Games Game January 2010
Each month, industry veteran Tom Sloper provides career guidance to game biz wannabes, newbies, and junior professionals with the goal of helping them break into the industry, and stay in. Submit a question to Tom for developer-oriented advice in this column (IGDA members only).

Switching Careers (January 2010)Hi Tom, Thanks for your advice Tom.
Hi Dev, The industry does have a need for technical artists or art techs. To explain the previous sentence, the former is primarily an artist who's also technical, while the latter is primarily an engineer who also has artistic talent. Because 3D is so integral to many games today, it's essential to have someone on staff who can speak the language of both art and software. In effect, this isn't so much a question of division of labor as it is a matter of a separate and important specialization. As for your education, then, it makes sense to take not only animation but also math and programming courses. Take any and all courses that you think would be useful, and that you want to take. Don't worry about what's "expected" of you. Use your own discretion. Your programming background is a good start. You might be able to learn all this stuff on your own without going for a new degree, but I think there's a tremendous amount of value in formal education. It forces you to learn useful things that you wouldn't have pursued otherwise. Which leads us to the question of an advanced degree. While it's not necessary or required to have a Masters, it's certainly not overkill. In fact, I'd highly recommend it. In my opinion, it gives you an edge over others without that degree. I don't mean that it helps during the interview or the job application. I mean that it helps you with your growth and performance in the career. And as for your final question, the UI and the controls are designed by a game designer. Specialization can only go just so far; if someone does nothing but UI and controls, then that's a person who's going to have nothing to do for long stretches of time. When the game team includes multiple designers, they'll probably put their heads together to determine the best controls scheme. And certainly the art director will be involved in discussions of how the UI should look and be laid out on the display.
|
Please note that there is no guarantee that Tom will be able to respond to all the questions he receives. It is up to his discretion which questions he uses for this column. For further advice and resources, check out the IGDA's discussion forums, the Breaking In web site and the Students & Newbies Outreach section.
Tom's Bio
Tom Sloper's game biz career began over twenty years ago at Western Technologies, where he designed LCD games and the Vectrex games "Spike" and "Bedlam". There followed stints at Sega Enterprises, Rudell Design, Atari Corporation, and Activision. In 12 years at Activision, Tom produced 36 unique game titles (plus innumerable ports and localizations), designed four games, and won five awards. Tom worked for several months in Activision's Japan operation, in Tokyo. He is perhaps best known for designing, managing and producing Activision's "Shanghai" line. He is currently consulting, writing, speaking, teaching, and developing original games. Find out more at Sloperama.
© 2010 Tom Sloper. All rights reserved.
