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Ultimate Game Design : Building game worlds

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C H A P T E R 7<br />

I NTERVIEW WITH MELINDA WHITE<br />

Melinda White is manager of US Recruiting, specializing in enterprise application integration technology,<br />

for SeeBeyond Technologies, Inc., a software developer located in Monrovia, CA. During her ten years of<br />

experience in recruiting, she has worked on the front lines of hiring technology personnel for many <strong>game</strong><br />

developers, entertainment companies, and software companies. She holds a B.A. degree in psychology<br />

and French from Scripps College in Claremont, CA. We sat down to talk about how to pursue career<br />

opportunities in gaming and how companies perceive job candidates.<br />

TM: How does the hiring process work for most <strong>game</strong> developers?<br />

MW: Depending on their size, some have a very formal process, and some not very formal at all.<br />

A large company like Electronic Arts uses a web-based system to track résumé submissions. When a<br />

position becomes available, they can search the database for keyword matches and proceed to look<br />

at job candidates. Smaller <strong>game</strong> developers tend to work at a much more personal level, holding on<br />

to certain résumés and relying heavily on hiring friends and associates of the developers they already<br />

have on staff.<br />

TM: As a new <strong>game</strong> developer, trying to get that first job, do you think it’s best to start in the QA<br />

department or go straight for a development position?<br />

MW: This really depends on your background. It used to be that you could start in the QA department<br />

and move anywhere in the company over time. This doesn’t seem to be the case anymore. Developers<br />

are looking for individuals who can demonstrate highly specialized skill sets and hit the ground running<br />

from day one. Programmers need solid code samples, artists need compelling work on their reels, and<br />

designers need finished levels with attached design documentation. If you have this material already,<br />

then give yourself some time to find a position in your specialty area. If you’re still trying to build these<br />

skills, you have a better shot at getting into QA, showing what you can do, and then making the move<br />

toward your dream job from there.<br />

TM: Do you see demand for testers regularly?<br />

MW: It seems to be seasonal and somewhat sporadic. Obviously, more testers get hired when a<br />

bunch of <strong>game</strong>s are coming to completion. I concentrate more on placing software engineers, just<br />

because of demand.<br />

TM: Do you know of many testers who have moved on to other jobs within the <strong>game</strong> industry?<br />

MW: Sure. Many have moved on. It seems to have always been the “proving ground” for many.<br />

The difference now is the amount of specialized skill needed to break out of testing and into the other<br />

job categories.<br />

TM: What about pay and salary issues for QA?<br />

MW: Many testers are temporary; hence they are paid hourly ($10 to $14) with no benefits,<br />

although some have full-time regular positions with benefits. The pay isn’t as competitive compared with<br />

QA test personnel in mainstream software, and the actual pay depends on your geographic location too.<br />

For most, it’s just a position you take as a stepping-stone to somewhere else.<br />

TM: How about programmers, artists, producers, and designers?<br />

MW: I’ve known several developers that have worked in mainstream software companies, and<br />

taken pay cuts to work for <strong>game</strong> developers, and then returned fairly quickly to mainstream software.<br />

Working in <strong>game</strong>s provides a grueling work schedule, but in all fairness that happens in mainstream<br />

181<br />

Quality Assurance and Play-Test Feedback

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