Saturday, July 21, 2007

So You Want to Make Games for a Living?

The title of this blog says it all. It's pretty clear that if given a choice, there are thousands of people out there who would LOVE to make games for a living. But the fact is that not everyone is cut out for making games each and every day. After all, making games is still a job, and one must be skilled if they are to do well in their job. I wanted to put together some thoughts as to what it would take for a game company to consider YOU to join their ranks.
  1. If you are offered the opportunity to apply for a game industry job, check out the blog post below: Game Industry Interviewing Techniques. Taking heed of what is stated there may secure you an interview. Ignoring it may make you lose out on a great opportunity.
  2. The one item more than any a prospective employee needs to own is PASSION. If you don't have the interest, desire, and willingness to make games each and every day, then you probably aren't the best candidate. Those just looking for a paycheck should move on.
  3. Yes, you will be making games each day. The reality of making games each day is that you may be working on a game that you might not choose to play yourself. This is the nature of business. You make games for your customers, not for YOU. If you are lucky (and it does happen!) you will get the chance to work on a project that is right up your alley - the kind of game you dream about making. The challenge in making games for a living is exploring areas that you might not have considered before - to put yourself in the position of the customer. what kinds of games might girls play? Kids? Or if you are a female - a 20-something guy??
  4. Where game development in the Philippines is concerned, we must get the word out that game development is a serious business, and is something you can turn into a career!. It's no longer a garage industry of geeks. Serious salaries and benefits are available. You just need to be smart in looking for solid employers.
  5. Have you thought about getting smart about the industry before attempting your career search? Check out gamasutra.com, gameindustry.biz, and the dozens of other sites that talk about the industry issues.
  6. If you are still in school, check out your university's curriculum regarding game development. Several local schools have a few game development courses, and many more are contemplating adding them. If you are a student looking to join classes, make it know to your faculty that you want game development programs available to you.
  7. If you are interested in know what kinds of courses SHOULD be offered, check out the IGDA Curriculum Framework. If you want to take these kinds of classes but can't because your school doesn't offer them, then offer this framework to the faculty as an example of what the coursework may look like.
  8. Take as many of these courses as possible. Learn all that you can about game development, and try to concentrate in a particular area. If you are a programmer, then become good with an area that games typically use: graphics, sound, networking, AI, physics, etc. If you are an artist, then learn all you can about making characters, non-organic models, environments, and of course animation.
  9. Where tools are concerned, programmers should learn and become at least intermediate level with C++. APIs such as DirectX or OpenGL are helpful as well.
  10. If you are an artist, there are three tools of the trade: Photoshop, AutoDesk 3DMax and Maya. Some companies may tend to focus on Photoshop, plus either Max or Maya. Don't be left out - learn them both!
  11. Many companies require a test of some kind during the interview process. Be prepared to answer various questions about the concepts of game development, programming, or even practical tests such as building code or making models/animations.
  12. While in school, look for opportunities to join clubs with people who have a similar interest. Look for available internship programs. Make your senior project about your game interests.
  13. To demonstrate PASSION, one must be motivated enough to overcome the lack of traditional educational programs. This means getting smart about game development on your own. Look for Internet resources - blogs, forums, and other groups of similar interest. Learn all you can, and participate in 'net community projects.
  14. Examine freeware engines and seek to build games on your own time. Nothing speaks more highly about your passion that doing something that other people might not attempt. Make some games of your design. Develop a portfolio of games, images, and animations that would be what game companies are seeking.
  15. When you are able to score an interview with a game company, do not come empty handed. Bring your portfolio! If you are an artist, it helps to be a hard copy of your work - not just hyperlinks! For programmers, bring demos that have been tested and work on different PCs. Of course these demos need not be full games, or even completely finished. We are only looking at the ability to take a concept an execute against it.
  16. Surround yourself with people of similar interest!
  17. If you aren't a programmer or artist, but would rather design games, there is no greater experience that making levels of games you've played. Find the SDKs, level editors, or modding tools for games that have them, and create a portfolio of new worlds, gameplay, and interesting concepts.
  18. This is mentioned in the blog post below, but I'll say it again: when you do see a job opening, prepare a well-written cover letter that focuses on the job requirements stated in the job ad. Make it painfully game-specific. Show your passion and knowledge, not only of the games and industry, but with the company for which you are applying.
  19. Joining local clubs and organizations that promote game industry growth. Two in metro-Manila are IGDA and GDAP.
  20. As a company, do we hire fresh grads? Certainly. Of course having previous job-related experience helps, but occasionally we open up positions for the newly graduated. But be careful and read the job spec carefully. Applying for an experienced position when you have none only hurts your case for future employment.
  21. If you are a programmer, also understanding things like how game engines work: typical construction, threads, modules, and sub-systems of games. Also understanding network programming, TCP/IP and UDP, and client/server relationships.
  22. For artists, other package knowledge helps: Mudbox, Zbrush, NewTek Lighwave, and XSI SoftImage are good.
  23. For artists you must have a basic understanding of the "art pipeline". This is used to describe the steps that artwork typically takes through the game development cycle. Everything from concept sketches to rough modeling, texturing, normal mapping, animations, etc. Becoming an expert in a particular area helps, but don't neglect the full pipeline as smaller/medium-sized studios may not have the luxury of allowing artist to only focus on one task.
  24. There are other opportunities that are available to people without traditional programming or art skills. Some company may hire quality assurance (QA) testers. These positions still require good communication skills and a love of games.
  25. Positions such as PRODUCER are typically experienced positions, and rarely will companies hire someone into such a position without some kind of previous and relevant job-related experience.
  26. More senior positions are made available from time to time, but please read the job ads carefully. Many times these positions require detailed knowledge of the tools and techniques of the areas you will be leading. You can't assume that as a general IT manager can slip easily into a game programming position. The tools and techniques are very different. Also, it will be difficult for you to gain the respect of your subordinates as you haven't "been there, done that yet" with respect to games.
  27. Expect that for all but the largest of game companies, that if you are a lead, managing, or even a director level, that some amount of your day will be spend programming or making art. No company would have the luxury of allowing it's employees just to "manage".
  28. If you are interested in becoming a "game designer", then you must have made some attempts at designing games: either PC games or board games at least. Having experience as a level designer or in using mod tools is a necessity. You must be creative and have the ability to "think outside the box". You must know games inside and out: what genres exist, industry issues, current trends. You must also understand the differences in designing games for each type of platform: handheld, PC, console, and arcade.
  29. Game designers must also be good writers. Much of your day will be in creating game design documents. This also includes scripts, stories, and concept "pitches". You must be able to communicate abstract ideas, formulas, and you must have an artistic eye.
  30. Just because you are not a graduating game development student doesn't mean that you don't have a shot. I would love to see more experienced programmers and artists apply for our jobs, but just because you have been doing generic IT or architectural/media art doesn't mean you are a good fit. Please see about for ways of making yourself smart and building a game-specific portfolio. Only after you have demonstrated your passion (even if it is self-study) will a company consider you for a career change.
  31. Of course one obvious way to get your work noticed by a game company such as Matahari Studios is to enter local competitions for game development or art. One prime example is U-Got-Game.