Up Course Introduction Course Project Info. Syllabus Your Current Grade Extra Credit Ideas 1: Hist. of Games 1 2: Hist of Games 2 3: Defining Games 4: Design; Reviews 5: Project Sequence 6: Who Does What 1 7: Who Does What 2 8: Birth of a Notion 9: Pre-planning Docs 10: Marketing; Analog 11: Presentations

Survey of the Game Industry

Unit 3: Who Makes Games and How

Week 6: Why Make Games?; Think First, Then Do; the Project Sequence; Who Does What in the Game Industry, Part 1

Homework: Week 6. This link takes you to the homework assignment due at the beginning of the next class session.

About This Week's Lesson:

The lectures this week focus on why you're even bothering to explore a career making games and the right attitude you'll need to survive the bad days. You'll learn a few basic game developer interview questions (and some good answers) and explore the noble reasons for making games (to use when you're confronted with angry anti-gamers).

The fundamental principle of Think First, Then Do is brought to life as the underlying principle of game pre-production. Later, the Game Project Development Cycle (using the "waterfall methodology") of how a game is conceived and dies (hopefully of old age) is shown in all its wonder and glory. Finally, we begin by looking at who does what in the game industry, starting at the top.


Required Reading:

These links feature the supplemental material that you are responsible for knowing before the first exam (that takes place at the end of Week 6). Be sure to click on every link in this section!

Article: Manager in a Strange Land: Most Projects Suck by Jamie Fristrom

Here is a preview of what you're in for with your Grade Course Project. Enjoy this poignant light-hearted look at the common pitfalls of working on a project. You need to know that if you pet the kitty...

Articles: Breaking In by the International Game Developer's Association (IGDA)

This dedicated web site offers information on the various career paths in the game industry, interviews with professional developers who provide advice and insight on getting into the industry and how to best educate yourself, as well as links to additional resources to prepare for a career in games. It's a pleasant read and a useful overview.


Optional Reading:

These supplemental links are worth pursuing only if you are seriously interested in working in the game business and want to know about it in the broadest possible sense. This material will not be directly included in the exams, but if you're serious about delving deeply into the subject of game production, here's some more lessons from others who have also "been there."

Articles: A Day in the Life - Corey Siefert: Producer / Designer / Writer

What's it really like working for a small game developer. This is a very fun (and very realistic) account of a typical work day in the business. It's well worth a read (particularly what happens at lunchtime).

Article: Types of Game Designers by Brenda Brathwaite

The generic role of 'game designer' is somewhat obsolete. In big-budget game development, there may be level designers, leads, junior designers, usability experts, and other people with these cryptic titles on their business cards. What's the difference between them?

Article: Mobile Games Demographic by The Yankee Group

More women play mobile games than men, although more men purchase them, says a Yankee Group survey.

Article: The Retail Game, Part 1 by Elysium

This is the first part of a trilogy of articles and discussions (all linked within it) about what your local game retailer is really all about. It's both eye-opening and disturbing to read.

Article: Blockbuster Mentality Creates Hurdles for Fledgling Developers by Paul Hyman

This article is from The Hollywood Reporter and well worth a read if you're considering starting up your own game development studio.

Article: Escaping the Garage: The Plight of Indies by Simon Carless

Like Bigfoot, the Loch Ness Monster, or Duke Nukem Forever, the idea of the successful, truly independent game developer -- one that bypasses the major game publishers on the way to making a profit and a good living -- seems, well, a little far fetched. You can't really sequester yourself off from the normal grind of milestone-based developer/publisher relationships, go out there with a small team, and hope to produce full-scale videogames that will turn a profit. Or can you?

Article: The Games Game by Tom Sloper

This archive of short columns is well worth exploring!

Interview: Black Isle Studios' Feargus Urquhart by Tramell Issac

Web Site: The Animation Arena feature article on what it takes to be a game artist

This is a web site that should be included with your favorites if you plan on becoming a game artist. You may find it a very useful resource.

Bibliography: Week 6

Game Career Info. Bibliography Game Biz Quotes Game Making Tools Design Glossary Producer Glossary Top 10 Reasons Editorial Latin Practical Latin Practical Yiddish Where I get Games Emrich Home Page