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Old 04-22-2007, 08:27 PM   #1
simonc
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Default Ask game industry career expert Marc Mencher your questions here!

Hey all,

I'd like to introduce Marc Mencher, who has kindly agreed to answer your questions on getting into the game industry on the newly revamped Game Career Guide messageboard. Here's Marc's bio:

"Marc Mencher is a specialist in game industry careers who has helped thousands of jobseekers land positions with the hottest gaming companies. Before founding GameRecruiter.com, he worked for such game companies as Spectrum Holobyte, Microprose, and 3DO.

Marc is the author of “Get In The Game!” -- an instructional book on careers in the video games industry. He has been an Executive Producer on several games. He is a curriculum advisor to colleges offering Game Development degrees. Marc speaks at many of the Game Industry conferences around the world. His firm, GameRecruiter.com focuses on unique and un-advertised game industry jobs."

Marc is also a regular feature writer for sister site Gamasutra, dealing with a multitude of career issues. So, feel free to ask Marc any questions you'd like about the video game business and getting into it, by replying to this message, and he'll reply in this thread.
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Old 04-23-2007, 06:49 AM   #2
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Default Questions for Marc

Hi Marc,
My name is Luke Weatherlow and I am currently enrolled in an associates degree in MultiMedia Graphics and Design. I had a few questions for you pertaining to the Games Industry. Mostly the 3d animation and graphics side.

1. What do Art directors, hiring managers, etc like to see in our portfolios and demo reels? Does it matter what what companies it is? For example would nintendo like to see 3d animations of mario or zelda?(Just an example)


2. How long does it usually take to get into the game industry? I know it has to do alot with talent, but what is the average? (If there is any)


3. When it comes to "crunch times" how many hours are expected on average? Should I just bring a sleeping bag to my first job ?


4. I am self motivated and mostly self taught, I had a 3d animation internship when I was in highschool. I have also read a small library of game design and development books. Do you suggest any books? What should I learn to get deeper into the heart of the games industry?

Thank you for your time,


Luke Weatherlow
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Old 04-23-2007, 09:07 AM   #3
HagNasty
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Hello,
My name is Justin Dooley, I have recently graduated from the International Academy of Design and Technology Toronto with a degree in Game Design and Development.

I have two questions that I have been hearing a lot of different answers to.

1) What would be the best way to get a potential employers attention? I have setup a website, hosting my own, and my classmates portfolios ( www.sectionjgames.com ) and setup my information on many websites like www.gamasutra.com. Short of carpet bombing companies with applications what would you suggest to get our name out there?

2) What are companies looking for in employees? I have heard so many conflicting responses to this. From what I gather It's either specialists in a field eg. Audio programming, Character Design, Prop modeling/texturing ect. or well rounded people who know how do do multiple aspects in game design and can communicate better amongst departments.

Thanks for your time
~Justin
__________________
~Justin Dooley

Don't make good games,
make great games.
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Old 04-23-2007, 09:26 AM   #4
iddqd
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Mr. Mencher,

My name is Jonathan Buffey. I am a senior in college who is starting to get into the working field, and I am aspiring to get into the world of game development.

My first question boils down to qualifications. In a week, I'll have a bachelor's degree in software engineering. I know someone here who is graduating with me, but has a 2 year degree from Full Sail to complement it. This worries me, as I have no official gaming development education to show. I have tried to make up for this by developing 3 games over the past year. I have worked hard to learn as much C++ as possible (they teach mostly Java here), and have done two games from scratch (one 3D and one 2D) and a third utilizing the Torque Gaming Engine (with heavy source code modifications). Is a generic BS degree very helpful in getting one's foot in the door, and can having actual work like games produced overcome an obstacle like a lack of education that is specifically geared toward game development?

I keep up with job ads in an effort to monitor industry trends, such as new technologies that are being used by companies, etc. Are there any other helpful tips in keeping track of the growing list of qualifications that are being sought out?

A third and final question I have pertains to the availability of game development technology to an enthusiast. I see a great deal of games using Unreal 3 Engine technology, for example. I have no way of getting my hands on this software to gain experience prior to industry. It seems to get experience with this sort of software, you need to be hired, and to be hired you need the experience. The same goes for a lot of requirements that I see in job ads stating that you should have shipped "at least one or two AAA titles" when applying. These types of requirements can be very discouraging to someone trying to get into the field. Any thoughts/strategies when facing these issues?

