Arcade Berg aka. "Learning Game Design with Arcade Berg"

13Nov/092

How fast do you lose your worth?

Posted by Arcade

As in any business you gotta keep working to stay attractive in the game development industry. It doesn't matter if you did what was considered awesome graphics back in '95, if you can't work with today's tools and standards, just like you have to show your passion for what you do.

About a year ago Avalanche Studios had a massive layoff and earlier this year GRIN shut down, together resulting in hundreds of people in little Sweden to be without a job in the biz.

People get laid off and there's nothing strange with that. There are other companies out there that gladly would employ you instead as long as their budget allows it.

But here's the thing that's bothering. Not everyone looked for a new job.

If you look for a job but have the bad luck of not getting any, that's fine. But a lot of people aren't searching and I just can't wrap my head around it. Especially if you're still new to the biz like me (1.5 years of working and 3 years of game development studies). Unless you have a really good reason for not being able to relocate, that is. Or some other extremely good excuse (which people don't have).

"I'm gonna wait until the financial crisis is over."

"I don't feel like moving right now."

"I'll just wait 'till the gaming industry has stabilized."

Fuck that!

Every day people aren't trying, they lose their worth and become less attractive for companies to hire. The people that aren't looking for a new related job nor does any spare time projects or something similar, how long does it take before they're back to zero? Once again, especially newcomers.

If you're a veteran and well known amongst the companies you might be worth that break a year or two. Nobody will care or blame you for it. Go right ahead. If you're not, you'd damn better keep trying!

I guess, the "bigger" you are, the slower you lose you worth, but I'm wondering, how long does it take?

If me, a junior developer, where to just stop with all my projects and just say; "I'll get back to it later.", I wonder how long it would take before I'd be back to where I was when I'd just finished the University in the eyes of the employing companies.

My intention is not to step on any toes now, and I'm sorry if I do. But as mentioned, I just can't wrap my head around why some people aren't even trying. Didn't we all get into the industry because of our love and passion for what we do?

unemployed

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11Nov/090

Well, aren’t we touchy?

Posted by Arcade

The following is a re-post of my post from About Game Design, posted November 1st:

http://aboutgamedesign.com/2009/11/01/well-arent-we-touchy/ (11/11/09)

---------------------------------------------------

I realize there will be a ton of people disagreeing with me here, but I think people overall are way too touchy when it comes to politics, religion and violence in games.

And I don't think video game makers should have to be more careful than movie makers. If it's okay to have in a movie, it's okay to have it become gameplay.

There IS a big difference between movies and games. Movies are passive, all you do is receiving while games are active and you're performing actions within a magic circle.

However, they're both crafts and products created most often as entertainment creating fiction.

Of course, everyone has to be considerate of our cultural rules and the law, even if they differ around the world. But aside from that, I think it IS okay to have a game where you take the role of a sadist out to torture civilians. It might not be for everyone, and it shouldn't be sold to just anyone, but I don't think the developers would be doing anything wrong by creating that game.

Developers should also be able to express strong religious opinions in games, but if the game isn't of that particular culture's favorite flavor, it would never see the light of day. I'm not saying I'm a big fan of Jihad or whatever, but I wouldn't be upset if there was a game about it in the shelf of the retailer.

As I experience it, it seems movies can get away with more stuff than games. Maybe because it's been around longer or maybe because it's often executed with more skill than games.

I'm not saying I find a lot of pro-Jihad movies on the shelves here either.

Right now there are articles online about how horrible it is that you can kill civilians while trying to infiltrate a terrorist group in Modern Warfare 2. The journalist describe this act as very brutal and awful.

But tell me, why is it more brutal to kill a civilian than a soldier?

Not the mentioned scene.

Not the mentioned scene.

Anyway, there would be absolutely no problem with having that scenario in a movie. It could even be called a strong and effective scene. Why should game developers have other social responsibilities?

There's a poll on Aftonbladet.se, a large Swedish news paper where  the question is:

- Should video games be able show terrorist deeds against civilians?

66.4% out of 22557 people voted "Yes, of course". Another 12.9% said "Yes, if there's a good reason" while the rest said no.

I'm glad about 80% said Yes and I hope the attitude will spread.

I think game designers have the same social responsibilities as any other person and no stricter "rules" due to the media of gaming. And I think it's about time people loosened up!

7Nov/093

Ego Boost

Posted by Arcade

In the last few months I don't know how many discussions I've had with people feeling really nervous when they're about to go to a work interview, or just prepare for a phone interview.

This is no way restricted and limited to the game development industry, those are just the jobs people in my social network applies for.

