How did you become a designer? Can you tell us about the career path you took?
Chris Avellone: At age 9, I was playing an exciting game of
boomerang baseball (catch-return-catch) with one of the kids in the
neighborhood when he told me about some bizarre game of pretend with
rules, called D&D. This was shortly followed by seeing another
friend playing Bard's Tale 2 on his Commodore 64, which solved the
problem of wanting to play D&D without having anyone to play with.
So I designed dungeon after dungeon [and] sent a lot of crappy
submissions to
Dragon magazine,
Palladium, and
GURPSthat were sent back with dismissive form letters. Eventually, I wore
down the patience of some Hero Games guys and wrote some pen-and-paper
Champions supplements for them. The pay was pretty lousy (when it
happened at all) and didn't do much for a feeling of security in the
grand scheme of things, so I asked the editors if they heard of any
"real" jobs in gaming, to let me know.
One of the editors was in touch with Mark O'Green, who was head of
Interplay's Dragonplay division, so I went out to interview with him.
Mark asked me some hard questions (the answers for which ended up
becoming the basis for Torment), but in the end, he figured I was worth
a junior designer salary. So I took the job at Interplay and drove
cross-country to begin my computer game designer career at Interplay
Productions. From there, I worked on most of the Black Isle titles
until leaving to help form Obsidian Entertainment.
So the short of it was, I was doing freelance game design for a
while, did some pen-and-paper supplements, then used that to get a job
in computer game design. It wasn't a bad way to go, but it's not the
easiest.
Cliff Bleszinski: No one just falls into the position. You claw,
kick and scream and push your way into it. Most designers start off as
programmers or artists. They understand gameplay systems; they live and
breathe games. From my perspective, I was making my own games,
programming them, doing all the artwork, the production, level design,
and everything because I didn't have anybody else to do it for me. That
background helped give me the perspective it takes to pull a product
together and have a creative vision for it. Being a designer is about
having a creative vision and adhering to it.
Ken Levine: I had always been a gamer. But I became a game
designer pretty much by accident. I started my career as a
screenwriter, rewriting a really terrible script for Paramount when I
was just out of college. That career didn't last very long... If you
want to get a good idea of how the industry works, observe Jeremy
Piven's agent character on
Entourage. It makes the games industry look like a church picnic.
I bummed around during most of my 20s doing a wide range of things. I
was a computer consultant, a graphic designer, a magazine writer, a
playwright. You name it. And then I got hit by the "I'm almost 30!"
panic and decided I needed to figure out what I wanted to do when I
grew up.
I noticed an ad for game designers in an issue of
Next Genmagazine at Looking Glass, the company that had made two of my favorite
games of all time: Ultima Underworld and System Shock. I answered the
ad, and around a week or two later, got invited to fly up to Boston to
interview. I got hired around a week later. My guess is they were
unduly impressed by my brief flirtation with Hollywood, as this was
back in '95, during the whole Hollywood/video game/full-motion-video
fiasco.
Akira Yamaoka: I joined this industry as a sound designer.
Before video games, I worked on other sound-/music-related projects. I
thought that working as an employee for a corporation would be good
experience, because even if you were to work as an independent sound
designer, your clients would be corporations. So that's why I joined
Konami. Now that I have gained experience, it may be time for me to
move on. :-)
A lot of people think
they want to be game designers but don't have much of an idea about
what the work entails. What exactly does a game designer do? Tell us
about the job, both in a general sense and on a day-to-day level.
Avellone: The duties of a designer vary from project to project
and from game genre to genre. I can tell you what Obsidian designers do
on a day-to-day basis, but even that varies depending on the month and
milestone. Keep in mind there are a lot of different types of designers
(systems, level builders, technical designers, writers, area designers,
lead designers, etc.).
As designers on Neverwinter Nights 2, the job is to take the chunks
given out by the lead designer (Ferret Baudoin) and flesh them out.
This generally involves doing a lot of area overview work, drawing maps
on paper or in Photoshop, writing all the dialogues and quests, making
creature lists for the areas, placing objects and critters, building
levels in the editor, and proofreading/play-testing each other's work.
