[gameprogrammer] How to get into the game business
- From: Bob Pendleton <bob@xxxxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 23 Jun 2009 12:48:15 -0500
When I teach, on this list, at parties... I get the question "how do
you get into the game business" or "Will this class get me a job in
the game business". They are pretty much the same question. The person
asking the question wants to get a job working for a game
developer/publisher and they want to know how.
The second question, always asked by students is easy to answer:
"maybe, but I hope not". One class in game programming is not
sufficient to qualify you as a general purpose game developer. The
first one has an answer that is so simple and obvious that no one ever
believes me. The answer is to write a game and sell it. It doesn't
matter how you write it, and it doesn't matter how you sell it. Once
you have done so *you* working for your self, are the president of a
game company and are working in the game business.
The game business is extremely entrepreneurial. The only people I know
who have spent 10+ years in the game business own their own
businesses. Quite often they have gone from owning their own to
working for others and back many times. Too many people seem to think
that you can go to college, go to work for _____ (fill in the blank)
and retire at age 65. That does not happen unless you own the company.
You might be able to do that by getting a degree, learning COBOL, and
going to work for AT&T maintaining their billing system, but do not
count on it even there.
What you need to do is start writing games. Start with games you can
finish in a couple of weeks or at most a month.
Where do I get that advice? From my own career and from the history of
Id. The Id folks started writing games
(http://en.wikipedia.org/wiki/Id_Software) for Softdisk. They had to
produce a game a month and ship it. In my case I started out writing
games in Basic on printing paper terminals back in the early '70s. I
spent 20 years learning discrete event simulation, graphics,
programming, and writing small games as a hobby before I got a job in
the game industry. After I got sick of that I moved off and wound up
spending 5 years doing corporate research on the games business and
game's interaction with telecom before moving on from there.
If you don't want to be writing games enough to be writing games right
now... do you really love it enough to be in the business?
If you wanted to be a kung fu master, you would practice every day of
your life. Do you expect to do less to be a game development master?
The words "Kung Fu" by the way mean something like "mastery developed
by great effort over time". And, OBTW, recent scientific studies of
the development of expertise indicates that it takes 10 years of daily
effort *daily effort* to become an expert at anything.
In brief, if you want to write games, then write games. If you want to
be in the game business, be the game business.
Am I saying do it all on your own? Of course not. When you have a
problem you can't solve look it up, read a book, take a class, ask
this list :-) But, until you start, you will not know what questions
to ask. Learning requires that you do it wrong, otherwise there is no
learning. How many times will you jam your fingers before you learn to
block a kick? Everyone who can block a kick has jammed a finger.
BTW, it really helps to give up on shame. It really helps to learn
that you do not know *the* answer, just an answer.
Bob Pendleton
--
+-----------------------------------------------------------
+ Bob Pendleton: writer and programmer
+ email: Bob@xxxxxxxxxxxxx
+ web: www.TheGrumpyProgrammer.com
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