Posts Tagged ‘Game Designer’

How to be a Better Game Designer Leader

Wednesday, February 20th, 2013

What does it take to become an effective design leader on a game development team? Design consultant, Phil O’Connor, whose credits include Far Cry 3 and Operation Flashpoint 2, talks about what he has learned.

In this article published in Gamasutra, he shares insights gained while working on and then leading teams for the past 16 years. Some areas of design work he talks about include being prepared, not worrying about being wrong, asking for advice and using other people’s input and working with programmers, artists, sound designers and production.

Does this sound like something you have done working on different game development teams at Cogswell College? Let us know.

Alumni Spotlight – Greg Reisdorf, Designer at Visceral Games, EA

Monday, November 30th, 2009

greg-on-dantes-inferno

Company name, your job title, a brief description of your job responsibilities and how long you have worked there.

Hi I’m Greg Reisdorf. I’ve worked at EA for 4 and a half years and I design levels at Visceral Games. Currently I’m working on Dante’s Inferno.

Can you give an example of what you might do on a ‘typical’ day?

On a typical day I usually go through a process of coming up with an idea for an area in a level, implementing the idea, testing it to see if I like it and then making changes accordingly. Once I like the area I show it to my lead.

Can you give an example of something that surprised you about your job when you first started?

When I first started, I was surprised that there is no concrete way for making a game. The industry is still new, so the process for making each game is always different. There’s a lot of creative problem solving both on the design side and also how the design comes to fruition.

Describe your piece of the production cycle. How does what you do move the project forward?

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