Im Scott and Im 12 years old, I want to grow up to be a game designer. I read most of your FAQs and articles so I decided to contact you.
    >I would like to learn alot more about what it takes to be a game designer but I dont know were to start or who to contact.
    >Do you have any advice?
    >I figured I'd better start learning now

    Hi Scott, you wrote:

    I read most of your FAQs and articles...
    >I would like to learn alot more about what it takes to be a game designer
    Did you read FAQs 2, 3, 7, 8, 10, 13, & 14?

    but I dont know were to start
    FAQ 12 gives you some ideas on that. If you already read it, read it again.

    or who to contact.
    To tell them what? Why do you need to contact anybody?

    Do you have any advice?
    Yes, I do. I thought I already gave it in those articles you say you read. If there's something missing, something I didn't tell you in those articles, then tell me what you need to know.

    I figured I'd better start learning now
    Good figuring! (^_^) Standing by for more questions after you read (and/or re-read) those articles...

    Tom Sloper
    San Francisco, CA, USA (Game Developers Conference)
    March 9, 2010


    How to get a patent?

    >From: lucas
    >Sent: Tue, March 9, 2010 8:36:53 PM
    >Subject: Patenting
    >Name: Luc
    >Level of education: Master's of Arts, Psychology
    >Age: 37
    >Occupation: Therapist
    >Country: USA
    >Question: I've finally finished developing a board game I've been working on for the last 5 years, and am ready to publish, but I still have not found out how to secure a patent. Do you have a good starting point for how I might go about the legal stuff? I am mainly interested in cost of the patent from the search to the final patent number, possibly some advice on lawyers, and if you have any advice on marketing, books, and/or mass production.
    >I loved your lesson 20, by the way. Made me want to know more.
    >Sincerely,
    >Luc

    Hi Luc,
    You may not need a patent. You said you're going to self-publish? You can trademark and copyright your game, and that might be good enough.
    As for finding a lawyer, I'd recommend using the telephone book. Personally, I find it much harder to find local businesses through online telephone books (they overwhelm you with so much non-local stuff, I don't know how they stay in business). But if you don't have or can't get a local paper telephone book, do the search online. Make an appointment for an initial visit, and make sure they don't charge you just for the initial visit. A good one will tell you truthfully whether you need the patent or not. If you haven't read FAQs 39 & 61, you should read those.
    As for marketing, I can't help you there.
    Books? See my FAQ 8.
    Production/manufacturing? See links at bottom of FAQ 20.
    Tom Sloper
    San Francisco, CA, USA (Game Developers Conference)
    March 9, 2010


    Animation wannabe questions, part 2

    >From: Lyla
    >Sent: Mon, March 8, 2010 3:23:56 PM
    >Subject: Re: Video Game Design
    >Hello Tom,
    >I apologize, but what I meant by animator was an animator in the gaming industry, not an animator of television shows or movies etc. I'm aspiring to work in the art section of game design along with the concept artists/level designers etc. as someone who animates the characters/enemies/cutscenes/setting etc. (Such as in Article 53). Isn't animation a part of game design? If not, then I've been fooled.
    >Again, I apologize for not making this clearer.
    >-Lyla

    Hello Lyla,
    It is I who should apologize for being unclear.
    I understood your question perfectly. And my answer WAS about animating in THE GAME INDUSTRY.
    Note that I did not say "animating in game design." Because that doesn't make sense.

    I told you yesterday -- the game industry is not rightly called "game design."

    Game design is a SUBSET of the game industry.
    Animation (for games) is a subset of THE GAME INDUSTRY.
    Animation is not a subset of "game design."

    You have been confused ever since you read that first article, because you thought "game design" is the same thing as "the game industry."

    You can indeed become an animator in the game industry. But you cannot be an animator in the game design department of a game company. Animation is part of the game art department, not of game design.

    I hope I have now made myself clear. You should go back and re-read that original article now that you understand the distinction between game design and the game industry. You should go back and re-read your original letter to me, and my reply, now that you understand the distinction between game design and the game industry.
    And you should see everything more clearly now.
    Tom Sloper
    Los Angeles, CA
    March 8, 2010


    Do I have to wait until I'm 16 to get a part time job writing reviews?

    >From: Brady
    >Sent: Mon, March 8, 2010 2:46:36 PM
    >Subject: Jobs writing reviews
    >Hi, I am a freshman in high school in the Washington DC/northern virginia area. While i may want to break into the industry one day, I have read other articles saying not to sacrifice education, which I agree with. However, I was wondering if it was possible for me to get a part time job writing reviews of video games for magazines and stuff, or if I had to wait until I was 16.
    >BT

    Hi Brady,
    I don't know if there is such a thing as a part time job writing reviews. On the one hand, "anything is possible." But I really have no idea if anybody really will or can give you a part time job doing that. What you'll have to do is just do it. Just write great reviews. Then when you find somebody who loves your reviews enough to want to actually hire you, you can ask them if your age is an obstacle or not.
    Tom Sloper
    Los Angeles, California, USA
    March 8, 2010


    Animation wannabe questions

    >From: Lyla
    >Sent: Sunday, March 07, 2010 5:51 PM
    >Subject: Video Game Design
    >Hello Tom,
    >I'm not quite sure if you're still accepting e-mails (I don't know why you wouldn't, but just in case...), but I incidentally discovered your website today. So far I've read over several articles, and I must say you're a lot of help. I'm a sophomore girl in high school, and pursuing a career in game design has been my dream ever since gaming was my obsession. Admittedly, I'm a complete newbie (or noob, if you want to get gaming technical) to this game design process. I've been a writer since the age of eleven, but I don't really want to be a writer (actual, storyline-writing writer) in the game design business. I want to be an animator. The thing is, I don't know a thing about animation. I'm aspiring to take classes and be hardcore at it by the time I'm released into the big bad world (sorry, I'm babbling) but I heard it's hard. I'm not lazy at all. I'm willing to take the initiative to actually land a job like this. All else I'm good at is playing the piano (yuck), writing (planning to be a part-time author/poet), drawing (I'm not the best, but I'm pretty good. Will that help me in the art part of the career), and other things that aren't important.
    >I feel extremely naive, like a newborn.
    >Now to my questions (sorry these didn't come earlier)
    >I read somewhere from someone who has been working in Game Design for about three years that the artsy stuff is just a facade and most of my time in game design will be spent writing and doing math (math is the most disgusting thing ever to enter into my life O.o)
    >As a designer yourself, is this true? I thought for sure that everything was split into different departments and there would be other people to take care of the writing and math.
    >My second question is, how is the environment in a game design workplace, or does it differ depending on what company you're working for?
    >Is it warm, friendly, exciting and spontaneous, or is it more stressful, anxiety-full and nerve-wracking?
    >My third question is, I read one article where you said you don't know that much about the art department, but simply, the departments are broken up into subcategories, correct? I don't have to be the next Leonardo Da Vinci or high-scale manga artist in order to just enter that section, correct? As I said before, I'm a good artist, but drawing a piece takes for me three hours what would take a great artist only ten minutes. I simply want to be an animator.
    >That's all I have after scraping the most subterranean, cobwebbed recesses of my brain.
    >I apologize for the length of this e-mail, and truly hope you receive it and reply.
    >Thanks in advance.
    >-Lyla

    Hi Lyla, you wrote:

    pursuing a career in game design has been my dream... I want to be an animator.
    OK, that's a little confusing. The subject line of your email says the email is about game design, but now you say you want to be an animator instead. But I'm going to assume that what your questions are about is... animation (NOT game design). And this is how I will proceed in answering you.

    I heard it's hard.
    Pretty much everything worthwhile is hard, Layla.

    I read somewhere from someone who has been working in Game Design for about three years that the artsy stuff is just a facade and most of my time in game design will be spent writing and doing math
    The problem appears to be that you are confusing "animation" with "game design." Check out the definition of "game design" in my Game Biz Glossary (FAQ 28) -- click the FAQs link above left.

    Something that a game designer writes to inform aspiring game designers could have some application to aspiring animators, but you have to be aware of which things apply to only game designers. A lot of my articles are likewise aimed at mainly aspiring game designers, especially the earliest-numbered ones.

    The phrase "game design" does not mean "the game industry." We never use the term that way, and you shouldn't either.

    I thought for sure that everything was split into different departments and there would be other people to take care of the writing and math.
    You didn't think wrong. You might want to look again at what you wrote above: "someone who's been in game design says art isn't part of game design" (I'm paraphrasing). So... where does that sentence say anything about aspiring animators?

    how is the environment in a game design workplace, or does it differ depending on what company you're working for?
    Yes. You might want to read more of my articles, and read some postmortems on Gamasutra, and read about QoL (Quality of Life) on IGDA.org and GameCareerGuide.

    Is it warm, friendly, exciting and spontaneous, or is it more stressful, anxiety-full and nerve-wracking?
    It can be both. Just like any job environment.

    I read one article where you said you don't know that much about the art department
    Well, perhaps it's better to have said simply, "I'm not an artist, and someone who's an artist is better qualified to talk about the art jobs." I've got many many years of working with game art departments, so if I said I don't know much about them, then I misspoke.

    the departments are broken up into subcategories, correct?
    Absolutely. See http://archives.igda.org/breakingin/path_art.htm

    I don't have to be the next Leonardo Da Vinci or high-scale manga artist in order to just enter that section, correct?
    Would you care to refine that question? Because the number of Da Vincis is probably one in ten million, and there are probably lots more people working in game art than that.

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


    I really appreciate your site

    >From: Christopher
    >Sent: Friday, March 05, 2010 12:55 PM
    >Subject: I really appreciate your site
    >Dear Mr. Sloper,
    > My name is Christopher and I am a twenty year old college student, who is currently majoring in media studies. I have played video games my entire life and believe that I have a strong passion for them. About two months ago, I realized that I wanted to pursue a career in the industry. However I had a lot of trouble finding a solid and thorough source of information; that is, until i found your site. Not only did it answer almost all of my questions(I am currently on lesson 14), but it brought to light a lot of issues I had not thought about. I wanted to and still want to be a video game designer, but up until recently I was quite delusional about how easy that would be. I have started to flesh out some of my ideas on paper and they are starting to become more coherent and detailed. Right now I feel my strongest ability is in the gameplay and environmental aspects of my designs. My weakest ability is in the story and dialogue. Anyway, I just wanted to say thank you and that if I do make it in the industry a lot of it would be attributed to the information you provided.

    Hi Christopher,
    It's nice of you to take the time to write. Best of luck 2 U.
    Tom Sloper
    Los Angeles, California, USA
    March 6, 2010


    School interview project, part 2

    >From: Zephyr Lionheart
    >Sent: Mon, March 1, 2010 8:38:17 PM
    >Subject: My Words and Agreements, and Your Interview. -Zephyr L.
    >How old are you?
    >1a.)15 years old at the moment. Going to be 16 soon though.
    >What's your level of education?
    >2a.)Sophomore in High School
    >What's your current occupation? (If student: "student")
    >3a.)Student
    >Which game job, if any, do you aspire to or plan to study for?
    >4a.)I plan on either Video Game Design, or something in Video Game Art, perhaps as a Character Designer and/or Spriter.
    >What country do you live in (where in the world are you)? (OK, so that's 5.)
    >And make sure you write an appropriate subject line for your email. Read
    >http://wordwise.typepad.com/blog/2007/03/subject_to_chan.html.
    >5a.) United States of America.
    >You have to tell me what career it is that you wish to pursue, and what you think that career might be like. You're asking me to do some work for you, and I don't want to work harder at this assignment of yours than you do.
    >1a.) Again, I plan on either Video Game Design, or something in Video Game Art, perhaps as a Character Designer and/or Spriter.
    >--As A Video Game Designer, I think that while it wil be great to create a new, original concept and design for a game every now and then, it's going to be alot of hard work for both the designer and his/her team, regardless of budget (although more budget may = more intense work all-in-all). Before I become one, however, I'd start off as a tester in QA and put all the effort I could, while also working hard away on personal projects and works, some/most of which may help me in future career endeavors in the industry as a Video Game Designer and wait patiently for my chance while building friendship.
    >--As a Character Designer I think I'll enjoy thinking of characters, costumes/outfits, and putting them on paper with my hands, both by traditional and digital means as I am quite creative and highly adaptive, although I will probably find it hard at times doing straight drawing for hours, days, and weeks on end.
    >--As for Spriting, while it may be a little tedious for higly detailed sprites, I enjoy working with pixels, and I love to experiment with new styles and color schemes. I could say more, but I want to wrap it up.
    >--So really, stories, concepts and creating and shaping whole other worlds is one of my passions, as it is fascinating, entertaining, and I just love to do it, in my dreams and while I'm awake, but than again, so is drawing and art, no matter the media to which I do it, what I'm drawing or how long I would or have been doing so straight. I suppose my passion could all boil down to this: I love to create.
    >--And sorry for the slightly, relatively lengthy read, but then again, I could always type more... (o_^) -*wink*
    >You have to read Frequently Asked Question #37. You can link to the FAQs above left.
    >2a.) Alright. But man that is long... No matter... ( '^-^)
    >You have to not ask me any questions already asked and answered in FAQ 37.
    >3a.) Alright.
    >You have to agree that the interview will be posted on my Q&A bulletin board (here, where you are viewing this).
    >4a.) And I say: All my e-mail are belongs to you. (*chuckles*) But yeah, I agree. And don't worry, your rules didn't scare me. It just took awhile to grab everything (Thank ye almighty "Find on Page" command!).
    >Interview questions. I think I've answered what I could. There was 12 of them total so...
    >3.)Where do you spend most of your time? (inside, outside, at a desk, on a phone, etc.)
    >7.)What personal qualities are important in your work?
    >8.)What skills are important in your work? (using a computer, working with hands, writing, etc.)
    >9.)What types of courses should I take if I want to do this job?
    >10.)What do you like to do when you aren't working?

    Hi Russell.

    These days, most of my time is spent working as a game design instructor at the university, so I spend most of my time at the university.

    I'm going to assume that your question is about the personality traits of game designers and game artists, since you are interested in those two careers.
    A game designer is a creative individual, but his creativity is tempered by his knowledge of what works and what doesn't, what's doable within the time constraints and the technology. A game designer is also a collaborator; he listens to others and values their input. He's also a bit of a salesman, able to persuade others to his point of view. A game designer has to be diligent, hard-working, and flexible. He is often called to meetings, or to make changes, or to research something to inform his design. He has to be willing to work on design aspects of other people's ideas.
    A game artist has to be diligent, hard-working, and flexible. He has to be willing to create or polish any particular piece of art he's assigned to work on. And he has to be comfortable with computer art tools.

    In my work as a designer/producer, it's important that I be skilled with computers, the Internet, communication technology, and games. It's useful that I can draw and play music at least a little. It's really important that I be a good communicator, able to write and speak clearly.

    "This job" is two different jobs, per your definition above.
    For game design: Read FAQ 3.
    For game artist: Read FAQ 53.

    I enjoy answering questions on the Internet -- questions about the game industry, questions about mahjong. I enjoy writing. I enjoy playing mahjong. And I enjoy getting out and hiking or walking on the beach.

    Tom Sloper
    Los Angeles, California, USA
    March 2, 2010


    School interview project

    >From: Russell
    >Sent: Sunday, February 28, 2010 6:46 PM
    >Subject: Career Research Paper Interview for High School
    >Although I already posted an article for this,(http://www.gamedev.net/community/forums/topic.asp?topic_id=563636)
    >I was wondering if I may interview you for my career research paper. May I?
    >Sincerely,
    > Zephyr Lionheart

    Yes, Russell, you may.
    I understand that your teacher has given you an assignment, and certain rules to follow. I also have some rules you must follow, if you wish to interview me for your project:

    You have to tell me what career it is that you wish to pursue, and what you think that career might be like. You're asking me to do some work for you, and I don't want to work harder at this assignment of yours than you do.
    You have to read Frequently Asked Question #37. You can link to the FAQs above left.
    You have to not ask me any questions already asked and answered in FAQ 37.
    You have to agree that the interview will be posted on my Q&A bulletin board (here, where you are viewing this).

    Standing by for the questions, if my rules don't scare you off...
    Tom Sloper
    Los Angeles, California, USA
    February 28, 2010


    The Spike interview is now online

    >From: ian
    >To: Tom Sloper
    >Sent: Sunday, February 28, 2010 12:37 PM
    >Subject: Re: The Vectrex game Spike
    >Hello Tom,
    >As promised I said I would let you know when the article about Spike is published.
    >The article has been available in the hard copy magazine for some months, but now finally you can see it for free at:
    > http://www.zinio.com/reader.jsp?o=int&pub=500333434&prev=sub&offer=500159047
    >This magazine has lots of interesting stuff, but the Spike article is at page 6 onwards.
    >Thanks for your help on this.
    >regards
    >Ian
    >http://www.vectrex.co.uk
    >p.s. this is a long shot but can you remember anything about Vectrex production - why there are two places of manufacture e.g. Hong Kong & Taiwan, why the serial number 4 xxx xxxx "no buzz" came out, and if there were any earlier serial numbers that were "no buzz" Vectrex consoles.

    Hi Ian,
    OK, thanks, I'll have a look. You asked:

    why there are two places of manufacture e.g. Hong Kong & Taiwan
    Why not? Manufacturing issues were decided by our client, not by the company I was employed by. Very far removed from my sphere.

    why the serial number 4 xxx xxxx "no buzz" came out, and if there were any earlier serial numbers that were "no buzz" Vectrex consoles.
    I have no idea what you're talking about, sorry.

