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Game Developer - 2008 Fall Career Guide
PRESENTS
FALL 2008
VIDEO GAMES
>> QUIZ!
IN 20 QUESTIONS
>> THE INTERVIEW
HARD QUESTIONS AND
>> STUDENT POSTMORTEM
SPECIAL ISSUE
STARTING YOUR CAREER IN
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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 fi eld 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 fi elds
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, artifi cial 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 fi eld.
MS in Computer Science
At the graduate level, students extend their
studies to areas such as graphics, physics, artifi cial
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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pREsENTs
CONTENT [ ]
FALL 2008
FEATURES
19 HOW A GAME GETS MADE
Everwonderabouttheprocessofmaking
agame?Thisarticlewalksyouthroughthe
stepsdevelopersandpublisherstaketo
bringatraditionalconsolegametomarket,
beginningwiththatcertaingleamina
developer'seye.
By Brandon Van Slyke
31 GAME JOB INTERVIEW QUESTIONS
Nothingisscarierthaninterviewingfora
jobyouactuallywant.Here,you'llseesome
commongamejobquestions,andsome
guidanceonhowtoanswerthem—andalso
hownottoanswerthem.
By Jake Simpson
19
36
56 TOP 10 TIPS
Whetheryou'relookingtoenterthefieldof
gamedesign,production,programming,
audiodesign,orart,we'vegotanexpert
athandtogiveyouaheadstart.These
top10tipsshouldnotonlyhelpyoufocus
yourschooltime,butalsoimproveyour
effectivenessonceyoudogetthatfirstjob.
By Tim Lang, Michael J. Boccieri, Noel Llopis, Rob
Bridgett, and Robert Chang
31
STUDENT POSTMORTEM
36 GESUNDHEIT!
Gesundheit!isanunusualgameaboutapigmonsterthateats
boogers—butwhat'sevenmoreunusualisthatitscreatorMattHammill
madethegamesimplyonhisowninitiative.Hewasn'tatagame
school,andhisuniversitydidn'thaveagameprogram,butwhere
there'sawillthere'saway!Thisarticlediscussesthehighsandlowsof
hisdevelopmentexperience.
By Matt Hammill
56
DEPARTMENTS
47 THE DISCIPLINES By Albert T. Ferrier [ GAMEDEV101 ]
Everwonderwhatthepeoplewiththesefancyjobtitleslikegame
designerandprogrammeractuallydo?Wondernolonger!
2 GAME PLAN By Jill Duffy
[ LETTERFROMTHEEDITOR ]
GamesinAbstraction
51 STUDENT SURVEY By Jill Duffy
[ EDUCATION ]
Whatschoolsareprospectivedevelopersattending?
Whatdotheylikeabouttheirclasses?Whatdon'ttheylike?
Massivestatsliewithin!
5 WHO TO KNOW & WHAT TO DO
[ GAMEDEV101 ]
Aprimertosomeoftheindustry'smostimportant
eventsandorganizations.
76 SCHOOL DIRECTORY
[ EDUCATION ]
11 PAYCHECK PLEASE!
[ GAMEDEV101 ]
AlistofNorthAmericanschoolswithgamedevelopment
classes,andaselectionofinternationalschoolsaswell.
Informationonsalariesforentry-leveldevelopers.
Thiscouldbeyou!
103 QUIZ By Thomas Grové
[ GAMEDEV101 ]
27 WHATISAGAMEENGINE? By Jeff Ward
[ GAMEDEV101 ]
Howwelldoyouknowgamehistoryandgamedesign?
Ahigh-leveldiscussionofgameenginesand
associatedterms.
108 ARRESTED DEVELOPMENT By Matthew Wasteland
[ HUMOR ]
Fivewaystogetintothegameindustry.
COVERART: JAMES CROW, GIN GRAVETTE, GREG WRIGHT
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GAME PLAN
]
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Jill Duffy jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
ABSTRACTION
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Brandon Sheffield bsheffield@gdmag.com
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Jill Duff y jduffy@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
PRODUCTION EDITOR
Jeffrey Fleming jfleming@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
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Soren Johnson sjohnson@gdmag.com
Damion Schubert dschubert@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
I’M NOT SURE ANYONE IN THE VIDEO GAME
industry knows where games are going. Massively
multiplayer online games are hot—right?—as
evidenced by W ORLD OF W ARCRAFT . Open-world
games, like G RAND T HEFT A UTO and all the lookalike
games that followed thereafter, are hot—right?
No, wait, Facebook application games are really
where it’s at. Episodic games are the new thing.
Games for the iPhone are the new frontier.
No one in the game industry knows where games
will be even two or three years from now. The only
thing they know is that everything is changing and
that the games that are released in a few years will
be different from what we have now.
Who is going to drive that change?
You are.
Whether you start your own studio or join the
ranks of a well-funded corporation, it’s important
that you follow a path that suits your personality
and lifestyle. That’s true of your educational path
as well. No job is perfect, and no school is without
its bureaucratic moments. But finding the niche
where you belong is important not only to your
happiness, but also to your creativity.
As I’ve come to know different game developers,
I’ve noticed distinct patterns about the
personality types spread among the disciplines.
(Need a primer on what I mean by “disciplines?”
Check out page 47.) As you read through this
magazine, and as you encounter more game
developers, try to think about the kinds of people
who share the same mindset as you.
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Amanda Mae Miller
NAME CHANGE
I was thinking the other day back to 2004 when
Nintendo first gave word of its new console,
code named Revolution. My game colleagues
and I all thought Revolution was a stellar name.
