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Ultimate Game Design : Building game worlds

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266<br />

AT<br />

some point in your skills growth, you have to make a choice about a career<br />

direction in <strong>game</strong>s. It would be extremely difficult to be an artist/<br />

programmer/audio engineer in today’s <strong>game</strong> industry, since each of these disciplines<br />

alone requires so much focused knowledge depth. It’s useful to remember that in a<br />

very real sense for many <strong>game</strong> development teams, each team member is a <strong>game</strong> designer,<br />

or at least a significant <strong>game</strong> design contributor. The specific role of “<strong>game</strong><br />

designer” is a relatively new position and many <strong>game</strong> makers struggle to be clear<br />

about exactly which set of skills make up a potent <strong>game</strong> designer. Many programmers,<br />

artists, and producers have strong abilities in <strong>game</strong> design and will collaborate<br />

intensely with those taking on the <strong>game</strong> design role. Other developers prefer not to<br />

get into the muddy design details much at all. They are perfectly content to focus on<br />

their own area specialties and interests.<br />

In this chapter, we’re going to take a look at several of the major <strong>game</strong> development<br />

career tracks and talk about some of the factors you might want to consider in<br />

making <strong>game</strong> career choices.<br />

P ROGRAMMING<br />

It’s not easy to be a <strong>game</strong> programmer. Then again, it’s not easy to be anything in<br />

<strong>game</strong> development. I’ve always said that if you’re a programmer at heart you’ll know<br />

it. What does this mean? It means that you can’t really make yourself a programmer.<br />

You kind of take to it or you don’t. I know that code editors and debuggers have gotten<br />

much better over time, but when I learned programming, it didn’t feel like programming.<br />

It felt like I spent the majority of my time searching for misplaced semicolons in order<br />

to get something to compile correctly. If I could finally get something to compile<br />

without waving a rubber chicken over the computer, I was done for the day.<br />

I started experimenting with <strong>game</strong>s by writing text <strong>game</strong>s in Basic and recording<br />

them to audiotape on a cassette recorder for the TRS-80 Model 1. If I mucked up the<br />

record volume, the <strong>game</strong> wouldn’t save. I wrote little <strong>game</strong>s with a friend, and we<br />

broke into the Basic code for arcade shooters and tweaked the code to get new results.<br />

My professional <strong>game</strong> programming aspirations ended in a college programming<br />

class in the early days of computer graphics. I was building a dart board <strong>game</strong> using<br />

Pascal. I could barely get the darts to land on the board at all, and the guy sitting next

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