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Become a Video Game Designer: Everything You Need to Know Part 1

Wednesday, October 29th, 2008



Introduction
I have been asked the question of “how do you become a video game designer” countless times. Instead of answering each and every time (like I had been doing), I decided to write this article. I hope this is helpful to you.

What is a game designer?
More so than any other discipline in the video game industry, the game designer is the most outwardly glamorous position. You are the linchpin that holds animation, art, and programming together. There are a great number of rewards for being a game designer, you get to see your ideas and creations take shape and come to life on the screen, your work gets seen by a lot of people, there is no dress code and work hours are usually very flexible. Since I love games and presumably you do too, you get to work in an industry that creates things that you love and is your favorite hobby.

Being a successful game designer is not without sacrifices. Despite the EA spouse letter, the industry as a whole is still terrible at work-life balance. You can expect to put in a staggering number of hours. Also, since most full-time workers are on salary, you will not be paid for overtime. I am not complaining about this, only that this is information that you should have before you commit to a career in game design. As a game designer I usually put in 50-hour weeks and this ramps up dramatically before monthly milestone deadlines and the inevitable crunch period that occurs before a game ships. The crunch period starts up to six months out from a game shipping. During this time you can expect to be putting in 12+ hour days 6 or 7 days a week up until the game ships. I have been in some really bad crunches where I was averaging over a hundred hours every week for months at a time without a break.

If the above warnings have not deterred you and you have decided you still want to be a game designer, your next question is probably “how do you become a game designer”.

Work ethic
You will need drive and determination. Game design positions are extremely competitive. Getting in requires an unquenchable desire, dedication and the ability to keep going despite setbacks. Only those of you willing to claw, kick and scream will make it. In order to get the drive necessary to succeed you should first answer for yourself the question of “why you want to become a game designer”. Your answer to this question should be something so strong that you can cling on to it in your bleakest hours and it will keep you hungry to succeed. Once you have the answer to this question, you will have the reason for all the hard work you are about to put in to be able to overcome any obstacles in your way.

Now that you have the proper mindset and work ethic required, we can start talking about how to best direct your work with the goal of obtaining a job as a video game designer.

Find a company to apply to
The next question you should ask yourself is what genre of game would you like to make? Select a genre or genres of games that you are drawn to, are knowledgeable about and enjoy playing and then find out and list all the companies that make these types of games.

The gaming industry as a whole is heavily situated in a few areas in the United States. If you are not currently residing in one of these areas, you must be willing to relocate to get the jobs. Some of the places in the United States with the most densely populated game studios are Southern California, Seattle Washington, Austin Texas and San Francisco California. Again, you will want to focus on the companies that specialize in the genre of game that you want to work in. Do not apply to a studio that makes first-person shooters hoping to work on a real-time-strategy game.

Once you have a list of studios, learn about their previous titles, the history of their company, the names of the founders, how their stock is doing, etc…

Education
Although you do not technically need a degree, I have found a rounded education to be very valuable. To be a successful game designer you will need a broad education. In fact, I became a game designer because it is one of the few professions that allowed me to apply my diverse interests in writing, history, movies and games in one job. If you are self-motivated to constantly learn about a broad range of topics and expose yourself to new things, you will be able to get by without a degree.

Needless to say you will need to play games. A lot of games. As a video game designer you should have an encyclopedic knowledge of games from all genres. Do not only play games that recently came out that received high marks, but go back and play older and lower reviewed games. As you play these games, write about why they are fun, what they did to promote replayability, what was not fun, what would you do differently to make a better game, what mechanics influenced the level design, how did the enemy and weapon placement affect the way you played the game, study the weapon balance, controls, interface, pacing, audio, etc.

Communication
Learn how to communicate effectively both written and orally. A major part of a game designer’s job is to communicate the design vision to their team. To do this effectively you will need to have good social and communication skills. These are skills that you will want to place an emphasis on to practice and develop if you do not already possess them.