    Tom Sloper
    Los Angeles, California, USA
    February 28, 2010


    Help me with my game idea, part 3

    >From: Ehsan
    >Sent: Saturday, February 27, 2010 1:31 PM
    >Subject: RE: some questions about my idea
    >Hi Tom,
    >OK, I just thought that it won't be published on the Internet( I had no idea about the boards of your website )
    >So if it's possible , please remove it from your board. As I and my friends may start to make a game based on this idea , I don't like that other people see it on the Internet until we publish it.
    >I have not enough money to hire a game consultant :-(
    >I'm 28 years old.
    >Thanks
    >-Ehsan-

    Ehsan,
    If you can't afford a consultant, you can't afford to start a game business. I don't know why you thought you could get free consulting services from me. If people keep doing to me what you did, I'm going to have to stop giving people advice for free.
    Tom Sloper
    Los Angeles, California, USA
    February 27, 2010


    Help me with my game idea, part 2

    >From: Ehsan
    >Sent: Saturday, February 27, 2010 8:39 AM
    >Subject: some questions about my idea
    >thanks for your help :)
    >But my question was a private question. I didn't like that you publish it in a public forum :(
    >Thanks
    >-Ehsan-

    Hi Ehsan,
    If you wanted to hire me as a design consultant, you should have said so. And we should have executed legal agreements between us. You knew that I had this website and that I give free advice in public only, didn't you? And if you wanted your idea to be private, why did you tell it to me without asking for your confidentiality to be maintained? How old are you?
    Tom Sloper
    Los Angeles, California, USA
    February 27, 2010


    Help me with my game idea

    >From: Ehsan
    >Sent: Saturday, February 27, 2010 2:50 AM
    >Subject: some questions about my idea
    >Hi there
    >I've seen your comments on your website . Now I have an idea and I don't know if it does work. Could you please help me? we are a small group and if we start to make this game, we have to spend money and if it's not a good idea, we'll fail :(
    >Our game is about

    [DELETED]

    >I'm really confused :(
    >Thanks
    >-Ehsan-

    Hi Ehsan,
    I'm not sure I follow you about the 2 animals. One is the player character (the avatar), and the other is an NPC, you say. You say that the player should make the avatar animal fight against the NPC animal - but you didn't say how you force the player to do that. You would probably have to do that by use of a reward system (which goes hand in hand with failure if the player does not fight against the NPC animal). I assume that's what you have in mind.
    And you could do the same thing with part 2 of the game. By means of your story scenes, you reveal to the player that now he needs to cooperate with the NPC animal to escape from the boss human. And by means of your reward/defeat system, you guide the player to a cooperative play pattern.
    You say you're "really confused." You didn't say why. But it's possible that the player will be a little confused, will wonder if maybe the cooperative play pattern is just temporary. The player might be suspicious that there's a part 3, and that his ally, the NPC animal, will turn against him. But you can handle that by means of your story scenes, and the non-interactive dialogue between the animals.
    I don't see a problem here.
    Tom Sloper
    Los Angeles, California, USA
    February 27, 2010


    School DRM research project

    >From: Nur [DELETED]
    >To: [DEL]@gamasutra.com; [DEL]@igda.org; [DEL]@igda.org; [DEL]@talley.com; [DEL]@talley.com; [DEL]@think-services.com; [DEL]@think-services.com; [DEL]@think-services.com; [DEL]@think-services.com; [DEL]@harmonixmusic.com; [DEL]@sloperama.com; [DEL]@42entertainment.com; [DEL]@digennaroNY.com; [DEL]@digennaroNY.com; [DEL]@bungie.com; [DEL]@treyarch.com
    >Sent: Thu, February 25, 2010 9:56:51 AM
    >Subject: Any Digital Rights Management Knowledge on Video Games?
    >To Whom It May Concern,
    >My name is Nur [DEL]. I am a student at an American high school in Caracas, Venezuela. I send this email because I conducting research for an essay about digital rights management and its social impacts. I would like to interview a person or people who are knowledgable about DRM.
    >Please reply this email as soon as possible if you are willing to be interviewed. Also, please let me know if you prefer to be interviewed via email, chat, or Skype. I appreciate your time.
    >Sincerely,
    >Nur [DEL]

    Sorry, guy. Good luck.
    Tom Sloper
    Los Angeles, California, USA
    February 25, 2010


    Student interview project

    From: "jesse
    Sent: Wednesday, February 24, 2010 4:56 PM
    Subject: 8th grade project
    > First my information.
    > 1.Im 13 years old.
    > 2. 8th grade
    > 3. Im a student
    > 4.Game tester
    > 5. U.S. East coast
    > Ok so im doing an 8th grade project on being a game tester.
    > I looked on your page about how to write a bug report, but it sent me
    > to a page for a bug report on firefox.
    > I want to know how to write a bug report on my offline PC game, like fallout 3.
    > Would I just put the name of the game at the top, what I was doing and
    > what the glitch was?
    > Also, i was wondering what advice you would have for me if I wanted to
    > start out as a game tester and move my way up? Should get a degree or
    > something if Im going to try to get a job.
    > Cool site, I can tell that you put alot of time into reading
    > everybodys questions and I would appreciate it if you could answer
    > mine.

    Hi Jesse, you wrote:

    I looked on your page about how to write a bug report, but it sent me
    > to a page for a bug report on firefox.
    I don't remember offhand making a link to Bugzilla, but yes. Bugzilla is the bug-reporting system created by Mozilla, the company that makes Firefox. It's open source and free to game developers who want to use it themselves for reporting bugs in their game project.

    I want to know how to write a bug report on my offline PC game, like fallout 3.
    > Would I just put the name of the game at the top, what I was doing and
    > what the glitch was?
    No. You have to report what platform you were testing the game on, which build of the game you were testing, the priority and/or severity of the bug, and the following three things:
    The actual result (describe what happened, in detail).
    The expected result (what was supposed to happen, according to your understanding of the GDD or real life).
    Steps to replicate (tell the developer exactly what to do in order to see the problem).
    BUT, of course, that's just for practice (that's how to write "a bug report"). You can't actually write a bug report on a particular game and submit it through that game's publisher using a bug reporting system, without being a QA tester employed by that company (you'd have to actually have access to their OWN bug reporting system). If you want to actually report a bug (as an end user) that you found in a released game and have the game's publisher actually read it, you'd have to write them a letter or something.

    Also, i was wondering what advice you would have for me if I wanted to
    > start out as a game tester and move my way up?
    I would advise you to always capitalize the word "I" and to read my January 2007 IGDA column, "Can You Jump the Cubicle Gap?" and my April 2006 column, "Playing the Upgrade-To-Designer Game." You can get to those columns by clicking the "Games Game" link above left. Click Archives after you arrive at the current column.

    Should get a degree or
    > something
    Um, yeah. Read my articles 3, 4, 34 (click the Articles/FAQs link above left). Read my February 2010 IGDA column: "Education is much more than a line on your résumé." And read http://www.gamedev.net/community/forums/topic.asp?topic_id=558712

    You should get a degree. Or something.
    Tom Sloper
    Los Angeles, California, USA
    February 24, 2010


    Research interview project

    >From: David
    >Sent: Wednesday, February 24, 2010 10:57 AM
    >Subject: A few Game Design Questions
    >Hi Tom,
    >Im conducting some research into the Game Design Industry and think your website is an excellent resource. I would really appreciate if you could answer a few questions for me!
    >First things first, the 5 tidbits of info!
    >Im 21, currently finishing my 3rd year of University doing a BSc in Multimedia Technology and Music Production, therefore i am a student. I aspire to work independently creating games for the Xbox Live Market Place and Smartphone environments and follow the various evolution of these platforms as they arrive. Im currently studying (and living) in [CITY NAME DELETED], UK.
    >I have interviewed a few people working in or who have previously worked in the industry, and have had a few conflicting answers to some questions, so would like to know you stance on things.
    >1) It seems the games industry has been divided into two major forks; the larger staffed, big-budget, Call of Duty style companies, and the small scale, Independent, £1 download games for iPhones and Xbox Live Marketplace etc.
    >Do you consider the indie side of the games industry more prospective than the larger company side or vice versa?
    >2) I have always been told the big-budget companies recruit on a basis for a specific task at hand, therefore if you desire to be a modeler - get great at modeling, if you want to design levels - get great at mapping. Now games are evolving and incorporating new and different ideas such as a Microsoft Natal video tracking and exploring the possibilities of weird and wonderful controllers, would having a more diverse portfolio (including such things as video editing and manipulation or audio programming, alongside mapping and modeling) be more attractive to a recruiting game design company than a specified one?
    >3) At my university the game design department no longer have 'Game Design' degree courses but rather more specified 'Games Programming' or 'Game Modeling and Animation' style choices. Is this the same for the university where you teach?
    >4) I have been told that both; profit margins for big-budget games are thinning due to people wanting more than just the new evolution of Fifa etc. regardless of them costing more and more to make / market, and that the games industry is one main industries thriving amidst recession. How would you describe the current financial climate of the games industry?
    >5) Is there a general hierarchy of workload and/or pay package for each of the main areas (coders, modelers, mappers, texture artists etc.) of a big-budget game design team?
    >6) Is the popular user generated content in the Xbox Live Marketplace, or Modding scene scouted by game design companies for creative and talented new game designers and has the modding scene become segregated, and a less viable way of breaking into the big-budget game design companies?
    >Thanks for your time!
    >Kind regards,
    >Dave

    Hi there Dave, you wrote:

    I aspire to work independently creating games for the Xbox Live Market Place and Smartphone
    I hope you're planning to get a job in the game industry for a few years before striking off on your own. If this answer needs further explanation, read my March 2003 IGDA "The Games Game" column, "Hit the Trenches Before Starting a Studio." There's a link below to the Games Game archive.

    I have interviewed a few people working in or who have previously worked in the industry,
    In other words, you're conducting an unscientific mini-poll. How's that working out for ya?

    and have had a few conflicting answers to some questions,
    Of course. That's what always happens with an unscientific mini-poll.

    so would like to know you stance on things.
    My opinion is likely to conflict with your previous findings, thus causing even further confusion. I don't think unscientific mini-polls are very useful.

    Do you consider the indie side of the games industry more prospective than the larger company side or vice versa?
    You can't seriously believe that the world is so black-and-white that there is a clear "one model is better" answer to this question. Read my article #52. Go ahead, I'll wait...

    You're cheating. Go on. Read it. Still waiting...

    This is a case of "both are perfectly viable." Look at the film industry as a not-perfect parallel. There are still big studios and small independent filmmakers. Nobody can tell you which one is "better." "Better" is subjective. (I have no idea what "more prospective" means.)

    I have always been told the big-budget companies recruit on a basis for a specific task at hand
    Yes, specialization is a reality, especially at the larger studios. I once heard of a modeler who was pigeonholed as "the grass guy." He was the guy they always called on whenever they needed grass for a game world.

    would having a more diverse portfolio... be more attractive to a recruiting game design company than a speci[alized] one?
    What you were told in part A or your question 2 was correct, that big-budget companies look for specialists. Now you're asking whether generalists are more attractive to "game design companies." I guess that must be different from a "big-budget company," since you ask this question. You're going to have to define what you mean by a "game design company," because I don't know of any such entities in the game industry. You might want to use my Game Biz Glossary (article 28) and rephrase.

    And you should also read my May 2005 IGDA Games Game column, "Time to Specialize, Jack," and my January 2008 column, "Does Size Matter: Big vs. Small Developers." You can find those columns at the IGDA Games Game column archive, http://www.igda.org/games-game-archives

    At my university the game design department no longer have 'Game Design' degree courses but rather more specified 'Games Programming' or 'Game Modeling and Animation' style choices. Is this the same for the university where you teach?
    No. I am one faculty member teaching game design at my university, and there are others who also teach it.

    I have been told that both; profit margins for big-budget games are thinning... and that the games industry is one main industries thriving amidst recession.
    Are you confused by that or something? The profit margins may be thinNING, but the profits can still be quite huge. Check out these:
    http://latimesblogs.latimes.com/entertainmentnewsbuzz/2009/11/activision-and-video-game-industry-aiming-for-huge-modern-warfare-2-launch.html
    http://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/02/anatomy-of-a-60-dollar-video-game.html
    http://articles.latimes.com/2010/jan/14/business/la-fi-warfare-game14-2010jan14

    And if you have to register on that site to read those articles, just do it. It's free. Some more articles you should read:
    http://www.theesa.com/facts/salesandgenre.asp
    http://www.theesa.com/facts/econdata.asp
    http://www.theesa.com/facts/index.asp

    How would you describe the current financial climate of the games industry?
    Healthy.

    Is there a general hierarchy of workload and/or pay package for each of the main areas (coders, modelers, mappers, texture artists etc.)
    Yes. It's a strange question. Did you think there was not a "general hierarchy"?

    of a big-budget game design team?
    "Coders, modelers, texture artists etc." do not work in the design team. I refer you again to my article 28, the Game Biz Glossary.

    Is the popular user generated content in the Xbox Live Marketplace, or Modding scene scouted by game [WORD DELETED] companies for creative and talented new game designers
    Not in the way that professional sports have "scouts" or the film industry has "scouts," no. But of course, someone who makes a really big splash could have a pretty good chance of getting a game job. Depending.

    has the modding scene become segregated
    I don't understand the question. You mean, wannabe modders versus hobbyist modders? Serious modders versus casual one-hit-wonder modders?

    has the modding scene become ... a less viable way of breaking into the big-budget game [WORD DELETED] companies?
    No, why would you think that or have to ask that? Maybe you should read my October 2009 IGDA column, "The Indie Imbroglio." I already gave you the link to the Games Game archive above.

    Tom Sloper
    Los Angeles, California, USA
    February 24, 2010


    I sincerely want to thank you for your website

    >From: joshua
    >Sent: Tuesday, February 23, 2010 8:44 PM
    >Subject: website
    >Mr. Sloper,
    >I sincerely want to thank you for your website sloperama.com. Currently, I'm exploring the idea of going to school for a degree in game development, and found your site to be abundantly filled with information pertaining to the industry. Very, very helpful. You do not need to reply, if you wish not to. Just wanted to thank you for the great resource!
    >Sincerely,
    >J.W. - Minneapolis, Mn

    I always appreciate a nice thankyou note, J.W. (^_^)/
    Tom Sloper
    Los Angeles, California, USA
    February 23, 2010


    Do I need to know physics, part 2

    >From: [Deleted]
    >Sent: Tue, February 23, 2010 3:28:38 AM
    >Subject: RE: do i need to know physics in order to become a game designer?
    >i'm israeli, and let me revise my question
    >what subjects i must take in high school to qualify to study abroad game design? (unfortunately there isn't a good university or college in israel for game design)
    >currently i'm improving (i don't know the american term for taking more hours in a certain subject) computer science, english (not literature but the language), math and physics
    >i don't have to study physics but i've taken it for more points which are important in order to study in israel (the universities here have really high standards)
    >this was my original question, if i would drop physics (which currently i'm faling), will it harm my chances to qualify to study game design in europe? (u.s.a. is too expansive)

    Hello [Deleted],
    Interesting that today I can see Hebrew instead of Cyrillic. Yesterday I was using a Mac, today I'm using Windows. You asked,

    what subjects i must take in high school to qualify to study abroad game design?
    No matter where you study it, the answer is given in FAQ 3. You can get to the FAQs above left.

    there isn't a good university or college in israel for game design)
    Why do you think you need a game design school? Read FAQ 44.

    computer science
    I'm not sure you and I are using the term "game design" to mean the same thing. Please tell me what you mean when you use the term "game design."

    if i would drop physics (which currently i'm faling), will it harm my chances to qualify to study game design in europe?
    I think you should not fail Physics.

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


    do i need to know physics in order to become a game designer?

    >From: [deleted]
    >Sent: Mon, February 22, 2010 9:05:12 AM
    >Subject: do i need to know physics in order to become a game designer?
    >hi
    >i'm currently in high school, and when i graduate i want to become a game designer
    >do i need to study physics in a high school level? especially if i'm aiming to design video games and collectible card games?
    >thank you for helping

    Hello [deleted]
    I was going to start by giving you grief over your not-so-stellar English typing habits, but then I noticed that you are writing from another country. You're either Russian or Israeli, I guess (there were Cyrillic characters in your name, and the automated signature of your email is in Hebrew). So unless you're going to be writing a lot of game design documents in English, I don't need to give you grief about capitalization and stuff.

    Your question was "do I need to study physics in high school?" And I think that's a very strange question.

    Why are you asking me this? Is it:

    I read somewhere that it's necessary to learn physics to become a game designer but I didn't believe it but if you say it's true then I'll believe it; or is it...
    My school offers physics but I don't have to take it if I don't want to, and I don't want to; or is it...
    Some other reason.

    I can't give you the answer unless you tell me what your real question is.

    Tom Sloper
    Los Angeles, California, USA
    2/22/2010


    So you teach at USC?

    >GameDev.Net Discussion Forums Private Messages
    >From: Kevin2202 [ Add to Buddies ]
    >Subject: hello
    >Date: 2/21/2010 11:48:57 AM
    > I saw your signature and found that you are a instructor of games at USC? So USC has game programs? Please tell me what kind of subject it is. Thank you I appreciate it.

    Hello Kevin,
    Yes, I really teach about games at USC, and yes, USC really has game programs. Check these out (copy and paste into your browser's URL box):

  • http://itp.usc.edu/academic-programs <---(I teach courses here)
  • https://cinema.usc.edu/programs/interactive/
  • http://www.cs.usc.edu/

    If you want to ask me questions about USC, please email my USC address: sloper at usc dot edu. But I can really only speak intelligently about the ITP programs -- I don't teach in the cinema or CS departments.
    Tom Sloper
    Los Angeles, California, USA
    02/21/2010


    My idea, part 2

    >From: Gabriel
    >Sent: Fri, February 19, 2010 3:45:39 PM
    >Subject: Re: I'd really appreciate your two tokens on the following idea...
    >Thank you for your timely response and insight Tom! You've always been really good about that and I personally appreciate it. I hope that if and when I succeed at this, I can express my gratitude and at the very least get you a beer. =P

    Mmm... beer... (^_^)
    Tom


    My idea

    >From: gabriel
    >Sent: Fri, February 19, 2010 1:24:15 PM
    >Subject: I'd really appreciate your two tokens on the following idea...
    >Hello Tom!
    >I have an interactive demo of a game idea of mine in the post-production phase (if this term can apply to video games). Once it's done, I intend to build a website and upload it, along with my professional information (e.g. resume, references, etc.). The purpose of this site is to showcase my materials for submission and/or candidacy for employment. In your opinion, is this a plausible means of presenting myself as a designer/developer? And if i were to declare that these materials are my IP and protected by copyright law and should be used only to consider entering a business relationship with me, do you think I would be, at the very least, relatively protected?
    >Thank you, Tom, very much for your insights and efforts in helping out the wannabes like myself. =P
    >~Gabriel

    Hi Gabriel, you wrote:

    the post-production phase (if this term can apply to video games).
    Read FAQ 10. You can access my articles and FAQs above left.

    Once it's done, I intend to build a website and upload it, along with my professional information (e.g. resume, references, etc.).
    In other words, you'll build a portfolio page.

    The purpose of this site is to showcase my materials for submission and/or candidacy for employment. In your opinion, is this a plausible means of presenting myself as a designer/developer?
    Portfolio pages are pretty much required these days. But back up a bit. I'm not sure you and I are using the terms "submission" and "employment" in the same way. You can look up those terms in FAQ 28, the Game Biz Glossary.

    I don't think this works for a submission, but as a portfolio for employment purposes, yes, it's a good idea.

    if i were to declare that these materials are my IP and protected by copyright law and should be used only to consider entering a business relationship with me, do you think I would be, at the very least, relatively protected?
    Sure, protected inasmuch as any work can be protected, short of actually registering your copyright (which costs no more than $40 or $50) --- and protected from getting a job (unless you're not thinking of getting a job but are instead looking to do work as a contractor).

    I think you need to decide what your priorities are. Which of the following is most desirable to you?
    Getting a job;
    Getting a license deal for your game idea;
    Getting a contract to develop games;
    Protecting your idea from theft.

    Sounds like you're trying to keep all those open, but your plan is so unfocused that it's unlikely to achieve any of those. So you need to decide which one is higher priority, and higher likelihood, than the others. You need to decide on a focus.

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


    Flippant FAQs 50, 71, 40

    gamedev.net :: Messenger :: Inbox
    >From: ollyb342 [ Add to Buddies ]
    >Subject: RE: Right way to learn game development
    >Date: 2/18/2010 5:11:26 AM
    >Hello Tom,
    >I recently came across a post that you made (http://www.gamedev.net/community/forums/topic.asp?topic_id=562365) where you advised a poster that the right way to begin game development was to take a computer science degree course.
    >This intrigued me slightly, I'm currently in my second year of a Software Engineering degree course and I'm curious to know if there's any chance that I'd be employable in the game development market after I get my degree?
    >I realise it was only a flippant comment that you made, but it made me think; I'm quickly becoming to realise that I'm more passionate about game development than building large database driven systems!
    >I appreciate your reading this,
    >Ollie.

