Job Opening at WotC - Apply for Mike Mearls old job

Eytan Bernstein said:
We can't really reveal that, but it's certainly the top of the industry. I only know because of that first interview process.

I turned down a job @ WotC in 1998-ish because for project managing MtG they were only offering $45K with no relocation. I was simply curious if they'd started to up their salary ranges (I certainly wasn't trying to figure out your personal salary, Eytan Bernstein :D ).
 

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Hm...

Gimmie a year or two. It's definitely a dream job, but it would involve a move out to Renton, and I'm not quite sick of being a starving artist here in NYC. So I'll let someone else have this round, I'll catch it maybe once I've had a job at some east coast game design place, rather than a small smattering of freelance. :)
 

Mouseferatu said:
Gave some very serious thought to it myself. But ultimately, it's design, not development, where I hope to someday hang my hat at WotC.

I'm really surprised by that, Ari. I suppose you must follow your muse, but I will say I think you;d do very well at that position.

Of course, so would Eytan.

Of course, so would I. Hmmmm...

No, no. You're right. Don't apply.
 

OStephens said:
I'm really surprised by that, Ari. I suppose you must follow your muse, but I will say I think you;d do very well at that position.

Of course, so would Eytan.

Of course, so would I. Hmmmm...

No, no. You're right. Don't apply.

lol

Ultimately, it's purely an issue of preference, not (necessarily) ability.

I do what I do for the sake of creation. I'm a writer, first and foremost. I know the system well enough, and I can manipulate, fold it, spindle it, and mutiliate it until it screams for mercy. But at the end of the day, I consider the mechanical aspect a secondary interest--albeit a strong one. And the part of the mechanics I do enjoy is more about the creating and manipulating of them from scratch, and less about correcting other people's.

I'd be delighted to have a job--like a designer position--that focused on both writing and mechanics. But a job that focused purely, or even primarily, on the mechanical aspects? That's just a little bit too far removed from my first love of writing.
 



If I apply and get the job, does that mean I actually have to write something? ;)

Hum, maybe I should just keep playing D&D and leave the business end to someone else.

Cheers!
 

Ari,

All I can say is, I can't -imagine- you not loving the job. But, obviously, you need to decide what you want to do.

You might see if Mearls would give you some idea what % of his time was raw mechanics, and what was writing things inspired by writers that had just the nugget of a cool idea.
 

I'd apply, but I have, yet, got the chops, at least not in the practical sense.

Maybe after a few more years of freelancing, but d@mn if it ain't tempting, even if it'd require me to move to a large metropolis than I'd like...I'd still do it for an industry job. :D

Anyhow, good luck to those who try, more so to the one who earns the opening. ;)

Just keep the seat warm for me, which pretty much goes for just about anyone working any designer and developer job at most any company. :cool:
 

I don't live in the US, so I'm out anyway, but I was surprised at how close I was to qualifying otherwise.

These are the things I'm missing.

One plus years experience working as either an RPG/Miniatures Designer, Editor, or similar position required.

1. [...] Expertise in miniatures games preferred.
4. Knowledge of all gaming segments – competitive core market, casual core market, and mass market.
(Well, I'm also missing the Bachelor's degree, but I hope to remedy that soon enough.)

How would one go about acquiring those? 1. is kind of obvious: get more involved in miniatures games. I don't really understand what 4. entails, exactly.

But the one I'm most interested in is the experience thing. For people who have that: how did you first start? How long ago was it and how have things changed by now?
 

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