How to get into the game industry and why you shouldn't (I can't sleep, sorry).

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Shabubu

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How to get into the game industry and why you shouldn't.

I'm in a pissy mood, so I'm going to talk about the game industry - how to claw your way into it, the subsequent realization of your mistake, what positions are super-sweet, and what are bad ideas. This was going to be a user review originally, but I would have had very few good things to say. Please, if you have differing experiences, don't agree, or just have feedback - reply and let me know.

I am, by no means, an authority on an entire industry - no one is. I have, however, worked at several publishers and in several studios. Interning, fulltime, or contract, in a variety of different positions...from casual puzzle games to $30 million dollar flops. Programmer to tester on prerelease console hardware (Xbox 360 used to be Macs) to arcade games. I've worked retail to volunteer work, 100 hour weeks to being laid off after 2 days (sadly, quite common).
I, at least, have some perspective, but no authority.

---
Where to start? You really need proficiency in a small set of skills, if you want to force your way into this industry.

Programmer? You're set, send in your resume, start with a small startup company and work for cheap developing games! That was easy.
C/C++, please...You'll quickly leave and make more money in an industry that doesn't have their head up their asses.
If you're sitting on .net and C# experience, find an Xbox 360 studio and become a tools developer. This actually isn't so bad - you learn knew things and are able to move to different projects that are small enough to actually finish in a few months. You don't have to polish your stuff, bug fixes are only necessary if it pisses off more than a few artists. Automation is a good thing you can practice at home. Make software that plays other software.

Level design: This is actually a very good way to get into the industry. As long as you aren't crapping out another de_dust level, you're better than the majority. The thing to help you succeed here is to have actually studied how buildings and 'flow' work. You, the level person, also need to be able to bring something new to a game. It's easy to study famous buildings, just to bring in some new perspective. Try to go make a Gaudi building. You'll fail, but you'd have tried and I guaranteed you learned something.
The problem with this is that level designers are getting closer and closer to the art department. One used to be able to do your own textures, models, ideas, etc. Not so much anymore, this is good for the level designer themselves, but makes the entry bar so much higher. It's harder to get a job, when your portfolio could be excellent, but looks barren compared to a level with a few artists.
Several studios have made it a piece of cake to learn this at home, Valve, Id and Epic giving you professional level editors for free. Many games come with scripting tools, object placement tools, and tons of premade content.

Art department (sound goes here too): This, I have the least amount of experience with. However, a solid portfolio is a must. Your portfolio has to be phenomenal to match some of the artist you'd see at ArenaNet or Blizzard, so start smaller. Sadly, only concept artists seem to be able to be fine artists (like, in fine arts) - the rest are in photoshop, maya, 3d studio max, etc. Good luck with this one, I never understood how they do that...
I know very little about sound, if you can make music - build a portfolio. I don't know how sound effect people get working, though.
Sound people have the cushiest offices, when you go crazy you can jump off their padded sound-proof walls and scream your lungs out.

Support staff: You, Mr/Mrs/Ms Support Person, get to go home at decent times. Good for you. This, for the most part, is a sweet gig. I'm talking receptionists, admins, HR, etc etc...why is it so sweet? You still get to go to the parties, but crunch-mode only rarely hits you. How to get in here? Have Office experience, apply and say you like games - that starts you at the bottom. I lied, that's not totally true, you need your standard degree to get into HR, or whatever. This is like at any other company.

QA for a publisher:
Literally, the easiest position to start in...but, you're a contractor 90% of the time. You'll work some of the hardest hours, are the least appreciated, won't get invited to the parties, no credits, be treated like shit (ahem...Bungie) - and have a decent chance of being let go with no notice. Seriously, to start here - you have to be of a certain age, that's it.

QA for a studio:
Hah, most studios use the publisher's QA department. You actually need some ability at a studio. Be able to talk programmer talk and you've a leg up.

None of this means squat if there are no game companies around you...so, move if you want it that bad.
If you're lucky move near Seattle, Austin, or Irvine... you're near a game studio...get crackin!

Start with a small position with a big publisher...they've got the biggest heads up the tiniest of asses, but it's a great way to get in. They have to hire so many people and the turnover is rather high, so you can build a resume within a year or two that will get you interviews.

Why you shouldn't work here...
Mediocre pay, long hours, poor working conditions, infantile industry that has mood swings that will make your head spin, massive competition, and a lot of other goodies. You put your blood, sweat, and tears into a game for years sometimes and there are only two possibilities afterward:
1) You get laid off, because your game failed to live up to publisher expectations.
2) You immediately start the process again (that means successful game).

No matter which outcome you're lucky enough to go through - your game will be ripped a new one by the gaming press, and the self-righteous gamers will pick every little flaw apart and say: "This game sucks, you don't get my $10-$60 bucks...I'll pirate it instead."

Or, if you are really lucky, your publisher dumped 100 million into advertising on a game that was a guaranteed success, hampering, for a decade, any game that comes out afterward.

...I forgot Game Designers, be a douche...

EDITx2: Bolded sections...I lie, I don't know how to bold here.
 

D_987

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Im still going to go for a job in games, but this was insightful.
 

