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Breaking Into Professional Game Development

Breaking Into Professional Game Development. By Simon Hurley & Patrick Deupree. Game Developer Myths. We all drive expensive sports cars We're all rich We get paid to deathmatch all day long We spend most of the day dreaming up new games We all work from 4pm to 3am

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Breaking Into Professional Game Development

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  1. Breaking Into Professional Game Development By Simon Hurley & Patrick Deupree

  2. Game Developer Myths • We all drive expensive sports cars • We're all rich • We get paid to deathmatch all day long • We spend most of the day dreaming up new games • We all work from 4pm to 3am • We work on games “until they're done” • It’s not a “real job” • And so on...

  3. The Reality of Game Development • Making games is hard! • Technology is complex and ever-changing • Entertainment and creativity are often difficult to judge • Long hours • Generally more than just a 40-hour-per-week job • Crunch time is inevitable, and can last days or months • Can wreak havoc on personal life and relationships • Can have an impact on health and well-being • Low pay (when starting out) • Compared to that of a similar job in another industry • Royalties and bonuses are unreliable and often late in coming • Must be largely self-taught and self-directed

  4. The Reality of Game Development • Lack of job stability • Often hired (initially as a contractor) • Startups are often risky • Many companies ship one title (or less) and then die • Publishers often pull out of projects (and funding) • And even then not every developer lasts forever... • There aren't that many AAA titles • The games industry is an increasingly competitive market • Most developers do smaller-scale games, not GTA, Unreal, Zelda, or Half-Life kind of titles • Publisher dollars drive much of the development and sales • Walk into a game store and look at the shelf: how many games have you heard of before? Played? Rented? Bought?

  5. So why be a Game Developer? • It's a lot of fun! • You get to work on fun & interesting things • You get to express your creativity and flex your intellect on a daily basis • You get to work with like-minded, creative, and brilliant people • Most companies have a very strong sense of team • You get to write cool games that other people will play and enjoy! • It sure beats McDonalds or corporate America

  6. How Do You Get a Job (at a Game Company)? • There is no one “right” way to do it • But there are a lot of wrong ways • You must set yourself apart from the competition • It’s very competitive - hundreds of applicants per job • You need to make the ‘A’ List, not the ‘T’ List • There’s really only 2 • Inspiration vs. Perspiration • You must be able to prove that you have the talent, can do the work, and aren’t a (complete) social mutant

  7. Useful Things to Do First • Work outside of the game industry (even if still in school) • Experience with large-scale software development, art creation, etc. is ideal • Shows that you can do a lot with your time and still succeed • Get mod experience if that’s all that’s available • Get a degree • Helps you with a well-rounded education • Shows you can finish what you start • Play lots of games • Know your craft and be able to speak about the industry • If you're not playing them, why would you want to make them?

  8. Job Search Process • Step 1 – Build your skills towards your goal • Step 2 – Build a portfolio and write a resume and cover letters that show what you can do • Step 3 – Profit – no, wait… • Step 3 – Contact developers and network • Step 4 – Blow them away in your interview • Step 5 – Get ready for the most rewarding hard work you’ve ever done

  9. Necessary Things to Have • Persistance • Don't be afraid to contact developers • However, don't be a pain (that's worse than never talking to them at all!) • A solid portfolio • No substitute – this is a must! • Should contain your best work only, and be easily accessible online • Should be tailored to your work, and to the company’s needs • A good demo • Better to have one good demo than 5 old, so-so, or unfinished ones • Shows you can finish what you start • A good resume • Not the most important thing (portfolio and experience means more), but it can be useful or required • A passion for games and what you do • Because you're going to be doing a lot of it

  10. Things to know - Programmers • C++ is the most-used language for games • Learn OO, design patterns and UML • MATH • Research algorithms and techniques (Google is your friend) • Microsoft Visual Studio • The de-facto standard for most games • GCC - Playstation 2/Linux (dedicated servers) • New tools (Intel, XNA, etc.) • Learn some level design and art tools • Useful for making placeholder art/test levels • Useful for communicating with LDs/Artists • Helps you write plug-ins • Makes for a more well-rounded developer

