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By
Arnold Hendrick
Gamasutra
March 20, 1998
Originally published in the February 1998 issue of:
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Features

Hiring
Game Designers
In
these enlightened days, most game developers and publishers have heard
that a development team needs a game designer. Some even know
what a designer does. A game designer isnt necessarily the one dreaming
up cool new game ideas. Game ideas/topics are often directed, and always
approved, at the highest levels of management.
So what does a designer do? In short, a designer does a lot of writing:
design documents, the user interface, goals of the game logic, dialogue
and screen text, frequently the first draft of the manual, and sometimes
the entire manual. A designer also researches data, provides algorithms
or tables for certain parts of the game play, works with the team continually
to refine and revise the game, and is a major participant in the play
testing process.
The greatest problem faced by companies employing designers is how to
find and hire good ones. Almost anyone with the remotest connection to
game development will tell you either (a) their real goal has always been
to be a designer, or (b) they already are a designer because they did
some design work on project X. Meanwhile, corporate executives
trade horror stories about egotistical designers who rant and rave, kick
Coke machines into junk, and start childish Usenet flame wars weekly.
On the opposite side of the fence, a small horde of potentially good designers
is dying for a chance to break into the big leagues. They all wonder how
to position themselves to be attractive to potential employers. The employers,
meanwhile, wonder how to find the next genius among the hordes trying
to storm the citadel.
Designers
Come in Two Sizes
Game
design work has two distinct levels: lead and assistant. The vision and
game play decisions of the lead designer guide the game toward commercial
success. Even if top management dictates the genre and topic, its directives
rarely exceed a paragraph or two. Turning those brief paragraphs into
a fun, money-making game is where the lead designers exercise their craft
and creativity.
Some games require more design work than the lead designer can handle,
especially if the schedule is tight or the project is large. Assistant
designers are the ditch diggers who diligently work on those tiresome
details that the lead designer lacks the time to accomplish. These details
might include nit-picking research, setting up level maps, grinding out
data tables, or scripting text blocks and voice-overs. In time, the assistant
designers (and their employer) hope theyll learn more about making
games; enough to permit their ascent from the trenches to the exalted
status of lead designer.
This discussion deals with the quantifiable skills and background that
an employer can evaluate when considering different candidates. It is
assumed that anyone doing a competent job of hiring can evaluate prior
experience and determine if a person is likely to fit into or clash with
the corporate culture.
The
First Cut: Literacy
The
core skill of game design is the ability to write well. Designers must
be able to write discursive, analytical prose that clearly communicates
complicated concepts. Its amazing how many people lack this ability.
Invariably, these people make poor designers. Their design documents will
be a mess, in-game text will be confusing at best, and they are no help
at all with the game manual. Besides, good writers are handy elsewhere.
In a crisis, a literate designer could come up with a press release, web
page text, or even box and ad copy. It might not be great, but it shouldnt
be too embarrassing either.
Unless a candidate has obvious professional writing or editing experience,
the best way to evaluate his or her ability is to examine a writing sample.
Lead designers should be able to provide their previous game work. Assistant
designers should have something that theyve worked on, even if it
was never published. Something game-oriented is naturally preferable.
You should write off any applicant who cant show you a writing sample.
Writing is a skill that must be practiced, and that practice inevitably
produces something that you can read.
Another reason to demand good writing is that its impossible to
write well without a certain amount of intelligence, organization, and
clear thinking. An inability to write may be the iceberg tip of far greater
weaknesses.
Depth
and Breadth of Knowledge
The
designer is the central source of information about a games topic.
A topic-challenged designer may need months to read and research enough
to become a semi-expert. A designer who is familiar with the subject can
immediately start thinking about how subject and game play might converge.
For example, my current employer, Interactive Magic, publishes numerous
contemporary and historical games with a military theme. We expect our
designers to bring some background to this field and have fairly decent
gaming experience within it. Some months ago, while interviewing a prospective
designer, I asked him what era of military history or contemporary military
affairs he understood best. We started talking about the classical era
(Greeks and Romans), but it quickly became apparent that most ancients
miniatures gamers had a better feel for that period. We tried WW II, where
at least he could mention some famous pieces of equipment. Unfortunately,
he couldnt describe what equipment opposed these famous pieces,
or why these opponents were overmatched. I dont expect every designer
to master every period, but a good designer needs to have dug into the
details of at least one period or genre.
I also probe for breadth of knowledge. Designers are more effective if
they understand something about graphic design, art, music, and theater.
The best designers that I know are renaissance men and women with numerous
interests and abilities.
Knowing
Games
Good
game designers keep up with games published in their field. Its
impossible to play every game, but familiarity with a respectable variety,
good and bad, helps one avoid past errors and profit from past successes.
A game-challenged designer might need a month to find and play representative
titles of the genre, and would still lack the extra insights that germinate
during animated pro-and-con discussions about various games. Meanwhile,
the knowledgeable designer can anticipate the thorny issues of game play
and help steer a team away from dead-ends and toward useful answers.
