• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.
I've got a question. What is it that makes Paradox so active on their forums and willing to listen to their customers? Rather than just getting staff members to issue "formal statements" about what's upcoming, the staff tend to participate fully in discussions regarding the bugs in their games and resolve to fix them.

I don't know, of all the games i've played, Paradox seem to be the most interested in their fanbase.

The answer has two parts

1: culture

While there's nothing formalised in our contracts ("you have to be active on the forums" or the like) everyone at PDX know that our closeness to the community is one of our greatest strengths.

You could say that being close to the community and regularly posting here is a part of the office culture. When you see your colleagues post and talk regularly on/about the forum you tend to want to be included. Everyone in the office doesn't post of course, but most do.

Besides, almost everyone here are gamers and therefore we know how frustrating it is when you feel there's a ginormous wall between you and the "other side".

Equally we know how fun it is when somebody actually responds and shows that they care. And we really do care!


2: Publishing


In the publishing team we agree upon a number of goals and strategies each year, and one of our goals actually is:

"We are close to our audience/we know gamers"

so it's an concerted effort on our part to make sure we don't lose touch with "reality" ie, the players. We try to keep you in the loop, to be honest with you, involve you in decisions (where it's suitable) and most importantly listen to you


Hope that answered your question
 
Say you want to get into game development, but you first want to study at the university for some years, what would you at Paradox recommend doing in the meantime to be more ready for a job in the game development industry - besides learning Swedish ? :D

Depends entirely on what you want to do in development

Programmer

Graphics

Game Design

Level Design

Community management

Animation

Project management


Specify and thou shalt receive.

/s
 
Great thanks Shams. :) I was thinking Game Design, but the candidate will open for Programming as well as other sides. It's called Media Technology and Games. Anyway the answer must be Game Design. :)

Not really that many jobs available in the world as as game-design, so I'd recommend going with programming.
 
Sorry for the Double Post, but what has caused the Database error on the Forums yesterday?

Not sure, as I have not seen any. I know the server was overloaded the other day and had to be restarted, but that's about it.



As for you who want to work as a game designer, that is a very difficult goal. There are extremely few entry level game designer jobs out there, unless you start your own studio.

Those who hold a job as a game designer often has years of experience from other areas. I spoke to one senior game designer who told me he though it was immensely positive it the person applying had experience from working with other things than games as well. The common path is to start as something else within the games industry though.

If you want to be a programmer, learn a programming language really well... ;) Most studios use C++, so that might be a good start. There are often tests before hiring a programmer, so brush up on all areas and even obscure details before going to an interview

As for community management, I'm not sure. I don't think my path is the most common one. Read ads for job requirements and you might get a good idea. I think good communication and people skills come in handy though. I've seen it coupled with tech support a lot, so that might be something to keep in mind.

What are the requirements for a programmer in Paradox Interactive? Some companies like to list a huge amount of different libraries you have to be able to use before sending a job application.

Be excellent at C++. Fit in with the team. Johan might add stuff, but I think these are the basic requirements.
 
:rofl:

A better question would be: what is your favorite tv show?

Right now: True Blood and Big Bang Theory.
All-time favourite: Firefly.
Edit - Firefly is super-fantastic and you should all see it. It's very, very short, which is the only bad thing.

I'm guessing my last question was in the realms of "don't go there" so here's another one ;)

When Paradox is making a new title or expansion, who playtests it? Do you get a playtesting group to help you, do you have individuals from the forums, or do you mostly keep it in-house and playtest it yourself?

A few other unrelated questions:
- What's your favourite food?
- What's your beverage of choice (aside from water)?
- What's the worst smell you've had in the office?
- What pets do you own? If you don't own any, what pets would you like to own?

And I'm spent :)

The beta group assembled from the forum and ourselves for playtesting, and then we have a QA studio that is more focused on the technical aspects, less on the fun and balancing.

- A fine, rare piece of meat. Or pancakes.
- I mostly drink water but other than that.. Milk, wine, beer.
- Don't remember any bad smell from the office.
- None. Would like to have something, be it cat, dog, snake, lizard, ferret or something else. An octopus maybe, those seems fun.
 
Last edited:
Why C++? Why does everyone use C++? Because in my very limited experience, almost any other language is easier to write, debug, and maintain than C++ once you get the hang of it.

It's the standard in the games industry. It's very close to the hardware which is a necessity when working with games. For example, working with console games, you often want your game to run at 30 fps. That gives you ~30 ms to update game logic and render each frame. While managed languages are easier to program, they do hide functionality which game devs usually care about. For example garbage collection, which can take a few milliseconds when triggered in C#/Java, cause stuttering of frames.

There are other reasons as well, like many libraries which are useful when gamedevving are written in C/C++, so integration is simple etc.

That said, I think we will see more and more hybrid games in the future, using C/C++ for performance critical sections and scripting languages as glue.
 
Why C++? Why does everyone use C++? Because in my very limited experience, almost any other language is easier to write, debug, and maintain than C++ once you get the hang of it.

