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Introduction
The
computer game industry has evolved a great deal over the last twenty
years. As a result, what were once just one or two career paths and job
qualifications have split and split again into a plethora of career
paths and jobs. For those who are willing to work hard to educate
themselves and to prove themselves in the industry, a fantastically
enjoyable and financially successful career is available to them for
the rest of their life. It’s an exciting and wonderful set of fields in
which to build one’s life—one that is constantly changing and
reinventing itself.
A
long time ago in a galaxy far, far away, there was only one job title
for those who wanted to create games, and that title was “game author.”
Actually, that wasn’t so long ago or far away—it was less than twenty
years ago. The total number of career paths in the entire industry was
an astounding number of about two: the aforementioned game author and,
on the business end, “game publisher.” But that was it—the game author
was the designer, writer, programmer, artist, musician, sound
technician, and tester for the game! The business model was similar to
that of a book author in that the game author would hide away in a dark
and dingy room with Jolt Cola for six months and a game would come out
the other side, then earn royalties based on the number of copies the
publisher could sell.
Times
have changed. While initially the industry was a garage hobbyist
industry—an industry that produced t-shirts that said: “It’s hard to
believe grown-ups do this for a living”—today, it is no longer an
anti-establishment garage industry but is instead a mainstream
multi-billion-dollar industry demanding a multitude of degreed
individuals with engineering, programming, art, writing, and management
skills. Universities and colleges all over the world are now trying to
turn out qualified individuals for this demanding industry.
If
you go to any game industry employment site, the plethora of job titles
boggles the mind. A sampling of job titles include 2D background
artist, 2D game programmer, 3D animator, 3D modeler, animation
engineer, art director, audio programmer, brand manager, character
artist, cinematic animator, community services specialist, composer,
content designer, content programmer, creative director, director of
marketing, effects artist, engine programmer, game designer, game
programmer, game tester, hardware manager, human relations manager,
tools engineer, network game programmer, online AI programmer, particle
artist, producer, production coordinator, quality assurance analyst,
scenario designer, script writer, sound designer, storyboard artist,
test tools engineer, texture artist, user interface artist, user
interface designer, and even world artist! And this is just a sampling
of the possible jobs in the industry.
What
are all of these titles and how does one design an education or career
to evolve with them? In this article, I will attempt to boil down the
job titles one finds in the game industry to a set of archetypes or
idealized models of the various fields in the game industry to make it
a bit more manageable. Finally, I will touch on what this might imply
to a student seeking an education to prepare for entry into the game
industry.
Commonality
While
there are a great variety of careers and skills in the game industry, I
would first like to touch on a couple of commonalities. The first of
these is the tradition of flexibility and blurring of the lines between
job descriptions. In the game industry, job descriptions do not act as
barriers to accomplishing the job, but instead act as a guide to
current needs. If you are a game engine programmer and a project needs
some network coding, you may end up doing network coding, or, as a
level designer, you might end up writing dialogue. This tradition arose
for several reasons. The first is that, twenty years ago, one
individual did, in fact, do everything. So even when technology created
a need to divide labor into skill sets, individuals still tried to
maintain a diverse understanding of the whole process. Another reason
is tied to the creative process involved with games: unlike other
software where most of the components are understood before the first
line of code is written, game software is a creative work involving
many unknowns. These unknowns change both process and product
continually during development, requiring flexibility in the members of
the development team. The ability of all members of a team to shift
their resources and skills to adapt to these unknowns is a survival
trait of any good development team.
The
creative nature of computer games leads us to a second common
characteristic of working in the game industry. The computer game
industry is a highly technical discipline that creates artistic and
entertainment works. In other words, it makes extreme use of both
“right brain” and “left brain”—the creative and the technical,
respectively—to create computer games. And while any single job may
stress one aspect or the other, both parts are a necessity for every
member of a team if the final product is to succeed.
