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.
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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.
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.
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.
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.
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.
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.
@ 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?) :)
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
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.
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.
nasite/
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.
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