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If there's one question I get asked more than
anything else, it's this: "how do I become
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a game designer?".
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I get emails from kids and teenagers and people
bored of their jobs who would love to turn
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their passion for games into a career and
be the ones who actually design the mechanics,
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systems, and levels that I talk about on this
show.
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Unfortunately, I'm not really equipped to
answer this question.
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However!
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I do have some contacts who can help.
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So over the last month I've been talking to
an enormous number of game designers, level
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designers, employers, recruiters, educators,
and students - all in the hope of answering
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the most fundamental questions about getting
into the biz as a designer.
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Starting with the most important question
of all…
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What does a game designer actually do?
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The answer to this question is going to depend
entirely on the size of the studio, the type
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of games they make, and the structure of their
teams.
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Because depending on where you work, the design
role might be a very general position - or
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an extremely specialised one.
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On a very small mobile game, for example,
the game designer might be responsible for
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every aspect of design.
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But on a larger title, the role is likely
to be split between game design and level
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design.
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Go even bigger, and those roles might be split
up even further.
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There are gameplay designers, who focus on
second-to-second interactions, and systems
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designers, who look after over-arching concepts
like progression.
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Level designers might be split into quest
designers and open world designers.
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You might have narrative, UX, economy, and
technical designers - who are a bridge between
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design and code.
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There's no saying how specific these roles
can be - on Red Dead Redemption II, there
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were people who focused exclusively on designing
systems for the horse.
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But, okay - what do these people actually
do?
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Well if we look at game designers, their job
is to come up with ideas for mechanics and systems.
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If those are approved by the creative leads,
the designers will create detailed design
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docs and asset lists to help programmers and
artists turn those ideas into reality.
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Once those features exist, designers will
be given tools to manipulate the mechanic
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further: perhaps a simple scripting language
to plan out interactions or a spreadsheet
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of stats to change.
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Level designers on the other hand are going
to be creating environments for the player
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to explore and traverse - using the toys provided
by game designers.
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On most big games, levels are made in "greybox"
- simple, untextured geometry that will be
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dressed up by artists.
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Level designers may also do scripting for
specific encounters, or to tie missions together
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in an open world.
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Both roles are highly collaborative, because
designers will be working closely with artists,
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animators, programmers, writers, and others
to turn their ideas into something pretty and playable.
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And highly iterative, as ideas will be endlessly
tweaked and changed in response to play-testing.
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Okay, if that sounds interesting to you - let's
ask the next question.
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How do you become a designer?
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It's the million dollar question.
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And from speaking with my industry experts,
I reckon you really need four things to get
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a job as a designer.
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You need to be able to think in terms of design.
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You need soft, or interpersonal skills like
communication.
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You'll need a strong portfolio to show what
you can do.
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And for a lot of roles, you'll need some level
of experience in the games industry.
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I'll come back to the first two when I'm talking
about interviews.
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But for now, let's chat about portfolios and
experience.
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If there's one piece of advice I got from
pretty much everyone I talked to, it's this:
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make stuff.
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Show people that you have the ability to design
a game or level - and then put that together
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in a portfolio.
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For example - this is Perses, a super short
game with fully destructible environments,
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which helped Zachary Preece land a job on
Watch Dogs: Legion.
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So if you want to be a game designer, your
portfolio should include small projects like
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this that show your ability to come up with
an interesting mechanic or system.
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These days it's entirely possible to actually
make these games, using tools like Unreal
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Engine and Unity.
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But if you really don't want to learn how
to code, you could use the PlayStation 4 game
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Dreams, or use Tabletop Simulator to make
board and card games.
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These don't need to be full games - they can
be vertical slices, game jam projects, and prototypes.
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You can also work with others to make a game
- but when it comes to your portfolio, you
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need to clearly explain which bits you personally
came up with.
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Whatever the case, you've got to show your
working - make sure you have clear documentation
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for how you dreamt up, designed, implemented,
and refined your ideas, so you can show potential
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employers proof of your design thinking skills.
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For level designers, it's all about making
an actual level.
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Again, you can use something like Unreal or
Unity, but it's perfectly acceptable to use
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modding tools and level editors for existing
games.
