GAME JOBS
Contents
Gaming the System: How to Really Get Ahead in the Game Industry
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Gaming the System: How to Really Get Ahead in the Game Industry
by Brandon Sheffield [Audio, Business/Marketing, Design, Programming, Production, Art]
20 comments Share on Twitter Share on Facebook RSS
 
 
September 16, 2009 Article Start Previous Page 2 of 3 Next
 

Design

Show and Tell

By Daxter Crate



As a game designer, your job is to design games. As obvious as that sounds, it's easy to lose sight of and get sucked into having the wrong priorities.

You have to contend with company politics, unreasonable requests from publishers, the stroking of egos, and other baloney that has nothing to do with the game itself.

I recommend taking a vow to make the game the best game it can be, no matter what that means for all that other hogwash. Little Jimmy in Iowa who buys your game doesn't know or care about any of that other stuff, and neither do game reviewers. They judge the game you put in front of them, so put the best game in front of them you can.

On one project I worked on, an outside art contractor we were using created an elaborate standoff about fixing art bugs. My company wanted the contractor to fix all the art bugs on principle. Nice principle, but Little Jimmy and all the other Iowans only care if they are fixed, not which politics prevented them from being fixed. I personally fixed several and recruited an artist co-worker to fix more on his own time.

In a different situation, we wanted to add a set of sound effects but had no one allocated to do the sound processing. I downloaded free sound processing software and learned how to do it myself because I knew it would improve the product. These anecdotes aren't even about game design, but they help create a culture where "make the product good" is the highest priority. If you can get other team members to buy into this mindset, your team as a whole will be capable of making that much better of a game -- and that is how you'll be measured in this industry.

In addition to doing good work, try to let the general public know exactly what you're doing. As a designer, your decisions shape what the playerexperience is. Players will be very interested to hear why you made those decisions, and that raises your value in the industry outside the company.

The reality is you're probably not going to be at the same company your whole career. (Although if you do work at an awesome company, staying put could be great!) It's to your advantage to let the outside world know exactly what you did. Your company or publisher might not want to see you self-promote because they might see an advantage in preventing you from getting credit for your work. Fair is fair though, and what you have on your side is that the marketing and even the design of your game will benefit from keeping players in the loop. Make that argument if you get any resistance from within, and try to let the world know what it is you actually do.

Production

The Unspoken Rules

By Tracky McProject

It might sound crazy, but sometimes, shipping something awesome on time and on budget isn't enough.

Don't forget that as a game producer, you are judged on not only the results you get, but also how you went about getting them. There are a lot of ways to interpret the job of a producer, and one thing you'll want to do early on is make sure you're doing things the way your boss imagines them being done. A pitfall for people in the production field is finding out after the fact that their production style or methods weren't what the powers that be actually wanted.

And don't expect them to tell you what they want right off the bat, either! I've seen them wait until the project is done and it's employee review time for it to finally come to light. So before you get in too deep, spend some time learning what the boss wants in terms of process. If she doesn't seem to care either way, don't believe her. It will come back to haunt you later.

Another thing to watch out for is unspoken rules. Unfortunately, nobody will tell you about these upfront. I once watched my boss in the production organization give some creative feedback on the game's story, and I naively assumed this was an acceptable practice. My own small attempt at creative feedback turned out to be a strike against me when it came time for a performance review! My boss explained that he had a rapport with the creative director that I didn't have. Okay then, lesson learned!

Most of the time, you find out that these rules exist only by breaking them, but sometimes you can spot them from someone else's turmoil, such as when the co-founders of a company are fighting. Be very careful when sending emails on sensitive topics like these. Everything, including your language and who is on the To and CC line, can turn into a landmine. When in doubt, talk to folks in person. If you break one of these unknown rules in conversation, well, at least there isn't a permanent record of it.

Finally, don't forget why you're putting up with all this crap to be a producer. For me, it's the guys on the team. One time, the company I worked for bought a limited number of new monitors and decided to dole them out based on tenure. It happened to be my turn to receive one.

