Wednesday, 23 November 2011

Methods of making the break through...part 1


Sorry I missed last week….work exploded in intensity for a while and I ended up getting sick so I lost a day or so…to make up for it, I’m going to try and put a coupla articles out this week…looking at the various methods of actually getting into the industry…

A classic route into the industry is to start off in QA with the intention of moving into other areas once you’re inside as it were…

This is a common method but has mixed results. You’d think that getting industry experience, being able to demonstrate an understanding as to how games are put together and what can go wrong would be enough to make you an auto-choice when it comes to hiring for junior positions. Sadly, in my experience at least, this happens rarely…

There is an inherent difficulty with internal hiring that causes this…basically human beings like to label and order things/people/places/stuff etc…this means that if you join as a QA tester then you’ll be labelled a ‘QA tester’ and shifting that category is hard work. In order for this route to succeed you need to demonstrate your aptitude for other areas within development. See my previous posts about being able to talk about games and building levels in a recognised editor…you need to do this to start making people think of you as other than a ‘QA tester’.

 

The advantage to this approach is that you have plenty of time to build the right relationships and work them over to you way of thinking…for example, if you wanna get into design then get to know the senior and lead designers. Build a relationship and over time you will have plenty of chances to show what you can do...downside is it might take a coupla years and you’ll need to be laser-focussed on timing your run in to coincide with the ramp down of a recently shipped title with the ramp up of the next project…

Timing is hard to advise on, it is very situational…but I can talk about building the relationship in the right way…a common mistake is to hope that the sheer brilliance of your ideas will get you noticed and they’ll take real notice…this is highly unlikely! Don’t even think that providing excellent critique and suggestions as to improvement and tweaks to the game in development will get you where you want to be…it’ll get you noticed but not the kind of relationship you want to foster…one of ‘jeez, not that guy and his ideas about how I can do my job better again’ is to be avoided…

Don’t forget, what we want is for people to believe in your potential in the role you want…

So here’s the Mat Hart secret method, in my experience there’s no better way to do this than to go to them for advice about a personal project you’re working on….ask them to share their experience and knowledge and then act on it….then, and this is the good bit, you have a reasonable reason to go back to them and say ‘I tried that, can you take a look and let me know what you think?’ and then get more feedback and, most importantly, you are then acting the role of a designer in their team albeit on a personal project…this way they will stop thinking about you as a ‘QA tester’ and start thinking about you as an enthusiastic designer…

Also, speak with HR…make sure they know about what you want to achieve

This works for all disciplines…everyone loves to be asked advice….it makes them feel special and respected and who doesn’t respond well to those feelings….here’s another tip for you, try it on your Dad if you’re a bloke or your Mum if you’re a girl, its solid gold, trust me! Basically as you get older and more independent then the less you need your Mum or your Dad on a day to day basis, so flip this over, go and ask them for their help on something (it doesn’t have to be a big deal) and watch as their hearts melt…trust me, I’m a dad as well as a son…

So this is a great method overall if you a) are patient b) able to time your approach c) can tailor your approach to the individuals and most importantly, d) are willing to put the effort in to have a personal project and work on it…but then this last part is easy ‘cos you love this shit already right? Good luck… J

Tuesday, 15 November 2011

brilliant, i got my first hate comment...awesome! it always surprises me how extreme people are willing to get when they can remain anonymous...i'd be willing to bet that if they had to put their name to their comments and stuff like that was traceable then they'd tone it down a lot...

for example, i'm not Alex Ferguson's biggest fan...i'll happily shout and scream abuse in his direction when Arsenal are getting smashed by Man Utd but if i ever met him in real life i'd shake his hand and be quite friendly...mainly 'cos i wouldn't want to come across as a twat but also because i was brought up properly to be polite and respectful...

so with the haters, my first reaction is to offer them out...seriously, if they want to say that stuff then they can say it to my face and we can 'discuss' it...i come from Essex after all and thats how we deal with things...but then that's not the right thing to do...the right thing is to ignore it and carry on...so if you wanna post hate, carry on...i'll ignore you and press delete...its takes almost no effort for me to do that, certainly waay less than it took Anonymous to knuckle out an insult on his keyboard...

Maybe we should have a 'would you want your Mum to read this' filter applied to the internet? oh wait, that's definitely not such a good idea...

in closing, i have deleted the comment but it does make it look like someone coming to the defense of this blog is actually insulting someone else...my bad...please insert a shitty comment between Mayank's comment and Neil's comment to properly understand the thread :)

Wednesday, 9 November 2011

Producing Chaos Series 1 - Getting Into Games "Creating Levels"



One of the best pieces of advice I can give people wanting to get into development, design especially but also applicable to other disciplines is to start using a level editor. You really can’t go wrong with Unreal in my opinion but there are others out there. I’d wholeheartedly recommend doing a bit of research but make sure you pick one of the bigger names…

What’s even better, is that many of the bigger engines provide free-to-use versions…more details on the free Unreal Development Kit can be found here: www.udk.com

The best reason to go with a more popular engine is the amount of support and information there is out there. Download the UDK, grab yourself a book like this one: Mastering Unreal Technology: v. 1: Introduction to Level Design with Unreal Engine 3: A Beginner's Guide to Level Design in Unreal Engine 3 and (snappy huh?) and get started…if you get stuck, jump online and get active in any number of UDK dedicated forums.



