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Breaking the Wall

Cryptic Studios recently posted an article on the Champions Online official site which details how a talented and driven individual can break into the exciting world of game design. Today we're pleased to reproduce the article the article on this site.

This is the first of a two-part series about the field of game design. This first article talks about how to break the wall and get into game design. The second part will detail a bit about how design works from the inside.

At one point or another, most people who play games have probably at least entertained the thought of getting into game design professionally. Game design isn't like law or medicine though – there's no bar or exam to pass, so how exactly does one break into the field?

The most important thing to realize about breaking into game design is that it is very much subject to the laws of supply and demand. There are very few game design jobs of any sort available, and there are a whole lot of people who want to be designers. And many of the people applying for the few open game design positions are not strangers to the industry, either. In addition to people in areas like QA or CSR, it is not uncommon to see programmers or artists want to switch fields.

Different developers will have different biases and be looking for different things, but there are ways you can better position yourself to dramatically improve your chances of breaking in to the industry.

First, while it is not impossible to come in off the street and get a game design position, it is very, very unlikely. Internships are available from some places as well, and if you can find one can be a highly effective shortcut.

While "game designer" is not generally an entry-level position, what you can do is get a job that is an entry-level position, but that is a recognized feeder into game design. If you are already a programmer or an artist, both of these are in parallel areas of game development that work very closely with design, and as such are superb ways of cracking the wall.

What if you don't know code and your idea of art is drawing stick figures? You're not out of luck, but the path is a little longer. Publishers will almost always have large QA (Quality Assurance) and CSR (Customer Service) departments, and developers will usually have at least the first, and occasionally the second. QA departments at developers tend to be smaller and have better access to the developer, so they are generally a better route into game design. But because there are generally fewer available positions, competition can also be fiercer.

If you wind up with a job in QA or CSR at a publisher, never fear. Publishers also frequently run their own first-party development studios which occasionally have openings, and it is perfectly possible to move from a publisher position to a similar position at an outside developer.

Secondly, because there are so many applicants for so few positions, it can help to have ways to distinguish yourself. For this, I can tell you a secret:

Creativity is good, but it isn't primarily about the creativity.

What? Heresy! No, truth. Everyone – designer, programmer, artist, QA, CSR, marketing or executive – is convinced their ideas are the best, the most creative, the most interesting and the most innovative. A designer certainly should be creative, and being creative will definitely get you noticed, but it's generally not what will close the sale.

What will close the sale is the ability to demonstrate professionalism, practicality, understanding of the way development works and the relative costs and risks of different paths. Most importantly of all, however, is the clear ability to check your ego at the door and identify the best approach or design regardless of whether or not you were the one to think of it.

Game design is still a job, and it's amazing how frequently people forget this. All of the factors that apply to any other job – professionalism, courtesy, responsibility, confidence and diplomacy – all apply equally well in this field. Although game development is generally more informal than many other fields, it is still a business, and it is important to remember this.

Finally, being a game designer is not the same thing as being a game player. This sounds obvious, but in interview wrap-ups it is one of the points that comes up again and again. Obviously, you need to be able to enjoy playing games and to identify what aspects of gameplay are fun – this goes without saying. What you also have to do, however, is to separate the "game player" hat from the "game designer" hat, and start asking a whole new set of questions.

What is fun? Why is it fun? What alternative approaches could be envisioned? What are the risks and consequences to other systems for each alternative approach? What principles of the game must be adhered to in order to maintain the vision of the game or company? What resource restrictions are there – it might be great to have another year to polish something, but what do you do if you don't have an extra year to polish?

Above all, it can take a lot of persistence and a lot of patience to break the wall and get your foot into the world of game development. But if you do, the rewards are unmatched.

Read this article at the original source here.

More Champions Online Features:

Champions Online - Noob Time with Ripper X Media added on Wednesday September 21
Champions Online - Free for All Launch Interview Interview added on Wednesday January 26

More General Articles:

Luvinia Online - Zendo Area Tour General Article added on Monday January 30
Star Wars: The Old Republic - Good Cop, Bad Cop – SWTOR General Article added on Monday January 30
General - CES 2012 – Hardware Roundup General Article added on Wednesday January 18

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Repulse - Interview with Scott Hartz Interview added on Friday February 10
Repulse - Beta Preview Preview added on Friday February 10
Player Perspectives - Mentoring is Motivation Column added on Friday February 10
 
 
Crazybear writes:

I really feel that the industry is going to get so specialized, with so many companies concentrating on so many specific aspects of game making, that creating games, and MMO's, will be more like stepping up to a buffet (I will use productX for my game world and productZ for my character design, and productY for my collision detection, ect.)...  and that is when I will give it a go.

