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EDGE #1XX (2004) - Supplement: Get into Games - Deep Silver PDF

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Preview EDGE #1XX (2004) - Supplement: Get into Games - Deep Silver

D :::=P SILV:=R In association with Deep Silver, a division of KOCH Media GET INTO GAMES A guide to working in the videogame industry DEEP SILVER In association with Deep Silver, a division of KOCH Media GET INTO GAMES □ t's the most exciting industry If you're already working, some in existence. Exciting enough of skills and experience you have may that just reading about it can match up with the requirements of be a buzz. Hearing about it, even one of the areas of the videogame thinking about it, can be enough to industry. But which area? How do quicken your pulse. So who can resist you pick out the role that might suit the idea of working in it - getting an you best? We've brought together insider's perspective at the same time eight industry insiders, representing a as helping to shape its future? Most wide range of jobs the industry now people write the idea off as a hazy offers, and asked them some of the pipe dream or simply talk about it but questions you'd ask them if you had do little else. But it's an industry the opportunity. From the familiar that's growing at an extraordinary roles of coder and artist, to emerging rate, and that growth can be jobs like community manager, and explained by one factor: more and the one that's thrown around every more people are making that move week via 'How do I become a from fantasy to reality. Why not you? videogame journalist?' emails we It's not a straightforward move; receive at Edge, it's a chance to see it's an increasingly competitive space, experienced people speaking frankly and turning your hobby into a career about the pitfalls and pleasures of is never without its risks - but it's the jobs they once dreamed of. becoming increasingly feasible. The Once you've picked your role, you growth of the videogame industry still have to decide how to get there: means that roles within it are embark on a course, work with a becoming increasingly specialised. recruitment agent, or strike out on Where once you needed to be artist, your own. In the final section of this • coder, composer, PR and MD rolled guide we pit veterans of each path into one, now you can target a against each other and ask them to specific job. If you're starting out, explain why theirs is the best route there are more and more courses into the videogame industry. designed to prepare you with the Whoever you decide you agree with, skills you need, and our selected it could be time to swap your fantasy listings (see page 19) can give you for reality. After all, it's the most some ideas of where to start. exciting industry in existence. 04 The state of play Before we go anywhere, let's take a look at how the videogame industry exists today 06 Profile: Designer What does the role of game designer mean, and how can you become one? 08 Profile: Artist Bit handy with a pencil? Nowadays you'll need a little bit more to make it in this area 09 Profile: Producer Often misunderstood, the producer's role is one of the widest-ranging in the industry 10 Profile: Programmer A look at of the heart of the development process, and how it has diversified 14 Profile: Journalist Every week you ask us about it, so we hand over two pages to writing about games 16 Profile: Community manager The rise of 'social gaming' via online play is creating countless new opportunities 17 Profile: Localisation Language skills under your belt? Here's one avenue into the industry worth considering 18 Profile: Tester Often seen as the easy way in, the role of tester is actually one of the most valuable 19 Higher education Want to study videogames? These are the courses you should be considering 26 Opinion: Academia David Surman examines the current state of game development courses 28 Opinion: Recruitment Recruitment agencies offer a good method of entering the industry, argues Stig Strand 30 Opinion: The indie Chris Delay looks at the business landscape populated by the independent developer D ::::P S ILV::R In assoc.iation with Deep Silver, a division of KOCH Media The state of play Like playing games? Want a job? If only it were so simple. But thanks to increasing professionalism in the industry, there are clear entry points for the right candidates [9 ike a drop of incandescence every task is being broken down into means fewer still retire. In contrast, the spreading across a sheet of more specialised pieces. university system is churning out a plain blotting paper, games are It's both good and bad news for the couple of thousand game-related slowly working their way into all prospective employee. Clearly, unless graduates per year. It doesn't take a aspects of society and culture. you are exceptional, it's unlikely you're maths PhD to work out that the figures Costumed students play out the role of going to walk into the position of being don't add up. Pac-Man and ghosts in Central Park, lead designer on a £10 million game This doesn't mean a good degree is burns victims use Game Boy Advances straight from university. Specialised useless, of course, only that it's become to help skin regrowth and, on BBC2, roles demand years of experience; a an assumed starting point. What's more. the technology behind the Rome: Total lesson veteran developers who haven't important is what you've done with the War strategy game is used to bring continued to improve their skillsets knowledge accumulated. The variety of historic battles to life. In the hard world have learned thanks to a P45. free tools available on the internet, plus of business, media moguls and bankers On the positive side, though, game the scope of experiences available have woken up to the fact that games recruitment is taken extremely seriously. within the madding community, means such as GTA: San Andreas and Halo 2 With global players such as EA, Sony there are more than enough turn a bigger profit faster than and Microsoft continuing to expand opportunities for any prospective coder, Hollywood blockbusters. Equally, it's their operations, there