If you could work for any Game company, which would it be and what would you do?

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Arkhangelsk

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Mar 1, 2009
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I'd be manager for Naughty Dog and unite it with Insomniac. Then I'd create Jak vs. Ratchet, and start making genius games. Also, give myself a PS3 for working so hard.
 

SoranMBane

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May 24, 2009
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A writer, concept artist, or creative director at Nintendo, so I could maybe make them come out with a NEW FRANCHISE for once. Either that, or a job at Behemoth or Valve, working the same sorts of jobs. The lowly role of playtester at Valve would also be acceptable.
 

Ophiuchus

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Mar 31, 2008
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I'd love to work for Harmonix, so much that I don't actually care what job it was. I'm not qualified for anything relating to the actual programming and design, but I'm sure I could deal with QA, a desk job or just fetching coffee and picking up their dry-cleaning.
 

Slycne

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Feb 19, 2006
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smilely47 said:
Slycne said:
smilely47 said:
Blizzard as a GM.
GMing is actually pretty easy to get into, but it's also not nearly as glamorous as people think it is. Sure there are a few rewarding moments, but for the most part all you deal with is people's complaints.
Yeah I guess.
It can still be a nice entry point to more interesting positions though, it all depends on the company.
 

Nutcase

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Trivun said:
Nutcase said:
I still fail to see what purpose above-highschool math serves in level design. Could you perhaps explain it to me?
Actually, the course I'm doing teaches a hell of a lot about use of computers for Maths, and also Level Design requires knowledge of graphic design in order to create textures, models and sprites and so on for use in the actual design. For that you at least need to know something about both Geometry and Linear Algebra, which means matrices, which are both used extensively in graphic design and thus Level Design.
*sigh*
In any decently sized company, those skillsets and tasks are divided between at least four specialists of their own fields.
Likewise I don't see much use for advanced math for testing, toolchain development, localization, PR/marketing, art direction, concept art, texture art, 3D modeling, most sound work, motion capture, voice acting, just to name a few parts of the industry regarding which I think you are mistaken.
OK then, but 3D modelling as I just mentioned does use Maths, in particular the use of matrices:

http://www.davidson.edu/math/chartier/Starwars/default.html

This is link is to an example specifically for film, but the same ideas are also applied to graphic design and 3D modelling within game development, which is linked to Level Design.
You might as well say a game designer needs to have a thorough grounding in physics since computers run on electricity. The vast majority of 3D artists and level designers wouldn't know a Jacobian from a Hessian even if the two came up to shake hands and introduce themselves in plain English. And they do not need to! That is the programmers' job. The mere thought of a situation where the art department is wading into math en masse is patently absurd.

I have been face to face with the lead level designer of one major title (four platforms, millions of sales, several Game of the Year awards). What related formal schooling did this guy have? If I recall correctly, two years of studies out of a six-year architecture degree, and then he had dropped out.
Anyway, the gaming industry is also crying out for Mathematicians, that's what I was told when I started my degree, so I also have good footing too to get into the industry anyway with a Maths degree.
Is this info from people *in* a studio, or from a reliable trade publication? And what specific roles are those mathematicians being hired into?
I wasn't told which areas Mathematicians are being hired into at present, though I was informed that most areas of development that deal with computers (so obviously not things like voice acting or marketing or so on) do need mathematicians. And this came straight from the horse's mouth. Representatives from Rockstar Leeds were at the university in the first few weeks as part of a Careers Fair run by the student union and Careers centre. They were the people from whom I got this information.
FYI: when they say they want more mathematicians, it's a virtual certainty that the positions are programming positions.

I wouldn't expect much credible info from an average trade show representative, unless you learn they are in a functional role at the studio. But the time of those people is valuable, so the ones getting sent to careers fairs would generally be PR people, resident coffee brewers, etc.
 

Trivun

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Dec 13, 2008
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Nutcase said:
Trivun said:
Nutcase said:
I still fail to see what purpose above-highschool math serves in level design. Could you perhaps explain it to me?
Actually, the course I'm doing teaches a hell of a lot about use of computers for Maths, and also Level Design requires knowledge of graphic design in order to create textures, models and sprites and so on for use in the actual design. For that you at least need to know something about both Geometry and Linear Algebra, which means matrices, which are both used extensively in graphic design and thus Level Design.
*sigh*
In any decently sized company, those skillsets and tasks are divided between at least four specialists of their own fields.
Likewise I don't see much use for advanced math for testing, toolchain development, localization, PR/marketing, art direction, concept art, texture art, 3D modeling, most sound work, motion capture, voice acting, just to name a few parts of the industry regarding which I think you are mistaken.
OK then, but 3D modelling as I just mentioned does use Maths, in particular the use of matrices:

http://www.davidson.edu/math/chartier/Starwars/default.html

This is link is to an example specifically for film, but the same ideas are also applied to graphic design and 3D modelling within game development, which is linked to Level Design.
You might as well say a game designer needs to have a thorough grounding in physics since computers run on electricity. The vast majority of 3D artists and level designers wouldn't know a Jacobian from a Hessian even if the two came up to shake hands and introduce themselves in plain English. And they do not need to! That is the programmers' job. The mere thought of a situation where the art department is wading into math en masse is patently absurd.

