Competition – Win a signed copy of OF:DR – ENDED

 

UPDATE – Just a quick update to say the competition has ended now. Congratulations to Louis Marriott, Ricky Webster and John Findley who came 1st, 2nd and 3rd respectively. If you entered and are following me now. Thanks very much and I’ll hopefully have another competition in the near future.

Tim

I’m starting a new competition tonight. You could win a signed copy of Operation Flashpoint: Dragon Rising on your choice of platform (Xbox 360, PS3 or PC)

All you have to do is follow @n1tch and retweet the following tweet on twitter-

“Want to win a signed copy of Operation Flashpoint: Dragon Rising? Follow @n1tch & RT This tweet! http://bit.ly/9zKKkZ

First prize - is a signed copy of Operation Flashpoint: Dragon Rising on the platform of your choice. (Xbox 360, PS3 or PC)* and an Operation Flashpoint: Dragon Rising t-shirt (size M or L)

Second prize – An Operation Flashpoint: Dragon Rising t-shirt (size M or L) and sticker! Yes way!

Third prize – An Operation Flashpoint: Dragon Rising t-shirt (size M or L)

* – The copy of the game will be the UK version (PS3 and PC gamers probably won’t have an issue but the 360 version may not work on your system outside of the UK)

Competition ends at 9pm GMT Wednesday 21st April.

Good luck and get tweeting!

Tim

Our new ‘gun boards’

I thought I’d do a quick post on our new ‘gun boards’ that we had delivered today and that some of you might be interested in.

These boards are to allow us to have the various weapons we use for reference purposes in the office displayed nicely on the walls around the Action teams offices at Codemasters Campus in Southam.

In case you were wondering ,we use them as a reference point so we can see and feel what it’s like to hold, aim, move around with various weapons of different sizes to try to improve the user experience in the game. It’s also a fun excuse for threatening one another :)

Tim

OF:DR T-Shirt Competition – ENDED

UPDATE – Competition has now ended.

I’ve just launched a competition to win one of four Operation Flashpoint: Dragon Rising T-Shirts!

All you have to do is follow me on twitter and retweet (RT) the following message!

“Want to win an Operation Flashpoint: Dragon Rising t-shirt? http://twitpic.com/16qqie Simply follow @N1tch and RT.”

The competition closes at 1pm GMT on the 9th of March when I’ll contact the winners. The winners will get a choice of M, L or XL!


Thanks for reading and good luck!

You levelled up!

Yes a very geeky title for a pretty short news post but I can now reveal that I have been promoted to Principal Game Designer (Group Lead) for the Action studio based in Southam for Codemasters.

Not sure what one of those does? Now might be the time for me to point you over to a previous blog post here!

I still can’t reveal which game I’m working on at the moment but rest assured when I am able to you’ll be the first to know.

Follow Fridays

I’m no twitter expert. I’m still learning the ropes and still have to occasionally ask what a certain acronym means but something I started doing several months back was this whole Follow Friday or #FF as it’s often known malarky.

I wanted to write a post to try to improve Follow Fridays as a standard. As I said I’m no expert but I feel that if you follow my advice Follow Fridays could be a whole lot more interesting and useful.

When I first started doing follow fridays I did what I see alot of people doing. One or two tweets filled with aload of @’s and the tweeters names. The trouble is now when I see that I don’t end up following anyone of the people. I then decided to do themed follow fridays so the people I was suggesting had a certain context. One week I might say games industry people, the next it might be people I’ve recently played on Xbox Live, the next it was game journalists I’ve had the fortune to meet on twitter.

Even then I feel there is a certain amount of going through the motions. So about a month ago I adopted a new approach and I feel if other people adopt this we’ll have a richer, fuller follow friday :)

What I do now is I focus on only doing about 3 – 5 follw fridays (as I don’t want to spam followers with loads of different #FFs) and I will either only put one or two tweeters in that tweet. I also make sure I say why I think people should follow that person or persons. So I might say,


“#FF Check out @TWEETER, they’re a member of the games industry and often have funny and witty tweets to say.”


I think you’ll agree with me that a) looks better and b) draws you in more than seeing -

“#FF @Randomguy1 @Randomguy2 @Randomguy3 @Randomguy4 @Randomguy5 @Randomgirl1 @Randomgirl2 @Randomgirl3 @Randomgirl4 @Randomgirl5″


I know it might be difficult because it’s hard to choose only a handful of people you want to suggest but I’m pretty sure when I tweet several recommendations in the way I suggest you’re more likely to get people following them than 2 or three tweets with a wall of suggested tweeters.

