Cromulent_Word
Member
sorry - i meant to say that everyone on GAF are 12-14 years old and require chocolate milk immediately after starting a round of halos.XiaNaphryz said:Sshhh!
sorry - i meant to say that everyone on GAF are 12-14 years old and require chocolate milk immediately after starting a round of halos.XiaNaphryz said:Sshhh!
Torquill said:We don't have any full time designers and I've been in charge of most of the writing, for better or worse.
Cromulent_Word said:not that i really care, but you do realize that many of the people you are being confrontational with actually work (or have worked) in the games industry, some for a long time. Some even in positions where they actually do hiring.
most people with experience (and wisdom) understand that there is no way to guarantee a job in games beyond talent, infallible motivation and a lot of luck.
Not sure why i felt the need to write this, beyond the fact that i feel anyone resting on a 'guarantee' for a way into games is in for a rude awakening.
Next interview I get, I'm definitely asking the applicant what their GAF handle is. (Not that I'll fail them if they won't tell me, of course. That would be silly.) And also, not to imply I'm in a hiring position; but IME companies like to get a full round of interviews in, even with the peers and underlings of the potential new hire.Cromulent_Word said:not that i really care, but you do realize that many of the people you are being confrontational with actually work (or have worked) in the games industry, some for a long time. Some even in positions where they actually do hiring.
Sounds like you think I believe that my school is an easy sail into the industry.Cromulent_Word said:not that i really care, but you do realize that many of the people you are being confrontational with actually work (or have worked) in the games industry, some for a long time. Some even in positions where they actually do hiring.
most people with experience (and wisdom) understand that there is no way to guarantee a job in games beyond talent, infallible motivation and a lot of luck.
Not sure why i felt the need to write this, beyond the fact that i feel anyone resting on a 'guarantee' for a way into games is in for a rude awakening.
Zanboo said:To the devs:
I've been looking to enter the industry for an entry level production position (either associate or assistant)
Unfortunately the only experience that I have is through mod work, although I do believe it to be strong.
Project Valkyrie, Resistance and Liberation, Frontline Force
I've gotten my CV out there as much as possible and have been as persistent as possible, but I don't seem to be getting the returns on it.
I realize that mod work is very different from professional development, but I was hoping that what we did with Project Valkyrie would garner some interest (Three month development time, agile development, strict milestones and guidelines and a strong, small team) but it appears to just be another bullet point.
Any of you guys (especially in the production area) have any good advice for strengthening my CV beyond non-professional work? I'm really jonesing to get into the industry on the production side.
Iaido Sword said:*snip*
Other than managing a large mod development or other smaller game projects, there's nothing I can really think of except maybe taking some project management courses or getting production or PM experience in other industries. A lot of Production hires are from within the industry, sometimes from other disciplines entirely but these people usually are leaving a lead/manager type roll when they switch over.Zanboo said:To the devs:
I've been looking to enter the industry for an entry level production position (either associate or assistant)
Unfortunately the only experience that I have is through mod work, although I do believe it to be strong.
Project Valkyrie, Resistance and Liberation, Frontline Force
I've gotten my CV out there as much as possible and have been as persistent as possible, but I don't seem to be getting the returns on it.
I realize that mod work is very different from professional development, but I was hoping that what we did with Project Valkyrie would garner some interest (Three month development time, agile development, strict milestones and guidelines and a strong, small team) but it appears to just be another bullet point.
Any of you guys (especially in the production area) have any good advice for strengthening my CV beyond non-professional work? I'm really jonesing to get into the industry on the production side.
Iaido Sword said:Sounds like you think I believe that my school is an easy sail into the industry.
You're wrong.
This school will beat you down if you don't work hard. Working hard creates the skills that is synonymous with talent. No one has the natural ability to do develop games. Saying that you need to be a Picasso in order to work in the game industry is the incorrect way of telling someone how to get in it. It's absolutely retarded.
.
My instructor who actually came out of the same school landed directly into a designer job out of school.Laeth said:The chances of you landing a game design role directly out of school, are very very slim (not impossible mind). If you're exceptionally good at level design (lots of work examples, popular mods etc.) then you'll be able to get yourself a level design role, which is great ^_^.
Again, you think my school is easy. Think otherwise.ragingadamo said:I disagree with you. Think of the last bad game you played. I am sure that those people who made it had worked their asses off to get it out the door.