You also do a lot of jumping up and down on implemented designs to see
what breaks. If you've ever done a NWN module of your own, then you'll
understand what we do on a day-to-day basis firsthand.
As lead designer on Star Wars Knights of the Old Republic II: The Sith
Lords, I was responsible for keeping the vision for the game, the game
mechanics and the "fun" of the game [and] the overall story (and any
specific elements about the game designed to propel the overall story,
such as companions, key locations, etc.), and then breaking down the
remaining elements into digestible chunks for the other designers--in
terms of area briefs and area overviews ("this planet is X, the
following things need to happen on it, etc., etc.")--breaking up the
mechanics and play-balancing ("I need you to oversee the feat and class
advancement systems, as long as they accomplish the following goals,"
etc.), and then managing all the parts so programmers, artists, and the
producer are getting everything they need to keep moving.
As chief creative officer, I do all the design tasks assigned for NWN2
(see below), plus oversee all the design at Obsidian, provide feedback
on documentation, help out with vision docs and product pitches, talk
with publishers, and try to make sure the design team is well-fed and
their litter box is changed.
There's a lot more than that, but all of it stems from the points above.
Bleszinski: Here in 2005, as the industry
grows, we can't just think of our games as games. We have to think of
them as, the term being lobbied around is, "transmedia franchises." You
can't just think "how are we going to make the best video game
possible?" You have to think, "how is this going to appeal to a large,
mass market audience? How are we going to turn this into a phenomenon?"
Halo is a phenomenon. Grand Theft Auto is a phenomenon.
On a day to day basis, it's a combination of writing, playing,
and working with the talent you have available. You're trying to come
up with a general idea of what a game system is going to be. You're
creating game systems that interact in an interesting manner but you're
also creating a universe. So it's technical as well as creative. "Who's
this dude? This is the flamethrower guy, and he smokes a lot." Or,
"this is the bioweapons guy, and he has cancer and that's his shtick."
So you take your angles and you figure out how they can create a
compelling universe. How are these gameplay systems going to interact?
Is the chemical guy going to be able to shoot out something that the
flamethrower guy can leverage? Is that going to get hooks in people's
brains? It's not enough to create cool characters or systems. It's
about seeing how it all merges in the end.
You're constantly under pressure to deliver something that's
not only compelling, but also relevant, something that matches gamers'
expectations on what they think a game should be about. You also have
to be aware of the competition. I know designers that don't play other
people's games or pay attention to the gaming press or even real world
news and what's hip and cool in pop culture. But it's part of your job
as a game designer to stay up-to-date on all those things. You can't
just lock yourself in a room and create some random thing. You have to
be big picture.
Levine: Game designers have a weird job. At root, it is their
responsibility to ensure that a game is fun to play. The problem with
being a game designer is "fun" is an extremely relative term. I
remember playing Midnight Club 2 recently on the Xbox and thinking, "I
could never design this game in a million years." I have no idea what
makes sports games fun. But for some reason, I have some insight into
what makes strategy games, shooters, and RPGs fun...probably because
they're the kind of games I enjoy playing.
The challenge for a designer is that until very late in the development
process, you can never be positive you're on the right track. And
sometimes you never know. For instance, I'm the last person in the
world who could tell you if System Shock 2 was scary. When you design a
game, you know what's around every corner, which completely
disqualifies you from judging a critical component of any game design:
defying the player's expectations.
Yamaoka: There are a lot of professions in game designing, like
planning, character design, background design, programming, etc. And
each field has its unique requirements. To be generic, a game designer
has to think of how to "entertain." Utilizing the hardware, a game
designer has to create a way of entertaining the fans, and also keep
his/her style unique from other competitors every day. You have to
think about entertainment, using your imagination every moment in the
vast world of video game contents.
"I was
making my own games, programming them, doing all the artwork, the
production, level design, and everything because I didn't have anybody
else to do it for me."
-- Cliff Bleszinski
"Game
designers have a weird job. At root, it is their responsibility to
ensure that a game is fun to play. The problem with being a game
designer is "fun" is an extremely relative term."
-- Ken Levine