Oh, also, I don't know if I agree that C++ is harder to debug and maintain. This has usually much more to do with your language expertise and the way the code is structured/coding standards etc. than the language itself. One can argue that it's easier to shoot yourself in the foot with C++ though, but that only applies if you don't know what you're doing :)
 
I'm guessing my last question was in the realms of "don't go there" so here's another one ;)

When Paradox is making a new title or expansion, who playtests it? Do you get a playtesting group to help you, do you have individuals from the forums, or do you mostly keep it in-house and playtest it yourself?

A few other unrelated questions:
- What's your favourite food?
- What's your beverage of choice (aside from water)?
- What's the worst smell you've had in the office?
- What pets do you own? If you don't own any, what pets would you like to own?

And I'm spent :)

- Pancakes, meat and salads. The Italian cuisine is great too.
- Iced tea, when it's hot outside, and warm chocolate when it's cold.
- It always smells good in the office.
- I don't own a pet, but my boyfriend has a African spiny-tailed lizard called Dabba (the Swedish name for the lizard is Dabbagam, so he picked a very imaginiative name for her ^^).

:rofl:

A better question would be: what is your favorite tv show?

Big Bang Theory is GREAT. I have watched every episode that have been released, and I hope they will continue making the show for many more years, as long as it doesn't transform into "Friends". I have many favorites; House MD, Grey's Anatomy, The Wire, Scrubs, Dexter, Desperate Housewives and a couple more.
 
regarding Programing:

Do you guys ever heard of Microsofts XNA Framework? You can do really good stuff and has an Interface for the XBOX 360...

Yeah, of course we know about XNA, never actually tried to use it either for windows or the 360 though. Then again, I have done some C++ programming on the 360 ;)
 
I know that this question won't probably concer you that much, but it looks like a best place on net to ask it

As much as I know about your style of work and given the absence of story-telling in your games, you don't use screenwritters. But I've been always curious how this usually works and you must surely know from other sources ;)

Especially RPG games have a lot of story and dialogues. So do those companies which make them use dedicated writters or is this done by people who also work on other asspects of the game? This can also be interesting career option (probably not for me), but anyway :)

Most often story and dialoge is written by freelancers. I guess for a company that does a lot of text-intensive games, it would be possible to have a fulltime writer on the team, but I think it's more likely they just hire the same freelancers over and over.
 
Say you want to get into game development, but you first want to study at the university for some years, what would you at Paradox recommend doing in the meantime to be more ready for a job in the game development industry - besides learning Swedish ? :D


(this turned out way longer than intended...hence the delay in posting)

I kind of brought it upon myself so here goes:

Shams personal thoughts on how to best make into the business based on my experiences.

So exactly what are my experiences and why does it matter?. Before I actually started working in the industry I was the partner manager for Sweden's largest game development competition; Swedish Game Awards for 2 years in a row. My primary task was to negotiate with game companies and convince them to sponsor our student run competition.

To make a long story short; what I did all day long was to talk to Human Resource managers and other people in charge of hiring, this included people from notable companies such as; DICE, Starbreeze, Avalanche Studios, Paradox Interactive, Microsoft, Sun Microsystems, GRIN and a bunch of smaller companies. In addition I've been through numerous interview/hiring procedures so I feel I have a pretty good picture of what's needed to make it into a gaming industry similar to Sweden's. I myself have a technical and classical/humanist background and have worked with art, design, QA and management with varying degrees of success.

The original question called for which academic studies are most important/of greatest use to make it, in addition to answering that I'm going to add a non-academic equivalent as they are just as important.

General tips:

Academic: More and more HR people are looking for people with backgrounds in as many fields as possible regardless of position. Speak 5 languages? Studied architecture? Have a minor in Shakespearean literature? Took a course in geology? It all helps in one way or another. Game development can cover so many wide areas so that it's truly helpful if you have a wide skillset. So don't be afraid to study something that isn't directly game dev related, it might not be the thing that helps you break into the industry but it will definitely be an asset.

Non-academic: Make and play games as much as humanly possible. Pen & paper role playing is perhaps "the best" as it the most complex and closely resembles game development. But every other form of game; miniature wargames, card games, video games, online games, board games, sports etc etc, all are good. HOWEVER, make sure you do the 2 following things or non of it will help: 1: Diversity - play lots of different types of games - don't grind one or one type of game all the time. 2: Critical thought - Constantly ask yourself, what makes this good, what makes it bad and how could it be changed and what impact does that change have on the rest of the game. Don't be a passive consumer, be active! This perhaps describes what's needed for the game designer the most, but all developers regardless of title or rank need to be able to critically evaluate and judge games.

now the actual answers:

Programmer
Academic: Math & logic courses are always an asset. Pick a common coding language and stick with it until you know it. Additional languages are always a plus.

Non-academic: I'm no coder myself, but my coder friends tell me that the study of programming is worth nothing unless you actually make sure you regularly write code. Always have a small hobby coding project going on the side. There are literally thousands of mod, indie, opensource teams on the internet looking for help.

