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How to Become a Game Designer

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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,
  • 14:51 - 14:52
    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.
Title:
How to Become a Game Designer
Description:

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Video Language:
English
Duration:
15:08

English subtitles

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