As the IT guys installed this big, brand new screen at my workstation, I couldn't help but think about an animator we had just hired, fresh out of school. He was working hard and doing amazing things in Maya using small, crappy monitors. How could I look up from an Excel spreadsheet on my beautiful wide-screen display while this poor kid who actually made content was struggling with 15 meager inches of visual real estate? "Hey, give my new monitor to him,"

I told the IT guys, who were happy to comply. Pull for your guys like this, and pretty soon you'll have their trust. That might not get you a promotion immediately, but remember, these are the people who actually make the game.

 
Article Start Previous Page 2 of 3 Next
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments

Mark Venturelli
profile image
I don't know if I am the happiest or dumbest person in the world, but I find all this stuff depressing. At our company I seriously believe that we don't have room for these politics.

Gorm Lai
profile image
For the programmers, I am definitely a 'just do it' kind-a guy. A small piece of code can often end the discussion, sometimes not in your favor, but it stops both longwinding discusssions as well as sourness from having your 'brilliant' idea dismissed. It can have downsides, as mentioned, but I guess I have a 'where there is action there is loss', and would definitely admire and reward this attitude.

Robert Schmidt
profile image
The problem with the "just do it" approach is that developers often don't have the big picture. I've led a number of development teams and have frequently run into the situation where a developer has a great idea of how to make the code better. Their solution follows standard design patterns, it's elegant, it's efficient and it will put us two weeks behind schedule. Of course they are pissed when their obviously brilliant idea is dismissed. To them, management just doesn't get it, doesn't understand the art of development. And it’s true; to management, the code isn't a work of art, it's a means to an end; and the end is getting the product out the door on time and on budget. So before trashing the schedule to squeeze in a masterpiece of coding, all the while fully expecting to be moved to the head of the class when the simpletons that run the show finally understand what you've done, take the time to build a case for your change. Do a cost/benefit analysis, e.g. one day on this code will save us 5 days over the next few weeks. Do a quick POC on your lunch break. And run it by your manager! A professional (responsible) approach will win you more acclaim than cowboy coding. On the other hand, you can certainly "ask for forgiveness" but there is no guarantee you'll get it.

Benjamin Quintero
profile image
All of this doesn't matter in the end. If you really want to get ahead, look elsewhere. You will always be worth more to someone else than to the people who currently employ you. Companies have standards and practices; employees progress on a less-than linear scale up the pay ladder and periodically get a little 2-5% bump if you ask enough and prove your worth. The real pay bumps don't generally happen until you've worked somewhere for at least 3-5 years as a higher level employee, but you can often get pay spikes in your early career by moving on.



I personally look for my engineers to be steady and get the job done. The guys that can collaborate well, prove to be open minded and knowledgeable, are the ones that catch my attention. I see through most politics and it often reflects negative on that person when they try to "play the game".



My advice is simple; if you are vocal about wanting to advance and nothing happens (given some time), then it won't happen until your employer has exploited your skills enough to offset the additional cost of your promotion for at least the next year. That means that they need to feel that you've paid it forward enough to justify your new salary. That is why I say it is sometimes easier to move on. As a new employee the company is taking a gamble on you, while a promotion means that you've already paid for that extra money. The disadvantage of being the new guy however; last one in, first one out if times get tough for your new employer.

Laurent Hogue
profile image
Good points for QA: being zealous is probably not the best way to make you friends. On the other side, you're not working to make you friends but keeping good relations will help you in your career. Better raise from your chair and come talk with the person in charge of your bug to explain the situation. btw a good way to leave the QA is to become a QA-tool. You're a step closer to level design.



Speaking of that, can you tell me why "design" always mean "Game Designers"? How about Level Designers - you know, the ones who create the maps? You can't put GD and LD in the same bag, it's really not the same thing: GD are making the rules, LD are playing with them.

Robert Schmidt
profile image
I agree with Benjamin, often the best way to move up is to move out. With that in mind there are a couple things to consider.



If you're a small fish in a big pond, transition to being a big fish in a small pond. So, if you're a senior developer for a big company you may be able to become a dev lead at a smaller company.



If you're a big fish in a small pond, look for a position that is in your area of expertise but with a larger team/set of responsibilities.



If you've asked for a raise and didn't get it, or didn't get enough (assuming you deserved it), look elsewhere, but when that offer comes do not, absolutely do not, take it back to your boss and use it as a bargaining chip. Your boss may match it or even better it, but will then likely fire you at the earliest opportunity. He/she will want to make sure they lose you on their terms, not yours. Meanwhile you will have burned a bridge with the company that made you the offer you declined.



