| PREPARING FOR YOUR CAREER IN GAMES |
|||||||||
|
|||||||||
|
|
Dave Konieczny Producer/Designer, Helixe Games Current project:
College:
Gordon College, Wenham MA Did you do any
internships?
Tell us about
your first job in the industry. How did you get the job? What was it like?
What were your responsibilities? I soon learned that game testing was not for the weak of heart. Working for Papyrus I got really good at racing games. Day in and day out new builds (versions of the game) would be sent to us. It was my job to play the game over and over looking for problems with the game (bugs). If I found any problems I would add them to a database where the programmers could then fix the bug or inform me that I was in fact crazy. Those days were a lot of fun, but also extremely grueling. Game testers get very little respect (though the project's Producer took our jobs very seriously) and the work can be mind numbingly boring at times. One day I had to drive around the same oval racecourse over and over checking for collision errors with the walls. Try to imagine yourself playing the same (often broken) game for 12 hours a day, 7 days a week. It gets old really fast so you must have a total passion for games to survive. Did I mention that I didn't get paid very well? I continued to work hard at the job and became a Lead Tester on Road Rash for the PC. Of course in retrospect
the experience I received at that job was priceless. I learned all about
the basics of game development. I stayed on after hours to talk to the
producer, the artists and the programmers about their roles. I also spent
a lot of time learning about the game design process and was even given
the opportunity to create a high-level design document even though the
project was never approved (who would have thought that Papyrus wouldn't
be interested in a non-racing game). 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 5D Games I joined GameFx, a game company spin off from 3dfx Interactive. There I worked as a Producer gaining valuable management experience. I also had the fantastic opportunity to work with Steve Meretzky, one of the game industry's finest adventure game designers. After GameFx an opportunity too good to pass up came along and I co-founded another independent game studio, Hardwired Games, formed with ex-GameFx, Looking Glass and Digital Anvil employees. There I served as the Lead Designer on a sci-fi massively multiplayer game entitled Continuum. This project lasted roughly one year before our private investors decided games were not for them. Once again the company had to be shut down, but I gained more valuable experience. Now I find myself
at Helixe, THQ's internal Game Boy Advance studio. I'm currently Producer/Lead
Designer but I find myself wearing many hats. I was project lead for The
Wild Thornberrys: Chimp Chase, which recently shipped to stores. Currently
I'm working as the Lead Designer on a much larger Star Wars project and
having the time of my life. Advice What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field? If you are a programmer I highly recommend taking as many high level math courses as possible (calculus, linear algebra, etc.). Most games are written using the C++ language, but C and even assembly are still good to know. From what I've seen, most college computer science courses don't really prepare you for the kind of work you see in the game industry so I would recommend a lot of experimentation on your own time. Spend your time writing demos or simple games and expand from there. The company I'm at now hires programmers almost entirely based on their skill represented in their code samples. If you're not a programmer or an artist don't fret. You can still get involved in games. Producers are needed to manage schedules and budgets and keep the team clicking along on the same page. You can start out as a tester or an assistant producer and work your way up from there. Testing is also a great route to game design. Good sound designers and composers are also highly sought after so if you have talent in that area you are in a good position. Finally, everyone
interested in creating games should learn how to play nice with others.
Being able to work well in a group is essential. I can't stress this enough.
I've seen talented people fail in this industry because they couldn't
work well with others. Game development is a collaborative process and
strong communication skills are essential. Check your ego at the door
and strive to be a team player and you'll do well. Realize also that every
member of the team, be it a programmer, artist, producer, designer, sound
designer or tester contributes to the overall success of the project so
respect others for their own unique talents. Is there anything
you wish someone had told you before you got into the games industry?
Is there anything you would have done differently? Also, don't expect to make a million dollars and drive a Ferrari (though my co-worker does in fact drive a Ferrari). It's very difficult to make lots of money in this industry. If you are here for the payola you have been misinformed. Lots of companies are lucky to break even and earn the chance to develop a second title. Watching a great team and a promising game die a horrible death because the economic model didn't work out sucks. Believe me, I have lots of experience. If I had it to do
over again I would have spent more time early on in my career learning
more about programming and art. As a designer you have to have a good
understanding of these two components to make a good game. The more you
know about these disciplines the better off you will be. As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years? Do you have
any other advice or recommendations to share with students who are interested
in doing what you do? |
||||||||
| |