Showing posts with label Game Designer. Show all posts
Showing posts with label Game Designer. Show all posts

Thursday, July 9, 2015

Heidi McDonald

Name: Heidi McDonald
Twitter: @Death_Bow
Gender: Female
Nationality: USA
Birth date: 15/05/1970
Title: Game Designer
Company: Schell Games
Some games that you have worked on: 

PlayForward: Elm City Stories
Lionel Battle Train
Tunnel Tail
GumTrix
The World of Lexica



Website: www.deathbow.com

1-What did motivate you to become a game developer? 

I came to games accidentally, in an unusual way. It wasn't until I was shown that this is a viable career option that I realized I would be a good fit for it, because I've been a lifelong gamer and have always found ways to make things more fun (I toilet-trained two boys by throwing Cheerios into the potty and giving them points for how many they could hit). I love bringing joy to others, particularly my own children. It seemed like a natural progression. Communications to events to games. Pow.

2-What does inspire you creatively? 

My kids, and things that happen in daily life. I'll experience or see or hear something and think, that would make such a great game...just like as a writer, I observe things and say, that would make such a great character or a great story. Inspiration is everywhere, you just have to be observant. Next time something makes you laugh or feel good, think about specifically why, and how you can bring that with you into your game.

3-If you had unlimited resources to make any game you wanted, what kind of game would that be? 

I'd make that game George Lucas was talking about in 2013 when he said "“The big game of the next five years will be a game where you empathize very strongly with the characters and it’s aimed at women and girls. They like empathetic games. That will be a huge hit and as a result that will be the ‘Titanic’ of the game industry, where suddenly you’ve done an actual love story or something and everybody will be like ‘where did that come from?’ Because you’ve got actual relationships instead of shooting people.” 

THAT GAME. I want to make that game.

4-What was the biggest challenge of your career? In which game? How did you overcome it? 

The biggest challenge has been having to go from knowing no tech, to learning Unity3d, Twine, scripting, some code. That is not my strength at all, but it's not enough anymore to "just be a writer" because the bar is steadily going up in terms of how technical one has to be in order to get hired. In my case, I just bit the bullet and started getting my hands dirty. You have to break things a lot in order to learn how they work. The key is persistence.

5-What do you usually do for raising the possibility of success in your projects? 

Good communication: asking a ton of questions to make sure you understand what's required, and everyone is on the same page. Playtesting: making sure you expose your work to many people and opinions before it goes into the world. Teamwork: finding out ways to work with people even when you don't like them, personally...everyone has strengths and things you can learn from, even if what you learn from them is "here is the kind of person I prefer to not ever be."

6-What is the most helpful piece of constructive criticism you ever received? 

Stop fearing the technology. If you put forth the effort to learn new things, you'll find respect and support from people who are glad to see you do it.

7-What are the advantages/downsides to working in games?

Advantages: Getting to have nerf gun fights and have blue hair. Having your kids think you're a rock star. Downsides: If you are someone other than a straight white male in your 20s, you will experience difficulty in this industry, both getting hired and after you're in. It's getting easier, slowly, but this industry does have a problem with ageism, sexism, homophobia etc. and you need to be prepared to face that with persistence and grace. Only you can decide whether there's a point when it's not worth it anymore.

8-What is your best advice to a beginning game developer?

What are you willing to give up to be in games? Think very hard about that. Because this is a brutal, unstable industry. You may find yourself fired tons of times for reasons that weren't your fault, moving a lot, working 14-hour days for days at a time. If you're okay with that, then go forward, but watch your money, and have a savings account in case the unexpected happens. That, and be nice to everyone, and help anyone you can. You have no idea when getting your next job may come down to who you know and who you've done favors for. 

9-Which skills are the most important for a game developer in your field/position?

Communicating effectively is #1, whether that's describing something an artist has to draw, or explaining to a programmer how a feature should work, or tutorializing the game for players, or bringing across story and dialog. Listening effectively is also incredibly important.

10-If I want to become a great dev in your field, what games should I play, what books should I read, and whose work should I follow?

