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Game Developer - Career Guide Fall 2009
TOP TIPS FROM THE PROS
SPECIAL ISSUE
AVOID THE CATCH-22
GOT NO EXPERIENCE?
WE’LL HELP YOU GET SOME!
10 CAREER TIPS from each major development discipline
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a serious education
for a serious career
At DigiPen Institute of Technology , we believe that there are no shortcuts to a serious career in
the field of digital interactive entertainment. DigiPen has combined a comprehensive curriculum
and world-class faculty to provide a rigorous educational experience in the following programs.
Computer Science
Computer Engineering
BS in Computer Engineering
This multidisciplinary program integrates the fields
of electrical engineering and computer science with
a specialized focus on video game applications,
such as developing a handheld game console.
BS in Real-Time Interactive Simulation
The Real-Time Interactive Simulation (RTIS)
undergraduate degree focuses on the technology
and computer science behind video game
development, including the development of game
engines, graphics, physics, artificial intelligence,
and networking.
Game Design
BS in Game Design
The BS of Game Design educates students to
become technical game designers with the skills
necessary to design levels, program, script, and
work in this dynamic field.
MS in Computer Science
At the graduate level, students extend their
studies to areas such as graphics, physics, artificial
intelligence, and game design.
Production Art
BFA in Production Animation
Extensive traditional art and animation skills are
taught alongside cutting-edge industry supertools.
This approach allows graduates to work in virtually
any animation environment.
BA in Game Design
The BA of Game Design prepares students to
become artistic level designers with the skills to
create worlds, levels, and the art for games.
Learn more at WWW.DIGIPEN.EDU. ..
5001 150th Ave NE | Redmond, WA USA 98052 | Phone (866) 478-5236 | FAX (425) 558-0378 | www.digipen.edu
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CONTENTS.FALL 09
STUDENT POSTMORTEM
DEPARTMENTS
22 AKRASIA
It all began with a premise—make a game based on an abstract,
like love, hate, or honor. This group of 10 students took to the task,
and learned a lot in the process. Read on for a window into the
development process of a student game. By Louis Teo
2 GAME PLAN By Brandon Sheffield
[LETTER FROM THE EDITOR]
Industry Intro
4 WHO TO KNOW & WHAT TO DO
[GAME DEV 101]
A guide to the game industry's events
and organizations
FEATURES
31 GET MONEY, GET PAID By Jill Duffy
[GAME DEV 101]
9 CATCH-22
You need experience to get a job, and you need a job to get
experience. This catch-22 happens in all industries, but it’s even more
difficult to conquer in a competitive industry like game development,
which attracts some of the brightest and most technically savvy
people on the planet. Luckily, a few do-it-yourselfers in the game
industry know how it can be done. By Jill Duffy
Comprehensive information on salaries for
entry-level developers
49 ARTSY GAMES CREATION By Jim Monroe
[INDIE FOCUS]
A method for making games even if you
have no prior experience
55 CULTURE FIT By Andrea Malloni
[GAME DEV 101]
15 DO IT YOURSELF
It used to be that only high-powered coders could make their own
games by themselves. But these days, a host of accessible tools
make it easier for anyone with the time, dedication, and creativity to
become a proper game developer. We go in-depth with four of these
low-priced engines, and show their ups and downs.
By Jeffrey Fleming
Sure, you want a game studio to like you—
but how do you know if the studio is the right one for you?
59 10 IMPORTANT INDIES By Tim W. Boon
[INDIE FOCUS]
An introduction to the world of indie games
61 INTERVIEW: EVERSION By Jeffrey Fleming
[INDIE FOCUS]
A Brazilian DIY game maker shares his secrets
40 TIPS FROM THE PROS
Want a little advice about getting that first job in your chosen
discipline? How about some tips about how to use your time once
you get it? Here, five industry professionals share some of the
secrets to their success, in handy bullet-pointed lists.
By Hal Barwood, Stuart Roch, Robi Kauker, Lee Petty, Brad Bulkley
76 SCHOOL DIRECTORY
[EDUCATION]
A list of schools with game development courses
in North America, with an international list, to boot
100 ARRESTED DEVELOPMENT By Matthew Wasteland
[HUMOR]
You got the job, now what?
