There are people who post here (like myself and jtype) that are doing games development degree' s (though jtype is actually a tutor/lecturer), so doing a dedicated course is one way in. but...
...there are several main ways " in" that I’m aware of.
The first way is through QA. (that' d be Quality Assurance, where the games are tested before shipping.) Get a job as a tester and kick ass and you may get promoted to the test lead. From there you may become a producer and continue climbing the ladder. Bear in mind that you probably have to live in a town where there are development studios nearby. This technique seems to work best at large companies. Small companies tend to outsource their QA.
The second way is to make some really cool shit and self-promote. Build a flashy website, and email the various companies that are out there with links to your work.
The third way in is via a friend. If you have a friend at a company then you might have an “in†for QA or having your portfolio looked at.
On a Degree Having a degree is obviously nice but it' s also not always necessary. However, at many companies it
IS very important and it can sometimes be a deal breaker. Often you’ll find that the larger the company the more important the degree. A degree shows that you know how to commit to something and finish it. It also shows a desire and ability to learn and work hard towards a goal. Personally i struggle to meet deadlines and tying up lose ends but as long as i pass my course i should be ok.
Bear in mind that this is an industry that moves very fast. The 3 oir 4 years you spend in uni are years you may fall behind so just keep a track of things.
I know a lot of guys who are continuing with their higher education while they attempt to get hired in the gaming businesses. I haven' t yet applied for a single industry job but i have sent my work to several companies and had several responses.
Now, like i said i struggle to meet deadlines and get everything finished, but REALLY you need to...
...show the potential employer that you know how to finish something. Starting something is easy; it’s the fun part. Finishing a project that you’re completely sick of is the hard part (and you WILL be sick of the game you' re working on as you approach the last couple of months). The last 10% of game development is the hardest. If you don’t have this ability then all of your skills are useless, so i' m pretty much f**ked!
I' m still unsure as to exactly what i want to end up doing. I' m not exactly briulliant at any one particular thing so maybe i should just aim for something like lead game designer and just delagate the jobs...
...however, the more popular jobs i' ll list with quick run downs of what' s expected.
Artists Portfolio FIRST, CV SECOND.
If you can’t produce quality work, then it doesn' t matter if you worked at ILM. Working at a place like that does not necessarily mean you made a huge contribution to one of their projects; you may have painted a horn on a CG dinosaur. Show work that you have sole ownership over - " this is a texture map that I worked on with my friend" is a surefire warning symbol for a potential employer.
If you want to be an artist, you either get " it" or you don’t. You know, the ability to draw, the knowledge of what looks right. You need traditional art skills to understand proportion, color, and composition before you move onto digital or 3d art.
Many artists attempt abstract or cartoony characters in their demo reels because they can’t build a normal, realistic human being. That kind of guy can be spotted a mile off. Traditional skills are very important!
3d artists should post their meshes and work for download in their portfolio, along with screenshots. Screenshots are uber important because it allows people to quickly assess your work.
Sometimes your older work is not a true representative of your current abilities. Keep an eye out for this in your portfolio and get rid of the rubbish stuff. Your portfolio is as strong as its weakest link. Sounds cheesy i know but it' s true.
Level Designers/World Architects Make a website with screenshots of your work. If you’re looking to work at a company that has licensed technology then you should use that tech to make your levels. Be active in the community. If you’re making levels for Unreal Tournament and you want to get hired at an Unreal Engine licensee, post pictures of your levels on UT messageboards and get to know the guys in the community.
Write and post articles about your craft. This shows that you have good written communication skills and you have your thoughts cleared out.
Remember what I said above about artists leaving their older work in their portfolios. If your earlier levels suck compared to your latest work, take them off of your site! You’re only hurting yourself with it if you leave it up.
Above all, practice, practice, practice. Don’t be afraid to throw out old, rubbish work. Maybe even find an existing amateur level designer that you respect and send him your work for suggestions. If you stick with it, you’ll get better.
Design Few people are ever just hired as Game Designers. They usually work, bite and claw their way to that position.
A Game Designer must have excellent writing skills. He must be a good communicator as well, as he’s working with the team to design the game. Charisma always helps, as he’s frequently the one evangelizing the game to the press and gamers. An introverted designer is an ineffective designer. A game designer should also be well read.
Above all, the Designer must also play games. This may seem like a no-brainer, but you’d be surprised at the amount of people in this industry that don’t play games. You’d be surprised at the amount of ideas and inspiration you can draw from other titles. Sometimes you’ll be struggling with a design problem and the answer could be in another previously released title. By playing this game you can see how the competitors solved the problem and use that as a starting point for your design.
If becoming a Game Designer is your ultimate goal, you can help speed up the path several ways. First, get to know a good Designer at the company you’re working at. You’d be surprised at what you learn. Second, try your hand at writing game pitches and design documents. You’ll eventually start putting game systems and worlds together in your head.
A games designer knows what’s going on in the real world and has his finger on the pulse of pop culture will ultimately know what feels right and looks good. This gives you a vital sense of perspective and will keep you grounded.
Half of game development is coming up with cool ideas. The other half is figuring out how you’re going to accomplish this cool shit with the amount of time and money and people you have. Figuring out the proper tradeoffs is a huge part of the job. Often you hear folks in the community say things like " Why didn’t they add this idea? I’m surprised they didn’t do it!" Well, you’d be surprised to find out that often the idea was floating around, but time just didn’t allow for it.
If you' re planning on doing a degree then you' ll likely be expected to do some website design (raw HTML and XHTML), use 3d Studio Max and will likeley have to work with the most compley of all industry programs; Maya!!!
I don' t even know why i' m bothering really! I suck!
< Message edited by Majikdra6on -- 16 Jun 06 18:53:28 >