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Breaking into the Game Industry: Advice for a Successful Career from Those Who Have Done It
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Breaking into the
Game Industry:
Advice for a
Successful Career
from Those Who
Have Done It
Brenda Brathwaite
Ian Schreiber
Course Technology PTR
A part of Cengage Learning
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Breaking into the Game Industry: Advice for a
Successful Career from Those Who Have Done It
Brenda Brathwaite and Ian Schreiber
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ISBN-13: 978-1-4354-5804-8
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This book is the result of the experience of a great many friends in the game
industry who have shared their generous advice and a space with us in this
wonderful community. Thanks is also due to the many people hoping to enter
the game industry who have asked us the questions which, once answered
again and again, became the inspiration for this book. Thanks, too, to the
Game Developers Conference, which provided the venue for Brenda’s lecture,
“100 Questions, 97 Answers, and 56 Minutes.” It served as the verbal outline
for this book. Thank you, everyone, for your help in pulling this massive work
together.
Brenda: In addition to everyone included above, five people fill my life with
games and love. My kids—Maezza, Avalon, and Donovan—all want to be game
designers and coders in the game industry. Their newfound passion for this
amazing medium constantly reignites my own. I am also deeply inspired by my
longtime friend and love, John Romero, for being a living, walking, breathing
bible of gameplay, game design, and coding knowledge, and love and inspiration.
To have that kind of genius in my world all the time is nothing short of a miracle.
Like my own children, John’s son Michael, now in his second year in the industry,
shares our deep love of games and provides a great role model for everyone, but
especially my kids, who want to pursue the dream. My thanks also go out to Nasir
Gebelli and Bill Budge who serve as the founding fathers of the computer game
industry. Everywhere I go, every legendary designer and coder I talk to, they
mention Gebelli or Budge (and sometimes both) as their foundation. Without
them, without players, without my family, without you, my world would not be
the beautiful place it is today. Thank you.
Acknowledgments
Ian: For me, I have had so many influences that it is impossible to list everyone
here, but above all I must thank my soul mate and life partner Sharon for her love,
support, and patience during the course of writing this book. Also to my daughter
Janis for enabling me to view the world in completely different ways that will
ultimately make me a better designer. I’m also grateful for my parents, who always
encouraged me to go after my dreams, whether or not my dreams were lucrative.
Finally, I wish to thank anyone, anywhere, who has designed and shipped a game;
the best games inspire me to improve my skills so I can make something as good,
while the worst games inspire me to get out there and prove that I can make
something better.
Have fun.
iv Acknowledgments
Brenda Brathwaite (1981, COO and Game
Designer, Loot Drop) is an award-winning game
designer, artist, writer, and creative director who
entered the video game industry in 1981 at the age
of 15. Brenda has worked with a variety of companies,
including Atari, Sir-tech Software, Electronic Arts,
Firaxis, and numerous companies in the social
media space. Before founding Loot Drop, Brathwaite
served as Creative Director for two social media
companies—Slide (acquired by Google) and Lolapps.
She has worked on many Facebook games with
DAUs in the millions, including Ravenwood Fair, Critter Island, SuperPoke Pets!,
SPP Ranch, Garden Life, Rock Riot, and Top Fish.
Brenda served on the board of the International Game Developers Association
(IGDA) and presently chairs the IGDA’s Women in Games Special Interest
group. She also served on the advisory board for the Smithsonian’s video game
history exhibition and the International Center for the History of Electronic
Games at the Strong Museum of Play.
She was named Woman of the Year by Charisma+2 Magazine in 2010 and also
was a nominee in Microsoft’s 2010 Women in Games game design awards. In
2009, her game Train won the coveted Vanguard Award at IndieCade for
“pushing the boundaries of game design and showing us what games can do.” She
was named one of the top 20 most influential women in the game industry by
About the Authors
Gamasutra.com in 2008 and one of the 100 most influential women in the game
industry by Next Generation magazine in 2007. Nerve magazine also called her
one of the 50 artists, actors, authors, activists, and icons who are making the world
a more stimulating place.