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And if you can make a level that's relevant
to the company you're going for, even better
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- I spoke to one designer who got the job
because they'd made a level for the firm's
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previous game.
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Whatever's on your portfolio, make sure your
stuff is finished - even if it's incredibly
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short.
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Try to focus on your best work, and always
pick quality over quantity.
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And while downloads and documentations are
great, employers can't play and read everything
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so pack your portfolio with videos and screenshots.
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Now let's talk about experience.
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While some studios will absolutely have entry
level positions for design, they're uncommon
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and highly sought-after.
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So you can boost your chances of getting hired
by getting experience in the industry.
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One way to get this is through placements
like internships, trainee positions, and work
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experience posts - which can absolutely turn
into full-time roles at the company if you
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do well.
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Another common approach is to start in quality
assurance (or QA, or game testing).
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This gives you experience in the biz and a
first-hand look at how studios operate.
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Again, it's not uncommon for QA testers - especially
those embedded in the development team - to
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impress their bosses and get moved into design
roles at the same company.
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But remember that QA is a vitally important
role in of itself, and shouldn't be seen as
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just a stepping stone to design.
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Perhaps the best advice is to remember that
your first job probably won't be designing
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games at Blizzard or Bungie.
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You can't be picky at this stage, so get experience
at places making mobile games, or kids games,
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or even gambling games before making the leap
to the studios making your favourite blockbusters.
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Now, there's one pretty stellar way to get
both a portfolio and experience.
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And that's university (or college).
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In 2021, there's a huge number of courses
for game design all around the world - like
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DigiPen in Washington, Teeside University
in the UK, Breda University in The Netherlands,
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and RMIT in Australia.
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If you take these courses you'll be taught
game design theory and enough programming
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to get you started, by people with industry
experience.
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You'll make a strong portfolio of work, using
your end-of-year projects - Perses from earlier
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was actually Zac's project at Staffordshire
Uni in the UK.
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You'll also get to meet friends to build games
with and you'll make connections in the industry.
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And you'll often get access to work experience
posts and graduate positions.
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This is a strong and increasingly popular route into the
industry, but almost everyone I spoke to - including
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the lecturers themselves - warned that the college
diploma itself isn't the important bit.
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Instead, it's about making the most of the
opportunities and connections you're provided.
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And it's about having the time to really focus
on building out your portfolio.
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So ultimately, a game design degree is not
a guarantee of a good job in the industry.
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And it's also definitely not a requirement
for many positions: which is good, because
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depending on where you live university can
be an expensive proposition.
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If you do decide to study game design, make
sure you research the school carefully.
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Look at who is teaching and their credentials
and experience.
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Look at which studios the university has good
connections with, and where graduates have
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ended up.
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And definitely look out for predatory for-profit
colleges in the US.
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Always do your research before you enrol.
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It's worth mentioning that other skills and
educational backgrounds can help you stand
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out as a candidate.
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For example, while coding is rarely needed
as a designer, some ability to program will
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help you communicate better with engineers,
and help you understand the scripting tools
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you'll be using.
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Same goes for understanding other roles and
pipelines, like art and audio.
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Also, knowledge of relevant disciplines such
as economics, architecture, art, and psychology
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could make you a better candidate when going
toe-to-toe with those who have exclusively
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studied game design.
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And finally, we can't discount the social
side of things.
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The classic "It's not what you know, it's
who you know".
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Making strong connections in the industry
through networking events and social media
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can open up doors that others can't even see.
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But okay - you've got your CV, your portfolio,
perhaps some experience under your belt, perhaps
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you've even got a degree in game design.
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You've applied for a job and you've got an
interview.
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Congratulations! And so…
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How do you ace a design interview?
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When you're interviewing for a design position,
employers are really looking for those two
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skills I mentioned earlier - design thinking
and interpersonal skills.
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For the latter, you'll get questions that
are all about judging your personality to
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see if you have the right attitude, and will
fit the studio's existing culture.
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So the interviewer wants to know if you're
a team player who can resolve conflict, and
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adapt to someone else's vision.
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Do you have good communication skills, including
confidence in pitching your ideas?
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And are you resilient to feedback on your
work?
