First posted: March, 2004. Latest update: 2009
Because of my website and my active presence in game design forums and discussion groups, I get a lot of emails and calls from high school and college students who have been assigned to research their careers. Teachers usually give students the same type of questions to ask me. I typically get at least a dozen such requests per semester. I used to reply by email but I just can't keep on doing that, because of the volume. I now prefer to reply on my bulletin board. And it just made sense to put the answers into an FAQ to save myself the work! (^_^)
There may be some duplicated Q's and A's below. The questions are numbered mainly so that folks can be specific with follow-up questions, or if pointing out duplications. I don't care if any numbers are missing, or some questions are numbered out of order - it was work to number them in the first place, and I don't feel like renumbering everything.
ALSO: In these answers, I frequently refer the asker to one of my FAQs or Articles or Lessons (I use the word interchangeably). Rather than my going through the extra trouble of making each and every reference a clickable link, I ask that you do a little of the work yourself. When I refer you to a FAQ, look in the nav frame at left - all the FAQs are numbered (this one is #37). You can always go read that FAQ, get your answer, then come back here. Click here if you do not see a Nav Frame at left - you need the nav frame to navigate this site!
AFTER you have read this, if you still have questions you need me to answer, ask it on my bulletin board. It's always a good idea to preface a question with, "I read FAQs 14 and 37 but didn't find the answer to this particular question about game design..." That way, you save time (otherwise I might just say "read FAQs 14 and 37" instead of just giving you the particular answer you seek.
Tom Sloper
Los Angeles, California
1. Please list 3 positive aspects of your career as a game designer.
It's a great job, very enjoyable. I never get up in the morning dreading going to work.
The other people are very creative and smart. I always enjoy working with the programmers, artists, musicians, voice actors, etc.
I had many opportunities to travel to Japan, a country I like very much.
2. Do you have any dislikes?
Yes.
3. I'm sorry, that was a bad question, wasn't it?
Yes. (~_^)
5. Let me try again. Please list 3 negative aspects of your career.
Many times there were very long hours.
Many times I would be assigned to work on games that had little chance of becoming popular. But I was professional, and I did the best I could on those games, usually improving them and usually getting them finished.
I didn't get the chance to travel to Australia, even though I produced three games with a developer located there.
6. For what duties or tasks are you personally responsible?
I'm not just a designer, I'm also a producer. And currently I am freelancing (consulting). When I was employed full-time as a designer, my job was to design games that I was assigned to work on. I wrote designs, held meetings with programmers and artists, and played the games to fine-tune the gameplay.
7. Okay then, what are the duties or tasks for which a game designer is typically responsible:
Read FAQ 10 and FAQ 14.
8. What are some of the challenges a game designer faces each day?
There's a very interesting article about this in FAQ 14. Scroll down and look for the portion that's in Courier font, written by Jason Shankel.
9. What exactly do game designers do?
Write game design documents, on assignment. A game design document is usually a very thick "book" (in a 3-ring binder) that describes a game in excruciating detail. It's analogous to a road map - it shows everyone where they all need to go. It's also analogous to a blueprint - it shows everyone what to build.
10. What is the average game designers salary a year? Benefits? Career outlook?
For salary information, see the Salary Survey (there's a link on the Game Biz Links page, see nav frame at left). But I don't know what "career outlook" means. Please ask your teacher to clarify the question.
53. I think it means, is there currently a need for people specializing in this career.
Aah. The outlook situation is this: yes, there's always a need for more people in the game industry, but there are also a lot of people applying for the openings. It may well be that the supply of people far outstrips the demand - and that situation is likely to continue going forward.
11. What is it like to work as a game designer?
It's a lot of fun, but it's a lot of work and a lot of pressure. You'd be surprised how many meetings are required! A game designer has to be a good communicator, and has to be a little bit of a salesman as well. And a game designer usually has to deliver "focused brilliance on demand" rather than come up with new ideas of his own all the time. His boss will say, for example, "We need a sequel to our game about the Battle Dinosaur Robot - get started writing it as an RTS for Playstation 3." Then the designer has to start writing what amounts to a book. And see what Jason Shankel said about some of the challenges a designer faces, in FAQ 14. I also describe a little about the job in FAQ 9, and FAQs 5, 7, 10, 2, and 13 are also applicable to this question (it's a big question!).
12. Would you recommend this career to others and why?
