2012年4月16日星期一

Eric Flannum: How to make it as a game designer

http://www.arena.net/blog/how-to-mak...-game-designer|||Judging from the horror stories I've heard from game designers, you have to really love making games. I'm sure it depends on the company too.

I think it's like being a professional bomb defuser or something. It's a glamorous, exciting job that you hold on to until you break under the pressure. Then you go work for far more pay for doing basically nothing at a major corporation and have fun doing things you like on the weekends with all your extra cash.|||Quote:






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Judging from the horror stories I've heard from game designers, you have to really love making games. I'm sure it depends on the company too.

I think it's like being a professional bomb defuser or something. It's a glamorous, exciting job that you hold on to until you break under the pressure. Then you go work for far more pay for doing basically nothing at a major corporation and have fun doing things you like on the weekends with all your extra cash.




That's what I've heard too. |||he said "if you have yes on one or more of the points...", but i have all of them on yes.....

i design games but only on paper and, well, i have some problems with learning in theory so that's kinda the reason why i never got game designs any further then as a hobby.

simply put, i am a practical man, reading books and studying from books only get on my nerves.

i rather do something about it, designs are all nice on paper but it doesn't do anything els from there.|||My limited exposure to the industry as an artist, stuff I've read, as well as my time here on this forum and others, is enough to convince me to never get involved in game development again. Low pay, long hours, the chance that months or years of work will go straight down the toilet and the thrill of being publically denounced as a "retard" or liar by an international consumer base of questionable maturity has only limited appeal.

Now, if you "make it" as a game designer it may well have the glamorous side Fluffball referred to. Though even then the job seems to have considerable down sides. Unfortunately, the chance of making it seems a little low.|||I've had some insight into game design through working with one of the big publishers. Hours are absolutely brutal, you don't generally get to do what you want (labels / publishers / whatever may mandate you release the game before you want / make changes you don't want to), and you basically HAVE to be willing to relocate, likely to the West Coast.

Just do marketing for the label instead. More glamorous :)|||Far too risky.

It's like trying to become a top level athlete, in getting there you make huge sacrifices and even then, you're promised absolutely nothing. It not only depends on you and your skill and willingness to do what may or may not be required, but also on a million other variables you have an unrealistically small chance of influencing positively.

The top 2% of the people working this get to be the "celebrity" percentile of them all, which all the kids get to dream about. Although for some, living their dream even if they never achieve their goals is enough.|||I know a couple game designers here in town. Mostly they're just making 16 bit games with sprites, a hashed out storyline, and whatever monsters the chara designers can come up with. No money involved, just doing it for doing it, and putting them out on those nintendo emulator things.

Although... I think that's how Shakri, or whatever that game boy game about the genie girl came about.

But then again, aren't there a lot of WII game designers out there? Or ones who make loads of Iphone game aps?



Can't tell me that the Strongbad series isn't worth the money paid.|||Wasn't there some wife of an EA game designer complaining that her husband doesn't get to see her and his kids, because he had to work every day of the week for 10 hours, a few years ago???|||I'd rather hear "how to make game updates even remotely close to when we say we will".

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