Apr 052013
 
inside Capcom studio office

Inside Capcom studio office during production of RE6

That’s the latest sentiment from many professionals in the game industry. The conversation was sparked by John W. Ratcliff, Nvidia’s Senior Software Engineer, in his article “So your teenager tells you they want to ‘make video games for a living’..“. His argument is a strong one,  just because you like video games doesn’t mean you can make them. The game industry is a highly competitive one with companies like Activision and Ubisoft going out of their way to hire the best. Managers from game companies actually meet with the teachers and monitor students who do really well. Those are the people they want.

id Software's artists

id Software’s artists circa 2010

While there are many jobs in the game industry, only 2 of them have any  demand and pay well: Artist and Software Engineer. Both of these jobs require skill and talent. Skill is often something that can be learned and developed, this is true, but talent on the other hand is a bit more innate. For an artist, talent is the ability to illustrate extremely well without any training. These are people who are driven by details and composition. Talent for a programmer is a natural aptitude for mathematics and problem solving. These are the people you paid to do your math homework in high school. While general programming doesn’t require you to be a math whiz, general programming also doesn’t pay as well as a Software Engineer. John Carmack, creator of the Quake Engine, even responded to this argument, agreeing for the most part, but adding that just because someone is not great at math doesn’t mean they can’t be a great programmer. Carmack explained that someone who deeply learns the tools and becomes an expert can also be an extremely valuable asset to a team. Ratcliff responded to this in a second post emphasizing his focus on the title  Software Engineer; explaining that a Software Engineer is a problem solver. These are people who have a deep grasp of math and can figure out what parts of a program are not working correctly and then how to fix them. Geometry and algebra are heavily used in game programming, especially in the graphics field.

Shigeru Miyamoto during Super Mario Bros 3

Shigeru Miyamoto during Super Mario Bros 3

In my own experience, many people who don’t have these talents often describe themselves as “idea people”. These are the people who want to be the next Shigeru Miyamoto or Cliff Bleszinski. But let’s consider 2 things: Shigeru Miyamoto has a degree in industrial art (way before graphics programming was explored properly) and had worked as an artist at Nintendo for a while before he was given the task of designing a game. Cliff Bleszinski, at 17 years old, had already started his own company and created a game before Epic hired him. Long story short, the game industry needs talent, skill and drive. While degrees are not certainly not ignored, more important than a degree is the display of your talent in completed works. But don’t expect to be hired into the top of the food chain from day one. You need to earn stripes in the video game industry, just like any industry. The role of game designer tends to be a senior position, which means there simply aren’t many openings for that job.

inside Valve studio office

Spacious Valve office

The ratio of designers to programmers and artists tends to be 1 to 10 or greater. That basically means you have a better chance of landing an art or programming job when beginning a career in game design. We looked at the staff of a couple games to give you some numbers to consider. Street Fighter 4, which was developed by Capcom and Dimps, had a staff of about 200 people. For the game portion of that staff 15 were programmers and 66 were artists ranging from animators to modelers; only 7 were designers of some sort (battle designer, director, etc). This doesn’t even include the art staff for the CG intro to SF4, which had another 30 or so artists involved. Quake III, developed by id Software, then an indie game company with about 50 employees had 5 programmers, 8 artists and 5 designers (3 of which were for levels/maps). One of the programmers was John Carmack, which is worth at least 3 programmers. As you can see, there are way more jobs in programming and art. The few jobs in the design/directorial position tend to be given to people with a lot of experience under their belt.

Ratcliff also mentions the troubles of working in the game industry…

“This is a much more serious question than you might think. If you like to see your wife and children, then the game industry might not be for you. If you like to go home in the evenings and have weekends, then the game industry might not be for you. If you would like a job where you do not, on a daily basis, live in fear of having your project canceled or being laid off, then the game industry may not be fore you. If you don’t want to work at a company that is driven by often insane and irrational schedules with completely unrealistic expectations about what can be done in a given period of time, then the game industry might not be for you.”

inside EA studio office

inside EA studio office

He also explains that game design schools that do have programming and art courses tend to be too focused on just games. Being a good software engineer means a very broad and skilled ability for programming. Same with art. He emphasizes going to well known schools with experienced teachers like Savannah College of Art and Design for art and M.I.T., Stanford, and the University of Illinois for programming. He stresses that degrees from schools like those also open up your hiring options to other companies like Google, Microsoft, Apple, Boeing, General Dynamics, and Lockheed.

So, if you want to make video games for a big company, you need to be good. Really good. You need strong abilities in programming or art. Making and publishing your own really good games is a great way to show off your skills. Having interviewed many game developers, one thing they all agree on is the importance of your portfolio. On the other hand, the indie games scene has also proven the opportunity for amature, DIY style game design. It also reaffirms the importance of talent and drive.

