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Patricia A. Pizer

Asheron's Call
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Patricia
A. Pizer
Designer at Large
Current project:
The sequel to
Asheron's Call. As Lead designer, I designed game systems and content,
hired & managed a team of designers, interfaced with the Art &
Programming Leads to coordinate efforts. I worked with the Producer on
scheduling, worked with our publisher, tried to make sure everyone was
getting work done & having fun. As Creative Director, I was responsible
for holding the vision of what the game would be and ensuring that all
groups working on the project were aware and on board with that vision.
Academic Info
College:
Macalester College, St. Paul, MN/Emerson College
Degree: B.A. in English and Philosophy/M.A. in Public Relations
and Advertising
Were there any particular projects or areas of study that you pursued?
Writing, Communication
Did you do any
internships?
Public Relations for a local hospital.
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?
My first job was as a Quality Assurance Software Engineer (tester) for
Infocom. I'd played all their games and was a huge fan. They were based
near where I was living after graduate school and I met someone from the
staff. We hit it off and he called me when they had an opening for a tester.
It was like a dream come true. I'd test games in production, record bugs,
make design suggestions, create "online" hints, customer support,
write user manuals. Come to think of it, I did A LOT.
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 testing at Infocom, I took a detour as a systems designer for customer
support software. At Boffo Games, I was the first and then Manager of
QA. Over time, I became more involved in design and made significant contributions
to The Space Bar in writing, design and programming. From Boffo, I worked
as a designer for CogniToy, makers of MindRover. From there, I went on
to GameFX (a studio of THQ) to create their QA department and then to
become a Designer/Producer. When GameFX was effectively shut down, I moved
on to Turbine Games where I was the Lead Designer and then Creative Director
for the sequel to Asheron's Call. Currently, I'm acting as a consultant
on massively-multiplayer online games.
Advice
What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field?
To be a good designer, a little bit of everything. First, play games -
LOTS of games. Written and oral communication skills are essential. Play
games. Deconstruct games; figure out what it is that you like and don't
like. Play more games. Examine game systems. Read about game designs.
Read post-mortems of games. Some computer science is helpful. Did I mention
playing games?
Is there anything
you wish someone had told you before you got into the games industry?
Is there anything you would have done differently?
How much work it can be. How unstable companies can be. How often I'd
be at the office at 2 a.m. How much I'd love it. In retrospect, I would
have searched more for a games job when Infocom shut down; I would have
been able to move on from QA to Design earlier.
As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years?
As an MMO specialist, content designers will be desperately needed. Also
with an eye toward MMOs, people who really understand game systems and
can create solid gameplay that integrates rich social experience. For
my AC2 team, I hired an architect, an anthropologist, and a filmmaker,
among others. The interdisciplinary nature of MMO design opens the field
for different types of specialization. In the same vein, network people
will be in high demand.
Do you have
any other advice or recommendations to share with students who are interested
in doing what you do?
Get to know people in the industry; it's the easiest way to get in. Be
active in the game development community by attending things like IGDA
chapter meetings. Design games for fun. Think of ways to improve existing
games. Read Game
Developer Magazine and Gamasutra.
Oh, and play games!
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