Sierra Rush, Our CS Lead and VIP Planner

Posted date / 08.09.17

Hi! Tell the community a little bit about yourself.

Oh, where to begin? My name is Sierra Rush. I’ve been gaming forever. I’ve had consoles in my hand since before I could really play, but my start in MMOs started in 98 with EverQuest and never really stopped. I have a deep love for the art and writing that goes into them. These massive worlds that get created for people to slip into.

Community is my passion, though. It’s what keeps me playing MMOs and what really makes me want to play them, too. MMOs are social games, or at least to me they are.

My family is, and always has been in the industry. Both my parents were Nintendo Game Counselors when I was born and both were involved in a little-known TCG called Magic: The Gathering, so my gaming interests have always been varied, you could say.

Beyond gaming, I enjoy writing and spend most of my free time with my pair of goblins (Boston Terriers) who keep me on my toes. Occasionally I’ve volunteered in Animal Welfare as well. It’s admittedly true that most of my hobbies involve video games, though.

How did you get into video game industry?

I think it was a natural slide in. It was something I always wanted to be involved in, but not in the traditional capacity of designing environments. MMOs are such a varied animal, there are so many ways to participate in them. I started out as a GM for EverQuest 2, and eventually did some time doing contract work for different games, doing CS and Community Engagement.

It was a natural stepping stone from being someone who talked too much, and managed volunteer forums to helping games behind the scenes.

Tell us about your day to day responsibilities here at VR

Ooh boy. Right now admittedly a lot of what I am doing is not stuff that is exciting in interviews. I am laying groundwork for Customer Service for when we’re in testing and beyond. That covers a lot of ground, but being the VIP Planner is a more specialized part of my duties, rounding out the experience and make it more exciting overall, from now throughout testing.

So many things go into games that many do not really fully realize. The systems they need that aren’t just about combat mechanics, or crafting. So you could say I am one of those ‘behind the scenes’ people, who happens to be also somewhat public-facing.

What’s the most rewarding aspect of your job?

Knowing that you’ve helped someone. It’s very cliché sounding, and it’s also probably the answer every Customer Service or Community person might give. However, it suits me, both professionally and personally. I have always gravitated towards jobs with that kind of impact--where I can know I made a difference for someone, or in some cases for many. Even if I am not directly engaging with someone, if I am building something that will be part of the puzzle that will help I find that very satisfying.

Thanks for sitting down with us, is there anything you would like to add?

Oh there are so many things! You probably already thought I said too much to include! No, but really, I think people often underestimate that Game Design is not a linear path, there is so much that has to be done that you don’t think about - and shouldn’t think about, when you play a game. I would make an onion-type analogy here about layers and moving parts, but I think I’ll spare everyone!

Next up: Meet Benjamin Dean, Director of Communications