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Ultimate Game Design : Building game worlds

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

182<br />

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

software too. <strong>Game</strong> companies have always tended to value programmers the most. It’s a wide<br />

range. They can make anywhere from $35K to $100K+, dependent on experience and expertise.<br />

Artists tend to make less, at about the $30K to $70K range. Keep in mind that there is wide variation<br />

in pay dependent on the size of the developer, developer/publisher, and so forth. Producers can make<br />

$30K to $90K and designers probably average about $30K to $60K, but again, there are many<br />

factors to consider. You can make less or more than each of these ranges would suggest.<br />

TM: In today’s market, how do you best prepare to work in <strong>game</strong>s?<br />

MW: There are the obvious requirements, like playing as many <strong>game</strong>s as you can get your hands<br />

on. If you want to be a programmer, get a B.S. in computer science or mathematics. If you want to be<br />

an artist, finish your B.F.A. Same thing goes for designers. More and more developers are requiring<br />

degrees, simply because they can. The applicant pool is so large that they can pick and choose. You<br />

need to demonstrate that you can learn quickly in a challenging environment.<br />

TM: Based on the numerous developers you’ve hired into companies, would you say they are happy<br />

working in the <strong>game</strong> industry?<br />

MW: Some are happy and some are not. Some try it for a while and leave. Some last many years<br />

and have simply had enough. Some of the real pioneers leave. It’s sad, because they are leaving an<br />

industry that they helped to establish. Despite its growth, the industry is still very young. For a long<br />

time, <strong>game</strong> companies haven’t really known how to hire. It’s been a very mixed-up process. Honestly,<br />

many of the hires I’ve seen defy any kind of logic but this is not entirely unusual in any industry. The<br />

seemingly best candidates, with the most relevant backgrounds, simply don’t get the jobs for political,<br />

trivial, irrelevant, silly, or inexplicable reasons.<br />

TM: What do you think about the growing trend of sending entire <strong>game</strong> development deals<br />

overseas for development?<br />

MW: This is a serious issue. It has impact for everyone reading this book. It might very well be their<br />

job going away. However, it isn’t shocking. Many industries, not just <strong>game</strong>s, are taking a similar<br />

approach for fiscal reasons.<br />

TM: As a person who hires developers every day, beyond a résumé and relevant and applicable<br />

experience, what do you look for in a candidate? What moves you to want to hire someone?<br />

MW: A résumé is not an accurate representation of the person. There are factors that impact a<br />

person’s success or lack thereof; for instance, layoffs, the economy, politics, or infrastructure of a<br />

company. A person’s “soft skills” aren’t evident in a résumé, and these are skills that you explore<br />

during an interview. Can this person communicate effectively? Can they express ideas succinctly? Can<br />

they write well? Can they collaborate with a team? Lead a team? Can they fit in culturally? Can they<br />

handle pressure? If a person has a formal college education, this generally indicates that they have the<br />

discipline to complete assignments and, depending on their area of study, the ability to think clearly<br />

and analytically.<br />

TM: When you get out of school and are looking for that first <strong>game</strong> job, should you take one even<br />

if there is no pay involved?<br />

MW: If you can afford to do so, yes, because it is experience. Then, of course, you can build upon<br />

this experience in your next <strong>game</strong>s opportunity. There aren’t too many internships in <strong>game</strong>s, so these<br />

nonpaid experiences would probably be equity based or entirely without pay.

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