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Ultimate Game Design : Building game worlds

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

210<br />

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

TM: What do companies look for in <strong>game</strong> design candidates?<br />

MW: Mostly, companies look for experience and passion. There’s a lot of “wannabes” out there<br />

trying to get into the industry, and while that’s great—it keeps our industry fresh—the hiring<br />

managers are looking for the people that will give them the most bang for their buck … and that is<br />

someone who’s already got a proven track record of success. And that success means they’ve worked<br />

on a title that’s shipped, they’ve worked on a hit title, they’ve got proof of the quality of the work they<br />

can do, they’ve shown they can work on a team, under pressure, through long hours, and still come<br />

back for more.<br />

TM: How do recruiters assist <strong>game</strong> developers?<br />

MW: We provide developers with a new resource for finding the best talent out there. Most<br />

companies simply can’t spend all day hunting for talented people. They have to depend on traditional<br />

channels like job listings, shows, job fairs, or word of mouth. As recruiters, we spend all day looking for<br />

people with experience to show to the developers.<br />

TM: What are some do’s and don’ts when approaching recruiters, and how much experience<br />

should you have before contacting a recruiter?<br />

MW: One thing you definitely don’t want to do is hound a recruiter. Most recruiters don’t get<br />

paid unless they place you. So they don’t need you calling or writing each day saying “Anything yet?”,<br />

“Anything yet?”, “Anything yet?”. Asking once a week is enough. But believe me, when a recruiter has<br />

a job for you, they will let you know!<br />

As for how much experience should you have, the more you have the better. If you have less than<br />

two years’ experience, even if you worked on a big kick-ass title, a recruiter won’t be able to place you.<br />

Why? Because two years in this industry is a minimum! There’s lots of people who have been in it far<br />

longer who may also be looking for something new, and when a company looks for experience …<br />

well, you can do the math.<br />

TM: How volatile does the gaming market appear to be with respect to hiring and layoffs?<br />

MW: This is one of the most volatile businesses I could imagine. I talk almost every week to people<br />

who have just been laid off. I’ve been in it close to 15 years and I’ve been laid off twice myself! This<br />

industry is very much a “who’s hot now” kind of business and companies must constantly evaluate and<br />

adjust their positions to stay either on top or at least solvent. There’s nothing guaranteed here, even<br />

with the “big boys.” We are at the whim of fickle consumers, changing economic conditions, changing<br />

technologies, and attempts to run sound business plans against it all. Make no mistake … its the<br />

toughest industry I’ve ever seen.<br />

TM: What advice would you offer to a new <strong>game</strong> designer in finding work in this area?<br />

MW: First, be prepared to “pay your dues.” Many, many people who are now designers started<br />

in QA as testers. Not everyone, some got lucky, but starting in QA is the surest way. It also has the<br />

benefit of letting you see how things operate first hand. Who knows, in the end a would-be designer<br />

may find it’s a lot more work than they thought and explore something else. Once you’re on the inside,<br />

make friends with people. And not just in QA. Without causing a disruption, talk to the people on the<br />

development teams, ask them what they’re doing. If you have some samples you’ve done, take them<br />

to lunch and ask them to critique your work. But do not impose yourself on anyone who is busy, under<br />

a deadline, or working like mad. This industry is too small to make any enemies. But take your time,<br />

pay your dues, have patience, have confidence, and you’ll make it.

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