Read books
Read everything that you can get your hands on about storytelling, game design and the process of game development. In subsequent articles I will be covering specific books in my book review section, but here is a list to get you started.
http://www.edge-online.com/features/50-books-for-everyone-in-game-industry

Read part 2 of Become a Video Game Designer: Everything You Need to Know

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Posted in Books, Video Games | 20 Comments »

Become a Video Game Designer: Everything You Need to Know Part 2

Wednesday, October 29th, 2008



<-Go back to Part 1 of Become a Video Game Designer: Everything You Need to Know

Tools of the Trade
Game design is an increasingly technical field. Here is a list of programs that will get you started. You should know at least one from each of these categories.

Commercially Available Game Engines
The commercially available game engine tools are the most important piece of software you can know as a game designer. Learn one of these suites inside and out. Even if a studio you will be applying to does not use a commercial game engine, it will be a solid foundation for whatever proprietary engine they do use. The great advantage these engines have are that they are shipped with games that are on the market and there is plentiful documentation and even tutorial videos to help you learn them. Here is one of the sites that helped me out when I was a new designer learning Unreal: http://www.3dbuzz.com/.

I will be covering this more in depth in the portfolio section of this article, but you should be trying to make a playable level with the engine that demonstrates your knowledge of the engine tools as well as shows off your design sensibilities and skills.
Examples of commercial engines: Unreal, Source, Radiant and CryEngine 2.

Top-down Level Layout Software
Using specialized software to create level layouts is very efficient, quickly conveys your level ideas and shows off your design sensibilities. While I much prefer using Adobe Illustrator, I have seen other designers work magic with Microsoft Visio. Visio is also great for creating flowcharts for events or AI behaviors.

Programming/Scripting Language
Learning to script and think in pseudocode is a very valuable skill for game designers. The syntax of the language is not as important as the thought process involved. Nonetheless, each of these following programming languages are popular and actively used in the game industry and it would benefit you to learn one of them. Examples of programming/scripting languages: LUA, Python, Unreal Script/Kismet, DoomScript and C++.

Microsoft Office
Word, Excel, Powerpoint, and Outlook are all indispensable to a designer.

3D Modeling Programs
With so many commercial engines now shipping with built-in BSP editors more and more development studios are moving their designers away from dedicated 3D modeling programs. While this is a trend in the industry, quite a few development houses still require you to know one of these programs. So it will depend on the particular developer you are applying to. Examples of 3D modeling programs: Maya, 3D Studio Max, and Sketchup.

Portfolio
As a designer who has poured through numerous portfolios and resumes and conducted countless interviews, I can tell you that the portfolio and the interview are the two most important aspects in being hired. The first step is building the portfolio, as a strong portfolio inevitably leads to the interview. A portfolio is used to demonstrate your skills and design sense. While a portfolio can consist of any number of different things, I would recommend samples that demonstrate your knowledge of the above listed programs. I would also recommend creating a sample tailored towards specific companies that you are applying to. An example might be creating and including a level design document for a game that a studio had previously released. A level design document should include a write up of your level idea, the events that will happen during the level and any puzzles that the players must overcome. This should also include top-down maps outlining how the map will look, where the enemies are introduced, where weapons and powerups will be placed. This document will show that you are capable of good design as well as possess the ability to communicate effectively through documentation.

More important than the level design document is the playable level or game. Pick one of the commercially available game engines above and create a playable level or game. If you choose to build out a level, if applicable, place down cover for the player to hide behind to create a front, place weapons, place powerups, place enemies and script their behavior. Think about pacing, encounters, what the player is feeling while playing and what choices are available to them. Remember that Sid Meier defined gameplay as “a series of interesting choices.”

Creating a thorough and polished portfolio is difficult and time consuming. When trying to get my first design job in the game industry, I would work a full time job and then immediately head home to work on my portfolio until 2AM everyday. Weekends were huge and I dedicated my entire weekends to improving my portfolio. With the singular focus of completing my portfolio with every free moment I had, it still took me over six months of constant work to get it to a spot where I thought I could show it to others. This may seem like a lot of time, but this is one of those sacrifice things I was talking about earlier.

