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John Feil

Star Wars® Jedi
Starfighter

Star Wars® Force
Commander
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John
Feil
Level Designer, LucasArts
Entertainment
Current project:
Jedi Starfighter.
I am responsible for designing and creating missions that take place in
the game.
Academic Info
College:
University of Nevada, Reno
Degree: Bachelor of Science
Were there any particular projects or areas of study that you pursued?
Music and writing.
Did you do any
internships?
Nope.
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?
I started out as a QA tester. A former high school friend of mine was
engaged to an artist at LucasArts. He gave me the information I needed
to get my resume in, and gave me a good reference. Between that, my experience
writing and proofreading paper-and-pencil RPG material, and a good interview,
I got the job.
Being a tester was difficult. I took a 50% pay cut from what I was doing
before to take the job, but working with games is what I really wanted
to do. The hours of a tester are pretty intense, much longer than the
8-5 schedule I was used to, but the atmosphere was very fraternal, and
I made a lot of great friends there. I had done tech QA work before, so
I was prepared for the sheer "un-fun" of testing a buggy software
product over and over again.
What jobs have
you held in the games industry thus far? Briefly describe the career path
you took to get where you are today.
I started in QA, and, while I was there, managed to work into a position
where I got to write the manual for Force Commander. A level design position
opened up, and I successfully interviewed for it. Currently, I'm a level
designer, though I sometimes am called to do manual work when I'm between
projects.
Advice
What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field?
Level Design, and game design in particular, call upon a variety of disciplines
and fields of expertise. Name an area of study, and I can relate it to
an aspect of design. Writing is important, a knowledge of basic programming,
science, logic, art theory, design, music, geography, geology, philosophy,
architecture. All knowledge is relevant, because what we are doing is
building worlds.
Is there anything
you wish someone had told you before you got into the games industry?
Is there anything you would have done differently?
I'm pretty happy with the expectations and pathways that I've taken. However,
I researched the industry a ton before I got into it to be sure I could
excel at whatever tasks I was assigned.
As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years?
The game industry is in the process of fragmenting general jobs into ever
more specific ones. In the beginning, there was only a programmer. Now
there are AI, Graphics, Tool, and Interface programmers. Where there was
once an artist, there are now Texture, 3D Object, Concept, Animation and
Tech artists. My thought is that people who are experts in specific areas
will find employment a little easier than the general ones.
Do you have
any other advice or recommendations to share with students who are interested
in doing what you do?
There are a couple paths to becoming a level designer. The path I took
was "from the bottom", where I grabbed an unskilled job and
proved myself enough to get where I am. This takes a good amount of time.
Another path is to prove yourself outside the company by creating levels
using mod-making software for popular games like Quake. Using this path,
you should create several levels to demo your talent to the industry.
Another way is to graduate with a degree in architectural design and have
proven skill at using 3D modeling software. In any case, it requires a
lot of determination and focus to get where you want to go.
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