I'm a writer/designer, so: read Jesse Schell's The Art of Game Design. The Narrative Design Toolbox by Heussner, Lemay, Hepler and Finley, Evan Skolnicks' book, Lee Sheldon's book. Play anything BioWare makes, Telltale's games, and indies such as Gone Home and To The Moon. 

11-What changes do you want to see in the game industry?

I want more than lipservice to diversity, both in the developer ranks and in game portrayals. I want VR to stop making me throw up. I want YouTubers to elevate their content, making actual analyses and intelligent commentaries about games that make people want to participate and investigate, not just spectate. 

I want gamer trolls to be held accountable for their behavior, by game and social media companies, and where appropriate, law enforcement. Games are for everyone, and we need to create respectful places where everyone is welcome. 

Bonus: Tell us a funny story from your adventures in game development.

I was on a three hour client conference call about what we should call breasts. "Breasts" was too clinical a word, and not something that would typically be said by young teenagers. Other words on the table were felt to be too disrespectful or too sexualized. So, we have a game about HIV prevention and sexuality that has no mention of breasts in it, because we couldn't agree on what they should be called.

Nicklas Nygren

Name: Nicklas Nygren
Twitter: @Nifflas
Gender: Male
Nationality: Swedish
Birth date: 06/01/1983
Title: Game Designer
Company: Nifflas' Games
Some games that you have worked on:

Affordable Space Adventures
NightSky
Knytt



1-What did motivate you to become a game developer?

I've had a strong need to create things all my life. Building Lego thingies, drawing, writing short stories, making music, programming. I started to make games as a hobby because it allowed me to combine so things I like to create into a single product, and because games don't necessarily require a big team or a budget. In time it became my full time job, even though it wasn't part of my initial plan. I'm actually not 100% sure I'll keep making games forever, maybe I'll make music albums, maybe art installations? All I know is that I'll create stuff.

2-What does inspire you creatively?

It's hard to answer, because it can be anything there is. Any kind of change usually leads to new inspiration, so I always try to learn new things, seek out new adventures and meet new people.

3-If you had unlimited resources to make any game you wanted, what kind of game would that be?

I don't know. Before I started to make games, I would ask questions like that much more, but now I find myself subconsciously constraining my ideas to whatever I think can be accomplished one day. It's also hard to say if unlimited resources would even be of much help, as I don't want to work in big teams. Maybe I'd just spend the resources on more Affordable Space Adventures-sized (which was varying between 4-10 people over 2 years) projects.

4-What was the biggest challenge of your career? In which game? How did you overcome it?

My biggest challenge was to realize how to create my first game. It took me years before I realized I had to create something small, rather than some huge RPG or something, which is a mistake I share with a lot of my indie developer friends. I wish someone had told me earlier to keep things smaller, but I don't think I'd have listened to that advice back then.

5-What do you usually do for raising the possibility of success in your projects?

To me, game development is a bit like rolling a massive boulder around. As long as it has momentum, it's not too hard to keep it rolling. So, when I'm really into a project, I do a lot of work when I'm inspired, and when I'm not I work a little less but make sure to keep the momentum going. Misdirected inspirations and ideas can be dangerous, as losing myself in them can break the focus on my current project. Game development is my passion, but it's also my job, so I can't expect it to be fun all the time. Though inspiration comes and goes, I need discipline all the time.

6-What is the most helpful piece of constructive criticism you ever received?

I can't pinpoint a single piece of criticism. It's always during playtesting I learn the most important stuff. What players like/don't like, or what they get/don't get. Many things I've realized from watching people play has stayed with me with every project since (such as the rule that whatever I create is probably a lot harder than I think). Maybe the most constructive criticism aren't necessarily the things I'm explicitly told.

7-What are the advantages/downsides to working in games?

Game development is super challenging and fun, and I've got to know so many other cool people who make games. However, without a really big commercial hit, there isn't tons of money in it. Given the amount of time I put into it, it doesn't pay nearly as much as just a regular salary on a regular job. Not that I mind, I get to do something I love.

8-What is your best advice to a beginning game developer?