Once you get some basic skills/knowledge then just start to create some levels…this’ll do multiple things for you…firstly, it’ll tell you if you even like making levels for a start as this is what my designers and artists do pretty much 80% of the time…secondly it’ll teach you the right process for designing and making a level which will enable you to talk confidently about how you approach designing a level/scenario/player experience and then actually creating it which’ll be relevant for a whole bunch of disciplines like production, design, art, animation etc…thirdly, it’ll give you examples of your work which will help you way more than anything on your CV…trust me!

Just make sure you come up with lots of examples of different types of gameplay such as high action, chases, puzzles, exploration etc…

As always, please feel free to link this out, spread the word and let people know about the blog…it is very encouraging for me to see comments and get into conversations with people on Twitter and stuff…please message me here or on Twitter with ideas for specific topics, I’ve got a backlog of ideas but its always good to hear what people want to know…

Wednesday, 2 November 2011

Getting into Games: You need to play games!


So building on from last week’s article, there’s been a few comments which is ace…I’ll not address each and every one but I will just say that what I write here has to be non-specific advice and will not map onto every individual instance…history is full of people who succeeded without a solid core education and this will continue into the future…this series of articles is all about boosting your chances of getting your dream job and will focus on the key elements that give you the best chance of success…

So what I’m saying is, if you don’t have qualifications then it isn’t game over, you just need to find a way to positive spin what you have instead…

In the future I’ll talk about most of them but suffice to say for now that there are many ways into the industry, some more expedient than others…regardless of which route you’re gonna try, what you need to understand is that you are not alone…sadly, for you, there are literally hundreds of people just like you who also want to land that precious break-through job…so the key question is how do you get noticed?

If you’re trying to break into the industry then I’m assuming you’re going to be targeting a more junior position and will work your way up…think about this, you don’t need to be the best designer or coder or artist in the world right at the start of your career…instead you need to be able to make the person interviewing you believe that you have the potential to be a star in the future…the key word is potential…what you are selling is what you could become not what you are right now...cool?

The following will help you to a) understand if this kind of job is actually for you, b) give you some solid grounding upon which you can start demonstrating your potential and c) make you different, in a good way, from dozens of other applicants!

But be warned, once you start doing this, you will find it very hard to stop doing it and it may well spoil how you play games from now on! Curious?

Let's assume you wanna get into design (but this works for any discipline, you just need to tweak the questions to suit)…what you need to do is pick a gaming genre and become an “expert” in it…take first-person shooters for example…the fun bit, make sure you have played as many games of this type as possible, and not just the good ones either! 

This gives you breadth of knowledge, so when you’re in an interview and someone asks you what games you’re playing (and they will) then you can talk about all the FPS games you’ve and not just COD or BF3…

The next step takes our breadth and gives you depth of knowledge...you’ll be able to talk confidently about what you liked, didn’t like, felt could be improved, what changes you would make and why…how? Read on…

When you’re playing you need to stop playing as a gamer and start playing as an game analyst…I warn you again, once you start doing this it will fuck you up in terms of being able to enjoy games just for games sake in the future! You have been warned!



When you’re analysing a game you need to sit down with a pad of paper and a pencil and take lots of notes…pause the game often to take these notes don’t just play the game and hope to remember them later…think about every second, every minute, every hour of your experience and what factors are affecting how you feel, what you're doing, why you’re doing it etc. etc.

Every time you pause the game, think specifically about:

How the geometry/environment is set out and how that affects the gameplay…
How many enemy types are there…what makes this fun?
Where do the enemies spawn/appear from? Why?
How many waves are there? Why?
What is the composition of the waves…how does it affect gameplay?
How does the lighting affect the experience?
What is the mood/atmosphere? Why have they made it like that?
The music, what is that doing? Why?
How is the story told through the game? Why did they do it like that?
What are you feeling while playing it…why?
How would you improve it?


And so on…obviously these questions are neither exhaustive or universal…tweak them to suit your chosen genre and feel free to come up with more…

Do this over and over and over and over…and then start spreading to other genres...become a student of the industry...know games inside out...

Trust me, do this now while you're young and have the time and you'll use this knowledge base for the rest of your career...wait until you have kids and a mortgage and you'll never find the time to do i properly...

