So, having already told you the rags to riches (riches pending) story of how I came to be a professional video game designer, I thought some readers may be interested in some tips on how they could do the same.
I mean, you could follow the same path that I did, but that would be a bit silly I think. For one thing, I didn’t even want to be a games designer until I was in my early twenties. Before that I wanted to be a doctor (before that I probably wanted to be The Doctor). And there are so many different ways you can improve your chances of getting hired.
So, in no particular order here are some things I think will help you get your very first job as a professional video game designer.

Generalise
There are a lot of different game designer roles in the industry right now. The common three (as far as I know) are
- Designer. The general dogsbody of the design world, as you can probably tell from the title. In this job you could be touching on lots of parts of the game, or focussed on one particular system or area.
- Scripter / Mission designer. Generally these two titles are for very similar jobs, and don’t be fooled into thinking of “script” in movie terms. You will be using whatever scripting language the toolset has to implement the flow through a section of gameplay – making sure that when the player hits a trigger the right thing happens, cutscenes and dialogue fire as appropriate, etc. Some systems may also be scripted, weapons or some higher AI functions, for example. This is the more programmer-side part of design.
- Level designer. Uses a 3d creation tool to block out areas of the game world for their gameplay requirements. Depending on the company this could also involve taking these levels right through to completion with full art, using textures and models provided by the art department. You could also be placing triggers, enemy spawns, pickup locations, etc. The more artist-side of design.
Now the general thinking behind any type of skill is “jack of all trades, master of none”. Which I get, if the two things you’re talking about aren’t that closely related. Thankfully there are a lot of aspects of game design (and design jobs) that overlap.
Obviously it’s good to be really good at something, so if you are naturally more inclined towards code or art then lean more heavily in that direction, but it will really help if you have at least a basic understanding of “the other side”, and you will also find more job listings that you have the applicable skills for.
Incidentally, if you’re neither good at code nor art, you will have a much harder time of things. Jobs for “pure” designers do exist, but they are harder to come by, and tend to attract more experienced candidates. As someone trying to get their first design gig, you will find it easier to land a scripting or level design job.

Make Stuff
No matter what area of design interests you most or you find yourself most skilled in, there’s not a company worth working for that will hire you without some proof of your skills.
And how do you prove that you can design something? By designing something. Duh.
There are so many free tools available to hobbyist designers these days that I’m not going to list them all, but it seems obvious to me that you should start building up a hefty portfolio of example work as soon as possible. So download something like XNA or Hammer, and start working your way through tutorials. Or even just fire up Word and get that design document flowing.
It’s a simple fact of life that the first times you try something, the results will be … interesting. Probably rubbish, in all honesty. Unless you’re naturally talented, in which case I hate you and what are you doing reading this anyway?
The process of just trying to create something will allow you to try out ideas, iterate on them, and hone your skills. As long as you seek out criticism and act on it you will end up with a great body of work to show potential employers. Note that you should never include your first few pieces of work in your portfolio. Chances are that even if you think they are good you’re looking upon them with rose-tinted “mother’s eyes”, and they are actually crap. Sorry.

De-construct
Part of being a good designer is knowing what works, without need to experiment or reinvent. In the same way that car manufacturers will always fall back on those tried and tested wheels, multiplayer level designers know that they can always fall back on a figure of eight pattern, for example.
There are, broadly speaking, just two ways of finding out what works in video game design…
The first is that you can read about what other people have already figured out. For example, you now know that a figure of eight is a good base layout for a multiplayer map because I just told you. The upside of this is that you will be learning from other people’s mistakes, their own iterations, and their own spent time. You are essentially stealing the knowledge gained from all of their wasted time, and can stand on their shoulders to start your own projects – good work, you’ll need that stolen youth for when you do land your games industry job.
The downside to all of this fancy book learnin’ is that they may be wrong. Unfortunately game design is still a relatively young and complicated beast, and there are few recognised “must use” techniques. There are also a number of people who will pimp their credentials as designers when selling their books or giving lectures, but haven’t actually designed anything that’s been described as fun in a very long time.
So it always pays to have your wits about you, and don’t just believe something will be fun because a big name designer has told you such.
The second way of finding out what works in games is, not surprisingly, to play a crapload of games. Hopefully if you want to be a professional game developer you will be doing this already – hell, it’s very probable that your passion for games led to your desired career, instead of the other way around.
So, rather than just playing games, start de-constructing them and the choices that designers have made in them. Start paying a lot more attention to what is going on. If you’re playing a first person shooter, how have the weapons been set apart from each other? How does the player’s health work, and how does this impact on the play experience? Generally I’ve found that recharging health causes players to be more reckless than the old medpack system, so if you were ever designing a survival or horror based game, you would probably not want to use a recharging system, for example.
In a multiplayer map is there a particular area that players gravitate towards? Why do they hang around there? Is it a flaw that play focuses on that area, or is it deliberate? How does the designer draw your attention to important locations or items?
Always be looking out for a) things that you think would improve the game or level you are playing, and b) things that the game or level does incredibly well that you can repurpose for your own designs later.
This skill will come in particularly handy if you are invited for an interview. Most design interviews I’ve heard of involve asking a candidate to explain what they thought were particularly strong and weak points of recent games they have played (or a game the company has released).