The General Archetypes
We
can divide jobs in the game industry into about ten different
archetypes or idealized professions: the Designer, the Writer, the
Programmer, the Visual Artist, the Audio Artist, the Manager, the
Tester, the Businessman, the Journalist, and the Educator. Within these
archetypes, one may find a great diversity of jobs and specialization,
but, by examining each in turn, one may get a comprehensive feel for
the industry as a whole.
The Designer
Just
as the movie director is the center of creativity in the film industry,
so the game designer is the center of creativity in the game industry.
From the designer’s vision emerges the entertainment, in the form of
game play and story. The star system in the game industry, such as it
is, puts the game designer on a pedestal. People like Sid Meier, Will
Wright, Richard Garriott, Chris Crawford, and Brian (“Professor”)
Moriarty are all famous game designers. As such, the position of game
designer is the position most desired by individuals new to the
industry. The proven game designer is much in demand, but to get that
experience is a hard row to hoe.
What
does it take to be a great game designer? In no other career area does
an individual need to master by turns the creative and the technical.
Certainly, the need to be creative—or right-brained—is obvious: the
designer is creating entertainment and possibly even fine art in his
game. But what about the left brain? Why is that important? The reasons
are tied to how games create their entertainment through both story and
game play.
Let
me touch on a definition here first. In the game industry, when we
speak of story, we are not talking about a narration that the game
player may see in the form of cut scenes between game play. Story is
actually the end result; it is the actual unique experience that each
game player has with the game. It is the combination of both the
narration and game play that the designer provides and the
interactions and decisions that exist between the game player and the
game. In this way, games are uniquely different than other media in
that the player is an integral part of the story-telling process.
What
does this imply for the game designer and the left brain, the part that
forms logical connections and structures? Because the designer cannot
control the story directly, he creates structures and relationships. He
cannot just describe the adventures that Odysseus will have in his
travels, but instead must invent an interesting universe populated by
interesting people and creatures such that when the game player
interacts with the game world, an epic story is then created. My own
definition of a game designer is that individual who creates a
universe, and the items in it with which the game player will interact
to create interesting entertainment and story. The inventors of chess
accomplished this millennia ago, and game designers have been doing it
ever since.
Amazingly,
almost all famous designers have first been programmers, the pinnacle
of logic and relationships. While I am sure there have been some
successful designers who arose from right brain arts such as visual
arts or writing, they have been far fewer in number. The left brain
ability to assess relationships is a critically important trait. Thus
the game designer needs to be a Renaissance man or woman—they must be
able to understand people and story and character, but also to
understand logic and sequence and interaction in a very precise way.
A
couple of subfields within the realm of game design are those of the
level designer and the content designer. Although there are some
differences between the two job titles, both are concerned with
designing specific game play details within the framework of the
overall game design. The level designer is concerned with a specific
level or world or scenario, while the content designer is more
concerned with adding detail to the world to support the themes, quest,
and back-story. Another design subfield is that of the interface
designer, who is responsible for how the game communicates with the
game player and how the game player communicates with the game.

The Designer
The Writer
Closely
related to the designer—and often found working hand-in-hand with
one—is the writer. While the game designer is concerned with the how to
assemble a universe such that the game player interacting with the
universe creates a story, there is often a specific need to integrate a
rich narrative into the game, both as prose and dialogue to advance the
story. These require the right brain creative skills of the wordsmith.
Contrary
to their roles in other media, such as movies and plays, writers are
not (typically) the first step in creating a game. Narrative and
complex story, the tools of the wordsmith, are for the most part
subordinate to game design and game play. Few games have succeeded when
the story has been given priority over game play. As such, the writer
is creating his work in support of the game designer and the game play.
Yet, as games become more complex, and the need for rich narrative and
dialogue increases, the importance of the creative writer in the game
design and development process likewise becomes more important.
There
are also other opportunities for the wordsmith in the game industry:
probably the next most important writer on the team is the manual
writer. For this, a writer needs to have the ability to understand a
complex piece of software and then be able to communicate it clearly to
the consumer. Likewise, composing internal documentation that
communicates clearly with the development team requires a skilled
writer as well.
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