Ask a Video Game Developer Anything ... Call for Questions

Illustration for article titled Ask a Video Game Developer Anything ... Call for Questions

Starting next week, game developer Jeremiah Slaczka will answer your questions here on Kotaku.


He just needs your questions, which you should ask him in comments section below.

Here is his official bio, so you know who you're talking to: "Best known for his multi-million unit selling franchises, Scribblenauts and Drawn to Life, Jeremiah focuses on creation of innovative new titles. His latest project, Hybrid, is due out this summer on XBLA."

So, yes, he makes games. Maybe you do, too! Or maybe you don't and just want to ask a game developer something. He suggests you ask about development, deals with publishers, how to break in to the industry, what/where to study, that kind of thing. Stuff aspiring game developers out there might want to know about.

Jeremiah will be answering questions monthly, starting next week with his debut column on Kotaku. Ask away... He'll pick the three best questions to answer.



How does a creatively-focused individual break into the directorial part of the industry? That is, for those that are great idea makers, that can greatly expand concepts with tons of detail, that can craft design documents, and/or that have a knack for organization and project oversight, how does one pitch (their own) well-thought out concepts and jump in as a project director or producer on a development team?

Is it possible to do this from the outside without previously being a member of the team as a programmer (or another equivalent lower-rung position) and working your way up through the ranks? Or must a person go this route and garner respect from the team/staff before they can make their visions reality? (Well, beyond working as an indie dev and doing it themselves, that is.)

(For instance, I tend to be a lightning rod for ideas myself; they're constantly jumping into my brain—be it when I'm eating dinner, watching TV, or even on the can—but I don't have the natural talent to be an indie dev and build entire projects by myself (coding, concept art, what have you). I can't afford to start a studio either and pay others to fill in the areas that I lack, nor could I just pull a group of people together to make the project happen, as I'd personally feel guilty that my contributions wouldn't match up to the time and work that others would invest in the project, especially when they wouldn't be getting any immediate incentives for their work. Basically, for those in this situation, is there a silver lining? Can creative people have their passions and visions brought into reality in such a manner (where they lack the ability to spend 15 years climbing from a programmer that slaves over coding a new in-house engine for, say, Square Enix to a Senior Programmer and finally to Director)?)