Tuesday, June 30, 2009

A Closer Look at the Video Game Character Artist.......


If you love video games and want to pursue a career that allows you to design your own video games, and video game characters, then you should get on track to becoming a video game character artist. The first thing any successful video game character artist should know is, of course, what makes a great video game, and what kind of characters best suit those games. Second, you will need advanced technical training in graphic design and computer animation so that you can be prepared with the skills to see your ideas through.
There are degree programs and technical training available in video game design at colleges, universities and vocational schools across the country. Through these programs you can gain a thorough education in video game design, and character design that will prepare you for a great career in the growing field of video game design and character design. In these programs you will learn how to use state of the art computer hardware and software programs that will allow you to create multiple levels of video games from the initial storyboards to the final project. You will also learn to read and use basic computer languages such as C++ for writing video games, as well as Maya, 3DS MAX, or Softimage XSI for 3D creation and animation of video game characters.

Get some training


So you've got what it takes to become a video game designer? You can't just walk into a game studio and get a job though. You need very specific training offered at video game design schools. Check out some of these top rated video game design schools listed below that offer gaming degrees.
ITT Tech: School of Drafting & Design offers a very strong cutting-edge Digital Entertainment and Game Design degree. And with over 100 plus locations nation-wide, there's a good chance that you can find a school near you.
DeVry University offers something more towards the programming end of things with their hot Game and Simulation Programming program. This should really get your feet nice and wet. Take it Online, or check out the various campus locations.
Another cool program worth checking out is the Game Art & Design degree at the The Art Institute of Pittsburgh - Online Division. The nice thing is you take the course Online.
Are you ready to take it by the horns and ride? Perhaps video game design is the career for you. There really has never been a better time to get on board. Maybe you'll become the next hot video game designer.

What qualities do I need for game design?


There are some qualities that game companies will be looking for when hiring someone into their fold. First off, you really should like video games. You should be the kind of person that hears the theme song to a game in your sleep. These companies want to hire someone who knows what makes a game good, and what makes a game bad. They want someone who knows good level design vs poor level design. The only way to do this is by playing, and playing AND playing video games over and over again. There are a load of people who spend all their time playing these games. Why should they hire someone then that hasn't put their time into gaming, and doesn't have the same passion for games as others?Secondly, they are looking for someone with good problem solving skills. There are so many bugs and potential problems when designing a game. This ranges from collision detection to making things look convincing. You need to be the type who is willing to solve a problem even if it kills you. Hopefully this will not happen.
Finally, they are looking for someone who can do things in a crunch. The gaming industry works at a torrid pace. Yes, you need to be patient, but you need to be awfully efficient in what you do.

What is the Outlook for the video game designer?


Video games are big business. We're talking about a multi-billion dollar industry that has now outgrown many other industries in a very short period of time. Video games are no longer looked upon as kids entertainment. Walk into any video games outlet, and you will see 20-30 year olds checking out the latest versions of Grand Theft Auto or the Sims. With the recent releases of the Xbox 360, the PS3 and the Nintendo Wii, producing games will be harder and a lot more involved. Video game designer teams producing these games have ballooned in size to meet the demand of a next gen experience.
So what does this mean for you? Basically, there are a load of opportunities to get into the video game industry. Video game popularity and complexity is exploding, and so are the opportunities at game companies and studios.

