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Thomas Valentino
12-04-2007, 04:43 PM
Game Designer FAQ (http://www.dperry.com/archives/jobs/descriptions/game_designer_f/)

Yes, some people are blessed enough to design games for a living. In this section you'll find the answers to the most common questions we are asked about the role of the game designer, as well as a list of suggested reading materials.

* Will you look at my game design? (http://www.dperry.com/archives/jobs/descriptions/game_designer_f/#mydesign)
* What makes a good design? (http://www.dperry.com/archives/jobs/descriptions/game_designer_f/#good)
* What equipment and software do I need? (http://www.dperry.com/archives/jobs/descriptions/game_designer_f/#resrouces)

Will you look at my game design?

Sorry, but we don't accept game design submissions, no matter how cool you think they are (see the sidebar at right). Besides the legal reasons, we've got a bunch of really creative people here with more game ideas than we have time to make.

What makes a good design?

There are books out there related to game design, but in a nutshell, you've got to make sure that the game you're designing has the following elements:

Originality: Either a new concept or a unique twist on an existing idea.

Direction: To ensure everyone involved on the project understands what the final product is supposed to look, sound and play like. This is where details are needed!

Achievable Goals: Saying you're going to "create a revolutionary 3D engine" is not an achievable goal unless you give the programmer some direction as to what the engine will need to do. Even then, it may be impossible. Again, detail it out for your team and let the experts in each area see if what you want is possible. Maybe they'll come up with an even BETTER way to execute the final idea.

Fun: This is the magic element in all designs. You've got to step back from your design and say, if everything goes as planned, would I like to play this game? Would anyone else?

Check out the speech I gave at GDC in 1999, The Hooks of the Game, where I talk about all the things that will make a game design idea stand out from the crowd.

Are there any educational resources for game designers?

Digital Game Developer (http://gamedeveloper.digitalmedianet.com/) has several interesting resources.

Beyond Structure (http://www.beyondstructure.com/start.php), a workshop for script writing and character development.

The Game Developer's Conference (http://www.gdconf.com/) is the best annual event for everyone in the game industry.

Raph Koster's Web site (http://www.legendmud.org/raph/) has a number of interesting essays and links to relevant resources.

DigiPen Institute of Technology (http://www.digipen.edu/main/Main_Page) and FullSail (http://www.fullsail.com/) are among the first of their type of game design educational resources.

All Original Content © 2000–2006 David Perry. Used with permission.

WickedEdges
07-15-2008, 01:30 PM
So where's the answer to this?:

What equipment and software do I need?

Waylon
07-15-2008, 02:03 PM
You know I sometimes program ****ty games as a hobby.
I have enough experience to answer you, Edgyman.
It really depends on the game you want to make.
If you just want to make a simple game and are just starting out, use some software specifically created for amateur game making such as Game Maker, RPG Maker, or Blitz. If you're starting to pick up on programming, or want to get HARDCORE, pick up a compiler of the computer language of your choice. I personally like C++. Try to find a book or two on it at your local book store. I know guides are all over the internet, but protip: they're all ****.

As for equipment you need only a computer.

Thefremen
07-16-2008, 07:34 AM
You know I sometimes program ****ty games as a hobby.
I have enough experience to answer you, Edgyman.
It really depends on the game you want to make.
If you just want to make a simple game and are just starting out, use some software specifically created for amateur game making such as Game Maker, RPG Maker, or Blitz. If you're starting to pick up on programming, or want to get HARDCORE, pick up a compiler of the computer language of your choice. I personally like C++. Try to find a book or two on it at your local book store. I know guides are all over the internet, but protip: they're all ****.

As for equipment you need only a computer.

Yup although a keyboard with macros certainly can't hurt, all you need is a computer with enough horsepower to run those programs mentioned.

Personally I'm not very hardcore and just like to mess with the Unreal engine. I think the editor comes with all the various unreal games and it's what you'd use to make total conversions or levels.

KN
07-16-2008, 08:06 AM
You know I sometimes program ****ty games as a hobby.
I have enough experience to answer you, Edgyman.
It really depends on the game you want to make.
If you just want to make a simple game and are just starting out, use some software specifically created for amateur game making such as Game Maker, RPG Maker, or Blitz. If you're starting to pick up on programming, or want to get HARDCORE, pick up a compiler of the computer language of your choice. I personally like C++. Try to find a book or two on it at your local book store. I know guides are all over the internet, but protip: they're all ****.