Thank you for your time,
Jonathan Buffey
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Old 04-23-2007, 02:16 PM   #5
Marc Mencher
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Default Answer to Luke Weatherlow's Question

Hi Luke ,

Happy to answer your questions. Let’s take it from the top…

Quote:
Originally Posted by Thumper_34 View Post
1. What do Art directors, hiring managers, etc like to see in our portfolios and demo reels? Does it matter what what companies it is? For example would nintendo like to see 3d animations of mario or zelda?(Just an example)
Well my friend this is the golden question I get asked over and over again! For you Artists out there the only way you will get a game industry job is to have a killer demo. The mistake most Artists make is trying to create one demo that will work for any and all game companies they approach. People also try to do this with their resume.

Art Directors like to see your demo via a website. Yes it’s ok to use a CD base demo or even a VHF based demo but honestly the best bang is an online site! You want to make it as easy as possible for an Art Director to review your demo – not present obstacles like providing a CD or VHS, which must be loaded before viewing.

Art Directors want to see artwork that is relative and congruent with the art style their company creates. A company that produces sports games for example is not interested in fantasy oriented art samples. Art Directors also want to see the progression of some of your work samples from initial idea/concept through to the final “beauty shot”. Having traditional drawing skills is a serious advantage these days in our industry, so don’t be afraid to show a few samples of the traditional work you have done.

Only post work your confident in don’t post up art to just fill up your demo. This is a common mistake because many folks think they have to have a lot of work to show off skills. But Art Directors would rather see two to three really good pieces of 3D work than tons of weak stuff.

Decide what kind of artist you want to be. It’s not a bad thing to be diverse and to show you can do environment or characters but clearly define those on your site. Don’t just throw it all on the same page. Have sections that clearly define the work your showing. If your focusing on character work make that apparent and the focus of your demo. An Art Director’s dream is someone who can do both character and environmental work.

If your doing rigging then show samples of rigging whether its just animations or rigging tests. For Animator’s show walk cycles, attack cycles, death animations, facial morphs. For environmental artists show a couple of your “beauty shots” but then break down at least one of the scenes and show how you put it together. One would want to see a couple of props rendered out. Also show the scene without textures. Show some of the actual textures you used including defuse, specular and normal or bump maps.

Are you getting that your demo and resume MUST be customized to its audience and your audience is the different game companies you approach?

If your looking for clues on what some companies prefer to see over others then check out your target companies website and/or purchase some of their games. Customize a demo, which highlights art you have created that best matches the companies style and genre. That will get you attention when you approach. Also many companies release their development tools with the game in order to encourage MOD development. Use these tools to create a special image for a target company your approaching. Especially if they are using a custom tool of some sort. Try to make an art sample the company could actually use in an upcoming game you know they are developing. Research who the Art Director is within your target company and submit these samples directly to them. Sure you want HR to get your resume and demo also but don’t rely on them to internally route your stuff. Make sure your stuff is routed to the hiring manager yourself! Now your getting attention. Not only are you showing relevant art samples you are also showing that you can be hired and become an immediate contributor. This will make you stand out from the hundreds of other artists who simple won’t go this extra mile.

Quote:
Originally Posted by Thumper_34 View Post
2. How long does it usually take to get into the game industry? I know it has to do alot with talent, but what is the average? (If there is any)
U.S. Government static’s say the average job hunter will take 1 month per 10K you seek in a base salary. So for example you’re after a 40K job – you can expect this to take the average person 4 months to obtain. The more talented you are the quicker the process. The more you take the time upfront to customize your approach, resume and demo the quicker you will land a job.

Quote:
Originally Posted by Thumper_34 View Post
3. When it comes to "crunch times" how many hours are expected on average? Should I just bring a sleeping bag to my first job?
Not all game companies operate themselves in crisis mode thus requiring you to pull all sorts of crazy hours. If this is a concern for you than avoid the companies you believe operate in this fashion. Ask around about your target company before you decide to approach them. If your still unsure one indicator that you will be pulling major overtime is if during the face-to-face interview you notice cots in everyone’s office. Another indicator is uncovering who actually makes the development schedules for each project. If the company is engineering driven verse Marketing or Sales driven then the development schedule will tend to be more realistic. Overtime is to be expected in game development and unfortunately it will be hard to avoid. But you can limit this by paying attention to the inner working of the company during your interview.

