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So You Want to Make Games for a Living?

by Alec Matias, Apr 05, 2005 7:18am PDT
Related Topics – Monolith

Penny-Arcade had a guest writer for yesterday's update by having Monolith's Geoffrey Zatkin dispel some myths about working in the games industry. Zatkin was one of the original designers of EverQuest and has had a hand in Sovereign, Everquest 2, and Matrix Online. If you have been contemplating a career in the games industry, this should definitely give you an idea of how things really are behind the scenes.

At PAX this year I was a judge for their "pitch your idea for a game" sit-in. I got to break a lot of hearts by telling the audience a very sad fact - that in my 8+ years as a professional game designer, not once has any boss of mine ever asked me for an idea for a new game. Not once. Again, unless you own the company, you get assigned a project (or jump ship to another company working on a game that sounds interesting).
Also in the update is a step-by-step process of how Gabe prepares a drawing for use as a wallpaper.




Comments

20 Threads* | 92 Comments





  • i've been doing this for as long as Zatkin, so here's my advice.

    1. Ideas don't mean shit. Implement the ideas within the time/financials/tech available and we'll talk. Writing down a design isn't designing shit.

    2. Understand your position in the industry. There's a moment for every designer where their spirited high faluting vision for the industry is broken. It's after this that they become the most useful members of the team.

    3. It is a team effort. You are a professional game designer. You make games for a living. It is full of blood and guts. It is painful. You should take enjoyment from your day to day work, be it making fuzzy bunnies, designing combat systems, whatever. Don't like the work? It's not going to get better elsewhere (usually).

    4. The purpose of your work is to make a company money. Not to make games that you as a gamer want to play. You're making games for the majority out there. I love obscure naval sims, but I understand that nobody's going to give me 15 mil to make one.

    5. Make sure to have a life outside of work. The game industry should be a career. In the past it ground people up for a few years then they quit and got real jobs. Nowadays we're in it for the long run. Avoid burnout and understand that at the end of the day it's just a job.

    6. DO NOT LET PEOPLE TREAT YOU LIKE SHIT AND MAKE YOU WORK UNREASONABLE HOURS BECAUSE "Hey i get to make games for a living". Quality of life is EXTREMELY important to maintain longevity.

    7. Grow as a designer. Just because it's been done in the past doesn't mean it should always be that way.

    8. Don't throw out ideas just because they've been done in the past. Use EMPIRICAL evidence to back up your arguments.

    9. Make games that are enjoyable. Try to avoid designing systems that kick people in the balls.

    10. Stay busy.

    Well that was cathartic. Hope i'm not too cynical. :)








  • Yes, learn all you can about making video games, but don't take what one individual says as being the Bible of how to make video games, or what makes a game good. There are certain formula's to follow, but everyone has different gaming tastes, so there's no one correct way to make one. The only REAL way to learn making video games is hands on modding for an existing game. Also, don't take that to heart either, as the process is different for most games out there. Take the next 3 months or so to make a simple mod for one of the latest games, and if it's something you can deal with (as in spending ungodly amounts of time developing, stress, heavy problem solving, etc.) then you'd like getting paid for doing it.

    As for selecting an employer, here's a few tips:

    1) Make sure they don't have a huge list of previous employees that have come and gone at a fast rate, and especially in a short amount of time. This means either, the company wasn't good to work for, unstable, just didn't like it there, or they just use you for the task at hand with no intentions of further employing you.

    2) Work for an employer that listens to your ideas and needs (within reason) If they could care less about your ideas, and your needs, no point in working there as you won't feel comfortable in their environment with no chance for advancement. Keeping an employee happy is a major development motivation. It is a team environment, and one person is as equally important as the next.

    3) Don't expect riches. If it's promised, seek the next employer as the only riches (if the game even sells well) will go straight to the company and it's owners.

    4) Not everyone owns a Ferrari........