Many of the people who are browsing this site, and have both a passion for games and a strong opinion about them, will at some point or another have considered working on a games magazine. For some it is a desire to have their 'say', to have their opinions heard; for others however it is more of a vocational thing, a need to write, to design, to create something.
Personally, for me working in the world of magazine publishing has always been a definite combination of the two. In all the years I worked on the TV shows, and even now as I put together this website, I have always kept publishing/journalism as my main profession. I could not, and would not want to work in any other field. Producing magazines and working as part of a team on a magazine is an extremely addictive and satisfying thing, and I wouldn't swap it for the world. In very few other careers do you get a physical measure every four weeks of how well you have done your job, and indeed of how well (or hopefully badly) your rivals have done theirs.
However, it is not the glamorous, blag laden world of parties and minor celebrity that many people perceive it to be. Being a success in the magazine world requires absolute dedication, a willingness to work long hours, often right through the night, and an ability never to accept that a door may closed to you. Great writers, designers and editors get the job done no matter what. They get the job done the way they want it done and not the way people try to influence them to do it and most importantly they must be prepared to make the big decisions and stand by them. No matter who or how many they may upset along the way.
There are many roles that go into putting together a monthly, or four weekly games magazine, and each Publisher has their own idea about what mixture of positions make up a good magazine team. Because of this I will be outlining what I see to be the six key job roles that exist within an editorial team and giving you some guidance as to what is involved and what skills and abilities you may need.
The games world is a lovely industry to produce magazines for. Dynamic, vibrant, ever-changing. Because of its subject matter the entry possibilities for young but ambitious writers and designers is also very good.
If games are your life, if you can write or design, and if you have a genuine opinion about the hobby, backed up by a sound and comprehensive grounding in its history then this really could be the career for you. But beware. The hours are long and compared to other industries the money generally stinks. Do it for love, do it because you really, really want to do it. But don't do it because you think it will make you rich or famous. That really does only happen to one in a million.
Key Magazine Positions
Editor:
The team leader. The captain. The public face of the magazine. Nobody should love his magazine more, protect it more jealously, or be more ambitious for its success than the Editor. He more or less has complete autonomy over the day to running of the title and its team, and is responsible for the management of every aspect related to its production. Content, direction, text production, freelancers used, job allocation, approval of final text and design, the Editor IS the magazine personified, and generally the core reason for its successes and failures. A good editor always leads from the front and will generally push his team - sometimes almost to breaking point - but will also defend his team jealously against any threat.
The editor is therefore the one who always works under more pressure than anyone else on the team, feels more elation at the magazine's successes, but also gets the most grief when it falters. An Editor is pretty much married to his/her magazine, and if they cannot accept that, and indeed do not 'want' that from the start, then they have no place picking up the gauntlet.
Text style is directed by the Editor, as is the ebbs and flows of the magazine's construct. He/she should have a well developed and reliable list of contacts within the industry, most of which have been well-groomed and looked after over the years and so can be included as 'mates'… when necessary.
Good magazine Editors are a jack of all trades. Able to spot problems long before they happen, weed out trouble before it brews and anticipate the market to get the best advantage for his or her magazine.
This is without a doubt the best job on earth, and personally I am always dumbfounded when I meet people who work on magazines but do not want to be an Editor. The role brings power, responsibility, respect and lots and lots of fringe benefits, like trips abroad, invitations to the biggest parties, and of course… free games.
A good Editor takes the weight of their magazine on their shoulders. Do not be fooled into thinking that this is a glamorous easy ride into the world of magazines, because it is not. But if you are prepared to roll up your sleeves and put your talent where your mouth is, then by all means go for it!
Areas of Responsibility for an Editor
An Editor is responsible for so many aspects of putting a magazine together that I have decided to list them here in order of importance.
Delegates and leads the team, encouraging constant communication.
Plans and flatplans each issue.
Has a vision of where they want the magazine to be, and the foresight to ensure that it gets there. Communicates that vision, and keeps the magazine on track strategically.
Develops close links with readers and the industry.
Develops magazine text style and editorial style sheets and ensures that the literary standards expected by the Publisher are maintained constantly.
Guarantees the magazine meets its deadlines.
Approves all pages before they go to press.
Manages the budget and payments.
Recruits new staff when needed, and constantly assesses the performance of the existing team and help with on the job training.
Able to constantly find new contributors and manage/lead existing contributors.
