Ernest AdamsThe Designer's Notebook

Books

Break Into the Game Industry

Fundamentals tiny shadow

Break Into tiny shadow

The Ultimate Book for Aspiring Game Developers

Get the book. Then get the job.

Ernest Adams has been around the gaming block many times; his industry insights coupled with the developer war stories should give any aspirant that extra edge to break into the game industry.

— Jason Della Rocca, Program Director, IGDA

More Quotes

Cover Copy

Table of Contents

Sample Chapter
(1.02 MB PDF)

Complete Cover
(230K JPG)

BUY A COPY!

Years ago I thought I would try to break into the book-publishing industry by writing a little book about how to break into the game industry. Well, I've done it, but it turned out to be a not-so-little book: over 300 pages. I crammed in everything I know about getting a job making video games, plus a lot of information from other game developers as well. This is no mere "how to write a résumé" book. It tells you what to study in high school and college, what jobs are available, and how to go about getting one. It also has sections for people who don't have the opportunity to get a formal education, and information for people who want to switch from a different career.

Break Into the Game Industry gives you the details an ordinary job-hunting manual can't: how games are built and how the game industry works as a business. It's full of inside info from seasoned professionals that you would otherwise only learn on the job. Read this book and you'll walk into your first interview a much better-prepared candidate.

The appendices are full of additional information, including over 200 places to learn game development; free tools you can download to help you build a portfolio or demo; a detailed list of study topics; and numerous networking resources to help you make contacts in the industry.

A "hit you over the head" description of the game industry and its greatest secrets, littered with war stories from an industry old-timer who has seen it all.

— Graeme J. Devine, Programmer, id Software

A detailed and highly readable roadmap to careers in the game software industry... reading this book is like having a personal mentor show you the ropes.

— Dave Grundgeiger, author of Programming Visual Basic .NET

Text From the Back Cover:

Practical Advice for Landing the Job You Want!

Join the fun! Learn how to become part of the excitement and creativity of game development—one of the hottest and most profitable industries today. Author, game designer, and producer Ernest Adams takes you inside the game industry, then delivers an action plan for you to break in—even without any game industry experience.

Get great career advice and learn the different jobs that are available. Whether you're a curious gamer, a student, or a career changer seeking immediate help, this handy guide provides the information and insider advice you need to land a job in the game industry.

– Learn how a game is built and published
– Understand and acquire the skills you need to get into the industry
– Discover the inner workings of the game business
– Get your foot in the door as a game tester, or with other entry-level jobs
– Exercise your creativity as a game designer, artist, producer, or programmer
– Get the right education for the job you want
– Gain insightful advice from more than 20 industry professionals
– Includes hundreds of useful resources for job-seekers

[ Back ]

Table of Contents

1 A Brief History of Interactive Entertainment

Computer Games and Mainframes
Arcade Games and Console Games
Enter the Personal Computer
The Rebirth of Console Games
The IBM PC Arrives
The CD-ROM Changes Everything
Interactive Movies Come... and Go
3-D Graphics Hardware Reinvents Action Gaming
The Online Explosion
Wrap-up

2 A World of Games

Personal Computer Games
Home Console Games

Games in the International Market
How the Xbox Changed the Rules

Arcade Games
Online Games
Handheld Devices
Location-Based Entertainment
Gambling Equipment
Miscellaneous Games
Games Versus Multimedia
Wrap-up

3 How the Game Industry Functions

Some Fundamentals

Tracing a Game to Its Source

The Customer
The Retailer
The Distributor
Electronic Arts: A Game Industry Giant
The Publisher
The Internal/External Cycle
The Developer
Converting Games to Other Platforms

Related Businesses

Console Manufacturers
Add-on Manufacturers
Product Manufacturers

Other Distribution Channels

Online
Shareware
Rental
Bundling
Unsold Returns: A Game Industry Scam

Gamer Demographics and Markets

"Video Games Are for Kids"
"Video Games Are for Boys (and Nerdy Men)"
Casual Versus Hardcore

Game Genres

Action
Strategy and War Games
Sports Games
Vehicle Simulators
Construction and Management Simulations
Graphic Adventures
Fantasy Role-Playing Games
Online Role-Playing Games
Puzzle Games and Software Toys
Children's Games

The Game Press and Web Sites

Players Magazines and Web Sites
Industry Publications and Web Sites

Wrap-Up

4 Inside the Fun Factory

Internal or External Development?

Stage 1: The Brilliant Idea

Evolutionary or Revolutionary?
How Publishers Hear about Game Ideas
Pitching the Game

Stage 2: Pre-Production

Design Work
Technical Research and Prototyping
Project Planning
Going to Full Production
The Development Contract

Stage 3: Production

The Production Process (and Why It's Not Your Problem Yet)
Jobhunting Tip: Avoiding Incompetent Employers
Meetings, Meetings, Meetings!
Marketing Activities

Stage 4: Testing

Alpha Testing
Localization
Beta Testing
Configuration Testing
Disney's Christmas Configuration Calamity
Content Ratings
Quality Assurance
A QA Failure
Licensor and Console Manufacturer Approvals
A Sample Development Schedule

Stage 5: Manufacturing

Wrap-Up

5 Preparing to Be a Game Developer

If You're Still in Public School

Uncover Your Talents
Lay the Foundations
Dont Drop Out!

Selecting Your Higher Education

University or Trade School?
The Two-Year/Four-Year Question: A Personal View
How to Evaluate the Programs,How Do They Feel about Games?