Graphics 2D/3D, Animation
Academic: Almost everything related to image composition, color theory, layout design, croquis, claywork, art history, photography, typography, cinema studies is useful
Non-academic: paint paint paint or model model model (depending if you're going 2d/3d) Again make sure you're diverse try different styles, techniques, motifs. There are again thousands of indie teams looking for artists. Regardless if you go 2 or 3d, make sure you have some experience with the other. Make sure you flex your imagination. Artists that apply for jobs at PDX often show a good level technical proficiency but instead lack a sense of imagination. Be creative! develop your own distinct style.

Game Design:
Academic: Literary studies, drama or cinema studies are useful. Logic in some sense but generally it's hard to "teach" game design, I've got mixed experience with the programmes focused on game design in sweden, although I see them improving. Game designers are perhaps the role that require the largest diversity in their background.

Non-academic: See "general" heading. I want to add two more things that I frequently hear from senior designers/game directors; learn to draw and sketch, it's extremely useful when you are conveying your design to the rest of the team. The second thing is to write design and pitches as often as you can. Push yourself to think outside the box; How would Tetris work as a first person shooter? What would Call of Duty puzzle game look like? What if the Mario games used enemy killcount instead of stars? What would a Europa Universalis card game look like? How would you play CK2 on a wii? The game designer needs to prove herself the most as anybody can come up with a half decent idea, few however come up with a great idea and even fewer actually manage to turn the idea into anything more than just words on a paper.

Level Design
Academic: Good Level designers benefit from the courses taken by game designers and artists. Architecture and logic courses are useful. In addition being proficient at scripting is must. Almost every game has it's own syntax and different scripting language, so just make you know how to get up to speed once you start.

Non-academic: There are numerous games that have level/map editors, ranging from simple ones to really advanced ones such as the Crysis Editor. Get cracking creating levels! every kind of level, how would your bedroom look built in the source engine, what would your school look like in Doom 2? Build, design and script like crazy and team up with some friends and put your skills to use.

Community management
Academic: Perhaps the newest role in game development and strictly speaking more related to publishing. One foot in every camp in other words. New and therefore few academic courses directly related to the craft. Although social media has started to crop up in universities in Sweden as a proper field of study. Otherwise any studies relating to human communication or psychology would be useful.

Non-academic: Become a moderator on the PDX forums (or any other big community) and do a great job. Prove you're trustworthy, reliable, great to work with and that you "get" the crowd, the game and what works and what doesn't. Ask the company you're moderating for if you could help out more in any way - Are there any marketing / PR efforts you can help out with? Be creative and suggest that you can run a weekly featurette on the forums during the games development.

Project management
Academic: Aaah, now this is something I hold dear. Study stuff like organisational theory, psychology, behavioral science and the like. HOWEVER.

Non-academic: My theory is that you don't become a project manager just by studying project management. First of all you need to know what you are managing, i.e. you have to have extensive knowledge about game development. Secondly you have to be a great communicator as it's the tool you're going to be using 95% of the time. A fairly common problem in Sweden is that they promote someone to the role of PM because they are the best at it. "You're a great surgeon, so why not make you the chief of medine" I've seen this time and time in the gaming industry as well. What happens is that not only does everyone lose a great programmer but they also get a PM that lacks the organisational, adminstrational and personal skills to manage a large bunch of people. So enough ranting, try to work as in many different projects as possible, in as many different roles as possible and learn how to deal with lots of different types of situations. Take more and more responsibility as time goes on and don't be afraid to listen to others. Mattias, our executive producer once said: "don't hire a 3 star general as the principal of a grade school and expect greatness" I think it's pretty descriptive about project management - the right people, at the right places.

A note on numbers: Some people just want to get into the industry no matter the position, then it's simply a numbers game. Without a doubt programmers constitute the largest percentage of development teams.

An average dev studio breaks down like this:

50% programmers
20% artists
10% level design/or similar
10% QA
5% Game designers
5% project management

This varies depending on the type and size of game. A breakdown of PDX dev team reveals:

55% coders
18% artists
18% level design/similar
9% designer/QA

Many have dual roles (coder/designer, coder/PM for instance) it pretty much matches the regular breakdown. So bear this in mind when you go looking for a job in development: 10 programmers are hired for each game designer.

I went on for much longer than I intended...but hopefully it stayed kinda on target and you found it remotely relevant.

I'm sure my colleagues have their own variations of my take on this and I'll get them to chime in if they disagree.

I'm happy to answer any questions if you have any.

/s
 
Will Paradox be at the Gamescom in Cologne, next month ?

And if so, what can we expect ? :)

Yes!

We'll be there but not in the consumer part of the show, just the pres/dev part.

We've got tons of announcements of every size manner and color! It's going to be great!

/s
 
I am already getting excited ! :)

You should be!

We're all so excited we have to bring an extra change of underwear each day.

/s

ps. not really, but almost
 
We'll have a lineup announcement next week hopefully.


/s
 
1. When will Paradox expand its New York staff?

2. What past and future opportunities does Paradox have for teleworkers?

3. Do you employ any veterans?

1: soon? it's in the works.

2: Teleworkers? elaborate.

3: Yes. I find the question a bit strange, why wouldn't we? Are veterans special compared to any other profession in relation to game development?

/s