TwinkieGorilla
does a good job.
- Joined
- Oct 19, 2007
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Eric Fenstermaker
One of the best writers for FO:NV, if not the best, imo.
Eric Fenstermaker
Depends. Many studios these days do appreciate the role and talent of a game designer who actually knows game design as a discipline, which is still rare and unfortunately can be hard for someone to prove without past experience. You can just straight up get a job as a designer at a studio, especially a large one (i.e. one of the billion Ubisoft factories out there), without much if any direct experience at all. This is because their teams are so huge that typically efficiency goes out the window and a designer really does not have to have too much technical knowledge in such an environment.Hm, so I have a question. How does one get a job as a designer? I always assumed that one started as a programmer, or maybe art, and then was promoted to design. Or is there a pathway to design from starting in as management?
There was also another project with very complex puzzles done through GUI, I think it was by the guy who made the XML guide for beginners.
Eric Fenstermaker
One of the best writers for FO:NV, if not the best, imo.
Anthony Davis, were there any features that never made it into the game from which, you believe, the game would have benefitted? Also, were you involved in development of SoZ expansion ?
Tony Evans created the initial designs on the Party Conversation System and the Party Creation System. I reviewed the designs and made recommendations that would allow them to be created within the time we had and within the existing code base. Those were my favorite things I created for NWN2, and in the case of the Party Conversation System, my favorite thing ever. More party based games should use it.
This thread
How about a story with one of Obsidian's unsung heroes? Someone who's name doesn't get thrown around very often but deserves more recognition?
Hmmm, so many to choose from...
Dan Rubalcaba
Dan Spitzley
Rich Taylor
Tony Evans
Justin Cherry
The tools guys: Javier and Dave
I guess it depends, most programmers are unsung. Some designers are unsung. Some artists are also unsung, though many artists are known within their local art community they participate in.
I got some ideas about the next big post.
Dude, I sung.
I sung and I got my heart broken when he got laid off.
Needles to say, Justin Cherry story request.
There was also another project with very complex puzzles done through GUI, I think it was by the guy who made the XML guide for beginners.
guess you mean lance botelle and his gui based puzzles for althea.
@anthony: do you know why obsidian released expotron (plugin for 3dsmax to export animations through the granny pipeline) and later deleted every single trace of it? were there any legal issues with rad game tools? also why did obsidian use granny besides knowing that it will damage the mod community? is it really that time- and cost-saving?
Depends. Many studios these days do appreciate the role and talent of a game designer who actually knows game design as a discipline, which is still rare and unfortunately can be hard for someone to prove without past experience. You can just straight up get a job as a designer at a studio, especially a large one (i.e. one of the billion Ubisoft factories out there), without much if any direct experience at all. This is because their teams are so huge that typically efficiency goes out the window and a designer really does not have to have too much technical knowledge in such an environment.Hm, so I have a question. How does one get a job as a designer? I always assumed that one started as a programmer, or maybe art, and then was promoted to design. Or is there a pathway to design from starting in as management?
At other studios you can't really become a designer unless you have practical experience doing design for another company in the past, or unless you work your way up the ladder doing other jobs. This is actually a good thing because it makes sure you have practical experience and are familiar with the workplace, with workflow and process, and hopefully understand the demands a designer has in the real world instead of "okay here's a great idea, I'll collect six figures while you guys actually make it" that a lot of hopefuls kind of think (not at all maliciously).
If one accepts that a game designer is not just an "idea guy" but a person dedicated to critical thinking and problem-solving, engineering gameplay that is fun and addictive, as well as how to present those gameplay concepts with appropriate and marketable themes, artwork, and so on, then the skill ceiling actually raises quite a bit. Perhaps what is even most important is recognizing the distinction between making a game that is enjoyable for a given demographic, vs. what is enjoyable for you - a designer should revel in any design project, whether it's a strategy game, turn-based game, shooter, platformer, simulation, or virtual pet, and aimed at any audience. In otherwords, that designer has to appreciate and be able to perform good design regardless of context, and must be passionate for the discipline itself, not just the cool games he/she has floating in his/her head.