This habit I want you to get into will mean you can confidently and expertly talk about games of a specific genre with a view to an interviewer thinking ‘this guy know his stuff, he may well make me look awesome for hiring him so I’ll give him a chance as a junior designer’.

Especially if what you learn from your analysis can then be demonstrated in your own levels…but more on this next week…

As always, please comment…its great getting feedback…let me know if there’s any specific areas/topics I could cover…

And if you can, spread the word…tweet this, facebook it…sky-write it in the sky…cheers!

Friday, 28 October 2011

quick plug for my friend Mark Davies...he was the Lead Designer on Enslaved before he, and his family, decided to have an adventure over in the States...he's having a blast but hopefully he'll come back one day...


anyway, he read my blog entry earlier and revisited his own 'how to get into design' series...check it out here: http://lifeofadesignmonkey.blogspot.com/2011/10/how-to-get-job-in-game-design-revisited.html

Getting Into Games: where to start...


So where to begin? This is a tricky question so I guess I'll start with the basics, namely core education...essentially this is one of the first things I look for when I'm checking out a CV of someone trying to break into the industry.

It's boring I know, but in my experience there is an inescapable fact that 99% of people who work in the games industry are pretty clever and have a solid education behind them...I think there's a solid link between creativity/imagination and raw IQ power...you need the horsepower to drive the ideas and problem solving...



Not only that, but a solid education demonstrates an ability to understand and learn...this is an essential selling point for you in an interview when you're trying to land a job for which you have no experience...you need to be focusing on your potential and demonstrating how you will be successful in the role to the person interviewing you...

So between the ages of 11-16 (GCSE's in the UK) and 17-18 (A-levels in the UK) you need to be giving yourself a solid foundation in terms of core subjects such as Maths, English, Sciences (biology, physics and chemistry), and History...these are the solid foundations upon which you will build your specialist skills and knowledge...so boring as it may sound, get your head down at school, work hard and get some solid qualifications in proper subjects...

And by proper subjects, you know what I mean! Easy subjects that the dossers go for are fucking obvious to people checking out your CV...don't fall into the trap!

Additional subjects such as art / religious education / foreign languages / music can all have a part to play, mainly dependent on the field of development you want to get into...but make sure these are the sprinklings on top of your solid education pie and not the pastry and filling!

Beyond this point there are a multitude of options to look at...definitely topics for future blog posts to look at them in detail but the more obvious options include:

Higher core education
Vocational education
Internship/trainee schemes

But to sign this off on a positive note, if you are between 11-18 and now you're thinking that all you have ahead of you is hitting the school books then don't despair as there's additional stuff you need to be doing which is much more fun! This is the next week’s topic - 'playing games for gain'

Thursday, 27 October 2011

So what are my plans for the future? well, i think i'm going to write a series of articles on what the key skills, experience and characteristics you should have to give you the best chance of breaking into the industry...

stuff like:
...what courses to study
...what games to play
...what life skills you need
...how to get noticed and your foot in the door

basically i've been kicking around the industry and have interviewed enough peopl now to be able to give you a good insight into what's good and what's not good for your chances...feel free to comment and ask questions :)

Wow, it's been over a year since I started my Twitter experiment with really little success until lately...thanks to the iOS5 release, tweeting is much simpler and more streamlined and so easier for me to get back into...

since then, its been manic! i've found tonnes of new people to talk to and its been brilliant fun, long may it continue...

if you've come here from Twitter, then welcome, glad to have you aboard...please read through the meagre backlog and then look forward to some good stuff...i'm pumped and motivated to get some thoughts down that i think will be interesting to a lot of people...please comment on anything that you feel is good or bad :)

Saturday, 24 July 2010

twitter...

i thought i'd give it a go...interestingly, the second i had an acocunt and a blank 'tweet here" box my mind went blank...in times like this i think its always a good idea to say something stupid and facile...so i did...

feel free to point and laugh at my idiocy here: http://twitter.com/C4RP3R

busy busy busy...

have had a fair bit to do recently so not much time for blogging...basically one of our key titles is going out the door and we've been slamming it pretty hard to get the bugs resolved...one way or another... :)

trying to manage the 'end-game' of delivering a video game is interesting...its a bit like being the teacher in a classroom of 5 year olds and the school is on fire! you're desperately trying to get everyone out the door so no-one burns to death but being 5 year olds they're not helping...some are hanging onto you slowing you down, others are putting their hands over your eyes so you can't see the exit, some are busy trying to get their coat or their favourite pencils...



...and then there's the ones who are busy pouring petrol onto the flames saying that the fire is not quite the right colour or shape and it doesn't quite burn fast enough...all the time complaining about being burnt to death...

