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Ultimate Game Design : Building game worlds

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238<br />

THERE<br />

is a wide and growing range of opportunities available<br />

for those passionate about <strong>game</strong> design elements. The<br />

more you can learn about scripting, staging, lighting, programming, modeling, layout,<br />

and “play-feel,” the better. It’s already assumed that you play every kind of <strong>game</strong><br />

available to study and compare them!<br />

As you diversify your specific skill base, you open up new possibilities. I won’t pull<br />

any punches here: working professionally in <strong>game</strong> or entertainment design is extremely<br />

competitive. Typically, many developers compete for a single <strong>game</strong> development<br />

position. Employers know that there are many people who want a job working<br />

in <strong>game</strong>s. In general, people who work in <strong>game</strong> development can’t really see themselves<br />

doing anything else. A severe love for <strong>game</strong>s is a job requirement. Why else<br />

would you subject yourself to the long hours, constantly looming deadlines, and<br />

dwindling budgets? You will need plenty of love in reserve for what you are trying to<br />

accomplish in your <strong>game</strong>.<br />

Part of finding a way to succeed as a commercial <strong>game</strong> designer involves selling the<br />

particular skills you have acquired. Many of the designers that I know did plenty of<br />

work for free along the way. I started by writing simple text adventure <strong>game</strong>s and<br />

either giving them or trading them to friends. Once you begin building <strong>game</strong>s and<br />

growing your experience and capabilities further, you may want to make sure that<br />

your skills have “crossover” value for industries related in some fashion to gaming. I<br />

don’t say this to direct you away from the <strong>game</strong> industry at all—quite the opposite.<br />

This recommendation is meant to genuinely prepare you for the nature of projectbased<br />

<strong>game</strong> work in a commercial setting.<br />

The <strong>game</strong> industry can be volatile. Projects get cancelled at a moment’s notice, and<br />

when projects go away, often times, so does your job. This is why I bother with mentioning<br />

the “crossover” factor at all. I’ve known many <strong>game</strong> developers who have<br />

made successful career crossovers into film and TV/CGI effects, character design,<br />

storyboarding, web entertainment, production, comics, toy design, product design, and<br />

other disciplines as well. These days, people tend to move back and forth. Each of<br />

these areas has unique production requirements and workflows and offers new kinds<br />

of project learning for the designer at large.<br />

The reality is that only a fixed number of <strong>game</strong> titles are in production at any one<br />

time. If you’re not working on one of them, you’ll want to be continuing to grow<br />

your abilities on a project. One of the great elements, and one of the steepest challenges,

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