How to become a video game designer,



Have you dreamt about working with the game developers on the next version of Halo?
Would you like to become a video game designer working on the Playstation 3, XBox 360, or Nintendo Wii? Well, you're not alone. Read a bit further, and we'll show you that you might not be that far away from your dream career. Learn how to become a video game designer.
One of the most exciting jobs out in the market today is video game designing. Many have the impression that it would take too much time and skills to accomplish this. Well reality check people...it does not! If you are into video games and love spending your leisure time (even your work time!), playing games then you have already passed the qualifying stages to becoming a video game designer. May it be for console, arcade, or PC; video game designing reaches all these platforms. Now, let me explain to you some of the basic principles to get you an idea of how to make this dream job work for you.Throughout the years, games have evolved from the simple Atari and first generation Nintendo graphics to the complex 3D and multi level games of the present. There are just no limits to game designing these days. This multibillion-dollar industry is ballooning and encompassing other industries at a pace no one ever thought was possible. A major factor to this can be attributed to the gamers who are in their 20's and 30's and have never stopped picking up on the latest games and game platforms. Walk into any gaming shop and you will find adults mingling with kids to check out latest releases and try them out...together! So combined with the teenage market, this raving monster called the Gaming Industry is eating chunks out of the adult and teenage market today.Need for video game design teams have increased dramatically because of this growth in the industry and the demand for better and more creative games by consumers. Therefore, the outlook for anyone trying to enter this industry is not bad at all. If you have the love and drive to create games then there is more than a lot of opportunities to do that. Become a video game designer and you could take part and even play a major role in producing legendary games such as Sims, Unreal tournament and Halo to name a few. Get a chance to team up with the best companies and game studios by becoming a video game designer. If there ever was a time to take that leap of faith and trust your gut instincts then it is now! A genuine love for games is one of the most important qualities a game designer must possess. For natural love for gaming spawns creativity and a drive to excel in producing games people will endear themselves to. You could even ask yourself a question. Why would I do a job that I do not have the talents and passion for? Now, if your answer is I am doing this because it is what I love to do, then you are the right man for this job.This natural passion, even though very important, is only one of the aspects that makes a good video game designer. Companies who hire designers are also looking for someone with good problem solving skills and who is inhumanly patient. There are so many bugs and potential problems when designing a game that it could drive someone mad. These problems range from collision detection to making things look convincing animation-wise. Many of these complex problems need to be resolved quickly and with ingenuity. You should always strive to improve and to innovate the game at any point of the production. This can be profoundly stressful and take up huge amounts of your time even to the point of exhaustion but the rewards are more than worth it. The experience brings a completely new meaning to the phrase sleeping on the job!Being a perfectionist is also a quality sought after by many of these gaming companies and studios. Making sure everything is up to the highest quality standards and done as efficiently as possible in as little time as possible are talents which are definitely sought after in this fast paced industry. Now, if you have all or even just some of these qualities then this job is just waiting for you out there... so go out and grab it.So now, you are ready to proceed and create games huh? However, wait, you just cannot walk right into one of these companies and apply for this job if you do not have the skills! Knowledge about such things as graphic designing, computer animation and game development is necessary here. You need very specific training on these and other elements in order to be a certified video game designer. Below is a listing of where you can get the best training in these areas of expertise. With no further ado, here are some of the premier video game design schools you will need to enroll in to become a top video game designer.International Academy of Design and Technology: The Bachelor of Fine Arts in Visual Communication (Game Design) is designed to provide training in principles and techniques used to create interactive 2D and 3D computer games. Students can learn design software; modeling and animation skills, networking principles, level and world editors, and game engines used to design and develop games, and will examine market research and business concepts related to game production and distribution processes. Project management, creative design, and communication skills are integrated throughout this dynamic curriculum to help prepare students for entry-level positions in the game design industry.DeVry University: Offers something more towards the programming end of things with their hot Game and Simulation Programming program. This should really get your feet nice and wet. Take it Online, or check out the various campus locations. ITT Technical Institute: The ITT Technical Institutes offer a bachelor degree in Digital Entertainment and Game Design. Courses in this program offer a strong foundation in digital game design through the study of subjects such as gaming technology, game design process, animation, level design, and general education coursework. In addition, with over 85 locations nation-wide, there is a good chance that you can find a school near you.