Unless specified on the job application website, a portfolio is best presented in website format. This will save you the time and money creating DVDs or whatnot and the mailing postage.

Resume and Cover Letter
I will not be spending time covering the process of making a professional looking resume because there are so many sites that cover this already. The cover letter in many ways is more important than the resume. The cover letter is your opportunity to sell yourself to the company. Introduce yourself and your skills and emphasize how you can help fill the company’s needs and realize their goals.

Interview
Here are some interviewing tips I have picked up over the years.

If you have followed the advice written above, at this point you should be very knowledgeable about the company you are applying to. I am reminding you again to learn about the company you are applying to because I cannot count the number of times a candidate has come into an interview with no clue what the studio has worked on in the past or what announced game we are currently working on.

Practice
Do not neglect the interview portion. Acing the interview not only means getting the job, but also gives you greater room to negotiate your salary.

One of the most important qualities I am looking for in a candidate during an interview is how well they communicate their ideas to others. Use cue cards to practice answering questions. Practice will make you more comfortable and will lower your anxiety levels and improve performance.

When asked about your previous employment, do not attack your previous company or co-workers during the interview. I am looking for loyalty from the candidate.

Dress
The gaming industry is one of the few places where it does not benefit you to come dressed in a three-piece suit. In fact it may harm your chances. We are looking for people that will fit in well and as there is no dress code for developers, wearing a 3-piece suit into this environment is a mistake.

My recommendation is to dress in a collared shirt or sweater, trousers and some comfortable shoes (no flip-flops) for men and a suitable top (not too revealing) and trousers or skirt for women.

What to bring to the interview
Bring several copies of your resume, some examples of your work, something to write with, a notepad, water and energy bars. I like to bring energy bars because interviews at a lot of game companies are structured with multiple interviewers over an entire day. If you need to, snacking in between interviewers will keep you energy level up.

Quality Assurance
Lastly there is Quality Assurance. QA is the “mail room” of the gaming industry. This is usually where most people get their first taste of the industry. A position in QA has a lot to offer to an aspiring game designer. Being in Quality Assurance will put you in an environment with others who are also trying to advance their game careers. Team up with them and work together to polish your respective portfolios.

Some of the other things you will learn are what bugs are and how to communicate them effectively to other developers. If you are working on console games, be sure to etch into memory Sony’s Technical Requirements Checklist (TRC) and Microsoft’s Technical Certification Requirements (TCR). These are industry requirements that a game must pass in order to ship on these respective platforms and you can learn to avoid these violations while designing your future games. You will also witness and be a part of how a game changes through the development cycle.

If at all possible, try to get hired in the QA lab of a game developer instead of a QA outsourcing company. This way you can hound and possibly show off your portfolio to developers and get feedback.

Lastly, work harder than everybody else around you. Volunteer feedback and stay late on your own. If you can get a QA position testing the game engine tools, be sure to learn them and start creating levels with them.

Conclusion
Most importantly do not give up. If faced with a setback, learn from it and redouble your efforts. Hang on to the “why” you want to be a game designer and let that drive you. So now that you’ve heard what I have had to say on the topic, it is time for you to get to work. Good luck! If you leave any questions in the comments section, I will try to answer them to the best of my ability.

<-Go back to Part 1 of Become a Video Game Designer: Everything You Need to Know

See my other related articles also:
10 Greatest Video Game Designers Part 1
10 Greatest Video Game Designers Part 2
Low Skill Cap and Luck (RNG) in World of Warcraft PVP
Top 5 Greatest Moments in Competitive Gaming (eSports)
What Video Games Taught Me About Life
Roger Ebert is Right: Games are Not High Art…Yet
What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?
Dead Space Through the Eyes of a Game Designer
Call of Duty: World at War Through the Eyes of a Game Designer
Gears of War 2 Through the Eyes of a Game Designer
Best Games of All Time by Genre Part 1
Best Games of All Time by Genre Part 2
8 of the Most Underrated or Overlooked Video Games of All Time
Pimps at Sea err I mean Age of Booty & Gen 13 Cosplay
My Student Films 2: EverQuest Documentary and Guilty Gear Isuka Trailer
Best MMA Fights & Genki Sudo: Real Life Video Game Character

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Posted in Books, Video Games | 6 Comments »

Bet on the US, I am

Thursday, October 23rd, 2008



How could you not be aware of the plummeting US economy? Everyday the headlines of stocks plummeting and new layoffs grow louder. The short-term future may be bleak and I believe that the economy is due for a correction after so many years of prosperity. Despite all the scariness, I am continuing to invest in US stocks and I am not the only one. Warren Buffet, a personal hero of mine, wrote a great opinion editorial over at the New York Times.

