I found this old email correspondence from 2003 between myself and a THQ producer. At the time I had just finished college and returned to THQ for a QA job because it was easy $$$ at the time. That motivated feeling of wanting to get a job as a game designer is something I will never forget. It’s just funny how things have worked out so far when you look back on emails like this. I followed most of the producer’s advice except check out level editors and read game design books. Once I got hired at the developer Heavy Iron, I just put my head down and busted my butt.
The question is: Is this particular advice still valid in 2011?
My initial email to the THQ producer.
Note: I’ve X’ed out real names to protect the innocent.
Date: Wed, 15 Oct 2003 00:52:29 EDT
Hi XXXXXX!
I'm good, thanks for asking. How is everything with you?
Well, I finished college in june. Not sure what I'm going to do with
Political Science degree. Anyways, I've been back here at THQ...in QA. I
didn't want to come back, but I'm just doing this for now. While I was up
here, I got sent off site to Heavy Iron; I was there for about 2 months and
just got back recently. While I was there, I started to see the direction I
want to go in in the video game industry: game design. I recently
interviewed with Heavy Iron for an entry-level designer. Not sure if I'll
get hired because my technical background (experience with 3D game editors,
basic scripting, etc) isn't all that great. To make a long story short, I
might be able to get in as a Test/Lead at Heavy Iron, then learn the tools
and put in the extra work to move up to designer. Sorry to bore you with
all of this. But it seems it's very difficult now to make the transition
from QA to PD here at THQ. My goal and focus is to use my experience to get
into either PD publisher or PD developer. I'm just really motivated to
learn another aspect of the industry and see how far I can take it.
Any advice would be appreciated,
Thanks, XXXXXX
--Jason
The Producer’s reply below:
| Date: |
10/14/2003 10:50:09 PM Pacific Standard Time |
If you really want to be a designer, then you should not get a job at a publisher. Publishers are much more business-oriented. They run models. They make forecasts. They are the ones with the money, which is nice, but they are not the epicenters of creativity. There are exceptions to this, but I would say that as a designer, you will be much happier if you are working at a developer.
Heavy Iron is in a nice position because they have the financial stability of a publisher, but they are still a developer. Plus, you have a good connection at Heavy Iron, because they know you, and they might overlook the fact that you aren’t 100% up to speed on their tools.
If they take you on as a test lead, and if you accept, you should make it clear to them that you want to move up. If you can get some idea from them on how long you have to be a lead for that to happen, that would be nice, but be sure to do it in an enthusiastic, I-just-love-this-company kind of way.
And then, once you are in, work your ass off and make yourself indispensable to people like XXXXX, or whoever is designing there. Pretty soon, they’ll see that they need you, and they’ll promote you. They should, at any rate.
Just in case they don’t, you should look around for work at other developers in the LA area. There are tons of them. Go to these sites and look for jobs:
gamasutra.com
gamejobs.com
dice.com
gamerecruiter.com
Marymargaret.com
Jobsmack.com
Jobsmart.com
Interact.com
hotjobs.com
monster.com
The other bits of advice I have for you is that you should be fooling around with any level editors that you can get your paws on. Games like Quake, where you can build your own levels… Do it, if you are not already doing it. Also, look online for other tools that you can learn on your own. That way, you’ll have something intelligent to say when you interview at another developer.
Go to Amazon.com, and look up books on game design. They may have something that interests you. The Richard Rouse book looks interesting.
Also, start analyzing games and actually give yourself a homework assignment. How would you design level X differently? Where would you put the bad guys, the power ups, the respawn points, etc. Study some bad games, and really figure out how to make them better. Don’t just do this in your head, write it down and think about it seriously. It’s easy to say something sucks, it’s harder to say why, and really hard to actually fix it. This is also good prep for interviewing, because it’s often a question that they ask.
My understanding of the situation at THQ is that they are not going to consider promoting from within QA to PD. You guys are pretty much screwed, I’m sorry to say.
Once you find out about if HI will offer you the job or not, you should alert your pals in the business that you are looking for design work. With the THQ layoffs, there are lots of people at lots of companies. XXXXX is at Activision. XXXXX is at Warner Brothers. XXXXX is at Disney. XXXXX, XXXXX and XXXXX are at Take-Two. The layoffs really sucked, but they did sort of “pollenate” the business with people who know you, and who can help you.
So, contact them! And contact any developers you know, even if they are out of town, because they might hear of some design job locally. It’s a small business. You have to network, baby. ;o)
Congratulations, by the way, on graduating! You must be really happy! That is very cool.
Now, go get a job! ;o)
–XXXXXX