AMA Hosts On How To Game The Video Game Industry

Tatiana Bonneau
AMAfeed
Published in
7 min readMay 26, 2018

Yes, we know. The thought of making a video game can be daunting. There’s code to write, 3D assets to model and texture, sound design, music, gameplay, voice acting, multiplayer, platform integration, marketing, bugs to patch… The list never seems to end. Thankfully, our AMA Hosts aren’t deterred by a challenge, and they go for it anyways. In a world where technology is at everyone’s fingertips and the paths to exposure are more accessible than ever, the market is flooded with ideas, games, and creators.

Are you trying to get your big break into the gaming industry? Game designers, artists, engineers, producers, web developers, quality assurance associates, sound and video engineers, marketers, sales teams, IT support, and accounting/HR professionals — were the hosts of our AMA events and they all answered your questions about almost any topic, and we will review their best answers which might inspire you to continue in the pursuit of your dreams.

Just remember, the right tools and mindset can make a difference. If you work hard, learn from your mistakes and really want to do it… it’s not a matter of IF you will succeed, it’s a matter of WHEN.

The gaming industry is comprised of the following sectors: publishing, development, hardware manufacturers and distribution. The industry can also be split up into console games, personal computer games and more recently, mobile and virtual reality games, although many game studios publish across multiple platforms. So, let’s hop in into the best answers we got from the professionals!

Where do you see the gaming industry 5 years from now?

Awesome question! In 5 years I can see esports and game streaming continuing their rise and hitting the mainstream. The general public is just now starting to accept esports as something that is serious. Right now you’re seeing schools create their own teams, and scholarships awarded to talented players. Incentives like that are opening up opportunities for serious gamers, and I think we’ll see more and more come out of the woodwork as the years go on. The idea that you can get a scholarship for playing games seems so crazy today, but it will become more and more commonplace.

AMA with Lawrence Mascia → http://ow.ly/uKCc30jUxHk

What are the differences when developing games for iOS, Android, and PC respectively?

Waaaaaaaaaay different audiences. iOS and Android development wise are relatively the same. You need to essentially create the controller/inputs for the player because there are no standard ones and game times need to be shorter and able to be dropped in and out of very easily. You have to make a lot of compromises based on the touchscreen.

PC you have a lot more leeway in making bigger/longer/more complex but that’s not nessicarily a good thing just like simple on mobile isn’t. The other thing is the players will expect different things than mobile and your inputs are pretty much set in stone.

I’m being kind of general but the other things tend to come up once you have a set type of game.

AMA with RenEVIL Studios → http://ow.ly/Ltqx30jUybC

How many hours does it usually take to develop a new game and how heavy is the work load?

From 10 min to years! It always depends. One think though is that nothing is ever perfect. Most GameDevs delay their games to much because they want everything to be absolutely perfect… That is good, but not viable. It´s always better to have something that works out there than something almost perfect that no one is playing because you never launched.

Another tip is to start small at first. Some GameDevs start with the idea of making the new World of Warcraft or Call of Duty for their first game when is much better to start gaining experience and confidence with other rather small games and build up to your masterpiece.

AMA with Jay Powell → http://ow.ly/TfDH30jUzkn

What are the major changes that you can note in the game industry since the 90s?

Growth. The industry is much bigger now than it was then. In the 90’s if we had a game that needed $5 million to get funded, we had 30–50 publishers it could go through., Today we send projects to 100–150 publishers on average. It all depends on the budget, platform, genre, etc, but there are a lot more options for developers now.

The other big one is the gamers themselves. Games used to be targeted nearly exclusively to 14–30-year-old men. Now we have people in their 90’s playing Candy Crush and other games. The market itself has exploded and it’s fantastic to watch it continue to evolve.

When you work as a publisher, how do you pick games for publishing?

1. Fun. If it isn’t fun it’s pointless

2. Quality. Not necessarily the most cutting-edge 3D graphics, but is the game polished? Are there glaring bugs? Do the mechanics and core game loop work well?

3. What is the potential market for the game? Which platforms and stores are the best fit and what do we project as sales estimates.

4. Finally, business terms. Are we able to work out a deal that works for us as a publisher as well as the developer.

According to your view, what kinds of games are highly welcomed? What kind of games should the beginners try to develop?

I firmly believe there is a market for most everything out there if the game is done well. Certain platforms or online stores have genres that do well and others that don’t, but that doesn’t mean there is a market for the game.

Create the game YOU want to play. When you do that you’re going to put much more heart and work into it and you’ll see that pay off down the road. Stardew Valley is a great example. The developer had always enjoyed the Harvest Moon series and wanted to build something similar. It took 4 years but the game has been a huge success.

You’re always going to be more successful working on something you enjoy than you would be toiling away on a game that you “think” players will like more.

Be aware of your competition as well. Going in and creating another mobile match 3 game right now would be difficult, but look around and see which genres aren’t overly saturated or find a new twist you can put on something that has seen success.

AMA with Gina Zdanowicz → http://ow.ly/s44U30jUAed

From your experience, what skills and qualities are required to be a good Sound Engineering Technician?

There are a lot of skills and qualities that make a good sound engineer. A great ear is one of them. I don’t mean good hearing but a well trained ear that can perform tasks like hearing a sound and knowing how rolling off certain frequencies in EQ will effect it. Critical listening and practice with effects and plugins can really help train the ear. There are also a lot of apps and websites that provide audio ear training services. Sound Gym is one I can think of off the top of my head.

A mastery of a DAW (Digital audio workstation), microphones, recording equipment and editng and restoration tools is key.

It also helps to have great organizational skills, being able to take feedback and turn it into a solid revision, time management skills and being a team player.

I was asked a similar question previously and listed out some important points. Here they are..

  • Passion and enthusiasm for sound and games
  • Expert knowledge of sound recording, field recording, Foley and editing techniques
  • A good understanding of acoustics and 3D sound
  • Mastery of a DAW or audio editing software
  • Excellent listening skills
  • Imagination and creativity
  • Excellent communication skills
  • Excellent organisational skills
  • Ability to solidify concepts into material assets
  • Work well with a team
  • Handle feedback & provide constructive feedback
  • Work well under pressure
  • Handle evolving deadlines and quick turnarounds
  • Solid time management skills
  • Knowledge of Game Engines (e.g., Unity, Unreal)
  • Knowledge of Audio Engines (e.g., FMOD, Wwise)
  • Knowledge of collaboration software
  • Problem-solving abilities
  • Self-sufficient

AMA with DoubLLe, LLChttp://ow.ly/nc0K30jUBng

What are the skills necessary to become a successful game inventor?

Well you certainly need a good artist. A game is nothing without the artwork. Without it, there’s nothing to pull the players in. We could have the best combinations of mechanics out there, but without the art, you just have an idea. In addition, having thick skin helps haha. You’re going to take criticism, a lot of it, even from those closest to you. You have to be able to handle it, push forward, and use those critiques to help make your product better.

Written by our genius blogger Tina based on advice from our great Hosts in #GamingAMA and originally published on www.AMAfeed.com

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Tatiana Bonneau
AMAfeed
Editor for

Real college dropout genius, hard code nostalgic, former fetus, elf in denial, communist leftover