“I’ve been buying American stocks…Why? A simple rule dictates my buying: Be fearful when others are greedy, and be greedy when others are fearful. And most certainly, fear is now widespread, gripping even seasoned investors.”

There are ridiculous values out there right now. Great companies trading at unreasonably low prices.

“Over the long term, the stock market news will be good. In the 20th century, the United States endured two world wars and other traumatic and expensive military conflicts; the Depression; a dozen or so recessions and financial panics; oil shocks; a flu epidemic; and the resignation of a disgraced president. Yet the Dow rose from 66 to 11,497.”

While nobody can predict the short-term movements of the market, invest in the long-term. I am a long-term investor and I will be putting my bets on the United States.

If you have not read Warren Buffet’s mentor Benjamin Graham’s book The Intelligent Investor: The Definitive Book on Value Investing. A Book of Practical Counsel (Revised Edition)
I highly recommend it. It is the most influential book of my investing life.

Here are my basic stock investing guidelines:
1. To buy a stock is to buy a piece of a company
A lot of people forget this principle. If you do not believe in or like the company do not buy the stock.

2. Buy what you know
This is the famous investing advice given by Peter Lynch.
Since I work in the gaming industry and spend all my time researching games, it is an area I understand. So I would rather buy stocks in gaming companies that I spend the majority of my time researching instead of a Bio-tech company that I know little about.
This rule also applies to products that I like and use. If a company does not produce a product or service I use, I will not invest in that company.
Check the balance sheets of the stock. I personally never invest in a company that has any debt. Also read their quarterly reports especially the risk segment. If you read this segment and still think that the stock is worth owning then you may have a winner. Learn how to read the numbers and balance sheet of a stock.

3. Do not buy stocks you are not willing to hold indefinitely
“Only buy something that you’d be perfectly happy to hold if the market shut down for 10 years.” – Warren Buffet
I’m not trying to turn a quick buck in stock investing. Again it comes back to whether you like the company enough to own and hold a piece of it indefinitely.

4. Buy slowly
Do not move in on a stock all at once. If the stock continues to go down and you like the stock, continue to buy in. If the stock goes up, I generally do not continue to buy in.

5. Be fearful when others are greedy, and be greedy when others are fearful
Above all this is what drives my investing.

Disclaimer: Stocks involve risk; I’m only telling how I personally invest. Any investment decisions you make are your own.

You may be interested in these related articles also:
Money: What Steps I Have Taken to Save It
8 Ways to Make Your Goal a Certainty

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Posted in Books, Investing, money | 10 Comments »

Book Review of Craig Thompson’s Blankets

Tuesday, October 21st, 2008




I was walking the floors of the San Diego Comic Con when I happened upon the Top Shelf Publishing’s booth. I was in a hurry to reach one of the random panel discussions on the schedule so I picked up a hefty graphic novel with the title of Blankets on it and asked the writer and artist Craig Thompson, “sell me your book in one line.”

He replied, “Neil Gaiman said it best I think, ‘moving, tender, beautifully drawn, painfully honest, and probably the most important graphic novel since Jimmy Corrigan‘.”

“Here’s your thirty dollars,” was my answer.

What I got in return for my money was a heart-breaking, moving, page-turner that had me racing to the end to discover what happens, yet at the same time not wanting for it to end.

Blankets is an intimate autobiographical story about a young troubled artist growing up in a devoutly Christian family. It follows him through the abuse he suffers at the hand of others, his feeling of powerlessness, his loss, his fears, his hope and his first love.