    Hello Ollie,
    My sig on GameDev asks people not to use the site's PM feature to send me private mails. I have an email address which I check numerous times daily -- but I've been known to fail to realize I've got PM for WEEKS. Also if you'd come to my website before PM'ing me, you'd realize that I don't give free private advice, because that information is plastered all over this site. Anyway, you PM'd me:

    I'm curious to know if there's any chance that I'd be employable in the game development market after I get my degree?
    You have asked your question in a common way that wouldn't necessarily get you the answer to your REAL question. The answer to the question, the way you asked it, is "read FAQs 50 & 71; the FAQs are above left."

    But the answer to your REAL question is, "it's up to you whether to stay with your current program or switch to CS; if you have difficulty making the decision, read FAQ 70."

    I realise it was only a flippant comment that you made
    No. I don't respect the overwhelming anti-education tendency on GameDev. I'm a big believer in formal education as opposed to self-teaching. And it's widely acknowledged that the best way to become a game programmer is through CompSci. (That does NOT mean you have screwed yourself -- hopefully you've already read FAQ 71). Besides, the guy I said that to has the appearance of being one of those guys who likes to chat more than he likes to pursue his alleged passion.

    Tom Sloper
    Los Angeles, California, USA
    February 18, 2010


    PLEASE READ!

    >From: Tyler
    >Sent: Wednesday, February 17, 2010 6:06 PM
    >Subject: PLEASE READ!
    >Hello Mr. Sloper. I would like you to answer the questions that my Educational Development Program class is making me ask. I have to ask these questions to someone in the career I wish to pursue. I would be very grateful if you could answer. Please reply to this message ASAP. Thank you.

    Hello Tyler,
    I understand that your teacher has given you an assignment, and certain rules to follow. I also have some rules you must follow, if you wish to interview me for your project:

    You have to tell me what career it is that you wish to pursue, and what you think that career might be like. You're asking me to do some work for you, and I don't want to work harder at this assignment of yours than you do.
    You have to read Frequently Asked Question #37. You can link to the FAQs above left.
    You have to not ask me any questions already asked and answered in FAQ 37.
    You have to agree that the interview will be posted on my Q&A bulletin board (here, where you are viewing this).

    By the way, your email subject line ("READ ME!") is absolutely terrible and non-descriptive. When I opened your email, I fully expected it to be spam. I only opened it because I recognized that there was a small chance that it might not be spam.

    You need to learn how to write good email subject lines. The subject line should briefly mention what the email is about. For instance, a good subject line would have been, "May I interview you?" or "Some game design questions" or "I have a class assignment"... Get the idea? You should never, ever again, use the subject line "PLEASE READ!"

    Standing by for the questions, if my rules don't scare you off...
    Tom Sloper
    Los Angeles, California, USA
    February 17, 2010


    Looking for placement percentages

    >From: mohit
    >Sent: Monday, February 15, 2010 10:32 AM
    >Subject: Placement
    >hi, I am 21 years old, graduated in 2009 with bachelors of computer Application.I aspire to study for Game Programmer.I live in Delhi, India.
    >My question is- Out of how many students, who study game programming at USC are able to get job in the end?I know we need a good demo and skills to get a job, but still i m interested in knowing how many graduates really get placed after taking a degree course.
    >What do u think on this- Would be right for someone to go abroad to study game programming, which itself is a small field and harder to get into? I belong to a uppermiddle Class family.
    >Regards,
    >Mohit

    Hi Mohit, you wrote:

    Out of how many students, who study game programming at USC are able to get job in the end?
    Although I teach at that school, I teach in a different department, and do not know any placement figures from other departments. I don't even have placement figures from my own. I do know that some of my own past students have gone on to jobs in the game industry. I've only been teaching for four or five years, and many of my students have not yet graduated.

    I should also say that although of course I'd like to do what I can to get people to enroll in my school and in my department, I also am interested in just providing information and advice to young folks who are interested in entering the industry -- and prefer not to discuss the pros and cons of any particular school. Of course I believe my school to be excellent, and I'm proud to teach there. Hopefully I can provide impartial advice nonetheless.

    Would be right for someone to go abroad to study game programming
    Sure. How could it be wrong?

    I wrote FAQ 70 to help young folks make decisions. You can access the FAQs above left.

    Tom Sloper
    Los Angeles, California, USA
    The ides of February, 2010


    恭喜發財!
    2010 is the Year of the Tiger!

    (Click to see your New Year's card.)
    Tom Sloper
    February 14, 2010


    Your FAQ 1 CRUSHED my dreams, part 2

    >From: Michael
    >Sent: Thu, February 11, 2010 2:52:17 PM
    >Subject: RE: Game Design 101
    >Tom,
    >Thanks for deleting the personal info (I didn't know this would go on a message board...just a quick comment to you from a first time site visitor).
    >
    >The dream really wasn't crushed...but realized. I started my career as an embedded software designer and circuit board designer and moved up shortly doing 3D renderings and animations (mainly architectural "building walkthroughs"). I now design building electrical systems but have always had a love of the work I once did (not necessarily the industry...which is common among many career paths). I made the mistake as many people did by asking "Can this be done on my own?"...if so "What is the best route?" if not "How do I sell my idea?" I think many of the people who are entering in the game industry (students, weekend hobby designers trying to get their ideas marketed) have similar mindsets. The game I was trying for (in my mind) literally would require over ten million man-hours to complete even a simple version of the game not including marketing and administrative work or thorough testing.
    >
    >So the question becomes...for someone who has made simple first person shooters with a couple of friends and simple real-time strategy games how do we span the gap between the two situations? What steps can a hobby game creator take to get closer to the goal (even if that goal may never be reached)? How would it be best to market the next step for a "test market research" (assuming the person marketing this is still hobby level)?
    >
    >As you can probably tell the goal is not a career move (though I am willing to take classes as needed) but rather more along the lines of a hobby business (at least for now). This is probably not typical of your site, but thank you for your insight.
    >-Mike

    Hi Mike, you wrote:

    for someone who has made simple first person shooters with a couple of friends and simple real-time strategy games how do we span the gap between the two situations?
    What two situations?

    What steps can a hobby game creator take to get closer to the goal (even if that goal may never be reached)?
    What goal?

    How would it be best to market the next step for a "test market research" (assuming the person marketing this is still hobby level)?
    I'm still not following you. What are you asking? How to do market research, meaning how to find out if end users will buy your game?

    the goal is not a career move (though I am willing to take classes as needed) but rather more along the lines of a hobby business
    OK, so read my FAQs 16, 29, 39, & 60. You apparently only saw that #1 was there, but there are lots more than that. You can get to the FAQs by clicking the FAQs link, above left.

    Tom Sloper
    Los Angeles, California, USA
    2/11, 2010


    Your FAQ 1 CRUSHED my dreams!!!... Thank you

    >From: Michael
    >Sent: Thu, February 11, 2010 12:09:53 PM
    >Subject: Game Design 101
    >Tom,
    >I want you to know that your article on Game Design 101 CRUSHED my dreams!!!...
    Thank you, after working about a year on and off of a design so far this is the only article I have read that puts it into perspective (especially the reference to the “Great American Novel”). Very good article.
    >Michael [PERSONAL DATA DELETED]

    Hi Michael, you wrote:

    your article on Game Design 101 CRUSHED my dreams!!!
    Not sure why. Unless those dreams were unrealistic...? You can always just have, you know, realistic dreams that don't need crushing. Just sayin'.

    Thank you
    Um, you're welcome. I think...?

    this is the only article I have read that puts it into perspective (especially the reference to the “Great American Novel”). Very good article.
    Thanks! (^_^)

    [PERSONAL DATA DELETED]
    Actually, you (Michael) didn't ask me to delete your personal data. But I delete it as a matter of routine now, since so many folks come here and tell me all kinds of personal information, then get mad that I didn't delete it when posting it on the BB. For all I know, you wanted all that information to be listed here. If so, well, those other guys thwarted your scheme, heh. Anyway, I'm shutting up now.

    Tom Sloper
    Los Angeles, California, USA
    2/11, 2010


    Do story writers have to study algebra and trigonometry?

    >From: Neil (dragonmaster3d)
    >Sent: Thu, February 11, 2010 10:44:30 AM
    >Subject: I would like some class information.
    >Sir:
    > I am a 21 yr. student, who is starting to take classes for video game designing. I want to be the one who tells the storyline. Do you feel that a class in algebra and trig. will further this course? I am currently in my 2nd year of college.
    >Neil

    Hello Neil,
    If your school requires you to take certain classes for your degree, then you need to take those classes.
    You didn't say why you were asking if you needed to take algebra and trigonometry, so I had to make assumptions based on other advice seekers who have asked similar questions, and their motives for asking.
    Also, you didn't say whether you'd gotten a degree in writing previously or not. I hope that you did, because if your goal is to become a writer, a writing degree is obviously essential. I assume you're taking "classes for video game designing" as a supplement to your existing writing degree...?
    And of course, if you haven't already, you should read FAQ 32. You can click the FAQs link above left.
    Tom Sloper
    Los Angeles, California, USA
    2/11, 2010


    I'd like your opinion, part 2

    >From: Firas
    >Sent: Wed, February 10, 2010 10:23:17 PM
    >Subject: Thank you
    >Dear Mr. Sloper,
    >I just wanted to thank you for your prompt reply. Just knowing that
    >the options are all workable is enough for me, I will try to think
    >more about it and consider my options more carefully (using a decision
    >grid sounds like a good idea). I guess I just wanted to know which
    >option would be more favorable from an employer's point of view, but
    >when I think about it I guess it really depends on what I do and how I
    >present myself, and that's entirely up to me to work on.
    >Regards,
    >Firas

    You're welcome, Firas. Something you said:
    I guess it really depends on what I do and how I
    >present myself, and that's entirely up to me to work on.
    Yep!
    Tom Sloper
    Los Angeles, California, USA
    2/11, 2010


    I'd like your opinion about my options

    From: "Firas
    Sent: Wednesday, February 10, 2010 9:25 PM
    Subject: Game Industry Q A
    > Dear Mr. Tom,
    > Thank you for all the effort you put into your website and into
    > answering questions.
    > I understand that, in order for you to give me the best game career
    > advice suited to my unique situation, you need to know that...
    > My approximate age is: 24
    > The level of education I've completed is: Doing a master's degree in
    > Computer Science, got a Bsc in the same major
    > My occupation (if student, enter 'student') is: Teaching Assistant, Student
    > The type of game job I aspire to (if applicable) is: Game Programmer
    > The country I live in is: Kuwait
    > My game biz question is:
    >
    > I have always wanted to be a game programmer. There is no video game
    > industry where I live, and no real computer programming industry in
    > general (most of the jobs are outsourced). I have a Computer Science
    > bachelor degree that I got in a private university in Kuwait, and I'm
    > currently pursuing a master's degree (also in Kuwait) and doing a
    > thesis relating to computer graphics which I should finish in a year.
    > I have been working on and off on little (mostly 2D) games and demos
    > for the last 5 years. I have good basic game programming knowledge
    > from computer graphics courses, books, and articles, but I don't have
    > a portfolio per se. I am working on an indie 2D game that I hope to
    > release this year.
    >
    > From what I have gathered, it's harder for companies to hire
    > candidates from other countries, especially if they don't have
    > relevant experience. I have worked in several jobs over the last 2
    > years (trainee project coordinator, database report developer,
    > research and teaching assistant) but none of them involved real
    > programming. I have come up with few options for pursuing a career in
    > game development:
    >
    > 1 - Complete my master's degree, try really hard to find a more
    > relevant programming job in the region, get several years of
    > experience while simultaneously working on building good demos. This
    > is not a bad option and is what I initially planned. The main
    > drawbacks are that it takes a lot of time doing stuff that I might not
    > like, and that I might not find time to work on game stuff.
    >
    > 2 - Complete my master's degree, find a more laid back job and spend
    > more time on making indie games. I have been doing some experiments
    > with mobile phone games and I was thinking it's a good international
    > market. The problem is that I wouldn't get relevant real world
    > experience, which can be an issue when someone applies for working in
    > another country.
    >
    > 3 - I have seen a few game-oriented degrees being offered in
    > universities in Canada, Australia, USA, etc. I have saved enough money
    > to pay for such a degree. An example is a game technology master's
    > degree that involves working on games and building a good portfolio in
    > bit over a year. The advantage is that I get to work exclusively on
    > game development, and that in some countries students who study in the
    > country are eligible to work there after graduating. Even if I don't
    > get a job after graduating, I would have hopefully gained a
    > relevant.The main issue is that I'd be paying a lot of money, and I'm
    > not sure if it's worth it. With this option I will also continue the
    > master's degree that I'm doing here so I would have two degrees.
    >
    > I'd like your opinion about these options, and any advice you could
    > provide. Starting a game company isn't an option, and while I have
    > come across other people who are interested in making games, none of
    > them were really serious about it. There are game companies in some
    > countries nearby (Turkey, Egypt, India), but it's actually less
    > paperwork to apply for companies in USA or UK rather than in other
    > nearby countries.
    > I apologize for writing so much, and thank you for your time.
    > Kind regards,
    > Firas

    Hi Firas, your question for me is:

    I'd like your opinion about these options
    OK. I didn't read your whole email. Just your question and your options.

    Complete my master's degree, try really hard to find a more
    > relevant programming job in the region, get several years of
    > experience while simultaneously working on building good demos.
    A solid option. Thumbs up on that one.

    Complete my master's degree, find a more laid back job and spend
    > more time on making indie games.
    Well, I don't see a lot of difference between #1 and #2, other than what kind of job you'd "find." The common thread between these two options is "get master's degree, get job, build portfolio." And that's a good plan, regardless of the subtle differences you perceive.

    [get a] game-oriented degree [and] I will also continue the
    > master's degree
    That could work too.

    I'm
    > not sure if it's worth it.
    Read article 66, and read articles 25 & 70. You have to make a decision. I understand that's difficult. But I can't make it for you. If I've missed something vitally important in your email, or if there's something else I can help you with (other than making your decision for you), you know where to find me. The good news is, your three choices are all workable.
    Tom Sloper
    Los Angeles, California, USA
    02/10/2010


    The making of [Insert Game Title Here]

    >From: Anirudh menon
    >Sent: Sunday, February 07, 2010 7:46 AM
    >Subject: Game Industry Q A-making of video games
    >My approximate age is: 19
    >The level of education I've completed is: junior college
    >My occupation is: student
    >The type of game job I aspire to is: game designer
    >The country I live in is: india
    >My game biz question is: I know this might seem rather incompetent and vauge to ask but I have been browsing for quite some time on the net for getting my hands on some sort of "making of video game"
    >like for eg-"The making of half-life/or any other game for that matter" but i am not able to even get a game doc of any of the popular game "with the exception of certain games such as assasins creed(art book) halo3 and perhaps even mass effect i suppose" my question is that where do you i look for the making/script/or anything which gives me a more better insight abt how that game was made. In the end I just want to make my search less painful and able to get a wider range of results....including the games i can't play (halo3)
    > thanks for whatever insights you are able to give
    >rohit

    Namaste, Rohit,
    I'm not sure what you're asking for.
    If you mean you want to see the GDD for [Insert Game Title Here], then I'm sorry, but it's unlikely you can get hold of those.
    But if you want to read a story about "the making of" [Insert Game Title Here], then you might find articles on Gamasutra or in past issues of Game Developer magazine. Most likely, any stories you'd find would be "postmortems." Look up "postmortem" in FAQ 28.
    Hope that answers your question?
    Tom Sloper
    Los Angeles, California, USA
    February 7, 2010


    Should I study Computer Science if I want to be a game programmer?

    >From: Charak
    >Sent: Wednesday, February 03, 2010 3:39 AM
    >Subject: Question regardind education
    >Sir
    >I am 18 years old, I am a in the last year of my high school in India. I want to be a game programmer (I am particularly interested in virtual reality games). I had had a query regarding education.
    >I have got admission in UL Lafayette for its computer science course. It also offers a concentration in gaming which is of 3 credit hours. So is this course(BSc computer science) good for me or I should get an engineering degree or some degree specific in computer gaming. I must tell you that I will also do post graduation, so if you have any suggestions for that then please give me.
    >Thanking You
    >Charak

    Namaste, Charak. You wrote:

    I want to be a game programmer... is this course(BSc computer science) good for me
    Yes.

    Tom Sloper
    Los Angeles, California, USA
    February 3, 2010


    Should I put open betas in my résumé or is that just obvious padding?

    >From: Sean
    >Sent: Tuesday, February 02, 2010 9:49 PM
    >Subject: Open Beta Testing - Resumé potential?
    >Age: under 18
    >Education: high school, in progress
    >Occupation: student
    >Game job: programmer (specialty undecided)
    >Country: United States
    >Tom,
    >If I were to be applying for a QA position (after graduating high school), do you think it would be worth it to list on my resumé the list of games whose open beta I have participated in, assuming the list of games was a medium-sized list (7-10 games), or would it be "a good idea" but just an attempt to make my resumé bigger?
    >I realize any testing experience is good, but I am unsure of their usefulness in resumés due to the fact that open betas are fairly easy to be a part of.
    >Thanks
    >- Sean

    Hi Sean,
    Nobody expects an 18-year-old's résumé to include much of anything. It's necessary, since you don't have a degree or any training or much real-world work experience, to pad it with other stuff. And open betas are perfectly good padding for an 18-year-old's résumé.

    Tom Sloper
    Los Angeles, California, USA
    February 3, 2010


    What should I study?

    >From: yazeed
    >Sent: Sunday, January 31, 2010 12:37 PM
    >Subject: hello :) a question -_-
    > Hello , how do u do ? im gonna go on right to the question , this is my last year in school and i want to study about game development at university but i want as well to be able to work in any other section , should "software engineering" be my choice? and do u recommend Viterbi's school of engineering as one of the best around the world ?
    >- im 17 years old
    >- high school + self teaching
    >- im a student
    >- probably character designer , animator.
    >- Saudi Arabia (and thats why i want to have opportunity of working in other computer section cuz i might not find a job here if i studied "game development" )
    >thankx ...

    Hello Yazeed, you wrote:

    i want to study about game development at university but i want as well to be able to work in any other section , should "software engineering" be my choice?
    I don't know, Yazeed. That's for YOU to decide. Read my FAQ 34. You can access the FAQs above left.

    do u recommend Viterbi's school of engineering as one of the best around the world ?
    Sure. But you realize I'm biased, right? I teach there.

    Tom Sloper
    Los Angeles, California, USA
    January 31, 2010


    School interview assignment

    >From: Mary
    >Sent: Thursday, January 28, 2010 2:00 PM
    >Subject: RE: Game Industry Q+A
    >Mr. Sloper,
    >Thank you! Adam is much relieved to have your answers.
    >Thanks,
    >Mary
    >Life is short, break the rules, forgive quickly, kiss slowly, love truly, laugh uncontrollably, and never regret anything that made you smile.


    School interview assignment

    >From: Mary
    >Sent: Thu, January 28, 2010 11:34:44 AM
    >Subject: Game Industry Q+A
    >I understand that, in order for you to give me the best game career advice suited to my unique situation, you need to know that...
    >My approximate age is: 12
    >The level of education I've completed is: 6th grade, working on 7th
    >My occupation (if student, enter 'student') is: student
    >The type of game job I aspire to (if applicable) is: not sure
    >The country I live in is: USA
    >My game biz question is: Actually, I have 10. I have an assignment for a class, we’re researching different careers and I choose Game Designer.
    >So, here are my questions:
    > 1. What is your favorite thing about Video Game Designer?
    > 2. What is your least favorite thing about Video Game Designer?
    > 3. Do you have any stories or interesting fact about Video Game Designer?
    > 4. What sort of education do you need?
    > 5. What benefits do you get?
    > 6. Is there any competition for Video Game Designer?
    > 7. What are your work hours? Can you change the hours?
    > 8. About how much money do you make?
    > 9. What equipment do you use?(such as computers)
    > 10. Have you made any games? And if so what are your rating for the game?

