This would have been nice to have for my interview - Game Job Interview Questions And How to Answer Them. Questions 2, 3, 4, 5, 8, 9 and 12 came up in mine in some form or another. I think my responses were alright for the most part, but I know I flubbed the "Do you have any questions?" part. I asked what the day to day responsibilities would be for an intern, and I don't think that was specific enough. The article has a list of what look like pretty good questions at the end.
I don't think I was enthusiastic enough in my interview, since the interviewer told me as much in the follow-up email I sent. I think a lot of that was being nervous, which I really shouldn't have been, but I think to improve my confidence, I need to have more completed work. Right now I have three multiplayer maps made. I need some single player content, and just more content in general. I also need to polish up my portfolio website, and more it to it's own domain, but I'll worry about that once I have more content to show off.
I have a plan worked out for this summer to treat building levels and games as a job, scheduling out a time every day to work on something, and that doesn't mean blogging or gaming or surfing the web, it mean mapping or designing quests or writing design documents. This summer is going to be my last block of free time before I start job hunting, so I need to get some work done. My plan right now is to try another HL2 : Deathmatch map first, since I know there's a community for it and I know Hammer and the Source engine pretty well, then something for Fallout 3, to demonstrate my quest design, writing and single player design skills. That should be good for a start, and if I have more time, probably a single player map for Half-Life 2 or a map for Men of War. I'll have more to update on that when I'm done with finals and back home for the summer.
Showing posts with label game design interview questions. Show all posts
Showing posts with label game design interview questions. Show all posts
Tuesday, May 12, 2009
Game Design Interview Continued
Posted by
Sam C
at
3:16 PM
Labels:
game design interview questions,
level design,
summer plans
0
comments
Saturday, April 18, 2009
Game Design Internship Interview
Posted by
Sam C
at
2:31 PM
Labels:
game design interview questions,
game design phone interview,
internship
0
comments
I had my first game design job (phone) interview Thursday, and it was pretty in-depth, around 45 minutes of questions. I made the small mistake of taking the call in a public place since it was scheduled as soon as I got off work. Ten minutes into the call a loud group moved into the room and I tried to get to a quiet spot, and succeeded in losing my cell phone signal and dropping the call. He called right back, but it was still embarrassing. So lesson learned. The interview was with one of the lead designers for the project I would be working on if hired.
A few of the questions asked and my answers - these are paraphrased, I took notes right after the call:
- What is the process you go through when making a level?
- What level are you most proud of, and why?
- What level made by someone else on your team to you most admire, and why?
- If you were in charge of designing ten levels for a game, what elements would you suggest the level designers use to make the levels unique and fun?
- On your last project, what were the basic elements that made up a good level?
- What's your favorite game of the last year? What were the best and worst parts of it? What would you do to improve the sequel for this game?
- What are you plans in the industry?
- What would you personally bring to the game industry? What area do you want to work on?
- Would you feel comfortable implementing other people's ideas?
I first sketch out a rough layout of what I have in mind, then block out the level in the editor I'm using, with just the basic untextured geometry. Then I play through the level, making sure I can move through the level smoothly, without getting caught in any of the spaces. Once the geometry is functional, I then add in the NPCs and some basic scripted events, and play through the level again, this time taking note of what enemy placements work or not, modifying the geometry or enemy placement as needed. Then I go back and start to add textures and polish, adding in 3D assets as they're completed, making sure every thing's going together well. (I don't think I included enough about the teamwork involved in making a level and how to ask for the assets you'll require, since most of the work I've done has been fairly independent.)
I mentioned a level I made for a dodgeball modification for Half-Life 2 with a lot of raised areas and platforms floating in space, with large pillars in-between and supporting them for cover.
This was a map with conveyor belts, suspended over molten metal. This one took a lot of skill to maneuver in, and took the dodgeball arena concept somewhere I hadn't though of. Also, this was one of the first levels made for the mod that used cover, as opposed to the first where we emulated normal dodgeball, where every level looked like and was as bare as a high school gym. (The dodgeball mod wasn't really that good, I wish I had a better example here.)
I used the dodgeball mod as an example, and though that good use of cover, meaning the cover could be maneuvered around and countered by another player, and placement of balls that required the player to take a risk of some sort to pick up the balls, like leaving cover.
Basically the same as #4, it was sort of an extension of his question. (I think he asked this because I wasn't making a whole lot of sense in #4.)
I chose GTA 4, and explained how I liked the buddy mission mechanic, and how it took you from mission to mission smoothly, made the game flow better so you always had something to do, and added a lot to the story, revealing just a bit more about each character and the player's character in return for doing what basically amounted to chores. I then said I also disliked the buddy mechanic, since it didn't allow the player to explore on their own without being interrupted by basically required missions, unlike the previous games in the series, where it was easier for the player to make their own informal missions, if they were so inclined. I'm not sure what I would improve about the sequel. (I messed up here, I needed to have a game to talk about where I knew of a way to improve it. Far Cry 2 would have been a better choice, since I have a few ideas to improve it that I should make a post about sometime. I'm pretty sure contradicting myself didn't help.)
My plans in the industry are to become a game designer, and hopefully a lead designer in a few years.
I talked about how I wanted to improve storytelling, and he asked me what I though made storytelling in games different from other mediums. I said interactivity, the fact that the player makes up their own story to some extent, being able to make moment to moment decisions in gameplay, that each person playing the game will make their own unique experience, and I name-dropped Chris Crawford. I got on kind of a roll, then talked about the really important part of game design was making the player feel like they've made the right decision, even when they really didn't make a decision at all, the game made it for them, but they feel they had a choice, or at least that the choice they were forced to make was the best one, and the area of story in game design was where I wanted to work.
Absolutely, I think it'd be a worthy learning experience, by successfully implementing other people's idea I can see which of those work and what doesn't, and use them in my own work.
If anyone made it this far, do you have any suggestions? Anywhere I messed up that I didn't mention? Any tips for future interviews?
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