Socialise
As an eager game designer you really should be making full use of the fancy-pants new fangled social media tools that are available to you. Back in my day these didn’t exist, and so it was fairly difficult to get to know professional designers and engage them in any kind of dialogue. The best you could hope for was someone on the CounterStrike team commenting on your latest map on a forum.
Twitter is a great tool for getting in touch with a lot of professionals who are “in the trenches”. All you need is a starting point (and here I will offer my own account up as a suggestion), and look at the lists of people they follow. Mixed in with the TV and film celebrities and actual real life friends, you will usually find an abundance of game developers. Another good method is to look at what lists they are on – often there will be a “games developer” list, and then you’ve hit paydirt.
Games developers are people too, if slightly less socially capable than most, so there’s a good chance that many of them will not follow you in return. Bummer. But like any social tools, you will get out what you put in, so keep an eye on what they are talking about and if you have something interesting to say, reply to them. Believe me, nobody likes the warm glow of people communicating with them more than games designers – we’re a very needy bunch.
Twitter is also better for these kind of impromptu introductions than something like LinkedIn. Although there are many people out there who are happy to accept any invited contact, I know far more who will only connect themselves to people they know in real life.
It may also be a good idea to start a blog, especially since there are good free hosting options in Blogger and WordPress you are essentially not losing anything by trying. Your blog can serve as a single location to host your CV / resume, your portfolio of example work, and also any random musings you have had about games that you have played.
Remember that one of the core skills often desired in design positions is “good communicator”. A potential employer will be able to look over your blog and see how well you express yourself and your thoughts (or, more likely, make sure that you don’t entirely type in txt spk the whole time).
Don’t be afraid that the super-hot company you have applied to might see that you didn’t like the second dungeon design in their last game. As long as your argument as to why you thought it was bad was well thought out (and not just a long stream of “FUUUUUCCCCKKKKK YOOOOUUUUU” style posting) chances are that they will appreaciate the thought that you put in to their work – hell, they may even use it as a subject of conversation in the interview.
The flip side of this is that I would recommend you steer clear of openly criticising any company or individual, unless you are absolutely sure you will not want to work with them. And even then, the industry is a very small place, so such an entry may have unexpected effects at some later date.
I recently posted an article that mentioned a few tips that I have picked up in the few years I have been blogging, that apply specifically to games industry people. These might be things to keep in mind in case you decide to get set up (since you seem to be in the mood for reading my advice, you schmuck).
Finally, it is worth your time becoming an active member in some forums relating to game development and design. This is particularly applicable if you have taken the “make something” advice, as the forums related to your creation will likely be full of incredibly critical members.
This is good, as their criticism will both help you develop a thick skin towards having your work pulled apart (and believe me, you will need this if you get a job in the industry), and also help you improve your skills a lot.
You will be able to see what the current bar is in your chosen area, pick up tips and techniques from other people in a similar position to yourself (and don’t be a jerk – share your own cool discoveries, once you have used them yourself of course), and also see what mistakes other people are making and avoid them yourself.

Don’t Settle for “Good Enough”
Slightly controversial this one, as I know a fair number of people who have gone this route, and it’s often touted as a good way in, but I really don’t think that if you want to be a game designer you should be applying for QA positions.
Yes it will get you “inside the industry”, but not doing what you want to do. And if you end up in publisher QA or one of the developer QA departments that isn’t allowed to talk to the developers (and believe me they exist), you are no closer to getting to be a designer than you were before.
In fact, you may even harm your chances – if you start trying to design the game through bugs (i.e by putting in bugs that are suggestions for how you want things to be, rather than actual bugs) you may just annoy the designer who would interview you enough that your shot is blown.
This rule also applies to the example work you are making to show off your talents. Actually finishing a piece of work is a difficult thing to do – the further you get with it, the more it will become about bugfixing. But being able to show a potential employer that you have the self motivation to see a task through to completion is a huge bonus.
Remain critical of your work right up until the final stages of your project – it is these last bits of polishing that will help make your work stand out from other applicants, and will get you noticed.

Be Realistic
The final piece of advice I would give is to be honest with yourself – are you cut out for working in the games industry?
The step from enjoying playing games as a hobby to enjoying dabbling with creating them as a hobby is not such a big one, but the step to creating them professionally is huge.
You will spend all day at this, and it can put you off your home projects or playing games altogether. You will also most likely lose a lot of your creative freedom in the work you are creating for your job (not all, obviously, as that would be terrible for the game, but you won’t have free reign over what you want to create).
And also be brutally honest with regards to your own level of talent – try to avoid the Dunning-Kruger effect. It is always a hard pill to swallow, but it may be that if you are not receiving interviews or job offers, you are not performing to the same level as your contemporaries. Again, try to be critical of your own work.

So there you go, six general pieces of advice for anyone trying to get a job as a video game designer, or wondering how to start along that rocky road. I hope it helps.
It got a bit down towards the end there didn’t it? I didn’t mean for that to happen. You should understand that I love my job, love working in games, and wouldn’t trade it for anything (well, maybe for being The Doctor). I only want to help people get to that same position too.
I also have an article half typed up containing interview tips, based on the many interviews I’ve held. Hopefully I should have that up soon.
Do you have any advice I’ve not covered? Or perhaps you don’t agree with the advice I’ve given? Or even if you’ve just found this useful. Please, I’d welcome any comments.