Because this book is based off of actual events the characters never act according to a script and that comes across on the page. The relationships are complicated and three-dimensional. This lends this book its self-effacing, real quality.

We follow Craig through his formative years as a youth in Wisconsin sharing a bed with his brother Phil. Through the hot and humid summers and freezing winters he deals with bullies, vindictive teachers and even molestation from a babysitter. The writer expresses his insecurities about his ability to make a difference in the world around him. He is unable to protect his younger brother and feels guilt over this powerlessness. Craig finds escape through art and religion. On through high school we follow the author as he meets his first girlfriend from Christian winter camp, Raina. Through her we are introduced to her own complicated family life. Raina’s parents are getting a divorce and family problems abound. They find solace in each other. Thompson does not spare us the details in his 582-page tome and as I mentioned before, the novel is not predictable and for me to reveal anymore would be criminal.

What makes Blankets remarkable is Thompson’s mastery over the comic medium. His images and words are haunting and stay in the mind long after you put down the novel. He melds innovative fonts together with art that carries both movement and emotions. I sat there reading and watching the story progress dumbfounded as the artist did things that I have never seen done before. This is an example of a master at the height of his craft. There is one particularly poignant scene that I would like to highlight that illustrates Thompson’s command. This scene occurs when the main character burns his childhood drawings to escape the memories of his youth. Needless to say that Blankets is a work that had a profound effect on me.

See my other related articles also:
Tony Huynh Recommends
Book Review of Neil Gaiman’s Stardust
Tao of Jeet Kune Do Book Review – The Art of Street Fighting

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Posted in Books | 1 Comment »

Book Review of Neil Gaiman’s Stardust

Saturday, October 18th, 2008




A one sitting read, in the space of a few hours, manages to capture your imagination and take it on a magical journey into a mystical land fraught with peril and full of grand adventure.

Few novels paint a setting that makes me envy the characters that dwell within it and convince me to give up the electronics driven paradise I currently live in for an imaginary land, but somehow Neil Gaiman manages to do just that in Stardust.

The story goes that across the wall from a small British Victorian village is an enchanted land. Many who pass through the wall are never heard from again. The villagers guard against others passing through the portal, the only exception is that once every nine years there is a fair that takes place where residents from both sides meet to trade. It is here that Dunstan Thorn meets a beautiful girl from beyond the wall.

Their union produces a boy and he arrives at Dunstan’s doorstep in a basket with a note proclaiming his name to be Tristan Thorn.

Almost eighteen years later, Tristan, in his efforts to win the heart of Victoria Forester, makes a vow to bring her a shooting star and he sets off to travel past the wall in the search of the prize for his love.

On his adventure, Tristan is introduced to a host of interesting characters, most benevolent and some quite the opposite. Much of the book is a moral tale, where one is rewarded for selflessly helping others and it is through this friendly assistance that he finds his star. As it turns out, the star is not a cold lifeless rock, but is instead a magical girl named Yvaine.

Although the novel is predictable, it nonetheless is relentlessly entertaining. I was surprised by the spectrum of emotions I felt during Tristan’s journey. The prose is eloquent and never ceases to amaze me how well it seizes your imagination and convinces me of the existence of this fictional world. The best way to describe this book would be a Hayao Miyazaki flick without all that crap about the evils of man corrupting nature.

By the end of the novel I had a grin from ear to ear, but a little later that is replaced by a feeling of loss as it dawned on me that the book was over.

This book would be very appropriate and relevant to young children were it not for an errantly misplaced scene with a fairly graphic depiction of sex.

The movie adaptation of Stardust (Widescreen Edition) is quite good also.

Words of warning: Do not buy the graphic novel of this book without first having read the version without the pictures. The paintings in the graphic novel, while pretty were unnecessary and actually took away from the wonderfully depicted characters and settings of Gaiman’s writing.

See my other related articles also:
Tony Huynh Recommends
Book Review of Craig Thompson’s Blankets
Tao of Jeet Kune Do Book Review – The Art of Street Fighting

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Posted in Books | 3 Comments »

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