Basic Skills Needed
Leadership is the greatest skill any good Editor must have. The best Editors are always team builders and manage to develop a bond among their colleagues and a real feel of unity within the office and the pages of the magazine.
A competitive streak is also extremely important. You are after all attempting to compete with a number of other magazines, most of which will be after not only the same reviews and features as yourself, but also your readers. Every Editor must want their magazine to be number one, and should be willing to chase that goal without exception.
Along the same lines, it is my opinion that no Editor should ever take 'No' for an answer when it concerns his/her magazine. There are always ways to get what you want. Any Editor who is easily put off by being turned down on the first, second or third attempt at getting an exclusive, an interview or even adding extra pages to his magazine, might as well start looking for a new career. For every front door that closes, five backdoors remain open. You just have to find them.
Obviously a comprehensive knowledge of the industry and subject area that the magazine covers is essential. Every Editor should be an 'Expert' in his/her field.
A well-developed book of contacts and suppliers.
Strong commissioning and researching skills, and good organisational abilities.
The ability to write… really well. Just as an Editor should be an expert in his/her field, so they should also be an excellent writer. They should have a sound grasp of grammar and the rules of composition and also be able to rewrite others' text when need, without losing the basic thrust of the article/review.
Educationally, although a degree in Journalism or something of that ilk may look good on the CV, for this role there is absolutely no substitute for experience. Employers want to know if you can do the job, and do it well. And, believe me only an established track record can prove this to them. Don't try to run before you can walk. Take a Writer job and work your way up. Editorships are not handed out like confetti. The job is way too important.
Production Editor/Sub Editor:
Both of these roles, when carried out correctly, are invaluable to any magazine team. I have always liked my Sub Editors and Production Editors to act like Sergeant Majors. The bossier and stricter the better. No compromise.
The key role of a Sub Editor is to ensure that all editorial copy is subbed, stylised and made to fit the magazine's house style and guidelines. A very responsible role, this job requires a meticulous attention to detail from its holder. A bad 'Sub' can result in a whole month's hard work ending up looking tatty and unprofessional.
It is his/her job to ensure that the copy printed in the magazine is accurate and clearly written in the correct magazine style. Often this may involve checking pricing, product information and that the correct terms are used within the text.
A good Sub Editor should be able to liase with internal and external freelancers as well as the magazine's Editor and Designers to ensure that deadlines are met and that copy flow is managed efficiently and smoothly throughout the magazines production schedule.
And, finally, once the magazine's pages have been laid out using QuarkXPress, the Sub Editor will be expected to give every page one last check to ensure that all copy still complies with house style and that nothing is missing from the pages.
The role of the Production Editor is slightly different form that of the Sub Editor and often magazine's will have one or the other, especially in smaller companies. A Production Editor will be expected to oversee the editorial production of the magazine to the highest possible standard and to ensure that no matter what, it hits deadline. While a Sub Editor often may just handle text, a Production Editor will often be expected to take responsibility for the control of copy flow for both current and future issues as well as making sure that final files and finished sections reach the printers by the dates set on the schedules.
Common Areas of Responsibility for Both Roles
Setting regular Work Rotas and internal deadlines and making sure that the relevant editorial staff, both internal and external are aware of them and adhere to them.
Controlling flow between editorial and art departments
Recording and reporting to Editor, the progress of pages
Processing and/or checking every page ready for publication.
Collating and chasing copy and illustrative material from all external and internal sources
Subbing the copy to maintain the editorial style and tone.
Proof reading every page.
Compiling and maintaining a comprehensive house style manual, and ensuring that all team members have a copy… and read it.
Basic Skills Needed
An Excellent command of English.
The ability to sub and re-write text to house style.
Good writing skills.
Computer literacy, including at least a good command of Microsoft Word, Excel and Quark Express.
Organisational skills.
Staff Writer:
The ground troops of any magazine team, Staff Writers are the key producers of editorial copy on any publication, but that's just the half of it. Liasing with contacts, travelling to interview and meet companies and individuals and working long. Long nights to hit deadlines are all part and parcel of being a professional writer on a monthly publication.
The role always requires an in-depth knowledge of the industry, and an overriding passion for the magazine's subject matter, an appetite for learning, and an ability to work within a fast-moving environment, often under intense pressure from copy dates, Editors and Publishers. While enthusiasm, drive and commitment should be able to be taken for granted, a good Staff Writer will be able to quickly develop contacts within the industry in which his magazine operates and turn those contacts into copy and advantages for his title.
