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Chris Degnan

Terminus
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Chris
Degnan
Lead Designer, Vicarious
Visions
Current project:
Frogger: The Great Quest for Game Boy Advance. On a relatively small team
of 8 people, I function as lead designer for all aspects of the game -
core gameplay, AI/NPC interactions, levels, and story - and provide input
on art style for levels and characters.
Academic Info
College:
Rensselaer Polytechnic Institute
Degree: BS in Electronic Media Arts and Communications
Were there any particular projects or areas of study that you pursued?
3D and 2D art and animation, programming, sound editing, non-linear video
editing.
Did you do any
internships?
Yes, with Vicarious Visions the semester before I was hired.
Career Info
Tell us about
your first job in the industry. How did you get the job? What was it like?
What were your responsibilities?
Vicarious Visions was my first job in the industry. I've been here for
2 ½ years. When I started, Vicarious Visions was still a start-up
3rd party developer and I came on as a game tester on their only PC/Mac/Linux
project called Terminus. They advertised on campus and I submitted my
resume and was hired. As a game tester I had to do the grunt work involved
in play testing, bug tracking and script editing for a massive space sim/combat.
At the time the company was pretty small and I was a complete novice but
I had ambition, a fondness for video games, a tiny bit of intelligence
and an nosey/meddling nature that drove me to question why. I was lucky
to find a company with excellent business acumen and really lucky that
they responded positively to my desire to aid in the design of the games
they set me to work on.
What jobs have
you held in the games industry thus far? Briefly describe the career path
you took to get where you are today.
After starting as a game tester I transitioned to a 2D GUI artist for
a PWC racing game. Then I was offered the chance to be lead design and
project lead on a GBC title, SpongeBob Squarepants, the Legend of the
Golden Spatula. After that I was the lead designer and project lead for
Power Rangers Timeforce (GBA). Now I am on Frogger.
Advice
What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field?
What I highly recommend working on if you want to be a game designer:
- Be able to look
at games analytically. What makes a good game good and more importantly
what makes a bad game bad? What makes a player frustrated? What do players
(in general) really like? How does a game encourage you to play more?
- Develop communication
skills in as many different media as possible AND learn them well! You
must be able to take your winning ideas and sell them, pitch them, push
them onto others. Often times, the people you are dealing with aren't
on the "same page" that you are and it is crucial that you
be able to get your ideas across to them accurately.
- Understand other
point of views. Learn as much as you can about all areas of game development
- from art and programming to marketing and management. Learn the rhetoric,
jargon and the semantics that each group uses.
- Know your history
and current events. It's important for you communication skills and
your design skills to know what designs have come before you and what
others are currently working on. Chances are, whatever you are doing
someone has already tried it. How they succeeded and failed should influence
your choices.
- Basic writing and
drawing skills are essential (this really belongs under Communication
Skills but it is important enough to deserve its own number). Documentation
is a HUGE part of being a game designer. The better your writing and
drawing skills are the better you can document your designs and prototype
aspects of you design through sketched out mockups.
- Being organized
doesn't hurt either.
Is there anything
you wish someone had told you before you got into the games industry?
Is there anything you would have done differently?
If people want to be a good game designer there are a few things they
should be aware of. First is realizing that you are not making games for
yourself when you are in the games industry. You are making games for
some audience out there somewhere. The goal is to get that audience to
like your game AND buy your game. If you wanna make games YOUR way do
it on YOUR OWN TIME. Making games for an audience other than yourself
sometimes means making decisions that aren't your favorite, but that will
appeal to boys ages 8 to 13, for example. You are part of a commercial
machine geared towards making money. And if you are of the mindset where
you want a steady income for a while, find a company with a good business
plan (ie, avoid the pyramid scheme of game development, acquiring new
contracts to pay for existing ones). You are only as good as your last
game. People look at your immediate history, whether it be your reel or
a demo game or some other material. People (possible employers) like to
SEE SOMETHING, and they like even better to PLAY SOMETHING. Sketch books,
game design journals, fiction writing, flash or java games, director interactive
pieces, anything that supports the fact that you are serious about games,
and shows off your creativity is a huge plus. Oh yeah, be passionate about
games, but don't come off as psychotic! (sorry, gotta set your own definitions
on that one).
As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years?
There's the definite possibility that the industry will develop to a point
where there are the same kinds of jobs (artists, designers, and programmers)
just the areas of focus will be much more specialized and it will be harder
for someone to be an all purpose designer, you will have to have experience
as an AI designer or a 3D level designer. But the actual types of game
developers hasn't changed much since the mid eighties (when it broke out
from being a programmers only kind of pastime into a cooperative experience)
and I don't think the overall team structure of manager, designer, programmer,
and artist will ever really change.
Do you have
any other advice or recommendations to share with students who are interested
in doing what you do?
A lot of companies founded on aspirations of creating games with controversial
life altering content or artistic statements often go under (Looking Glass
Studios, makers of the revolutionary Thief 1 & 2 went out of business,
and Deus Ex was critically acclaimed but had mediocre sales, whereas Pokemon
a design devoid of much in the way of new or revolutionary had sales through
the roof). I'm not saying don't try to instill your own brand of moral
ethics or hidden messages in your games. On the contrary, I say go for
it. Just remember that if you hope to get a message across you can never
do it if no one is playing your game.
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