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Welcome to the third part of my Lazy Designer serialization. I hope you are enjoying the issues so far. Let me know if you have questions.

How To Start a Career in Game Design

The Lazy Designer Book 1 (Part 3)
I had planned to reveal the latest build of my "Hauler" prototype but ran out of time. The next issue will contain a detailed design overview of my prototype experiments in Unity.

THE JOB SEARCH

 

Resumes

Do not inflate your resume. Do not exaggerate your past duties. I should not have to say that, but here I am, saying it. Be honest but descriptive. What skills would you bring to the company? If you are relatively inexperienced being good at a variety of tasks will increase your chances of being hired.
 

 The Cover Letter

You can find lots of general advice online about how to compose a cover letter. Here is some specific advice in regards to what I liked to see:
  • You Play Games Should be clear that you are a gamer and better yet, that you've played the games this developer has made. Specific examples work better than "I've played games since I was two. Used to drive my mom nuts."
  • Focus on skills What do you bring to the company and what do you value about what the company does: "I am an accomplished writer but desire to improve my understanding of non-linear story design and your company seems to be kicking butt at that."
  • Get your terminology right Look at job postings online to see what they call the various specialties. Calling yourself a writer might be better than saying "word monkey", for example.
  • This is not a chat line Avoid using writing shortcuts that you might use when posting an update to your Facebook status. Use proper writing. Does not have to be an essay but it should be somewhat formal. No emoticons.
  • Do not make it obvious you are only using them You might think that working for Developer XYZ is a great stepping stone for your career. Do not say that. No one wants to think of themselves as a stepping stone.
  • Do not beg Do not beg for the job. Do not talk about your sick kitten.
  • Do not be arrogant Do not go overboard on the other extreme and make it seem as if that developer is going to go bankrupt if they do not hire you. Telling a potential employer that "only an idiot would pass up the chance to hire me" is probably a bad idea. Just saying.
Some of my examples above might seem silly but when hiring for BioWare I saw all of the above at one time or another.
 

The Portfolio

Most design positions will ask (or should ask) for a demo of some kind. Basically a game or a mod. Look at their job posting and see what they are asking for and when possible build a game in the tools they want you to.
The lighter your resume the better your portfolio should be -- a writer should have great writing samples, a technical designer should have games or mods of existing games. Even if they do not ask for a game demo consider submitting one to them once you are at the phone interview phase of the process (especially if you feel you have built something compelling). I hired many designers based on seeing what they were able to create, not because of what they wrote in their resume or said in the interview.
 
At BioWare we used to ask for submission of adventures built using the Neverwinter Nights toolset. Occasionally we received submissions built with other platforms... when possible we viewed these but if we did not have easy access to them it would take us longer to review them.
 

Applying

Use the appropriate application process as outlined on the company's website. Blind e-mailing a generic cover letter/portfolio to 10000 companies will result in 9999 complete ignores (I would like to think at least one company would give a reply of some sort).
 

The Interview

Interviews, whether by phone or in person, can be nerve wracking (both for the interviewee and the interviewer!) Again, instead of being general, I'll be specific about what I liked to see when hiring.
  • Engaged Do not dominate the conversation, it is for the interviewer to lead it, but do try to ask your own questions. Get clarifications on what the position would entail.
  • Answer the Question Do not dodge an uncomfortable question. I would rather an honest answer of "no, I have no experience with that" especially if followed up with "but I have learned and excelled at using something similar. I'm sure I could pick it up."
  • What do you hate? I alway asked interviewees to dissect a level in an existing title and explain how it could be improved. This is a good question to prepare for.
  • Again, Don't be Arrogant When answering a question about what you might improve in an existing game, do not insult the designers who worked on the title. They might be the ones interviewing you. But you should give an honest criticism.
Another question to prepare for, which I have had asked of me during interviews and which I asked myself on many occasions is "What mistake did you make on the job?" This is a hard question to answer because nobody wants to admit to making mistakes. But admitting to the mistake and maybe illuminating how you had learned from the mistake is important.

Here's the answer I would give.

One of my faults as a designer was that I did not embrace the concept of digital distribution (selling software over the Web, instead of in a retail package) readily enough. Why I was not that interested in selling games, or game add-ons, digitally has much to do with my earlier discussion about wanting to build product... a physical thing that customers could purchase.

This was not because I did not understand the appeal of being able to purchase and download software digitally. It was because digital distribution did not appeal to me as a creator! I wanted to create a product. Even though for some it seems bizarre to think of software as a physical entity, it was, when I started in the industry. It had a box and sometimes even maps and other goodies inside it. So I was reluctant to push for digital distribution.

I was in a position with a fair deal of influence on others and my lack of interest in digital distribution probably had some effect on others. Had I been more positively favored towards it, earlier incorporation of digital distribution features probably would have occurred on some titles.

My reluctance was a mistake. I needed to reevaluate what I considered a product... a game does not need a box and a cloth map to be a product. The product is not diminished by lacking physicality. It is even enhanced, especially if the potential audience grows larger.

As a writer I love physical books. There are magazines I want to see my stories appear in. I want to be able to point those magazines out to friends when I am in a store. When my novels are published I want to do the same thing.

But my experience with digital distribution has taught me to examine where traditional publishing is heading. By the time I have a publishing contract... will there be bookstores? Or only the 'big name authors' carving out space in the Walmarts and such of the world? My friends and family seem more excited now when I tell them a story reprint of mine is able to be downloaded onto the Kindle or Sony Reader or Kobo. They are less excited by the prospect of a print magazine sale that is difficult for them to obtain.

So, as a writer, I had to strongly contemplate publishing electronically, to reach the audience I wanted and to have the control I wanted over my work.
 

What Not To Do

I will end this chapter with a caveat. Earlier I suggested contacting an expert in the field you want to become a part of. Keep in mind that just because a designer out there is willing to pass some advice to you does not mean that you should send them your unfinished storyline ideas, game design documents, or other material.

This has happened to me several times and it always creates an uncomfortable situation. I cannot read other people's work or help them publish it. I do not have the time and I do not want to be involved in a legal dispute later (i.e., if someone feels I stole their idea).  So, please do not do this to anybody else!


NEXT ISSUE: Prototyping with the Unity Game Development Engine.
THE POOL
My first novel, "The Pool: Arrival" has excellent reviews already. I'm quite pleased by reader reaction to it! If you check it out please let me know what you thought.
http://www.amazon.com/The-Pool-Arrival-Brent-Knowles-ebook/dp/B00MVFG0TM

MAMA
My story collection "Mama and Other Robot Stories" has been released and has even garnered some strong reviews already!
http://www.amazon.com/Mama-Other-Stories-Brent-Knowles-ebook/dp/B00NREOEHQ/

REVIEW OFFER: If you would like a free copy of any of my books in exchange for a fair review on Amazon, please let me know.

BLOG ROUND UP
Only one post the past while. Read State of Things.
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