While all of the above are essential (don't even bother thinking about getting into Journalism without them) ultimately the key skill needed by any 'staffie' is the ability to produce interesting, informative and high quality text to deadline. On a 132 page (inc. covers) magazine a Staff Writer can expect to have to write anything from 30-40 pages of text. On a 13 Issue a year magazine that's only two pages a day… but with time spent on research, reviewing, collecting artwork and general daily office duties it soon adds up. Take a few days out of the office or a week's holiday and suddenly you are right up against it. And of course, you still have to screenshot the games yet.
Don't fall into the trap of thinking that writing on a Games magazine is in anyway glamorous. It is one of the toughest jobs in the world and it will take over your life. But if you love games, there's nothing like it!
Areas of Responsibility for a Staff Writer
Writing and researching around 40 pages or more of text to an agreed deadline for each issue.
Must be willing to invest time getting to know the market and the industry in which his magazine is based, and work hard on building relationships with clients and companies with the aim of arranging reviews, previews and other coverage of product.
Assisting in the day-to-day running of the magazine, including minor tasks (even production/subbing jobs) as provided by senior members of the team.
Should always be on the look out for opportunities to grab exclusives and promotions for the magazine, and to this end be regularly liasing with the Editor when such opportunities are identified.
Will certainly be required at times to represent the magazine on visits to software publishers/developers and at trade shows, both in the UK and abroad.
Must be able to deal politely and effectively with reader queries both written and on the phone.
Should always be formulating ideas to improve the magazine and to this end must keenly and honestly monitor competitors' publications.
Basic Skills Needed
Good knowledge of the video games market and its history. Plus, a comprehensive knowledge of games themselves and what it takes to review them objectively.
Keen attitude and relentless enthusiasm, along with a good telephone manner.
Well-developed written and oral communication skills.
Basic keyboard skills, plus familiarity with word processing and/or DTP programs.
Degree level education is always nice but not essential. Basic writing skills however ARE not negotiable.
Art Editor:
Only the terminally stylish and bewilderingly creative need apply. Oh, and did I mention single-minded, bloody minded, easily offended and in possession of their own efficient but overwhelmingly complex and incomprehensible-to-anybody-else organisational system?
Well, this has been my experience of good Art Editors anyway. The visual dynamo behind any magazine, an Art Editor can polish any proverbial turd and have it come out smelling of roses. He/she is generally a technical whiz kid when it comes to Macintosh programs, has an ability to make laying out a stylish piece of artwork look like child's play, and will lose their mind if you touch their screen with your dirty fingers.
The Art Editor's job purpose is to produce, or brief staff and freelancers to produce, all aspects of layout, design and photography in a magazine, within budget and to deadlines. And to ensure that it is done in such a way that the magazine is visually as commercially competitive and easy to read and navigate as humanly possible.
Good Art Editors are worth their weight in gold, and I have seen some very poor company's kept alive purely because their Art Editor has been able to keep standards up, and patch over weak editorial.
Yes, consumers really can be that shallow. How many times have you bought a magazine you know is weak, just because it had a kick ass cover? I still do it to this day.
Areas of Responsibility for an Art Editor
Laying out pages in the magazine - either alone or with a Designer/Art Assistant.
Establishing magazine style and visual direction and anticipating changes in trends. A good Art Editor is never satisfied creatively and should always be looking to implement new ideas and directions for his/her magazine.
This means constantly putting together new designs, hunting for new typefaces and mocking up new layouts and templates, to present to the editor for consideration. An Art Editor must have the drive and ambition to keep a magazine moving forward and evolving gradually.
Where a magazine uses photography heavily, the Art Editor will take responsibility for the quality of styling and art direction of the photos. Take responsibility for giving feedback to stylist to ensure propping is in style with the magazine and shows off products to their best effect. He/she will also liase with the Editor and other team members to ensure products will be ready in time for photography. Deal with photo libraries if necessary and make sure that everything stays within the art budget.
In my opinion the most important part of any magazine is its cover. Yes, content is what will eventually keep readers coming back, but if you don't have a good cover, chances are no-one will pick the magazine up to read it anyway.
Cover design is very much the domain of the Art Editor. Cover planning meetings should be set up with the editor and publisher, where ideas and rough sketches are proposed. These will be followed by production of a final rough, and then ultimately all stages necessary to produce final layout of cover, working closely with the editor.
Commissioning of all illustrations and diagrams for the magazine. The Art Editor should have his own network of trusted artists and be able to ensure that any chosen illustrator has a clear understanding of brief and deadlines.
