With any entertainment industry you need to specialize. It's good you're taking the time to learn a small programming language--because even the guys who just write design documents have to know something about the bits behind what they see on screen. Some fields:
Programming (an obvious one, this used to be a required skill)
Art(inludes concept drawing, traditional 2d, 3d modelling, 3d animating, and texturing, need some advanced knowledge to know the limitations of the game versus what their art package can do)
Sound(FX or music composition, usually not much programming knowledge--just midi and audio knowledge)
Management(usually comes with experience in other fields, but some companies do see the value of a qualified project manager and will hire as long as they have some knowledge in programming or any of these others)
Testing(just sit there, play and critique games, and look for bugs. a lot of people get design jobs through this. After testing a game they will say "Hey this is cool, but what if you tried this?" then the lead designer thinks "hey, you have good ideas, you are on my 'Cool People' list now", and it is good to be on 'Cool People' lists)
Publishing/Marketing/Producing(same way a producer works in the movie industry, same way marketing works in everything else, marketing and publishing usually go hand in hand)
Be sure to network. A good place is the IGDA local chapters area. They usually have monthly meetings, and there you can talk to people who will possibly be big name developers in the future. In many chapters you will find guys who have been to GDC and other tradeshows and have talked to the high-on-the-list developers you idolize.
Crazy Donut Productions, Current Project: KillZone
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