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How to break in the games industry - an insiders' guide

  • Furyo
  • August 23, 2009 at 3:54 AM
  • selmitto
    • September 19, 2012 at 12:54 AM
    • #181

    Thyank you!

    I created my CV and already translated it to english. Cool.

    Now, a general question:

    What's the difference between "Entry Level" positions and "Junior" positions?

    Are they completely the same? What's expected from someone applying for these positions?

  • Furyo
    • September 20, 2012 at 12:32 AM
    • #182

    They are entirely the same. What's expected is a clear drive to get better, buckle down and do all the work requested, and follow directions.

  • selmitto
    • September 20, 2012 at 12:50 AM
    • #183
    Quote from Furyo

    They are entirely the same. What's expected is a clear drive to get better, buckle down and do all the work requested, and follow directions.

    Thanks you Furyo for the always informative reply! That's something I could really see myself doing

  • Chimeray
    • September 20, 2012 at 9:59 AM
    • #184
    Quote from Furyo

    They are entirely the same. What's expected is a clear drive to get better, buckle down and do all the work requested, and follow directions.

    All that but: Take initiative as well. At least that's what they value(d) about me. I'm not just a minion you can abuse, I got ideas of my own and can put them to use.

    Not to be mistaken for arrogance though, I'll gladly accept any directions. But perhaps that's just part of the "clear drive to get better" part.

    I suppose it might be a bit different for jobs other than level design where things are a bit more technical and there's less room for interpretation...

    Just my 2cents, comments?

  • Rick_D
    • September 20, 2012 at 10:18 AM
    • #185
    Quote from Chimeray

    I'm not just a minion you can abuse

    Innocence is a beautiful thing.

  • selmitto
    • September 20, 2012 at 3:33 PM
    • #186
    Quote from Chimeray

    All that but: Take initiative as well. At least that's what they value(d) about me. I'm not just a minion you can abuse, I got ideas of my own and can put them to use.

    Interesting. That's something I did a lot when I worked as Game Designer. The game design process there was a complete mess, and as I got more and more involved with the projects, I started to see where it could be improved. I made some notes and shared them with the team and leads. They got surprised (in a good way) about that and we worked together to define the best pipeline for the team at that moment. I always got praised about my pro-activity to improve the process in there. For example, at that time I was reading the book The Art of Game Design (by Jesse Schell) and learned about Interest Curves. I built a graph and applied it to a game I was working on. The lead asked me to share this experience with the rest of the team.

    Anyway, I just mentioned it to reinforce what Chimeray said, that initiative/ pro-activity tends to be really valued in a team.

  • blackdog
    • September 20, 2012 at 6:10 PM
    • #187
    Quote from Al Anselmo

    It was kind of general sense that CVs shouldn't be longer than two pages.But, at the same time, I saw/ read/ watched people saying that a CV should have only one page

    I understand you solved the issue already, but others could be interest in this tip from Microsoft HR dept:

    Quote

    It’s okay to use more than one page.Include all relevant experience rather than cutting things to make your resume fit on one page. That said, be sure your summaries are succinct and your most important information appears on the first page.

    INTERVIEWING @ MICROSOFT:RESUME AND INTERVIEW TIPS

    I understand your dilemma by the way, I read the same somewhere and I think it can be just formative to make the effort. Other than being succinct at least shows kwnoledge of the software, plus, a two column layout is more readable to the eye... i'm growing to hate the full-spread page.

    For the "one-page" argument I personally think that an expert doesn't need to cite all of his works, I mean if on your resume you can write you worked at IL&M and Valve when applying to Blizzard that's pretty much it, I guess

    Same thing for a first-hire, sounds a bit silly to cite too many things if they don't show different skills or progression in the expertise.

  • selmitto
    • September 20, 2012 at 7:00 PM
    • #188
    Quote from blackdog

    I understand you solved the issue already, but others could be interest in this tip from Microsoft HR dept:

    It’s okay to use more than one page.Include all relevant experience rather than cutting things to make your resume fit on one page. That said, be sure your summaries are succinct and your most important information appears on the first page.

    INTERVIEWING @ MICROSOFT:RESUME AND INTERVIEW TIPS

    I understand your dilemma by the way, I read the same somewhere and I think it can be just formative to make the effort. Other than being succinct at least shows kwnoledge of the software, plus, a two column layout is more readable to the eye... i'm growing to hate the full-spread page.

    For the "one-page" argument I personally think that an expert doesn't need to cite all of his works, I mean if on your resume you can write you worked at IL&M and Valve when applying to Blizzard that's pretty much it, I guess

    Same thing for a first-hire, sounds a bit silly to cite too many things if they don't show different skills or progression in the expertise.

    Thanks for the info

    I always heard to avoid to have a CV longer than two pages. I just started hearing to have a one-paged CV a while ago... I had to be a lot more concise with the info/ to filter some stuff (which I think was a good exercise) and to play around with the layout to make everything fit in a single page.