exist full-time artist or audio engineer to show what the billions of dollars of investment in members of staff whose job is to they can do under their own steam. semiconductor R&D by Sony and recruit graduates. They offer well And it's a similar situation in other parts Microsoft which is creating the future structured training and career of the industry, with biogs, clans, of networked entertainment. Games development as well as all the usual websites and forums acting as are even having a profound impact on pension, health and other benefits opportunities for gaining experience our personalities and how we choose to you'd expect from blue-chip companies. and building contacts. It will also go to represent ourselves to others as we But with such high levels of prove your ability to work well within a shift between real life and the game style avatars we use to become In the hard world of business, media moguls and characters in online communities. bankers have woken up to the fact that games But what's this got to do with a turn a bigger profit faster than Hollywood supplement about getting a job in the videogame industry? The fact is, as games spread, so the number of roles professionalism involved, competition is team - something which should be any available grows and changes too. extremely fierce and only the best get employers' key requisite, considering Whereas five years ago a perfectly selected. For example, we know of one the potential for 100-strong adequate game could be knocked out recruiter for a large publisher whose development teams over the next by a programmer, a couple of artists task for 2004 was to hire three couple of years. and a part-time audio guy, now there graduate animators, but failed because It's also important to realise that the are a huge number of specific roles to she couldn't find the level of quality videogame industry doesn't just consist be filled: pathfinding coder, shader required. The days of filling new of what's usually considered to be tool developer, concept artist, facial development teams with the output of traditional game companies. The rise of animation rigger - and that's just on the local college are long gone. the mobile phone means there are the development side. Start taking This does make the task of breaking plenty of telecom companies, including into account the various support into the industry more challenging, the likes of Vodafone and Orange, roles required for a successful game however. Certainly in terms of the UK, which have gaming departments. Other and job titles such as online the consolidation of development companies in which gaming slips into a communities manager, marketing studios means there's less opportunity more massmarket form of events coordinator and brand to get a lucky break at a conversion entertainment include satellite evangelist become commonplace. house down the road. It's either gone broadcaster Sky, internet service As with factory production lines, bust, been taken over by Take Two or providers such as Wanadoo and BT, as relocated to the nearest big city. The well as countless media, advertising and whole of the UK games industry is only web design outfits. There are even art reckoned to be around 10,000-strong, collectives and university research anyway. Few people ever seem to leave, departments experimenting with new while its members' relative youth ways for games to spread further into culture. In fact there's pretty much every job imaginable. You just need the skill, enthusiasm and determination to go and get the one that's right for you. Good luck. D ::::P SILV::R In association with Deep Silver, a di'lision of KOCH Media Profile: Designer The creative spark behind a game, the designer ensures the finished product contains the excitement of that first inspiration ow does this role exist Role overview today? What's expected? Q&A: SaiTong Man It's tempting to advise Designer at Ninja Theory The role of the designer is to people to forget about trying to become a game designer, give shape to a game. As each team is at least at the graduate level. made up of such a diverse collection In terms of Reservoir Dogs, of disciplines, designers must ensure it's the Mr Black role that all the elements of a game fit everyone fights over. Even worse, while a development together as a whole. 1/-/,e need to team might be 30+ strong, it ensure that what is delivered to us is will probably only have a fitting of the game and is in a state couple of designers, and they where we can balance the elements may be working across other projects at the same time, so together to produce a balanced gaming competition for jobs is experience. A designer really needs to extreme. Indeed, it's easier to have an understanding of all the say, in most cases, that disciplines within a development team What tools do you use, and for designer is the one role in game development that so that they can make solid decisions what purposes? you're born to, not trained when requesting content or work Pretty much anything you can get for. On the positive side, from others. your hands on to make life easier. however, it's also easy to You have to communicate yourself over-estimate the importance of the designer within the What are the common through whatever means, and that creative process. Everyone in misconceptions about game includes office applications (Word, a team, from the junior design as a career? Excel), 2D/3D packages (Maya, coders to the concept artists, Many people who are entering the Photoshop, SketchUp) or just a pen should be able to input into their game's design, so it's industry have little awareness of how and paper. Most importantly, you not as if you have to be a the time of the designer is split up over need to grasp what tools you're designer to get involved the course of a project. Sure, there are going to need yourself to set up the in design. periods where we research games, chat game, to help develop in-house tools Of course, one area where the situation is about what would be good, sit down to enable you to handle the massive different is level designer. and design the thing. All that time amounts of data you have to manage As typically