Friday, 26 August 2016
So you want to be a game designer?
I spent more than ten years working as a designer in the games industry and, although I've also been an author, comic book creator, scriptwriter and TV producer, it's game design that I get asked about most often. In particular people want advice about courses and ways into the business. Well, everybody's story is different, so anything I say probably won't be usable as a route map. Even so, if it's a career that appeals, maybe some of the following will be of interest.
I think of game designers as being "interested in everything" and in particular in straddling the arts/science boundary that tends to divide the majority of people. My college degree was in Physics but I'd always been interested in English too. After college I started writing role-playing game articles, and then choose-your-own style gamebooks, and that got me into writing novels and comics. And then I got a job as a game designer at Eidos (working on Warrior Kings, pictured below) and that seemed like the job I'd been training for without knowing it.
But there are other experiences. My senior assistant designer at Elixir Studios, Sandy Spangler, came into it from a quite different direction. She studied Fine Arts, went from there into character design and animation for TV, and then into art direction at a game developer, and from there into design.
As the game designer is really the "show runner", you need to be able to communicate your creative vision to the artists, coders, writers, voice and mo-cap actors and so on. Design is almost by definition the thing that unifies those disciplines into a new coherent opus. Of course, you have to be able to nudge people to do their best work without coming across as a supercilious know-it-all. Charm, humour, passion and a collegiate manner - what I used to describe as a "bridge of the Enterprise" attitude - will all help.
I'd always been a movie and comics buff right from earliest childhood, so over the years inevitably I picked up some visual skills by osmosis. Two weeks into my time at Eidos, I was showing one of the artists how giving his Tyrannosaurus rex a low, forward-leaning stance with its body parallel with the ground made it look a lot more threatening than an upright Godzilla-style posture. A decade on, working on Dreams (pictured above) at Elixir, I was drawing on rules from cinema to create a game with the focus on character interaction. If I could rewind now, I'd probably add a cinematography or photography course somewhere in my school years.
A designer doesn't need to be able to code but it won't hurt. Coders can be pretty superior types until you earn their respect by proving that you at least understand the architecture of the system. My degree-level maths, rusty as it is, counts as mad skilz in the games industry. Likewise, while you'll probably be hiring writers rather than doing most of the game dialogue in person, you should know enough about storytelling and drama to manage that part of the process. If you like acting or role-playing, that'll help both with narrative structure and performance.
So the skills needed are:
Visual sense (cinematography/narrative art)
Some drama and storytelling
Communication and leadership skills
- and I guess the angle you come at that from (whether science/maths first like me, or art first like Sandy) really depends on what you find most inspiring. Then fill in the other skills as and when you get the opportunity.