Tuesday, June 12, 2007

Defining Roles.

So today I talk about Roles. Many people approach me and ask me about their portfolio, how to break into the industry, where should they concentrate their skills, what do studios look for, and so on. The largest common denominator in all of this is role. It actually kind of depends on a couple of things. Primarily experience is a good role defining factor.

Now you can't easily just say, "well I have good ideas and I can use Photoshop and Maya. So I am going to be a game designer." It's not quite that simple although if it were, game's would not be to the caliber they are today, nor would they look and feel half as good as they do now when you ply what could be your favorite title. "Well that's a pretty bold statement Bruno." you might say. And you're quite right. It is. I'm not trying to toot my own horn or stick "The Game Designer" up on a pedestal but they do play a major role in what makes or breaks a game just that, a AAA Title.

I recently did a presentation on a topic about Design and what it is, sponsored by Level Up Society in Calgary. My presentation primarily spoke about some of the different requirements and tasks needed to take on the role of a "designer." I must say that in all my years in the industry the design role is one of the most difficult, confusing, challenging, crazy, fun, and exciting jobs that I have ever had the pleasure of tasking. Not only is it quite the experience but you are given the chance to barf out so much of what fills your head its not even funny! Truth be told barfing is never been on my list of comical events. Aside from that, the role of design is very difficult to define.

Why? Because in our industry how can you put a cap on creativity long enough to achieve productivity and turn thought into a tangible. Well I could sit here all day and tell you how designing a game requires these skills, good communication, skill refinement, outlandish ideas like the Alien Jelly Bean Jumper Possie, and some how aliens and jelly beans associates well together, how to accurately ensure continuity in a project between the art, gameplay features, and technical features, and so on until I am blue in the face and still we would not be hitting the mark. In fact we would be so way off base that it would be a ridiculous notion to continue this route after many books have already published, methodologies created tested and implemented, and many designers including myself have and continue to prove said theories. In fact it's so blatantly obvious that our clouded brainstorming activity throws dirt in our eyes and tells us to walk the razor wire strung above a pit of snakes naked with a searing red hot iron poking us in the ass the whole way through.

Our job as a game designer is just that. To put a cap on creativity long enough to achieve productivity and turn thought into a tangible. You have the skills right? If you need to advance them you can figure out how to do that right? Now go and define your role.

No comments: