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Ultimate Game Design : Building game worlds

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C H A P T E R 8<br />

TM: What materials do most companies require from <strong>game</strong> design candidates?<br />

MW: Depending on the type of designer position, it will vary slightly. For level designers, they mostly<br />

ask for screenshots of levels you’ve created. For <strong>game</strong> designers, those who design the look, feel, plot,<br />

characters, action, and everything else in the <strong>game</strong>, they will sometimes ask for writing samples. This<br />

may mean they give you a one-sentence idea and look for how you grow it into a <strong>game</strong>. It’s all about<br />

being sure you can do the work, not just want to do the work.<br />

TM: What kind of backgrounds (education and experience) do most successful design candidates<br />

have?<br />

MW: First and foremost, <strong>game</strong> companies want <strong>game</strong>rs. That may sound like it should go without<br />

saying, but you’d be surprised how many people I met, even as interviewees for <strong>game</strong> testing jobs, who<br />

never played a <strong>game</strong> or didn’t know even the most popular <strong>game</strong> titles. If you aren’t passionate about<br />

gaming, how can you be passionate about the work they’re going to have you do? And even more to<br />

the point, how can they expect you to know what makes a <strong>game</strong> good? When companies sink millions<br />

of dollars into a title, they need to know that you are going to deliver a hit. As for education, a lot of<br />

colleges and universities are starting to offer courses in <strong>game</strong> design. Always a good thing to be able<br />

to say you’ve studied. And business courses, computer courses, all excellent ways to prepare. Nothing<br />

makes a hiring manager feel better than hiring the right qualified person for the job and knowing that<br />

they can be grown into a higher-level position because they already learned the technical or business<br />

side of things in school.<br />

TM: How should one prepare to work in <strong>game</strong> design?<br />

MW: Play, play, play! And read every single <strong>game</strong> review you can. Pay close attention to what is<br />

being critiqued in each case. No one worth their salt writes a <strong>game</strong> review saying “Yeah, umm … it<br />

was good! It was fun. I liked it.” That’s no review … it’s barely an opinion! But a real review will give<br />

you insight as to what it is that is making the <strong>game</strong> good! And that’s what you’re after … and that’s<br />

what you want to bring to a company. Then write some reviews of your own and send them out to<br />

publishers and various web sites. This could get your name out there and most certainly is a good<br />

thing to put on your resume when you are starting out. It shows the managers that you take the<br />

business seriously and are becoming more and more involved. Finally, and most importantly … listen!<br />

When you hear someone talking about what they are looking for in the job … listen! If you have<br />

strengths that match it, talk about them! But don’t just tell them what you want them to know, tell<br />

them what they want to know about you! You can’t do that if you don’t listen. Then, after you get that<br />

first job (tester, designer, whatever), keep listening. Most of the time, those who are doing the talking<br />

are the ones who can best move you along.<br />

TM: What are your thoughts on the near-future demand for <strong>game</strong> designers?<br />

MW: I’d like to see demand growing, and I think it’s a natural thing for it to happen. While it’s<br />

possible to make a long living as a <strong>game</strong> designer, it’s also important to have fresh ideas constantly<br />

flowing into the business. In the near future, demand will follow the economy. The better the economy<br />

does, the more money people have to spend on <strong>game</strong>s, the more demand grows, the more <strong>game</strong><br />

designers are needed to make <strong>game</strong>s to meet the demand. We’re what economists would call a<br />

“disposable income” business. We depend on people spending their “extra” cash on what we’ve<br />

created … and that requires a good economy.<br />

211<br />

<strong>Design</strong> Considerations for Massively Multiplayer Online <strong>Game</strong>s

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