seen in the spent, be it days, weeks or months, is and balance. firstperson shooter market, nothing compared to the time spent Visual debuggers are vital, normally this has long been an entry level position where getting tuning and refining the experience requested and produced in-house so involved with the madding once some code and content is laid you can see how the game is behaving community and creating down in front of you. The largest part or not. Using these tools enables us to some well-paced deathmatch of being a games designer is learning spot problems with the setup of the levels for Counter-Strike or Unreal Tournament becomes how things should be done, or set up, game and help iron them out. a calling card into or displayed, or communicated - the list professional development. goes on. When you make it as a "The most rewarding part of the job is seeing designer you still have everything to do other people enjoy the game you helped put and learn in order to produce the best game you can. together. Nothing gives you more satisfaction" What experience is needed? I think the best experience an aspiring designer can have is a great, intimate knowledge of a variety of games. To be able to draw from games, why and how they have been made the way they are, without cynicism, and to learn how to do better, or at the least imitate, simply by playing the games. What are the common pitfalls designers face on projects in production nowadays? The hardest aspect of the job is probably keeping the design up to date · for all the people it involves. It is easy to forget to update design documentation as designs incrementally evolve and end, leaving the documentation to become completely obsolete. Which parts of the job are most and Next-generation titles, such as Ninja Theory's Heavenly Sword, require an enormous amount of art assets, but while art staff headcounts continue to rise, designer headcounts do not. This is a competitive field least rewarding? 6 The most rewarding part of the job is At times of stress the questioning can obvious - seeing other people enjoy the be relentless and finding peace to do game that you have helped put your own work can be difficult. together. Nothing gives you more Overcoming these issues can be taxing, satisfaction than the enjoyment of but we all need to be level-headed and others. What is probably the least patient - most of the time people are rewarding aspect is not having the only trying to help. game reach the gamers. After working night and day to create a game,· What makes a good designer? finishing it, receiving praise by the All designers must be completely reviewers but then having the game passionate about everything they do, ignored by the world as a whole due regardless if it is actual game design or to lack of exposure or whatever, can not. The role of a designer touches so be disheartening. many different things, and a good designer must approach everything that What's the most difficult part of they do with a passion. But we must The team behind Counter-Strike started out as amateurs: working on an FPS your job as a designer? also be realists, we have to understand mod is an avenue into professional game design that's well worth considering Trying to accommodate everyone and constraints and time scales, and we forgetting about myself and sometimes must have a definitive goal with respect ideas to enable yourself to attain these only thinking about what I want and to what we are achieving. Aimless, goals, then go for it one hundred and ignoring others. It is difficult to keep unconstrained design can get you ten percent. Some people have it easy everyone happy. We are all enthused nowhere very slowly. getting into the position of designer, within our work. Ideas clash - some some have a hard graft getting there, work, others don't have a leg to stand What's the best piece of advice but if you have what it takes then it will on - and saying no can be hard. you could give to aspiring happen as long as the passion never Designers have fingers in all the pies, designers out there? dies. Take in and enjoy everything that and as such many people depend on If you know what you want to achieve comes your way - at the end of the your answers to progress on their work. in the games industry, and you have the day, it's all good. 0 JJ 0 D ::::P SILV::R Tl In asso<.iation with Deep Silver, a division of KOCH Media r r Profile: Artist With graphics continuing to be the basis on which games are sold, there will always be a place for the talented artist Role overview Using the term 'artist' in the context of game development is now tantamount to a display of ignorance. No one is an 'artist' in these days, although there are plenty of texture artists, environmental artists, character artists, concept artists and effects artists, not to mention as many different flavours of animators and modellers. OK, lesson over, but the point is that - perhaps more than any other position -the increasing size of game development teams is being driven by a need for lots of different art-driven roles. In many ways, this is good. For one thing it means there are plenty of opportunities for the well trained graduate. Conversely, it means art is the most production-line part of game development, where dozens of creatives will end up toiling repetitively for 18 months to generate the huge background level of detail required to fill the gaping maws of the next generation of consoles. With this in mind, the smart money will be on ow should budding artists can attract these skills externally or those artists who can Q&A: Lee Carus overcome the stereotype present their portfolios to grow them from within the studios is Sony Liverpool veteran, his most and demonstrate a technical development studios, and a matter for debate. recent project being Wipeout Pure bias. The ability to code, if what should be in them? only in terms of MAXScript The presentation format really depends What software experience is or shader languages like Nvidia's Cg, will mark you on the skills sets the artist brings with essential in a candidate? out from the rest. them and the job they're applying for. The usual suspects - from this studio's