As for equipment you need only a computer.

My first experience with anything resembling coding and program flow was making cinematics with the Warcraft 3 world editor :3

PS dawg make paragraphs instead of hitting enter after every period. It reads better and whatnot.

Waylon
07-16-2008, 01:33 PM
My first experience with anything resembling coding and program flow was making cinematics with the Warcraft 3 world editor :3

PS dawg make paragraphs instead of hitting enter after every period. It reads better and whatnot.
noshutup :(
Also, fremen, Game Maker and Blitz are not CPU intensive programs. Game engine editors like Warcraft III and Unreal Engine are, though.

Sam-Kitsune
09-11-2008, 01:47 PM
Without a doubt, I will not even think about posting any of my hundreds of concepts and ideas. It seems rather a waste as well as an opportunity to "steal" it if I present it throughout the public. Such a case, I am never saying I do not have a library of ideas I produce over the 15 years of personal experience. I am just pointing out that I do have them, as well as having the most creative of ideas as well as the fun ones. What more should I mention to convince all of you about my skills, talents, and such I contribute making games?

How about start believe this unknown and enigmatic weirdo? It's a waste to stop believing! I do hope the game industry knows more about me than I assume they know. Of course, that is not going to happen, no matter what I do. What to do to convince these blind game companies that I am taking myself seriously as a game maker? If only they know how they got here in the first place! LOL

Thomas John Lloyd Kastner
09-11-2008, 03:57 PM
I think the best mode of action is to begin making games or to begin helping others make games. Mods are also excellent.

I'm going to college for Game Design because I wish to make games. I'd recommend reading, going to school and listening to those that are in the industry and have been for a while. Beyond that its also a bit about self-promotion. I still like to believe that it does come down to your motivation to achieve the goals you place in front of you and personal talent but it has been mentioned to me that sometimes it isn't what you know but who you know.

To either way reading blogs from game designers, aspiring game designers, game arists, programmers or even just game-related blogs always help. But either way if you want to get paid to make games you should probably start making them. Get some index cards, some dice and a notebook. Start having fun with that.

Check out these websites as well.

Two blogs I think are very good if you're interested in learning more about the game industry are the following:

Applied Game Design. (http://bbrathwaite.wordpress.com/)

Tiny Subversions (http://tinysubversions.blogspot.com/)

Be sure to check out their links and who they listen to. I read both blogs semi-daily, I post on one semi-frequently and never on the other one. But either way I think they are good blogs and provide good direction.

I personally find myself disagreeing with a few things here and I think that is actually a good thing. You don't want to fit yourself into a mold but rather be free for your own opinions to develop. I might be wrong about this though... I just speak from a personal stance on that issue. (Sometimes I have a hard time closing my mouth and shutting up even though I always listen very closely.)

Thomas John Lloyd Kastner
09-11-2008, 04:01 PM
Also a good way of finding information is to go to www.mobygames.com find your favorite games and then finding out who designed them. Then see if they have an literature available or even a blog.

Sam-Kitsune
09-11-2008, 09:51 PM
That's good that you are going to college for game design. I already have a Bachelors for game design a while ago (3.92 GPA), as well as making Flash games, modding games, and so on. As I explained on the introduction topic, I am a jack-of-all-trades when it comes to making games. I am the concept design as well as the artist, programmer, sound editor, level designer, and so many other jobs. Even if I can do all of it, not even any game company is willing to hire me. Many mentioned they fear the "jack-of-all-trades". It make sense that I should be hired easily because I can be anyone in the industry. Then, I was hit with the notion that they are willing to hire anyone who is a master of ONE field, and that is something I can never do. Plus, most require me to have an experience in the industry to get hired, which makes no sense for anyone who is a newcomer to working in the industry. I have done all of this as well as being so devoted to video games, and it was all for nothing! The last resort for this is freelance, but already, I have a problem. I do not have any income to run a company, nor I have enough to make and run my own server. I have the knowledge and experience, but no lead.

