Short interview for all you developers :)

As I’m sure some of you know by now, I’m working on my senior project for school, which is game development. I’d like to include some interviews with developers from Indie studios, and (maybe?) from AAA studios. So here are the questions. I’m looking forward to the answers :slight_smile:

How long have you been developing games?

Have you ever worked at a AAA studio? If so, which one, and how was that experience?

What game are you currently working on, if you are, and what is it about? How long has it been in development? Do you work on one part specifically (like just programming) or on multiple (say, programming and 3D Modeling?)

Have you had any successful games? If so, what were/are they?

If you could work at any one studio (that you don’t already work at), and do any job you wanted to at that studio, what studio, and job, would it be, and why?

What do you think of games like Call of Duty, where each release is roughly the same, without much innovation?

Do you believe Indie developers are the “lifeblood” of games? If so, why?

Is Indie Game Developers where all the innovation is at? Why or why not do you believe that?

What game engines have you worked with? Which one (besides Unity, since this is the Unity forums…) would have been the best to work with? Why?

What tips do you have for a high school senior working on his first game?

Thanks for taking this interview, and this may (or may not) be used in my senior project research paper. Have a great time developing your game(s)!

Have you seen Survey Monkey? These questions are pretty ‘open-ended’. They require a lot of thinking/typing.
Gigi

As open-ended questions, I’m able to get more details. The more details I can get from an interview, the better. I don’t mean to make it harder for the interviewees, and if it needs to be more specific, I can reword it to make it so. :slight_smile:

*EDIT: Here is a Survey Monkey survey (questions are exactly the same, but it’s more private, and only I read them): http://www.surveymonkey.com/s/WTZPVGC

My responses below…

One more tip…
In order to be a great programmer, you really need to do some programming. If all you do is cut and paste things you google for, you will never really understand what’s going on, why something isn’t working, etc. A lot of people don’t really understand the underlying 3d math that is going on. I super recommend this book “3d Math Primer for Graphics and Game Development”. Get it cheap and used if you can.
http://www.amazon.com/Primer-Graphics-Development-Wordware-Library/dp/1556229119

How long have you been developing games?
For the last four years on computers but I have been making table top games for the last 15 years.

Have you ever worked at a AAA studio? If so, which one, and how was that experience?
No.

What game are you currently working on, if you are, and what is it about? How long has it been in development? Do you work on one part specifically (like just programming) or on multiple (say, programming and 3D Modeling?)
Currently floating ideas around, not working on anything particular. Will probably refine some demos and update my portfolio/website/resume.

Have you had any successful games? If so, what were/are they?
Depends on “successful” Lucrative? No. Fun? Yes, as a hobbyist I think I have had one successful game.

If you could work at any one studio (that you don’t already work at), and do any job you wanted to at that studio, what studio, and job, would it be, and why?
Besthesda Softworks, Game Designer: sub-game mechanics. Because I think I’m good at designing what those games lack.

What do you think of games like Call of Duty, where each release is roughly the same, without much innovation?
One word: “Cheeseburger”.

Do you believe Indie developers are the “lifeblood” of games? If so, why?
I don’t know.

Is Indie Game Developers where all the innovation is at? Why or why not do you believe that?
At the very least where most is at because the lower the overhead of a project the more risk can be taken.

What game engines have you worked with? Which one (besides Unity, since this is the Unity forums…) would have been the best to work with? Why?
Game maker.

What tips do you have for a high school senior working on his first game?
Do a degree in something you can actually get a job for. Don’t accept that you are amazing and you will beat the odds unless industry professionals tell you so. Watch out for “for profit” schools, you can learn about anything with enough diligence and Google tutorials. Sign up for life drawing courses if you are an artist. Don’t make a slenderman game.

How long have you been developing games?

Mmm… 20 years?

Have you ever worked at a AAA studio? If so, which one, and how was that experience?

No, never will.

What game are you currently working on, if you are, and what is it about? How long has it been in development? Do you work on one part specifically (like just programming) or on multiple (say, programming and 3D Modeling?)