COVER ART: JONATHAN KIM
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GAME PLAN // BRANDON SHEFFIELD
Think Services, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
INDUSTRY INTRO
NETWORKING IS YOUR FIRST STEP TO A CAREER IN GAME DEVELOPMENT
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND
ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606
EDITORIAL
PUBLISHER
Simon Carless l scarless@gdmag.com
EDITOR-IN-CHIEF
Brandon Sheffield l bsheffield@gdmag.com
PRODUCTION EDITOR
Jeffrey Fleming l jfleming@gdmag.com
ART DIRECTOR
Joseph Mitch l jmitch@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin l jharlin@gdmag.com
Steve Theodore l stheodore@gdmag.com
Noel Llopis l nllopis@gdmag.com
Soren Johnson l sjohnson@gdmag.com
Damion Schubert l dschubert@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Mick West Independent
Brad Bulkley Neversoft
Clinton Keith Independent
Ryan Lesser Harmonix
Mark DeLoura Independent
ADVERTISING SALES
GLOBAL SALES DIRECTOR
t: 415.947.6227
MEDIA ACCOUNT MANAGER
John Malik Watson e: jmwatson@think-services.com
t: 415.947.6224
GLOBAL ACCOUNT MANAGER, EDUCATION
AND RECRUITMENT
t: 415.947.6241
COORDINATOR, EDUCATION AND RECRUITMENT
t: 415.947.6223
ADVERTISING PRODUCTION
PRODUCTION MANAGER
Robert Steigleider e: rsteigleider@ubm-us.com
REPRINTS
WRIGHT'S REPRINTS
t: 877.652.5295
THINK SERVICES
CEO THINK SERVICES Philip Chapnick
GROUP DIRECTOR Kathy Schoback
CREATIVE DIRECTOR Cliff Scorso
AUDIENCE DEVELOPMENT
GROUP DIRECTOR Kathy Henry
DIRECTOR Kristi Cunningham
LIST RENTAL Merit Direct LLC t: 914.368.1000
MARKETING
SERVICES MARKETING COORDINATOR Laura Robison
UBM TECHNOLOGY MANAGEMENT
CHIEF EXECUTIVE OFFICER David Levin
CHIEF OPERATING OFFICER Scott Mozarsky
CHIEF FINANCIAL OFFICER David Wein
CHIEF INFORMATION OFFICER Kevin Prinz
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, STRATEGIC DEV. AND BUSINESS ADMIN. Pat Nohilly
SENIOR VP, MANUFACTURING Marie Myers
WELCOME TO THE 8TH ANNUAL CAREER GUIDE
from Game Developer magazine! Every year,
we compile a host of articles designed to
help aspiring developers enter the industry,
whether that is through attending the right
university, making the best of your time while
there, getting a job once out, or simply going
it alone as an indie. This year we’ve put an
increased emphasis on actually getting out
there and making games. At school, or on your
own, putting some games on your resume is
the only sure-fire way to prove your worth to
prospective employers.
for kicks). Try approaching folks who have
given interesting mid-level talks at GDC, or
an indie whose work you admire. You’re a lot
more likely to get a good response if you’re
talking to someone who doesn’t get talked to
as often.
Be genuine. Your parents always told you
to be yourself, and that’s true here as well.
If you come across as anything but your
own interested self, it’ll be a red flag to the
people you’re trying to meet. I remember a
student who approached me during the Austin
GDC, asking whether I’d listen to his game
pitch and give him some ideas. This could
go either way—it could be uncomfortable to
me as a listener, or it could be an interesting
experience I’d enjoy—the only way I’ll know
which way this is going to lean, is if the person
seems genuine and likeable. In this case, he
came across as very earnest, and we had quite
a good resultant conversation.
Follow up. That same student later saw me
at a San Francisco-based GDC. He specifically
sought me out to say hello, thank me for the
talk we had in the past, and tell me about the
job he’d since gotten. This makes a very good
impression, because it shows you’re not just
trying to take the money and run, as it were,
you’re trying to build an industry network. You
don’t have to follow up by saying, “Hey, I’ve
made it!” but adding a developer you’ve met on
Facebook and making relevant comments to
their game-related posts is a pretty good idea.
Don’t be annoying. While this should go
without saying—don’t keep pestering someone
if they’ve not responded to you, or reacted how
you’d like. Like I said, be yourself—there’s a
possibility of course that you’re a very annoying
person, and there’s nothing we can do about
that! But if, as I’m sure is the case, you’re a very
well-rounded and affable individual, just try to
meet industry folks as you would meet normal
friends, on the grounds of common interests
and respect.
MEET AND GREET
Another thing that really helps, regardless
of your existing position in the industry, is
networking. There are a lot of people out there
who can tell you how to try to network in the
game industry, but from my experience, here
are a few important tips.
Attend trade shows. This is sort of a no-
brainer, but either attending or volunteering
for a game industry trade or consumer show
can get you to meet a lot of people. Granted, if
you’re a volunteer wearing a uniform, you may
get less serious responses from developers
you meet, but it’s still possible to make a good
impression. These events are far and away
the best places to meet both established and
aspiring developers, so if there’s a show in your
area, and you’re feeling sociable, it’s worth the
trip. In-person meetings mean a lot more than a
random email in an inbox.
Do research. Every once so often I’ll get an
email from someone who is looking to get into
games, and they’ll simply ask “how do I do it?”
There are a lot of online resources, like our own
GameCareerGuide.com, and books out there
about breaking into the industry. Asking people
questions that you can easily search for on
the internet yourself is a sure-fire way to get
a short response, if you get one at all. On the
other hand, if you want to be a coder, and you
have a question about 2D physics and have
researched someone that might be able to help,
you’re a lot more likely to get a positive and
interested response.
Choose your target. Don’t try to become
Will Wright or Shigeru Miyamoto’s best pal
straight out of the gate. They meet 12 gazillion
people every minute, and will probably not
remember you for very long after you’ve
spoken, unless you’re wearing a chicken suit
or something (maybe carry one around, just
MAKE FRIENDS AND INFLUENCE PEOPLE
Maintaining relationships with your peers and
mentors will help you throughout your career.
It’s great to have people you respect whom you
can bounce ideas off, people to trade industry
gossip with, and indeed, people who can help
you get work in the future. Just play it cool, and
you’ll be in the game.
—Brandon Sheffield
2
GAME DEVELOPER | CAREER GUIDE 2009
HEADLINE
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adventure reigns.
The Los Angeles Times named SCAD’s interactive design
and game development program among the top 10 in
the United States mentioned by industry recruiters.
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