Front | People | Tech | Events | News | Education | Business | Entertainment | Their Work Is All Play Turning Pastimes into Careers in the Video Games Industry By Marvin V. Greene How do you tell a hardcore gamer? Ask Brian Jackson. "I actually bought John Madden Football for the Sega Genesis," he says, "before I even owned a Genesis." Another way to tell is when you give up a promising IT career in the aerospace industry in Philadelphia and take a pay cut to go to work for a video game company in California. That's what Jackson did. The 1992 graduate of Howard University in computer-based information systems now works as an associate producer at Electronics Arts (http://www.ea.com), an interactive entertainment software publisher in Redwood City, Calif. The company develops and markets games for personal computers and for game systems such as PlayStation and Nintendo 64. Having grown up amid
the cultist popularity of the Pac-Man, Donkey Kong, and Super Mario games
and the old Atari and Commodore systems, Jackson, 31, is one of a growing
number of African-American IT students and professionals opting for
careers in the video games industry. For creative, talented people who can
combine technical and artistic skills -- and maybe like a little living on
the edge -- career opportunities await. When he received an e-mail message from a former Howard roommate, five years ago, telling him Electronic Arts was hiring video game testers for the summer, Jackson sprang into action and let company representatives know he was seeking a full-time position in the industry. He sent in his resume, did two telephone interviews, and the rest is history. He no longer gets to work on rocket ships, other than in the virtual world, but Jackson wouldn't have it any other way. "They flew me
out, I interviewed for an assistant producer's job, and they offered me a
job on the spot," Jackson says. "I came back and
told my boss that I can either continue buying all these video games, or I
can help make them. So I turned in my two-week's notice and moved out to
California," Jackson says. Once popular mainly among young males, video games are seeing a surge in demand, particularly among females, the IDSA says. A survey commissioned by the association showed that 145 million Americans routinely play computer or video games, and 43 percent of them are female. In 1999, 215 million games were sold, a 19 percent increase over the previous year. Sega announced last
October that only one month after its release, more than 100,000 gamers
had signed up for the company's SegaNet Dreamcast network (http://www.sega.net),
which allows gamers anywhere to compete against one another, online. "What it requires
now is just a whole range of talent skills -- from basic computer
programming to graphic arts skills to music and animation skills. It's
comparable to skills you would find in a major movie production, but a lot
more technology intensive," Cole says. Brown admits that he would rather start his workday by popping a video game into his computer than by having to, say, manipulate a spreadsheet. "You have to have
a bit of a personality that's slightly anal retentive. It's more for
quality assurance, because you have to be thinking of doing everything
logically and illogically," he says. Brown has been playing
games since 1978, collecting them with his brother and hanging out at
video arcades in Baltimore. His favorites are action, fighting, and
strategy games. Thomas says she once tested an educational game that had an African-American character whose movements, such as head-rolling and eye-rolling, were out of kilter. "You would be surprised," Thomas says about things she sees in games. "You may come across a game that may be degrading. It happens in just about all the products. Some developers think it is humorous, or they might be ignorant because they believe that's the way that it is." Market researcher Cole says the video games industry, particularly the larger, console segment, tries to stay as neutral as possible about ethnicity. Too many dollars are at stake to offend one group or another, he says. Cole adds that video game consumers closely mirror the national population, so minorities account for a representative chunk of industry revenues. "It's very mass
market. It looks like the way America looks, in terms of the
demographics," Cole says. According to "The Buying Power
of Black America," a research report from Target Market News (http://www.targetmarketnews.com),
a Chicago market research company, African Americans had $491 billion in
earned income in 1999. Of that, they spent $1.2 billion on computers and
related equipment; $2.1 billion on consumer electronics, including video
game consoles; and $2.2 billion on entertainment and leisure. "It opens up other avenues in the technical field," she says. "They start off being a tester, and they feel, 'Well, I want to make my own game.' It's like a steppingstone." Brown says finding a job in the video game industry is like finding one anywhere else: You look for openings and apply for them. For African Americans seeking computer-programming experience, the video games industry offers a conduit for learning. "Any kind of experience on this level would help not only with games but with application software as well. You get a chance to see somebody else's work. You get to see raw, compiled data. You get a chance to look at these products in their many stages," Brown says. Jackson sees another
fringe benefit in working in the industry: He likes his job.
"It's not always about making the top dollar.... It's more about
getting paid to do something you really enjoy," he says. "It
doesn't make sense to get paid $100,000 a year but to dread waking up
every morning to go to work. It would be better to make $75,000 a year and
actually enjoy going out to go to work." "When they go by
and see the game being demonstrated in the front window of a retailer, and
you go past and you look at that, and you hear them say, 'Man, did you see
how hard he hit that guy! That guy flipped head over heels!' |