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Careers in the game (and simulation) industry Dr. Lewis Pulsipher Teachgamedesign.blogspot.co m Pulsiphergames.com pulsiphergamedesign.blogsp ot.com Copyright.

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Presentation on theme: "Careers in the game (and simulation) industry Dr. Lewis Pulsipher Teachgamedesign.blogspot.co m Pulsiphergames.com pulsiphergamedesign.blogsp ot.com Copyright."— Presentation transcript:

1 Careers in the game (and simulation) industry Dr. Lewis Pulsipher Teachgamedesign.blogspot.co m Pulsiphergames.com pulsiphergamedesign.blogsp ot.com Copyright 2009 Lewis Pulsipher

2  Questions:  Age  Play games how many hours a day?  Ever make a game?  Think making video games is easy?  What do you want to do?  Think all you need is a great idea?

3 September 11, 2015 Who am I?  Designed my own games from a very young age  Began playing commercial wargames in early ‘60s  Early video game experience: Atari 2600, DOS  Designer of six commercially-published board wargames (most recently, foreign language editions of Britannia, Nov ‘08)  Worked in computer support (programming, chief of PC/network support) at Womack medical center 9+ years  First to teach game design in North Carolina as far as I know (Fall ’04)  Presently writing book(s) about how to design games, and how to teach people to design games  Monthly contributor to Gamasutra/GameCareerGuide (and “expert blogger” there)  Teaching is my profession, game design my avocation  Games good to me (met wife thanks to D&D!)  Pulsipher.net  http://pulsiphergamedesign.blogspot.com/  http://teachgamedesign.blogspot.com

4 Some of my games

5 September 11, 2015 Note about the slides  Slides are provided primarily for those who want detailed notes later, not as an accompaniment to the talk  Consequently, they are “rather wordy”  Available at http://pulsipher.net/teaching1.htm http://pulsipher.net/teaching1.htm  Or just go to pulsipher.net (not.com) and look for teaching material

6 My Objectives  Is this a good career?  What career specializations are there? –Three main ones—programmer, artist, game designer  How do you get there? –Teach yourself or go to school

7 A career?  Video games make more $$$ than movies  Simulations industry is growing rapidly  The majority of Americans play video games  (The tabletop game industry is going great guns as well.)  Can be lots of fun at times

8 BUT:  Subject to instability in employment  Work long hours  No, you won’t be a “rock star”  People often leave games for other work (such as simulations)

9 Careers—dose of reality  Game creators don’t play games much at work!  Making games is work—though many will tell you it’s very stimulating work  “Passion” and love of games is expected, it’s not nearly enough to get you a job  You must have skills that the studio needs!  You have to prepare yourself to compete with tens of thousands of wannabes!  And you won’t get rich

10 September 11, 2015 Careers--artists  Most numerous—artists –2D concept artists –2D storyboard artists –Environment artists (2D and 3D) –3D modeling of characters Two to eight weeks for one main character! –(Examples of 3D from 3ds Max)

11 Careers-programmers  Programmers second most numerous kind of employee  20 years ago programmers also did most of the art and design—not any more  Requires use of logic, methodical analysis, patience, problem-solving  Paid much more than artists and designers

12 Careers--designers  Some level designers may be hired directly out of school  Game designers are usually experienced game creation employees before they get a designer job  Ideas are worth “nothing,” it’s the execution that counts  Video games tend to be “designed by committee”

13 Other categories  Producers—ultimately in charge of making the game  Sound persons  Composers  Accountants, marketers, business managers, IT guys, etc.

14 How do I get there?  You have to prepare yourself to be valuable to the studio  For every job open there are dozens of people wanting it  Wanting a job badly won’t get you one  Passion won’t get you a job  No one is going to “give” you a job— you have to earn it

15 Things you should want for yourself, for the good of your long-term future  Prepare yourself so that you can obtain non- game-industry jobs as well  If you’re going to a college or university—a good idea in most cases--get a real degree –Specialized game schools are not only expensive, they are accredited only as trade schools, not colleges—not a real degree

16 Three things the video game industry wants from “new blood”  Ability to work in teams  Ability to think critically (“critical thinking”)  Understanding of the pipeline process

17 Three things every employer wants from you  Good written communication skills  Good oral communication skills  Ability to work in a team (yes, that again)

18 Teach Yourself?  The “School of Hard Knocks” can work, but takes a lot of self-direction –It’s how I learned  You don’t have to have a degree to get a job in our industries. This is different from most, these days

19 Or go to school—”local” schools teaching game creation  FTCC has an Associates degree in “Simulation and Game Development” –This is where I teach, primarily the game design related classes –“College Connections” classes open to high schoolers (juniors and seniors)  NC State has a concentration in games in both their Fine Arts and Programming/ “Computer Science” departments (Bachelor’s degree). Nothing for designers

20 Why a community college?  It won’t cost an arm and a leg, you won’t be deep in debt when done  You can continue at a four-year school if you wish  Small classes (nothing with a hundred or even 50 students)  Many cc instructors talk with students, not at them, and are concerned for their success

21 There is no “easy button” If you want something, you have to work for it. If you want an easy job, keep looking, and good luck. If it was easy, they wouldn’t pay you diddly squat (flipping burgers is easy, and pay is minimal).

22 Questions? Comments?

23 END  Show space invaders  “naked” game (DK)  Prototypes?


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