When I interview prospective designers about game play, I always apply
my professional/amateur acid test. This involves discussing various games
that we both know, preferably games similar to the ones he or she will
work on although in a pinch, anything will do. We talk about what
features we felt were successful and unsuccessful. We discuss how these
features contributed to the overall success or failure of the game. A
candidate who can talk only about what he or she enjoys, and has no interest
in the opinions or attitudes of others, fails the test. If they genuinely
are interested in trying to figure out what gamers want, identifying what
features seem to attract customers, and banishing elements that drive
customers off, then they pass the test with flying colors.
A designer must go beyond personal preferences and try to understand what
customers want. Its dumb luck if your personal preference happens
to match that of the general public. This lucky match can happen once
or twice. Unfortunately, it rarely lasts. I know a couple of egocentric
designers who were very successful in the 1970s. Although their products
from then are still known today, their subsequent work has passed unmarked
by any success. Another example occurred a few years back when a well-known
game designer retired because the public wasnt ready
for and didnt appreciate his work.
Lead designers really must have a strong grasp of the genre in which they
work. This often leads to specialization among designers. For example,
one of the Interactive Magic design staff is famous for his attitude toward
anything science fiction or fantasy: Never touch the stuff!
Nevertheless, he happens to be one of the worlds most experienced
designers and inveterate players of nineteenth-century wargames, and he
knows and plays the twentieth century just as well, not to mention ancients.
For a company heavily involved in military strategy games, this designer
is a priceless asset.
On the other hand, breadth of ability is important. Very often, staff
designers get matched to projects simply because the designer happens
to be free. The flexibility to do a good job in a field outside your specialty
increases your job security and improves your chances of getting hired.
My own resume includes published credits in simulation, strategy, RPG,
and even console action games. This really helps when (not if) the company
folds or you're caught in a downsizing.
The
Importance of Cool Ideas
Innumerable
people believe that theyd make a great game designer because they
have a cool idea for a game. Unfortunately, because so many people have
so many cool ideas, different people frequently come up with the same
cool idea. Furthermore, most game companies spend at least 90 percent
of their resources milking a past cool idea that made it big,
and less than 10 percent gambling on the next cool idea. When they do
gamble, its because people like the chairman of the board, the president,
or some vice president insist that the company bet on their cool idea.
What a game designer contributes is the zillions of cool small ideas that
make a game better, even if the presidents cool idea actually is
tired and lame. A good game designer will flesh it out, add some nifty
features, downplay the irrational stuff, and deliver a product with some
chance of success in the marketplace.
Anyone seriously interested in game design automatically has lots of cool
ideas. Any designer worth his or her salt can give you three blockbuster
ideas before breakfast. I know I could do it, but never has my employer
asked, Hey, make us a game for Christmas next year your choice,
just so long as it sells well. Still, Ive been more fortunate
than most. Exactly once during my 15 years in the industry, I was able
to talk a company into doing my idea.
Another indicator of a good designer is that he or she feels no obligation
to be original. The real pros understand the value of reusing ideas that
have worked in the past. Many people criticized DIABLO for being
NET-HACK or ROGUE with cool graphics and sound. The truth
is, NET-HACK and ROGUE were great games. The DIABLO
team had the wisdom to take a well-proven idea and do it really, really
well. A designer who ignores such lessons and insists on constant novelty
is a financial disaster waiting to happen.
Teamwork
Today,
games are created by teams of artists, programmers, designers, and increasingly
a sound specialist. A good designer must work well with such a team. In
both the interview and the reference check, be sure to probe for their
attitudes towards others. An overweening ego almost invariably means poor
teamwork skills. If a designer even hints at being an overbearing know-it-all
who sneers at the rest of the world during an interview, dont expect
him or her to suddenly become thoughtful, considerate, and collaborative
with the development team.
On the other hand, a good designer, especially a lead designer, needs
a certain amount of self-confidence and willpower to keep the game on
a sensible path. Like any collaborative effort, games need a direction
giver. This person has the authority to prevent the effort from
fragmenting into a mish-mash of features that pleases no one.
Technical
Knowledge
Game
designers need not be programmers. Even those who were once programmers
find that being a good designer leaves them little time to code. However,
a designer must have sufficient experience or native intelligence to understand
what programmers and artists say. Lead designers need sufficient experience
to know what should be easy, what will be difficult, and what is impossible.
Every few years, a new tide of hardware and software washes through the
industry. Designers need an awareness of this, since apparently miscellaneous
bits of flotsam and jetsam can hold the keys to dramatic advances in game
capabilities. Designers with recent work experience in large organizations
have the advantage of strolling down the hall to get insights. The solo
freelancer spends time and money discovering what is possible and what
is not.
For example, I believe that the astute use of 3D art software (not 3D
real-time display engines) to achieve animated, photorealistic scenes
helped make COMMAND & CONQUER or DIABLO into megahits.
Guessing right on programming protocols for 3D accelerators could be equally
important for late 1998 and 1999.