    >From: Mary
    >Sent: Thu, January 28, 2010 12:18:34 PM
    >Subject: RE: Game Industry Q+A - Interview questions
    >Mr. Sloper,
    >Sorry for not changing the subject line in the first email.
    >Thanks,
    >Adam
    >(On My mom’s email account)
    >Life is short, break the rules, forgive quickly, kiss slowly, love truly, laugh uncontrollably, and never regret anything that made you smile.

    No problem about the subject line, Adam. As for breaking the rules -- first you need to learn the rules. That way you can break them properly, as the Dalai Lama said (quote in FAQ 47 - the FAQ links are above left). Answering your questions:

    I already answered this in FAQ 37. I know your teacher gave you some rules to follow... well, I have posted some rules for you to follow, too. (They're in FAQ 37, and also atop this forum.)
    Answered in FAQ 37.
    Yes, lots.
    I don't particularly need any more education, thanks for asking. (^_^) But I assume you were actually interested in knowing what education a game designer needs? Read FAQ 3.
    I assume you are actually interested in knowing what benefits a game designer might get (as opposed to what benefits I get at present). Read FAQ 14.
    Yes, it's a job that everybody and his dog wants, so there's a lot of competition. I said this in FAQ 14.
    I assume you are actually interested in the hours and flexibility of hours for a typical game designer. That's answered in FAQ 14 as well.
    That's a highly personal question, and it's not polite to ask somebody that! You can learn about typical game designer salaries on GameCareerGuide (there's a link in FAQ 14).
    The equipment can vary depending on the current project, and the platform that the designer's company supports. A game designer who's working on a console game (Xbox, Playstation, Wii, DS...) has a computer and maybe a scanner, a telephone, and probably either a DevKit or a TestKit for the platform he's working on at the moment. You can look up these terms in FAQ 28.
    Yes, lots. You can find a list if you just look around this page (hint: look in Links, above left).
    I don't understand the question, and to try to "rate" all the games I worked on would be much more work than I'm willing to do for a school interview project (sorry!).

    Tom Sloper
    Los Angeles, California, USA
    January 28, 2010


    What was the first game watch, part IV

    From: "Matthew
    Sent: Wednesday, January 27, 2010 6:48 AM
    Subject: Fair enough!!
    > Thank's anyway.
    > Sent from my iPhone


    What was the first game watch, part III

    >From: mlilikakis
    >Sent: Monday, January 25, 2010 3:59 PM
    >Subject: Re: Good-Natured Ribbing!!
    >This must be what you referred to as "Good-Natured Ribbing". Ok I get the obvious, it's my watch (thanks for stating that, I had no idea). If i was able to determine what's good or bad for the watch, I wouldn't be asking you now would I? My age and the town I'm from is something that you require or else I would not have mentioned it so thanks for mocking me but I'm a good sport, I can take it.I understand this is part of it when writing to you. Last but not least, there was no mention on how to properly open and close the cover!!

    Hi Matthew,
    I ask that game career advice seekers give me their age, education, and occupation information in order that the answer I give them be the right answer for the advice seeker. Sorry that that wasn't clear, I guess I need to express myself better. As for your game watch, I'm sorry but I don't remember what has to be done to open it or close it (I only remember that a fine Phillips head screwdriver has to be used). I can't help you, and your request goes beyond what I offer here. Good luck!
    Tom Sloper
    Los Angeles, California, USA
    January 25, 2010


    What was the first game watch, part II

    >From: mlilikakis
    >Sent: Monday, January 25, 2010 1:54 PM
    >Subject: arcade time problems!!
    >Hi, it's me again, Matthew Lilikakis from Queens, New York, 36 years old. I recently purchased the arcade time in beautiful condition. I need your expert advice on the easiest way to open and put the cover back on the watch without ruining the case.There has to be an easier way than snapping it back together or pulling the case back to release the cover after its been unscrewed. I noticed when i opened it up to look inside that 1 of the 2 latches, or I dont know what to call them, that hold the watch in place, was bent. Any more back and forth motion will completely break it. Should I just remove it seeing as how i dont really need it because of the screw that holds it in place. Any info you could give me would mean a great deal to me. THANKS!!

    Hi Matthew,
    Regarding that broken little piece of your watch, I leave that up to your own good judgment. It's your watch. You're the one who's able to look at it and determine what's the best thing to do, not me. No matter what town you live in or how old you are. Good luck!
    Tom Sloper
    Los Angeles, California, USA
    January 25, 2010


    Wannabe a game designer, part II

    >From: Miguel
    >Sent: Monday, January 25, 2010 9:17 AM
    >Subject: Thanks for the answers.
    >Dear Mr. Sloper.
    >Thank you for answering my questions. I read and your articles. I particularly had fun reading article 2 witch made my GDD look like a bunch of scribbles in a bar napkin. I’m going to be working on that. Although with all the things a game design has to have I’m still not sure how to organize it all.
    >Anyway I still have a lot of questions that I may be asking in the future, but I’ll be expanding my skill-set first. I hope I hope I can bother you again when the time comes.
    >Thanks again,
    >Miguel

    Hi Miguel, you wrote:

    Although with all the things a game design has to have I’m still not sure how to organize it all.
    I use two different rules:

    Need to know. First, you tell the reader stuff that he needs to know so that when he reads later stuff, he understands what's going on.
    Most exciting first, most boring last. Insofar as you can, put the less interesting stuff in the back.

    I hope I hope I can bother you again when the time comes.
    Absolutely.

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


    Wannabe a game designer

    >From: Miguel
    >Sent: Sunday, January 24, 2010 2:59 PM
    >Subject: A few questions from a wanabe game designer
    >Dear Mr. Sloper
    > My name is Miguel. I'm a freshman studying communication design. I have no experience in the game industry other than the fact that I play a lot of games. For a long time gaming has been my passion but I have absolutely no idea how to get into the biz. So I have a few questions that I would love answers for.
    >First of all, I’d like to say that I have done everything I am capable of for a game idea that I had a while back. I have written everything about the game from the story and the characters to the art style and combat mechanics. In total I have about 20 pages of story and another 10 or so explaining everything else. I have also made some drawings (although not great) of characters, enemies, bosses, levels, the world map, weapons and items, etc…
    >So now that you now know a little about me these are the questions I’d like to ask:
    >-I have some free time that I would like to spend on getting some experience in making a game but I don´t know exactly where to start (I´ve thought about going into flash animation). What would you suggest?
    >-How hard would it be for someone with no knowledge of the industry to get a job even as a grunt worker?
    >-If I do get “inside”, how would I go about getting started in making my idea into a game?
    >-If I was in a hurry to get the game made, how much (tell me if I’m crossing a line here) would I have to pay someone like you to help me with this project?
    >I have many other questions but for now if you could help me out with these I would really appreciate it.
    >Thanks in advance
    >Miguel
    >--------------------------------------------------------------------------------
    >Keep your friends updated— even when you’re not signed in.

    Hi Miguel, you wrote:

    I have absolutely no idea how to get into the biz.
    Then read my articles. You can click the Articles link, above left.

    I have done everything I am capable of for a game idea that I had a while back. I have written everything about the game from the story and the characters to the art style and combat mechanics. In total I have about 20 pages of story and another 10 or so explaining everything else.
    You've written only 30 pages? That doesn't sound to me like "everything you are capable of." Read Articles 2 & 13. It would be very unusual to be able to describe everything about a story-based game in just 30 pages.

    I have some free time that I would like to spend on getting some experience in making a game but I don´t know exactly where to start (I´ve thought about going into flash animation). What would you suggest?
    I suggest you follow your passions. If Flash is where your passion leads you, then go for it. But are you really that technical and that artistic? I don't know you -- how do you expect me to answer this question without knowing you, your passions, your skills? Read Articles 40, 7, 12, 3, and 14.

    How hard would it be for someone with no knowledge of the industry to get a job even as a grunt worker?
    Since you had to ask that question, the answer is "very." Read Articles 26 & 30.

    If I do get “inside”, how would I go about getting started in making my idea into a game?
    I've addressed this question in several of my IGDA columns. Click the "The Games Game" link above, then when you get there, click the "Archives" link. Read the columns for May 2003, June 2003, August 2003, April 2006, and January 2007.

    If I was in a hurry to get the game made,
    Don't be! The fourth dimension is not going to cooperate.

    how much (tell me if I’m crossing a line here) would I have to pay someone like you to help me with this project?
    Oh! You're rich! Why didn't you say so? The cost depends on what kind of game you are talking about, what platform it's for, and how many features, levels, and assets it has. Read my Article 62 to give you an idea how cost can be estimated.

    Tom Sloper
    Los Angeles, California, USA
    January 24, 2010


    How much should I ask for, part 2

    >From: Pete
    >Sent: Tuesday, January 19, 2010 4:25 PM
    >Subject: Re: So What Will the Market Bear?
    >Hey, no worries. I read the rules on your website and expected full disclosure. And I learned a long time ago not to write an email I couldn't live with if it was forwarded to my boss, the New York Times or my wife!
    >Thanks for the quick response.
    >Pete
    >Sent from my Verizon Wireless BlackBerry

    >From: Peter
    >Sent: Tuesday, January 19, 2010 5:49 PM
    >Subject: RE: So What Will the Market Bear?
    >OK, I was playing thumb monkey on my Crackberry when I sent you my last response, which necessitates a short answer before my hand cramps. I think what you have posted on the bulletin board is fine; no state secrets at risk so I don’t think the Men in Black will come looking for either of us. I gave you the long personal preamble for context as it appears that you get a lot of traffic from the teen and twenty-something crowd, whose ranks I left a loooooong time ago!
    >My Tale…there’s high drama, comedy, action sequences, a fireball, and a kicking sound track. If my travels take me out to LA, I’ll let you buy that beer! Mmmm, beer.
    >Pete
    >PS: I’ll let you know how things go if you’re remotely or even morbidly curious, otherwise tell me to quit pestering you.

    Pete,
    By all means, please do keep me posted. Beer beer, beer beer... (always sung to the tune of some Lionel Ritchie song)
    Tom Sloper
    Los Angeles, California, USA
    January 19, 2010


    How much should I ask for?

    >From: Peter
    >Sent: Tue, January 19, 2010 12:28:50 PM
    >Subject: So What Will the Market Bear?
    >Tom,
    >It appears that I may be in the position where the game manufacturer is coming to me. Here's the tale:
    >I am a professional war game designer for [DELETED IN CASE IT'S TOO MUCH INFORMATION TO MAKE PUBLIC] (I won't bore you with the details as to how I ended up in that gig! Happy to share that tale, but it goes better with beer). Along with designing war games, I also teach game design as well as strategic planning (which incorporates gaming techniques) for military and commercial clients. In my spare time, I design historically-based table top war games for kids - eight titles so far. Two of my designs grew into large scale "Play on the Floor" games involving dozens of players. Turns out that the process for designing games intended to examine military and political problems has quite a bit in common with commercial game design for entertainment and education.
    >As a result of this nexus of military and hobby gaming, over the last several years I have developed personal relationships with some of the senior design personnel at a major toy and game manufacturer. We've met, shared insights into our own corners of the gaming world, chatted about the principles of game design, solved world hunger, and even the possibility of me becoming a free-lance consultant to the company. None of this banter ever produced anything concrete - until possibly now.
    >Several days ago I was contacted by a group of designers from said company, who want to get together in the very near future and talk about my ideas for one of their existing game lines, as well as possibly play (buy?) some of my games. While this has certainly piqued my interest, it has also (1) raised the IP alarm, and (2) made me ponder, "What kind of money are we talking about here?" Since I work for a government institute, we don't charge our other government clients. Just makes the money go around in a circle and everyone gets dizzy. The private sector is obviously a different kettle of fish.
    >Point 1, Intellectual Property, you've covered quite well on the site, and I'm going to re-read those sections several times. I'm writing primarily about Point 2. What's the "going rate" for design consulting these days in the game industry? I'm sure there are a variety of "well, it depends on" criteria; at this point I'm just trying to get a sense of about how many digits there ought to be in an offer so that nobody is surprised on either side of the table. $20/hr is probably too low, and $20,000/hr is probably too high. And while "as much as you can get" is indeed an answer, it isn't something you write down on the piece of paper you push across the table. While I may think (wish) my time is worth $20,000/hr, I don't think the industry would agree (or would it...?).
    >What I'm trying to do is a bit of "market research" ahead of time, so that if we get into offer/counter offer I'll know what game I'm trying to win!
    >Thanks, PAP

    Hi Pap,
    Hoo boy, I had to think about how much stuff that you said in your introduction you really wanted included in this public reply. I was going to delete the whole tale and just skip down to the part where you started zeroing in on the target question. I still can, if you think that's better. But the whole tale was just so interesting! I'd even buy the beer.
    $20/hr is too little for sure. $200/hr might actually fly. But in general, when it comes to hourly, you need to settle on an amount that makes it worth your time to do the job, and that makes sense for the client to pay. Probably somewhere between $35 and $200. And make sure you have that agreed to in writing before you do any design work for them.
    If you don't get the project, send'em my way! (^_^)
    Tom Sloper
    Los Angeles, California, USA
    January 19, 2010


    School interview project

    >From: rms kid
    >Sent: Tue, January 19, 2010 11:25:23 AM
    >Subject: Questions
    >hello i go to[SCHOOL NAME DELETED] high school and i'm writing a report on being a video designer and i was hoping you could help me with a interview, if you could i would greatly appreciate it. please reply i you have the time

    Hello Kid,
    Sure, I'd be happy to help you out, under the following conditions:

    You have to tell me your first name.
    You have to address me by my name (preferably "Mr. Sloper" for best results).
    You have to capitalize the beginning of every sentence you write.
    You have to always without fail capitalize the word "I."
    You should read Frequently Asked Question #37. You can link to the FAQs above left.
    You have to not ask me any questions already asked and answered in FAQ 37.
    The interview will be posted on my Q&A bulletin board (here, where you are viewing this).
    Standing by for the questions...
    Tom Sloper
    Los Angeles, California, USA
    January 2, 2010


    Highlighting a portfolio piece

    >From: Matthew
    >Sent: Sun, January 17, 2010 2:33:26 AM
    >Subject: Highlighting a WoW addon - is it worth it?
    >Dear Tom,
    >I'll try to keep this as specific as possible. I've made a user interface add-on for World of Warcraft, and I've actually become very impressed with it and the amount of work I've put into it. I'm now bordering around 10,000 lines of code and literally started from scratch about a month ago. The add-on itself is used as a guild-management tool, helping guilds who use "loot councils" keep track of votes and statistics. About a week ago, I was going through my final phase of beta testing and started giving the add-on to some of my friends that I thought might want it. I tracked the usage just in case I wanted to use it in a portfolio (it was user testing, after all). The results were extraordinary - people simply loved it. Aesthetically, people thought it looked very professional. Functionally, it filled a need that had not yet been met in the five years the game has been released. The add-on is being fully released on Curse.com (the central hub for WoW addons) this Tuesday. Conveniently, I'm planning on applying for an internship at Blizzard Entertainment for a game designer position. I'm currently a Junior at [DELETED] University majoring in Industrial Engineering with a very strong computer background.
    >I have two questions:
    > - First, is this add-on something that I should include for general applications to other various companies? While Blizzard probably would be my top choice, I'm still applying to several companies. If it is something I should include, how is it best to include it? Just something on the portfolio? Resume? Cover letter? etc.
    > - Second, any tips on how to highlight this add-on specifically to Blizzard? Is this something that should go on my resume to them, or my cover letter?
    >Thanks again for all your terrific advice.
    >Sincerely,
    >Matthew

    Hi Matthew, you wrote:

    is it worth it?
    Please don't ask Frequently Asked Question #66 - that's the route to a lecture on asking bad questions!

    is this add-on something that I should include for general applications to other various companies?
    Absolutely.

    how is it best to include it? Just something on the portfolio? Resume? Cover letter? etc.
    Depends. If your résumé is kind of sparse, then make a Projects section and put it in there (with another project since there's an S in "projects"). Otherwise it can go in your cover letter. Certainly it should be in your portfolio regardless. If it isn't listed anywhere in your application documents, then of course you could always mention it during the interview.

    any tips on how to highlight this add-on specifically to Blizzard?
    Cover letter.
    Good luck!
    Tom Sloper
    Los Angeles, California, USA
    January 17, 2010


    I have to make a big decision!

    >From: [NAME DELETED]
    >Sent: Friday, January 15, 2010 8:54 PM
    >Subject: A question of choice.
    >Hello Mr. Sloper,
    >You might remind me from the gamedev forums as "Orymus".
    >I am writing to you today because I have a question and that I have come to respect your opinion strongly enough to inquire about your opinion on this matter.
    >You may or may not recall my background.
    >Last time we spoke, I was referencing the fact that I work as a Q/A hoping to become a designer someday. Since my contract as a QA was coming at an end by the end of this month, I was preparing to enter a program about Game design (the best I could afford was a 14 months intensive program, it is not a bachelor degree, but still, it would give me a better general idea of the tools at hand, and the actual precise role of a designer in the industry).
    >Well, the most striking news occured this morning.
    >My Human Ressource manager presented me with an offer.
    >The company I work for ([COMPANY NAME DELETED]) is opening a new wing of game products based on new platforms. It is still in exploration stages, but a small team was constituted, and are taking over this new opportunity. Nothing odd.
    >A producer, a programmer, a designer and... a QA!
    >A SINGLE QA.
    >My Human Resource responsible proposed that I could apply for the QA job. I've been thinking to myself that being a single QA on a team would be a perfect moment to a) dedicate myself fully to the task and b) take on many responsabilities. In other words, it would be a perfect way to "shine".
    >Now I know you value education in design, and I know you favor experience in the field, and I also happen to know that you consider that the hardest part is getting a foot in the door, and that from there, anything can happen.
    >So, my question is as follows.
    >Bearing in mind that becoming a level designer or game designer is my ultimate goal, which should I choose: a) The QA opportunity that allows me to shine (and dedicate myself to the task like I've never dedicated myself before), b) Keep on my plan to attend design program, or c) Something else?
    >Thanks for hearing my cry for help,
    >Regards,
    >Orymus

    Hi "Orymus,"
    I'm sorry to disappoint you if you were hoping for a private response. But I only give private advice to paying clients and students in my classes (and folks who are buying me lunch or at the very least a beer at the time of the advice-giving).

    So opportunity is knocking. That's great! I love it when opportunity knocks. Seriously, mon ami. (^_^) So now you have a decision to make...

    a) The QA opportunity that allows me to shine (and dedicate myself to the task like I've never dedicated myself before), b) Keep on my plan to attend design program, or c) Something else?
    It's great that you have the weekend to think it over. I think you should make a decision grid (see my FAQ 70 -- I mean it. READ IT. Even if you've read it before, read it again). Consider the pros and cons of A, the pros and cons of B, and the pros and cons of D. (Forget C, cross that one off since you don't even know what it is.)

    What's D, you ask? "Both A and B." Some thoughts you can put into your analysis:

    You can apply for the position, but the way you describe it to me, there's no guarantee you will get it.
    If you do get the position, that doesn't mean you can never go back and get that education (your B option).
    There's such a thing as night school, or online school -- these options let you learn during your off-hours (meaning you can do both A and B simultaneously).
    The position might not last forever, or might not result in your moving up into a permanent position with that company -- so if you find yourself out on the street again afterwards, you can always pursue your option B then (doing both A and B, but in that order and not simultaneously).