In practice there are more game designers who have the practical, not necessarily the theoretical understanding of good design. Both components are important, and in my opinion if you are the kind of person who loves the idea of "this cutscene would be so awesome" but whose eyes glaze over when you start talking about the intricacies of mechanics, systems, UI, QA, playtesting, bug-fixing, and so on, then you probably aren't cut out to be a game designer.
Which is funny because many studios advertise specifically for game designers. I assume at certain studios that prioritize various aspects of gameplay over others (or adapt to meet the needs of a given project), they will make smaller distinctions here and there, but it's very rare I see a "systems designer" advertisement anywhere. Maybe that's because they expect them to be able to do all of that, but then the actual job descriptions also tend to be kind of vague in those same cases.Game Designer by itself is a very vague term in my opinion and I usually shy away from it when talking "shop talk". Lumped in with Game Designers are usually Writers, System Designers, Level Designers, Character Designers, etc... It's not specific enough.
How do you draw the distinction here between Game Designer(TM) and junior designer? What is the difference? I kind of take from the way you're wording it that a game designer in this is sort of the mastermind and responsible for a significant portion of project direction and creative oversight, but then isn't that role also often delegated to project leads, producers, directors, management, etc.?That aside, Game Designers require MANY talents and skills to be successful, ie. more than a junior designer. These talents and skills that are hard to come by, they are also challenging to master, and until you master them you will be both unsung and not paid much simply because there are a million other people just like you trying to prove they can do it.
But all that content was terribly boring...?Jeff Husges, a TRUE unsung hero, was simply a content machine. He implemented many of the areas in the game, including the boss fights.
Which is funny because many studios advertise specifically for game designers. I assume at certain studios that prioritize various aspects of gameplay over others (or adapt to meet the needs of a given project), they will make smaller distinctions here and there, but it's very rare I see a "systems designer" advertisement anywhere. Maybe that's because they expect them to be able to do all of that, but then the actual job descriptions also tend to be kind of vague in those same cases.Game Designer by itself is a very vague term in my opinion and I usually shy away from it when talking "shop talk". Lumped in with Game Designers are usually Writers, System Designers, Level Designers, Character Designers, etc... It's not specific enough.
How do you draw the distinction here between Game Designer(TM) and junior designer? What is the difference? I kind of take from the way you're wording it that a game designer in this is sort of the mastermind and responsible for a significant portion of project direction and creative oversight, but then isn't that role also often delegated to project leads, producers, directors, management, etc.?That aside, Game Designers require MANY talents and skills to be successful, ie. more than a junior designer. These talents and skills that are hard to come by, they are also challenging to master, and until you master them you will be both unsung and not paid much simply because there are a million other people just like you trying to prove they can do it.
(full disclosure: my knowledge is NOT first-hand, as I am not and never have been employed as a game designer, however I do try to involve myself with the development community, I do my own hobbyist/amateur game design in the form of modding, as well as games "journalism" and other writing on the subject of game design; though strictly speaking I do work in the games industry)
What can you tell us about Ziets? I know he reads this thread :D
What's your situation at the moment, Anthony? Working for the family business still, or in-between jobs? Something else?
And as a follow-up to those two questions, I present to you a Hypothetical:
George Ziets goes indie... with Double Bear's Mitsodas and Vaul Dwellers multiple personas, for a cool spinoff thingy based on P:E (generously granted by Obsidian now when it's their world). Their pitch is "like a MotB for P:E, with new innovative systems for storytelling". They throw in a Avellone-written character as a stretch-goal for that guaranteed crowdfunding success. Also, RPG Codex collects at least $5k for the cause, so you have to put some shitty statue in the game or something.
They approach you. Interested?
But all that content was terribly boring...?Jeff Husges, a TRUE unsung hero, was simply a content machine. He implemented many of the areas in the game, including the boss fights.
Where in the Interplay/Black isle games i never felt that way, they were coherent.