Rather than call it GameCube 2.0 or some other
sequenced thing, Nintendo was promising
grassroots change to the way we think about and
play games. It was invigorating.
Then, in 2006, the official product name was
announced: Wii. The press had a field day. We
made ourselves giddy brainstorming headlines
that played on all the meanings of the homonym:
“diminutive,” the exclamation (wee!), the
anatomical meaning if you saw the word twice in a
row, and of course, the verb.
Now, it’s hard to imagine the whimsical Wii being
called “Revolution,” which in hindsight sounds
dated, a thing of the late '60s.
Who knew the Wii would be what it has become?
Who knew there would be an enormous software
hole, desperate to be filled with new video games
for the new way people play?
WHAT CAME BEFORE
In art, the most innovative pieces—the artwork
that inspired entire movements, like Cubism,
Impressionism, and Dadaism—came from artists
who learned the classical, foundational knowledge
before they broke the rules. And so it is in games.
Before you set out to change the world (which I know
you will do), you need to know what’s already there.
For starters, you’ll need to know the complete
process of how a video game is made. Brandon van
Slyke, a game designer at Vicarious Visions, can
walk you through all the steps starting on pag e 19.
Another thing you’ll want to know is the
common problems that come up in game
development, as knowing what they are will
quickly help you avoid them. The best way to
learn that is by reading postmortems of finished
games, and there’s one waiting for you on page
36, by a student game developer, Matt Hammill.
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WHO'S YOUR MENTOR?
The great trendsetters in art—as well as science,
philosophy, literature, and other fields—also had
great teachers. I’m a huge advocate of mentorship
in the game industry, and the only way you’ll
meet a mentor is if you get out and attend
game industry functions, or go to a school that
has industry veterans on staff or strong ties to
developers in the community. Socialize. Learn.
Think. Make great changes.
Make great games.
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THE NEW YOU
As the next generation of game developers, it’s your
job to shape what the game-playing public plays as
well as how they play. In that sense, now is a truly
exciting time to become a game developer.
I know many of you have dreams of joining
top-name companies, like BioWare, Rockstar,
Electronic Arts, and Ubisoft, but I hope others are
raring to start their own companies. I hope some
of you envision having your own studio, where
you can push forward and make the new games
that will be unique to your generation.
Jill Duffy is senior contributing editor of Game
Developer and editor o f GameCareerGuide.com ,
a web site dedicated to helping aspiring game
developers break into and learn about the industry.
Game Developer
2
CAREER GUIDE 2008 | GAME DEVELOPER
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CONTRIBUTING EDITORS
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Mick West mwest@gdmag.com
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Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
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Mark DeLoura Ubisoft
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Mick West mwest@gdmag.com
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EXECUTIVE VP AND CFO Adam Marder
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SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue
SENIOR VP AND GENERAL COUNSEL Sandra Grayson
SENIOR VP, CORPORATE MARKETING Lisa Johnson
SENIOR VP, CORPORATE SALES Anne Marie Miller
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SENIOR VP, COMMUNICATIONS Alexandra Raine
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PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA Tony Ke efe
PRESIDENT, BUSINESS TECHNOLOGY GROUP Jeff Patterson
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Paul Miller
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Stephen Saunders
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MARKETING
MARKETING MANAGER
Hilary McVicker e: hmcvicker@cmp.com t: 415.947.6207
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Kathy Schoback
AUDIENCE DEVELOPMENT
GROUP DIRECTOR Carolyn Giroux e: cgiroux@cmp.com
DIRECTOR Mary Griffin e: mkgriffin@cmp.com
ASSISTANT MANAGER John Slesinski e: jslesinski@cmp.com
LIST RENTAL Merit Direct LLC t: 914.368.1000
INTERNATIONAL LICENSING INFORMATION
Mario Salinas t: 650.513.4234 f: 650.513.4482 e: msalinas@
cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP To ny Upho f f
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph
Braue
SENIOR VP, HUMAN RESOURCES Marvlieu Jolla Hall
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, INTERNATIONAL BUSINESS DEVELOPMENT Patrick Brennan
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill e: smcgill@cmp.com t: 415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski e: amurawski@cmp.com t: 415.947.6227
SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
Jasmin Davé e: jdave@cmp.com t: 415.947.6226
SR. ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Cecily Herbst e: cherbst@cmp.com t: 415.947.6215
MEDIA ACCOUNT MANAGER
John Watson e: jmwatson@cmp.com t: 415.947.224
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION MANAGER Kevin Chanel
REPRINTS
PARS INTERNATIONAL
Joe Nunziata t: 212.221.9595 e: reprints@parsintl.com
MARKETING
MARKETING MANAGER
Hilary McVicker e: hmcvicker@cmp.com t: 415.947.6207
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Kathy Schoback
AUDIENCE DEVELOPMENT
GROUP DIRECTOR Carolyn Giroux e: cgiroux@cmp.com
DIRECTOR Mary Griffin e: mkgriffin@cmp.com
ASSISTANT MANAGER John Slesinski e: jslesinski@cmp.com
LIST RENTAL Merit Direct LLC t: 914.368.1000
INTERNATIONAL LICENSING INFORMATION
Mario Salinas t: 650.513.4234 f: 650.513.4482 e: msalinas@
cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP To ny Upho f f
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph
Braue
SENIOR VP, HUMAN RESOURCES Marvlieu Jolla Hall
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, INTERNATIONAL BUSINESS DEVELOPMENT Patrick Brennan
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