Yes, sure. It's a great career!
13. What tools do you use?
Microsoft Word to write game designs. Microsoft Paint to make illustrations for game designs. Microsoft Excel to make tables and graphs, and to make budgets and schedules. Microsoft PowerPoint to make presentations.
14. No, I meant what tools do you use to program games?
I'm not a programmer. I'm a designer and producer.
15. (Sigh!) Do you have to be such a literalist?
Yes, I do. Game designers must be excellent communicators. If you want to know something that I can answer, you must ask me the right question. Read FAQs 30 and 65.
16. Yeah, okay. So what tools do programmers use to program games?
Depends on the type of game. Programmers of console games and PC games usually use C++. Programmers of online games might use Java or Flash, but what do I know - I'm not a programmer. Read FAQ 15.
17. What should you wear to be a game designer?
Long pants (no shorts). Shirt. Shoes. Other than that, the "dress code" in a game company is usually fairly relaxed.
18. What is the process of creating a game?
That's another very big question. But fortunately, I've written about that in FAQ 10.
20. About how much time and how many people does it take to create a single game?
Depending on the scope of the game, it can take from 6 months to 3 years (or even more). For a hit videogame on the Playstation 3, it usually takes 2 years and costs $10 to $15 million, thereabouts. The team size is usually around 30 people for that kind of game. And then when you count the testers and the folks who make the package and manual, it can get up to 50 people. Just open the manual for any PS2 game and check the credits (they're usually listed in the manual, but sometimes they aren't).
21. What do supervisors look for when hiring a worker for this job?
A college degree, a passion for games, a good attitude, and applicable experience.
22. What other sources should I consult to learn about this career?
Read the other FAQs, and see the Game Biz Links page too. Look in the nav frame at left.
23. How does game designing work? Does someone just come up with the ideas or does it take a long thinking process?
Read FAQ 10.
24. What is the chance that a videogame idea will be accepted?
Read FAQ 11.
25. What is an average day like as a game developer?
That depends on what job the individual has. A game developer who specializes in programming spends most of his day programming. A game developer who specializes in graphics spends most of his day creating game art. But one thing is in common for all game developers - You'd be surprised how many meetings are required!
26. (Sigh.) What is YOUR typical day like?
Currently I am freelancing, which means I am doing a lot of client-hunting and maintaining this website, where I answer questions from others like you who want to get into game design. But when I was employed at Activision, the typical day (let's pick a typical day during the design phase of a project) was that my work sitting busily typing or drawing at the computer was frequently interrupted by visitors or phone calls or emails from business associates. Since I was a producer as well as a designer, I handled multiple projects and oversaw an associate producer who sometimes wanted to get my input on some project she was working on, or my colleague in Japan wanted my input on a license he was working on. Or there might even be meetings to attend. I would be lucky to get in as much as 5 hours' work actually designing, what with all the other things that went on.
27. One of these days I'll learn how to ask you a question that'll get me the answer I really want and need. What is, um, a typical game designer's typical day like?
Read FAQ 14.
28. What kind of hours does a game designer usually work?
A game designer's day is usually 9 or 10 hours long, and that might also encroach on the weekend. Anywhere from 45 to 60 hours.
29. How often do copyright and intellectual property laws come into the spotlight?
Constantly.
30. What can an artist, composer, or programmer generally do with his or her work after it is put into a published game? That is, what legal rights to they retain?
It's normal for the publisher to buy the rights outright under the "Work For Hire" principle. Artists and composers hardly ever have any rights whatsoever in the works once they've been paid. Programmers or development companies who use their proprietary engine code in a game don't give up ownership of their engine code, but they have no rights in the game code itself, unless the development agreement states otherwise.
31. What are some common misconceptions about game design?
Most people think designers of videogames (or computer games) have to be programmers. Other people think that someone who creates graphics for videogames (or computer games) is a game designer. And I run into people all the time who think that the video game business is "a high-tech business" and thus that it must be suffering the bear market along with the high-tech stocks.
32. Do game designers start out with a different job and gradually work their way up?
Yes, absolutely. Hardly anybody will hire someone to be a Game Designer without a few years' game industry experience.
40. What social skills are necessary for game designers to have?