The Art Editor is responsible for correct output of pdf files by the magazine deadline, and must also ensure that all aspects of layout and photography within the magazine are executed within budget.
Basic Skills Needed
Anybody applying for this role should have established news stand magazine experience of at least 2 years.
Excellent photo research skills, using image libraries and professional digital photographers.
Good eye for style/photography/colour/composition/fonts.
Excellent magazine craft skills.
Good knowledge of colour correction and retouching in PhotoShop.
Experience of running budgets, booking models/stylists, commissioning illustrators.
Well developed skills with Quark Xpress, Freehand and Photoshop software.
BA (Hons) Degree in graphic design or equivalent HND/BTEC four year diploma in graphic design is usually a given when applying for this position.
Confidence working at the head of a team and executing and presenting own ideas.
Organised and able to work well under extreme pressure.
Able to work with the Editor to ensure that the content and direction of the magazine is complemented by its visual look.
Designer/Art Assistant:
The main function of a magazine Designer/Art assistant is to take care of the more day-to-day running of the design and layout side of a magazine. Within this role he/she may work solely on a title, with an Art Editor overseeing the design on a group of publications, or he/she may have a supportive role, working closely with the Art Editor in producing a magazine within the time and budget allotted. Generally however, a Designer/Art assistant's work will be more centred around the more regular aspects of the title they're attributed too and will involve the layout and art creation for that title using programs like Quark Xpress, Photoshop and Freehand or Illustrator.
Areas of Responsibility for a Designer/Art Assistant
Initially the key area for which a Designer/Art Assistant is responsible is that of magazine production, and (if there is one) liasing and assisting the Art Editor in producing the publication.
This largely involves being responsible for designing, laying out and producing a large part, or in many cases all of the magazine, as specified by the Art Editor or Editor.
Within this role there is also a real need for organisational skills. Ordering and returning of library material and filing are essential to a title, as is the efficient archiving of any elements currently under the magazine's control so that they can be found and used again in the future.
A designer may also be asked to assist an Art Editor with photo shoots or even take complete responsibility for photo direction themselves. If you know how much a photo shoot costs to set up, then you will realise just what a huge responsibility this really is. Hence the need for organisation.
Finally, while every Designer/Art Assistant must be inherently creative, they must also be able to maintain good work practices if a magazine is to run smoothly. These practices generally relate to server etiquette and work environments, and involve ensuring that data flows smoothly between design and editorial. Files are placed in the right folders, large images are removed when no longer needed, and that finished layouts are constantly made available for approval while rejected documents are regularly checked for, for tweaking or re-design.
Adherence to strict work practices is very important as often designer/Art Assistants are the last people to see a magazine before it goes to print and only by following methodical and well-practised administration rules is the margin for error minimised.
Basic Skills Needed
Practical experience of Quark Xpress, Freehand and Photoshop software are all absolutely essential. Without these don't even bother turning up.
Creativity and an ability to reflect magazine styles and trends of the moment are also massively important. No-one wants a designer who makes everything look out of date or dull.
A portfolio with an editorial design bias created with Quark XPress, Freehand and Photoshop (told you they were important).
A willingness to work all the hours needed to meet deadline. Design is not a 9-5 job. These kind of Designers soon get found out.
BA (Hons) Degree in graphic design or equivalent HND/BTEC four year diploma in graphic design is usually a given when applying for this position. However, even with this unless you are damn good you will always lose out to people who can show practical experience as well.
Confidence working within a team and on own initiative.
Organised and able to work well under pressure.
Publisher:
As 'the big cheese' on any magazine, a publisher is often involves a careful balancing act between being 'one of the lads' and a fat cat in the boardroom. Publisher's can come from many backgrounds, but most commonly they will have worked their way up through the ranks from editorial whilst on the way, developing all the necessary understanding of magazine production and becoming more and more attuned to the business side of magazine work.
Publishers are the 'suits' of any operation. The 'bread heads'. Responsible for the operational and financial management of what is often a portfolio of magazines, the <img src=\'http://www.killanet.net/forum3/public/s ... nsored.gif\' class=\'bbc_emoticon\' alt=\'(cens)\' /> more often than not stops at their doorstep - as does responsibility when it comes to disciplinary procedures and the like.
While Editors will more often than not look upon a magazine as their 'baby', something of a 'labour of love', Publishers, no matter how close they are to their titles, have to learn to view each publication as an individual business unit. Depending on the size of the company they may be expected, to work within board approved annual budgets and forecasts and required to fulfil agreed annual strategies and targets.