If they're applying for a job as a perspective, anyway - Maya, Photoshop concept artist I'd expect to see some and Painter, but if a quality candidate hand-drawn work with printouts of any turns up straight from art college digital painting. If they're applying for there's always the training route. animation or CG work then I'd expect to see a DVD or video showreel. So much game art is 3D, but what Again, the content is dependent on opportunities are there in 2D? the job, but the things I look out for My team is split up into two segments, overall project for you to be enthused are good attention to detail with a CG cinematic team and graphic design. about your personal responsibilities good understanding of lighting theory I think the 2D and graphic design (although being into both would be and proportion. aspect of games is often either ideal). Using F1 as an example, I think overlooked or not given the level of a car modeller can take great pride in What skills are really in demand importance it deserves. Huge amounts the quality of the geometry that they right now? of research is done on human/computer create without being a complete F1 fan With next-gen technologies just around interaction and how it's represented. who never misses a race. The wide the corner I think character building We as an industry need to think of range of skills sets in the industry and animation is going to become even more adventurous ways of relaying nowadays means that not everyone more prolific. The quality of information to the user - thankfully, I needs to be a gaming addict. characterisation in realtime CG is going work with a great graphic design team to go right up, meaning the dev time and we're looking at this now. What's the best piece of advice for creation is going to be longer. I you could give to a budding artist? suspect overall dev timescales will What effect does actual enthusiasm Really think about your portfolio remain the same, hence the need for for games have on, first, getting a content and format - are you 100 more character/animation staff. job, and then performing well in per cent happy with what you're With some games leaning towards the work environment? presenting and the way you're a more cinematic experience, I think Enthusiasm is .obviously a great presenting it? If not, think of your there will be a call for more art directors motivational factor but I don't think portfolio as a pet project and really and cinematographers. Whether we you have to be 100 per cent into the spend some time on it. 8 O ::::P SILV::R In association with Deep Silver, a division of KOCH Media Profile: Producer A catch-all term, the role of a producer is to be the oil that greases the wheels ensuring the best game is released in the time available hat's the first thing disks and screenshots are completed in Role overview Q&A: Caspar Field to understand about the time to handling the outsourcing of Perhaps the view in which External producer at SCi for producers are generally held producer's role? assets such as cutscenes and art Conflict: Global Terror can be realised by Mel People need to understand the production as well as localisation tasks. Brooks' film of the same difference between external and I also arrange things such as focus name, in which the attempted internal producers; they are vastly testing sessions and classic schedule tax loss production, different jobs. Previously, as an internal management tasks, although with Springtime For Hitler, becomes a huge hit despite producer [working on Carve for external production it's more about the their best efforts. Argonaut] I was man-managing a team long-term picture rather than day-to But maybe things are of 40 people. Now, as an external day issues. I visit the developer, usually different in the theatre, producer for SCi working with Pivotal about once a week, to talk through because in the videogame industry producers are only Games, I don't manage anyone. So I what they want to do and provide ever blamed for destroying think people interested in becoming a feedback from SCi. the vision of a perfect game, never for facilitating its "It's one of the those jobs which seems to be What are the steps to becoming a success. Whether acting on behalf of the publisher or the filled by people from a variety of backgrounds. game producer? developer, producers are the It's one of the those jobs which seems interface between those Probably the bulk come from quality assurance" to be filled by people from a variety actually making the game of backgrounds. Probably the bulk and those hopefully helping them make the game. It's a producer have to consider what they How is the role of the game come from quality assurance because pressured role, which can want to do. The process of managing producer changing nowadays? they have been exposed to a lot of involve a huge range of a team of people is often There are a lot of different approaches the problems producers handle. Also, tasks; from dealing with underestimated. Whereas, as an to the job, depending on where you as a senior QA manager, you're the lead programmer's inability to get out of bed external producer, it's more like a work. For example, EA splits it between probably overseeing a team of a before 11 o'clock in the consultancy role. You have more time creative and scheduling, so its dozen people, and hence already morning to sweet-talking to think about things, which is the producers act like film directors while understand what makes projects the publisher into pushing point. The industry needs to change the development directors handle the hard and easy. So if you do well back a milestone. And as the scale of game job title, really, because 'producer' just scheduling. There are also technical there, you'd probably get moved development itself has doesn't cover it. producers. There's one at Pivotal who into an assistant producer role. There's ballooned, so have the works with the technical director, increasing numbers of MA and producer's activities. For this So what do you actually get up to? looking after scheduling and ensuring MBA courses in digital media reason, the role is undergoing the same fragmentation as My job