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The Ins And Outs Of Game Consulting


(Above: Andre Vrignaud, Below: N'Gai Croal)

As the games industry continues to see a rise in development costs, studios and publishers will always need a little extra advice. If you’re working on a AAA project where one wrong move can cost months of work and millions of dollars, it's probably best to bring in an outside party for some perspective. This is where video game consultants come in.

You may have heard such a profession exists through various Internet shows and podcasts, but you probably can't name many individuals who actually do it for a living. After all, most of the work consultants do largely goes unnoticed by video game consumers. But most major titles today are looked over by these gaming experts as they offer advice that could have a major impact on a game's development and final product.

One such consulting firm is Hit Detection, a recent startup founded by former Newsweek editor N'Gai Croal. He started the company in early 2009 after spending 14 years at the magazine covering video games and technology. Hit Detection has since grown to a staff of five people and with several others on a contract basis. One of the recent hires is Andre Vrignaud, who previously worked at Microsoft as director of technical strategy in the Xbox division and more recently at Amazon.

Croal believes Hit Detection’s strong background in media and development can help game companies by providing feedback on key gameplay decisions and even shape public relations plans.

“When you put a game in the consumers’ hands or show it to media, at that point, the narrative is out of [the game company’s] hands and is being shaped by other people,” he explained. “So why not bring our perspective much earlier in the process so companies have a sense of how people are going to react and can make changes earlier than you would otherwise?”

For AAA console and PC games, Hit Detection typically works on projects anywhere between the concept stages through the first playable build. “Usually when we come in on a project we’ll go with it all the way through ship,” Croal explained, who added his team typically does not do postmortem-style feedback for games once they release.

Things are a bit different for MMOs or social games that are being developed on an ongoing basis, however. Because the publisher or developer can make changes on the fly based on the player metrics of their games, consulting then shifts to focus on helping understand the metrics and the marketplace.

“Certain titles are becoming like services and sometimes what people are looking for is just more depth and insight for what they have versus their competitors,” Vrignaud added.

Hit Detection’s 2010 client lists spanned 5 of the top 10 game companies and 7 of the top 20 globally. And while Croal was unable to provide specifics due to non-disclosure agreements, he did give a few examples of the types of development changes his company regularly encounters.

“We had a client working on a major game with three modes where one was taken out,” he said. “We were looking at this developer’s previous game and the scope of that game and what they were being asked to do for their current game, and felt they would be best positioned for success if they focused on just two of them and made them great.”

Other examples Croal gave included helping a developer change the order of certain levels based on the game's story and giving feedback on controls. “Really it’s whatever the game needs, that’s where we try to interface.”

So how does one become a game consultant anyway? There’s no established career path, but having experience and connections is key. “I can’t think of a consultant who hasn’t had some sort of experience and actually just been in the industry for years for which they can draw upon to deliver useful information to the clients,” Vrignaud explained.

Croal added, “Consulting is entirely a profession built on connections and reputation. If you don’t have those, or one but not the other, it’s going to be a challenge.”

The good news is the market for consulting is growing in large part because the risk of making a game is bigger than ever. “In order to both mitigate that risk and best position themselves for success, publishers and developers increasingly want to get as much targeted, useful feedback as possible early in the development process," Croal said.

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Comments
  • I wish I knew the titles they have worked with! The picture for the story is either very deceiving or a blatant hint...

  • Wow. I must not be reading the right articles, because this is the first time I have heard of video game consultants.
  • Nice read.  And a good idea for a start-up company.

    I wish I would have thought of that in '09 :(

  • I wonder how much good stuff these people suck out of our games by telling people that they think it would be a "better" idea if they removed something. That's what the producer is for, that's his job. It's his job to decide what is and isn't feasible. They shouldn't be bringing these people in to do that job. If the producer can't decide partially what should or shouldn't be in the game then he shouldn't stay the producer. I attended a seminar by Nic Colley who worked as an assistant producer on League of Legends, he's the one who presented the producer's role in that light. Listen to podcasts by people who develop games and you'll hear the same sentiment echoed. From a business standpoint and the publisher's point of view I understand why they'd want these people around. It's like hiring an accountant from outside of your company to do a secondary evaluation of your financial standings to make sure everything is on the straight and narrow. On the other hand, as someone who really wants to become a game designer in the future, the idea of a person with no passion for the individual title or involvement in the development of that title coming in and insisting that things be changed makes me cringe. While I'm sure the people that do these sort of things are entirely qualified, I do hope the industry is taking what they say with a grain of salt. It sounds like they're mainly focused on risk mitigation first, and I have a feeling that in at least some cases that involves the suggesting that people pass up on creative ideas that might be slightly risky.
  • "This game is not sufficiently accessible to the masses. Less gunplay, more shock-and-awe." - Consultant
  • I know some kids who play Gears of Wat who could teach you the ins and outs of game insulting.

  • I thought this is what Alpha and Beta tests are for. I would rather have 1000 and 1 million opinions over 5

  • So these are another set of people helping the industry stagnate and avoid creativity? Because that's what I'm hearing.
  • This would be an interesting career.  Hard to get into, but it would certainly pay off in how much help you're able to give.

  • I was just talking to my wife about how all you need to do is call yourself a consultant and you can start raking in the dough. Its the best kind of job because your product is your insight, and as the comments on any website will attest there is no shortage of opinions in the world. I want a job like this.

  • Interesting article; the only downside I think of is if the head honchos of big publishing companies start to trend taking the consultants' word more often than not over the creative direction of the team actually developing it.

  • Cut three game modes down to two....I wonder if that was Operation Flashpoint: Red River?

    Anyway, looking to work for a dev after I'm done school.  Nice to know there will be "counsulting" work for me when I decide to retire early lol.

  • I personally think games with consultant pretty much always have an edge ESP if it's is a shooter.

  • Id like to know what games this company consults for because there are a bunch of games out there that blow and could have used a consultants opinion.

  • Sounds like being a Game Consultant is a pretty cool job.

  • Someone should have consulted the team behind FIFA 12 that they needed a better system for switching players on defense, just flicking the analog stick in the direction of the player you want and hoping you actually get the player you want doesn't work consistently.

  • So is this what happen to Battlefield? Some idiot comes in who praises and favors COD advising EA to persuade DICE to change core game-play and cater to COD fans?
  • I would love to get paid just to give companies advice on games! I mean, that's what you do as a journalist, except this time they listen.