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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds 254<br />

254<br />

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

Don’t get me wrong; a handful of developers have made quite a bit of money. This<br />

too is relative. I know plenty of developers hard at work on a wide range of <strong>game</strong>s for<br />

every platform you can name who don’t stumble over large piles of cash in the garage<br />

while strolling to the Ferrari to play golf on a summer’s day. <strong>Game</strong> development is<br />

hard work. If one of the “handful” owns a Ferrari, they often drive it to the office to<br />

work for 14 hours straight on a tighter BSP parser or some such thing. If you want to<br />

stay competitive in the <strong>game</strong> industry as a developer, you can’t be neglectful.<br />

Keep in mind that as a <strong>game</strong> designer or in any other <strong>game</strong> development role, you<br />

are offering your skills, services, and abilities to a <strong>game</strong> development studio (whether<br />

they are affiliated directly with a <strong>game</strong> publisher or not). Your fate is largely<br />

connected to their own. If a <strong>game</strong> studio loses a development contract for whatever<br />

reason (and there are many possible reasons), the funding covering your position flies<br />

away with that contract. In an industry as volatile as gaming, this can happen in rapid<br />

succession.<br />

I’ve known developers who have worked on three cancelled <strong>game</strong>s in a row. If this<br />

happens to you, it can be problematic, since other developers who now become your<br />

potential employers begin to wonder what went wrong (if anything) on the titles you<br />

worked on that were cancelled. Oddly enough, they begin to transfer some of that<br />

blame to you, even though you may have had absolutely nothing to do with any of the<br />

reasons, motivations, ego-clashes, or simple business decisions that led to your title’s<br />

cancellation.<br />

At some point, despite your own best efforts, you may find that your ability to deliver<br />

the best quality work possible is negatively affected, even ended, by any number<br />

of decisions made around you. Again, this is where you must strive to remain flexible<br />

to survive. I’ve known a few <strong>game</strong> designers who are now quite happy in other fields.<br />

Others will ride the <strong>game</strong> industry out wherever it might lead. For them, a day came<br />

when the minuses simply outweighed the pluses. It’s hard to be 40 and living like<br />

you’re 22. Even if you can handle it, no one around you can. This should not imply<br />

that you can’t be way over 40 and a successful <strong>game</strong> developer. You can be, but there<br />

will be sacrifice involved.<br />

Here’s another factor to consider. It’s no secret that independent developers working<br />

with tight budgets have little left over to spend on training. In many cases, if<br />

you’re going to keep your skills current and competitive—and you had better if you’d<br />

like to stay working—it’s going to cost you personally. Hold off on the sports car,<br />

and put that cash from the garage into a T-bill. You better set something aside for<br />

training and evolving your own skills.<br />

What’s it like to work as a <strong>game</strong> designer? It means different things in different<br />

places. Some teams run smoothly, with confidence that their designers will provide<br />

all mission-critical design details in a timely matter. Other teams run by having team<br />

members “own” more of the design details individually, and the designer becomes<br />

more of a design facilitator between having other responsibilities. Development

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