Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
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.