Anyway, the night before an interview people (me included) feel really, really nervous and tries to figure out, prepare and account of every situation but in a way, it's a great night.

Because really, what you do before an interview is try and think of and remember everything good about yourself. It's a great feeling when all that circles in your mind are awesome things about yourself. You (hopefully) start to think, I'm actually good at some stuff.

It's therapy really.

Everyone should do that every now and then. Dedicate some time for just thinking about how awesome you are.

Whos awesome

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28Oct/090

Unity3D is now free!

Posted by Arcade

These are the best news ever for indies!

The really AWESOME game engine Unity3D, previously priced at (very) reasonable $200 for an Indie-licence is now FREE!

http://www.gamasutra.com/php-bin/news_index.php?story=25840 (28/10/2009)

The project I've been posting about, "Iskall" is using Unity. I've been using Unity for some of my own projects. I personally recommend it.

I really think they're right with the following statement:

For the pros, the difference between a $2000 fee and a $0 fee is almost nothing, except that individual developers can just try it out for free and fall in love with it. We think it's really exciting. The [Unite] conference is already underway, and we already had a couple hundred people do classroom sessions.

- Unity People

Now, go get it at: http://unity3d.com/ (28/10/2009)

unity3d_logo

22Oct/094

Knowingly limit the amount of consumers

Posted by Arcade

Is it allright to make a whole lot less players able to play a game if it means you can make a little bit better?

In the end, I suppose it comes down to commercial thinking where the dollar signs are what matters. But I don't want to discuss that part all too much, instead I want to focus on the developers "feelings".

For example, I have an idea for a great (of course) strategy game that would be absolutely fantastic using the Project Natal for the 360. However, it could also be adapted to be played using a "normal" controller, but it wouldn't be at the same amazing greatness level, but in return every 360 and PS3-owner could play it. The people who are getting Project Natal will probably be very limited.

Now, I don't have any way to develop games for Natal. Nor do I have a way of doing 360/PS3-games on a personal level, so it's all a hypothetical problem. But I'm not sure what I'd prefer doing.

Of course, I want to make the best games possible! But at the same time, I want as many people as possible to play them. It's like making a painting. Is there any point in doing the best painting of your entire life if nobody will ever see it?

From a selling stand point, I suppose there should go alot of research into this. Maybe more people would buy it even if it's for the Natal because:

  1. It's a better game.
  2. It doesn't have as much competition amonst the Natal games.
  3. New Natal owners will want to buy Natal games.

Either way, the bussiness side of it is boring.

I guess it differs from person to person and it would be fun to know which one people overall prefer doing. I for one, I'm not 100% sure, but I think I'd prefer making the Natal-version and actually make the better game.

What would you chose? An excellent product or an almost as great product but which is used by many more people?

A greater Natal game or a game played by the masses?

A greater Natal game or a game played by the masses?

20Oct/094

Where does the money go?

Posted by Arcade

I friend asked me a question and my brain just froze, because I have no idea what the right answer is. (That never happens to me!)

- Now what GRIN has shut down, where does GRIN's money from sold Bionic Commando, Wanted and Terminator: Salvation go?

I have no idea! Now, the foot soldiers at GRIN never got to know much about the bussiness aspects of GRIN, but I assume that GRIN got some royalties from each sold copy of their games. But now when GRIN is gone, where does that money go? I suppose that the most likely answer is that the publishers just keep it for themself.

Does anyone know how things like these work?

grin_capcom_money

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9Oct/095

How it all started for Tim Schafer

Posted by Arcade

Tim Schafer, the guy behind Grim Fandango and one of the key persons for Monkey Island. He's written a funny post about how he got into the industry 20 years ago.

I really recommend it: http://www.doublefine.com/site/comments/twenty_years_only_a_few_tears/ (8/10/2009)

What amazes me the most is that he actually got rejection mail on paper! Paper, that's high quality stuff! All we get nowadays are e-mails.

Tagged as: , 5 Comments
6Oct/092

Level Design Sketch

Posted by Arcade

Funny thing, I was just browsing through some folders on the computer and I found this picture. It's a sketch for my test to get my job at GRIN, which I wrote about here:

http://arcadeberg.com/causerie/an-actual-level-design-test/ (6/10/2009)

Anyway, thought it might be fun to see how it looked on paper before I started with the document and building process.

The "final" version on paper.

The "final" version on paper.

And sorry about the whole "not posting for a while"-thing. I needed some time to rest, but I'm back now and my next post will about how to create a lovable video game character. Seriously, how does one do it?

19Sep/097

An Actual Level Design Test

Posted by Arcade

When applying for a job in the game industry, chances are you'll have to do a work assignment before even getting an interview, for them to make sure you're The (Wo?)Man! That is, unless you're über and everyone knows who you are, in which case, you won't learn much reading this.