I have several games on the go. My most recent is a 2D side-scrolling platform puzzle game of sorts. I’m working on it mainly from a procedural-content-generation standpoint, which means mostly from a programming perspective. Plus some level design. I can’t do 3D modelling so that limits what I can do, so I have to use what I can do creatively. Also been working on a slot machine, a destructible landscape thing and a casual time-management thing.

Have you had any successful games? If so, what were/are they?

No. Working on that :wink:

If you could work at any one studio (that you don’t already work at), and do any job you wanted to at that studio, what studio, and job, would it be, and why?

I’d work for Unity on developing a proper 2D engine for the Unity editor. 2D is more where my heart is and it’s an underdeveloped area in Unity with a lot of potential.

What do you think of games like Call of Duty, where each release is roughly the same, without much innovation?

Boring. I don’t play FPS games at all, if this even is one… see how much I know nothing really about it, just that it’s not for me. There has to be more ways to have fun than through murder and war and death and zombies.

Do you believe Indie developers are the “lifeblood” of games? If so, why?

Not exclusively, but there is a lot of innovation and risk-taking and experimentation and creative exploration that are not so restricted by business rules and making profit and all that, which makes much of them less financially successful but perhaps more fun and interesting in many ways. When indie developers are able to cultivate a creative, original game that is also successful in business terms they get to be the heroes.

Is Indie Game Developers where all the innovation is at? Why or why not do you believe that?

Mostly yes. There is definitely innovation in non-indie games too, e.g. Portal. There is also definitely a ton of crap and copy-cat games in the indie scene perhaps as much as in AAA titles. It’s practically a graveyard for failed projects and wannabe developers with only a small percentage being stuff that’s truly polished, original and respectable. But overall there’s probably more innovation in the indie scene than in the big-box games. Partly they are focussing on different markets/audiences. Partly the big games go after the big crowd and this paralyzes them in a straight jacket of being as much a victim of what they think the masses want. Or what they want the masses to want, anyway.

What game engines have you worked with? Which one (besides Unity, since this is the Unity forums…) would have been the best to work with? Why?

Mainly BlitzMax, if you can call it an engine, it’s more a programming language with a mostly 2D gaming focus. I tried making my own engines, like many people, and that’s a total waste of time. Just like with many awful games there is also a huge graveyard of unfinished engines out there and many people still dreaming that theirs is going to be the best thing since sliced bread, when in fact it falls way short and ends up dead. I think if people would stop being so individualistic and instead pool together as more of a team there wouldn’t be so much huge amounts of wasted time with everyone reinventing the same wheel over and over and over again. But people don’t want that, they want to be special and unique, and that can be a trap. I’m relieved to let Unity do a ton of stuff for me that I don’t have to mess with.

What tips do you have for a high school senior working on his first game?

You’re young, have fun, get creative and follow your heart. Recognize your early games will probably be mostly poor quality. Work towards polish and better quality, spending time and attention on the details and subtle refinements.

How long have you been developing games?

9 years, 20 years developing software in C++, Java, etc…

Have you ever worked at a AAA studio? If so, which one, and how was that experience?

No. Most of my career has been as small or medium sized companies.

What game are you currently working on, if you are, and what is it about? How long has it been in development? Do you work on one part specifically (like just programming) or on multiple (say, programming and 3D Modeling?)

Skipping

Have you had any successful games? If so, what were/are they?

Yes. Have 2 products on iOS now and my Navy training game won 3 national awards, including BEST Serious Game at the largest M&S conference in the world.

If you could work at any one studio (that you don’t already work at), and do any job you wanted to at that studio, what studio, and job, would it be, and why?

I would like to work at Valve - to learn from their process. I look forward to making games that change people’s lives. I’m a designer and a coder - I can lose myself in code for hours and hours, but I am more inspired by the design process.

What do you think of games like Call of Duty, where each release is roughly the same, without much innovation?

They do great work. Developing quality games is an expensive business, not a hobby.

Do you believe Indie developers are the “lifeblood” of games? If so, why?

