Monday, September 08, 2008

Industry Insider - May 2008

So You Want to Make Games for a Living (Part II)? Prepare!
by Eric Marlow

In last month’s Insider article I talked about how to land a game industry job interview through a properly planned application process. This month I want to touch on what you need to bring to the table to be seriously considered during the interview– your SKILLZ J Simply put, you must prepare yourself for the unique demands of this industry.

How can you prepare yourself? 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 known to your faculty that you want game development programs available to you.

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. Where tools are concerned, programmers should learn and become at least intermediate level with C++. APIs such as DirectX or OpenGL are helpful. Knowing how game engines work - typical construction, threads, modules, and sub-systems - is of great benefit. Also understanding network programming, TCP/IP and UDP, and client/server relationships are a bonus.

If you are an artist, then learn all you can about making characters, organic and non-organic models, environments, and of course animation. 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. But don't be left out - learn them both! For artists, other package knowledge helps: Mudbox, Zbrush, NewTek’s Lighwave, and XSI SoftImage are good.

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.

In last month’s Insider, I talked about PASSON. 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. 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.

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, and create a portfolio of new worlds, gameplay, and interesting concepts. 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.

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.

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.

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.

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 immediately a good fit. Make yourself smart and build a game-specific portfolio. Only after you have demonstrated your passion will a company consider you for a career change.

This information and much more can also be found at my industry blog http://snacko.blogspot.com/.

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