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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

180<br />

U L T I M A T E G A M E D E S I G N<br />

not to say that you shouldn’t try to get a programming job right out of college. You<br />

might very well get one. Programmers are regularly in demand. Don’t be afraid to<br />

take a job testing <strong>game</strong>s along the way if you are still exploring your options. You<br />

will meet some very interesting, colorful, passionate, and exciting folks in most<br />

<strong>game</strong>-testing departments. Keep in mind that many companies promote developers<br />

directly from the test department into that ideal job making textures or models,<br />

scripting, or even programming. By taking a job testing <strong>game</strong>s, the company will<br />

learn more about you. Be persistent, and they will see your dedication, desire, and ability.<br />

As the development and design teams continue to work with the test department<br />

to finalize a <strong>game</strong> title, you may get to see firsthand the challenges and frustrations<br />

that accompany the <strong>game</strong> design and production process. Many new developers are<br />

simply overly idealistic. Those of us who have been around the <strong>game</strong> industry a little<br />

while were once that way too. Despite how it might seem, this is actually a healthy<br />

influence for the industry. We need some surprise ideas.<br />

Working in the test department will make you a better <strong>game</strong> designer. In short, it<br />

will probably make you a better developer no matter what you ultimately choose to<br />

do. Even if you have incredible visual design skills and are well trained from a<br />

top-notch design school, if you have no exposure to the process of watching a <strong>game</strong><br />

start to come together, there is a hole in your experience. Don’t worry; one way or<br />

another, you’ll fill that hole over the time you spend building <strong>game</strong>s.<br />

When you work in QA, you can literally spend all day taking mental and physical<br />

notes about what works, what doesn’t work, and why. These are my mantra questions.<br />

As <strong>game</strong> builders, we always want to know what works, what doesn’t, and why. This<br />

is very useful information for your future of building <strong>game</strong>s.<br />

Even with your best-planned production efforts, an airtight design plan, and an<br />

experienced development team, you have no guarantee that a hot-selling, awardwinning<br />

<strong>game</strong> will pop out of the oven on the other side. <strong>Building</strong> great <strong>game</strong>s is<br />

messy revision-laden experimental work. It is directly at odds with a “need it cheaper<br />

yesterday” mentality. It is always a sizeable risk. It is not for the faint of heart. Every<br />

developer knows it: to get it really right takes time and resources. What a concept.<br />

The vast majority of developers have little of either.<br />

On the technological merry-go-round called <strong>game</strong> development, where you are<br />

literally inventing the ride while you ride it, how do you “time” a <strong>game</strong>’s solid release<br />

date to hit an arbitrary marketing window date sequence attached to a movie?<br />

Whew. Are you dizzy yet? You will be.<br />

Fortunately, to some extent, you can catch a glimpse of all of this going on around<br />

you in QA. If you find yourself working in QA, for whatever reason, use the time to<br />

your advantage. Use the time to hone and refine your understanding of <strong>game</strong> mechanics<br />

and to build your gaming intuition. If you choose to continue developing <strong>game</strong>s, the<br />

time spent in QA should serve you well.

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