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#11 | |||||||||||||||
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Administrator
Location: UK |
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Do what you can to demonstrate your passion for games, write about and create them. Also consider joining a team (perhaps a mod team) to help build up your portfolio and demonstrate teamwork. Quote:
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The problem is that the designer is such a catch all role that there is no distinct education router towards unlike all the other disciplines that exist. Additionally, it is virtually impossible to enter the industry as a graduate designer with no industry experience. Usually they come from other roles in the company such as a programmer, artist, QA, level designer, etc. Read: http://gamedeveloper.texterity.com/g...08careerguide/ http://www.sloperama.com/advice.html The wisest move for you is to do the course you want to do and enjoy and make up some of the slack yourself.
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Steven Yau [Alix Games Blog] [Portfolio] [How I broke into the Games Industry] [Why I left my Games Job] [How to be a Games Tester] [Getting back into the Game] |
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#12 | ||||||||||||
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Junior Member
Location: PA, USA |
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It might not be very easy to teach them to myself on my own time, but I'm sure it can be done. Quote:
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I like that mod team idea, perhaps I'll look around and try to find one. I've never played Unreal Tournament, but I've seen it, and I'm sure it would prove to be a very nice place to start scheming up designs. Halo 3's Factory would be good as well, if only you could physically edit the maps themselves and implement a storyline. @ Toyoka Thanks for the suggestion, but I recently found out that Ian Schreiber is running an online college-level course on Game Design for free; You should consider it as well. http://www.gamecareerguide.com/forum...3476#post13476 ----------- @ Everybody I'm beginning to understand what you've all been saying to me, in relation to the "gaining experience" portion. Like I wrote above, I'm going to be participating in Ian Schreiber's online course this summer, which I'm sure will greatly help me advance in terms of how to find my own style and being psychologically prepared. I'm going to organize myself a tad bit and throw together some previous things I've written. I'll also get started on learning those languages, as well as doing some map editing and modding. I'm also going to do some brainstorming and come up with a boardgame or two on construction paper; then make a base prototype. (As described in one of yaustar's links) Thank you all so much for helping me understand a gist of how to gain some on-hands experience; that in fact, there is no defining way of doing it. (This, I like) I understand that nothing I do now will be anything like what I will be doing whenever I land an actual Designing job 4-5 years from now, but creating ideas will be worth-while. I'm also going to be creating an online portfolio, which I'll post in my signature once it's done; as well as putting together a skeleton resume to add in things in the future. It's going to be a long road from today to the day I land a job, but as you can tell, I've been recently confused as to what I wanted my career to be, but since I've always enjoyed being creative, and I've always loved video games, I'm sure now that Game Design (In all of it's job descriptions) would be right up my alley. Therefore, I'm going to attempt to get some non-industrial experience so I can consider myself a hybrid in all of the game design aspects. I'll be hanging around the forums from now on, I love this place. Thank you all so much for your guidance! On another note, we should consider moving this topic to a different section and renaming the title. =] |
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#13 | ||||||||||
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Junior Member
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What I'd say to you is right now you are unemployable, it's the fact of it. But that's no bad thing, life experience is incredibly important if you want to get into games as once you're in you'll find it difficult to acquire any. I became a producer at 20 and I do sometimes wish I hadn't rushed in. Also in testing you sit at a desk next to the same guys day in day out, sometimes for years, and having some patter is a really good way to not go mad. In addition testing takes years to go from Tester to Developer, you need to become a Testing Lead/Manager (or both, some bigger places have both) before anything else and the respect and affection og the other testers is important in that role. Unless you live right next to a developer you're unlikely to get work experience or a job while still in Uni, but get involved in some projects outside of Uni, people develop games across the web all the time and that's a great "in" you can exploit, TA/Cadets (I think it's called ROTC over there) is another good way to prove you have motivation, discipline and leadership (incredibly important for any one wanting to become a Producer. Have a very serious think about whether you want to work in a developer or a publisher too, both offer testing opportunities but a worlds apart. It's much easier I'd say to get a job at a big publisher however it is also more difficult to advance. Lastly (and only cause I thought it might stand you in good stead for the future) learn the industry language, it's "in-house" not "in-home" for example. A lot of what you've written sounds more like a fanboy writing about the industry than someone who wants to live and breath it. It's great getting language like that in CVs (and indeed bug reports sometimes) but only for the comedy value. For example I was recently asked to increase the resolution of the 3D by a tester. CV Advice: Sack that blogger rubbish in, get on www.linkedin.com and get a nice html or flash website up (not hard at all, especially for a budding programmer) and get a CV on that. Use a nice simple template and keep it (at this stage) down to 1 page. If you need hosting speak to you university IT department, they often have webspace for students to host university projects etc. and they most likely will no object to your CV. Any questions PM me, I'd me more than happy to help you out with making yourself attractive to companies. |
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#14 | ||||||||
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In my opinion you should go back and rethink what you're trying to accomplish here. You're all over the map.
QA and Producer are the only two that are in the same field. On occasion Designers or Programmers can become Producers if they have the right business skillset, but more often than not, they became Designers or Programmers because they fit a certain mold, and that mold does not lend itself to Producer. I had the chance to meet many young, and not so young, people at GDC the other year and a lot of them were like you. Grand game designs on 20 pages of paper, ideas on how to improve games, all these things you're planning to do. Talk is cheap in this business. People want to see results. Take what you've written and apply it. Do you know they have sorting piles at GDC? There's the "Call Back" and then there's the trash can. At first I thought this was awful to do to someone, but after I started looking over resumes, these guys are doing it to themselves. At least 80% of the resumes we received went directly into the trash. If you want to be in the design field, as others have suggested, pick a toolset and start learning. Unreal Editor seems to be the most prevalent these days. Get involved with a mod. I couldn't recommend you for QA. Your grammar is severely lacking. Last edited by CollisionBlock : 05-04-2009 at 10:24 PM. |
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#15 | ||||||||||
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Administrator
Location: London, UK |
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Michael 'Adrir' Scott :: Games, Virtual Worlds, Education Networking | Research | Teaching |
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