If you're a programmer, pick up a platform like Unity. Otherwise, start with something easy like Game Maker. Watch some online tutorials. Create a small game, the most simple you can possibly imagine. Spend one week on it the most, maybe even two, but not more. Then make another, then another. Show your creations to friends, watch them play. Post the games online. Also, and there are schools that teach you how to make games. A similar advice goes here: make sure you go to a school that makes you frequently create small things.

9-Which skills are the most important for a game developer in your field/position?

I consider my own most important skill that I'm a jack of all trades. Though I always get people to help me with lots of stuff, it's great to rarely get completely stuck due to something being completely out of my skill area. It's also a good skill as a game designer in a team, as it allows me to understand what everybody else is doing and speak their "language".

10-If I want to become a great dev in your field, what games should I play, what books should I read, and whose work should I follow?

The game that taught me the most was Ico, for its minimalism and focus on atmosphere. Journey gave me a whole new perspective on how to do online play (though I haven't actually made any game with online play). It also taught me that glitches can be insanely fun to explore. Proteus is a great example of how just a simple thing like a single-color frog that consists of a few pixels that plays a note when it jumps can be the most amazing thing ever. The game is full of wonders like that.

11-What changes do you want to see in the game industry?

I'd like to see more diversity among developers and players (gender/sexuality/culture), and that more games are made with this in mind. It's changing for the better, but it's happening too slowly, and it breaks my heart to see so many people oppose this change and think of it as a threat, instead of celebrating it.

Sunday, May 3, 2015

Adriaan de Jongh

Name: Adriaan de Jongh
Twitter: @AdriaandeJongh
Gender: Male
Nationality: Netherlands
Birth date: 06/11/1990
Title: Game Designer
Company: Indie
Some games that you have worked on: 

Fingle
Bounden
Friendstrap


1-What did motivate you to become a game developer? 

Games did. I loved playing games when I was young, and a friend of mine told me about people studying Game Design & Development at the Utrecht School of the Arts in the Netherlands. When I heard about that, I casually decided that I wanted to make games. Well, here I am, 11 years later :)

2-What does inspire you creatively? 

Play and playfulness and interactions in real life. I'm especially inspired by the works of Bernie DeKoven - you should look him up and read his books. Also read the New Games book, and its sequel More New Games.

3-If you had unlimited resources to make any game you wanted, what kind of game would that be? 

I honestly wouldn't make any different game that I am working on right now! Games that explore social interactions between me and my friends. Games that deepen the bond between me and my friends. Most of my friends are non-gamers, so that drives me away from the usual themes in games.

4-What was the biggest challenge of your career? In which game? How did you overcome it? 

Bounden was extremely challenging to make. I was the project's leading visionaire as game designer, producer for 11 people, business guy to travel around the world talking to Apple and Google, part-time marketing, and part-time developer. I overcame it by working 16 hours a day! It was a huge adrenaline rush all the way through. It was super tough, and at the same time the most energetic thing I've done in my life - mainly because the Dutch National Ballet is a hugely inspiring group of people and working together with them blew my mind every single time of working with the choreographer.

5-What do you usually do for raising the possibility of success in your projects? 

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6-What is the most helpful piece of constructive criticism you ever received? 

"Why?" How often do we have people around us that ask this simple question, over and over again? How thoroughly did you think things through? Maybe there ARE alternatives! Maybe you do NOT know everything! 

7-What are the advantages/downsides to working in games?

Making games can be as fun as playing them, and being able to do that every day is a blessing. But being sustainable making games is very hard, especially being by yourself.

8-What is your best advice to a beginning game developer?

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9-Which skills are the most important for a game developer in your field/position?

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10-If I want to become a great dev in your field, what games should I play, what books should I read, and whose work should I follow?

- Subscribe to KillScreen's Playlist and buy and play all the games on there.
- Read philosophy, not game design.
- Play all sorts of games, but also be critical and talk about them with people around you.
- But most of all, and this teaches you more than any of the above: make your own games / stories / experiences, playtest them, and see how they work.

11-What changes do you want to see in the game industry?

More playfulness.

Bonus: Tell us a funny story from your adventures in game development.

The craziest story that our games brought me was a story about Fingle. My lawyer calles his new born child the "Fingle baby", because Fingle had a larger effect for him and his wife than only causing their hands to rub each other ;) ;) ;)