Break Into the Game Industry. How to Get a Job Making Video Games

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Break Into the Game Industry. How to Get a Job Making Video Games Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Break into the Game Industry / Adams / 222660-9 / Blind Folio i Ernest Adams McGraw-Hill/Osborne New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto P:\010Comp\BlowLid\660-9\fm.vp Monday, May 05, 2003 1:06:39 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Break into the Game Industry / Adams / 222660-9 / Blind Folio ii McGraw-Hill/Osborne Brandon A. Nordin 2100 Powell Street, 10th Floor Emeryville, California 94608 U.S.A. Scott Rogers To arrange bulk purchase discounts for sales promotions, premiums, or fund-raisers, please contact McGraw-Hill/Osborne Gareth Hancock at the above address. For information on translations or book distributors outside the U.S.A., please see the International Contact Jennifer Malnick Information page immediately following the index of this book. Break into the Game Industry: How to Get A Job Making Video Jessica Wilson Games Copyright © 2003 by The McGraw-Hill Companies. All rights Ellen Beeman reserved. Printed in the United States of America. Except as permitted under the Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by Mike McGee any means, or stored in a database or retrieval system, without the prior written permission of publisher, with the exception that the program listings may be entered, stored, and executed in a Claire Splan computer system, but they may not be reproduced for publication. Rebecca Plunkett 1234567890 FGR FGR 019876543 ISBN 0-07-222660-9 Tabitha M. Cagan Lucie Ericksen This book was composed with Corel VENTURA™ Publisher. Melinda Lytle Lyssa Wald Information has been obtained by McGraw-Hill/Osborne from sources believed to be reliable. However, because of the possibility of human or Lyssa Wald mechanical error by our sources, McGraw-Hill/Osborne, or others, Peter F. Hancik McGraw-Hill/Osborne does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from the use of such information. Jeff Weeks P:\010Comp\BlowLid\660-9\fm.vp Monday, May 05, 2003 1:06:40 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Break into the Game Industry / Adams / 222660-9 / Front Matter Contents ACKNOWLEDGMENTS, XIII INTRODUCTION, XV 1 A Brief History of Interactive Entertainment 1 Computer Games and Mainframes, 2 Arcade Games and Console Games, 4 Enter the Personal Computer, 4 The Rebirth of Console Games, 6 The IBM PC Arrives, 6 The CD-ROM Changes Everything, 7 Interactive Movies Come … and Go, 8 3-D Graphics Hardware Reinvents Action Gaming, 9 The Online Explosion, 9 Wrap-up, 10 2 A World of Games 11 Personal Computer Games, 12 Home Console Games, 14 Games in the International Market, 16 How the Xbox Changed the Rules, 17 Arcade Games, 18 Online Games, 18 Handheld Devices, 19 Location-Based Entertainment, 20 Gambling Equipment, 21 iiiiii P:\010Comp\BlowLid\660-9\fm.vp Monday, May 05, 2003 1:13:49 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Break into the Game Industry / Adams / 222660-9 / iv BREAK INTO THE GAME INDUSTRY Miscellaneous Games, 21 Games Versus Multimedia, 21 Games Wrap-up, 22 Video 3 How the Game Industry Functions 23 Some Fundamentals, 24 Making Tracing a Game to Its Source, 26 Job a The Customer, 26 Get The Retailer, 28 to The Distributor, 30 Electronic Arts: A Game Industry Giant, 30 How The Publisher, 32 The Internal/External Cycle, 32 The Developer, 33 Converting Games to Other Platforms, 34 Related Businesses, 35 Console Manufacturers, 35 Add-on Manufacturers, 36 Product Manufacturers, 36 Other Distribution Channels, 37 Online, 37 Shareware, 38 Rental, 39 Bundling, 39 “Unsold Returns”: A Game Industry Scam, 39 Gamer Demographics and Markets, 40 “Video Games Are for Kids,” 40 “Video Games Are for Boys (and Nerdy Men),” 41 Casual Versus Hardcore, 41 Game Genres, 42 Action, 42 Strategy and War Games, 43 Sports Games, 44 Vehicle Simulators, 44 Construction and Management Simulations, 44 Graphic Adventures, 45 Fantasy Role-Playing Games, 45 Online Role-Playing Games, 45 Puzzle Games and Software Toys, 46 Children’s Games, 46 The Game Press and Web Sites, 47 Players’ Magazines and Web Sites, 47 P:\010Comp\BlowLid\660-9\fm.vp Monday, May 05, 2003 1:06:41 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Break into the Game Industry / Adams / 222660-9 / Chapter 1 CHAPTER 1 v Industry Publications and Web Sites, 48 Wrap-Up, 48 4 Inside the Fun Factory 49 Internal or External Development?, 50 Stage 1: The Brilliant Idea, 50 Evolutionary or Revolutionary?, 50 How Publishers