Game designers must be able to communicate clearly, both in writing and in speech. Because there may be resistance to the designer's ideas from other persons on the project, the designer must be someone who is personable, confident, and persuasive. The designer must be able to defend his ideas, yet be flexible enough to adopt the ideas of others. He has to be a good negotiator and compromiser, who stands firmly on the important principles. He has to have the wisdom to know "which hill he's ready to die on," as Dr. Laura says. He has to inspire confidence from the other members of the team.
33. What steps should I take to get into the game industry?
Read the FAQs, especially FAQs 3 and 12.
34. What advice do you have for a young person desiring to pursue a career as a game designer?
Read the FAQs. I wrote them just for young persons desiring to pursue this career path, so that is what I would advise such a person.
35. Are there any good books that will help me get started?
Yes.
36. Sorry, bad question. Where can I find a list of good books that will get me prepared for a career as a game designer?
Read FAQ 8.
37. How about websites (besides this one)?
See the Game Biz Links page (look in the Nav Frame, at left - if you don't see a nav frame, click here).
38. Would you recommend the career of game designer to others?
39. WHY would you recommend this career to others?
41. What advice would you give to someone considering a career in game design?
Go to college. And there are a lot of things you can do in your spare time. There's more about that in FAQs 3 and 12.
42. What other sources should I consult to learn about this career?
Read the other FAQs, and see the Game Biz Links page too. Look in the nav frame at left.
43. What advice would you give to someone who takes lower level math, has some good art skills, who wants this job when he grows up, who has a ton of ideas for games, and who has a pretty good idea how a game is made?
Get a 4-year college or university degree in either art or math, taking a lot of the courses I've listed in FAQ 3 and doing a lot of the stuff listed in FAQ 12, then get a job at a game company (see FAQ 4). (Or just learn how to do it all yourself, but that's the hard way.)
44. How do you advise people to become a game designer, once they've gotten their 4-year degrees?
Start out with a different job and gradually work your way up. Hardly anybody will hire a newbie as a Game Designer fresh out of college.
45. Why did you want to be a game designer?
I never even once planned to be a game designer. When I moved to California, if you had told me that I would be a game designer within 2 years, I would have told you you were crazy!
46. What steps did you take to become a game designer?
Read FAQs 18 and 19. Without my having done so intentionally, it's as though all my schooling, work experience, and personal projects were leading me to become a game designer.
47. How did you get into the game industry and become a game designer?
It was completely by accident! I was a model maker. I had been doing engineering model making (it's a lot like doing drafting for engineering plants), and in 1979 I moved to California to make models for the movies. The first job ad I responded to was for a drafting job for a company that developed electronic toys. They hired me to temporarily fill the model maker position (for a guy who wasn't starting for 3 weeks), and it turned into a full time job. Read FAQ 18 to read about what happened next. And if you click the Green Zone link instead ("Work-A-Rama"), then click "Strictly Fun and Games," you read more about my work background.
48. What college did you go to?
State University of New York at Fredonia.
49. Does that college have good programs for this industry?
I don't know. When I went to college there was no such thing as a video game, and you weren't born yet!
50. What is your favorite kind of game to work with?
I like action, adventure, puzzle, and table games.
51. What kind of games do you dislike the most?
Games with gratuitous violence, degradation, blood, and gore. Games that have a too-steep learning curve. Games about ogres, demons and witches. Games that aren't fun. Games with obvious bugs and bad user interfaces.
4. At what age did you become a game designer?
I was 33.
52. What other people, if any, had an influence on your career choice?
Well, as I've explained, I never intended to become a video game designer (the idea never occurred to me). But let me tell you who my game design heroes are. Shigeru Miyamoto, Sid Meier, and Steve Meretzky. I met Miyamoto-san just long enough to introduce myself and shake hands. I was interviewed by Sid Meier for a few minutes once (his company was looking to hire a producer). Through working on Leather Goddesses of Phobos 2 with Steve Meretzky, we became friends. Miyamoto-san specializes in action and role-playing games (for Nintendo, of course), and the other two design games for the computer. Sid Meier is known for his grand-scale simulation games, and Steve Meretzky uses his sense of humor and fun to design adventure and puzzle games.
54. What is your salary?
That's a very personal question, and I refuse to answer!
55. There I go again, bad question. How about this instead: how much does a game designer make on average?
See the answer I gave to #10, above.
56. If you could do it again, what would you change?