The thing about these work assignments are that you can never be really sure about what to expect, but there are some "unwritten rules" that you can think of to help prepare yourself. Now, these rules are just what I've managed to gather myself, so don't expect much of a basis for them:

  1. It's small enough for them to be able to review several ones, since you're not the only one applying for the job.
  2. It's small enough for you to be able to finish within a week. They can't really demand more.

And by these two rules, you can use your own references of your diciplin (artist, level designer, etc.) to make some conclusions. Like for Level Designers:

  • You will not be asked to build an entire level.
  • You will not be asked to learn a new editor and build anything.

I've personally done only two work tests for level design and they were both quite similar, becuase they both were about designing (not building) a level/area based on prerequisites from the company.

I've found it very hard to find real examples of work assignments for level design positions online. Most articles are more in the likes of "they could be like this, similar to that, imagine this" but not an actual and used test.

I will post the actual level design test I got from GRIN back in the spring of 2008. I do this with approval from GRIN GBG's Lead Designer at the time, the man who gave me the test.

And in hopes of being helpful for all aspiring level designers, I'll also post my reply to it. The result that actually got me the job.

I hope you like it.

The Test

The original (but PDFified) assignment can be downloaded here:

http://arcadeberg.com/files/grin_test/grin_level_design_assignment.pdf

If you don't feel like reading the entire thing, here's a summary:

Design a level for four player co-op FPS, each player with their own set of tools (from a list in the document) and write step-by-step instructions on how to play the level.

  • A fictional game
  • The gameplay is about solving things together with the teammates
  • Realistic setting
  • Must draw a map
  • Pretend the game is done using Half-Life 2's Source Engine

First of all, take note that even thought I'm a Swede, applying for a job in Sweden in an office with only Swedes, the test was still in English. All documentation is always done in English in the game industry. At least in Sweden.

After reading the assignment, I reached two conclusions:

  1. I decided to write a short document for the Game Design as well. I don't think anyone else that applied did that. It wasn't part of the assignment, but since I have a passion for game design, I felt I needed to clarify how I imagined this "fictional game".
  2. I was happy that we were to pretend it was for Half-Life 2 because I have experience modding for that engine. I therefore decided to actually build a playable mockup of the level as well for Half-Life 2.

I tried to keep the game design document short since it wasn't an actual part of the assignment and I didn't want the employer to get bored before even looking at my level design. It ended up as a four page document, describing the setting, playable characters, tools, enemies, actions and how I defined "realistic" in a game:

http://arcadeberg.com/files/grin_test/grin_arcade_berg_game_design_public.pdf

After I was done with the game design, I started sketching on a level design. Strangely enough, I never started over from scratch but I kept with my original idea during the whole process. I kept iterating on it, sketching varieties and whatnot.

The level was basically designed by first sketching it, then building it for Half-Life 2 and then creating the map. Building it helped me get the scale right and I could trace an overview of the actual map in Photoshop, making my map picture have a perfect scale. I reused this technique for another work assignment I've done for another company.

The actual map ended up like this:

I delivered two versions. One with notes and one without.

I delivered two versions. One with notes and one without.

I worked hard on making the map easy to read, clear and I made small icons with explanations on what they meant. Like enemies, covers, switches, etc. Afterwards I started making notes on it by writing them by hand. I chose to do them by hand because I wanted them to have a "friendly" appeal and to exaggerate the "notiness" of them. I don't regret that decision.

The playable version of the map can be found here:

http://arcadeberg.com/files/grin_test/arcade_berg_work_assignment.bsp (Playable)
http://arcadeberg.com/files/grin_test/arcade_berg_work_assignment.vmf (Work file)

I provided both the playable file and the workfile. I didn't expect them to play it or open the workfile, but it's a lot about appearance and I wanted to make it clear that I want to keep my way of working transparent to them. And of course, I was hoping for extra points for dedication.

In my Level Design Document I went through the entire map, Step-By-Step, by showing zoomed in areas of the map and describing it with text.

You can find all the images here (also shown in this post):

http://arcadeberg.com/files/grin_test/arcade_berg_map_images.zip

And the most important file of them all; the 17 pages Level Design Document here:

http://arcadeberg.com/files/grin_test/grin_arcade_berg_level_design_public.pdf

Why did I get the job?

Of course, interviews and showing who you are as a person are just as important as a work assignment, but putting that aside, let's focus on the results of my test.