    I agree! Depending on the project/ the studio where you worked on, there should be no need for a long CV as that information alone should be enough (I guess).

    As we are on this topic, let me link the result that I came up with my current one-paged CV.

  • Furyo
    • September 22, 2012 at 2:44 PM
    • #189

    Every (good) recruiter I've talked to have always refuted the "CV should be 1 page" rule. And designers should know this, the proper length of your resume is when taking something away clearly undermines you.

  • selmitto
    • September 30, 2012 at 2:34 AM
    • #190

    I agree with this. I think the most important thing to have in the CV is the relevant information, instead of removing something that could make a difference only to end up with a 1 page CV.

    When I was updating and translating mine, I think I managed to put all my relevant info in a single page. Maybe in the future I'll have to use another page (which would be fine)...

  • selmitto
    • September 30, 2012 at 10:47 PM
    • #191

    I found a video that's really interesting to this topic and I highly recommend:

    Chet Faliszek (Valve Software), How to give yourself a job in the games industry.

    Eurogamer Expo 2012.

    [skip to 2m45s because that's when the talk starts]

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  • blackdog
    • October 1, 2012 at 9:04 AM
    • #192

    Nothing new at this point, but motivational!

    I can really identify myself in his talk since what i would really like to do is mapping, but because how things went the only Windows machine I have is an old, not very reliable, laptop with Radeon 9700m that can just run HL2 as it came out in 2004.

  • blackdog
    • December 23, 2012 at 11:47 PM
    • #193

    Cross-posting is bad, but I finally got my portfolio done so for your feedbacks.

  • blackdog
    • December 28, 2012 at 1:58 AM
    • #194

    Any reference about sources to find average salaries? Several companies require a salary proposition in the application.

  • Sentura
    • December 28, 2012 at 3:44 AM
    • #195

    depends on the position and country.

  • mjens
    • December 28, 2012 at 10:43 AM
    • #196
    Quote from blackdog

    Any reference about sources to find average salaries? Several companies require a salary proposition in the application.

    http://www.gamecareerguide.com/features/1108/…survey_2012.php

    It's very "liquid", there's few factors that will shape the salary: skills, experience, your and company situation, location and so on...

  • blackdog
    • December 29, 2012 at 12:14 AM
    • #197

    Thank you very much Seir, that article is very informative, even if examinating the US prominently, it surely provides a good idea of how things are going. Will read it in detail.

    Yes, I could imagine there's a very wide "fork" between different levels, my problem is determining a minimum: I don't have previous experience in a professional environment so i can only consider myself a "Junior". I should also relocate to countries of which I don't have a clear idea about the cost of life. (My work experience abroad was very peculiar - I was given a place to stay, the company you could say was "family run".)

  • Brander_Rly
    • May 19, 2013 at 4:51 PM
    • #198

    Instead of creating a new thread, I'll use this one.

    Hi everyone, as some of you already know I'm new here and made just some posts and a very simple model. So, I'm working to improve my skills, but sometimes I don't know what to learn and where to go.

    So:

    My objective: Work with 3d modeling and texturing at the game industry.

    What I'm doing:

    • For the moddeling, I'm learning 3DS max using the Autodesk Learning Channel at Youtube.

    (

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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    )

    • Simultaneously, I'm studying drawing at drawspace.com, after I improve my drawing skills in a acceptable level, I'll start with Photoshop (Including materials, UV's, baking and so on)

    Art background: More than handle with vertices and bakes, I think an art background in extremely important. Because of that there are come art books in my shelve.

    So, to reach my objective I'm working on: 3D modeling, 2D (Photoshop, materials, blah blah blah) and art backgorund.

    My obstacles:

    • Time: My current job is nothing more than a time consumer. The professional development is zero. It's just a tool to pay bills.
    • Directions: Sometimes I see myself wondering if I need to learn and spend time with a specific subject
    • Age: I'm way old (I'm 22) and given my skills, I'm late. Very late. (Actually, I see this as my biggest weak point).

    After reach a higher level, I'm planing to study something related to art, not just for learning new things, but to build a network.

    Some advices? Ideas?

  • 2d-chris
    • May 19, 2013 at 4:55 PM
    • #199

    Given you have talent, and some time to practice, you "could" get a junior position in a game company in perhaps 3-4 years if you practice very hard and In that time produce a scene of the kind of work you want to do.

    I don't think 22 is too old to get started, it's more an issue of being willing to earn less than what your current job would offer in 3-4 years. You really will start from the bottom and work your way up again.

    Good luck!

  • blackdog
    • May 20, 2013 at 9:59 AM
    • #200

    Not strictly related, but guess it can be interesting to know: Canada wants tech talented workes and enterpreneurs (http://www.siliconvalley.com/ci_23261666/ca…urce=rss_viewed)

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