I have been face to face with the lead level designer of one major title (four platforms, millions of sales, several Game of the Year awards). What related formal schooling did this guy have? If I recall correctly, two years of studies out of a six-year architecture degree, and then he had dropped out.
Anyway, the gaming industry is also crying out for Mathematicians, that's what I was told when I started my degree, so I also have good footing too to get into the industry anyway with a Maths degree.
Is this info from people *in* a studio, or from a reliable trade publication? And what specific roles are those mathematicians being hired into?
I wasn't told which areas Mathematicians are being hired into at present, though I was informed that most areas of development that deal with computers (so obviously not things like voice acting or marketing or so on) do need mathematicians. And this came straight from the horse's mouth. Representatives from Rockstar Leeds were at the university in the first few weeks as part of a Careers Fair run by the student union and Careers centre. They were the people from whom I got this information.
FYI: when they say they want more mathematicians, it's a virtual certainty that the positions are programming positions.

I wouldn't expect much credible info from an average trade show representative, unless you learn they are in a functional role at the studio. But the time of those people is valuable, so the ones getting sent to careers fairs would generally be PR people, resident coffee brewers, etc.
OK, fine, I'll admit you make some very good points. However, a good portfolio is worth just as much as the right degree, and that is definitely straight from the horse's mouth. I intend to go into games design whatever the case and with an extensive portfolio including examples of level design and my own games, I'll have just as good a chance of being a level designer as if I did an Art or Architecture degree. It's as simple as that, because I'll have proven myself with the portfolio. Look at Peter Molyneux - he had absolutely no degree, he just had his qualifications from school, yet he's now the founder of Lionhead Studios and was also co-founder of Bullfrog. Half the major designers in the industry, and programmers, didn't have degrees, but worked their way up with their portfolios, I mean, take a look at half the indie developers who've ended up landing great jobs because of their own individual work. Portal was based on a mod by a bunch of, admittedly Games Design, students, and they all have jobs now in Valve. As far as I'm aware, the guys over at Cipher Prime don't even have degrees yet they're now in talks with Microsoft for their game Auditorium to be released on XBL Arcade.
 

Torque669

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SmilingKitsune said:
I'd love to work for Lionhead, Bethesda
softworks or Valve, as a writer and designer.
These are the ones I would most like to work for. But Id also work for Codemasters and Crytek UK as they were once called Free Radical. Makers off Timesplitters and therefore Gods among mortals.
 

Nutcase

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Trivun said:
However, a good portfolio is worth just as much as the right degree, and that is definitely straight from the horse's mouth.
A great portfolio is worth considerably more than any degree, as it's direct proof that you can do the job.
Paradoxically, you are not very likely to have a great portfolio before you have a job developing games.
I intend to go into games design whatever the case and with an extensive portfolio including examples of level design and my own games, I'll have just as good a chance of being a level designer as if I did an Art or Architecture degree.
No. If two guys show up asking for work, and they seem roughly equal otherwise but one has a degree in a virtually unrelated subject while the other has a degree in a closely related subject, what do you think will happen?

I'm not saying the difference is huge, but there is a difference. If you claim otherwise, you are effectively saying e.g. architects spend their considerable length of study just twiddling their thumbs, not mastering use of space and proportions, not learning the effects a specific kind of space has on people, not learning how space and light interact, not learning teamwork, not learning to sketch and present their ideas clearly, et cetera.
It's as simple as that, because I'll have proven myself with the portfolio. Look at Peter Molyneux - he had absolutely no degree, he just had his qualifications from school, yet he's now the founder of Lionhead Studios and was also co-founder of Bullfrog. Half the major designers in the industry, and programmers, didn't have degrees, but worked their way up with their portfolios, I mean, take a look at half the indie developers who've ended up landing great jobs because of their own individual work. Portal was based on a mod by a bunch of, admittedly Games Design, students, and they all have jobs now in Valve. As far as I'm aware, the guys over at Cipher Prime don't even have degrees yet they're now in talks with Microsoft for their game Auditorium to be released on XBL Arcade.
You can get hired with no formal study, sure. I have a friend who didn't enter higher education and who is lead developer for a shipped current gen console title. But using the old-timers as an example does not fly. The industry is much, much more mature now, and with that comes specialization.

All I'm asking is, since you have a good idea in which direction you want to go, if you are going to study at all, then why don't you study something relevant like art/design/architecture? Those specialized game design programs might be good, too. Or, you could forgo formal studies, try to get your foot in the door in a lower level job (QA/testing, designing cellphone games, ...), and work on your portfolio while in the industry. I guarantee it's easier than working on your portfolio while doing something unrelated.