I might not have taken that job at Atari Corporation. One of the worst jobs I ever had. Not that I regret having had that job - I learned a lot, and it gave me great stories to tell when the game designer "war stories" start up.
57. How long have you worked as a game designer?
Twenty-three years. See http://www.sloperama.com/business.html, click on "Strictly Fun and Games" and "The Big Picture."
58. Did you always know you wanted to work with computers?
It sounds like you think I'm a programmer. I'm not. I just design and produce games. I don't program them. But once, back in the late 1970s, I saw a computer station at the office where I was working, and started fiddling with it just to see what computers were. A lady engineer made me turn it off because her department would get billed for the minutes. So I guess I was curious about computers, if that answers the question! (^_^)
59. What type of formal schooling have you had in computers?
None. My college education was in theater. At that time there was no such thing as videogames, and I had no idea that I would become a videogame designer!
60. What changes have you seen since you have started this career?
It's changed completely. Twenty years ago, a game was often made by one individual who did everything. Today it takes 30 to 40 people about 2 years to create a videogame.
61. Do you find it easy to maintain your interest in a project, even if it is dictated by someone higher up?
MOST of the projects are dictated by someone higher up. I found it easier as I got more experienced.
62. What do you think was the best game that you worked on, and why was it great?
My best game would be either my first one ("Firing Squad" for the Game Time watch, see FAQ 18) or the last one I did at Activision ("Shanghai Second Dynasty" for Windows and Macintosh computers). Why? Firing Squad was simple and pure fun. Shanghai Second Dynasty was easy to learn, challenging to master, and had tons of play modes to keep the player going with new challenges.
63. Have you published any books or articles on your work?
Yes. See FAQ 8, and see my resume (click the Sloperama Productions banner at top, then click on "Resume (CV)."
64. Do you Yahoo!?
Sometimes, yes. (^_^)
65. How have PC's effected the world of technology?
Whoa, that is a big question, and I'm afraid that it's beyond me to answer it!
66. How do computers read disks and CD's?
Floppy disks - magnetism. CDs - lasers.
67. What do you think has been the most important invention in the world of computers and technology?
Sorry, that question is completely outside my area of knowledge!
STUDENTS! If you ask me a NEW question, one that is not answered above, I'll respond, your teacher will be mollified, it'll be added to this FAQ, and nobody will be hurt. Post it on the bulletin board. Like the following...
68. Do you think that this job is right for you?
Yes. I have had a personality test done, and the result shows that I found the right job for my personality. See FAQ 7.
69. If you got fired, is there another career you would like to try?
I did get laid off, in fact, and no, I like this career just fine. I've now added teaching, public speaking, and writing as a part of what I do.
70. Are you happy with the software your company produces, do you have any changes you would make?
Most people in the game industry are aware that games mostly fall into the categories of licensed games, sequels, and "me-too" games. But most people in the game industry have to work on the games they're assigned to, and don't have the power (the money) to make new original kinds of games. There are a lot of discussions about this in online game forums - and by the way, Hollywood is having a similar controversy about the movies that they make. It all comes down to the fact that games (and movies) must be profitable, and thus the companies must invest their resources into products they believe will sell. I don't have a solution for the problem.
71. Do you use any skills in your field in other parts of your life?
Games ARE my life. OK, so that was a copout answer. The skills that I use outside of my work are my ability to communicate, my organizational skills, and my understanding of economics/finances.
72. What is the name of your company?
I do business as Sloperama Productions.
73. Is there any traveling involved?
I wouldn't say that everyone who gets into the field can expect to travel. But it has resulted in my traveling quite a lot.
74. When you started working in this feild were there a lot of pressures and stress involved?
There is pressure and stress involved in every job. Show me a job that has no pressure or stress whatsoever!
75. If you didn't choose this job what would you have become instead and why?
Probably a special effects person or a toy designer. Because that's the direction I was heading when this job sidetracked me (see FAQ 18).
76. Does your job have variety or do you repeat the same thing over again?
Both.
77. Is there anything else you'd like to add?
Read my FAQs to learn more about working in this industry, and use the Links page to find even more sites. Go to college. Follow your passions - they are your personal yellow brick road.
78.What are the opportunities for advancement in the field?
A game designer can rise to become an executive producer, a vice president, or even to own his own game company.
79. What have you learned as a result of doing game design? How has it changed you?