An extremely important thing to know about work assignments are that your result is not simply quantifiable and it's not easy to say that one result is better than another. What it all comes down to is what the reviewer happens to like, personally. I was lucky in that way, because the lead at GRIN happened to like my way of thinking. If there had been someone else reviewing my result, I might not even have gotten an interview. Who knows?

I focused heavily on three things:

  • Height difference
  • Darkness/Gas
  • Working in pairs

For me it's a natural choice to have a lot of height differences in the level, because a flat level is among the most boring things you can do.

Since it was supposed to be four player co-op, I had to come up with an interesting way to play it. I decided on having the players split up into two pairs from time to time, instead of having them all work in one group or splitting them all up.

With the help of the tools I'd divided amongst them, I made two players being able to see in dark places and two players could survive within areas with poisonous gas.

Afterwards I had the higher areas of the level be full of the gas and the lower parts being extremely dark, thanks to this I could have the players split up, helping each other progress within their own "kind of environment".

The Lead Designer told me he  liked this approach very much at my first interview. I was very grateful, because I still think I took a chance there with such a different idea.

I think I was the one applying with most text with my 21 pages and to this day, I'm not sure this was good or bad. It was good that I managed to explain everything I guess, but I can imagine people scratching their heads before starting to read it. But really, have as much text as you feel you need. Don't try and shorten it just because you think it's too long.

Conclusion

In the end, my result landed me an interview. My interview (with only the Lead Designer) landed me another interview later on with the producer, lead level design and associate producer and finally, a month after that I got a call saying I got the job.

Success!

I hope you've found this post informative and helpful if you were curious as to how a work assignment for a level design position can be like. This is just my scenario, but still, it's a real one.

If you have any questions, don't hesitate to comment.

Thank you for reading!

All links: 17/9/2009

17Sep/090

Different kinds of portfolios

Posted by Arcade

When you're trying to get a job within the game industry, there are two things you need to do.

  1. Be able to present yourself in an attractive manner.
  2. Be ready to do a work assignment.

Today, I'll the discuss the first thing.

Presenting yourself is preferably done with a kick-ass portfolio. Depending on your profession this will manifest itself in various ways. Are you a designer, programmer, 3d artist, animator or perhaps a level designer?

Let's assume you're new and you want your very first job as a game developer, then you'll have a real hard time becoming a game designer.

It's very hard to build a portfolio on your own as a game designer. You can write as many game ideas and game design documents you want, but chances are slim that any recruiter will actually read them. The best thing you can have are actual games made and those usually require more than designers to make, right?

What are you gonna do, put a lot of .pdf's on a site? Good luck. Have fun.

Personally, I think that all the game development programmes at Universities are great for this. That's the "path" I took and it helped me greatly, as I had a couple of projects in my portfolio before my first job. Sure, none of them were a success, but it's still better than nothing.

Take note however, that my first job was not as game designer, it was as a level designer. I'll get back to that soon.

Artists can "easily" create a fat portfolio by himself, assuming he's actually good enough. Same goes for animators. Both have their pretty galleries and show reels to show off, having a very tangible way of showing their skill.

Here's an example of a show reel by an animator friend of mine, currently working at Epic Poland / People Can Fly; Markus "Metal" Hammarstedt:

http://www.Widunder.se (17/9/2009)

Demo Reel 2009 3.0 from Markus Hammarstedt on Vimeo.

Programmers are tricky, because it really depends on what kind of stuff they code. But they still often create something... Concrete. So if luck is with them, they can share their creations in one way or another. Demoing physics on YouTube or having entire applications/games on a site.

Lastly, Level Designers are kind of like artists but still... Not.

A level designer can in most cases work independently and create level after level, hosting them all on a website, take some pretty screenshots and let it speak for itself.

Here's an example of an amazing level designer I had the pleasure to work with at GRIN, who's done just that; David "CozyDave" Lundvall:

http://wizardext.se/maps.html (17/9/2009)

You can also record some videos. Like I did with my bachelor degree project DM-Theatre:

The problem is; screenshots and videos don't actually relay the actual play experience. You can't tell how fun the level is, just how pretty and a rough estimation on its flow.

If you got ze über-skills a lot of people will play your levels online and you'll build up a reputation and if you're mega lucky, the guys employing will have heard of it. But... That's not likely. And no, that sure as hell didn't happen to me.

But it's still useful to have that portfolio with levels, just to show people that you know how to handle the tools, editors and have an understanding of art in level design.

The funny thing is, I didn't have a portfolio site or any levels created available to the public when I got my job at GRIN. Oh no, what I used was luck.

In two days I'll publish my actual work test I got from GRIN and what I did to land a job as a level designer at what was at the time; one of the most awesome developers in the world.

PS. Sorry all you audio guys, producers and all other professions that I left out. Still love you!