What it takes to become a game designer

Up for some snark.

Moorgard makes a good resume about this other discussion. But I'll tell you that's not really the point. You learn those parts afterwards. They are valid but all optional.

What is essential is just one thing: contacts.

The rest is superfluous. You need opportunities before you can do something with them. And contacts will give you those opportunities. Without opportunities you could be god on earth, but you'll never do anything. Then there are multiple ways to make contacts. You can have charisma, you can kiss asses, you can live next to the big building, you can be in Austin, you can have friends that pull you in, you can have luck. Whatever. Every way is a good way. But you still need contacts.

Of course this doesn't make you a good designer. But it's also true that before you can become a good game designer, you have to become one.

So don't believe those guys. They are just scared of the competition.

Re: What it takes to become a game designer

In my experience contacts aren't an absolute.

Knowing someone can help get you to the interview, but we have hired dozens of folks through the normal application process. In fact, some known applicants have been unhireable due to their poor communication skills.

My advice: Play a lot of games, read How To Win Friends and Influence People, and show up in clean clothes.

Re: What it takes to become a game designer

What is essential is just one thing: contacts.

Contacts are names that wannabes collect to feel good about being wannabes.

Relationships are connections that players develop to enrich the experiences in their lives.

But it's also true that before you can become a good game designer, you have to become one.

It's also true that before you can become a designer, you need to get your foot in the door. Education, experience, and social networks are factors that contribute to your value as a prospective hire. And there, sir, is where you miss the point of discussing the role of a game designer.

Re: What it takes to become a game designer

Before you can be a good X, you have to become X.

Minus the allusion to ass-kissing (none of which I do in my current job, or actually in my past job, either), that's a requirement for... um... anything.

Re: What it takes to become a game designer

Contacts are definitely important, but in a complementary way to those attributes.

Contacts get you the interview, not the job.

When I know someone who I think would make a good designer, they still interview with the lead designer, producers, and other designers. That's who they'll be working with the closest, and are therefore the ones who should make the call.

Those people in turn tell me whether we should pass or go, and their decision is based on the kinds of skills that Moorgard linked.

We've had candidates I've brought in go both ways. I assume that most producers feel the same way. Any responsible one has a primary goal of making the best product possible, not employing as many friends as possible regardless of their abilities.

- Scott

Re: What it takes to become a game designer

they still interview with the lead designer, producers, and other designers

I know very little about these things but I always got the impression that the interviews were done by someone else not directly involved. So if that's true, I think it's a very good practice.

Any responsible one has a primary goal of making the best product possible, not employing as many friends as possible regardless of their abilities.

Yeah, but knowing people personally may bias your opinion ;p

But the point is not even that one. I was just saying that contacts come BEFORE everything else. Without contacts you get nothing. While WITH contacts you get many opportunities (that you may or may not waste).

Contacts = opportunities

You may "fail" an interview, but with many opportunities you can surely go closer to the goal.

Re: What it takes to become a game designer

Contacts = opportunities

Contacts are just names in your rolodex. Exchanging business cards at a tradeshow is not the same as discovering an opportunity for advancement of, or escape from, your career. A lasting, personal relationship with someone is far more powerful than shaking their hand at an event six months ago. If you abstain from connecting with people you meet, the risk of them not remembering you increases. In fact, the risk of them considering you just another name in their rolodex becomes extremely likely. The only opportunities that contacts represent are opportunities to form connections as parts of continuing, meaningful relationships.

Re: What it takes to become a game designer

It is true that in addition to all those pesky things like writing and reasoning skills, one must also put personal effort into obtaining a design job. And yeah, that usually involves paying your dues in some way like customer service, QA testing, or community work. You know, things that prove you possess the communication and problem-solving skills that are kinda handy in design.

Poor Lum. He had to prove himself as a CODER before earning his stripes in design. Where's the dignity???

Re: What it takes to become a game designer

Wait, there's dignity in the game industry now? That's disappointing, I was hoping for 16 hour days and impossible deadlines for low pay.

Re: What it takes to become a game designer

He had to prove himself as a CODER before earning his stripes in design. Where's the dignity???

Yeah, really. Where the fuck is the dignity of working as a coder? Why should it be considered as a undesirable, substandard position while game design should be considered a prize to be proud of?

Why should we applaud Lum's work now as a designer but not his previous work as a coder?

And why the fuck should I consider his work as a coder as a requirement for his work as a designer?

Re: What it takes to become a game designer

I really hope you realized he was being sarcastic, and you were being even more sarcastic. Coders are some of the most highly sought-after people in the industry, in part because coding for games is harder than most other forms of programming.

They can prove their abilities by showing you some code, flashing their nice computer science degrees, talking coder speak, etc. The ability to program is a tangible and describable skill.

Proving you can be a great game designer is a little different. Equally important are creativity, dedication, teamwork, mathematical ability (for mechanics), writing ability (for content), the ability to interact with others effectively, and a number of other things.

Those very same things are important to become a coder or artist and just about any job in the industry, but game design is such an intangible skill you basically need to verify that a person possesses the capacity to work well on your team before they become a designer.

It can help to have contacts because those people may be able to vouch that you're a good person, and that you're easy to get along with. It helps to have previous industry experience because you have some proof that you can work with a team. It helps to work from the ground up or transition from a different position because you can prove the same (I started in QA and worked up myself. Yes, it sucked, but it was necessary to prove myself).

Yes, game design positions are hard to get, and a lot of people want them. That's probably because there are so damn many of us who believe we want to be game designers. I'd go so far as to say that there are more people in the world who want to be MMO game designers than there are MMO game developers who have a salary in the entire world. So you have to filter and make people jump through hoops before they become one.

As I mentioned, I started at the bottom. First, I was an unpaid intern. I worked my way up to a low paying temporary position as a Quality Assurance Analyst. I moved on to become a Community Relations Representative, and an Apprentice Designer, and a Community Relations Manager, and now I'm a Game Designer. Years of work got me here, but it was worth it.

Anyway, he was quite obviously being sarcastic. Programmers, if anything, are even more respected than game designers.

In summary, being a coder is by no means a requirement to become a designer. Proving you are a good person, can work well with others, can communicate ideas effectively, have a creative mind, and are dedicated to your work is. You can't prove that in an interview unless you have at least some prior experience (be that in the industry, working with people in the industry, being friends with people in the industry, or otherwise).

Ryan Shwayder, Nerfbat

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