Ian Schreiber (2000, Programmer/Game Designer/
Teacher, Freelance) has worked on seven shipped
games, including online trading card games, console
games, and even some “serious games” for corporate
training. He has consulted on a variety of additional
titles, which he can’t tell you about since he’s under
NDA (see Question 69).
Ian has also taught college students how to make
games since 2006. He has worked with two-year and
four-year colleges and universities, both in person
and online, teaching classes, created course content, and consulting for curriculum development.
Ian is a co-founder of the Global Game Jam, the world’s largest game creation
event. Other than that, he does not have nearly the impressive credentials that
Brenda has, but that has not stopped him from managing to work with Brenda on
this book and many other projects.
vi About the Authors
Question 1 Why Are You Doing This? What’s this Book
About, and Why Are You Writing It? ............... 1
Question 2 How Should I Choose a School? . . ................. 3
Question 3 What Percentage of My School Work Will Help
Me Get a Job? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Question 4 Lots of Stuff I Learn in School Seems Like It Has
Nothing to Do with Actually Making Games for a Living.
What Classes Did You Take that Were the Most Useful
on the Job? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Question 5 How Much Weight Do Studios Put on GPAs? . . . . . . . . . 15
Question 6 How Much Weight Do Studios Put on the Major or
College Attended? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Question 7 Why Should I Care About Video Game History? . . . . . . 19
Question 8 Is a Graduate Degree (Such as an MFA or Ph.D.)
Useful for Getting a Job in the Game Industry? . . . . . . . 23
Question 9 I Want to be a Programmer in the Game Industry.
People Are Suggesting I Shouldn’t Bother with More
Complex Languages like C or C++ and Focus Instead
on Languages Like ActionScript (Flash). Is that a
Valid Path? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Contents
vii
Question 10 Is Getting an Undergraduate Degree a Waste of
Time if I Want a Job in the Game Industry? . . . . . . . . . 31
Question 11 Is It Important to Play Games as a Student? . . . . . . . . . 35
Question 12 If You Could Add Something to a Student with
Great Vision, What Would It Be? . . . . . . . . . . . . . . . . . 37
Question 13 I Want to be a Game Designer. Do I Need
to Learn Programming or Computer Science? . . . . . . . . 39
Question 14 Is It Better to be a Specialist or Generalist, in the
Short Term or Long Term? . . . . . . . . . . . . . . . . . . . . . . 41
Question 15 Is There Another Way to Get Up to Speed on
Game Development, Other than Making Games? . . . . . 43
Question 16 What’s the Best Subject to Make a Game About? . . . . . 45
Question 17 Where Do You Get Your Ideas? . . . . . . . . . . . . . . . . . . 47
Question 18 How Do I Get My Games to Be More Fun and
Not Just Tasks? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Question 19 How Do I Make Contacts in the Game Industry? . . . . . . 51
Question 20 It Costs How Much to Go to GDC? How Will I Ever
Afford That? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Question 21 Should I Get My Own Business Cards? What Should
Be on Them? What Do I Do with Them? . . . . . . . . . . . . 57
Question 22 When Should I Start Networking? . . . . . . . . . . . . . . . . . 61
Question 23 How Do I Get Game Developers’ Business Cards? . . . . . 63
Question 24 When Should I Follow Up After Getting Someone’s
Business Card? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Question 25 Is There Anything I Shouldn’t Do When Following
Up? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Question 26 Should I Ask Developers to Review My Portfolio? . . . . . 69
Question 27 I Heard that a Lot of People in the Game Industry Use
Social Media (Twitter, Facebook, and So on). Why? . . . . 71
Question 28 What Else Shouldn’t I Do When Communicating
with Developers? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
viii Contents
Question 29 If I Change My Last Name (such as for Marriage)
in Mid-Career, Does that Affect My Career by Messing
with the Credits of Previously Shipped Games? . . . . . . . 77
Question 30 What Should the Front Page of My Portfolio
Look Like? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Question 31 As an Artist, What Are Some General Portfolio
Guidelines I Need to Follow? . . . . . . . . . . . . . . . . . . . . 81
Question 32 What Do Character Artists Need to Show