    Tom Sloper
    Los Angeles, California, USA
    January 16, 2010


    Publisher in Poland

    >From: Saeed
    >Sent: Saturday, January 16, 2010 4:16 AM
    >Subject: a question about gamedev
    >Hi,
    >in a treat in gamedev
    >http://www.gamedev.net/community/forums/topic.asp?topic_id=551575
    >you wrote you have submited a contract with polands publisher.
    >would you please name me that publisher?
    >thanks,
    >saeed,
    >[WEBSITE DELETED]

    Hello Saeed,
    I never said that. You have me confused with someone else; Moriquendi is the guy from Poland. You can look up game companies all over the world at http://www.gamedevmap.com and http://www.gameindustrymap.com. Look at my Game Biz Links page (link above left). Do your research, dude!
    Tom Sloper
    January 16, 2010


    The January IGDA column

    >From: "Dev
    >Sent: Friday, January 15, 2010 11:26 AM
    >Subject: Re: Form submission from: Ask Tom
    >Thanks for your advice Tom. I'll look into the feasibility of pursuing
    >a Masters.
    >Regards,
    >Dev

    You're welcome, Dev. Sorry it took so long for the column to go up. The new IGDA webmaster has a different timetable than the previous guy did.
    Tom Sloper
    Los Angeles, California, USA
    The Ides of January, 2010


    Reality TV producer has the game concept, rights, etc. - now what?

    >From: zpop [ Add to Buddies ]
    >Subject: Licensing agent
    >Date: 1/14/2010 1:50:09 PM
    >Tom, thanks for your reply [on GameDev.net's Business forum] about turning my reality show into a game. If I go the licensing agent route, should I expect to be just selling the rights, and not being at all involved with the game?
    >Would I have a better case to grab a publishers interest if I have a prototype in hand?
    >Thanks again.

    Hello "zp,"
    Did you happen to notice that my GameDev sig asks people not to PM me? I don't give free private advice, like it says above here. If you want private advice, you have to pay me. I like to share the wisdom! That's what public forums like GameDev's are for. You asked:

    If I go the licensing agent route, should I expect to be just selling the rights, and not being at all involved with the game?
    Pretty much. But what you'd have (assuming you negotiate it into the license agreement) is approval rights. And that is not without power.

    Would I have a better case to grab a publishers interest if I have a prototype in hand?
    The more money you risk on the venture yourself, the more creative control you have.

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


    Preconceptions about the video game biz

    >From: Sean
    >Sent: Wednesday, January 13, 2010 5:35 PM
    >Subject: Gaming Industry Question
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: _ under 18
    >The level of education I've completed is: _ high school
    >My occupation (if student, enter 'student') is: _ student
    >The type of game job I aspire to (if applicable) is: _ Game Programmer
    >My game biz question is:
    >Mr. Sloper,
    >I came upon your web site a few days ago.. Even though your lessons are not directed specifically towards my chosen career goal (aside from a few articles), they have helped me plenty. First off I want to thank you for taking the time to read my e-mail. I have to admit that I could not think of any questions that I would not have been able to find the answer to by either your lessons or an internet search (I really tried to think of one), of course aside from this question.
    >While I read the lessons, I noticed you wrote something along the lines of that wannabes don’t know the difference between their fantasy world of what they imagine the game industry to be, and how it actually operates. So, for you in particular, how different was the game industry than how you imagined it to be before joining the industry and seeing how it really is? What were the main differences? Keep in mind that my career choice of a programmer is completely irrelevant to the question. I realize that the answer of a designer and a programmer could be entirely different answers.
    >Thank you for your time Mr. Sloper,
    >- Sean

    Hi Sean, you wrote:

    I noticed you wrote something along the lines of that wannabes don’t know the difference between their fantasy world of what they imagine the game industry to be
    I hope you realize that was a bit of an exaggeration, based on some of the wide-eyed posts we sometimes see. And that some of the articles were written more for entertainment value or as a "rant" than as a factual answer to a frequently-asked question.

    for you in particular, how different was the game industry than how you imagined it to be before joining the industry
    N/A (not applicable). I had no preconceived notions about the video game biz, and actually I never even thought about working in video games before finding myself in it. Read my article 18.
    Good luck with your career aspirations, Matthew!
    Tom Sloper
    January 13, 2010


    Xiexie, part 2

    >From: Ian
    >Sent: Wednesday, January 13, 2010 5:17 PM
    >Subject: Re: Xiexie ni
    >Ni hao Tom!
    >I thought your exposure to mahjong would've given you some Mandarin skill - tai hao le! (very good!) Zai jian is equivalent to goodbye, but more accurately means something like "may we meet again". Your Cantonese, however, is much greater than mine - aiya!
    >If you make it to GDC you can hold me to my word on the lunch. I may be volunteering at the event, but either way I am going, and would love to help you however I can - it is the least I can do for the wealth of resource you provide. Maybe we can even slip in a round of mahjong, though I'll need a refresher!
    >Gong xi fa cai! (some homework for you)
    >Ian :)

    Aiya indeed. And of course I know 恭賀新禧 or is it 恭喜發財 "gung hei fa choi" -- I'll be using it extensively in a few weeks.
    Tom Sloper
    Los Angeles, California, USA
    January 13, 2010


    Xiexie!

    >From: Ian
    >Sent: Wednesday, January 13, 2010 4:25 PM
    >Subject: Xiexie ni
    >Hello Tom,
    >I just wanted to thank you for all the work you have put in to your site, and especially to your Q&A board. It must be exhausting replying to all those curious minds!
    >It was with your help that I received my first game industry job - I must've memorised the FAQ's back to front, it was like my bible. I recently applied your decision grid, very thoroughly and almost dogmatically when making my decision of where to move, in preparation for round two. It's with your advice, now seared into my mind, that I'm confident I'll find my next position soon.
    >If you're in San Fran for GDC this year, I owe you a much deserved lunch.
    >Zai jian!
    >Ian.

    Niihau Ian,
    My Chinese ain't so great. Hu! Er shuh suh. That's most of the sort of Chinese I get to speak (at mahjong tournaments, and then only when I win and the score is 24) (not to say that I can't say what the score is if it's 18 or 19 or 20 or even -- hallelujah -- 88) (because I can) (but that's about the extent of my Mandarin).
    So I don't know what "zai jian" means. But if we do manage to both be at GDC concurrently this year, I'd gladly take you up on that lunch. (^_^)
    Siu cheh, m'goi lei! Maidan. Oh wait, that's Cantonese.
    Tom Sloper
    Los Angeles, California, USA
    January 13, 2010


    What was the first game watch?

    >From: mlilikakis
    >Sent: Wednesday, January 13, 2010 4:01 PM
    >Subject: GCE WATCH!!
    >Hi, my name is Matthew from Queens, New York, Im 35 and have been in love with the gce watch since it came out. I own all 3 and will never part with them. Nelsonic also made a very beautiful pacman watch with the joystick version which they might have copied that from gce but it was still a terrific idea.The only question I have which I couldnt find anywhere is what was the first watch to have a game designed into it put it simply, what was the first game watch...manufacturer, year etc..?

    Hi Matthew,
    A fellow collector, eh? (^_^) At the time I was working on the game watches and calculators, I bought some competitive products -- including at least one other game watch. I don't remember its name (it's in a box around here somewhere) and I don't know if it was made before or after the Game Time watch. Of the GCE watches, Game Time was first. I was not involved in the design of the LCD on that one (just the games) -- I was involved in the design of the LCDs for the other two, and the games on the Space Time.
    There's a guy, Chris Romero I think, who has a very big collection of electronic games from the early 1980s. He would probably have more information. His collection used to be displayed at the yearly Classic Gaming Expo. There's going to be one this summer. You might want to go to Las Vegas, maybe he'll be there again and you can have a chat with him -- or with someone else who's more knowledgeable about early game watches. You can Google Classic Gaming Expo, I'm sure you'll find the information easily.
    (Of course, the Nintendo "Game & Watch" doesn't count, since you couldn't strap one to your wrist.) Good luck with your search, Matthew.
    Tom Sloper
    Los Angeles, California, USA
    January 13, 2010


    I've read your advice, and I know you don't want to tell me how to live my life, but tell me how to live my life anyway

    >From: Hectorr ....
    >Sent: Tue, January 12, 2010 8:47:16 PM
    >Subject: Advice needed
    >I've read some of your posts on the Sloperama regarding the game industry and I've found them down to earth and overall very insightful. Accolades aside, I have some glaring questions that I need to resolve before I take a leap and a loan into a school, and a few minutes of your time could go a long way into making a confident transition.
    >First of all, I am 23, I am most at home working with clay and creative writting; I have done a vast array of art courses such as design, multiple sculpture courses, multiple drawing courses, painting and even some new-genre courses labelled "site specific art". I would pursue a career in art, but it's simply ridiculous thinking I can make it as one, plus the economy isn't exactly helping in that side-dream of mine.
    >Sorry to drag this on, but my question is: being much better at the creative design and writing aspects rather than drawing, which area of the game industry should I pursue?
    >I've been currently looking at schools for their game-art program, would that be better for me than conventional game design? Since I would loathe the programming and technical math aspects of the career.
    >I live in the San Diego area, and I'm probably going to be going away for this endeavor, and I've been looking at schools but any school that you know of and think would be a good fit for my aspirations would be considered. :D
    >Thanks for your time.
    >Hectorr.

    Ola Hectorr, you asked (in effect):

    I've read your advice, and I know you believe I should figure out for myself how I should live my life, but please make all my decisions for me, tell me what my passions should be, and tell me how to live my life.
    You gotta be kidding, Hectorr. I am NOT going to make your life decisions for you. I mean, I'm flattered that you want to give me control over your entire life, but... it's YOUR life. YOU have to decide. I can't do that!

    When I was your age, I too was interested in writing and drawing. I was also interested in the great outdoors (woods, creeks, farms). I jokingly decided that my ideal career would be to create comic books atop a forest rangers' forest fire watchtower. And look, now I work in video games instead. Who'd a' thunk it?

    Read my FAQ 7. Search your soul. Read http://archives.igda.org/breakingin/career_paths.htm
    Read FAQs 32 & 53 -and read about writing and graphics jobs on the IGDA Breaking In page too. Learn about what the jobs are like. Look up the Salary Survey too, on GameCareerGuide.
    DECIDE FOR YOURSELF what career you want to pursue. Then look up schools on IGDA and GameCareerGuide.

    Then, after making a list of schools, use my FAQs 25, 34, & 44 and choose your own school. I cannot make these decisions for you, dude! Take charge of your life.

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


    Social responsibility, part 2

    From: sarahadam1
    Sent: Monday, January 11, 2010 9:28 PM
    Subject: (Social Responsibility) thanks
    > Hey again tom,
    > Thanks for taking the time to go through my question. In light of your statement on the relativity of everything it is understood that much of my questions are things needed to be resolved personally. Thanks for that.
    > Always good to have your world turned upside again ;P
    > Ive checked out pretty much all your FAQs and found them useful, thanks again and have a good 2010 Tom.
    > All the best,
    > Adam

    Hi Adam,
    Well, I still don't know exactly you were wrestling with, but I'm glad my articles were helpful.
    Tom Sloper
    Los Angeles, California, USA
    01/11/10


    Social responsibility

    From: sarahadam1
    Sent: Monday, January 11, 2010 4:23 AM
    Subject: Ethics and Video Games
    > Hey Tom,
    > Thanks for the inspiring site. Your surely a help to many a person.
    > Here my vital signs:
    > Age: 23
    > Education: Last year of a uni degree in psychology.
    > Occupation: Student
    > Which game job: All seem interesting ATM.
    > Country: Australia
    > Do you ever get concerned with video games (or games in general) and the ethics of an industry that thrives on consumption of resources and peoples time? The games industry seems to both refute any kind of environmental responsibility and laughs at ideas of ethics involved in its process and outcome (well mostly anyway).
    > My passion is games, particularly RTS, but I can't shake the feeling that it is unethical to be involved in games, whether making or buying. Perhaps you could reveal a pearl of wisdom that is your view on this subject. Is game production going to change? Is there not something better in life, like philosophy or charity? If one were to enter the games industry with good intentions and large though the task may be, is there hope to bring a new way a utilizing technology and resources in an age of ever increasing environmental destruction?
    > Thanks.
    > All the best,
    > Adam

    Hi Adam,
    I think your questions aren't about "ethics." Rather, they seem to be about "social responsibility." Just wanted to make that clear up front. To reply point-by-point:

    Do you ever get concerned with video games (or games in general) and the [social responsibility] of an industry that thrives on consumption of resources
    What resources do you mean? The money that's spent on game development?

    and peoples time?
    Which people do you mean? The people who work in the game industry? Or the customers who buy games? I really don't know what you are asking in this sentence.

    The games industry seems to both refute any kind of environmental responsibility
    Can you explain, please? Do you refer to the plastic that goes into making the game discs and packages? Or do you refer to all the electricity used in the development process? What point are you making? It's all pretty fuzzy to me here.

    and laughs at ideas of ethics involved in its process
    Are you talking about the Quality Of Life issue for workers in the game industry? Or are you talking about the violent content of games like Grand Theft Auto and Resident Evil?

    and outcome
    I have no idea what you're saying, Adam. I could respond to your points better if I understood exactly what you're talking about.

    I can't shake the feeling that it is unethical to be involved in games, whether making or buying.
    Then maybe you shouldn't get a job in games, and maybe you should not play them. If you are struggling with a decision, I've got a methodology that might help. Read FAQ 70 -- you can link to my FAQs above left.

    Is game production going to change?
    I suppose it's bound to, but I don't see how this has anything to do with your overarching question!

    Is there not something better in life, like philosophy or charity?
    Your whole question seems to be philosophical, so it would seem that philosophy is very important ("better"?) to you. Everything is relative. There's no black-and-white answer as to what's "better." Just as there's no black-and-white answer as to what's "worth it" (FAQ 66). These words are highly subjective and personal to the individual.

    As for charity, nobody can deny that it's good. But is charity a career? Or is it something one can engage in on a volunteer basis in one's free time while holding down a career? You could make a game that involves philosophy or charity or even both, of course. You could work making games during the week, and then on weekends go build homeless shelters.

    is there hope to bring a new way a utilizing technology and resources in an age of ever increasing environmental destruction?
    You're starting to sound a little like the Unabomber. Are you saying that computers (video games) and software (video games) are destroying the environment? I don't agree that they necessarily do that or that they necessarily need to go on doing that in the future. One can be a passionate environmentalist and work with computers. One would just have to work out one's personal philosophy. ... If that's what you're struggling with. You could also try analyzing it scientifically, using the decision grid methodology I outline in FAQ 70.

    Tom Sloper
    Los Angeles, California, USA
    01/11/10


    sorry, part 2

    >From: flrlucas [ Add to Buddies ]
    >Subject: Re: sorry
    >Date: 1/11/2010 3:18:42 PM
    >i cant make anything out of this anyway still thanks.

    The point I was making was "Please do not PM me using GameDev's PM feature" (like it says on my GameDev sig). I have an email address, and it's very easy to find.
    Tom Sloper
    Los Angeles, California, USA
    01/11/10


    Is this close to what you teach?

    >From: Nathan
    >Sent: Sunday, January 10, 2010 11:35 PM
    >Subject: [ No Subject ]
    >How old are you? 22
    > What's your level of education? 70 University credits towards a business administration degree; although i have switched universities and majors for this coming semester to gaming and simulation.
    > What's your current occupation? (If student: "student") student
    > Which game job, if any, do you aspire to or plan to study for? thats what im asking
    > What country do you live in (where in the world are you)? NE, USA
    >This is the requirements for the ([NAME DELETED] University) gaming and simulation degree where im transferring. Is this basically close sounding to what you teach for a game design degree.
    >[DEL] 101 Introduction to Game and Simulation Design
    >[DEL] 101 description
    >[DEL] 102 Introduction to Game and Simulation Prototyping
    >This course is intended for students that are interested in prototyping games for virtual reality, simulations, education and marketing. Hands-on topics covered in this course: the Virtools workspace, characters and levels, cameras and rendering, behavior building blocks, collision management, particles, interactivity, creating interfaces, data management, and how to export your games.
    >Course Syllabus
    >[DEL] 103 Digital Imaging
    >This course provides beginning through intermediate concepts in digital imaging. Concepts covered include unified principles of design, original creation of composite images, drawing and painting original digital artwork, and the creation of game textures. Students will incorporate basic design principles in their texture designs and compositions.
    >Course Syllabus
    >[DEL] 104 Career Planning and Portfolio Development
    >This course covers how to create and present an industry quality portfolio of skills obtained in the fields of Serious Game and Simulation Design.. Topics include creating printed portfolio, developing CD portfolio, portfolios for the web, creating demo reels, blogs, business cards, letters of introduction, resumes, job searching and interviewing.
    >Course Syllabus
    >[DEL] 205 Production Art
    >This course examines the principles of character and environment design, with an emphasis on using digital tools to produce concept art and preproduction materials for Serious Game and Simulation Design. The student will explore the processes of character development and design, environment design and layout, and storyboarding.
    >Course Syllabus
    >[DEL] 206 Principles of Digital Animation
    >This course investigates the fundamental principles of digital animation. The student will survey the historical development of the animated film and develop basic skills in preproduction, digital modeling and the basics of digital animation.
    >Course Syllabus
    >[DEL] 207 Introduction to Game Programming
    >This course explores structured programming in Serious Game and Simulation production. Course topics include languages, programming techniques, algorithms, game testing, game logic, real-time 3D rendering, asset control and pipeline management. Students gain sufficient knowledge to repurpose or extend existing programs and scripting.
    >Course Syllabus
    >[DEL] 208 Game Environment Art
    >This course uses a guided digital studio approach in a close analysis of the practical production skills and techniques in creating game environments. Students will complete a combination of exercises, individual and group projects in modeling man-made scenes, principles of photorealism applied, creating environmental lighting effects, advanced textures, project workflow and management, rendering photorealistic shots, optimization for real-time game engines.
    >Course Syllabus
    >[DEL] 310 Interactivity and Interface Design for Serious Games
    >This provides an in-depth study of game interactivity, including the psychology of user interaction and methods for designing and developing effective navigational interfaces. Combining their previous knowledge of game design and digital imaging with the concepts in this class, students will create portfolio-quality game interface designs.
    >Course Syllabus
    >[DEL] 312 Game Character Art
    >This course is an advanced study in digital character animation for games and simulation production. This course explores the relationships among; anatomy, motion, weight, and timing through a balanced combination of exercises and individual and group projects. The student will develop advanced skills in preproduction, modeling, rigging, weight mapping and texturing game characters.
    >Course Syllabus
    >[DEL] 414 Game Simulations and Dynamics
    >This course examines the advanced techniques used to produce animated special effects using simulations and dynamics. Course topics include the simulation of natural phenomena such as rain, snow and fire using particle systems, the dynamics of rigid and soft bodies, and the use of game physics to produce effects and dynamics in real-time applications.
    >Course Syllabus
    >[DEL] 416 Serious Game and Simulation Production
    >This is a course in Serious Game and Simulation project planning and production through hands-on experience. Students will work in teams to design and complete a game project, providing each student with portfolio preparation and production experience.
    >Do you think that it this would be sufficient to get a job in game design or production in the future or would a 2 year game speacialty school after i finish be a good idea since i see that you sometimes say to get a regular degree at a 4 year college and then to go to a game school after. So if the 4 year college offers game design degree would that be as good as doing both?.