I learned a lot about team dynamics, and about the importance of consensus. I learned that it's better to design a game on assignment, based on pre-approved concepts, than to beat your head against a wall submitting original concepts that get rejected time and time again.

It's made me satisfied with a creative career (that's something I'd been wishing for before I broke into it).
>From: "Sean
>Subject: my information interview
>Date: Mon, 21 Mar 2005 08:11:28 +0000
>Dear Mr.Sloper,
>
>Hi,how are you? its Sean [deleted].(34, high school, bouncer)Sorry it took me some time to write again I had my son visiting from [deleted].Im sending you the questions together rather than a few at a time in the forum.I am trying to get approval for the may/june session at my local community college. I will pass this on to the group that handles my disability funding to get it rubberstamped as soon as I get it back. I decided that I would send the questionaire to you in hopes that i can get better answers than in the faqs as they didnt cover all the topics.there are 18 questions total.Some of them are a little stupid like question 10, lol, but i have to ask them. p.s. I am referring to the career of game designer in these questions.
>
>my e-mail is [deleted]
>thank you very much Mr.Sloper for your time and effort in answering these questions.
Hi Sean,
These questions look much like the questions you asked before.
>q1. what are the physical demands of this occupation?
I don't know how disabled you are. If you are able to get around in a wheelchair, and take part in a meeting, you should be fine. The occupation of game designer requires you to participate in meetings and brainstorming sessions and to sit for long hours at your computer writing your game design details.
>q2.what are the mental demands of this occupation?
A game designer has to be able to visualize a game and communicate it effectively to others (technical personnel, artistic personnel, marketing personnel, and executives).
>q3.what types of hours are typical of this job?
Typically 40-plus hours a week.
>q4.do you have flexible hours?
My hours are totally flexible. Perhaps it would have been more useful to focus your questions on the typical situation for game designers in the industry. My situation isn't exactly "unusual," but my situation is not something the average wannabe can aspire to as a short term goal.
>q5.do you work alone or with others?
I work at home, but perhaps it would have been more useful to ask about the typical game designer's situation (as I've described it in FAQ 14 on my site).
>q6.what types of communication skills do you see as being essential for success in this job?
Game designers have to communicate well, both verbally and in writing. It's also best if the game designer can create at least simple images to communicate his concepts.
>q7.what challenges are involved in this job?
It's a challenge to break into the industry. It's a challenge to move into the highly sought-for role of "game designer." It's a challenge to work at a game company, especially during the infamous "crunch times." It's especially challenging to get people to get excited (and to stay excited) about your game concepts. And it's challenging to balance the constant influx of new ideas from the team with the need to get the game done and make it fun.
>q8.what types of problem solving are typical?
It's typical to write a concept, either on spec or upon request, and to have it shot down in an executive greenlight meeting. Then the problem is to figure out what they didn't like about it and how to fix it so they will greenlight it.
>q9.what goals do you set and achieve?
This question is too vague for me - and it's all about me. I recommend you ask questions instead about the typical game designer. [Note: there is a method to my madness. I am trying to show you, by example, how vitally important crystal-clear communications are for aspiring game designers. If you had asked me "what goals do game designers set and achieve for themselves in a typical game project," I would have simply answered it. But that isn't what you asked, and so that isn't what I'm answering.]
>q10.would you say this job is creative?
With apologies for the bluntness of this reply: "Well, duh." (^_^)
>q11.what sort of demand is there for people working in this job?
The game industry needs game designers - at least one, sometimes a handful, for each and every game that is created. That said, there are far more people aspiring to do the job than there are openings.
>q12.what level of organization does this job call for?on a level of 1-10.is it imposed or independent?
You lost me with that last part, but a game designer must be extremely organized. He has to write a lot of information, he has to do it on a schedule, with people clamoring to see what he creates, and with people constantly peppering him with their own ideas to incorporate into it. The game designer reports to a creative director or a producer, so he gets his orders from above, and then has to deliver.