in Their Portfolios? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Question 33 What Do Environment Artists Need to Show
in Their Portfolios? . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Question 34 What Do Modelers Need to Show in Their
Portfolios? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Question 35 What Do Texture Artists Need to Show in Their
Portfolios? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Question 36 What Do Concept Artists Need to Show in Their
Portfolios? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Question 37 What Do Game Designers Need to Show in
Their Portfolios? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Question 38 What Do Game Writers Need to Show in Their
Portfolios? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Question 39 What Do Level Designers Need to Show in Their
Portfolios? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Question 40 What Do Programmers Need to Show in Their
Portfolios? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Question 41 What Should a Producer/Project Manager
(or Someone Aspiring to Be One) Have in
Their Portfolio? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Question 42 What Do Sound Designers Need to Show
in Their Portfolios? . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Question 43 Are There People Who Don’t Need Portfolios? . . . . . . 141
Question 44 How Many Images/Games Should I Have in My
Portfolio? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Contents ix
x Contents
Question 45 When Should I Start Working on My Portfolio? . . . . . . 145
Question 46 Have You Seen Any Stupid Portfolio Tricks? . . . . . . . . 147
Question 47 How Do I Get My Work Out There So Someone
Can See It? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Question 48 Wait, Doesn’t Everyone Say that It’s Impossible
to Be Hired as a Game Designer or Game Writer
Straight Out of College, or as Your First Job
in the Industry? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Question 49 How Much Help Will Reading About Game
Development Be in Obtaining a Job in the
Game Industry? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Question 50 How Much Experience Should I Have Before I Start
Looking for a Job as a Game Designer? . . . . . . . . . . . 157
Question 51 I Talked to a Woman and She Was Really Excited
Because She Heard I Was a [Insert Desired Position
Here]. She Wanted to Talk with Me and See
My Portfolio. That’s Great, Right? . . . . . . . . . . . . . . . . 161
Question 52 What’s the Best Approach for Getting an Internship? . . . 163
Question 53 Where Should I Look for Jobs? . . . . . . . . . . . . . . . . . . 165
Question 54 Should I Just Show Up Unannounced at a Game
Company? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Question 55 Does the Current State of the Economy Have an
Effect on Game Development or Hiring? . . . . . . . . . . . 169
Question 56 How Do I Write a Good Cover Letter that Connects
with HR and Developers? . . . . . . . . . . . . . . . . . . . . . . 171
Question 57 How Do I Write a Good Résumé that Connects with
HR and Developers? . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Question 58 They’re Giving Me an Art/Design/Programming Test.
What Is It and Why Are They Doing This? . . . . . . . . . . 177
Question 59 The Design/Programming/Art Test Asks Me to
Come Up with Some Game/Code/Art Ideas. I Don’t Want
Them to Steal My Ideas! What Should I Do? . . . . . . . . 181
Question 60 Should I Try to Take a Coding Test Before I Am Solid
in the Language? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
Question 61 How Early Should I Show Up for an Interview? . . . . . . 185
Question 62 How Should I Dress for an Interview? . . . . . . . . . . . . . 187
Question 63 What Happens in an Interview? How Do I Handle It? . . . 189
Question 64 They Just Offered Me a Salary! How Do I Know
if It’s Good? Should I Negotiate? . . . . . . . . . . . . . . . . 195
Question 65 Do Interviewees Ever Say Dumb Things? . . . . . . . . . . . 201
Question 66 Do People Still Expect Me to Follow Up After
an Interview? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Question 67 What Should I Do Before I Accept a Job Offer? . . . . . . 205
Question 68 They Want Me to Sign a Non-Compete. What’s That? . . 209
Question 69 They Want Me to Sign an NDA. What’s That? . . . . . . . 211
Question 70 How Do I Find a Place to Live if I’m Hired in a
New City? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Question 71 Is There Such a Thing as Taking a New Job Too Early? . . 215
Question 72 How Will I Feel My First Day on the Job? . . . . . . . . . . 217