    Hello Nathan, you asked:

    Is this basically close sounding to what you teach for a game design degree.
    I teach two courses:
    - Designing and Producing Video Games (http://itp.usc.edu/courses/video-game/itp391)
    - Quality Assurance for Video Games (http://itp.usc.edu/courses/video-game/itp230)

    Do you think that it this would be sufficient
    Read FAQ 49. You can link to my FAQs above left.

    or would a 2 year game speacialty school after i finish be a good idea since i see that you sometimes say to get a regular degree at a 4 year college and then to go to a game school after.
    I "sometimes" say that? In my opinion I always say that! Since you know what I say, why ask if that's what I say?

    So if the 4 year college offers game design degree would that be as good as doing both?.
    A 6-year education is probably 150% better than a 4-year education. But you should read my June and July IGDA columns.
    - http://www.igda.org/games-game-june-2009
    - http://www.igda.org/games-game-july-2009

    But I think you might have asked me questions tangential to your real question. Unless that last one was your real question. Sounds like you're trying to make some kind of decision, but I'm not entirely sure what. But please don't ask me to evaluate any school's curriculum, that goes way beyond what I do here.
    Tom Sloper
    Los Angeles, California, USA
    01/11/10


    Global Game Jam 2010

    >From: Susan
    >Sent: Sunday, January 10, 2010 9:40 AM
    >Subject: Global Game Jam 2010
    >We a ll know making video games isn't easy, but neither is getting the word out about the Global Game Jam. I was hoping that you might be able to assist me in promoting the Global Game Jam this year by posting on your blogs and various communication outlets at work about the upcoming event starting January 29th. I am super excited to see that this year we have more than doubled our size and will be in 123 locations (as of today) in 35 countries. I think this is due to our outreach, talks at conferences, letters to developers and of course our tremendous success last year (54 locations, 23 countries resulted in 370 games). This year promises to be just as crazy and full of exciting possibilities as last year. We have a great theme and for the 1st time we are trying out achievements - hoping to encourage experimentation and innovation in video games which is our primary goal. I hope you will take a moment and encourage the people you work with, your students and your friends to participate in the GGJ this year, I would be really appreciative and sure there is a location near you (http://www.globalgamejam.org/Locations).
    >Hope all is well in your world,
    >Susan


    sorry

    >From: flrlucas [ Add to Buddies ]
    >Subject: sorry
    >Date: 1/9/2010 4:28:56 PM
    >sorry i didnt know but thanks for re directing me

    Since you sent me this as a PM on GameDev, where I'm a moderator, I assume you're talking about some post that you made and that I saw fit to move or close. Anytime you join an online forum, you need to familiarize yourself with, and adhere to, the rules and culture of that forum. Always best to "lurk" and read for a while before posting on a new forum.
    Tom Sloper
    Los Angeles, California, USA
    January 9, 2010


    Who decides?

    >From: Nathan
    >Sent: Saturday, January 09, 2010 3:47 AM
    >Subject: DUUUUDE... jk. :), I have a game design/producer question.
    >How old are you? 22
    > What's your level of education? 70 University credits towards a business administration degree; although i have switched universities and majors for this coming semester to gaming and simulation.
    > What's your current occupation? (If student: "student") student
    > Which game job, if any, do you aspire to or plan to study for? thats what im asking
    > What country do you live in (where in the world are you)? NE, USA
    >I have read about half of your articles so far since i have found your site a few days ago and they are great but i am still confused a little as to the responsibilites of game designer vs producer.
    >Here is what i am woundering to decide what job i should be working towards.
    >Lets say i was working for Bungie while they were creating Halo 3, it be the game designer that gets to decide stuff like: wheather or not to have bullet spread on the gun fire, how the melee system works, and other gameplay things like that and then he would have to get the producer to ok it. or would things like bullet spread vs having none and stuff like that be up to individual teams most of the time.

    Hi Nathan, you wrote:

    i [sic] am still confused a little as to the responsibilites of game designer vs [sic] producer.
    I don't think so. I think you're just under the mistaken impression that there's a clear demarcation as to which decisions fall under whose bailiwick. (I think there was a mixed metaphor in that sentence but let's ignore that.) The world isn't black and white -- it's millions of colors and shades of gray. In other words, "it depends." A decision might not be made by one person or the other -- it might be a joint decision -- it might be made by someone other than the two individuals -- it might be a given (as opposed to a decision) based on the necessities of the project, the genre, or even the platform holder. Besides, a good project manager doesn't micro-manage every aspect of what his teams do.

    it be [sic] the game designer that gets to decide stuff like: wheather [sic] or not to have bullet spread on the gun fire [sic], how the melee system works, and other gameplay things like that and then he would have to get the producer to ok [sic] it.
    It depends, as noted above. But most likely, the design team is best suited to make a decision like this, and the producer probably trusts their judgment. Unless the producer has a design background and holds extremely strong opinions on the matter of bullet spread, he's unlikely to micromanage this. That said, I once worked with a game designer who didn't make decisions -- he had the trust of the team, and the producer, but he wanted to make sure that he always had consensus on a feature. The project would have gone faster if he'd just made the decision and moved on to the next thing.

    or [sic] would things like bullet spread vs [sic] having none and stuff like that be up to individual teams most of the time.
    Yes.

    Tom Sloper
    Los Angeles, California, USA
    January 9, 2010


    Thank You For Inspiring me

    >From: Ryan
    >Sent: Thursday, January 07, 2010 8:54 PM
    >Subject: Thank You For Inspiring me to become a game designer
    >yeah hi tomster,
    >jus wanna thank you for inspiring me to become a 3d modeler. This type of CGI art have filled my life with joy & hapiness. I wish you the best of luck..
    >Ryan

    yeah you're welcome Ryan. (^_^)
    Tom Sloper
    Los Angeles, California, USA
    January 7, 2010


    Aspiring designer in India -- back again -- same question as B4

    >From: jose
    >Sent: Thursday, January 07, 2010 4:31 AM
    >Subject: "Game Designing courses"
    >Hi ,
    >My name is Jose. I'm from India and am 19 years old. I am doing my PG in Btech at a respected college here. I would like to Become a Game Designer at some Good Game Creators Company like EA or Eidos etc..I would like to know what all qualifications i need to become one.Also if there is any scope in India for this field.Also Interested to Study abroad.I would like to any if there is Any good colleges in India which offers Game Design Courses?? If u could provide me with the list of colleges which offers game designer courses here and Abroad ,it would be helpful.Also will an MBA before doing a Game design course is Helpful??Also By learning Flash and other Languages like Maya and 3DMAX is it helpful for my career?Any information provided would be helpful in the growth of my carrier.
    >Thank you..
    >Jose

    Jose,
    I already answered you the first time you wrote to me and asked this same question, a month ago (December 9). I even emailed you at that time, to let you know that the response was here, along with complete instructions about where "here" is and how to find the response.
    It sounds like you never received that email, and never bothered to come back and find that response, because now you're asking the same question again (with some new questions). You can scroll down to December 9 and find the post, entitled "Aspiring designer in India," AND READ IT. In that previous response I suggested some of my articles that you should read. PLEASE READ THEM.
    After you have read my previous response, and after you have read the articles I pointed you to, if you still have more questions, PLEASE LOOK FOR ANSWERS in my other articles. If you can't find them, you are welcome to ask. The response will be given here on this board.

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


    I wanna be an animator but I can't draw

    >From: Jacob
    >Sent: Wednesday, January 06, 2010 6:34 PM
    >Subject: Becoming an animator
    >Hi Tom,
    >I'm reading through your site at the moment, hoping to find some advice to becoming a game animator.
    >Just a quick question, though I think I know and fear the answer:
    >Is a lot artistic ability required in being a 3D animator. I love animating, but I couldn't draw a person to save myself. Should I buckle down right away and start drawing?
    >Thanks,
    >Jacob

    Hi Jacob, you asked:

    Is a lot artistic ability required in being a 3D animator.
    I assume some amount of art talent is necessary to gain admittance to an art school. But I don't honestly know. You might want to ask this question on the IGDA forum (be patient -- it takes a LONG time to load) and on the GameCareerGuide forum and on the GameDev forum. See my Game Biz Links page if you don't want to go search out those forums yourself.

    Should I buckle down right away and start drawing?
    I would assume so. But I don't honestly know.

    Tom Sloper
    Los Angeles, California, USA
    January 6, 2010


    I am interested in a career in Audio Production (Frequently Asked Question #53)

    >From: Evan
    >Sent: Wednesday, January 06, 2010 11:24 AM
    >Subject: Situation
    >Hello,
    > I have recently come across your blog on Game Testing, after typing it in as a whim online. I am interested in a career in Audio Production, but have no formal training as of yet (am going back to school this fall). Just moved into a new apartment and am currently looking for jobs in the area. I would consider myself a fairly good gamer, with the ability to notice the small glitches, and critique games fairly well. I am not looking to gain a full time job or anything of the sort in this industry, but it would be nice to have a little extra money in my pocket for doing something that I already do. Wondering if you could give a yay or nay as to whether I should pursue this.

    I am interested in a career in Audio Production
    This question has been asked many times before. You can find the answer to this question, and many other often-asked questions, in the "Frequently Asked Questions" ("FAQs"). Please scroll up and find the links to the FAQs, above left (they're easy to find since they're indicated by a blue and yellow flashing arrow, emblazoned "READ 1ST," like this ). Bookmark the FAQs page for your future reference. You have asked Frequently Asked Question #53. Please always check the FAQs first, before asking a question.

    I am not looking to gain a full time job or anything of the sort in this industry, but it would be nice to have a little extra money in my pocket for doing something that I already do.
    You are speaking in riddles, young sir. Are you referring to "playing video games," is that it?

    Wondering if you could give a yay or nay as to whether I should pursue this.
    I don't know of any part-time jobs in the game industry, and I don't know what sort of work you're talking about. On the possibility that you're talking about QA, you said you already read FAQ 5...?

    Tom Sloper
    Los Angeles, California, USA
    January 6, 2010


    Do I have to be good with computers to be a game storyline developer?

    >From: OLD COACH [REMAINDER DELETED]
    >Sent: Wednesday, January 06, 2010 8:09 AM
    >Subject: Q about video game occupations
    >I understand that, in order for you to give me the best answer suited to my unique situation, you need to know that...
    >My approximate age is: _17
    >The level of education I've completed is: _Sixth form
    >My occupation (if student, enter 'student') is: _student
    >The type of game job I aspire to (if applicable) is: _game storyline developer
    >My game biz question is: _do you have to be good with computers to get a job with computer games? i am studying physics, but am frankly aweful with computers. i do however have loads of imagaination and patience. can i still get a job working with video games and if so, what would be a good job to go for? Thanks

    Hi Old Coach,
    You say you want to be a game story writer. Did you know that writers do all their writing nowadays on computers? And that writers do their research on computers? You'll have to be good enough with computers to get a writing degree. And you'll also have to learn to use the Shift key on the computer keyboard whenever you type the word "I," and whenever you begin a new sentence. You'll also have to learn how to use a spellchecker, if you can't manage to learn to spell better yourself. Writers have to be very good at writing! Hope that's not news to you.
    You can learn more about the job of writing for games, and many other often-asked questions, in the "Frequently Asked Questions" ("FAQs"). Please scroll up and find the links to the FAQs, above left (they're easy to find since they're indicated by a blue and yellow flashing arrow, emblazoned "READ 1ST," like this ). Bookmark the FAQs page for your future reference. You have asked Frequently Asked Question #32. After you have read that article, if you have more questions I can help you with, you know where to find me. But please always check the FAQs first, before asking a question.

    Tom Sloper
    Los Angeles, California, USA
    January 6, 2010


    You are so right on with what you say about passion!!

    >From: [NAME DELETED]
    >Sent: Wednesday, January 06, 2010 6:14 AM
    >Subject: Life and Game Design by Cross Tyreck (ficticious name)
    >Mr. Sloper,
    > For the basics I am 26 years old with a high school diploma and 42 college credit hours (estimated general eds). I have served 4 years in the United States Marine Corps as a landing support specialist, logistics, and I am currently in Iraq with the United States Army National Guard (some would ask if I learned the first time :-( ) as a Special Electronics Repairman (I fix Night Vision Goggles, trust me they are not that special). I am interested in being a Game Designer and I know I will need to hone my skills in all areas of gaming if I want to be a good designer so I am willing to do just that. As for the country I am in, Iraq is my address, Arizona is my home. Those are the generals about me but I wanted to go in depth in hopes that my background will help you point me in the right direction. I have told this story a few times to those that would listen and I thought would have another piece to the puzzle that is my life. If the length is too much I will try to sum it up at the bottom as my friends have joked that I am prone to writing a thesis on everything I write.
    >
    > My childhood was spent using video games and school to hide from my abusive mother and lack of a father. We moved around to 8 different states back and forth before I was 10 years old. My mother since then has been diagnosed with schizophrenia and bi-polar so no shock on my part about my childhood. Video games were everything to me. Video games gave me something to do that did not hurt. I believe my abnormal childhood is were I got my creativity from and my work ethic. I picked up a few "bad habits" you will notice in the rest of the reading. If you read my whole email then my question is, Could you point me in the right direction or set me on a path to begin?
    >
    > I spent my high school life trying to make friends but instead delving into video games (mostly the Final Fantasy saga's and Resident Evil's) and reaching out creatively. My creative side was mostly in drawing, html coding for a webtv I had at home (web design), writing short stories, and role playing on text chats (which is where I got some of my short story ideas). I was in therapeutic foster care as a ward of the court throughout high school so I had a lot of positive role models just not any that could point me in the right direction for a career move. I took an exam like you did that would show my interests and give me a place to start to build a career. The results were that I excelled at everything and my interests were in anything. They chose the ones I scored the highest on and suggested a few occupations for me. The main one that stuck out at the time was the medical field. I loved anatomy and physiology and I loved (and still enjoy) being in shape and healthy. I spent two semesters at Oklahoma State University knocking out general eds in a pre-med program. I had a free ride to college through the state because I was a ward of the court. Sadly because of my maturity level I decided I needed to join the Marines active duty and learn how to be a man.
    >
    > As a Marine I became stronger in many ways. I learned to find respect by the way I treated others and with the support of my fellow Marines we could accomplish anything. I did not learn any real world job skills though so was lost after 4 years when I was honorably discharged. With my discharge I decided to go back to college at Oklahoma State University.
    >
    > At Oklahoma State University I reasoned that my experience in the Marine corps could be summed up in two general areas, physical fitness and computers. Physical fitness was my lifestyle and computers were my hobby. I learned that trying to get a degree in those two areas together was going to be challenging. With no clear path to take and a weak hold on the plans for my future I decided to drop out before I even started and went to Arizona with my wife.
    >
    > In Arizona I worked two meaningless jobs to find where I wanted to be in life. I applied for a position at the local police station and after passing all their tests and exams I was at the top of the selection board but was being held back for health reasons. They say every Marine is crazy. Because the Arizona POST denied my application for psychiatric reasons it makes that statement hilarious. I was diagnosed with panic disorder without agoraphobia and was put on SSRI medication. The medication made the health examiner question my application. Needless to say I didn't get the job and I had quit my other job to prepare for the police academy so now I had some time to find a job. I spent this time playing more video games.
    >
    > I had played with the idea of being a Game Designer but never put much wealth in it because I did not know where to start. With some time off to look for a job I decided to do some research. All the schools I looked into were hopelessly expensive and all the reviews from game designers I read were about how they became game testers and worked their way up the chain to designer. The problem with the last one was all the game companies I knew of were somewhere else (not near enough for my income). Then one day a web banner showed me Collins College of Mesa, Az. I usually do not click on banners, they never have anything that appealed to me ("you just one a million dollars, ipod, and sports car" um....ok) but since I was researching I figured this could be part of my research plan. The link took me to a real college website, not one trying to hack into my computer or download a registry cleaner for me. So I goofed around on the website and got the phone number to the admissions section and called them. The price, like all the other Game Design schools, was outrageous, but Collins was so close there had to be an answer. This is where I did not learn from my first mistake. I signed up for the Arizona National Guard for the 100% tuition, loan repayment program, and a sign on bonus. Little did I know it required accurate paperwork, making connections with the education department for the Arizona National Guard and Collins College, and receiving a new military occupation, to name a few things. I finished the paper work, had a friend who smooth talked the education rep, and had my veteran benefits for college so I was set.
    >
    > The school was more then I ever could have expected. We tested games, went over game design philosophy, I think that is the term, and learned the basics of drawing in the first semester. The second semester I took humanities, audio for gaming, where we learned file formats, video and audio editing, and folies, and texturing, primarily named photoshop basics but the instructor decided to gear it more toward gaming thank God. These classes were very helpful and eye opening. I regret that I had to deploy though because I spent too much time hating the military because they were taking me away from the school and not enough time at my studies. I passed with A's in all the classes except texturing which frustrates me even now.
    >
    > The deployment to Iraq is almost over and I will be returning to Collins College soon. I understand getting a Game Design degree will not land me a job as a Game Designer but I believe it is a good start. I admit to not reading all your articles but by the time this deployment is over I shall.
    >
    >******Abridged version (lol)**********************
    >
    > Your section on passion was stuck in my head for a few hours so I brainstormed passion and game design in my head. I believe the passion you spoke of could also be defined like this. The element behind your strength, willpower, and determination to excel at craft. Not solely the road you walk on, the bus you take, or the school you go to but the adventure you take getting to your destination. It incorporates everything you do to get to your goal.
    >
    > I laugh because when I told my boss in the Marine Corps I wanted to be a personal trainer her told me, "Becoming a personal trainer is a journey." It was a speech I could have pulled right out of a movie. Putting that together with what you said about passion I thought of this. The passion you have in life will take you on a journey. You may think you know the path but in the blink of an eye you will find yourself staring down another path. The end result may or may not be the same but the passion is the same. You take the experiences you get on the journey and you learn from them to decide the next path you will take in life. No matter how difficult, your passion will always guide you down the right path.
    > Thank you for taking the time to read this. Please give me your opinion.
    > Very Respectfully,
    > Cross Tyreck
    >
    >From: [NAME DELETED]
    >Sent: Wednesday, January 06, 2010 6:24 AM
    >Subject: Add to my last email.
    >Mr. Sloper,
    > I read through some more posts you had and found that telling you my life story would not be eventful for you nor rewarding for my questions. My apologies. What I do wish to say is that I am overcome with excitement for finding your website and thank you for putting so much information on the net without any gimmicks (except the don't be lazy gimmick lol). Thank you again.
    >Very Respectfully,
    >Cross Tyreck

    Heh. Yeah, I skipped straight down to the "abridged" part, and read your 2nd email. Looks like there's no question I can answer for you right now. If you come up with one, you know where to find me! I'd close by saying "semper fi," but I'm not a Marine so haven't earned the right. So yeah. Stay the course, follow your passions.
    As you were!
    Tom Sloper
    Los Angeles, California, USA
    January 6, 2010


    Thanks

    >From: Michael
    >Sent: Wednesday, January 06, 2010 1:37 AM
    >Subject: Thank you for the 'push'
    >I wanted to thank you for your push on IGDA.org… you might been coarse about it, but I’m thinking that coarse is the only thing that can really get someone who is in a mental rut to do something. I’m setting up a team right now where we have a set business plan and goal system, and it’s coming together well – an improvement from me running around with an empty resume trying to get a job.
    >Again, thanks,
    >Michael

    You're welcome, Michael.
    I like thankyous! (^_^)
    Tom Sloper
    Los Angeles, California, USA
    January 6, 2010


    Help me choose a grad school

    From: "Rita
    Sent: Tuesday, January 05, 2010 5:18 PM
    Subject: Graduate Schools
    > Hi,
    > I am about to graduate from a great 4 yr university, with a double
    > major in Japanese and Psychology. I have decided that my interests and
    > talents would be better served by getting a graduate degree in Game
    > Design since I love, and have some talent in art, and writing, and
    > story development.
    > I am looking at the [SCHOOL NAME DELETED] in San Francisco, and
    > have read some mixed reviews by (mostly former and mostly
    > undergraduate) students. Since I am interested in designing the art,
    > and the ideas of games, and have liked the little bit of programming I
    > have done - it is not my main interest, and I have not taken much math
    > at college - would this be a good choice? I have looked at the [SCHOOL NAME DELETED]
    > site, and will check the [SCHOOL NAME DELETED] site.
    > Any suggestions/feedback would be greatly appreciated.
    > Rita [DELETED]
    > [EMAIL ADDR DELETED]

    Hi Rita,
    I think that's great that you can go to grad school. And I also think it's great that you majored in Japanese and Psychology. Both very useful subjects, for the game biz or for life.

