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| 5/25/99 |
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"The vacuum created by the arrival of freedom and the possibilities it seems to offer
it's got nothing to do with you
if one can grasp it..."
-yes, more David Bowie
This week's topic is about how to get a job in game design. I'm not going to offer the idea that you follow my path, mainly because it's not feasible for just about everyone (given that there are a limited number of design slots at TSR and other pen & paper companies, and given that they rarely open, it's not really the best way to go if you want to get into computer game design quickly). So what DO you need to get into the exciting, high-rolling, fast-paced world of computer game design, where the champagne flows like rivers and models await your every whim? How do you break the wall between you, the common plebian, and the computer game designer who drives a prohibitively expensive car just because he can afford to wreck it EVERY SINGLE DAY OF THE WEEK? Don't ask me. I can tell you how to get into a company like Interplay, though. These are the qualifications to get a job from outside the company.
EDUCATION
CREATIVITY
SKILLS
FOCUS, DEDICATION, AND LOVE These are things you need to get a job in creative game design. How you combine them into getting a job is left as an exercise in creativity for you. Think about it for a while; if you're right for the job, you'll figure out a way. There is no set path, you see, and it's a good idea to show innovation to prospective employers right from the start (I don't recommend stalking, though). You can do it from inside the company, too. Here's how: Get a job in QA or Customer Service - those are great entry-level spots, and they expose you to people in Development. Learn the job from the inside. Volunteer to help out on projects. Show your willingness to work late hours and dedicate yourself to whatever it is you're working on. Be visible and be intelligent. A sense of humor works well, too, as does the ability to show you can work well with a team - interpersonal relations are a MUST, because when the project gets into full steam and everyone gets a little edgier, you want to be able to communicate effectively with the people you're working with - far better to have a team that laughs together than screams at each other. Eventually, if you dedicate yourself and show your love for games long enough, you may draw attention from Development and be asked to help in a bigger way on upcoming projects, and if you work out there, you're pretty much in. Both ways, as you can see, require time, effort, and dedication to a goal. It's not easy, this life on the edge, but it's well worth it. Mostly. Until the day you snap. (that should keep my coworkers on their toes) -Colin |
| Planescape: Torment & Design: © 1998 Interplay Productions. All Rights Reserved. © 1998 TSR, Inc. All Rights Reserved. Planescape, the Planescape logo, Advanced Dungeons & Dragons, Torment, the AD&D logo, and the TSR logo are trademarks of TSR, Inc. and are used by Interplay under license. TSR, Inc. is a subsidiary of Wizards of the Coast, Inc. Interplay, the Interplay logo, Black Isle Studios and the Black Isle Studios logo are trademarks of Interplay Productions. Exclusively licensed and distributed by Interplay Productions. All other trademarks and copyrights are property of their respective owners. |