Monday, June 29, 2009

How To Tackle Work For Hire


One of the toughest questions for any startup developer is whether or not they should do work for hire. It provides revenue, which can look awfully appealing at times, but it can be a big distraction from the reason you started the company in the first place. A little backstory: Ever since we opened up our iPhone division, we’ve been flooded with requests to do work for hire. Not just iPhone games, but everything. Up until recently, I had dismissed offers of work for hire out of hand: I tended to consider contract work a pernicious trap.Of course, something strange started happening when such work came in in volume.We got work for hire offers that I actually thought were neat -- by which I mean we got work for hire offers that were interesting and compelling, independent of what they paid... work I’d be doing in house if I had thought of it first.Eventually, the temptation was too great and I caved and started taking some of these offers. Below I’ll detail what we’ve done to make contract work as positive as possible for the company, what we’ve done wrong, and what I feel is unavoidable.The ProblemI’ve seen many studios begin doing work for hire because they needed capital and end up losing focus. They become work for hire houses that die out in a few years without ever accomplishing what they started their studio to do. When I began taking on work for hire I told myself I had to do the following things:1. Distract as little as possible from the main endeavor.2. Keep employees satisfied with their jobs (not have them feel like they’re being relegated to ‘lame’ work for hire work).3. Have the work for hire more than pay for itself (this one sounds very basic, but I’ll explain below)4. Add value to the company.The AnswersEstablish a New Division: After the first project, when we decided we were going to really start doing work for hire, we established a new division of the company for it, wholly separate from the core development team working on the main project.This had the advantage of minimizing the distraction from the main project and allowed us to establish new standards and guidelines specific to the work for hire division.It also allowed us to offer a different pay scale for the work for hire team (they get less salary but they get time allotted to work on personal project which Divide by Zero helps publish and which they get the lion’s share of the revenue from, on occasion they also get part of the rev share from the projects they work on).When I say Divide by Zero is going to do something, I don’t believe in total subcontracting. I believe the quality of the work and the dynamics of the team are simply better built up over time in house. This has the disadvantage of keeping people on salary. This means that the division has a fixed cost per month, which either has to be covered by work for hire or we have to take a loss: which means that it’s takes a lot of will to remember to...Choose Work Carefully: Up until this point we’ve been an entirely equity financed company, this means that we aren’t relying on work for hire to survive. I’ve seen many studios which will just haphazardly take absolutely everything that comes their way, sometimes because they need it to survive, sometimes because they don’t know when other work will become available (and sometimes because they just get caught up in the whole contract work thing and don’t take a step back and look at why they are doing it). This is fatal.We’re very careful about what we choose to take: we probably reject work for hire offers on a 6:1 ratio. It was incredibly difficult to take a step back and say, “I’d rather take a loss on the work for hire division and give them more time to work on personal projects in any given month than take the wrong work.” But I believe it’s one of the best decisions we’ve made regarding this part of our business.Ask Who Wants to do a Project: One of the core requirements for us to take on any particular work for hire venture is to make sure that we have people who are excited and passionate about doing that particular work. Before I accept anything I go to the work for hire division and say, “We’ve got _____ coming up, who wants to work on it.” If I get back a positive response from a group of people with the required skill set and I believe they have the time in their schedule I greenlight the project, otherwise it’s a no-go, even if management is interested in doing it.Not only does this increase the quality of work we turn out (in my opinion), this keeps morale very high in the work for hire division and actually makes it easier to get things done. Anecdotally, people in our work for hire division psyche each other up and ask each other for favors. If a team is mostly formed but doesn’t have one of the people it needs, the people who want to do the project usually convince whomever they need to get on board. I rarely ever have to step in. Also, this is the only case where I’ll contract out. If we’ve got 3 people raring to go and they need one more person to complete the project I’ve had teams come to me and say, “I know this guy, I’ll get him to work for almost nothing and I’ll totally manage him. If he fails I’ll take responsibility.” In that case I’ll give it a shot. It’s worked out well for us so far (we’ve even hired someone out of a situation like that).Approach Companies: If you are going to do work for hire, biz dev is important. While a lot of work just comes our way, we’ll actively go seek work if we think it’s cool. Often we’ll be at lunch and someone will say "Wouldn’t working with X be awesome?" If it gets a resounding "hell yeah," then we go out and approach those people. Part of our core work for hire business is reviving dead IP (you’ll see in a few months…) and helping companies expand their IP into the interactive space. This allows us to continually work on projects that we think are compelling, but would be impossible if we just sat back waiting for business.Do The Math Right: Don’t try to overbid and don’t try to impress anybody by bidding low. Assume everyone’s acting in good faith and be okay when they walk. You’re not going to get every contract. Remember, everything’s going to run long or need some extra hands on it, there’s always unexpected changes in this sort of work, so budget for it. So long as you’re giving an honest estimate of what you think your team will require no one will fault you. A word of warning -- make sure to be very clear on what you’re being contracted to do. Many entities don’t understand what it takes to make games, and when dealing with contract work we find that often people change their minds or come to realize what they actually want only after the work begins. Don’t be afraid to let your client know when they want you to do something that exceeds what you originally agreed upon and will cost them more money.We usually recommend to clients that they commission us for a design spec first. This is less risk on both sides and is the cheapest way to attain clarity and make sure that everyone’s talking about the same project. It also gives both sides a clean break point to work with other vendors if we discover the project is something that we can’t really handle in-house (and if they do choose to walk, at least we’ve provided them with a document that they can take to anyone else to determine if they’re the right vendor for the project).Be Flexible: We’ve had some crazy stuff come across the desk when dealing with contract work... and crazy stuff is often the most fun (and profitable) to work with. We’ve specifically built the work for hire division around people with a broad set of skills who are willing to dive into anything and learn (who knew how handy a working knowledge of ancient Greek would be?).Additionally, as a business, you have to be flexible: if someone has a big meeting with their funder and needs a document done in two days you’ve got to figure out a way to make it work (assuming of course they’re willing to take on the cost associated with doing so), if someone wants some crazy payment structure, consider it. You want the opportunity to say no, not the necessity.Adding Value: We also look for work for hire that adds value to the company beyond what it pays. In some cases this means building out a tool that we can use in other projects, in some cases it means broadening our skill set, in others it’s establishing good relations with an interesting IP holder or even getting to experiment with mechanics we hope to have in our major release. Downsides: Work for hire is a distraction. No matter how much we’ve tried to mitigate and how much we keep the teams separate it takes a lot of management overhead.Preparing the contract, finding cool projects, making the deals, managing the relationships with clients, even doing strategic planning for two divisions instead of one requires a lot from the management team. Don’t delude yourself going in (we did, a little bit) -- work for hire will change how your business functions. It may offset your costs but it won’t fund any major project, you’re still going to have to raise capital to put out your AAA title.If you are going to do this, do it because it will allow you to employ a few people during a down economy. Understand that it will cost you something and hope that the benefits outweigh the costs.That doesn’t mean do it stupid: you’re a business and you want to maximize every opportunity you have. Be keenly aware of what contract work is doing to you as a company and be ready to back away if it ever takes you too far off course from your original intent for the company