Hard work is not enough to be a good designer. It is not about being born with a talent but it is about knowing what is fun and what will work with gameplay. When you get a job in the industry you will see the difference between a good and bad designer.
If game design was as easy as you say it is there would be a lot more good games out there.
Uh huh.Iaido Sword said:Lol, they'll tell you that there is no talent.
They'll tell you that the brilliant geniuses that don't do the work get the McDonald's jobs in the end.
It's all about social networking and hard work.
And guess what, most of them came out of that school.
Pretty much. This is a really competitive industry - graduates aren't just competing with each other for entry-level positions, but other people already in the industry looking to move up as well. And most companies are inclined to develop and retain their own people first.Laeth said:The chances of you landing a game design role directly out of school, are very very slim (not impossible mind). If you're exceptionally good at level design (lots of work examples, popular mods etc.) then you'll be able to get yourself a level design role, which is great ^_^.
Gazunta said:I just checked, you can't have one.
Okay, is there any good literature on Lua that I should look at?Laeth said:Lua is a common scripting language; so if you want to become a designer then yes... you should .
bluemax said:You go to USC? Fight On!
Oh wait you go to one of those game design paper mills. Yeah good luck with that one.
Of course Laeth is correct about the QA situation. Most designers will have to go that route, but the part that I bolded is what I'm using to argue against these people who think talent is all that matters.XiaNaphryz said:Pretty much. This is a really competitive industry - graduates aren't just competing with each other for entry-level positions, but other people already in the industry looking to move up as well. And most companies are inclined to develop and retain their own people first.
Again, it's not impossible, and there are ways to get yourself an edge through connections and/or internships. But if someone looking to fill an entry-level designer position had to choose between a new graduate with no real industry experience and someone who's been in QA for 2 years, moved up to Assistant Lead, is already familiar with the company and their development process, trained themselves on how to use the company's in-house tools and pipelines, and has worked with several of the company's developers directly - the graduate better have a very very impressive portfolio and immaculate references to stand a chance.
Iaido Sword said:Again, you think my school is easy. Think otherwise.
Got it, and way OT, but I love your tag.sugaki said:The conventional route to getting into the industry is starting as entry-level QA (tester). Then go up to lead QA, then branch out.
Some people make parallel jumps, like editors. Editors work for a pub, get burned out (or get disgruntled due to low pay), then jump into the development side like product management, or get into PR (makes more money than editorial).
Key to being successful is 1) don't be a crazy weirdo (surprisingly this weeds out a fair amount) 2) be professional 3) be prepared for a slow, often painful, climb.
Can't it be both? I do love me some chocolate milk. Though, not so much the halos.Cromulent_Word said:sorry - i meant to say that everyone on GAF are 12-14 years old and require chocolate milk immediately after starting a round of halos.
Primarily programming, though since we make heavy use of Torque I'm usually scripting in Torquescript more often than I'm actually working in a proper programming language. We do make engine modificaitons in C++ pretty frequently, so I do get to code .Totz said:What else do you do there?
I think it's more "closer proximity to more companies" more than anything, considering how many are in California.The Crimson Blur said:It doesn't mean much to me anymore, and I don't think I will work in a games company anyways, but out of curiosity, is USC really that well known in the games industry?
Iaido Sword said:Of course Laeth is correct about the QA situation. Most designers will have to go that route, but the part that I bolded is what I'm using to argue against these people who think talent is all that matters.
I'll be able to build an impressive portfolio at school. My instructors are working directly from the industry, so I am already getting those references; I'm working directly under them and showing them my abilities, which is the best way of getting their reference and referral.
I have a friend at Radical, I'm getting to know someone from EA, someone from Hothead studios who was a former designer from Relic, and I got another friend working in a smaller studio. This is just a tip of the iceberg of what kind of networking I'm going to have when I come out of school. That, with the hard work, is what gets you into the industry. It is not pure talent.
Zanboo said:
You're more likely to find entry-level positions for these fields at a publisher than a developer-only studio. Try checking those types of company websites for openings.TheClimaxan said:Here's a question for those who work within the gaming industry:
The general consensus is that getting into games on the writing side is damn near impossible early on in one's career. That I understand, but how exactly does the marketing/PR/advertising side of the game industry operate in terms of offering entry-level positions?
