advice to someone wanting to enter the games
industry
(paraphrased from a talk i gave at the university of
colorado, usa, in april 1997. it's just my opinion.)
- you will live or die in the games industry on the
business side of things, not the
technology
- for every hour you spend thinking about
technology or game design, spend an hour thinking
about how you can get paid for
it
- ideas are not scarce. talented teams are scarcer.
signed deals with publishers are
the most scarce.
- become very competent in c++.
become competent in at least 3 other languages.
understand more than 1 operating system.
- you are most valuable if you can
design and/or produce and/or direct
- for an example of what can be done on the pc by
folks who don't know what the limits
are, view lots of demos. a great gateway to demos
is Hornet's web site. its title is "PC Demos
Explained". you can download many of the
classics from there: unreal or second reality by
future crew, crystal dreams by triton, paper by
statix (psychic link), 303 by statix (psychic
link), daydream, rox, claudia by deathstar,
machines of madness. make it a habit to view the
top 3 place-getters in the major demo
competitions each year. eg. Assembly, The
Gathering, The Party.
- most of the time, your profit is
made when you sign the development contract, not
when you finish the game
- for a retail product, whatever you sell
in the first 3 months will be half your total
sales for the life of the product
- the fundamentals of computer
science apply - correctness, abstraction, data
hiding, modularisation, maintainability,
understandability
- correctness is important first.
speed is important last. if you have a correct,
slow program, it is straightforward to make it a
correct, fast program. if you have a buggy, fast
program, it is very painful and expensive to turn
it into a correct, fast program. love thy
profiler. do not guess where the time is going.
i'm wrong half the time, which is the same as a
coin toss.
- in the past you could build a game by yourself.
now, to compete, you need a team.
working and communicating in a team environment
is crucial.
- game-building will never become like movie-making
but it's going in that direction.
- read every article in
rec.games.programmer and comp.graphics.algorithms
for a year. repeat.
- no one can predict the future. come to your own opinion
on what's fun.
- get in the habit of building and breaking a
couple of prototypes for every
new project you take on.
- on the roads, keep right. (on australian
roads, keep left)
- the demand for an unknown game is precisely zero.
get known.
- player-connection technologies like the internet
create opportunities for
completely new types of games.
- understanding how you program for networks
is important. understanding how you synchronise a
game across many linked computers is important.
- voice and video interplayer communication
are crucial technologies for multiplayer games.
understand them. read comp.compression and
comp.speech
- example of development deal: you
buy a game at the mall for $50. the store owner
bought it from a publisher for $30. it cost the
publisher $5 to press a cd, print a manual, put
it in a box, and staff the technical support
lines. the net sales for the publisher is
(30-5=25). the developer (that would be you) gets
10% of 25 = $2.50. the developer may or may not
have got $500,000 to develop the game. the $2.50
royalty per unit may or may not be applied to the
$500,000 before you get any more money. if it is,
you need to sell 500,000/2.5 = 200,000 units
before you see any more money.
"developer" here = team of 5-10 people.
- a game which sells 100,000 units on the pc is
very, very respectable. a game which sells
500,000 units on the pc is a mega-hit.
double or triple these numbers for console games.
- the audience for games is
expanding but the technical level of the audience
is decreasing. console games hardly ever crash.
why? discuss.
- if you want to make a favourable impression
when you're going for a job at a game company,
build a demo of a game first and be prepared to
talk about it and its source code. it absolutely
doesn't matter what sort of game it is.
- put your mind to solving many
sorts of technical problems, game ones or not.
- you can make money via shareware but be prepared
for the long haul, like years.
- one way to break in to the
business is to get a game broker to publish your
game like epic or apogee.
- if you read one book on building software, read
"Writing Solid Code"
by Steve Maguire, published by Microsoft
Press.
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