The Accretive Player Character


Accretive player character" is a term of art in interactive fiction. It refers to a protagonist who has motives and abilities that the player doesn't understand or share the first time he plays through a game, but that he gradually learns over the course of many replayings.Perhaps the classic example is Adam Cadre's Varicella, a scheming palace minister in some alternate-reality Italian principality that combines the technology of the modern day with the ethics of Machiavelli and the methodology of the Borgias. The title character hopes to outmaneuver everyone else and end up with the regency. Varicella is a fastidious man with a protocol fetish -- not the strongest nor the most charismatic nor the most openly ambitious member of the court. But he does happen to know all the weaknesses of all his opponents and he's poised to take advantage of them all. The first time the player confronts this scenario, he lacks Varicella's keen political understanding, and inevitably loses. The second time, he's probably still not up to snuff either, but loses in a new way, for a new reason. But by the winning runthrough, he has Varicella's role down. He does know exactly what is happening everywhere in the castle, every minute of the day. He does know exactly whom to assassinate, when, and how. The player/protagonist gap has been erased by careful training.It takes a special kind of game structure to make the accretive player character work. The game has to play through fast, so that the player doesn't get frustrated with the prospect of retracing his steps. It has to be fun enough and deep enough to keep the player coming back despite the obvious frustration of losing many, many times. It has to give enough feedback and guidance that the player does learn from every losing step, and has a chance to make a new, better plan for the next runthrough. It has to offer significantly different experiences to the naive player and to the accomplished one who understands what he needs to do. Perhaps the hardest aspect of all: the game has to somehow communicate to the player, Look, it's all right, you won't get this the first time, but that doesn't mean the game is too hard for you. Stay around. You'll learn.Done right, though, the accretive PC is a hugely powerful device.Having the player learn by replay allows for a narrative arc that has no tutorial phase, no gradual ramping up; big things can start happening right away. The first several times the player goes through the game are the tutorial. Early playthroughs of Varicella involve a lot of wandering around the palace, meeting and getting to know people, spying out secrets. That's fun and interesting, and it lays the groundwork for later-- when Varicella has time for none of those things, and instead executes a ruthless plan. The final runthrough is a lean story with no futzing around, no time lost.The accretive PC also promotes player identification. The better the player understands the protagonist, the more persuasively he can play the role right from the start. This cuts both ways, because (I also find) if the player has spent hours upon hours working out the perfect plot for Varicella to execute, he's less likely to balk at some of the protagonist's more reprehensible actions. Jon Ingold's recent mystery Make It Good (also playable online) takes the same concept of the accretive PC and plays it in new directions. The protagonist is a down-on-his-luck cop, one drink from being kicked off the force, who is called in to investigate a murder.As the game progresses, it becomes clear that the player is going to have to do more than find evidence. He's also going to have to manipulate the suspects in order to bring about a satisfactory ending. Gameplay thus goes beyond interrogating suspects about keywords and looking under beds, into the realm of assessing and meddling in the psychology of the non-players. And these are alert characters, not the dull ciphers found in many games. They see what the player is carrying when. They observe how he acts. They notice evidence if it's left in plain sight, and sometimes find it when it isn't. They draw conclusions. They talk to one another, sometimes behind the player's back. All this makes for very difficult gameplay, and there are times when the implementation doesn't live up to the design challenges as smoothly as it might -- but the process when it works is compelling. To complicate matters yet further, the protagonist evidently knows, or half-remembers through the boozy haze, some important things. The full accounting of what he thinks is never fully available. While he doesn't exactly lie in his thoughts to the player, he verges on being an unreliable narrator.It's frustrating, not having a good clear access to what exactly the protagonist really knows. The player is stuck running around doing his best to look out for this character's interests without having full access to his memories or total control over his thoughts. And yet that too factors very effectively into the characterization: the player is coping with the constraints imposed by the narrative, while the protagonist is struggling with a long-term devotion to cheap whiskey. The player would like to know more. The protagonist would like control over his life. Gradually those two desires converge. In the winning playthrough, the player-protagonist finally achieves both agency and understanding.