Anyway thats my suggestion. Obviously it’s a take it or leave thing but I suggest maybe just for this Friday if you do partake in the Follow Friday thing you give it a go and then ask the suggested if they got many more followers. It’s also a nice way to say what you think of certain tweeters (which they may appreciate :) )

Thanks for reading.

Tim

Twitter plug – If you’ve found this interesting you can follow me on twitter here!

Blinded at the gig!

According to wikipedia the average male height in the UK as of 2007 is 5′ 10” or 1m 77cm if you’re metrically inclined.

I’m 6′ 1” (1m 85cm) so I’m above average height. The reason I point this out is that it’s not like I’m a short guy complaining. In fact I don’t have any issue with someone taller than me standing in front, blocking my view at a gig if I have room to move to get a better view. My rant is about the tiny camera’s or worse still mobile phones.

I love mobile phones and I love the camera in my mobile phone. I think it’s a great little thing and any of the people who follow me on my twitter account will know I use mine a fair amount. One thing I don’t use it for though is recording a video of the act I’ve gone to see. The reason for this is because the video always turns out to be a shaky distorted tiny mess of a memory of the show!

Why in sweet zombie Jesus’ name do people insist on trying to record the entirety of the gig on their mobile phone?! More to the point if I’ve spent £30 for a ticket why on earth would I want to spend all that time concentrating on what I’m recording and not enjoying the gig!

So despite my height, there are some 5′ nothing girls holding their camera phones at arms length and I’m having my view blinded and blocked by hundreds of little mini images of the act I’d really like to see with my own eyes!

My message to the people who do this…

put down the mobile and enjoy the frigging show!

So you want to work in the games industry? – Part 2

As promised, this is the second part of my ‘So you want to work in the games industry?‘ series of posts. This one will be covering the game / level design aspect of it.

As I read through C.V.s and directly interview potential designers, I’ll explain what I look for. I’m also going to cover some of the differences between job roles and levels.

First things first though, the differences between what a game designer and a level designer are. You might think this is an obvious point, but one thing to be aware of when applying to different companies, is what they expect a level designer, or a games designer to do in their job role.

Level Designer

As the name suggests a level designer is responsible for creating levels or missions for the game they’re working. Some companies will expect the level designer to build what’s known as a white box in a 3D package like Max or Maya. A level designer might be expected to actually build the level and texture it (though this is something that doesn’t happen as much now in favour of artists doing this).

Game Designer

A game designer or sometimes known as a core game designer is often responsible for creating gameplay mechanics, game balancing and play testing. They are often key contributors towards the HLGD or High Level Game Design document. Sometimes a company will expect a game designer to also be a level designer, and as you’ll see below, both roles have quite a lot of cross disciplines.

Design roles

Some companies have multiple different levels and roles for designers and some don’t. Separating roles or the level of the designer is a way to show responsibility and their experience.

Entry level / junior designer

As the name suggests these have only just started in the games industry as a designer and most likely don’t have any published titles.

Game / level designer

A game or level designer would normally have a minimum of 1 year’s industry experience and possibly 1 published title.

Experienced game / level designer

These designers would normally have around 3 years experience and possibly 2 published titles. They would also have enough experience to be able to help guide and tutor some of the more junior designers.

Senior game / level designer

A senior designer would normally have a minimum of 5 years experience and at least 3 published titles. These designers form a wealth of knowledge and are used to mentor all other designers below them.

Chief / lead / principle game designer

A lead or principle would normally have a minimum of 7 years experience, around 4 titles published, and should ideally have had some form of management training. These designers actually hold the game vision and make sure this is carried out by the other members of the design group. These designers also double up as managers of the design teams.

What I look for

So now you know the different roles and levels that exist, I’ll try to generalise what I look for in a good designer. One of the most important points is that a designer needs to be a team player. By that I mean not only can they get on with the other designers, they need to also be able to get on with the various artists, coders and production staff.

They need an excellent and very varied knowledge of video games, past, present and a good grasp on what’s coming out in the future. For a level designer, they should be able to show they understand how to put together interesting levels, and how they will make sure it adheres to the game vision. A game designer needs to show me they can come up with new and unique game mechanics, but they are also able to utilise tried and tested mechanics when it suits.

Qualifications are a tricky point. Some people assume that because they have a degree or even a Masters in game design, they automatically have become a game designer. That said, I think it’s important to know that having a degree, particularly in game design, does often stand out when I’m looking through C.V.s. I’m just trying to explain that it is not everything.

