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Ultimate Game Design : Building game worlds

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C H A P T E R 1 0<br />

<strong>game</strong> sessions. If you’re 70, the <strong>game</strong> industry needs you. Maybe no one is making<br />

the kind of <strong>game</strong>s that you would enjoy, and console <strong>game</strong>s are not the only kind of<br />

<strong>game</strong>s worth making. Some of the best <strong>game</strong>s ever made didn’t start with poorly<br />

constructed design documents. They started with an idea about what kind of action<br />

might be fun to manipulate. They started with a feeling and someone saying “I’d like<br />

to make a <strong>game</strong> that …”<br />

You don’t stop being able to contribute to gaming at 24 years old, and you don’t<br />

need to be 24 to contribute—regardless of what they tell you in job interviews.<br />

Seventh grade, 70, or anywhere in between, I applaud your interest in trying to<br />

learn more about <strong>game</strong> design. I can’t wait to play the <strong>game</strong>s that you’ll make for all<br />

of us.<br />

Creating Your Perspective and Maintaining Your Passion<br />

If you are beginning your foray into the <strong>game</strong> industry, it is extremely important that<br />

you define certain goals for yourself. “Get a job in <strong>game</strong>s” is not the kind of goal I’m<br />

talking about, but it is an obvious part of the process. If you are persistent, flexible,<br />

and passionate, you will find a way into the <strong>game</strong> industry if you haven’t already.<br />

When I speak of goals, I’m not talking about deciding on a choice between becoming<br />

a programmer versus becoming a texture artist either. I’m referring to your own individual<br />

goals about what you want to accomplish in <strong>game</strong>s, how you define yourself,<br />

and about what you expect from your time in the <strong>game</strong> industry.<br />

You’ll have to decide for yourself what you would like to accomplish in <strong>game</strong>s, but<br />

remember to enjoy the journey. It will be the journey that makes you look back and<br />

smile more than any single ship date. It will be the barbecues and the road trips between<br />

the milestones. If your <strong>game</strong> doesn’t ship after 19 long months of development, if it<br />

gets cancelled, your team will experience a mini-grieving period, but believe me, you<br />

will last and move beyond. I’ve seen developers have nervous breakdowns trying to<br />

ship <strong>game</strong>s. It isn’t possibly worth it in any way, and it is a tragic ending to a story<br />

that began with great hope and excitement.<br />

I can tell you that many developers start out in the <strong>game</strong> industry wanting to build<br />

their own version of the greatest <strong>game</strong> ever made. Some have been thinking about this<br />

particular <strong>game</strong> for much of their gaming life. This is a perfectly natural beginning.<br />

Other new developers may dream of having their own <strong>game</strong> development studio<br />

some day. This is another perfectly natural aspiration. Make sure that what you want<br />

to accomplish in <strong>game</strong>s stays true to something deeply grounded within you.<br />

Some developers “define” themselves by their affiliation or work in the <strong>game</strong><br />

industry. If they couldn’t mention the fact that they work at such and such a <strong>game</strong><br />

company at a cocktail party, they just might shrivel up and die. You should absolutely<br />

take pride in your work, but don’t make the mistake of defining yourself by it.<br />

When you get your first <strong>game</strong> job at 19 or 22, it’s an exciting feeling to start living out<br />

257<br />

Getting Started in <strong>Game</strong> Development

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