What to Study in College

How to Use the Curriculum Framework
Color Outside the Lines!
Learn about Particular Areas
Other Useful Subjects

Postgraduate Programs

If You've Already Got a Job in Film, TV, or Other Entertainment Media

Your Head Start and Your Handicap
Learn about the Differences
Breaking in: From Television to Games
If Youre in High-Tech Hollywood

If You've Got a Job Elsewhere in High Technology

Your Head Start and Your Handicap
The Legend of Army Battlezone
Learn about the Differences
Breaking in: From Silicon Valley to Games

Other Ways to Prepare Yourself

Play the Games
Breaking in: Playing and Persistence Pay Off
Develop Your Own Games or Game Elements
Attend Industry Events
Follow the Press
Be Your Own Press
Take Part in Beta Tests
Attend Focus Groups

Wrap-Up

6 Skills and Careers in the Game Industry

Production Versus Development

Two Different Mindsets
What about Internal Development?
Internal and External Producers: Still More Confusion!
A Warning about Job Titles, Responsibilities, and Org Charts
The Two (Well, Three) Types of Career Ladders
How Do I Change from One Ladder to Another?
Project Organization

Programming

A Day in the Life of an Engine Programmer
Talents and Skills
Tools
Specializations
Inside the Job of a Port Programmer

Art and Animation

A Day in the Life of a Production Artist
Talents and Skills
Tools
Specializations

Audio and Music

A Day in the Life of an Audio Lead
Talents and Skills
Tools
Specializations

Writing

A Day in the Life of a Writer
Talents and Skills
Tools
Specializations

Game Design

Design Jobs
A Day in the Life of a Game Designer
Talents and Skills
Tools
Specializations

Producing and Project Management

Production Jobs
A Day in the Life of a Producer
Talents and Skills
Tools
Specializations

Testing and Quality Assurance

Breaking in: All Experience Is Good Experience
Talents and Skills
Tools
Specializations

Non-Development Jobs

Marketing
A Day in the Life of a Marketing Director
Public Relations

Other Entry-Level Jobs

Customer Service
Information Technology
Warranty Returns
Reception
Mailroom

Wrap-Up

7 How to Get a Job

Packaging Yourself as a Professional

Introducing Mary Margaret Walker: Recruiter Extraordinaire

Networking: It's Not What You Know...

Where to Meet Game Developers
Researching a Company
About Recruiters
How to Schmooze
Talking about Yourself
Be Real!

Your Résumé and Cover Letter

Mary Margaret's Résumé Tips
Don't Get Cute
Never Lie, but Always Spin
Job-Hunting Tip: Show Them You're Adaptable
More Suggestions about Résumé Content
Crafting the Cover Letter

Building Your Portfolio or Demo

Mary Margaret's Tips on Demos
More about Demos
What about Nudes or Erotic Material?
Job-Hunting Tip: Don't Mail in a Mountain of Stuff!

On the Hunt: Finding and Applying for Jobs

How Do You Find the Jobs?
Mailing out Your Résumé

Handling the Interview

About Phone Interviews
Mary Margaret's Interviewing Tips
Dress Properly: Neither Too Poorly nor Too Well
Who Will Interview You?
Showing Your Demo or Portfolio
What about Tests?
Job-Hunting Tip: Show Them You're a Team Player

The Compensation Package

Financial Compensation
Time-Off Benefits
Health-Related Benefits
Retirement Plans
Miscellaneous Benefits
Work Policies

Negotiation

Reasons to Accept a Lower Salary
Reasons NOT to Accept a Lower Salary
Get It in Writing

Discrimination and Workplace Issues

Women
Inside the Job: Advice for Women in the Game Industry
Minorities
Gays and Lesbians
Non-Western Game Developers

Wrap-Up

8 Legal Issues for Creative People

First, Three Disclaimers

You Can't Protect an Idea Alone

The Three Types of Intellectual Property Protection

Copyright
Trademark
Patents

Trade Secrets and Non-Disclosure Agreements

NDAs and Job Interviews

Don't Worry Too Much about Protecting Your Ideas

Understanding Your Employment Contract

It's Not about the Money
Beware: Your Inventions Are Not Your Own!
Protecting Your Existing Inventions
The California Labor Code on Inventions
The Hazards of Moonlighting
Moral Rights
Your Duty to Protect Your Company's Property
How Come You're Being Kept in the Dark?

Wrap-up

9 The Future of Game Development

Bigger Games, Bigger Teams

Bigger Teams Mean More Bureaucracy
The Rise of the Content Creators
Programmer Specialization
Subcontracted Services

Spiraling Development Costs and Consequences

Publisher Conservatism
Inbreeding
Sequels and Sequels to Sequels

New Options for New Ideas

Homebrew: Mods, Bots, and Engines
Academic Research
Video Games as an Art Form

Will there Be Another Crash? How Safe Is this Business?

A Few Final Words

Appendix A: Educational Institutions

Appendix B: IGDA Curriculum Framework

Welcome

Contact Info

Introduction

About the Framework

Overview of Core Topics

Critical Game Studies
Games and Society
Game Design
Game Programming
Visual Design
Audio Design
Interactive Storytelling
Game Production
Business of Gaming

Core Topics Breakdown

Critical Game Studies
Games and Society
Game Design
Game Programming
Visual Design
Audio Design
Interactive Storytelling
Game Production
Business of Gaming

Tying Core Topics to Career Options

Game Studies Scholar and Educator
Game Technology Educator
Game Journalist
Producer
Game Designer
Level Designer
Programmer
Game Graphics Artist
Game Audio Engineer

Thanks

Appendix C: Jobhunting Resources and Development Tools

Major Employers in the Game Industry

The IGDA Breaking In Page

Free or Inexpensive Development Tools

Programming Tools
Art Tools
Audio Tools
Office Tools

Professional Game Development Web Sites

Console Manufacturers Web Sites
Game Job Postings

Networking Resources

Gatherings
Resources for Women
Resources for Minorities
Miscellaneous Resources

Glossary of Game Industry Terms

Index

[ Back ]