So You Want To Be A Game Designer
by Maarten Goldstein, Jul 23, 2005 5:40am PDTSo You Wanna Be a Game Designer is a new GameSpot feature, talking to Chris Avellone, Ken Levine, Akira Yamaoka and CliffyB about working in the game industry as a designer. The foursome is asked about how they became a designer, the specifics of the job, the reality of being a game designer vs previous expectations, good and bad parts of the job and getting a job as a designer.
Ken Levine: I remember being really surprised to learn about how technical game design was. A lot of people tell me: "I've got a great idea for a game." Frankly, who gives a crap? A great idea is meaningless. A great idea that leverages your existing technology, gets the team excited, is feasible to do on time and budget, is commericially competitive, and, last but not least, floats the boat of a major publisher... Now you have something. Akira Yamaoka: There was not much of a difference between my expectations and the real world of game designing...although it was surprising that you have to communicate with a lot of staffs outside development, like sales and marketing department, etc., in the course of game production. I realized that many people in different fields are involved, from when a game concept is born until the fans get the finished products in their hands. The scale of a game project is enormous.
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Comments
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No WONDER game quality has gone to the gutter with an attitude like that...
All good imagination is pounded into the ground by crap like this.
Anything is 'feasible' ...
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GET OFF MY LAWN! I have to finish this texture!
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Also green mechanical frogs.
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Please release a new Jazz the Jackrabbit game.
Sincerely,
The World
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So congrats to companies like Bungie, Blizzard, Epic, and Valve.
It's not easy
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This is why gaming has been losing steam for long time gamers like me. When PC gaming was in its early stages, it literally WAS "how are we going to make the best video game possible?", but now it's a business like any other, and when you make games for the common denominator, a lot of potential is lost.
The thing that really irks me is that most of the huge development costs have to do with the complexity of the graphics, be it modeling, level design, or art. When you look at doom3, it's just hard to believe that a lot of money went into the design compared to the graphics. I have a 7800gtx in my computer, but lately I've been playing MO1, and it's been making me long for the days when gameplay was the focus of games.
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Ken Levine: I became a game designer pretty much by accident.
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Ugh, I hate it when people use leverage in that way. :(
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