No. They are a part of the industry, but not the lifeblood. Any company that makes money and stays alive has an influence on the industry. Everyone else is a hobbiest.

Is Indie Game Developers where all the innovation is at? Why or why not do you believe that?

No. There is no evidence to support that - just emotionally fueled ideals. The grass is always greener somewhere else…

What game engines have you worked with? Which one (besides Unity, since this is the Unity forums…) would have been the best to work with? Why?

Unity3D, Epic’s Unreal, Cry (minimal), Delta3D (Open Source), Open Scene Graph. Epic had the best toolset, Unity was the easiest overall experience. All of them have terrible UI toolkits - and that is the game industry’s BIGGEST weakness.

What tips do you have for a high school senior working on his first game?

THINK SMALL! This is the ONLY consideration that matters. Build something in 8-12 weeks. Finish it, learn what you can, and then do it again. This is one way to achieve deliberate practice.

“Shipping is a feature. A really important feature. Your product MUST have it.” Joel Spolsky. (see my sig)

Thanks for taking this interview, and this may (or may not) be used in my senior project research paper. Have a great time developing your game(s)!

You’re welcome.
Gigi.

How long have you been developing games?

About 3 years, or more… can’t remember when I started anymore

Have you ever worked at a AAA studio? If so, which one, and how was that experience?

No, I worked for a small indie studio.

What game are you currently working on, if you are, and what is it about? How long has it been in development? Do you work on one part specifically (like just programming) or on multiple (say, programming and 3D Modeling?)

Working on making 1 level games… games that release a new level every, incrementally until I reach a level goal. Makes designing and distribution easy, since I’m one man team. I mostly program, modelling is just too difficult for me, and I don’t have the time to learn it properly.

Have you had any successful games? If so, what were/are they?

There’s The Tossing Dead… it’s pretty successful to me.

If you could work at any one studio (that you don’t already work at), and do any job you wanted to at that studio, what studio, and job, would it be, and why?

either Rockstar or Capcom… if they had an indie game department.

What do you think of games like Call of Duty, where each release is roughly the same, without much innovation?

Even though CoD’s alright, it’s getting stale, and I’m tired of other companies jumping on the band wagon. Make your own shit up!! Not including Black Ops 2, I like future games, the weapons and items are more fantastical than run of the mill, present day shooters.

Do you believe Indie developers are the “lifeblood” of games? If so, why?

Yes, indie games give the little guy a chance to express his own ideas and talent that he wouldn’t have gotten otherwise due to many reasons. Most games from the past were indie games in a sense. Pong took 2-3 people. Even in big companies, if you they had an indie department chugging interesting games at reasonable prices, they can take the revenue to make better more innovative AAA games…instead of making the same kind of game due to fear of profit loss. It’s a sound strategy.

Is Indie Game Developers where all the innovation is at? Why or why not do you believe that?

I believe so, since indie don’t have big budgets to work with, we have to be more innovative in our thinking and attack strategy. It’s like guerrilla deving. Out of necessity comes innovation.

What game engines have you worked with? Which one (besides Unity, since this is the Unity forums…) would have been the best to work with? Why?

UDK, CryEngine, Game Maker, and XNA studio.

What tips do you have for a high school senior working on his first game?

KNOW YOURSELF!!! Know what part of gaming you want to take an interest in, and go to a school for that… You can learn on your own, but a structured can help you learn faster!! Then, never stop creating. Whatever it is, keep making more of it so you can become great. Also, learn, via anyone, the ins and outs of the game industry. It’s not all fun and games. Half of it is an entertainment business, and that biz is not as fun as you think it is.

Thanks for taking this interview, and this may (or may not) be used in my senior project research paper. Have a great time developing your game(s)!
You’re welcome and thanks.

P.S. Hey, if you do make this paper, I want to read it.

How long have you been developing games?
I started working on small text based games 25 years ago. I learned programming by making games.
However, my first serious game development started 2 years ago.

Have you ever worked at a AAA studio? If so, which one, and how was that experience?
No. I am independent.

