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So...how do you go about getting a job.


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Posted

Its something thats always intrigued me, a job in the Games Industry but never really thought about it seriously.

If I decide to go for it, it won't be for a while (another year and a half of University left and I plan a year out as I think 17 straight years of education deserves a break!) so I have a while to think things out.

Hopefully next year I'll leave Uni with a BA(Hons) Multimedia Design & Digital Animation degree and hopefully Ham and Jam is out so thats all good things to add but what else do employers look for? I've done some freelance work for Kuma (shudder) and whilst thats relevant I'm actually not that proud of what they turned it into so I've got half a mind to forget about it.

So...er...yeah. Not quite sure where this is going but where did you guys all start out? Did you start at a place in the same country/continent or jump on the nearest plane?

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Posted

I studied for a BSc Hons. in Computer Games Tech, and being a games tech course, they helped arrange a games industry jobs fare locally while I was in my 4th year. I went along, chatted with a few of the companies about what I'd done at uni and in my own time, and what I was looking to do career wise, and handed in some CVs to the companies I felt I'd be quite suited for. It just so happened that Outerlight - a company very local to where I lived - were working on The Ship for the Source engine. They wanted somebody who could handle both design and programming work, and as I'd done both level design and mod programming with the Source engine, I was really just in the right place at the right time. I went down for an interview with them about a week later, and about a week after that I was told I'd got the job and would be starting a week after I'd handed in my honours project at uni. Not much of a respite really - I too coulda done with a year out after the solid education block!

So yeah, with me, I guess I was lucky as much as anything. I don't think I'd have scored a level design job easily from where I was at the time if it weren't Source engine based, so Outerlight was a lucky break. I might have gotten into a juniour programming position elsewhere, but I'm not sure if I'd have been all that up for programming alone. I've spoken to my boses about why they hired me, and they said it was more because of my mod/solo work than my uni work. I guess it speaks a lot when you're doing something off your own back for the love of it, as opposed to doing it because your lecturers have told you to.

Best of luck when you do apply, whenever that is :)

Posted

I did four years further education at college and university on “computer studies” and worked for 2 years at an accountancy place while I put together something that could be called a portfolio. Of all this, only the last word of that sentence was actually relevant. My education wasn’t even mentioned in the interview and I highly doubt my purchase ledger skills would’ve been pertinent, excellent though they are.

My portfolio was literally this website, which I’m sure it won’t strike anyone here with awe because visually it’s quite mediocre. I also had some stuff featured in PC Gamer for some leverage, predomantly thanks to Gonnas to be frank. It was mainly due to interview and getting lucky to be honest, and I think luck is a bigger factor than some people will say. The big hurdle for getting a job in the industry is you need experience in the industry, which is self-defeating. You’re best off applying to places and seeing what happens.

I did have to move, but only a 3 hours drive away. But having said that, I can't drive.

Posted

Code: Get a CS degree (focus on programs that teach C++ and .NET) and/or make a mod. It doesn't have to be a big mod; it could just be something to show off a rendering effect, gameplay type, etc. The key is that you're versatile and can write clean code.

Art: Learn 3DSMax, ZBrush, and Photoshop. Pick a current gen engine (I'd suggest Unreal) and work the hell out of it, learning all the tricks. Then do it with another engine. A portfolio full of unskinned weapon models is worthless. You need to be able to produce map props that are within a good poly range and are correctly skinned and UV mapped, and also more complicated models like people and vehicles. The world is moving towards placing level props like fences, walls, and houses. If you can crank those out, you're set.

Level Design: Pick and engine and go. Make a bunch of maps using standard assets, then beg and borrow some custom assets and repeat. Engines can be learned, so don't worry about only knowing Source or Unreal. I did only Source work before working and Gearbox and it probably took me about 2 weeks to be fully comfortable with Unreal. If you really want a job, show that you have a good handle on what's fun. Know what makes a good SP level vs a good MP level. Learn good composition and detailing. Make a SP level, even if it's just a 30 minute demo to show that you can do it.

If you really want to ensure a job, go with code and art since those are generally the harder ones to learn and are in more demand. LDs tend to be a dime a dozen, but the barrier to learning the skills is also a lot lower.

P.S. And don't worry about getting a degree for Art or Design. Coders will most definitely get some benefit out of a structured degree program, but make sure the program will actually teach you what you need (and learn the rset outside of class). I have a B.S. In Political Science and English, and very few other LDs at GBX have a degree (Mojo and a few others). Above all, a degree doesn't matter if you have the skills, so don't worry about a formal education or a special game design program if you can learn it yourself.

P.P.S. Also, for those of you in high school, please consider going to college, even if you're not getting a degree in something related to game design. The experience of going off on your own, exploring your own academic curiosities, living on your own, and making decisions for yourself is well worth it. While I certainly admit it's not for everybody, I will say that the world is certainly more open to those who pursue higher education, and you'll probably end up a better rounded individual.

Posted

Actually it might appear to you as if LDS are a dime in a dozen because youre floating around in level design communities but widen your perspective, there are a milion times more 3d artists on this world than level designers. Think of all the noobs who want to be a 3d artist, all those people who make those awesome renders of ak47s for mods but also all the thousands of modellers who work in the film and marketing industries...Compared to that a level designer is as rare as a dinosaur.

There are also a lot more 3d tuts than level design tutorials.

That also goes for programmers, there are a gazillion programmers on this planet writing programs, being active in the open source community, writing stupid office apps for companies, writing gps/mobile phones/etc programs and so on. If you want to be unique you are going have to do more than just "program". Specialize, although keep some general skills on the back of your hand in case of...If you can program and gaming doesnt work out you can still easily find another job. If youre doing something too specialized that is obviously a lot harder.