Quote:
Originally Posted by Thumper_34 View Post
I am self motivated and mostly self taught, I had a 3d animation internship when I was in highschool. I have also read a small library of game design and development books. Do you suggest any books? What should I learn to get deeper into the heart of the games industry?
Well, since we are in an every changing and evolving industry the technology changes quickly as do the books and resources available. I will post a list of a few books I suggest in the near future.
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Old 04-23-2007, 02:26 PM   #6
WillMallett
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Hi my name is william mallett and I am currently in my second year studying for a computer science degree at UEA, England. It is that time of year again and I have to pick my classes for my third and final year. So far I have taken classes in:

*Maths for Computers
*Maths for computer graphics
*Java
*2D graphics using opengl
*3D graphics unsing opengl & C++
*Sound and Image classes
*Television project----------------> I had to produce and direct a TV show

For my final year project I have chosen to create a Virtual environment, and I have so far chosen to take a class in Animation and Game design, however I still have credits to spend on the following classes:

* Advance Graphics
* Short film project
* 16mm film project -----------> direct and produce a 30 second commercial
* Networking
* Database Systems

Which of these units do you think are more advantageous to someone who wishes to pursue a career in the games industry as a games designer.

Thanks for your time,
William Mallett
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Old 04-23-2007, 06:24 PM   #7
admin
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Default Responses to Jonathan Buffey!

[Posting this on Marc's behalf!]

Quote:
Originally Posted by iddqd View Post
Mr. Mencher,

My name is Jonathan Buffey. I am a senior in college who is starting to get into the working field, and I am aspiring to get into the world of game development.

My first question boils down to qualifications. In a week, I'll have a bachelor's degree in software engineering. I know someone here who is graduating with me, but has a 2 year degree from Full Sail to complement it. This worries me, as I have no official gaming development education to show. I have tried to make up for this by developing 3 games over the past year. I have worked hard to learn as much C++ as possible (they teach mostly Java here), and have done two games from scratch (one 3D and one 2D) and a third utilizing the Torque Gaming Engine (with heavy source code modifications). Is a generic BS degree very helpful in getting one's foot in the door, and can having actual work like games produced overcome an obstacle like a lack of education that is specifically geared toward game development?
ABSOLUTELY!!! Our industry is all about your ability NOT your education. Sounds to me like you have created your own game experience with the development of the 3 games you mentioned. Plus Torque Engine experience – this makes you very attractive in the market!! So YES a generic BSCS degree will qualify you for a game job but you must back it up with a games demo, which you seem to have handled!

Quote:
Originally Posted by iddqd View Post
I keep up with job ads in an effort to monitor industry trends, such as new technologies that are being used by companies, etc. Are there any other helpful tips in keeping track of the growing list of qualifications that are being sought out?
Awesome Idea!! Keep it up. This is the exact way to get a handle on the skills that you need to get a job and KEEP your job. Also reading websites like Gamasutra goes a long way to keep you current.

Quote:
Originally Posted by iddqd View Post
A third and final question I have pertains to the availability of game development technology to an enthusiast. I see a great deal of games using Unreal 3 Engine technology, for example. I have no way of getting my hands on this software to gain experience prior to industry. It seems to get experience with this sort of software, you need to be hired, and to be hired you need the experience. The same goes for a lot of requirements that I see in job ads stating that you should have shipped "at least one or two AAA titles" when applying. These types of requirements can be very discouraging to someone trying to get into the field. Any thoughts/strategies when facing these issues?
Strategy One: Buy games that provide their development tools and learn on them! Also scan the Internet there are training classes available on working with Unreal. Buy books on the subject. Find a local game company using unreal and enroll and Artist or Programmer to train you. Be unreasonable in your goal of gaining the experience you need!

