A common misconception about working in the videogame industry is that it's
more play than work, says Fred Galpern, 36. "Everyone thinks it's like Tom Hanks
in 'Big,' where we just sit around all day trying out different things and
seeing what's fun, but it's not," he says.
Mr. Galpern is the art manager at Blue Fang Games LLC, a videogame developer
based in Waltham, Mass. He says his job is a lot like being a movie producer
-- much of his days are spent managing a staff of 10 artists, keeping projects
on schedule, within budget, and coordinating with the company's other
departments.
He's currently working on an expansion of Blue Fang's zoo-simulation game
"Zoo Tycoon 2" called "Endangered Species." On average, a videogame can take two
years from the initial concept to market, he says. The concept is turned into a
design document, which resembles a movie script, describing each aspect of the
game in detail, he says. Mr. Galpern's work starts at this stage, building an
art schedule based on the design document.
"About half-way through that, I realize we are trying to squeeze too much
into the game, and I start making cuts to nonessential parts," Mr. Galpern says.
He says he cuts out complex elements that could take weeks to create but are
only peripheral to the game, like a complicated tree for the zoo grounds. Once
he drafts an initial schedule, he assigns members of his staff different aspects
for development.
The group works on a six-week schedule to hit certain milestones, such as
creating an elephant for the zoo. Typically, his workdays are from 9 a.m. to 6
p.m., but as deadlines approach, these hours can stretch to 10 a day or more as
he shepherds the project through, serving as intermediary between the company's
art department and its design and engineering departments.
As with every job, there are trade-offs. He once had dreamed of becoming a
comic-book artist, but, after internship in that field, he concluded his talent
wouldn't take him to the highest levels in the business where he wanted to work.
While working for graphic-design companies, he learned 3D design and decided to
pursue videogame design. He took his current job with Blue Fang in 2002. "Comic books and
videogames are really storytelling, while the digital art is the essence of the
game," he says.
Although he is integral to the artistic aspects of the videogame, he isn't,
as a manager, creating the art.
"It took me about a year at working at my job now before the switch flipped,
and I stopped missing art as much and really took satisfaction in managing," Mr.
Galpern says.
Among his duties are critiquing each piece of artwork and evaluating the work
of his 10-person team.
"With something like art, deciding whether it is good or not is very
subjective," Mr. Galpern says. "My background as an artist allows me to be able
to talk to them and provide constructive criticism."
Coaching the people who work for him is the part he takes most satisfaction
in.
"I enjoy seeing the people that work for me succeed," he says. One way he
helps them do this is by addressing any problems early on, instead of waiting
for a formal performance review.
This also can be the most difficult part of his job.
"The hardest part is when someone doesn't take their responsibilities
seriously, and I have to have a private conversation, or, it's only happened
once, that I've have to fire someone," Mr. Galpern says. "I am a pretty
emotional guy, so I was almost in tears when I had to do that."
He says it took him a while to realize managing played into his strengths.
"It really has helped me to realize that my people skills are in many ways
more valuable than my art skills," Mr. Galpern says. "I am pretty confident that
I am a good artist. I am starting to learn that I am a really good manager."