New Post Quote
4/21/08 9:21:22 PM
 
Anofalye writes:

I am not exactly a successfull game designer myself.  But, my opinion would be to specialised yourself, as a game designer.  (Of course, Flash games designing required to be a jack-of-all trade designer and would constitute a counter example, the absolutely exception to the rule I just spoke, as you lonely must single-handle possible dozens of design in a year LOL, now that would be time to be a generalist and not specialised yourself at all)

 

See, there are MANY peoples who want to design.  Find your strongpoints and specialised into it.  Even Smed or Stateman can do the comon sense job, cutting stuff into place.

 

You can just start from a simple exercise as a DM.  Did you try a RPG club?  What types of players did you attract in your games?  I know for 1, I was attracting extremely different peoples, some very popular, and some extremely outcast in the "RPG community", I was seen as a cruel, yet lawfull DM, where every player has a chance, an opportunity.  Now, you have to decode that, from a "Game designing" perspective.  See, in these RPGs clubs, usually the peoples are forming small groups and move together, as groups.  Me, the unique thing was, that these group "usually" break to join my games.  Now, that doesn't mean that much, yet it does pinpoint to a few particularities I have.

 

Just as in everything in life, find what make you unique, good, wanted.  See, other peoples will put labels on you, willingly or not, you will be task with precise tasks (never those you really want).  At least, make sure that peoples see your strong points, so at least you are likely to be task with stuff you enjoy in a way, or another.

 

Almost everyone is creative in this field, so if this is all you can find about yourself, or other can find about yourself, you may as well just give up.  Find your credo and use it!

New Post Quote
4/21/08 10:58:59 PM
 
theanimedude writes:


Originally posted by Crazybear
I really feel that the industry is going to get so specialized, with so many companies concentrating on so many specific aspects of game making, that creating games, and MMO's, will be more like stepping up to a buffet (I will use productX for my game world and productZ for my character design, and productY for my collision detection, ect.)... and that is when I will give it a go.

I agree 100%.

With all these new engines for this, or that, or 'the players want this feature that requires a full-blown team to create and will now be a staple of games' and what not, not to mention that there are now specialized degrees popping up everywhere, things are going to get a lot more specialized, and a lot more competitive.

The video game world is still a baby in most aspects, and as with everything, will grow and evolve. If you look at any company model, it always changes, jobs come and go, morph and expand, whatever.

So yeah, I agree. Things are going to change a lot, and keep changing. The key is knowing what you like. What really drives you. What makes you want to be in this field.

If you can find all that, and get your head planted somewhere, then get your foot in the door, good luck to you.

New Post Quote
4/22/08 6:00:00 PM
 
Nightbringe1 writes:

Originally posted by Anofalye

You can just start from a simple exercise as a DM.  Did you try a RPG club?  What types of players did you attract in your games?  I know for 1, I was attracting extremely different peoples, some very popular, and some extremely outcast in the "RPG community", I was seen as a cruel, yet lawfull DM, where every player has a chance, an opportunity.  Now, you have to decode that, from a "Game designing" perspective.  See, in these RPGs clubs, usually the peoples are forming small groups and move together, as groups.  Me, the unique thing was, that these group "usually" break to join my games.  Now, that doesn't mean that much, yet it does pinpoint to a few particularities I have.

 


LoL, I've got over twenty years experiance DM'ing just about every PnP game under the sun, up till about 7 years ago ( no one wanted me as a player for some reason ). Even today I just cannot look at any game with taking a DM point of view. Yes, you might not like something, but why is it there? What function does it server? It's probably a good part of the reason why I advocate slow leveling, harsh death penalties, and meaningful factions. I always found campaigns lasted longer and ran more smoothly when I slowed the groups leveling speed and made characters consider the consequence of their actions instead of just hack and slash.

New Post Quote
4/22/08 8:40:24 PM
 
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