Hear about Game Ideas, 51 Pitching the Game, 52 Stage 2: Pre-Production, 53 Design Work, 53 Technical Research and Prototyping, 54 Project Planning, 56 Going to Full Production, 57 The Development Contract, 58 Stage 3: Production, 62 The Production Process (and Why It’s Not Your Problem Yet), 63 Jobhunting Tip: Avoiding Incompetent Employers, 63 Meetings, Meetings, Meetings!, 64 Marketing Activities, 64 Stage 4: Testing, 66 Alpha Testing, 66 Localization, 68 Beta Testing, 68 Configuration Testing, 69 Disney’s Christmas Configuration Calamity, 69 Content Ratings, 70 Quality Assurance, 70 A QA Failure, 71 Licensor and Console Manufacturer Approvals, 71 A Sample Development Schedule, 72 Stage 5: Manufacturing, 73 Wrap-Up, 75 5 Preparing to Be a Game Developer 77 If You’re Still in Public School, 78 Uncover Your Talents, 78 Lay the Foundations, 79 Don’t Drop Out!, 81 Selecting Your Higher Education, 82 University or Trade School?, 82 P:\010Comp\BlowLid\660-9\fm.vp Monday, May 05, 2003 1:06:41 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Break into the Game Industry / Adams / 222660-9 / vi BREAK INTO THE GAME INDUSTRY The Two-Year/Four-Year Question: A Personal View, 85 How to Evaluate the Programs, 85 Games How Do They Feel about Games?, 87 Video What to Study in College, 88 How to Use the Curriculum Framework, 88 Color Outside the Lines!, 91 Making Learn about Particular Areas, 91 Job a Other Useful Subjects, 95 Get Postgraduate Programs, 96 to If You’ve Already Got a Job in Film, TV, or Other Entertainment Media, 97 How Your Head Start and Your Handicap, 98 Learn about the Differences, 99 Breaking in: From Television to Games, 99 If You’re in High-Tech Hollywood, 100 If You’ve Got a Job Elsewhere in High Technology, 100 Your Head Start and Your Handicap, 100 The Legend of Army Battlezone, 101 Learn about the Differences, 102 Breaking in: From Silicon Valley to Games, 103 Other Ways to Prepare Yourself, 103 Play the Games, 104 Breaking in: Playing and Persistence Pay Off, 105 Develop Your Own Games or Game Elements, 106 Attend Industry Events, 106 Follow the Press, 107 Be Your Own Press, 107 Take Part in Beta Tests, 108 Attend Focus Groups, 110 Wrap-Up, 110 6 Skills and Careers in the Game Industry 111 Production Versus Development, 112 Two Different Mindsets, 113 What about Internal Development?, 113 Internal and External Producers: Still More Confusion!, 114 A Warning about Job Titles, Responsibilities, and Org Charts, 114 The Two (Well, Three) Types of Career Ladders, 115 How Do I Change from One Ladder to Another?, 118 Project Organization, 118 Programming, 123 A Day in the Life of an Engine Programmer, 123 P:\010Comp\BlowLid\660-9\fm.vp Monday, May 05, 2003 1:06:42 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Break into the Game Industry / Adams / 222660-9 / CONTENTS vii Talents and Skills, 124 Tools, 125 Specializations, 129 Inside the Job of a Port Programmer, 132 Art and Animation, 132 A Day in the Life of a Production Artist, 133 Talents and Skills, 134 Tools, 134 Specializations, 137 Audio and Music, 138 A Day in the Life of an Audio Lead, 139 Talents and Skills, 140 Tools, 141 Specializations, 142 Writing, 144 A Day in the Life of a Writer, 144 Talents and Skills, 145 Tools, 146 Specializations, 146 Game Design, 147 Design Jobs, 148 A Day in the Life of a Game Designer, 149 Talents and Skills, 150 Tools, 152 Specializations, 152 Producing and Project Management, 153 Production Jobs, 153 A Day in the Life of a Producer, 157 Talents and Skills, 158 Tools, 160 Specializations, 161 Testing and Quality Assurance, 162 Breaking in: All Experience Is Good Experience, 163 Talents and Skills, 164 Tools, 164 Specializations, 165 Non-Development Jobs, 167 Marketing, 167 A Day in the Life of a Marketing Director, 169 Public Relations, 170 Other Entry-Level Jobs, 170 Customer Service, 170 P:\010Comp\BlowLid\660-9\fm.vp Monday, May 05, 2003 1:06:42 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Break into the Game Industry / Adams / 222660-9 / viii BREAK INTO THE GAME INDUSTRY Information Technology, 170 Warranty Returns, 171 Games Reception, 171 Mailroom, 171 Video Wrap-Up, 172 Making 7 How to Get a Job 173 Job Packaging Yourself as a Professional, 174 a Introducing Mary Margaret Walker: Recruiter Get Extraordinaire, 175 to Networking: It’s Not What You Know…, 175 How Where to Meet Game Developers, 176 Researching a Company, 178 About Recruiters, 178 How to Schmooze, 179 Talking about Yourself, 180 Be Real!, 181 Your Résumé and Cover Letter, 181 Mary Margaret’s Résumé Tips, 181 Don’t Get Cute, 183 Never
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