  11. Things to know - Artists • 3D Art: 3D Studio Max, Maya, Zbrush, newer tools • These are the most-used tools • Take classes and read books/tutorials • Buy the student versions or use the free versions (Gmax, Maya PLE) • 2D Art: Photoshop, Paintshop Pro • These are the most-used • Learn the features/capabilities/plug-in • Animation: Character Studio, Maya • Learn some programming and level design • Helps to communicate better with others

  12. Things to know - Designers • Max/Maya • More and more these are becoming the de-facto level design tools • Current, common licensed editors: Radiant (Quake4/Doom3), UnrealEd, Hammer (Source) • Still very heavily used • Learn more than one tool • Shows flexibility & talent (not just skill) – important • Learn scripting languages (low-level “programming”) • Learn to be a designer, not just a level designer • Understand what makes a game fun, how moments emerge, and the importance of flow and balance

  13. Things to know – Production (and everyone else) • Microsoft Office Suite –Word, Excel, PowerPoint • Useful for documentation, spreadsheets, and communication • Microsoft Project and Visio • Useful for scheduling, planning, and diagramming • Basic management techniques and principles • Take a business/management class or 3 • Source control software • Everyone uses it or something like it

  14. Things to know – “Game Designers” • In general, you're NOT going to make it into the industry as a “game designer” or “idea guy” • Game companies typically have far more ideas to develop than time to develop them • Game concepts are often publisher or business-driven • Learn how to do something else (program, art, levels, management) and then rise from within • Remember, everyone has ideas – including publishers, company owners, senior developers, and movie studios • Remember the Golden Rule – whomever has the gold, makes the rules (and the games)

  15. Writing a Resume • The purpose of a resume • Its one, single solitary purpose is to get you an interview • No, it’s not a letter – nor a C.V. or a college application • General guidelines • Everything on that paper should point towards the job • Even non-development experience is better than none • Include everything you have worked on in this field • Don’t include extraneous information • Your name and contact info should be on every page • Make it a universal format (.doc/.txt/.pdf) • Choose your method of delivery carefully • Balance flexibility with focus

  16. Writing a Cover Letter • Don’t use a form letter – write each personally • Try to find out the name of who it’s going to • Include relevant company/job description info • Don’t make it too long • 2 paragraphs, 4 sentences each (max) • Don’t beg, brag, or butt-kiss • Explain (concisely) why you fit the job, and why the company is where you want to work • Don’t tell them what you can do, but how what you can do will benefit them and fit the job • 1 good, aimed letter is worth more than 10 bad, mass-mailed ones

  17. The Programming Demo • Something to show that you know what you're doing • Typically in lieu of shipped titles • Programming • Doesn't have to be a complete engine • Complete, simple games are good • 2D games are good, 3D games are better • Have something finished to show • One finished thing is better than 5 halfway done things

  18. The Art/Level Design Portfolio • A portfolio is a showcase of your best work – not a dump of everything you’ve ever done • Build an easily-to-navigate web site and email the link – don’t send huge files • Snail-mail demo reels (videotapes, DVDs) • Include content specific to the job/company you are applying to (and point them directly to it) • Show a variety of skills, but a focus on what you will use for that job • Use common formats, screen shots, and downloadable content

  19. Doing Your Homework • Game Companies vs. Corporate America • Targeting a specific company – it’s not “all good” • Choosing where you want to work • Choosing what you want to work on • Company knowledge (basic and specific) • Strengths and weaknesses of the company • What you have to offer – and how it fits their needs • Who are the people to get your name in front of? • Contract to hire – try before you buy • A note about about relocation

  20. Networking • Networking – “it’s not what you know, it’s who you know” – actually, it’s both • Be able to prove show your talent – any time, any where • Don’t be afraid to start a conversation or approach someone • Someone known to a developer will almost always be hired over “someone off the street” • Chemistry is often as important as talent and experience • Putting a face, voice, and impression with a name is important • “Knowing someone” is how most people get their jobs in this (and really any) industry...

