JULY 2004

A CHAT WITH RANDY BEVERLY

GIGnews recruited Melanie Cambron, known by most in the industry as The Game Recruiting Goddess, to use her skills for the good of gamekind and recruit some of the big names in the industry to give us all valuable insight into what they do and how they do it.

This fall, when you’re lying on your couch, watching UCLA play Oklahoma State, stuffing chips and pizza in your mouth, nacho cheese sauce dripping down your chin, and thinking "yeah, so he can sack a quarterback on a blitz, but I bet he can’t make a video game!", you need to think again.

Randy Beverly has produced over 15 hit game titles on three continents, and served as Lead Designer, while overseeing production, on titles numbering over 3 million sold. While at EA, then Disney Interactive, he worked as a designer and producer on the Madden series, the ESPN brand of video games, and several Fox Sports titles.

But before creating football magic in the world of video games, Randy created it on the grid iron as a defensive back and kick returner at UCLA. An All-American (also in track and field) and Team Co-Captain, Randy played in four major bowl games, including the Rose Bowl (UCLA 45, Iowa 28).

Usually, background details are briefly summarized in this opening introduction, but how Randy went from making game plays to making games to play has made for one of the most interesting interviews in this series, so we’ll let the interview tell the story.

MC: At UCLA, when you weren’t being an All –American in football, track, and field, or winning a Rose Bowl, Cotton Bowl, or Aloha Bowl, you were a political science major with a minor in economics. How does a poli sci major -- with a minor in economics, no less -- come to design and produce video games?

RB: Melanie, while in high school, my interest in video gaming grew enormously. I owned an AS 2600 and ruled my block with it. I was just as competitive a video game player as I was a student and an athlete. I actually began programming games in my computer science classes using BASIC back then (this tells you just how old I really am). I made a stick figure climb some stairs and a hang-man game and a few others and thought I had created the world over. My interest in video games, and games in general, was always prevalent since childhood.

I actually began my collegiate career with a Math major, then switched majors when athletics dictated my availability to attend lab work consistently. At the time, I was on a full scholarship given by the UCLA football department and UCLA was also a powerhouse in several sports. While I was there, almost all of our teams were ranked within the top 3 nationally in their sports categories. Imagine walking to class every day, some taught by Noble Peace Prize winners, and others by world-renowned scientist and doctors, with guys like Reggie Miller, Ken Norton Jr., Greg Foster, Tommy Maddocks, and Troy Aikman. Or Eric Karros and Carnell Lake - both of whom were my roommates during my freshman year. Or working out next to world class athletes and Olympic Gold Medalists like Florence Griffith Joyner, Jackie Joyner Kersee, or Michael Marsh. This was my world as a Division I collegiate athlete at UCLA.

Despite opportunities to attend Ivy League schools like Yale, Cornell, and Brown with annual scholarships renewed at the end of each year, this was significantly different than having someone come to your house and tell you that they’d be willing to give you an education at a premier university for 4 full years, unconditionally. This is what happened when UCLA football coach Terry Donahue showed up at my doorstep while I was in high school. And so I took advantage of this opportunity.

As a prospective collegiate athlete, I also wanted to be exposed to some of the best athletes in the world and went 3000 miles away from home and everything familiar to me to go to UCLA for this. About midway through college the reality set in that I would not be able to leave the university without dedicating a significant amount of time to the math labs – beyond my scholarship availabilities. At the time, I was looking forward to a professional career and collegiate athletics, which was a big business nationally. And getting out with your degree – especially as an athlete – was crucial because you never knew when your time as an athlete would end. Athletics are terminable, while the education and knowledge we receive throughout our daily lives is everlasting. I switched to Economics, then accelerated my degree eligibility by switching again to Political Science. This, combined with summer courses annually, allowed me to graduate two quarters early and try out with two professional football teams immediately afterwards.

So I left UCLA prepared for both worlds – as both a professional athlete and also as a college graduate ready to begin living in the real world when the time came for me to draw upon my own experiences and my degree. Over time, as athletics took a back seat to my daily living, I re-evaluated where I was in life and followed my passions. I ended up in the gaming industry, thanks in part to another roommate in college named Marcus Turner (former NFL player with the Packers and the Cardinals). Marcus was an avid Madden video game player and suggested that I go see the folks at EA and put some time in over there. And this is how my career began.

MC: When I talk to people about the sorts of jobs they would consider, many always include "producer", even if they’ve never produced a game before. You, however, have produced some of the biggest titles known to gamekind. You were also a contributing author for Get in the Game! Careers in the Game Industry. If there is anyone who can shed some light on what it means to be a producer and what skills are required, it would be you. Could you please share some of your "insider tips" for what it takes to be a game producer?

RB: In my opinion, the most effective games producer is probably a good coach, and one who most likely comes ready-made with solid, highly acclaimed experiences in the game development process – either on the technical side or the artistic. One must also be an excellent listener – listen to the development team, your publisher, your company, core gamers, and yourself. A producer is a religious scheduler and always quality-conscious. One should also be a strong team player and a leader. The success of a project goes hand-in-hand with understanding the team you work with, the individual roles each member plays, and the goals this team wants to accomplish throughout the stages of product development. The really great producers, project leads, and managers in our industry are the ones who can lead by example in the development process.

MC: I know I ask this question quite a bit, and every time I ask it, I swear to myself that’s the last time, but then I encounter someone like you with your background, so I have to ask it again: An ever increasing number of schools are offering degrees in game design. You got your start before most schools began offering game-related degrees. Do you think game design is something that can be taught in a school environment? The industry has grown so fast since you worked as a designer on Madden ’98, realistically speaking, is there still opportunity for a poli-sci major in this industry?

RB: I think any education that can enhance one’s focus upon what they want to do for a career is an excellent starting point. The most amazing thing about this industry is that people come into it from almost anywhere, and there’s really no cookie-cutter process involved in getting started. And for me, personally, one of the most important elements to come from my schooling is having been taught how to finish what I start successfully, given my own circumstances. Theoretically, the college degree allows most people to take that degree and do just about anything desirable, career-wise. The key word there is "desire - able." Desire is not taught, nor is talent or creativity. Sometimes there are requirements necessary for us to get ourselves to the front doors of where we want to go. I see the industry changing slowly to include these requirements, and that’s a good thing as long as the talent and desire needed to not just do a job, but to do it with passion and success, are not overlooked in this process. I’d much rather work with an individual whose creative abilities and raw talent can help create a triple A title, than an individual who has a degree in game design but has no ability beyond demonstrating that they are capable of earning their degree in game design.

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