And no, I will not join in any site too arrogant to declare me a professional! Remember that I do not need to learn more about making games, because I am no noob. Would anyone inexperience know about a "game design document" or know how to create a "precision collision" function in an engine? Know about the person before assuming who they are! It is like someone dressing up as a drug dealer, fooling anyone to not believe he or she came from a royal family.

Thomas John Lloyd Kastner
09-11-2008, 10:09 PM
Didn't mean to insult you, though the resources I provided are still awesome.

Also, even though I'm attaining a degree I don't really think its necessary to do so to make good games. I guess its wise but really its just about the fundamental understand on what is fun, what is not fun and how to implement those ideas into designs. It just takes practice. Jack-of-all-trades are actually being utilized more and more. I know Volition recently had a position open called Senior Awesome Designer. Basically it was a jack-of-all-trades position. I'm kind of the same being a jack-of-all-trades but I am pushing my concentration towards design and environment art.

Thomas John Lloyd Kastner
09-11-2008, 10:44 PM
My GPA isn't going to be as good as yours but I've always held the position that my education is more important than school. So I'm willing to ask questions and hold opinions that put a bad taste in a professor's mouth thus making them enjoy me a little bit less (unless they are genuine individuals). Sometimes it leads to bad grades but most of the time it leads to a good discussion. I'll be the first one to admit I'm a bit of a jerk but it is only because I'm not shy when I disagree.

I'm in a similar position. I don't have money nor do I have means to attain it. Or at least that is what I thought. I've been researching what it takes to start a company and I've been told by just about everyone that if you don't have the funds the start a company, find someone who does. Constructing a well researched and concise business plan is a good place to start.

I've read quite a few business plans from people just contacting me through linked-in or whatever and I've read one successful business plan I've attained through an extremely kind person that also belongs to the IGDA writers guild. They don't even compare. The successful one was in-depth and professional. It explained everything in detail and was absolutely a lengthy article but still was easy to read. The others which were e-mailed to me through linked-in in attempts to recruit my services were sloppily made, represented misleading and often incorrect information and were obviously made by people that didn't know what was going on. One of them was WRITTEN like THIS. AND it was very annoying TO read IT.

But I have a strong interest in business and I often read as much as I can about business. You can attain funds through a bank, venture capitalists or angel investors. Some people have a lot of money to invest in business ventures. Considering the success the game industry is experiencing and how popular games are I don't think it is that out of the question to get someone to invest in a good business idea. I mean you have to convince them you have enough experience and knowledge, you have enough motivation to get things done in an orderly fashion, you want to make money and you want to ultimately create a quality product. Having knowledge on the structure of various forms of businesses doesn't hurt either.

There is a really good book out there called Secrets of the Game Business by Francious Dominic Laramee. I purchased it just because I was interested in starting a business and heard it awesome information on the industry and how to form a start-up. It does! I actually read through it fairly quickly.

http://www.amazon.com/Secrets-Game-Business-2nd-Ed/dp/1584503998/ref=pd_bxgy_b_img_b

The next on my list is Business and Legal Primer for Game Development. I heard it was good but I have yet to buy it.

I'm also going to buy Bob Bate's Game Developer's Market Guide because I've enjoyed his Game Design book so well. But again I've yet to buy it.

Kind of strange, I can't read fiction because I think it is boring but I'll read these books and have fun in the process. My local library has a huge collection of real business plans. There weren't any game developing companies but it still was interesting to read through them to understand how a business is structured and how businesses got off the ground.

Sam-Kitsune
09-12-2008, 11:54 AM
What I only wish is for the game companies to cease treating me so inferior to them and start realizing what I can bring to the industry. Yet, I am face with an issue that there are many people who wanted the same glory as me! My strength is creativity. I can always come up with someone no one yet to come up. However, everything else is either stabilized or less than superb. I am never good with business, even though I really want to create a company of creativity. It is my goal, and I am not going to abandon it! But where will my journey start? I do not have enough money to start, I do not know anyone who can help me start a business, and I do not have any company believing in me. All I have are hundreds of concepts, some demos, some character profiles, some artworks, and goals.

I do wish I have a lot of people to believe in my unheard of talent. I do wish I get fame for being who I am, someone truly special in the game industry. What can I do to convince these fools? Video games are my life since five! Making games is what I can do best! There is nothing I can do better. How to make the blind see?