I think this is what most people in the thread are taking issue with. Whatever "iceberg" you think your network graph will look like after school likely isn't going to be all that large in reality, and you shouldn't be setting your expectations too high.Iaido Sword said:I have a friend at Radical, I'm getting to know someone from EA, someone from Hothead studios who was a former designer from Relic, and I got another friend working in a smaller studio. This is just a tip of the iceberg of what kind of networking I'm going to have when I come out of school. That, with the hard work, is what gets you into the industry. It is not pure talent.
You may not have meant it, but you implied it.ragingadamo said:Please show in quotes where I said that. I am saying that hard work is not enough to make you a good designer.
I'm in school for game design and I'm learning that it is hard work. I know it's not easy as you thought I had said.ragingadamo said:If game design was as easy as you say it is there would be a lot more good games out there.
I wanted to share this tidbit even though it is old.XiaNaphryz said:I think it's more "closer proximity to more companies" more than anything, considering how many are in California.
Mercutio said:Why do you continually make this about your references and your connections? Who are you trying to convince of your foretold brilliance, us or you?
So if you're going to be a designer, who do you know right at this moment. Who do you know and how will you get to know them?XiaNaphryz said:I think this is what most people in the thread are taking issue with. Whatever "iceberg" you think your network graph will look like after school likely isn't going to be all that large in reality, and you shouldn't be setting your expectations too high.
Iaido Sword said:EGM Jan 2003 reported on what is the top 5 schools for game development.
Lua has a fine official wiki and web tutorial and I'm pretty sure the official manual is also online. Just get cracking with Lua. It's an interpreted language, like BASIC, so you can just jump in and start typing out variables and functions and immediately see what'll happen.twinturbo2 said:Okay, is there any good literature on Lua that I should look at?
When I was starting out, I knew people from having interned at a studio, my former classmates, and also - I am not making this up - from the local arcade scene. (Granted, this was like -years- back; arcades weren't fully dead then.)Iaido Sword said:Who do you know and how will you get to know them?
Well these are North America schools.Torquill said:
The one I hear the most praise for these days is Guildhall, but I dont' think they have undergrad degrees.
TheClimaxan said:Here's a question for those who work within the gaming industry:
The general consensus is that getting into games on the writing side is damn near impossible early on in one's career. That I understand, but how exactly does the marketing/PR/advertising side of the game industry operate in terms of offering entry-level positions?
Just wondering, because I well, I just graduate with two degrees one in Media Writing and another in Communication Studies and that's a side of the game industry I would like to explore if they are hiring. (You should be recieving my resume soon Epic!)
Iaido Sword said:Well these are North America schools.
Guildhall is from the UK from what I just looked up.
Iaido Sword said:Well these are North America schools.
Guildhall is from the UK from what I just looked up.
I don't think anyone did a recent study of where to get training for game development. This might be the latest one.
Mercutio said:Why do you continually make this about your references and your connections? Who are you trying to convince of your foretold brilliance, us or you?
Iaido Sword said:What's with this talent bullshit.
That's all well and good, but I do hope you don't think all you need to learn is through your school, because you're making it sound like you got it all figured out. And talent and personality count for a lot more than you might realize. Work ethic is a given, and if you don't have it you're not going to last long anyway. Genuine talent helps make people stand out.Iaido Sword said:Now, hard work is all that there is to be good at anything unless you're god sent. To be a great game designer, you have to know how to run a team, be analytical, and how to think outside the box. All of those can be trained, and it is the training done in my school.
You can't experience teamwork at home making a mod on your own. You can't train your discipline without having a standard criteria and timeline to meet. These things are just hard work.
My LinkedIn is plenty full of contacts, thank you.So if you're going to be a designer, who do you know right at this moment. Who do you know and how will you get to know them?
Just a link below the one I clicked.Torquill said:Nope Texas.
http://guildhall.smu.edu/
Advertising that game-centric schools are important?ianp622 said:Yeah, honestly he sounds like an advertisement.
The thing about game design schools and trade schools (digipen and full sail) is that you don't get the range of knowledge that you would get from a regular college education. Employers are often looking for someone who is in touch with something other than games, and perhaps could bring that experience into their job.
Right now I'm an undergraduate at Penn, and with their Digital Media Design program, I take all the classes that are required of any engineering student, but I also take art classes as electives, and I'm minoring in Cognitive Science. I'm also a member of the Philadelphia chapter of the IGDA, which helps with getting connections. And the Philly IGDA held a GameJam recently where me and two of my friends won an award for making a cell phone game in 48 hours. (You can see our game, called Tesla Wars, here: http://www.phillygamejam.com/Games/Games.html )
My point is that you don't need to take classes for game design to get a job in the industry, your portfolio and talent is more important. Also, look for an IGDA chapter near you that you can go to so that you can network.