>q13.what is your work arrangement?
I'm not answering that, and you ought to know why.
>q14.where do you work?
I work at home, but how useful is that information for you? Not very, in my opinion. You will not be hired to work at your home as a game designer. Period.
>q15.can you work from home?
I sure hope so!
>q16.what specific requirements are in demand for this field?
Game design candidates should have a bachelor's degree or better, perhaps programming ability, perhaps artistic ability, perhaps business skills. Game design candidates need several years of game industry experience (without which, they're just game biz candidates who won't be becoming game design candidates until they've gotten the experience). And game design candidates need to live near the game company where they'll be working.
>q17.what education is required for this job?
Read FAQ 3.
>q18.what are the benchmarks of success?
Please rephrase the question. It's much too vague for me to know how to answer it.
There were so many questions in this that weren't already covered in FAQ 37 that I'm going to append this to FAQ 37. Good luck with your endeavors, Sean... - Tom
Tom Sloper
Los Angeles, Calif., USA
March 21, 2005
>Name = Jensen
>Age-Ed-Occ = 13, middle school, n/a
>Date = 4/17/05
>Comments = I have some questions. If a game designer could answer them by tonight that would really help because the project is due tomorrow!!!
Good plan, Jensen. (^_^) You didn't mention what time zone you're in, by the way. As far as I can tell, your post was written a little after 9PM Pacific Time - and right now as I write this reply it's a little after 9:30PM Pacific Time.
>PLease tell me your name when you do this so I know Im talking to an actual person
See my signature, below.
>What is the official title of your job
I am a freelance game producer, game designer, and consultant. I am also a writer, speaker, and teacher (my subject is games).
>How long have you been on this job
I've been in the business of making games and toys for over 25 years.
>How did you get involved in this work
Read FAQ 37 (above left). That also will answer most of your remaining questions.
>What are some major taskes you do in this job
>What other jobs have you had and are they related
I was also an engineering model maker. And no.
>What is the requirements and education for this job
>What do you like most and what do you like least about your job
>How does your job affect your home and social life
I work at home, and I make my own hours, because I'm freelance.
>How has technology affected your carrer
It's made it MUCH easier.
>If you could do it all over again, would you or would you not
Yes.
>What gives you the most satisfaction about your work
>What are your carrer goals
>What do you think is important for me to know about concerning this job
It's important for a game designer to NOT be a procrastinator - a good game designer would NEVER put off until Sunday night an assignment that's due on Monday morning.
>Do you have any other comments
Yes. I do. (^_^)
Tom Sloper
Los Angeles, Calif., USA
April 17, 2005
Two high schoolers asking identical questions from the same computer, two minutes apart. Wow, talk about coincidence!
>From: chris
>X-Originating-IP: [204.72.116.12]
>To: tomster®Sloperama:com
>Sent: Wednesday, March 12, 2008 6:07 AM
>Subject: job requirements
>
>hello my name is Chris. i am writing a paper for a school report and i have a few questions. first what are the requirements for employment in game design and also what kind of schooling you have to take in order to get meet these requirements. also what colleges would you recommend for this type of schooling. and finally i was wondering what some of your hobbies are. thank you for your time and i hope o get a reply soon.
>From: jake
>X-Originating-IP: [204.72.116.12]
>To: tomster®Sloperama:com
>Sent: Wednesday, March 12, 2008 6:09 AM
>Subject: Game Design
>
>Hi my name is Jake and I'm doing a paper on game design. was wondering if you could answer a couple of questions for me such as, What is the employment like in the game design field and what requirements do you need in order to get a job in that field, What kind of education do you need in order to be successful in this career, how many years you need of college to get a good job in the game design career, and what kind of hobbies do you have?
Hi Chrisjake, you wrote:
first what are the requirements for employment in game design
Okay, so your question is about game design - not game programming (FAQ 15) or 3D game graphics or game audio (FAQ 53)or Q.A. (FAQ 5) or game producing (FAQ 42) or game writing (FAQ 32). The requirements for the game design position are:
what kind of schooling you have to take in order to get meet [sic] these [game design job] requirements.
Read FAQ 3 (see the Frequently Asked Question links, above left).
what colleges would you recommend
Read FAQs 44, 34, & 25.
i was wondering what some of your hobbies are.
Hiking and mah-jongg.