Prior
Experience
Naturally,
experience in game software development is valuable. Prior experience
should be a modifier to the factors mentioned previously. A designer who
seems to have the necessary abilities, insights, and attitudes will be
more useful if he or she has experience. However, a designer with the
appropriate qualifications but no experience is actually preferable to
a veteran designer who cant write, has insufficient background,
cant think analytically about games, is outrageously egocentric,
and refuses to work on anything other than a current brainchild. Worse,
a poison pill veteran will not only command a large salary,
but will also need a big, expensive support staff to do all the real work.
Hidden staff costs aside, I would always trade one poison pill
designer for a brace of promising assistant designers.
Nevertheless, its also risky to give an assistant designer a lead
designers job. Large companies, especially, benefit from at least
one senior or lead designer to help the assistants along, guide their
efforts, and nurture the best into lead designers. Naturally, being one
of this sort myself, I believe companies should spend lavishly and wisely
on this critical bit of senior talent. Still, in some cases, veteran lead
designers need not be hired; at the moment, I know of numerous superbly
qualified individuals who work as freelancers.
Recruiting
Finding
good lead designers is very difficult. As with any professional position,
a company is best served by a nationwide search, a willingness to examine
agency candidates, and a general rattling the network to see
who might be available and interested. Designers tend to know other designers,
which makes networking exceptionally important.
Conversely, for assistant designers, companies are served best when they
start close to home. Many good candidates may exist within the company,
toiling away in play testing, customer service, or other junior positions.
Ive had the most luck with the play testing staff. Their continued
presence proves that they can survive the horrors of finishing a game.
More than once, Ive invited play testers into a specific project
on a probationary basis, just to see what they could do as an assistant
designer. On occasion, Ive been pleasantly surprised, and the person
has gone on to a happy and successful career in design. Other times, Ive
seen my worst fears confirmed and had the unpleasant task of telling a
person that their skills, abilities, and/or knowledge were insufficient
to do the job.
Looking beyond the company itself, local universities and gaming groups
can be talent gold mines. Even if you dont find any assistant designers,
these people are often willing to work part-time in play testing. Ads
in local newspapers can turn up some surprising candidates. One of the
most successful finds at Interactive Magic was a meteorologist
who just happened to have all the right skills and attitudes, despite
a lack of professional experience. Within two years, hed survived
lead design challenges and moved up to an assistant producer role.
About
Breaking In
ne
seeking a first job in game design can infer much from this discussion.
First, make sure you have the appropriate skills and can demonstrate them
clearly to an employer. Some companies may have wacky ideas about game
designers, but the level of intelligent hiring grows as the capitalistic
equivalent of Darwinian selection bankrupts firms that consistently make
poor decisions.
The best place to get a foot in the door is at a large firm that needs
assistant designers. These companies are more likely to consider candidates
with little or no experience. If a design job isnt available, consider
a related position, perhaps in play testing. Even if you cant get
promoted from within, a year or two of industry experience and product
development exposure can help you snag an assistant designer position
elsewhere. Another useful place to get experience is to volunteer your
assistance to the various professional web sites that deal with gaming.
Some marketing departments take these sites almost as seriously as print
magazines; perhaps your interviewer will feel the same.
For those still making educational decisions, a four-year college degree
at the most challenging school you can handle will help. A well-rounded
liberal arts education can be as useful as math or computer science. Its
easy to imagine courses that might help you write scripts for an introductory
narration (public communications), research obscure historical data (history),
guide a composer onto the right track (music appreciation), discuss screen
layout and color with the lead artist (principles of design), understand
the techniques and limitations of the new 3D engine (advanced algebra),
then pitch in to write a decent manual (writing). Of course, some programming
courses wont hurt either. Lack of a college degree need not be fatal,
but those without a degree need work samples to prove that their abilities
and skills are equivalent to a college education.
All companies hire in spurts. During the happy times when a company expands,
they need people right away, if not yesterday. During the down times they
just dont hire, period. Therefore, try to figure out which companies
are doing well and check up with them frequently.
Work on your job hunting skills and apply them intelligently to the game
industry. It always helps if you walk into an interview familiar with
the companys products and future plans. That means playing their
hits and recent releases, memorizing their announced list of future releases,
and finding a way to reveal this knowledge in a cover letter or an interview.
In interviews, always be careful with the classic question, Give
me an honest appraisal of our game X. Most people are testing not
only your insight and honesty, but also your diplomacy. Congratulate them
on what they did right, and offer suggestions for improvement in areas
where they had trouble. A cardinal rule of business it to offer solutions,
not problems. Find something nice to say about even their worst game and
dont hesitate to point out weaknesses in competitive products.
Finding a job in game design can seem difficult to impossible. It requires
patience and persistence to find a company that successfully filters out
the clamor and concentrates on candidates who can really do the
job.
Arnold
Hendrick spent ten years designing paper wargames, RPGs, and miniatures
rules before his 1982 arrival in computer games. Since then, he spent
three years in the cart game trenches at Coleco, enjoyed MicroProses
ups and downs for ten years while working on various well-known products,
and for the last two years has been involved in building and guiding the
design staff of Interactive Magic.
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