The game industry is, indeed, a competitive one, and quality talent is vital to success. Rather than hustle HR to the local theater or send them rollerblading down the street with a bullhorn and a sandwich board, in this article Marc Mencher addresses consistent means of attracting ideal candidates to your company via advertising, company branding, unique hiring ideas, and professional search firms. In a follow-up to his article on selling the candidate, Marc Mencher discusses the interview process, addressing how you can get clear on your objective, plan the interview, listen to the candidate, and evaluate the interview to make optimal hiring decisions, as well as discussing what certain interview questions can reveal about a candidate. One of the biggest problems in the design and implementation of games is the lack of interactivity amongst the various team members of a project. Noting this problem, Joshua D. Gordon focuses on the relationship and communication between artists and designers during the development process.
Video is one of the most commonly used and least understood elements of modern computer games.
Ever since the CD-ROM offered a medium able to carry significant amounts of audio and video, game developers have worked to incorporate video into their titles, and although there have been many missteps along the way, video is still a critical element of the game designer s palette. Design documents sometimes fall short of their purpose. This article is part two of a series that provides guidelines that, when followed, will ensure that your design documents will be pertinent and to the point. Clancy Imisland, a programmer on the game, talks about the rights and wrongs of the development experience. Read all about it from Jonathan Chey, the project manager and programmer.