Are you a budding game designer? Are you going to school for a game related skill? Sound off below.

Sources: So your teenager tells you they want to ‘make video games’ for a living… / Some clarifications on my previous post about young people trying to ‘get into’ the game industry.. / MobyGames / MobyGames

Apr 032013
 

Doom 4 development rebooted Rage 2 cancelled Id Software Mismanaged

According to a report today Id Software, the studio that brought us Wolfenstein 3D, Doom & Quake, is apparently in turmoil. Between fired employees and rebooted development, there’s quite a bit of shake up. Sources which would rather remain anonymous and therefor unverified, explain that ZeniMax, the company that owns Bethesda and Id Software, has met with the Dallas, TX based developer many times over the years to follow up on the progress of Doom 4. Apparently, in a few of these meetings, ZeniMax expressed it’s interest in the IP explaining that it could be as successul as Skyrim. Consequently, the development of the FPS Doom 4 was rebooted in 2011, around the time that Id Software shipped Rage. Sources explain that management was “blind to the happenings of Doom, and the black hole of mediocrity“. At that point, Id reorganized it’s teams and gave a refreshed focus on Doom 4, encouraging ideas and collaboration in the company. Even company co-founder, president, and resident genius John Carmack got involved expressing ”Doom means two things: demons and shotguns.”

There was also a second camp in Id Software, the Rage team and they were planning out Rage 2. Months later, after another review from ZeniMax, things changed again. Rage 2 was cancelled with Rage DLC downsized; Id Software needed to focus on Doom 4. In a lot ways, Id Software existed because of Doom 4. The Doom and Rage team were now one, although unwillingly. The tech also got rebooted for Doom 4 which brought in some new issues for the team to tackle as the title became focused for next gen consoles like the PS4. During all of these happenings, many talented employees were either fired or quit, causing morale to go even lower. According to sources, Doom 4′s never been close to finished, with at most a dozen levels.

ZeniMax & Bethesda know that Doom 4 could mean a lot of money; for that reason id Software is still working on it. Rumors went around that ZeniMax gave id an ultimatum: Finish Doom 4 or the company will be disolved becoming an internal engine development office for Bethesda. This would have them focus on the Id Tech 5 engine, which is currently being used to develop a few games over at Bethesda. While this is purely rumor, it could be the fate of Id Software if they aren’t able to figure out Doom 4. With that said, I am personally a big fan of Id Software and was pleasantly surprised with the gameplay and open world nature of Rage; especially considering it came from the people that made Doom. I have faith in them. In shotguns and demons I trust. 

Id Software on Twitter

This article is based on details from Kotaku. Most of the details are unconfirmed from anonymous sources, so take it with a grain of salt. 

Feb 282013
 

Quakecon 2013 c

id Software’s yearly event has finally been announced. Quakecon is one of the world’s largest LAN parties often called the “woodstock of gaming.” Fan’s of id Software and Bethesda are the focus here, although there are all types of games being played in the BYOC room. That’s Bring Your Own Computer. Besides that, id Software usually shows off something new and juicy for fans including panels with industry giants including Valve and more. Last year’s was great, showing off the Oculus Rift, where we were on the scene and got to try it out (amazing by the way). John Carmack gave an almost 3 hour keynote, and he, along with Palmer Lucky and Michael Abrash, discussed virtual reality. This year, there is a possibility we may finally see some Doom 4 footage. Here’s hoping for Quakecon: Doomcon Edition.

Quakecon Official Site

Nov 122012
 

Id Software fans have always enjoyed a thorough modding community. The Doom & Quake series both have thousands of fan made mods and maps available online. Heck, fans even hacked Wolfenstein 3D and changed some of the sprites. So what about Rage? Rage was supposed to launch with mod tools, which would include a level editor and more of whats needed to let fans make their own content. It was delayed various times without reason.

Finally, in a frustrated response to a fan, John Carmack, Id Software’s resident mad scientist,  replies via tweet “BFG work pushed the Rage tools, but Real Soon Now. I hope. Sigh. I think we have made poor decisions on this all year.

John Carmack is big on taking responsibility for Id Software’s shortcomings lately, which to be honest, are quite minor as a whole. If you look back at Rage, despite the rocky PC release, they released patches and got the game working fine. Not to mention, the game was amazing and fun. The big question gamers ask is, does anyone really care about a Rage level editor now? The answer is yes, one look through the Bethesda forums and NeoGaf forums show many fans are still hoping for these tools. They want to harness the power of the IDTech 5 engine. Lets also not forget that Doom and Quake, both games over 10 years old still have mods coming out frequently from fans. Let’s hope we see something soon.

Source