    You should read my FAQs 40, 34, 25, & 70. You get to choose whatever school you WANT to, based on whatever criteria YOU choose! It really is that simple. Don't assume that the "best" school for you has to be determined by somebody else -- ANYbody else. Don't assume that your passions do not matter. They matter a great deal indeed.

    After you read those FAQs you're welcome to ask me another question. Really.
    Tom Sloper
    Los Angeles, California, USA
    January 5, 2010


    Got game idea -- now what? (Frequently Asked Question #1)

    >From: Raphael
    >Sent: Sunday, January 03, 2010 3:03 PM
    >Subject: (I Think) I have a great idea, but I need some help!
    >Dear Mr. Sloper,
    >My name is Raphael [DELETED], and I am 15 years old. I'm sure that makes my hopes of getting my game heard even smaller than they already are. So as I was researching, I came across your page, and it really helped me out. I do think I need a little bit more help, though. Here is the main focus of my idea for a rhythm game, entitled [DELETED].
    >[GAME IDEA DELETED FOR LEGAL REASONS]
    >I would be totally willing to learn how to program this by myself; however, I feel as though re-inventing the wheel is unnecessary. I have some concept art, but the drawings are hand-made for now. I do not have the ability to develop my own [CUSTOM PERIPHERAL GAME CONTROLLERS]. I feel as though after reading your website, you would have some suggestions.
    >Sorry for the long message, I just wanted you to know that the idea is very planned out, and that I have it all written out.
    >Thanks for all your help,
    >Raphael [DELETED], 15, [CITY AND STATE DELETED]

    Hi Raphael,
    Have you read my article #1? It sounds like you haven't. Please go read it. Then come back here. I'll wait.

    What, you haven't read it yet? Oh. Sorry. Didn't tell you where it is. Yeah, scroll up and look for the articles/lessons/FAQs links at the left side. Click. Then click FAQ 1. Go ahead. I'll still be here when you come back.

    Whistling

    Ah. Good, you've read FAQ 1. Then here's my advice:
    Get good marks in high school, then go to college/university. Study whatever course of study you want to. (I wrote about that in FAQs 3, 40, and 34, if you want to read those too.) Then after graduation, if you still want to design games, get a job in the game industry -- any job. (I wrote about that in FAQ 7.)
    Then, after you've been in the game industry for a few years, you can start your own company (see FAQ 29) and make your dream game yourself.

    Or if you decide to ignore the above advice, you can try pitching your concept to a game company after you're 18 (read FAQs 11, 21, and 35).

    By the way, it was a terrible idea for you to tell me your whole idea the way you did.
    [edit]For legal reasons, I have deleted all traces of your idea from my computer. I do not even have your last name or your email address anymore -- I deleted it all. I did this to protect myself legally in case your idea is ever made by someone other than you and you mistakenly think I stole your idea and sold it to someone else -- I would never do that! And I wish you'd never told me your idea, putting me in legal jeopardy like that! But it's a pretty obvious idea, so I wouldn't be surprised if somebody does do it.[/edit]
    You should type up your idea into a complete GDD, in my opinion, and copyright it with the US copyright office. See FAQ 39.
    Tom Sloper
    Los Angeles, California, USA
    January 3, 2010


    Am I too late? Am I screwed? (Frequently Asked Question #71)

    >From: Kosta
    >Sent: Saturday, January 02, 2010 11:25 PM
    >Subject: Programming in the 20's
    >Hello Mr Sloper,
    >I am a 20 yo Computer Science student. I just started having my very first steps in programming (started with Liberty Basic) and i want to go through C++ and get a job as a programmer in the game industry. However i am a little pessimistic about my age as i see younsters in their 13's to 16's that they already know the basics in programming.
    >Am i too late or there's hope?
    >I am looking forward to your reply. Thank you

    Kosta,
    A girl who starts figure skating at age 4 might become an Olympic medalist by age 13. A young woman who starts figure skating at age 20 probably won't win an Olympic medal. But she can still get very good at skating, and she can still enjoy skating all her life.
    Read Frequently Asked Question #71. 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 ). When you have a better question for me (one that is not so silly), you're welcome to ask it.

    Tom Sloper
    Los Angeles, California, USA
    January 3, 2010


    Choosing a school -- choosing a degree -- is marketing a viable breaking-in path? (part 3)

    >From: Ankit
    >Sent: Monday, December 28, 2009 3:08 AM
    >Subject: Re: Game Degree or Engineering/Business
    >Hi Tom,
    >This is a follow up question. It's a 2 year degree. The first year offers a Diploma on Programming and the Second year gives you the degree. Should I go for it?
    >Thanks

    Ankit,
    Read all of these:

  • http://www.sloperama.com/advice/lesson49.htm
  • http://www.gamecareerguide.com/forums/showthread.php?t=3244
  • http://www.sloperama.com/advice/bulletinbd.htm#enough
  • http://archives.igda.org/breakingin/path_programming.htm
  • http://www.sloperama.com/advice/lesson40.htm
  • http://www.sloperama.com/advice/m70.htm
    Then you can make your OWN decision, Ankit.
    Tom Sloper
    Los Angeles, California, USA
    December 28, 2009


    Choosing a school -- choosing a degree -- is marketing a viable breaking-in path? (part 2)

    >From: Ankit
    >Sent: Sunday, December 27, 2009 2:00 AM
    >Subject: Game Degree or Engineering/Business
    >Greetings Tom,
    >I was going through the internet the other day, and to my surprise, I finally found a decent institute close by offering a games programming degree:
    >[SCHOOL DELETED] Games Programming.
    >Now, my school counselor tells me to go for Engineering or Marketing, since the 'gaming people' like seeing broad engineering/marketing degrees rather than narrowed down gaming degrees.
    >I just want someone to validity the comment made by my counselor. [SCHOOL] sounds like a great place to do my gaming degree and I am passionate about pursuing it, but after hearing what my counselor said, I am not so sure.
    >Take Care and have a great 2010

    Hi Ankit,
    It appears that you have not read my previous reply to you, two days ago? Or if you have, this may just be a follow-up question. If you did not read my previous reply, please scroll down and read it. Today you wrote:

    my school counselor tells me to go for Engineering or Marketing
    The engineering program is right for you if your passion is programming. Read FAQs 34 & 40 (the FAQ links are above left). The marketing program is right for you if you are interested in the business and marketing side of games. Read my IGDA column about marketing (I gave the URL in my previous post).

    my school counselor tells me... the 'gaming people' like seeing broad engineering/marketing degrees rather than narrowed down gaming degrees.
    I don't even know what a "game degree" is, if it is not focused on design or art or programming or business/marketing. (By the way, see my definition of the word "gaming" in FAQ 28.) And I don't know what a "broad" degree is. Get a 4-year education in whatever major you WANT to.

    [SCHOOL] sounds like a great place to do my gaming degree
    Read FAQs 25 & 44, like I said before.

    I am passionate about pursuing it
    If it's a 4-year degree, then, you should go for it. (If your results of FAQ 25 agree.)

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


    Is an alleged equivalent good enough?

    >From: travis
    >Sent: Saturday, December 26, 2009 3:05 AM
    >Subject: Question that I didn't see on the site.
    >Hey Tom,
    >I was pointed to your site via Ernest Adams' and see alot of helpful things there. One question that I'm currently faced with (not the is this the right program one) is and I know you say to get a B.A. in something, but would a Diploma be acceptable? I ask this because I'm enrolled to go to [DELETED] School http://www.[DELETED] in their Game Design (which is only a year, but they say is equiv to a four year theory program) program but it only gives a Diploma in GD. Same kind of question as the "Is this the right school?" but I'm just curious to know what the difference would be between the Degree and Diploma standards in the industry.
    >Thanks (even for some mocking),
    >Travis.

    Hi Travis, you wrote:

    I know you say to get a B.A. in something, but
    When you say "but," you're totally ignoring/negating the advice.

    would a Diploma be acceptable?
    Of course it's "acceptable," but in the sense that breathing for two minutes is acceptable. If I told you, "breathe for two minutes," you'd damn well better not stop breathing after the two minutes have passed! It's acceptable to have a certificate (which is what a diploma is, I gather), but you ALSO NEED TO HAVE A B.A. -- When I said to get a B.A., I didn't say to get something inferior INSTEAD of a B.A., I said to get a B.A.! You can always get the certificate on top of the B.A. - of course that would be "acceptable."

    What you're asking amounts to an "is it enough" question. You should read FAQ 49, if you aren't too lazy to scroll up and click the FAQs link. And if you aren't too lazy to cut and paste a URL, read my answer to "chingizkh" who asked the same question as you, on GameCareerGuide - http://www.gamecareerguide.com/forums/showthread.php?t=3244

    their Game Design (which is only a year, but they say is equiv to a four year theory program) program
    That's bull$#!+.

    Same kind of question as the "Is this the right school?"
    I can't tell if you're asking me if that school is "the right" one for you, or if you're making some kind of obscure parallel. You should read my FAQs 25, 34, 40, & 44.

    I'm just curious to know what the difference would be between the Degree and Diploma
    A bachelors degree takes four years to get. A diploma or certificate takes half or a quarter the time. A bachelors degree delves deeply into a topic, examining applicable peripheral topics as well. A certificate or diploma just skims the surface.

    ...in the [game] industry
    When we see that an applicant spent four (or more) years getting an advanced education, we see someone who can stick it out through a lengthy endeavor. Game projects take a long time, and we need people who can stick it out.
    A 4-year bachelors degree looks very good on the résumé.
    A diploma that takes 2 years to get is half as good as a B.A.
    A certificate that takes 1 year to get is one-quarter as good.

    Tom Sloper
    Los Angeles, California, USA
    Boxing Day, 2009


    Choosing a school -- choosing a degree -- is marketing a viable breaking-in path?

    >From: Ankit
    >Sent: Friday, December 25, 2009 10:52 AM
    >Subject: Some Inquiries
    >Hi
    >I am currently choosing what university I would like to attend and what degree I would like to enroll into. I would like to know about your opinions on this career track:
    >Doing a degree B.A. Business Management (Marketing) in a UK University, and following that up with a Post Graduate Diploma or Degree related to Video Games.
    >Does that sound like a good track to take up?
    >It's either this or Software Engineering, which I am not a big fan of. So, does Marketing seem like a good option to take to break into the industry?
    >Thanks

    Hello Ankit, you wrote:

    I am currently choosing what university I would like to attend
    Read FAQ 25 (you can link to the FAQs above left).

    and what degree I would like to enroll into.
    Read FAQs 34 & 70.

    Doing a degree B.A. Business Management (Marketing) in a UK University, and following that up with a Post Graduate Diploma or Degree related to Video Games.
    >Does that sound like a good track to take up?
    Depends entirely on YOU, Ankit. Do you WANT to study business management with a marketing bent? If so, then "YES! It does sound good to me." But if you DON'T want to study that, then: "NO!" Read FAQ 40.

    It's either this or Software Engineering, which I am not a big fan of.
    If you don't want to study software engineering, then why on earth is that even an option??? I do not understand your thinking, young sir!

    does Marketing seem like a good option to take to break into the industry?
    If marketing is interesting to you, then yes, it's a good option for you. Read FAQ 41, and also read my February 2004 IGDA column, "The Games Game: Getting In Via Marketing." Go to http://www.igda.org/games-game and click Archives (that'll take you to http://www.igda.org/games-game-archives), then scroll down to February 2004 (or just search the archives page for "marketing"). That said, you didn't tell me what you hope to be doing, say, five years from the time you graduate (let's call it ten years from now) -- marketing in the game industry? Or designing levels? Or running your own game business? Or what? (That kinda matters too, ya know.)

    Tom Sloper
    Los Angeles, California, USA
    Christmas Day, 2009


    Good question analogy (FAQ 3)

    >From: Jehiel
    >Sent: Saturday, December 19, 2009 2:54 PM
    >Subject: In response to an analogy for asking the right question.
    > I am 25 years old, have graduated from high school, and am currently working as a window cleaner. (Impressive, no?) I live in Canada. I have had a passion for the video game industry for a long time and recently have been interested in writing for said industry. I do not have much knowledge apart from playing games, but have been working on writing a story and world for a game for some time now. For a long time I've viewed it as just a hobby, although I've begun to realize I want more from it than that. I'm still pretty scattered as to where I specifically want to go. Got any advice?...Kidding. Really I just wanted to commend you on your posts and hope you continue, so I have something more to draw off of. Thanks. This next portion of the e-mail was just a comment applying to one of your invitations. RE: Analogy for asking the right question.
    > Ever try to type “Got any good advice on games?” into an internet search engine? I can tell you…not very effective. You might eventually get the information you seek, but you’ll be forever flipping pages to find it. Also, be aware that Google may have the patience to lay all that information out for you, but any person with a semblance of a life, does not. Be specific and it becomes easier for both parties to communicate effectively without wasting each other’s time. (Yes, it has occurred to me that this may not be a proper analogy, but I thought it to be interesting nonetheless.)

    Hi Jehiel,
    Sorry for the long delay. No good reason, just had a lot on my mind, is all.
    Actually, I think the search engine parallel isn't bad. A search engine can't read your mind to know what answer you're really looking for, and if your question isn't specific, a lot of people will miss it too.

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


    A quote on fear, and an education Q

    >From: Anthony
    >Sent: Tuesday, December 22, 2009 10:31 AM
    >Subject: Another quote on fear, and shameless solicitation of advice.
    >From Faulkner's The Bear:
    >"Be scared. You can’t help that. But don’t be afraid. Ain’t nothing in the woods going to hurt you unless you corner it, or it smells that you are afraid. A bear or a deer, too, has got to be scared of a coward the same as a brave man has got to be."
    >Perhaps a bit ambiguous to include with your quotes on fear (#71), but remarkable language all the same.
    >I hold an MFA in Film from [DELETED] University. Like all disgruntled filmmakers, I became a corporate marketing schlub who shoots and teaches on the side. I'm a 35-year old married homeowner with a good start to a satisfactory if not romantic career.
    >When I was in school, a democratized digital cinema was on the horizon but not impending. I knew change was inevitable, moving at some awesome velocity, but could not predict its acceleration, or, indeed, its scope; I did not think too much would change faster than I could learn it.
    >Digitality (a wonderfully pompous academic word) did of course change cinema rapidly. Five years after learning to thread film through gates and shutters, a $500 camera from Best Buy can capture more detail than $50,000 Arri 16mm; an iMac with a broadband connection can distribute more media to more people than a theater chain.
    >In a media culture where all media is digital, everything can be a picture, a song, a movie and a game all at once, if it wants to be. While it may not be necessary to become an expert in all forms, it is absolutely necessary to respect the mutability of each form, and coordinate one's work accordingly.
    >And here finally is my point: I have a classical education and a traditional occupation that must adapt itself to a relentless, frightful and wonderful digital culture. My industry and my business must do the things I know how to do (tell stories, sequence images, engage the emotions and perceptions of our market) by means that I don't fully understand (through dynamic websites, interactive content and a robust social network).
    >The opportunities are as exciting as the obstacles are daunting. I know and understand what I need to learn, but I am not sure what sequence to follow; I do not need (and certainly do not want to pay for) another degree, though academic courses of study are familiar and comfortable to me.
    >Time, of course, is of the essence, as the pressures of digital media weigh upon my industry as well as my career.
    >So what do you think? Enroll in an academic program (expensive and repetitive, yet comfortable and predictable), or visit the bookstore (cheap and exciting, but inefficient and risky).
    >Thanks for a great online resource.
    >Looking forward,
    >Anthony [DELETED]

    Hi Anthony, you wrote:

    From Faulkner's The Bear:
    I guess I don't love that one a lot. But thanks, though!

    I did not think too much would change faster than I could learn it.
    That was smart. Too many people try to rush their education.

    My industry and my business
    And those would be "marketing" and... "marketing"?

    must do the things I know how to do (tell stories, sequence images, engage the emotions and perceptions of our market) by means that I don't fully understand
    Yes, we're all in the same boat there. Film (I guess we still use that word) and games and yes, marketing. Nobody has an answer. Oh wait. Some have an answer, and will probably show us the way. Know how they know the answer? They got creative and tried stuff.

    I know and understand what I need to learn, but I am not sure what sequence to follow... Enroll in an academic program ... or visit the bookstore
    That's it? That's what all those words were leading up to? Very simple. Visit the bookstore, by all means. And enroll, if you want to.

    Time, of course, is of the essence
    Ah. So you've decided to rush your continued education after all, eh? Lotsa luck with that.

    as the pressures of digital media weigh upon my industry as well as my career.
    And "industry" and "career" would be, respectively, "marketing" and... "marketing"? (I don't need to know -- it's just that this part was unclear. Clarity is a thing that marketers and filmmakers should strive for.) (Hmm, wait, maybe not in marketing, I don't know.)

    Tom Sloper
    Los Angeles, California, USA
    December 22, 2009


    I like to play. I would like to a game tester job. Part 2.

    >From: . .
    >Sent: Friday, December 18, 2009 1:46 AM
    >Subject: Re: Video game tester
    >Thank you for your reply! This is not as easy as I thought.

    Hello Krisztian,
    1. You're welcome.
    2. Read FAQ 26.
    Tom Sloper
    Los Angeles, California, USA
    December 18, 2009


    I like to play. I would like to a game tester job.

    >From: . .
    >Sent: Thursday, December 17, 2009 10:16 AM
    >Subject: Video game tester
    >Hello!
    >My name is Krisztian. I am 34 years old, high school education level. I don't work now.I like to play. I would like to a game tester job. I live in Hungary. Can you help me? Where to start?
    >Thank you!

    Hello Krisztian,
    The fact that you like to play is not enough. Read Frequently Asked Questions #s 5, 4, 27, & 64. 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 ).
    After you have read those articles, use my Game Biz Links page to look up game companies in Europe. You may have to move to another city or even another country to get a job as a tester (but you'll already know that after you read those articles). After you've read those articles, looked at the maps, and researched work-visa regulations for Europe, I probably won't be able to help you further, but if you want to give me a try, I'm always here. Before you ask, I don't know anything about the laws regarding working in Europe, if your country of citizenship is not the same as the country where the company is located.