Strategy Two: Ignore that the job ad asks for all those daunting skills. It is very rare when someone’s work experience 100% matches a job description. Often time’s companies ‘ask for the moon’ knowing they will settle on someone with less skill. Do your best to create experience that would match the professional experience outlined in the job ad? Join a MOD group now developing with Unreal. Research who the hiring manager would be for the advertised position and approach this person directly. Don’t doubt yourself – demonstrate to the hiring manager how and why you’re qualified for the job!
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Old 04-23-2007, 07:20 PM   #8
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Default A moment of your time and a piece of your mind

Thanks for the oppurtunity to rack your brain. It's appreciated.

My name is Jared Mason, I recently graduated from a liberal arts school with a degree in Writing. Has nothing to do with games and everything to do with English, however, I am attempting to carry this over into game development.

My question is: With an educational background in Writing and not much to do with the more technological aspects of gaming, how plausible is it to get an internship, much less a job, with only training in Writing under my belt? Should I be more versed in other areas of game development or can writing take me far?

Along those lines, if you will spare me another question, what kinds of advantages can I bring to the game design table with writing? Will I be a useful asset to the design team, and if so, how?

Thanks for any input you can give.
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Old 04-23-2007, 08:55 PM   #9
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Default Jumping In

I have two pressing questions for you. My background and interests are similar to the previous poster, Jared -- degree in English, liberal arts college, and limited technical background.

I would like to pursue a design career, whether that be level design, narrative design or high level design. From what I have read the best path into the industry for someone with my background would be Q.A. testing. Would you agree? Would there be something to be gained from formal education at this point, or should I just try to get my feet wet and work on projects on my own time?

Second related question: I live in New York City. There are not many studios in NYC. There are a few game publishers here (and thus some demand for testers). I worry that a testing job at a publisher (as opposed to a studio) might lead to something of a dead-end when looking for opportunities in game design later down the road.

I realize one should go where the work is, but do I really need to pack up and move to LA or Seattle or another gaming boomtown at this point in time?

Any advice you could offer would be much appreciated. And thank you so much for taking the time to help out.

Thanks,
John Wright

Last edited by jnoble : 04-23-2007 at 09:28 PM.
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Old 04-24-2007, 06:48 AM   #10
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Quote:
Originally Posted by HagNasty View Post
Hello,
My name is Justin Dooley, I have recently graduated from the International Academy of Design and Technology Toronto with a degree in Game Design and Development.

I have two questions that I have been hearing a lot of different answers to.

1) What would be the best way to get a potential employers attention? I have setup a website, hosting my own, and my classmates portfolios ( www.sectionjgames.com ) and setup my information on many websites like www.gamasutra.com. Short of carpet bombing companies with applications what would you suggest to get our name out there?
The best way to get an employer’s attention is to stand out from the pack in some way. The way you do this is only limited to your creativity. I visited your website and honestly none of you stand out cause your trying to job hunt together. Chances are you will not be working in the same company. So job-hunting in a pack like this is not something I would suggest. I am happy to provide detailed feedback on your website but this public forum is not appropriate space for this conversation. Please contact me directly if you seek this feedback. Justin in job-hunting you must think of yourself as a product that is being marketed and sold to a mass audience. What features do you have that are sellable? I can’t quickly answer this question about you when visiting your current demo/site. Understand that hiring managers tend to hate viewing group or final projects because often times it is not clear what YOUR contribution to the project was therefore hard to evaluate if your someone who the manager would want to hire.

Also remember only 10% of the available jobs are advertised! That means 80% of the available jobs are obtained through NETWORKING. Your don’t have to “carpet bomb” game companies with your resume – what you need to do is start to create relationships with folks working within your target companies and use these relationships to gain access to the hiring managers and the un-advertised jobs that are open within. Check the GameCareer website for some of my articles on how to do this.

Quote:
Originally Posted by HagNasty View Post
2) What are companies looking for in employees? I have heard so many conflicting responses to this. From what I gather It's either specialists in a field eg. Audio programming, Character Design, Prop modeling/texturing ect. or well rounded people who know how do do multiple aspects in game design and can communicate better amongst departments.

Thanks for your time
~Justin
Generally companies are seeking folks who are psyched about games, understand the industry from an historical perspective, have played as many different types of old and new games they can get their hands on. Most importantly folks who can demonstrate that they have the knowledge of the software packages used by the company and can immediately come on board as a contributor. Companies tend to shy away from folks they have to spend time on training before they are productive and contributing to the project. This is why so many open job ads ask for prior industry experience.
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