My name is Zack Hiwiller and I am the author of this blog.
I’m a video game designer living in the southeast United States. I’ve shipped or worked on titles on the Playstation 2, Xbox, Gamecube, Nintendo DS, PSP, Gameboy Advance and PC. I’m a big proponent of game design from an aesthetic approach in terms of MDA.
I was born in Pittsburgh, PA in the early eighties as a New Year’s Baby. Being born at 4:38pm in the afternoon on a day where one is celebrated and lavished with praise if they are born earlier probably is the seed of my incredibly strong pet peeve of being late to anything.
Surprisingly, I wanted to develop games from a young age which was a dream I promptly forgot about when adults told me I had to be “realistic” in terms of what I wanted to do with my life. Lesson learned: you set your own bar.
It was in my junior year of college at Carnegie Mellon University that I decided that a life of designing and writing banking software (while potentially lucrative) would probably not be fulfilling for me. I then committed myself to picking up skills that would benefit a game designer. My thanks go out to the good professors at CMU’s Entertainment Technology Center who let an overeager and annoying undergrad into their classes. I only ever had Randy Pausch as a guest lecturer. I wanted to take his Building Virtual Worlds class so bad but it conflicted with my Information Systems project classes and there was no way I could take the two simultaneously and do well in both. Nonetheless, the man was an inspiration to me both in his pre-cancer life and in his unfortunate end.
I was lucky to have been given the privilege of an internship at Electronic Arts soon after and worked really hard to make an impression that would get me hired full-time - if not there then at some other reputable studio. It worked. As a wise man once said, “Luck is where preparation meets opportunity.” Since then, I’ve worked on a number of shipped games and a few canceled or aborted ideas. In the meantime, I study other design blogs and attempt to keep my mind open for ways to expand in my role.
I left EA in January of 2009. I spent a year tooling around, got half an MBA (either a ME or a 3A, I haven’t figured out yet) before landing a nice gig with the folks at Gameloft.

Working on a hobby prototype card game.
Q: Why do you have a blog?
A: I used to abhor and despise blogs because I equated them with ugly Myspace pages and self-serving ranting. I found it very egotistical to think that someone would want to read what I had to say. Then I realized that blogging really wasn’t an ego-stroke at all. One can write simply to write. I want to write because I enjoy writing and practice makes me better. Also, there are a number of game designers out there that have great blogs and it seems to work well for them. I like meeting like-minded people and so far, I’ve got to meet some interesting folks. I also found that writing a quick blog post in the morning primed my brain and got me going to get some good work done. It turned out to be mental calisthenics, to use a cliché.
Q: Are you just going to write about game design? I don’t care about that, nerd.
A: That’s what I plan on writing the most about now, because that is what is interesting me. I expect one reads a game designer’s blog (if anyone does) to read about what they think about game design. But since the primary objective of this blog is just to get me typing, I will post about whatever is interesting me at the moment. I’ll try not to be too loquacious or boring.
Q: What are you working on now?
A: My resume is available upon request. I don’t make it public because I want to control who sees that particular information. No bots!
Q: How do I contact you?
A: I am very interested in talking with other designers, potential employers and folks interested in game design. Leave comments on posts if applicable or email me. My email address is my first name at my last name. Figure it out IF YOU ARE A HUMAN.
Q: How do I get a job in the games industry?
A: There are many sites that can help you with this better than I can. Google is your friend. And since I’ve only done this twice, I don’t consider myself a real expert, but I can give some tips as it related to me getting a job and things I’ve observed from our general hiring practices. The better question would be: “How do I succeed in the games industry?” Because if you just want to get a job, I’m sure there are plenty of junior testing positions open.
So, right, tips:
- Get a degree from a respectable four-year institution in something other than “game design”. Computer science is usually a winner. My degree is in Information Systems. Math, engineering, business, art, illustration, architecture, English. Prove you are a well-rounded individual (to use the banality) rather than a one-trick pony. Businesses can teach you the latest tools and trends, but only if you have the base skill set to be taught. Game design programs can teach great skills, but to move up you want to be someone less narrowly defined. Plus, in this economy, you want to keep your options open.
- Be interesting. Game companies get a forest’s worth of resumes every year. They do tons of interviews. So why in the world should they pick you? There will probably be fifty candidates today with grades better than yours or fellowships or recommendations or God help you, experience. Nobody cares about that. Have a project you can show. Have a blog with insights. Show that you not only can do the job, but can bring something immeasurable to the team. Have a personality.
- Know why you want to work in games. Because you play them is the worst possible answer. I won’t give you the best possible answer, because you should be telling the truth. Contrary to popular belief, you don’t get to play fun games when you work on making games. 99% of the time you work on something that is broken either in terms of code or design. Once those two things are shored up to a satisfactory level for whoever is pulling the strings, the game is shipped and you start over. The only time you really get to play fun games is when you are at home.
- Be prepared to sacrifice. I wouldn’t trade my job for a “real” job any day of the week. But realize that with the perks, there is also a lot of sacrifice. Working twelve-hour days is normal. Working three weeks or more without a weekend happens at most studios. You’ll be paid less than a similar job in a more dull field. You won’t have creative freedom. Think seriously about if this is what you want to do with your talents. To me, it is worth it. Too many get in and then realize they want a 40 hour a week gig. That’s cool too, just know what to expect.
- Be crafty and be persistent. When I was first looking for an internship, I sent my resume to over one hundred studios. Ninety-seven of them never even responded to say they weren’t interested. Most places have a formal policy of how they entertain employee applications. Fuck it. Find the name of someone in HR and personally email them. They don’t particularly like it, but it is effective. If that fails, find the name of someone else in the company. Email them about something unrelated to you wanting a job. Ask questions. If you get a good relationship going over email, you may be able to sneak in that you are looking for an internship. If not, then you might still be able to learn from things from someone you wouldn’t really talk to normally. Win-win. It isn’t easy to get a job in this field, so you have to show that you are eager and qualified. Saying you are eager and qualified doesn’t amount to anything. Most places will tell you that they have no positions, which may or may not be true. But if you show them that they could really use you, then when a position does become available, maybe they will remember you. It’s worth a shot.
Q: What are your favorite games?
A: Here’s a short list:
- Actraiser
- Bomberman (Series)
- Castlevania: Symphony of the Night
- Donkey Kong
- Elder Scrolls (Series)
- Halo (Series)
- Ico
- Jet Set Radio Future
- Katamari Damacy
- Legend of Zelda: Link to the Past
- A Mind Forever Voyaging
- Passage
- Portal
- Rock Band
- Silent Hill (Series)
- SimCity (Series)
- Splinter Cell (Series)
- Thief (Series)
- You Don’t Know Jack (Series)