What is the employment [sic] like in the game design field
Read FAQs 14 & 37.
Tom Sloper /
トム·スローパー
/
탐 슬로퍼
/
湯姆 斯洛珀
Los Angeles, California, USA
March 12, 2008
School interview assignment # one billion and four.
>From: Sam
>Sent: Tuesday, October 27, 2009 10:23 PM
>Subject: Online interview?
>Hello, my name is Sam [deleted]. I am highly interested in the field of game design, mainly the story telling aspect of it. I am a student at [deleted] College and an English Creative Writing major. I have been assigned an interview paper on a topic that I don't know much about. I figured this would be the perfect time for figure out what it really takes to make a game from scratch to purchaseable.
>I have provided a list of questions. Hopefully they are not too overwhelming all at once.
>1.) What is the basic process in building a video game?
>2.) I have had several different ideas on what a game designer is, but different people tell me different things. What exactly does the position "game designer" entail?
>3.) Within that process, how do developers, designers, and artists communicate their ideas and work together?
>4.) Where in that process do game designers fit in?
>5.) Are there any specific archetypes you rely on when thinking of a new game?
>6.) How do you formulate your ideas into a game?
>7.) How did you break into the game design business?
>8.) I have heard that for a game designer, the best thing is to learn everything possible. Essentially get the most broad education you can. Is there any specific degrees you think game designers must have in order to get hired?
>9.) What is the most popular game you have worked on?
>10.) What is the most difficult part in designing a video game?
>11.) Easiest part?
>12.) What is your favorite part in working on a new game?
>13.) Do you follow any specific ritual when thinking of a new game?
>14.) If you had a billion dollars in a budget for a game, what kind of game would it be?
>15.) Where do you like to do your writing(like at work, home, car, bed, etc., etc.)
>16.) Are there any real life people that influence any characters in your game?
>17.) How much money is typically budgeted in a game?
>18.) Not to be too blunt, but how long have you been working in this field and what is your salary?
>19.) For a brand new game designer, what would you estimate the salary to be?
>20.) How long do you typically work on a game?
>21.) Is there ever a point where you work on more than one game at once?
>22.) Out of your entire career, what is your favorite moment while working?
>Thank you so much for your time. I highly appreciate it. Sorry to throw so many questions out at once.
>Sam
Hi Sam,
It's important that an interviewer do his homework before contacting the interviewee and asking his questions. It's kinder to the interviewee (it's more "interviewee-friendly") if the interviewer see what the interviewer is about and if perhaps some of the interviewer's questions might already be answered by something that the interviewee has written and published before.
It's also important to ask narrow questions (questions that do not require the interviewee to expound for an hour or to write a book).
To get to your 22, no wait, 23 questions:
Read FAQ 10. My FAQ links are above left.
Read FAQ 14.
Via design documents, meetings, email, IM, and person-to-person conversations.
Read the FAQs I already mentioned above.
It's inevitable to consider existing games when designing a new one.
That's an extremely large/vague question. You'd need to narrow it down.
Read FAQ 18.
Read FAQ 3.
Probably my work on the Shanghai series. But it's amazing how often I get emails from guys who played my Game Time watch (or one of my game calculators) when they were kids. Click "List of Tom's Games," above left.

Trusting your own instincts when faced with opposing views of team members -- convincing others to trust your design decisions -- knowing that the game will be fun when it's actually implemented -- keeping it simple when there's so much pressure to add features.

Writing the character specifications (when the game has characters).

Designing the U.I.

No. Every project is its own unique challenge, requiring a different creative process.

I'd buy the Shanghai rights and make a new Shanghai game.

I do my writing at the computer. But I do my proofing/correcting/improving with a red pen, either at the dining room table or at a table at McDonald's after breakfast.

No.

It depends. Read FAQ 62.


Since around 1982. This information you could have found by exploring my website.


That's an extremely personal question.

See the yearly game industry salary survey at GameCareerGuide.com -- there's a link in my Game Biz Links page, but the very latest survey is at http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33

Between 3 and 18 months, typically.

Yes.

The time I went to Japan to work on the Space-N-Counter game calculator with the programmer at Toshiba. Read FAQ 19.
Los Angeles, California, USA
October 28, 2009
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