At the same time, keep in mind that if your resume is full of short term jobs as a result of you leapfrogging your way to the top, a prospective employer may think you’re a flake and won’t want to risk investing in you.

Stephen Northcott
profile image
Interesting article. Reminds me of why I work for myself. :)

jaime kuroiwa
profile image
Another "seize your destiny" article. *sigh*

Does it work? Of course it works. It always works.



...but is THIS the way you want the industry to operate? Is THIS the way YOU want to operate? How does working outside of work hours, going over management's head, or being disingenuous for the sake of networking do any of us good? If you succeed, then you're bound to become the victim. It's like leap-frogging on a treadmill.



I agree with Benjamin. The best way to get ahead is to get out.

Joshua Sterns
profile image
This article once again reaffirms my belief that QA is the red-headed step child of game development. No wonder so many games are full of bugs. :-p



I also love the advice. QA is a foot in the door, but don’t keep that foot in the door too long or it will swing close. My personal experience has been skill+luck+knowing that guy=new and better job. The more popular phrase is it's not what you know but who you know. There are tons of people that know what you know or more. There is only one person, however, that can offer you that promotion.

DukeJake R
profile image
By far the biggest increases in my career have been by jumping ship. There are only so many senior positions to go round, and if it looks like you won't get the position you want you are best advised to keep your eye on vacancies in other companies. Employers get lazy, and they start taking your commitment (and willigness to do overtime) for granted. Don't allow them to do this, in particular if you find your annual salary is only increasing by the rate of inflation. Also, always be learning new skills. I was bored of my particular niche so decided to make a console game using xna. I learnt more in a month than I do in a typical year at work and what's more it was a lot of fun!

Andrew Heywood
profile image
@Robert Schmidt

Whilst I agree with your overall point, the idea that "management don't understand" is a lot more valid than you make out. For example, production management don't generally understand the concept of a 'code debt'; they understand the trade-off between time spent fixing bugs and time spent adding features, but not between adding features/fixing bugs (both of which have visible results) and improving the codebase.

Glenn Storm
profile image
(This is me again relating my experiences in a related highly-collaborative creative industry to our current situation)



@ Mark Venturelli : If you've never experienced politics like this, consider yourself lucky and your current work environment favorable. Try to engender that attitude everywhere you go.



Although some of the political tactics mentioned are simply things creative people would do anyway in the course of their creative and collaborative efforts ('just do it', etc.), several of these ideas are about subverting the environment one has found themselves in. Those political tactics are what I want to talk about.



These politics are identical to those found in my previous career (feature animation industry). The suggestions are the same, the struggles are the same, the characters types alluded to are the same. And yes, the depression-factor is the same. Politics like this are horribly distracting to the creative process, to the extent that some will flatly reject to engage in them on principle. These political tactics are those used when the talent pool becomes saturated and the value of consistent talent resources is taken for granted. You're brilliant and talented, but you have some compensation issues or you've butted heads with higher ups before? Well, there's a line of entry-level applicants starting at your management's door and stretching as far as the eye can see; applicants who demand only ramen, pizza and a chance to be politically amicable. Oh, and what have you done for us lately? (the business, management individuals, etc.)



I completely agree with Benjamin, Robert and JR. The idea of moving up by moving out is not obvious in general, and it is to a large extent antithetical to common beliefs about careers in free market economies. After all, this is not the mid-century business environment where companies take care of their own like family, from entry level to retirement. (and really, was it *ever* like that?) In general, successful people I've encountered used this tactic, those who didn't eventually struggled.



All that said, in my studies of organizing creative teams, one thing is clear: these politics are not necessary. And so I believe there is a balance between these points raised between the main article and comments. If you're encountering these politics in a way that is distracting to your effort, get out. If you've found a place that is free of these distractions, ride that wave and take the strength from that experience with you.



