Likelihood of "making it" as a game designer
by Jim McLuckie · in General Discussion · 02/07/2002 (8:07 pm) · 5 replies
I'm going to get right down to it...I am 19 years old and interested in becoming a game designer. Professionally or independantly is not a matter to me, as long as I make a good enough living money-wise to survive. I'm currently the designer/producer of Project: Warfare, and so far I feel that we're off to an impressive start.
Now let's be hypothetical. Let's say this game turns out to be successful. How successful? Successful enough to be recognized. I'd say being mentioned or having a tiny article or something about the game in PC Gamer would be pretty successful. Say there's a nice, enthusiastic, hardcore community surrounding the game, and we sell a number of copies (whatever is considered successful for an independantly produced game). I'm not in college currently and have no degree (obviously). What is the likelihood of a company being interested in having me along as part of their staff? Or is it much more realistic to say I don't have a chance without a degree? Would it be realistic to say that I could have a successful "career" as an independant game designer? Any thoughts on the subject is really appreciated; I want to know if I'm on to anything here...
Now let's be hypothetical. Let's say this game turns out to be successful. How successful? Successful enough to be recognized. I'd say being mentioned or having a tiny article or something about the game in PC Gamer would be pretty successful. Say there's a nice, enthusiastic, hardcore community surrounding the game, and we sell a number of copies (whatever is considered successful for an independantly produced game). I'm not in college currently and have no degree (obviously). What is the likelihood of a company being interested in having me along as part of their staff? Or is it much more realistic to say I don't have a chance without a degree? Would it be realistic to say that I could have a successful "career" as an independant game designer? Any thoughts on the subject is really appreciated; I want to know if I'm on to anything here...
#2
"I'm not sure the legendary 'Game Designer' position actually exists"
Hehe, that's my line. I like slamming the hammer if reality down on people!
In the upcoming newsletter (you'll hear about it in a few days) there's an article on "starting out" as it relates to the indie games community, but much of the same applies to professional game development.
1. Get some skills.
2. Get some experience.
3. Get some contacts.
4. Get some sleep... when you get in the games industry you won't be getting any.
Choose a path. Programming, 2d art, 3d art, or sound. Do it, and do it well. Then do it some more...
Trying to go the "game designer" route is not something that will work. People who do that had to pay their dues as a programmer, or lead something or other. Even then, their sole purpose isn't just to come up with ideas for a game.
The chances of "making it" depend on your dedication, and your skills. Some skills are always in demand, mostly good programmers and artists. If you got the skills to pay tha billz, and you put them to good use you should do pretty well.
02/08/2002 (4:54 am)
Noooo you beat me to it!"I'm not sure the legendary 'Game Designer' position actually exists"
Hehe, that's my line. I like slamming the hammer if reality down on people!
In the upcoming newsletter (you'll hear about it in a few days) there's an article on "starting out" as it relates to the indie games community, but much of the same applies to professional game development.
1. Get some skills.
2. Get some experience.
3. Get some contacts.
4. Get some sleep... when you get in the games industry you won't be getting any.
Choose a path. Programming, 2d art, 3d art, or sound. Do it, and do it well. Then do it some more...
Trying to go the "game designer" route is not something that will work. People who do that had to pay their dues as a programmer, or lead something or other. Even then, their sole purpose isn't just to come up with ideas for a game.
The chances of "making it" depend on your dedication, and your skills. Some skills are always in demand, mostly good programmers and artists. If you got the skills to pay tha billz, and you put them to good use you should do pretty well.
#3
IMHO experience is much more valuable than education. I checked out your game and your developer profile, and I think you have a good start.
You are a good writer. Your game idea is sound and has a niche. I would recommend that you put even more information about your design out for peer review, and to further establish yourself. Fill out the Project Profile with screenshots, home page url, design documents, etc, then use the link as a sales tool everywhere you go.
I would recommend more work on your Developer Profile, i.e. make it more of a sales peice. Put up a bunch of small game design ideas. Just throw them together to show your versatility. If you don't have any ideas that you are willing to "throw out" to the community, then a good excercise would be to create some.
Post a lot of forum replies (make sure you check your spelling before posting) to build up a reputation among the GG community, and this rep will spill over into other areas of the market. Eventually, you will have a resume that will totally stand out from most of the people that are applying for the "real" designer jobs at the big companies. Who knows? As a by-product of this effort, you may end up creating a Torque game that sells well enough that you won't have to leave the indie scene:)
Good luck!
Jeff Tunnell GG
02/08/2002 (8:27 am)
Jim,IMHO experience is much more valuable than education. I checked out your game and your developer profile, and I think you have a good start.
You are a good writer. Your game idea is sound and has a niche. I would recommend that you put even more information about your design out for peer review, and to further establish yourself. Fill out the Project Profile with screenshots, home page url, design documents, etc, then use the link as a sales tool everywhere you go.
I would recommend more work on your Developer Profile, i.e. make it more of a sales peice. Put up a bunch of small game design ideas. Just throw them together to show your versatility. If you don't have any ideas that you are willing to "throw out" to the community, then a good excercise would be to create some.
Post a lot of forum replies (make sure you check your spelling before posting) to build up a reputation among the GG community, and this rep will spill over into other areas of the market. Eventually, you will have a resume that will totally stand out from most of the people that are applying for the "real" designer jobs at the big companies. Who knows? As a by-product of this effort, you may end up creating a Torque game that sells well enough that you won't have to leave the indie scene:)
Good luck!
Jeff Tunnell GG
#4
02/08/2002 (11:01 pm)
Thanks for the advice and encouragement guys...I was hoping someone from the GG staff would lend a helpful word or two :)
#5
Looks like you're off to a great start. Keep at it. Remember the chances of making it to where you want to go is directly proportional to the effort and number of hours you put into getting there.
Mike
02/09/2002 (8:13 am)
Jim,Looks like you're off to a great start. Keep at it. Remember the chances of making it to where you want to go is directly proportional to the effort and number of hours you put into getting there.
Mike
Torque 3D Owner Gareth Davies
I'm sure for every 1000+ wannabes there are only a handful of people that are truly committed or willing to give what's required to 'make it'.
I've read so many books / magazine / on-line articles on 'how to get into the games industry' and they all really say the same thing. There are two real paths.
1) Education, More Education, Junior Position (ideally with independent experiance), Experiance, Experiance, Lots more Experiance, Senior position.
2) Independent games (i.e. experiance / sucess). I'd almost say sucess and experiance are interchangeable (delivering 20 mediocre titles will probably get you the same prestige as 1 absolute stunner). Then god willing you can go straight into the more senior positions. However a game that isn't delivered ain't worth squit. I think 'finishing power' is what seperates the men from the boys.
I'm not sure the legendary 'Game Designer' position actually exists, it's like wanting to be a director or rock star etc. I think at the moment the 'Games' industry isn't as glamourous as it has the potential to become, but it is definatly a whole load of blood sweat and tears. And only the exceptional really make any good money out of it anyway. Without a true passion for it I think you're stuffed from the start.
Personally i'd say start small and work your way up, "Project:Warfare" looks like it's a somewhat advanced spec. I believe it took the "Operation:Flashpoint" guys 30 people and 5 years. Ok so you've got a serious head start with the torque engine, but you've got your work cut out! I'm sure delivering it well will earn you the kudos you need.
Way i'm going to try and do it is deliver a few simple games, then see what doors that opens. Ain't got the guts to shop in the monthly pay cheque of my web developer position to try true independent games development yet :) Then again at 22 i'm over the hill anyway ;)
I honestly believe the best way to build the games you want to is to... do it yourself, and I have yet to find a better place to start than here at GG!