What game are you currently working on, if you are, and what is it about? How long has it been in development? Do you work on one part specifically (like just programming) or on multiple (say, programming and 3D Modeling?)
My current game is Block Story. It has been described as Minecraft + Skyrim for mobile. It has an infinite procedural generated voxel world mixed with RPG elements like quests and leveling. This game has been selling for the past 4 months.
Simultaneously, I am working on Block Story Online, which will be an MMO version of block story. I hope to release it in a few months.

It has been in development for almost 2 years now. I wrote the voxel engine, collision detection, quest system, inventory, crafting, shaders. My partner does all the artsy stuff.

Have you had any successful games? If so, what were/are they?
In the past 4 months, Block Story has sold about 30K copies. We consider that successful.

If you could work at any one studio (that you don’t already work at), and do any job you wanted to at that studio, what studio, and job, would it be, and why?
I rather have my own game and my own studio. However, if I was forced to pick someone else, it would probably be Lego, I would have loved to bring a block building game with a Lego brand.

What do you think of games like Call of Duty, where each release is roughly the same, without much innovation?
If people keep buying them, then it means they are doing a good job.

The purpose of a game is to entertain. If you can entertain people by simply changing the story line, then mission accomplish.
The only way you can measure how much value you bring, is by looking at sales.
People will not buy a game if it does not entertain them or if the price is too high.
They only buy it if they value the game more than the money they are giving up for it.
If people value a different story line enough to buy it, then you have successfully created value.

Do you believe Indie developers are the “lifeblood” of games? If so, why?
I could be mistaken, but I think the bulk of the sales come from big studios.
The market has spoken, and determined that they are the ones doing the best job.

I see it as natural that a group of people with lots of experience, money, and time, *come together, and are able to create better titles than individuals that often work alone, part time, with little experience and limited resources. *I think economies of scale apply, and major studios have a natural advantage.

Is Indie Game Developers where all the innovation is at? Why or why not do you believe that?
Absolutely no. I am an Indie developer myself. I think I bring a lot of innovation. However, I think major studios also bring a lot of innovation.

For every major title, there are thousands of indie games. By simple chance, you will find most new ideas were done in Indie games first. But that does not mean that new ideas cannot come from major studios. It is like saying 99.9% of the people that are stricken by lightning do not live in New York, therefore New York lightnings are imported from the rest of the world. In fact, I would argue it is worse than that because the major studios have a disproportionately higher amount of innovation than the rest of the industry due to the disproportionally high amount of resources they can throw at R&D.

Nowadays it is nearly impossible to come up with something completely new. All games now combine ideas that someone else has done in one way or another. Even if you do have some truly new idea, the other 99% of your game will still have ideas already done by someone else.
Combining preexisting ideas in ways no one else has done before IS innovation. I would argue this Innovation is what is driving most of the gaming industry now, indie or not.

Whether Game studios copy ideas or not, is immaterial, and no different from what indie devs do. The fact remains that they are doing a lot of innovation, and the market recognizes this with sales.

What game engines have you worked with? Which one (besides Unity, since this is the Unity forums…) would have been the best to work with? Why?
I have only used Unity, but I chose it very carefully. Other engines were less suitable for my game for one reason or another. Either they were not multiplatform enough, were too expensive, or were too hard to use.

If I was not working with Unity, I would most likely be working with xna.

What tips do you have for a high school senior working on his first game?
Start small and move your way up.
Release early and often. Do a forum thread somewhere, where you engage beta testers early on, and release as often as possible to keep your users engaged.
Have a thick skin. The internet can be very hostile, so try not to engage in endless flame wars about what you do.
Value your time. Don’t waste hours and hours making a 3d model that you can buy for $50 in the asset store.

Thanks for taking this interview, and this may (or may not) be used in my senior project research paper. Have a great time developing your game(s)!

Thanks for all the replies so far! This is really amazing and will be a great primary source!

I need at least 9 more replies though before I can use it, so hopefully I can get those :slight_smile: