This is why, if you're a creative in games, it's so important to have interests--and *studies*--outside of games themselves, and why I'm worried about a lot of college game design programs. (Thread)
So, I have, over the course of my career at this point, interviewed probably 80-100 prospective hires for various game creative positions. Most of them were writers/designers, but sometimes I was a Representative From Another Team for artists, sound people, etc.
None of the really great ones had a game design degree (this is not saying that it's a bad thing, but that there is a caveat there).
One of the greats was a former standup comedian. One was a former architect.
Heck, I co-hosted a podcast with Richard Garfield for a while. And I assure you that in addition to being one of the greatest game designers out there, he is very much a math professor.
And--not across the board, but definitely as a trend--when I'd ask them their favorite book, they couldn't name one.
Only one of the candidates was able to name a favorite movie director. It was Michael Bay.
We had environmental artists who couldn't name a favorite style of architecture or type of biome.
Sometimes movies, but not *critically.* They had trouble articulating what creative choices they liked about particular movies.
Because games haven't been around that long. Like, whatever creative field you work in, you should be drawing inspiration from outside it.
But that's doubly true for games, because there's *not that much to draw from.*
If you're a cinematics director or lead and haven't studied film, that's a problem.
There's a lot of solid film crit going on on YouTube. I don't mean movie reviews. I mean *analysis*.
videomaker.com/article/c18/18…
But I do think you need to be *curious* and you need to be *analytical.*
Not experience. Not *vocabulary*--knowing the terminology is helpful, but you can learn it on the job and insisting someone know it coming in gatekeeps out a lot of people from different backgrounds.
If you love a particular game, I need you to be able to tell me *why.* To have thought about the decisions that went into it.
You can't teach curiosity.
But wanting to understand *how* something was made and *why,* wanting to get inside the heads of the people that made it--you can't make someone do that.
But that's also a cop-out. Part of being a creative in video games is never having the resources/tech to make what you imagine, and figuring out how to stretch things to get closer.
You're there to manifest imagination, and to do that, you need to *feed* it.
If you're designing a city, go down some urban planning rabbitholes.
When I was working on Pathfinder, we had a country called Nidal. It was described as sophisticated, glittering, yet colorless and ghostly. Super-refined aesthetics, but both cruel and washed out.
pinterest.com/delafina/nidal/
So you don't need an architecture degree. But you do need to go spend an hour reading some basic intros to major *concepts* in architecture...
Because how buildings are used in your game tells a story.
Music. Lighting.
And again, you don't have to become an expert in all this stuff, but you should *understand the basics*, regardless of what area of creative you work in.
But second, because it's a courtesy to your colleagues and leads to better collaboration.
But it helps you understand how what they do influences and connects to what YOU do, and lets you produce stuff that's easier for THEM to connect to and use.
Go down Pinterest rabbitholes. Read up on stage blocking. If you can get a hold of movie scripts (not transcripts, but shooting scripts), read them. Watch film analysis on YouTube. Find a favorite clothing designer.