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Posted (edited)

Hello all, I have (what I hope) is a relatively simple question, although explanation is necesary. I am currently employed in your average 8-5 non-games-industry job (banking). However, in my spare time I do many different things concentrating on 2 projects. What I would like to have some input on is where these tasks might be directed within the context of a games industry position.

 

The first project is my Starcraft II map team, wherein the members of the team create levels for use in competitive multiplayer matches. I am the team leader of this group, and as such I have a variety of different tasks and skills compared to the other designers. While I am more than capable of producing levels (and have), I find my time often devolves into organizational and promotional details. I am responsible for running and maintaing the team website. I initiate and cultivate relationships inside of the eSports industry to promote the use of our levels and other community made levels (very successful so far). I also organize my team and keep track/records of what everyone is working on, where they are at in each level's pipeline, and when completed I do a thorough review of the level. I am responsible for recruiting new level designers as well. This is all non-profit work, zero money is generated. Basically for everything that is not specifically level design related I am the go to guy, although I maintain a working knowledge of the tools and standards of Starcraft II level design.

 

The second project I am working on is a self-startup mobile game. This is a team effort between myself and 1 other person. I am responsible for the creation of the art assets and the other person for implementation into our game engine (right now: unity). This particular game is a 2d fighter akin to the original mortal kombat and/or street fighter in terms of art procedure (not 3D work -- purely Adobe dreamweaver/illustrator/photoshop/etc. . .). Additionally, I created the concept and design documents for this project -- that we are now prototyping.

 

I am looking for input and/or advice on how I might focus these two efforts towards a game design position. On the Starcraft II project, I do not feel that there would be appropriate materials to present in the same manner as an art portfolio. I have completed consultations with some of the larger esports companies -- and could present those if requested -- but for the most part this seems like office work that I am not quite sure how to put into the context of the roles/duties of a games industry position. For the mobile game, while it is too early to say one way or the other, this could possibly when complete be a portfolio piece in the sense of an artist's portoflio.

 

Any help or guidance would be much appreciated. Thanks for your time.

Edited by Sigma
Posted (edited)

Sounds like you do "Development Director" kind of work mixed with a bit of "Producer" stuff.

No idea how to make a portfolio out of that though... Perhaps you could scout some linkedin positions for high profile companies and see what those people have as a background so you can compare what you're missing. I doubt a portfolio is super important for positions like these, experience leading teams in a commercial context is probably n1 followed by business degrees although I doubt every producer I've been in contact with had a degree (or common sense xD).

 

If you're leading and steering teams to deadlines and finishing work I'd say you're doing great. I doubt you're gonna get first hand advice from people that do this line of work on this forum though since we're further down the production line but most of us have dealt with those kind of managers so perhaps someone else will chip in.

 

Cheers!

 

PS: Your dream forge maps link is broken :/

Edited by Chimeray
Posted

Sounds like you do "Development Director" kind of work mixed with a bit of "Producer" stuff.

No idea how to make a portfolio out of that though... Perhaps you could scout some linkedin positions for high profile companies and see what those people have as a background so you can compare what you're missing. I doubt a portfolio is super important for positions like these, experience leading teams in a commercial context is probably n1 followed by business degrees although I doubt every producer I've been in contact with had a degree (or common sense xD).

 

If you're leading and steering teams to deadlines and finishing work I'd say you're doing great. I doubt you're gonna get first hand advice from people that do this line of work on this forum though since we're further down the production line but most of us have dealt with those kind of managers so perhaps someone else will chip in.

 

Cheers!

 

PS: Your dream forge maps link is broken :/

 

Thanks for the tip! Appreciate it lots. As for the link... should be fixed now. :v

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