In this blog I will present the research that I have conducted for my Route To Industry Presentation. I have identified a number of professionals who fill the roll that I would like to have once I have left university, and will discuss why I think I would enjoy it as a profession as well as why I think I am right for the role. I will also present key games that focus on my chosen discipline and how they have gone on to influence subsequent design. I will present some of my portfolio pieces as well discuss what will be added to my portfolio in the near future.
One key designer that I researched is Todd Howard. He joined Bethesda Softworks in 1994 and has lead credits on 4 Elder Scrolls titles as well as game director and executive producer credits for Fallout 3. He gave a talk at the 2009 D.I.C.E. Summit, sharing his three rules of game development:
> Great games are played, not made. "You can have the greatest design document ever made, and you're going to change 90 percent of it as soon as you play the game."
> Keep it simple. "Doing something really well takes time, more time than you think it will. Simple systems acting together create complexity that players can appreciate."
> Define the experience. "Don't define your game by a list of bullet points... define it by the experience you want people to have."
As a technical designer my responsibilities would include script-based programming, game design and liaising with artists and programmers. I have some programming experience and would be willing to learn additional skills and languages for specific job roles. I also have experience in a broad area of games design and have experimented with many different aspects of design, including:
My varied skill set will make it easier to communicate between different departments of a game studio, as I know what they are expecting at each stage of development. Therefore I would consider myself a good candidate for a producer role, as I believe I could maintain a consistent level of detail as well as thematics between team members. However without the money to start my own company or the industry experience to land a producer role I am focusing on the role of technical designer as I feel that it is the most rewarding way for me to gain experience (and money) in the industry.
There are some highly desirable and competitive jobs that are quite a ways away from me at present, however I feel that it is good to keep in mind as I develop my experience and portfolio. Rockstar San Diego have a listing for a technical design role that I would love. The desirable traits for which are:
> Ability to work independently and efficiently under tight deadlines.
> Self motivated and possess great communication and interpersonal skills.
> Possess a passion for Rockstar Games and a good understanding of game design.
> A programming diploma or certificate is an asset, but not mandatory.
> Good problem solving skills .
> Strong written and verbal communication skills.
> Knowledge of the Microsoft Office Software Package (Word, Excel, Outlook).
Alex J. Champandard wrote an article titled “Technical Designers: An Emerging Role in Game Studios”. In which he outlines the importance of a technical designer in a design team. Much like technical artists bridge the gap between art and code, technical designers are multi-disciplinary and implement game systems whilst keeping the big picture in mind in terms of the creative direction. He also addresses an important point, employability. He states: “There’s a shortage of programmers, and technical people in general. You’ll have much less trouble finding work towards the technical side of the spectrum.” As someone with a love of design and a capability for technicality this role seems perfect for me.
A game designer job listing posted for Climax Studios asks for a degree in games design or similar as well as 3 years of industry experience. If it is not possible to transition straight from university into a technical design role I would be willing to take a quality assurance role in order to build up some experience whilst continuing work on my portfolio.
My portfolio at the moment consists mainly of work done for university assignments. However I do have some non university projects, made for game jams and personal projects that I can show off. Over summer I will be continuing to develop games in unreal engine for the purposes of fleshing out my portfolio. The job listings that I am most interested in are looking for evidence of script based coding, therefore I will begin to implement C++ scripts into my unreal engine projects in order to gain new skills and a new level of control over my game systems.
Also I will be refining my skills as a level designer as many mechanics and systems that I am generally interested in implementing have a lot of interactions with the level and environment.
For example any movement based mechanics are meaningless unless there is a meaningful level to move around in.
One of the games that has many systems and mechanics that I would like to capture some of the essence of is Dark Souls. The interconnectivity of the level design, the meticulously designed RPG leveling system, the weapons design and mechanics and more all have an amazing level of detail put into them that I find inspiring.
Specifically in Dark Souls there are so many well designer enemies and environments, that are built to facilitate the gameplay. For example if you are using the red tearstone ring you will do more damage once your health reaches a low enough amount. This has interesting connotations with how it will affect how the player tackles certain enemies or locations. For example in an area like blighttown, the swamp causes poison damage, allowing the player to reach the threshold value for the red tearstone ring to activate without being at risk of taking too much damage. This would allow the player to take the area boss down quickly if they are able to avoid taking any more damage during the fight. These kinds of synergies involve many different aspects of design, including environment, enemy, narrative and systems. I would like to be a part of a project that could create such occurrences that are only possible with such good communication between the design team.
After my honors project, in the summer I would like to apply for Transfuser. It would be a great opportunity to form a dedicated team to create some really good portfolio pieces, as well as gain some visibility in the industry, and hopefully get in contact with some industry teams. Obviously winning Transfuser would be a fantastic boon, allowing me to spend the winnings on funding the possibility of even more portfolio pieces and be able to begin start making bespoke projects for release.
Typical technical roles in the games industry have starting wages of £20,000 and scales indefinitely, depending on the success of the titles and the company in general. The big bucks can be found in founding my own company once I have the resources to do. However I am aware that it is not an easy option, therefore I would like to make sure that I also have the experience and knowledge as well as the resources to do so.