(In the meantime, Colin Anderson and I will do our best to champion the 'Great Groups' philosophy and make it ubiquitous in our industry. Right, Colin?) :)

Glenn Storm
profile image
One additional thought:



A few of the ideas raised by the contributors of the main article remind me of The 48 Laws Of Power:

http://www2.tech.purdue.edu/cg/Courses/cgt411/covey/48_laws_of_power.htm

Jesse Tucker
profile image
As a designer, I've found that actions speak louder than words. Rather than asking "Can I do this?" about a feature that you want in the game, I've found it's much better to put something in the game and give your higher-ups an item to evaluate. This usually leads to very positive results - The people who make decisions may see it and totally get where you're coming from, or they won't like it at all and it's back to the drawing board. You may in fact realize that halfway through implementation, your great idea wasn't so great and the only person's time you've wasted is your own. Even if this particular idea doesn't work out in prototyping, going through the motions of actually doing it may lead you to realize what went wrong, and give you ideas on how to improve the next time around.



Now, unless you're specifically tasked to do something like "Prototype three alternate puzzle concepts so that we can choose the best one," you would probably want to adhere to the 15-minute rule (don't spend more than 15 minutes on some wild idea) or do it on your own time. Some of the coolest things I put into Fallout 3 were done pretty much completely on my own time.

Eric Kollegger
profile image
Alot of these suggestions strike me as very 'self-helpish' -- not to say that there arent some hidden pearls of wisdom to be found by reading between the lines. Sadly the design portion of the article, which I was most interested in reading fell flat in my opinion more so than the rest. Wish i knew who was writing them; I understand why the authors need to remain anonymous but it is alot harder to consider and utilize advice from nameless/faceless mentors.

Reymondo Leon
profile image
As far as the art suggestions go, I would definitely recommend against the ones suggesting that you go round your immediate superior. Having worked in a range of studios, my experience is that either:

a) Most of the time your superior does in fact know better than you, and your attempt to 'fix' things will lead to disciplinary action, ostracizing, or worse.

b) Your superior doesn't know better than you, but has a good relationship with management - which is how he/she got to where they are. End result - the same as a) above.



There are plenty of opportunities in games to work with talented, supportive people who are happy to promote excellence.

abc2009 z
profile image
http://sites.google.com/site/laure

nasite/

Adam Prall
profile image
I loved this article when it was published in Game Dev Journal and like it just as much, here. The politics being referred to are obviously the product of the larger studios where individuality and performance can really get lost in the crowd. Smaller, more indie operations (like the ones that are popping up everywhere these days) don't really suffer from the same problems—there's a whole batch of new ones (funding, instead of politics, is the usual problem). I can't tell you how many times I've had to employ a lot of these strategies to get ahead—or even just to stay afloat. Thankfully those times are past, but to clear things up for readers it might clarify things to titling this article: "Gaming the System: How to Really Get Ahead in the Game Industry […by Disrupting Bad Politics]"

Ruthaniel van-den-Naar
profile image
I agree, too much politics, too much american look at industry.



Art isnt politic, primary must be art vision, managers are only people which must save time of art talented people, do process more smoothly, dont be in the way of progress . Quality is created everytime in down of pyramid, in slaves chambers :), managers dont create real quality.

Frank Williamson
profile image
3d Artist slave dog-pixel cowboy-beat down to a frazzle numerous times by politic-playin rat bastages in previous companies. Politic players will suck the fun right out of your day.



I just jam in Max or Photoshop, go for the wow from my clients (which are the players, the team, the supervision, and yes .. even the politic players).



I've been labeled an 'egotist' when I told one suit-dweeb wannabe artist that as a 3d artist he made a great technical director. He asked what I thought of some of his 3d work. Don't ask if you don't want to know the answer. He was awesome at keepin us up to date on all the latest toys and tools. -shrug- ..he sucked as a 3d artist. That's ok ..people will find the area they shine in and blow you away ..he ended up doin some awesome FX work.



My advice .. pursue what you are good at and learn all you can to shine at it.

IF you are in a position to hire- hire those who are better at it than you are or at least have the passion to excel at what they do.



Oh, and never ask a guy who is a lead artist on a project and has created *worlds* if he can make a damn table .. one of the most idiotic things I was ever asked by a junior artist.. courtesty and respect go both ways, use it to get it.



-Frank P. 'Gray Eagle' Williamson


none
 
Comment:
 




UBM Tech