In 5 years time or so it will be harder to switch over to another engine, engines are going to become a lot more complex, similar to the complexity of Max or Maya, thus you may be able to learn the basics of another engine in a week but itll take you a year or more before you really have a good amount of knowledge and insight into the new platform youre working with..

In general like what you do, keep on doing it, have a lot of patience and simply be good and special. Be the reason why you have to be hired and not one of the other 4000 guys applying. Have patience, you might not find work easily but if you keep at it long enough sooner or later it will always work out, one way or the other.

I started by doing contract work from home modelling stupid little houses, really no brain work for little money. After that I got into touch with Epic though and then things get rolling and off you are.

As sucky as it is, luck is often more important than what you do or can do.....

Posted

First of all luck and good timing are for sure big factors. I happened to apply to IO at a time when they were about to look for level designers when my application dumped in their door.

Personally my maps were not super mind blowing looking, but as the position I applied for was not really that much about art anyways, so it did not matter.

Having shown that you have done something that people have shown appreciation in one way or another is a good thing. Tell about download counts and awards for your work. If your programs on average get downloaded maybe 5000 times or more, then your potential employer can be pretty sure about that you have a pretty good clue of how to make good stuff.

It's about really showing that you are good at what you do. Get some straight facts and numbers about how good you are.

During my interview I got asked about my school grades several times. My high school subjects were totally not level design related, but yet the grades seemed pretty important. Having both done a shitload of modding stuff in your sparetime and yet having received top grades in all subjects tells a thing or two about either work ethics, general intelligence level or both.

Edit:

So uhm no, the above mess did not really make sense. I still got a hangover from yesterday, will fix it up later.

Posted

I think it makes perfect sense and it's spot on. I happen to come from an international business BD, and you would be surprised how many questions derived from that and how I had moved away from that industry into the gaming one.

Answer is simply: Human sciences studies don't teach you anything but work methods, which you can apply to any other job you'll do. It's about how you value teamwork, how you interact with the people you meet, and how easily you are able to gain their trust and respect in a work environment.

If you have those skills, you can always show your interviewer that investing in you in the mid to long term is always beneficial, because you'll be able to go up the ladder a bit and be a team leader.

And don't think it comes after 10 years of work, it's a lot quicker than that, as I'm seeing this right now.

Posted

its funny i have not been asked about my grades once in my entire life ... actually thats not true at crytek chris auty wanted to see my final grades i handed the papers to him he looked on em for 5 seconds said something like "i dont read german :D" and his attention was back to my codename gordon demo ;)

Posted

I think my degree might be helpful in some aspects, its a 3 year course with the first two years being split into three aspects:

Modelling and Animation in XSI

2D Design in Photoshop/Illustrator/Director/Flash

Web Design

and in the third year you specialise and hopefully I'll go down the XSI road. This year theyve brought in a new area of specialisation and thats just purely modelling hipoly stuff (CGTalk standard etc) pretty much 1 thing a month and you have to do like 2 characters, 2 environments, 2 cars etc. Hopefully they'll keep that around else its a short animation to do.

I guess Level Designers who can model/UV/texture are much more worthwhile than those who can't.

Posted

Just a quick comment. In the same way there are many more 3D artists than there are Level designers, there are many more level designers than there are systems designers.

I'm working on a title at Sony at present and we have been trying to recruit decent systems designers for nigh on 9 months now with little success. Virtually every designer's CV that comes through is LD. Almost no-one classifies themselves as systems and has experience to back it up. If you can get some skills and experience in this role you are rare as rocking horse sh*t and not likely to have any problems finding a job.

Posted

There are certainly a lot of LDs and Artists out there, but I guess my comment was more about those who could work at a professional level, and those artists are harder to come by.

At the end of the day, if you want to ensure yourself a job, then become a coder. They get paid a lot more and are in more demand. Plus, if the video game industry doesn't work out for you, there are millions of other jobs out there.

Posted

I started working as a 3d artist, which lead me to working on that indie title that we won't mention with ducks ;)

After discovering that my skills as a 3d Artist weren't so hot, compared to the next artist, I moved onto level design. With no job, for 6 months I grinded to learn the unreal engine, specifically UT2004. After creating 2 maps, which I know is pretty sad, I applied at nfusion for the environment artist, but found out that they liked my art test more due to my experience with how to use UT2004.

I've been trying to break into the gaming industry for years, with constant barage of rejection emails or no responses at all. If I hadn't of busted my ass for 6 months to get to a level where I would be noticed, I probably wouldn't be working here.

I tell everyone who asks me, I worked very hard and got myself to a level where I was making art/levels at the development level.

Posted

I'm just going to spam CVs at people until they can't take it any more and give in. The more you ignore me.. the closer I get. I'm in a situation similar to ReNo when he was leaving university.

Best to worst abilities:

Level design (need some SP experience I think and to do some non fortress work soon [i've done way too much TF mapping of late, need to get back to doing some nice simple DM maps etc])

Programming & a bit of shaders

Model, unwrap (not done much beyond prop modelling, but I feel I can rise to the challenge when I get a bit of time to practice)

Image editing (I know the tools, but I'm currently fairly limited at this)

I think, like Lee3dee said, it's very important to know your limitations and what you need to focus on to give yourself the best chance of getting employed. I know I will never be able to cut it as a full time modeller / art guy, but I have a better chance as a level designer or, if I work a bit harder at it, programmer. As long as you are willing to work hard on whatever it is you need to improve on, you can likely make it. That's my mindset anyway.

Also, the average games industry career lasts something like 6 years according to gda (or something similarly short). Those people quit and must be replaced by fresh blood. So while it is true that most jobs list "x years blah blah experience", unless they are a well-respected developer they won't always get someone with those pre-requisites due to the amount of people who are leaving the industry.

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