Tuesday, 9 February 2010

emperor's new clothes...

i fucking hate pretention...its a malaise that affects the stupid and unimaginative...sheep basically...so the phrase emperor's new clothes gets a regualr workout from me...but to take it further i analgised it when discussing Bayonetta in the context of emperor's new clothes:

"its like a 15 year old lad drinking lager for the first time...it really tastes all bitter and horrible and he really wishes he had a nice Barcardi Breezer instead...but all his mates are drinking lager so he perserveres...the truth is, all his mates are wishing they were drinking a Barcardi Breezer too!"


wouldn't it be nice if everyone 'fessed up and drank what they really liked instead of what they think they should like?

more time?

slim picking this last week...but I managed one fairly disgusting one when discussing what to do in the event of more time being found:

"it's like we've got a massive mouthful of food, we're furiously chomping away as fast as we can but there's half-chewed food dribbling down our chin while large lumps of food are falling out and making a mess of our t-shirt...we should really try and finish our mouth before we take another bite surely?"

Friday, 29 January 2010

building blocks...

I remember when my son was much younger he used to like me to build him a tall tower of wooden building blocks which he would then knock down...he loved it so much that he started to get impatient as i was building the tower and would knock it down halfway through...half the blocks, half the noise, half the fun right?

so i would try and get him to hold off until i'd finished building but i wasn't always successful...certainly when i managed to keep him at arms length then the tower was awesome and the fun was at maximum...but whenever i failed to keep an eye on him and he did manage to interfere too much thenultimately we both failed to deliver the best experience in the time allowed...

hmmm...

Monday, 25 January 2010

polish...

recent analogy told to me by one of my team...

"its like we've got this cake, on the outside it's a little bit burnt in places and a bit dry but on the inside its still a little raw...we really need to cut the burnt bits off and get the cake back in the oven to finish it off properly...but they're all there with hands full of cake decorations and icing bags at the ready...i wanna shout "stop! its not ready yet guys!"...no-one wants to eat bad cake no matter how good it looks!"

I like the analogy...I especially like my team using analogies on me! :)

Thursday, 21 January 2010

last minute changes?

when recently discussing the types of changes feasible at the later stages of a project, someone told me about Peter Jackson working on the final audio mix just two days before the world premier of Fellowship of the Rings...can you guess why this story was told to me?of course! they wanted free reign to chop and change stuff regardless of how close a major deadline was...

as a counter to this view however, i remember hearing a story about a bloke whose airplane was in a little trouble, he had no parachute but still chose to jump out at 1000ft and take his chances rather than try and land the plane safely...luckily for him he fell over a 1000ft but managed to land in a rather large fir tree and so got away with a just few broken bones...good work fella!

The moral of this is that just 'cos one person managed to do the impossible doesn't make it the sensible option...one swallow doesn't make a summer and all that...

Monday, 18 January 2010

who makes the Pachinko machine?

So here's a question, if production is the tray at the bottom catching all the balls...then who makes the machine?

i reckon its production who makes the machine. we basically define the processes that hopefully mean all the balls get caught ont he way down so really its our own fault ifwe end up with a tray of shite...

so what does that mean? i think, as production, we need to be constantly looking at our machine and improving it and repairing it...and most importantly, every time a ball ends up in our tray at the bottom we need to work out how it got there and fix the machine so it hopefully won't happen again...

Friday, 15 January 2010

production...

trying to describe what production does...


"it's like one of those Japanese pachinko machines where the balls are all the risks, issues, tasks and general crap. they all bounce down through the system and most of them find a handy little home. but not all the balls are safely caught and they end up in the tray at the bottom. production are the guys that deal with those balls. production deals with everything no-one else wants to!"

Wednesday, 13 January 2010

what should we polish?

trying to finish a game...

"so they're all standing around a car. its fucking filthy. its like the ghost of Colin McCrae has come back and had a spin through a shit factory in it. they're all furiously buffing away at one of the wing mirrors. i mean this is the shiniest most polished wing mirror you've ever seen in your life. every so often one of them steps back and admires what they've done but every time they notice a tiny streak or blemish and start again with the polish and furious buffing.

all the time i'm standing there, watching and wondering why i'm the only one worrying about how we get the rest of the fucking car clean..."

first post...welcome...

argh...first post scariness...guess its a bit like doing anything for the first time, it seems a lot harder than it is but the more you do it the easier it becomes...

so i work in games development...lucky ol' me...in the main its one of the best fucking jobs in the world...but not all day, every day...in fact there are times when i'd rather lick cat vomit off a dog's arse and wish i could have a simple job and only have to worry if someone wanted fries or not...at those times, when things seem so daunting and impossible i find it helps to use complex and quite frankly rubbish analogies and annecdotes to ease the pain...

so whilst i'd love to say what the definitive idea of this blog is going to be...i just don't fully know yet...what i want to do is to track all the development experiences here as some kind of rant blog...it'll keep me sane...

gonna try and keep this anonymous to protect the innocent...