Question 73 Once I Have a Job, Any Key Pointers? . . . . . . . . . . . . . 219
Question 74 What Do Entry-Level Employees Typically Do in
Their First Few Months? . . . . . . . . . . . . . . . . . . . . . . . 221
Question 75 If I Enter in the Middle of a Project, What’s the Best
Way to Get Up to Speed? . . . . . . . . . . . . . . . . . . . . . . 223
Question 76 If I Join a Game Company, Will They Make My
Game Idea? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Question 77 How Is Performance Measured for Raises, Bonuses,
and Promotions? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227
Question 78 What Is It Like to Work on a Big Licensed Title? . . . . . 229
Question 79 What Is It Like to Work at a Small Studio on a Series
of Small Projects? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
Question 80 What Is the Scariest Thing About Being a Game
Designer? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
Question 81 What’s the Worst Thing You’ve Seen in
a Game Development Meeting? . . . . . . . . . . . . . . . . . 235
Contents xi
Question 82 Will I Really Work 70 Hours a Week? . . . . . . . . . . . . . 237
Question 83 What Should I Do if I Hate My Job? (Or: How
to Exit a Company Gracefully) . . . . . . . . . . . . . . . . . . . 239
Question 84 What Should I Do if I Hate Someone I Work With? . . . 243
Question 85 What Should I Do if I Disagree with
Someone? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Question 86 What Is the “Game Industry”? . . . . . . . . . . . . . . . . . . 251
Question 87 Is There a Way to Get a Feel for the Industry
Before Even Getting There? . . . . . . . . . . . . . . . . . . . . 253
Question 88 Is the Game Industry a Good Place to Meet
Someone to Date? . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
Question 89 What Does a Game Developer Do? . . . . . . . . . . . . . . . 257
Question 90 What Does a Lead Do? . . . . . . . . . . . . . . . . . . . . . . . . 259
Question 91 Who Is the Most Evil Person on a Game
Development Team? . . . . . . . . . . . . . . . . . . . . . . . . . . 261
Question 92 Have You Seen Someone Make It in the Industry
with a Physical or Mental Disability? . . . . . . . . . . . . . . 263
Question 93 How Much Money Will I Make Working in the
Game Industry? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Question 94 Do Small Studios Typically Have Health, Dental,
and Savings Plans? . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
Question 95 Which Programming Language Is Used the Most? . . . . 269
Question 96 What Is It Like to Be a Woman in the Game Industry? . . 271
Question 97 What Is It Like to Be a Minority in the Game
Industry? Is Diversity Important? . . . . . . . . . . . . . . . . . 273
Question 98 What Is It Like Working as an LGBT in the
Game Industry? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275
Question 99 I Want to Send My Idea to a Game Company.
How Do I Do This? . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Question 100 Is There Such a Thing as a Stupid Question? . . . . . . . . 281
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
xii Contents
Why Are You Doing this? What’s
this Book About, and Why Are
You Writing It?
Brenda: Hi. My name is Brenda Brathwaite, and I’ve been in the game industry
since 1982 when I was just 15 years old. I’ve been making games ever since.
During that time, I’ve just about seen it all. I’ve helped a lot of people break in,
helped a few break out, and have been asked thousands of questions. This book
is about the 100 most common questions I am asked. I’m writing it with the aid
of co-conspirator, game designer, programmer, and educator Ian Schreiber. Like
me, Ian’s spent a good number of years in the industry and has answered many
of these questions dozens of times, too.
Our opinions, however, are just that—opinions. Our experience is singular and
not applicable to everyone. That’s why I’ve invited hundreds of my closest
friends to chime in with their opinions. Sometimes they are in resounding
agreement with one another, but other times, their opinions resemble night and
day. For each opinion, we list the name and current job title of the person, along
with the year they started working in the game industry.
Feel free to hop around the book and find answers to the questions you have.
There’s no specific order to the questions, but some are grouped together for
logic’s sake. Flip through the table of contents and find the sections or questions
that are of the most interest to you.
Thanks for your interest in this book. Have fun.
Question 1
1
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