What it takes

Ive had this question a few times, as Im sure many of you have.  I'd like to share my response to someones recent question "what do I need to get into this industry?"

1. Passion

This, above and beyond every thing else, is the most important thing about trying to get into game design. You will need to be an expert in many different types of games, including board games, pen and paper games, game theory, and of course console and pc games. To develop this expertise, you will need to have passion for games and making them, not simply playing them. Its one thing to enjoy playing games as a hobby, its a whole other deal to make them every day. Passion will also get you through the really hard times early on, when you are finding it extremely hard to get a job (I sent out over 500 resumes initially and only got a few responses). It will also get you through the times when you're struggling to pay bills, game development does not have the highest of salaries out there. The students who I saw were successful all had this passion.

2. Analyze entertainment

This may be the most valuable aspect of going to a school. You will likely be exposed to other people with very similar interests, so you should leverage that to try to spend time discussing games. Why is Mario fun? What about Magic the Gathering is so successful? Why is the online version of that same game so terrible? Look at games, and systems in games, and ask yourself "why did that do it that way?". I list this as entertainment, because you shouldn't limit yourself to just games. As a designer, the broader your array of experience the better. Watch movies, read comics, go see the opera. It will all be valuable.

3. Play a sport

This may seem strange, but its been key to my success as a designer personally. Most of the things that Ive listed here will have you inside, sitting at a desk or staring at a screen. The learning there is valuable, but make sure you get outside. Too many times Ive seen peoples health suffer simply because the industry encourages them to be docile. I find the break from "games" into something similar but different to be a valuable way for me to get distance from my decisions and make better ones.

4. Make a game

I simply cannot stress this one enough. It could be first, but Ill list it last in hopes that it resonates the most. You do not have to design and make the next Half Life, or Katamari. You just need to make something simple. If you're stuck for an idea (hopefully you shouldn't be), take two games and mash them together. "This game will be Mario with Diablo style loot!". If you base a lot of it on established games, it makes some of the design and implementation easier (though recreating Marios jump is a challenge worthy of an entire game itself). School may teach you a lot of theory, but you wont be working in theory, you will be working in an editor, trying to turn ideas into gameplay. You can only learn how to do this, or improve how you do this, by making something.

If you can, do this with a friend or 2 (I would keep the group no larger than 3 people total to minimize just becoming a manager). By making a game with people, you will learn the most important part of being a game designer, which is that good game design isn't about being right, its about being the best it can be. Game design is typically more of a negotiation than it is realizing inspiration. You will learn to make concessions for art and for engineering. The best designers are those who can discover the "best" result of those limitations.

Share your game with your friends and family early to hear what they say about your work, and learn how to take criticism well. You may have a friend who is particularly harsh with his feedback, if you do, make sure to keep him nearby for repeated feedback. Don't shy away from the harsh words, try to find a way to turn that feedback into something you can take action on, and change in your game to improve it. You may decide to not implement the change, but you will have learned how to listen to someone who is being very challenging, and you will get a lot of that as a designer.

Release your game. Finish it! Theres no stronger contribution to a resume than being able to attach your game to it and let potential employers see that you are actually capable of doing the job they will be considering you for. There are no pure "idea people" in this industry, we are all makers. Prove that you can make something.

To view or add a comment, sign in

More articles by Andrew Chambers

  • Sharing a Design Exercise

    Sharing a Design Exercise

    I quite enjoy the process of design "tests" as part of the interview process. It gives me an opportunity to flex…

Insights from the community

Others also viewed

Explore topics