As a large part of a designer’s job is based around documentation, I look for well written C.V.s and ideally an example of design documentation. As mentioned before in my previous post, a good designer, like a good QA tester, should have excellent listening skills.

Sometimes an important part of an interview is finding out just how enthusiastic a candidate is about the subject they’re going to be working on. I’d rather had a designer who has a passion for the subject, be it sports, racing, shooters, military etc than someone who isn’t fussed which title they’re working on.

I look at candidate’s technical knowledge, what 3D packages do they know. Do they have any scripting language knowledge and if so which languages. How are they from an artistic point of view and can they use any art packages to help realise their level or game mechanic vision?

For more senior roles within the design group, I look for people’s man management skills and how well they cope with conflict resolution. I look to how much they have mentored and helped other more juniors designers grow.

Lastly I look for creativity. That doesn’t mean that this is the lowest priority to me. In fact it’s one of the highest. A good level or game designer should have a creative spark or flair to them, and this is something I try to look for once I know they have the knowledge, understanding and training I’m looking for.

So that’s it in a nutshell I suppose. Some other designers out there may disagree with how I go about looking for the perfect candidates. It’s also important to know that sometimes, I’ll spot someone who doesn’t quite tick all of the boxes, but I know can be trained up on area’s they’re falling short on. I hope this information has been useful, and a little bit of an insight into the games industry.

My next post for the ‘So you want to get into the games industry?‘ blog series will be covering coders / engineers and programmers.

Thanks for reading.

Tim

So you want to work in the games industry? – Part 1

A few days ago I received a tweet asking me how to get into the Games Industry – I’ve been asked this before and it can be a tricky one to answer. Rather than writing a large blog post I thought it best to break this down into several bullet points and sections. Part 1 (this post) will give pointers on getting into the industry via the QA or Tester route.

What follows are my personal suggestions of what I know and have seen work within this industry. If you’ve had any different or un-usual experiences please get in touch, as I’d like to add it to this guide and make it as useful as possible.

The key things that a company will look for in a potential game tester are -

  • Good written skill
  • Good listener
  • Methodical in their approach
  • Keen eye for mistakes
  • Passion for games

 

Communication: Writing Ability.

A very important skill that a good QA tester should possess is a clear and concise writing ability. When a bug is discovered – as developers we need to know how to replicate that bug in the quickest way. This allows us to look at it, identify the problem and then fix it. If a tester can pinpoint the steps to replicate the bug quickly and easily, this makes all our lives a lot easier. The last thing we want to have to do is keep going back to the tester because we can’t replicate the bug in the way they described it.

Communication: Good listener

It’s very important to just be a good listener. Often QA testers will be asked to test a specific area such as all the weapons, vehicles or just the usability of the UI/frontend. Being a good listener will allow you to identify exactly what you are testing and often why you need to test that specific area.

Skill: The Methodical Approach

When I say methodical you must understand that a lot of the testing is doing the exact same thing over and over and over again. It can often be very boring but for someone who is methodical in their approach means they’re a lot less likely to make mistakes when testing and re-testing specific areas of the game.

Skill: Keen eye for mistakes
This goes without saying in many respects but some companies will have a testing test. You may be asked to play some sample code for 10 minutes and then list the mistakes and problems you identified in that time. My advice is to not end up focusing on one specific area. The test is there to see how good you are at spotting mistakes so the more varied your list (errors with the UI, gameplay, compliance etc) the better a candidate you appear.

Skill: Passion for games!

Just being average at playing games or someone who plays for hours a day doesn’t quite cut it. I can guarantee there are many people out there who like the idea of being a games tester, I say ‘like the idea’ because often people have a misconception of what games testers do. It’s true, they do get to see a game months before anyone else however that game is often completely unplayable and a mess.

Having a passion for games does have its advantages! Having knowledge of lots of different games will help you identify what does and doesn’t work from a usability point of view. If the controls don’t feel quite right knowing a lot of other games will help you recognise why it doesn’t feel right.

Something to be aware of is some companies will have a general game knowledge test. There will often be several sections to test your knowledge on various aspects such as character identification, game identification and how well you know consoles.

So that’s it in a nutshell. I hope this has at least answered some of your questions or covered some points you may not have considered.

In the next part of ‘So you want to get into the industry’ I’m going to cover the game and level design route.

If you found this article informative and enjoyable and want to be kept up to date on new blog posts please consider using the subscription widget on the bottom right hand side of this blog (look for the ‘Sign Me Up’ button).

