Audio
Shut Up and Listen!
By Johnny Foley
Audio always gets forgotten. It always ends up being last -- in
everything! Meetings, production, you name it!
It makes sense, then, that audio developers, be they audio
directors, composers, sound designers, or voice directors (all sensitive
souls who strive for quality), are generally evangelists by nature. At
any audio-exclusive gathering, you'll hear the same war stories and
tales of producers and senior management making horrific decisions
that adversely affect the quality of the audio.
Venting is natural and, I would argue, actually necessary to mental
well-being and survival in video game audio development. However,
that same airing of grievances can often be the downfall of audio
developers who cross over to the dark side and start overtly speaking
their minds and generally losing it with senior development staff.
I have seen and interviewed many of the fallen, those who were let
go for disagreeing with a fundamental product or studio decision because
it affected their audio in some disagreeable way, and who, rather than
working in a bustling team atmosphere, now work in a lonely home studio.
Developing audio for a video game is, ironically, intensely
collaborative, not just between the audio, design, art, and code, but (and
this is something that never gets talked about) between producers,
senior producers, and executive producers. The top brass
often likes to be involved when it comes to casting,
dialogue recording, and directing, and sometimes
composing There's always a corporate creative
guy who owns a studio and thinks audio is his
"thing." There will always be an exec producer
whose "thing" is dialogue direction, especially if
someone famous is involved.
The same thing happens when product and
marketing people get involved, too. And, oh yes,
they are also your collaborators. Marketing
and PR always had a presence in voice
casting meetings, and often it was my
job to fight for quality and common
sense casting, while they bounced
around the latest pop stars as wouldbe
lead characters in the game.
The
trick is to view this as a part of the
collaborative process as an inevitable
part of development. Get them involved
and listen to their ideas. In all likelihood,
they'll be distracted by a shiny object and will
leave you alone.
Survival Tip: Always treat senior publisher
staff and producers with respect (through
all communication channels), as they are
collaborators, too. Often, they see the bigger
picture on a product with a clarity that you
don't have. Listen to their ideas, try to
understand what they want to achieve, and give them a way that it can
be done. Compromise of creative ideals is unavoidable, but it need not
always be negative.
If you can make things happen for them and make what they want
actually happen, they will sing your praises and adorn you with all the
respect you can hope to get. This will ultimately make future projects
a lot easier.
Quality Assurance
Getting the Hell Out of QA
By Bugsy Checker
QA is often thought of as the standard point of entry into game
development for careers outside the programming and art
fields. While this is true for some, it also means you're far from alone
in trying to make your move. Because of this, the most basic rule for
getting the hell out of QA is to get noticed.
Know your producer, and make yourself an asset to her. Find out
what extra work needs to be done, and do it. If the company doesn't
have an associate producer role, try to forge one by taking on some
of those tasks. Get yourself known as the guy who is interested in
learning new skills and going the extra mile.
Unfortunately, just being good at your job and eager to learn often
isn't enough. You'll need to play politics.
Some companies develop an adversarial culture between QA and the
development teams. Do your best to avoid this. It's going to be difficult to join
development if you see each other as the enemy. Beyond that, you'll need to
know people socially.
Be friendly around the office, go to company events,
and get to know people in the positions that will be making hiring decisions
when the time comes. The smaller your company, the easier it is.
There are also a few things to watch out for. When taking on extra
tasks and learning new things, don't do it to the point that you're
ignoring your duties in QA. It's also important to not become Free
Work Guy. You don't want to be seen as the person who doesn't need
to be promoted because, after all, he'll do all the extra work for free.
Do as much as you can, but don't hesitate to make it clear that with
your QA responsibilities, you can only do so much. And don't overdo the
socializing. You want to be friendly and easy to talk to, but not a social
butterfly who can't walk to the bathroom and back without chatting for
30 minutes about the last episode of Battlestar Galactica.
Assuming you can walk these lines effectively, you should be in
good shape, but nothing is sure in this world. While working at a
small company makes it easier for a QA staffer to get noticed,
the budget there may be too lean to accommodate an associate
producer or junior designer position, meaning getting
out of QA could require you to jump two or three steps
up into a role that's a little out of your league.
Larger
companies, on the other hand, are more likely to have
one-step-up openings, but that also means more
competition and more distance between you and the
people doing the hiring.
Naysaying aside, QA is still probably the
best place to get a foot in the door. You'll
develop familiarity with development cycles;
working as a lead will give you important
experience managing people and schedules;
and creating test plans and scripts develops your
technical writing abilities -- all of which are essential skills
for both game producers and designers. And, of course,
the longer you're in the industry, the more people you'll
know, and the more connections you'll make. Don't
assume that the promotion you're hoping for will be at
the company where you're currently working.
---
Photos by Lasse Havelund and Laurence Borel, used under Creative Commons license.
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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