So entry-level in most AAA design at this point should mean no professional game dev experience, but absolutely does not mean no experience in the craft of game design
Why? Well because we get a ton of entry level applicants, the bar is high, and it gets higher every year.
People are going to school for game design now. 18 year old's have 3 years of making roblox games. Hobbyist content creators are dissecting their favorite games and then watching GDC talks in their spare time.
These kinds of people apply
While some of the skills listed on a job requirement might seem daunting, entry-level designers aren't expected to come in with senior level thinking.
But you're going to have to be ready to be interrogated on some pretty challenging problem spaces and have the basic technical chops to get started.
To get an entry level writing gig at a sports website, you might not have to have to be Jon Bois, but if you don't know the rules of grammar and what makes the games interesting, its going to be a pretty tough sell.
The good news is that each year it also gets a little easier to learn about making videogames.
Console games like Dreams and soon to be Game Builder Garage allow people even without a PC to make games
There are THOUSANDS of tutorials on how to make games in Unity and Unreal on youtube. I used youtube tutorials to learn how to work in both of these engines!
There are hundreds on hundreds of incredible presentations from game devs at PAX/GDC on almost every aspect of game design. These same talks are referenced in professional settings when engaging in discourse on the topics.
There are also a ton of great designers at top studios that will just start twitter threads on this very website about how the combat in Sekiro works, or how to make a good 3rd person camera.
Design will always need fresh people with new ideas to come in and start changing the world. I've been in many loops with people who have never shipped a big game before, but have absolutely been paying attention and they win the day with a seriously exciting new perspective.
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I'm looking at a lot of applicants recently, and one area where gaming is super inconsistent is role and level names.
Two roles named the same thing can mean very different things at different places. Here's a quick and dirty guide for things to watch for with design roles
Junior or Associate.
Some companies say junior designer others say associate, but these are almost universally entry level roles. Even at top companies you shouldn't need significant experience to get your foot in the door.
look out for roles like "associate creative director." When the job has a more proper noun than just "designer" at the end, its usually a stepping stone for a high level role.
These roles are not entry level. These often involve running huge orgs or big problem spaces.
I wish we talked more about the importance of buoyancy as a soft skill for game dev.
Making video games seems to me a lot like swimming up against the ocean, periodically a wave will come along and beat the absolute shit out of you.
You get feedback about something you made that’s really hard to hear, something you are deeply passionate about gets cut, someone you are depending let’s you down, you hit dead ends.
I'm the kind of person that believes its critical to find little ways to enjoy yourself at work. The kind of things that don't hurt anyone, but instead bring you great joy. But despite my best intention these almost always come back to haunt me.
For example, when I was first starting up at Bungie, I set up an automatic email signature.
I decided that in between my first and last name I would add lyrics of a song as a hidden message in a font so small that it was invisible to the naked eye.
A hopefully short thread on how to make encounters feel better using workout patterns as a framework.
A trap a lot of people fall into is to make fights with waves and waves of baddies where each wave is slightly harder than the last. If we graph out the difficulty, it looks something like this.
It makes sense. The encounter gets harder as it goes on. The hope is cranking up the difficulty makes it more and more exciting.
In game design, knowing what you need is a lot more powerful than knowing what you want. Here’s an example from a raid we made in Destiny.
We were working on Wrath of the Machine— a Mad Max inspired adventure. In several encounters we were going to have something new to Destiny, balls you could pick up and throw at things.
Since these balls were going to be in a bunch of different places in the raid, and we needed a device to make them appear.