Tim

A brief history of Tim

No it’s not a typo. This post is a brief history of my career in the games industry so far. Hopefully this will let people see why I feel my musings have relevance for my future posts, when I write about things to do with the games industry.

I started out, actually in many ways to use an American phrase I lucked out getting into the games industry. I obviously had no prior experience and was only 18. I had a passion for games, was an avid player and felt I knew what made games fun and what didn’t, but with no experience I didn’t get much interest. I applied to lots of game developers all over the world and didn’t get many responses back. Eventually, after several months, I had 2 interviews at separate companies and was offered both jobs. Codemasters offered me a position as a QA tester, and Hammerhead Studios offered me the position of level designer.

The decision was easy for me. Though Codemasters was a large established company, I couldn’t turn up the opportunity of actually making the levels. I went with Hammerhead Studios who I’m still grateful today, for taking a chance on this 18 year old that had no prior experience.

Hammerhead were just finishing off the Quake II conversion for the PlayStation when I started, and not before long I was working on Blade. I still look back on the development of Blade with a lot of fondness, as this team was only about 25 people in total and it really felt like a family effort. Sadly, though Blade performed fairly well, the company hadn’t secured another title to work on once it was released, and this was the first time I was made redundant. I now had experience and a released game under my belt, so this time around applying to different companies was less of an issue.

I had several offers, but the most interesting project I saw at the time was working on a title that was known as ‘Thieves World’ as a codename, for Bits Studios. I worked there as a level designer, however, after working at Bits for 18 months I felt I wanted to progress further and left for a company called Computer Artworks. Incidentally the game I had been working on was eventually released, and was known as ‘Rogue Ops’.

I was now working as a game designer for Computer Artworks. My responsibilities had changed from designing and making game levels, to designing and implementing game mechanics. The company had multiple projects on the go and unfortunately the teams were stretched too thinly. This is why several years later I was made redundant for the second time, when Computer Artworks went into receivership. The remnants of the team I worked with set up a studio in Brighton and are doing very well for themselves, as they formed the company Relentless (who created the ‘Buzz’ franchise and more recently ‘Blue Toad Murder files’).

I moved back to the Midlands and after a short time of job hunting and job offers coming my way, I decided to go and work for Eurocom. Here I was, again a game designer, though we did have a certain amount of level design responsibilities. It was more puzzle design though and the levels were created by the artists. I spent just over 3 years working for Eurocom and worked on 3 games in that time. The first was ‘Predator: Concrete Jungle’, then ‘Batman Begins’ and finally ‘Pirates of the Caribbean: At Worlds End’ which was released after I had parted ways.

I left Eurocom to begin working for Codemasters at the beginning of 2007. I was now a Senior Games Designer, working on Operation Flashpoint: Dragon Rising which we released in October of last year. I’m still working for the Action studio, on an exciting new project which I’ll hopefully be able to talk about more in the not too distant future on this blog and through my twitter account.

So that’s it in a nut shell. I hope that explains why I feel I can talk about the games industry, and answer your questions about it. In the following weeks, I hope to cover multiple topics about the games industry, and I’m already asking for topics from the people who follow me on twitter.

Thanks for reading.

Tim

So this is it!

Hi and welcome to my blog.

I’ve thought for a while about what my first blog was going to say. What I’d talk about and how to engage the reader. The trouble is this isn’t my first blog technically. I’ve had a blog before and managed to post once to it but this time it’s going to be different. At least that’s what I hope anyway.

So what am I going to write about in my blog and I guess what is my USP to use some industry jargon? Well obviously I’m going to post opinions on various things, a lot will be to do with video games as that is a large chunk of my life (sad in a way but I’m grateful to do a job I truly love and something I am passionate about). I suppose I’ll end up talking about gadgety and geeky things also and hopefully I’ll get enjoyment out of writing these words and you the reader will enjoy reading them. Ultimately I don’t want to be writing these for nothing otherwise I may as well keep a person diary :)

To summarise I hope to give some people a little insight into my life within the games industry. Obviously I’m not going to be able to talk too much about what I’m currently working on as those pesky NDA (None Disclosure Agreements) within my contract will stop me, plus it could spoil surprises for the game you may want to play. When I can I may let out some juicy gossip/info but obviously this will be agreed first with my employer.

So thank you for looking at this blog and I hope you’ll return to see my updates as they come through. It wouldn’t be a very good first blog post if I didn’t ask you to add me to your favourites. An odd request I know as there is currently nothing really here to keep you engaged but all I’m asking is you invest a fraction of you time in clicking that favourite button and I’ll try and entertain you with my blog posts for (hopefully) years to come!

Tim

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