  21. Networking Opportunities • Local: • Dallas UTD Computer Games Conference • Dallas IGDA meetings are another • Guildhall at SMU – talks and guest lectures are often public • QuakeCon & CPL • Austin Game Developer’s Conference • National: • GDC has a large recruiting floor section (and a lot of after-hours socializing) • E3 is (was?) usually a bad place to catch someone’s attention • New conferences and trade shows are popping up all over • Online: • Online forums and development pages –the right ones • Getting a QA position (testing games) can be a great place to start

  22. The Interview • The 3 P’s • Be Polite (manners, stand up, listen) • Be Patient (wait, don’t be pushy) • Be Prepared (bring everything you might need) • The 3 F’s • Be Flexible (be ready for a change in plans) • Be Friendly (smile, learn and use names) • Always Follow up (the same day) • The 3 C’s • Speak Clearly (think before you speak) • Be Confident (show them you can do it and more) • Don’t Condescend (there’s a big difference but a narrow gap between confidence and arrogance) • SHOW ENTHUSIASM!!!

  23. Questions to Ask • What is the company working on? • Who is funding it? • What is the backup plan? • Where is the project now? When does it ship? • What is the job description? • What exactly will be expected of you? • Who's your boss? • Organiziational structure of company? • What software can you use? • Will you be credited? • Not always up to the developer

  24. The Job Offer • Look at your contract before you sign it! • Let a lawyer take a look at it (if possible) • Non-compete clauses • Generally not enforceable in some states (including TX) • IP question - who owns your spare-time projects? • Will they send you to E3/GDC (larger companies)? • What kind of benefits are offered? • Health/dental/life/vision insurance? • 401K/IRA? • Bonuses/royalties? • Negotiate if you don't like something • If you can’t, decide if it’s a deal-breaker

  25. What to Expect when you get Hired • Probationary period • Working on other people’s game ideas • Working your way up • Continuing education and learning form the industry • Listen and learn from those around you • Make you mark & prove yourself via results, not talk • “You’re only as good as your last game” • Keep your ear to the ground

  26. Things to Remember • Always Be Ready!! • Time is the most precious commodity anyone has • Spend your time wisely • When trying to get someone’s attention, remember that you are asking them to spend their time as well • Get out of your dorm room or parents’ basement – go network • There is no such thing as luck – make your own • It won’t happen overnight – give yourself lead time • Do whatever it takes to get in – be prepared to take a risk or two • Be persistent – but take a hint • Recruiting companies – don’t count on it, but it can’t hurt • Always be improving your skills and knowledge – stay current on what is going on in the industry • Critics vs. Developers – you want to be the latter

  27. May You Live in Interesting Times • Movie and music industry – lots of parallels (though not the way Uwe Boll does it) • The Internets – use the tubes • Next-gen development changes • Portable gaming vs. desktop/TV gaming • Online components to games – critical • Changing demographics - games are not just for the kids anymore (despite what Jack Thompson insists) • Gameplay (fun) vs. Visual Appeal (pretty) – it cycles • Even if you're unhappy, ship your game (finish what you start)

  28. Sources and Useful Links Chris Stark, who co-wrote many of these slides (thanks Chris!) http://www.cliffyb.com/things2ask.html http://www.cliffyb.com/how-to-get-hired.htm http://www2.ravensoft.com/getajob.htm http://www.gamespot.com/features/6129276/index.html “Get in the Game! Careers in the Game Industry” – by Marc Mencher, 2003 (ISBN 0-7357-1307-3)

  29. “Do what you love, and you’ll never work a day in your life.” – Chinese Proverb

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