I figured it was about time for me to say something on here, so here I am! It’s me, The Viceroy, your Shots in the Dark ‘man on the inside’ as it were. And by inside, I mean the lone cast member that works at an actual video game company. I’ve been in the industry for several years by now, and it’s given me a different perspective & appreciation when I play games in my spare time. Whenever that is…As I said in our first show (which can be found here by the way…), I’m currently working on a next gen title that’s due to come out roughly this summer. So right now I’ve got next to no free time. In addition to talking about my trials & tribulations on the air during future Shots in the Dark shows, I’m going to attempt to have a weekly section here in our blogs talking about various aspects of what it’s really like working at a video game company. It’s a segment that I like to call my Designer Diary. So using these meager means of communication I’ll at least be able to keep you all informed of my madness in some form or another. You see, I won’t be around on the show much the next few months. The end of a project is always the worst in terms of work hours. Hell, even the middle can be bad sometimes…Anyway, I’ve been working at a well known company for the past several years. I got my start in the Testing department, and made the transition into Design, where I been for the past few years. By now I’ve got several games under my belt as both a Designer & from my testing days. I’ve worked on a few different genres, from Sports to Fighting to Action, so it’s a pretty diverse list. In case you’re wondering, I’m being purposely light on the details. I’d ratter not get into name dropping and getting all high & mighty on everyone. It’s tacky, but also the topics and concepts that I hope to talk about in my Designer Diary entries are applicable to any video game company and game development cycle, regardless of genre.
Oh. And there is the rather minor concept of company confidentiality. Meaning, there’s a fair amount of information that I know based on my affiliations that I can’t talk and shouldn’t talk about. Especially online for the world to see. See, I like my job, and I don’t want to get fired for writing something on a web site. Trust me, they do it, and I’ve actually seen it happen firsthand. So to summarize, don’t bother trying to ask me any “secrets” or any crap like that.
Even leaving out the “juicy details” there’s still a fair amount of stuff that I can talk about that should be interesting enough. Stuff like “how does a feature get designed” or “What’s the process for making a level” or even something as simple as “How many does it take to get to the center of a Tootsie Pop” (The world may never know…) Er, I mean “How many people does it take to make a game” There, much better… All this and more I’m hoping to comment on.
Anyway, look to the Shots in the Dark blogspace for more of my Designer Diaries in the future. I’m trying to have Wednesday be the day that new ones appear. Let’s hope that I can stick to that timeline with my busy schedule. Until then..
“Later Evil Ted, later…”
The Viceroy