All spending and purchasing is generally approved or declined at Publisher level, as are marketing and distribution initiatives. Publishers are the figureheads of their magazines and they must constantly demonstrate and communicate their own drive and vision to the people they manage, while ensuring that these directions are subsequently reflected in the magazine's under their control.
Areas of Responsibility for a Publisher
Strategic Magazine Business Planning
Financial Management
Editorial Management
Human Resource Management
Circulation & Subscriptions Management
Advertising Management
Magazine Marketing
Market Management & Knowledge
Physical Magazine Production
New Product Development
Basic Skills Needed
Management skills including - people management, financial management, business planning
A successful Editorial, Advertising or Marketing background.
Degree level education preferred but not always essential as at this level experience and results will speak far louder than any exam certificates. That said however, for a trainee Publisher a business education degree would be a bonus to any employer.
source
Want To Work For A Magazine?
Information about Careers in New Media
Moderators: Moderator, Global Moderator
Jump to
- General Category
- ↳ KillaNet Country
- ↳ 2D Graphics
- ↳ KillaNet News
- ↳ 3D & Animation
- ↳ Chatroom
- ↳ Flash
- ↳ Help & Suggestions
- ↳ Game Dev
- ↳ Audio & Video
- ↳ Introductions
- ↳ Journalism
- ↳ Phoenix Lounge
- ↳ Application Dev
- ↳ Toga Toga Toga!!!
- ↳ Photography
- ↳ Main Street Archives
- ↳ Web Design
- ↳ Fonts Icons Cursors & Screensavers
- ↳ Book Reviews
- ↳ General
- ↳ Tech Industry News
- ↳ Legal Resources
- ↳ Industry Contests
- ↳ Graphix Battle Arena
- ↳ KillaNet Contests
- ↳ Competition Archives
- ↳ Education Information
- ↳ Careers
- ↳ Game Studies
- ↳ Motivation
- ↳ Conferences & Seminars
- ↳ KillaDesign
- ↳ Animation & Film
- ↳ The Studio
- ↳ Game Development
- ↳ 2D Graphics
- ↳ Audio & Video
- ↳ 3D Graphics
- ↳ Flash
- ↳ Fonts, Icons & Emoticons
- ↳ Design Requests
- ↳ PhotoShop
- ↳ Cinema 4D
- ↳ Bryce
- ↳ Flash
- ↳ Paint Shop Pro
- ↳ Blender
- ↳ Poser
- ↳ The Darkroom
- ↳ Photo & Camera Discussion
- ↳ Photo Journalism
- ↳ Web Design Principles
- ↳ PHP & MySQL
- ↳ Designing For Print
- ↳ Writer\'s Desk
- ↳ Fiction Writing
- ↳ News Journalism
- ↳ Poetry
- ↳ Technical Writing
- ↳ Biographical Writing
- ↳ General Writing Resources
- ↳ Promotional Writing
- ↳ Film & Television
- ↳ VideoGames
- ↳ Computer Department
- ↳ General Discussion
- ↳ Windows Help
- ↳ Linux Help
- ↳ Builds & Mods
- ↳ Geek Gadgets
- ↳ Security
- ↳ Dev Discussion
- ↳ C++
- ↳ Visual Basic
- ↳ Java
- ↳ Application Skinning
- ↳ IRC Scripting
- ↳ Gaming Centre
- ↳ Guild Wars
- ↳ Aion
- ↳ Computer
- ↳ World of Warcraft
- ↳ Nintendo
- ↳ General RPG & MMORPG
- ↳ PlayStation
- ↳ XBox
- ↳ Other Consoles
- ↳ All Action
- ↳ Racers
- ↳ Sports
- ↳ FPS
- ↳ RTS
- ↳ Sim
- ↳ Casual Games
- ↳ Kids' Games
- ↳ Mobile Games
- ↳ Retro Games
- ↳ Challenges, Friendly Taunts & Discussion
- ↳ Game Requests & Bug Reports
- ↳ Open Source Games
- ↳ Puzzle Games
- ↳ HeadQuarters
- ↳ Uber Coffee Room
- ↳ KillaNet
- ↳ Coffee Room
- ↳ KillaNet
- ↳ KillaGraphix
- ↳ KillaHosting
- ↳ Marketing etc.
- ↳ Staff Issues
- ↳ Reference & Software
- ↳ Archives
- ↳ KillaBlogs
- ↳ Journalism
- ↳ Trash Can