Is there an internet catch-phrase powerful enough to respond to this?Iaido Sword said:Learning German or Philosophy won't help me be a designer.
Iaido Sword said:Learning German or Philosophy won't help me be a designer.
Iaido Sword said:Just a link below the one I clicked.
Advertising that game-centric schools are important?
Iaido Sword said:This thread is about helping people get into the industry, so I see no problem with telling them about places that proven to put people straight into the game industry.
Iaido Sword said:I hate learning crap that I don't need to so this school is perfect for me. Learning German or Philosophy won't help me be a designer. Sure, it may help me think of game ideas, but I already learned a lot of philosophy on my own.
Iaido Sword said:The industry is AT my school telling the school what they want to see, so I'm not sure how you know what the industry wants when they make up my courses.
"We're" not telling your school anything. No, your instructors are making the courses from their experiences with the industry at the companies they've worked at that they figure is good foundational knowledge that should (not necessarily will) be applicable anywhere throughout the industry. That's it. There's a LOT more to learn beyond that.Iaido Sword said:The industry is AT my school telling the school what they want to see, so I'm not sure how you know what the industry wants when they make up my courses.
Let's make this clear. Talent is something not everyone has. It's super natural. You can't create it. You say to anyone that they may not get to do what they want because they don't have that talent and that is bullshit. You work your way to make yourself seem talented, but it's really just the hard work you have done. When you see some amazing models from a modeler and you say he or she's talented, you're probably quite wrong. That person probably had put in a life's work into being a good modeler.XiaNaphryz said:That's all well and good, but I do hope you don't think all you need to learn is through your school, because you're making it sound like you got it all figured out. And talent and personality count for a lot more than you might realize. Work ethic is a given, and if you don't have it you're not going to last long anyway. Genuine talent helps make people stand out.
My LinkedIn is plenty full of contacts, thank you.
I'm not saying networking doesn't have its uses, and it can give you an edge given the right circumstances. But that's just it - it has to be the right circumstances. Unless any of your contacts have final say and authority on a hiring decision, even their recommendation may not be enough to secure a job.
So you pull people in without any kind of certification of their "talent"? If a guy went up to you and drew an awesome character, you'd just hire them on the spot after figuring they have a good personality through an interview?Vustadumas said:Well, for us, talent > experience. Personality goes a very long way as well. No one wants to work with an asshole-know-it-all :lol We pull the best of the best in the industry (games and film), but it can still be hard to find a good fit.
I really doubt they would hire someone without training in art, modeling, sound effects, scripting, and writing over someone who does.Laeth said:Depends on the company I guess; a lot of leads prefer to hire candidates with a traditional degree as it shows that they are interested in stuff other than games. Someone who plays games all day every day and doesn't do anything else, doesnt really bring anything new, or beneficial to the table.
Mod work can prove you can develop fun levels and have a knack for creating good, interesting gameplay - that, coupled with your traditional degree in History, Philosophy, Psychology etc shows a lot more character about a person, than someone who plays games, makes mods and studies how to make games.
Again, all my own opinion ^_^.
Are you part of the "we're"?XiaNaphryz said:"We're" not telling your school anything. No, your instructors are making the courses from their experiences with the industry at the companies they've worked at that they figure is good foundational knowledge that should (not necessarily will) be applicable anywhere throughout the industry. That's it. There's a LOT more to learn beyond that.
Iaido Sword said:I really doubt they would hire someone without training in art, modeling, sound effects, scripting, and writing over someone who does.
Life experience happens to everyone and anyone can put their own unique thoughts into a game. You don't need to goto school to be unique.
Are you part of the "we're"?
You have no idea how my school works.
Agreed.Laeth said:But yes, a lot of people would hire someone with a traditonal degree and a good mod portfolio over someone who has just a portfolio from their game school.
You're right I don't know how your school works, especially since the industry is at your school yet so many of us aren't over there. PARADOX!Iaido Sword said:Are you part of the "we're"?
You have no idea how my school works.
Can we drag silly school sports rivalries into this while we're at it?Guys, can you please just accept that he goes to the best school ever so this thread could move along?