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Don't be surprised if the employer dismantles
your portfolio pieces to see how you'll react
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to criticism of your ideas.
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For design thinking, the employer really wants
to know if you can think about games on a
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deeper level than a typical fan or consumer.
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Do you get how games work?
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Do you understand how changes can impact on
other aspects of a game?
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I've heard more than one studio ask candidates
"what would happen if you remove one of the
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options in rock paper scissors?" to see how
they'd work through the problem, and show
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that they understand game balance.
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It's common to be asked about the games you've
been playing lately.
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This isn't small talk - it's a chance for
you to show some analysis, criticism, and
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understanding of design!
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You can practice this by analysing, reviewing, and
breaking down the games you play - like some
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kind of knock-off GMTK.
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If you nail the interview, you may be given
a design test.
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This is where you're asked to prove your design
skills - usually on paper, but perhaps in
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a scripting tool or level design tool.
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For a game design position you may be asked
to take an existing game and add a new mechanic,
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or show how you would change some aspect of
the game.
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For a level design test you may be asked to
plot out a map for a short level that includes
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a new mechanic or an enemy encounter.
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It will usually involve the studio's existing
games, so be familiar with their back catalogue.
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These can be pretty stressful - especially
if you're asked to do it on-site at the studio,
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and if it's under a time constraint.
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So I've included a link to a great GDC talk
about what to expect from design tests, to
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help you prepare.
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Now, if you don't get the job - that sucks,
make sure you get some feedback so you can
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improve in the future.
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But if you do get the job, hooray!
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You're in the industry!
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And so the question to ask is…
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Is game design a dream job?
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If you follow gaming news at all, you'll definitely
have seen some headlines that might put you
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off the games industry for good.
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Working in game development involves crunch
- which is when you work extremely long hours
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before major milestones.
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Game studios frequently have mass lay-offs
or full-on studio closures.
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Game designers may receive threats and abuse
online.
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And there are even stories about sexual harassment
in the workplace.
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And it's certainly true - game development
is volatile, extremely hard work, often thankless,
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and not as diverse or as inclusive or as safe
as it needs to be.
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But, when I posed these issues to people in
the industry, they told me that while these
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problems exist, they should not discourage
you from joining the business, and that strides
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are being made to improve these practices,
across the board.
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You can also protect yourself, to some extent,
by carefully researching studios before taking
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a job to see how you'll be treated.
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Look to sites like Glassdoor, and talk to
former or existing employees.
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Another challenge for game development is
that you may not have opportunities where
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you live.
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There are few game developers and even fewer
game design courses in places like India and
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South America, for example.
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So you may need to move around to get the
best jobs - but you could potentially get
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experience in small studios where you currently
live.
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But, then again, it's worth remembering that
you don't need to work at Ubisoft or Rockstar
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to be a game designer.
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The thousands of indie games released every
year are proof that individuals, tiny teams,
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and small companies can put together games
without industry involvement.
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And I promise you that the solo designers
of Axiom Verge, Stardew Valley, and Gunpoint
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had way more creative control than the dude
working on Red Dead Redemption's horses.
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That's not to say that this route is any easier
than getting hired.
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And it's not a guarantee of making a living
wage let alone becoming a millionaire.
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But, maybe this is how you want to be a game
designer?
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For now… that's a whole other video.
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So… hopefully that helps!
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If you want to become a game designer you
should make stuff, do game jams, download
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modding tools, practice your design thinking
skills, make friends and connections, and
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maybe get started with a different role, or
study game design at school.
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It's a difficult and competitive industry
to enter.
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And it will be different for every company
on the planet - the advice in this video is
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the best, most general advice I can provide
- but it's not going to apply 100% to every person.
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It's also a job that's not without its challenges
and hardships.
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But it can be a very rewarding career: you
won't just be playing games, you'll be helping
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make the experiences that the next generation
of players will be obsessing over.
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A huge thank you to everyone who helped me
with this video.
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I couldn't have done it without Steve, Emma,
Peter, Sean, Vicky, Richard, James, Yasmin,
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Nick, and so many more.
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If you're a game designer in the industry
and have advice to share, please drop it in
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the comments below and I'll pop a heart on
the best stuff.