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


    Is this enough? (Frequently Asked Question #49)

    >From: Peter
    >Sent: Wednesday, December 16, 2009 1:19 PM
    >Subject: job/education related
    >Hello,
    >I am 22 years old, high school education level, self taught in advance math and structural engineering concepts. I currently work as a Quick Service Supervisor(Food Service) at [COMPANY NAME DELETED]. I aspire to be a "World/Environment Modeler" for a "AAA" game company. I live in [CITY NAME DELETED], Ontario. I have always had talent for designing structures, and environments and I am sure that I would really enjoy this job. I am very expirienced with Maya( 3d modeling software) and have some programing experience. My question is whether a 3 year college program -Software Analyst- would be enough to back me up?
    >Sincerely,
    >Peter [LAST NAME DELETED]

    Hi Peter, the question you asked me today is:

    whether a 3 year college program -Software Analyst- would be enough to back me up?
    That's Frequently Asked Question #49. You can scroll up and click the FAQs link, above left. You could have just read the FAQ and gotten the answer to this question without having to contact me directly. After you read FAQ 49, I hope you will come back. Because I know you didn't ask me your real question today. What is your REAL question? What is it you REALLY want to know? When you ask me the real question, you'll get a much better answer. I guarantee it.

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


    What Is a Good Format for Rules Document and Diagrams

    From: "Kevin
    Sent: Wednesday, December 09, 2009 1:00 PM
    Subject: What Is a Good Format for Rules Document and Diagrams for it?
    > Hi Tom Sloper,
    > I've currently got my game completely documented (or at least
    > completely as far as I can tell). The documents are split between a
    > rules document in ".odt" format and a bunch of pixel maps in ".bmp"
    > format. The ".odt" format is for a Novell editor called Open Office.
    > I've drawn a lot of diagrams for my rules document, but they're all
    > just pixel maps again, in ".bmp" format. Do you know how to create
    > diagrams for Open Office, or alternately, do you know some other edi-
    > tor that it might be more appropriate for me to have my rules document
    > written in, that I could move my rules document to and have the dia-
    > grams that I need? Any help 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 wrote:

    What Is a Good Format for Rules Document and Diagrams for it?
    Look at the rules for Monopoly. Look at the rules for Risk. Look at the rules for a hex-based RPG. Look at the rules of Clue. Then decide for yourself what format is right for your game and what your needs are.

    The documents are split between a
    > rules document in ".odt" format... The ".odt" format is for a Novell editor called Open Office.
    I don't like Open Office myself, but if you can't afford Word, then that's fine. But if you're going to provide the files to others, you have to provide them in a common file format, like PDF or RTF. I imagine OO can save files in a number of file formats.

    and a bunch of pixel maps in ".bmp"
    > format.
    BMPs are bad. They're HUGE. Including any image file in an RTF document will make it really big. (I assume you're providing these files to others in soft format, otherwise it doesn't matter if the files are big.) If file size is an issue, I recommend .PNG.

    Do you know how to create
    > diagrams for Open Office
    No. And if I did? You don't expect me to teach you how, do you?

    do you know some other edi-
    > tor that it might be more appropriate for me to have my rules document
    > written in, that I could move my rules document to and have the dia-
    > grams that I need?
    I'm a huge fan of Microsoft Word.

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


    School career interview assignment (FAQ 37), part 2

    >From: susan
    >Sent: Wednesday, December 09, 2009 10:30 AM
    >Subject: Re: middle school interview
    >Thank you so much for replying to my questions!! Joseph

    You're welcome, Joseph. I appreciate your coming back and saying thanks. Lots of guys never bother with good manners.
    Tom Sloper
    Los Angeles, California, USA
    December 9, 2009


    Aspiring designer in India

    >From: jose [DELETED]
    >Sent: Tuesday, December 08, 2009 8:13 PM
    >Subject: "Game Designing courses"
    >Hi ,
    >My name is Jose [DELETED]. I'm from India and am 19 years old. I am doing my PG in Btech at a respected college here. I would like to Become a Game Designer at some Good Game Creators Company like EA or Eidos etc..I would like to know what all qualifications i need to become one.Also if there is any scope in India for this field.Also Interested to Study abroad.Any information provided would be helpful in the growth of my carrier.
    >Thank you..
    >Jose [DELETED]

    Namaste, Jose. You wrote:

    I would like to know what all qualifications i need to become... a Game Designer at some Good Game Creators Company like EA or Eidos etc.
    You would need a degree, a portfolio, game industry experience, and legal working status for the United States (unless you get a job at an Indian office of such a company).

    Also if there is any scope in India for this field.
    Yes. There are game companies in India. The game industry is in its infancy in India, and growing.

    Also Interested to Study abroad.
    That's nice.

    Any information provided would be helpful
    Read my articles. Just scroll up, click the articles/FAQs/lessons link, and start reading. Make sure you read especially articles 3, 7, 14, 34, 44, & 64 for starters.

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


    School career interview assignment (FAQ 37)

    >From: susan
    >Sent: Tuesday, December 08, 2009 4:07 PM
    >Subject: middle school interview
    >Hello, My name is Joseph and I am in the 7th grade in [CITY DELETED]. My math teacher assigned a career project and asked us to choose someone to interview. I couldn't think of anyone that I would rather interview than a video game developer. I found your website online and hoped that you would respond to my questions for my report. Thank you so much!!
    >1. What drew you to this career?
    >2. What are the job responsibilities and the day to day activities?
    >3. What are the working conditions (inside, outside, solitary, team)?
    >4. What qualifications are required?
    >5. How long have you worked at this job?
    >6. Do you enjoy the work that you do?
    >7. How do you use math in your work?
    >8. What mathematical concepts do you use on a regular basis?
    >9. Where did you learn the math that you needed to be successful in your career?
    >10. What advice do you have for me as a middle school math student?

    Hi Joseph,
    I got into this career unintentionally. You can read my story of how I became a game designer in Article 18. You can access my articles by clicking the articles/FAQs/lessons link, above left.
    I'm a game producer, a game designer, and I teach about games at a university. You can read about the producing job in Article 42, and about the designing job in Article 14.
    Inside. Team.
    A degree, game industry experience, and a good team spirit.
    Almost 30 years.
    Yes.
    As a designer, I use math to calculate box sizes on the TV screen or to balance hit points versus damage points, and to add up scores. As a producer, I use math to calculate budgets and schedules, ROI's and P&L's.
    Since I don't work directly with 3D, I mainly use multiplication and addition (and their counterparts, division and subtraction), and percentages.
    In high school.
    Follow your passions (Article 40), work hard, don't waste time thinking about what you don't want, and don't let fears hold you back.
    Tom Sloper
    Los Angeles, California, USA
    December 9, 2009


    Mr. Wordy Returns

    >From: M. E.
    >Sent: Tuesday, December 08, 2009 3:00 PM
    >Subject: Mr. Wordy Returns
    >You know, you called me wordy last time, so I'll go for brevity over depth (I later realized the intense irony of this as I edited it), although I will include some background in this e-mail which isn't as brief. ...Although, I'll still be wordy. Just a little bit.
    > Age? 16.
    > Education level? Highschool.
    > Occupation? Student.
    > Which game job, if any, do you aspire to or plan to study for? Game designer.
    > Country? Canada
    >I've included the following brief bit of background in order to familiarize everyone with my question before diving right in.
    >I have heard a great deal about how commercialized the video game industry has become, with particularly scary articles re: Activision Blizzard and Bobby Kotick.
    >Specifically, these quotes originating from the Deutsche Bank Securities Technology Conference in San Francisco:
    >Regarding an employee incentive program that he played a crucial role in setting up, Kotick said that the program, "really rewards profit and nothing else," and that, "you have studio heads who five years ago didn't know the difference between a balance sheet and a bed sheet who are now arguing allocations in our CFO's office pretty regularly."
    >Regarding Activision Blizzard's culture Kotick stated: "We have a real culture of thrift. The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making video games." He said point blank that he is trying to instill into the company culture "skepticism, pessimism, and fear", noting with regards to the financial crisis that, "we are very good at keeping people focused on the deep depression."
    >Now, a lot of peoples' first instinct when they see this sort of thing is to believe that it is highly sensationalized media hype bullshit, but in fact, here is the direct quotation from the conference which most of the quotes derive themselves from:
    >Jeetil Patel, Deutsche Bank Securities - Analyst
    >"What do you think the retailers' willingness these days is to hold inventory on the video game side? Are they building positions today or are they still very reluctant and very careful of how they are buying?"
    >Bobby Kotick, Activision Blizzard, Inc. - President and CEO
    >"I don't think it is specific to video games. I think that if you look at how much volatility there is in the economy and, dependent upon your view about macroeconomic picture and I think we have a real culture of thrift. And I think the goal that I had in bringing a lot of the packaged goods folks that we brought in to Activision 10 years ago was to take all the fun out of making video games."
    >"I think we definitely have been able to instill the culture, the skepticism and pessimism and fear that you should have in an economy like we are in today. And so, while generally people talk about the recession, we are pretty good at keeping people focused on the deep depression."
    >I should also mention that I have played WoW (a Blizzard Activision game) for 5 years now, and the effects of the merger between Blizzard and Activision have been very apparant. It seems that Blizzard was much less commercialized than the extremely profit-driven management of Activision, because since the merger they have included one outrageous money-grab feature after another (pay to change your faction! your race! your face! your armor! your server! your server type!) all of which Blizzard once stated they would never include as features in the game, and all of which Activision Blizzard has since included. So, in fairness, it seems that some companies still exist (or perhaps the better term is "existed") that are much less affected by this sudden push for commercialization (sudden in the sense of "within the last decade"). Still, I am scared out of my mind.
    > It is very clear that the video game industry is a business. But just how commercialized is it - that's the spirit of my question.
    >My question comes in 2 parts:
    > Has the video game industry become Hollywood 2.0? Is it as brutal, cutthroat and commercialized as Kotick would suggest? I presume that there is a good range of commercialized vs non-commercialized companies, there always is, but what's the median here - what's the average experience I can expect from a high end video game company? (...And, in case you were tempted, I know you haven't worked in Hollywood, and I know that you can't possibly know everything about it's inner workings, but still, nitpicker! Answer as best you can >.< !)
    >Second, I am looking at this from a "in 10 years perspective". I realize that no human being can possibly predict with complete accuracy what will happen in 10 years, but in general,
    > Which do you expect will be more important in 10 years: the creativity of the designer or the depth of the developer's pocket? Will all the realistic ideas have already been thought up, and from there it's just a question of funds (which ideas you have time to actually go through with)? Or will a talented designer always be able to separate himself from the pack (and thus reap the obvious benefits)? I expect that the answer is somewhere in the middle, thus, elaborate! I HATE SHORT ANSWERS INTJ!!!! (FAQ #7, I did my homework :) - I am an INTP for future reference - you got me very interested in the Myers-Briggs, and in psychology, with that FAQ, for that I really need to thank you).
    >I should note that the second question is easily my greatest fear (even greater than the first). Perhaps it's silly, but I really am scared out of my mind by the idea of it. Before responding, consider this point (from typelogic.com):
    >"A major concern for INTPs is the haunting sense of impending failure. They spend considerable time second-guessing themselves. The open-endedness (from Perceiving) conjoined with the need for competence (NT) is expressed in a sense that one's conclusion may well be met by an equally plausible alternative solution, and that, after all, one may very well have overlooked some critical bit of data. An INTP arguing a point may very well be trying to convince himself as much as his opposition. In this way INTPs are markedly different from INTJs, who are much more confident in their competence and willing to act on their convictions. "

    You really ARE a wordy cuss! I had to look back to find your previous appearance. " What is interning, what's volunteering, and what's a tour," July 11. Welcome back, by the way. I didn't read your whole email. I just went straight for the five questions you asked, numbered 1 and 2, to wit:

    Has the video game industry become Hollywood 2.0? Is it as brutal, cutthroat and commercialized as Kotick would suggest?
    Yes.

    what's the average experience I can expect from a high end video game company?
    The question is very vague. On average, you can expect a more fun job than you would get from working at McDonald's.

    in general,
    > Which do you expect will be more important in 10 years: the creativity of the designer or the depth of the developer's pocket?
    Both. Read FAQ 52.

    Will all the realistic ideas have already been thought up
    They already have, in a way. In another way, they'll never all be thought up, there'll always be more ideas.

    the second question is easily my greatest fear (even greater than the first). Perhaps it's silly, but I really am scared out of my mind by the idea of it.
    Read FAQ 47. There's a whole section on fear.
    If you want longwinded answers, go ask these questions on GameDev.net - you'll definitely get longwinded answers there!
    Tom Sloper
    Los Angeles, California, USA
    December 8, 2009


    Thank you so much.

    From: "Michael M
    Sent: Sunday, December 06, 2009 5:12 PM
    Subject: Thank you so much.
    > I would like to express my sincere gratitude to you for the Game
    > Design Book. It has helped me view things as they really are, or at
    > least should be, and get rid of this "skewed" view that I had on the
    > gaming industry. As I am currently in college for an AAS in Game
    > Programming, this has helped me focus my drive to really prepare for the
    > future. After starting to read this, I have started working on putting
    > my portfolio together, and used your guide as a template to write design
    > documents. There are just too many great things on this site to go
    > through how much help it is, and I will be directing all of my friends
    > to it.
    > Once again, many thanks, and please continue the amazing work so
    > that more generations of game developers may be enlightened by it. Also,
    > thank you for writing in a clear, concise, and non-condescending form. I
    > truly appreciate it.
    > Many thanks,
    > Michael. M

    You're very welcome, Michael.
    Thanks for writing.
    Tom Sloper
    Los Angeles, California, USA
    December 6, 2009


    I am looking at creating an story for an game

    >From: t_thre...
    >Sent: Friday, December 04, 2009 7:21 PM
    >Subject: Design - Help with ideas - game scripter
    >Hi, my name is Timothy I am 17 years old and i attend High School in Australia. I am currently in Year 12 and I am undertaking the subject of Design + Technology. In September 2010 I will have a major Design project to hand up as part of my HSC. (Higher School certificate) this will help me get an uni/collage course in design, I am interested in becoming an Game Scripter
    >I am looking at creating an story for an game, I have a ton of ideas that I wish to write about in order to get my story underway. ( I know my story will not be made into a game it will be used as a support in order to get in to university )
    >In order to complete an convincing story do I have to have knowledge in the following areas
    >· Character Designer
    >· Composer
    >· Games Designer
    >· Concept Artist
    >· Level Designer
    >· Environment Artist
    >· Games Producer
    >· Sound Designer
    >These are what I think I need in order to create the story am I right?
    >Please point me in the direction of any other areas I need to know about to complete an interactive story
    >Sincerely, Timothy

    Hi Timothy,
    I hope we won't be talking at cross purposes here. You said you want to be a "Game Scripter," but I'm not exactly sure that the phrase means the same thing to you as it does to me. It would be a good idea for you to look up the term in the Game Biz Glossary (if you haven't done this already) -- it's FAQ 28, and you can click the FAQs link above left. But you also told me that you want to write a game story. (You used the word "story," not "design.")
    So I assume that you are saying you want to be a writer, specializing in game storytelling (in one way or another). You asked:

    In order to complete an convincing story do I have to have knowledge in the following areas

    Character Designer
    No.

    Composer
    Do you have to be able to compose music? Of course not! Why would you even ask if you have to be able to compose music, just to write a story?

    Games Designer
    Not really, but you would want to coordinate the storyline with the game designer.

    Concept Artist
    Of course not! Why would you even think you would need to know how to paint pretty pictures in order to write a story?

    Level Designer
    Not really, but you would want to coordinate with the level designer.

    Environment Artist
    Of course not! Why would you even think that?

    Games Producer
    No, but you would need to make sure to deliver what the producer wants you to.

    Sound Designer
    Not really, no.

    You also wrote:

    These are what I think I need [to have knowledge in the following areas] in order to create the story am I right?
    To write a story, you only need to be a good WRITER. Were you perhaps asking me about writing a GAME DESIGN (rather than a game story)?

    Look, I don't mean to give you a hard time, Timothy. But it's important that we are talking about the same thing. Some folks come to me and ask about writing a game "story" but they really mean a game "design." You seem to be asking about writing a game story (not a game design) but it doesn't make sense to me why you would think that a game writer has to be a musician and an artist and a manager (when it should be obvious that to be a writer one would only need to be a writer). Maybe you read some articles on the Internet that confused or misled you?

    A couple more things. You wrote:

    Subject: Design - Help with ideas - game scripter
    The subject line of your email indicated that you were interested in design. Yet your question never actually mentioned design.
    Your subject line also indicated that you would be asking for "help with ideas," yet your email never actually asked for any idea help.
    Your subject line also said something about "game scripting," but your whole email seemed to be about story writing instead.

    If you want to be a professional writer, you need to work on your subject-line writing. It's very important that an email have a subject line appropriate to the content of the email. In my opinion, a better subject line for your email would have been "I am looking at creating a story for a game"

    Please point me in the direction of any other areas I need to know about to complete an interactive story
    Read FAQ 32 (see FAQ links above left) and go on the IGDA website and join the Writing SIG (Special Interest Group).
    http://www.igda.org/writing
    http://www.igda.org/forums/sigs/writing-sig (you might have to register or join)
    http://archives.igda.org/breakingin/path_design.htm

    You also wrote:

    I am looking at creating an story for an game
    You should ask your English teacher about the proper usage of the words "a" and "an," and never mix them up. You want to be a professional writer, right?

    and i attend High School
    You must never forget to capitalize the word "I."

    Sorry if it seems like I've been hard on you. I'm trying to show you how to improve your chances of getting where you want to go. Anytime you have follow-up questions, I'm always here.
    Tom Sloper
    Los Angeles, California, USA
    December 4, 2009


    What Do I Have to Do to Make Sure, part 2

    >From: Kevin
    >Sent: Tue, December 1, 2009 12:13:15 PM
    >Subject: Re: What Do I Have to Do to Make Sure my Game Is Copyrighted?
    >Hi Tom Sloper,
    >Thanks for pointing me to FAQ #39; it gave me a lot of great informa-
    >tion that I'm going to use. But it didn't answer the two questions
    >that I asked. Is it enough to add a copyright notice in my rules do-
    >cument, or do I need to put a copyright notice anywhere else (like on
    >the game board)? And, where in the rules document should I put the
    >copyright notice; should I put it at the beginning, at the end, or
    >where?
    >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 wrote:

    Is it enough to add a copyright notice in my rules do-
    >cument
    In my article 39 I said that this is not enough; that you also need to register your copyright with the US Copyright Office.

    or do I need to put a copyright notice anywhere else (like on
    >the game board)?
    You can do that. Why would you not? I'm assuming this is a prototype copy? A copy you're making for testing purposes, or a copy you're making for submission purposes. If you're talking about the final manufactured item, then also a trademark notice should be on there. Have you looked at some manufactured boards, to see if the publisher of those boards has put legal notices on their boards?

    where in the rules document should I put the
    >copyright notice; should I put it at the beginning, at the end, or
    >where?
    I assume you're writing the rules document in a program like Word or Publisher; you could put the copyright notice in a footer so that it appears (in fine print) on every page; but exactly where you put it in the document doesn't really matter very much. Have you cracked open the Monopoly rules to see where they put their legal notices?
    Tom Sloper
    Los Angeles, California, USA
    December 2, 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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