spans everything from everyone is getting the right production too, so hopefully we'll see programmers and artists, coordinating with the marketing information, which is another big part people coming into the industry with with specialist creatives, man product manager to make sure demo of production. a more structured view. managers, schedulers and technical advisers being bought into play alongside the usual hierarchy of executive and assistant producers. At least this means that life is seldom dull, and with the right level of expertise and balance between creativity and rigour the successful producer is one of the most sought-after individuals in the industry. \ / / I D ::::P SILV::R In association with Deep Silver, a division of KOCH Media Profile: Programmer Sitting at the heart of the development process, the programmer remains the knife-edge upon which great games are won and lost o how did you become a as well as making sure our Role overview technical director? programmers are setting their sights Q&A: Chris Keegan The position of the Technical director at Climax's programmer is probably the My career path is pretty high and collaborating together to Action Studio archetypal one in game normal, I think. From a young age I deliver fantastic games. But the most development. After all, this is always wanted to be involved with satisfying aspect of my job has been the role where the arcane games, so I started doing demos on the seeing the number of late nights and symbology of computer Atari ST, and a bit of hacking - tsk, weekends we work drop thanks to the languages wrap around art and audio assets, converting naughty! I started a computer science software development processes we've them into something that can course, but dropped oi.t of it because put in place. be understood by a small they tried to teach me COBOL [a piece of silicon to create a corporate programming language]. I What are the qualities that make a moving, breathing virtual world. In many ways it's a got my first job in the industry through good coder? magical process, although the a friend who introduced me to the I think it's someone who knows when long-cherished view of the owner of a small codeshop, and from to ask for help, can tell when lone coder as a controlling there I gradually moved from being something is finished, has an eye for you enjoy, and to have done some Merlin or Gandalf figure of power is over, if it even ever programmer to senior programmer to detail and most of all can remain research into it while you're studying. existed. Which is a good lead programmer to technical director. passionate about their game when the I'd advise people to make a demo in thing, of course, as can be shit hits the fan. that area to send to publishers and proved by various urban How is being a TD different? developers along with the source code myths. A favourite concerns the programmer who, as well The most striking change is my main How has the role changed sim:e and your CV. But don't bite off more as writing a cutting-edge work application is now Outlook not you've been in the industry? than you can chew. game engine, decided to learn Japanese. As a result he "There are some good game technology courses wrote his comments in Japanese, which caused more available, but the bottom line is you have to than a few problems for his studio when he departed have at least two years' experience using C++" halfway through the project. Now, however, with a game typically consisting of Visual Studio. The job is about talking There's been a big shift in the level a million-odd lines of code, to people and writing reports, not of required skills in areas such as collaboration is most coding. Typically, I'll arrive, check my software engineering and 3D maths. definitely the name of the emails and then do the rounds talking The rise of C++ has put pressure on programming game. Some studios even employ to various producers and the lead software engineering skills. It's given techniques such as peer programmers on the project to find out people a lot of rope to hang themselves programming or extreme if any issues have arisen. Then it might with and created plenty of arguments. I programming to ensure the be a meeting to discuss planning a still see arguments between highest standards are maintained. And thanks to potential new project or meeting with a programmers about the number of the widespread adoption of visiting publisher to show them our clock cycles that virtual functions cost. middleware, other changes technology or original projects. After Also, with the increasing processing have seen a new focus on lunch, I might be carrying out a power available on modern PCs and coders who can make sure a range of thirdparty tools can programmer appraisal and hassling the consoles comes a concomitant increase pass data to each other. leads to do their chores, which are in the complexity of the physics, things like updating the project artificial intelligence and rendering management system and carrying out systems. This has forced lead code reviews. programmers to specialise. Considering you don't code any Would you hire graduates into more, does the job still excite you? such specialised positions? On a coding level, it's great to be able If I'm looking for, say, an entry-level to make a difference to the quality of physics programmer, I would look the code we write in the studio. I also for a graduate with appropriate get involved in shaping the qualifications or an in-house development of our new technologies, programmer who's looking to specialise in that area. So what advice would you give to any aspiring game coders? Despite my experience, you have to go to university. There are some good game technology courses available, but the bottom line is you have to have at least two years' experience using C++ and be able to understand assembly language. Back it up with good maths larger studios develop in-house production tools skills. It's also useful to have figured out (as is the case with Climax, whose Tomcat suite is pictured): this is work for senior programmers a particular area of games development 10

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