Shabubu

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D_987 post=9.69726.669057 said:
Im still going to go for a job in games, but this was insightful.
I'm at a fairly bitter state right now, there are benefits. But, I'm tired of only the 'good' things being talked about.

You do get to work in an industry that is still considered new, a potentially new and very powerful art medium, new things thrown at you daily - rabid fans. I've had many jobs, but one of the best feelings you can earn is finishing a beast...whether it succeeds or not, doesn't matter - it was finished and you helped with it.

Just have a backup. :)
 

mintsauce

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I've done the QA thing for a studio. It was alright, quite tiring and stressful but I was still getting paid to play a game. Well, it was the same sections of the same game over and over again, but I found a ton of bugs and the final code ran really smoothly. I got along great with the development team as well and got invited to a trade show. But it's not something I could do forever.

Part of me still flirts with the idea of game journalism. Gaming is my passion, and I like writing about it. One of these days I'll get my act together and start building up a portfolio.
 

Shabubu

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mintsauce post=9.69726.669104 said:
I've done the QA thing for a studio. It was alright, quite tiring and stressful but I was still getting paid to play a game. Well, it was the same sections of the same game over and over again, but I found a ton of bugs and the final code ran really smoothly. I got along great with the development team as well and got invited to a trade show. But it's not something I could do forever.

Part of me still flirts with the idea of game journalism. Gaming is my passion, and I like writing about it. One of these days I'll get my act together and start building up a portfolio.
Which studio? I like to collect information as to where good places to go are...My England geography is rather poor, if you're near Twycross, I'd assume Rare.

Game journalism is interesting, when it's journalistic...awesome (that's why I like the escapist, for the most part.) When it's just reviews and sellouts, I think it should burn in hell.
 

jezz8me

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when you say mediocre pay what do you mean? I would expect 70K (australian) a year plus which is about 10K more than a teacher here so pretty average i guess.

I am thinking about going into the industry but i will probably do a program of software engeneering course instead of games design because although it is australia's fastest growing industry the amount of studios and such are still quite limited.

advice people?

I live in Melbourne by the way. The only studios i know of are in sydney, Viva Pinayata was possibly produced in Brisbane.
 

Lord Krunk

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What about game writers? Besides the Art Department, that's the only place that I would like to be in the game industry.
 

Hey Joe

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mintsauce post=9.69726.669104 said:
I've done the QA thing for a studio. It was alright, quite tiring and stressful but I was still getting paid to play a game. Well, it was the same sections of the same game over and over again, but I found a ton of bugs and the final code ran really smoothly. I got along great with the development team as well and got invited to a trade show. But it's not something I could do forever.

Part of me still flirts with the idea of game journalism. Gaming is my passion, and I like writing about it. One of these days I'll get my act together and start building up a portfolio.
I'm not putting you down, but if you do decide to get into games journalism, please get a well rounded journalistic degree/experience first. There's just too much cookie-cutter games journalism out there that is churned from the press release.

The games journalist of the future should be more than a good writer. That's just one side to a being a good journalist and delivering quality journalism.

If you have such experience, I say go for it!
 

Shabubu

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Lord Krunk post=9.69726.669228 said:
What about game writers? Besides the Art Department, that's the only place that I would like to be in the game industry.
Game writers are a weird bunch. A lot of the in-game writing is done by a scripter or two. For example, in WoW, you get whatever stupid quest to kill something 100 times...often, that: "Hi stranger! I'm in need of the left-most toe of 32.5 Snarks, could you help me?" That's usually whomever scripted the quest.

There is, thankfully, a lot more writing being done by professionals...Nathan Bihldorff, does Nintendo localization...I love his work. He's been doing this stuff for quite awhile, I believe. (I think it's him...pretty sure he's the funny one.)

You also have, Clive Barker, Orson Scott Card, etc - novelists that have been given/created projects to write for...

Mostly it seems to be contracted out. If not, they're also given other roles like keeping the universe consistent, etc.

For a writer, it has to be fairly difficult to let other people implement your ideas...Or, conversely implement their ideas in text. A game writer's work, while it shades the whole project, only shines through at precise and in usually short chunks.

There was a good thread here a bit back - sorry, I can't find it in the search - from a writer and he gave information and advice about writing in general. It was a good thread to read.

One thing is for sure, the industry needs creative writers to help it move into a more accepted area. New ideas, fresh ideas, people that have experience in the world...have interests outside of games and whatever pop-culture dealie-bob is going on right now, that's needed.

One last thing...Oddly enough, the writer for GTA4 - or whomever setup Niko's character - did an excellent job. I usually loathe to put praise of any sort on a GTA game, but I felt bad making him do so many bad things...

If you have any specific questions, I can try to answer - but, it's the standard thing, get your foot in somehow...and finagle your way in to whatever position you want.
 

Shabubu

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jezz8me post=9.69726.669176 said:
when you say mediocre pay what do you mean? I would expect 70K (australian) a year plus which is about 10K more than a teacher here so pretty average i guess.

I am thinking about going into the industry but i will probably do a program of software engeneering course instead of games design because although it is australia's fastest growing industry the amount of studios and such are still quite limited.

advice people?

I live in Melbourne by the way. The only studios i know of are in sydney, Viva Pinayata was possibly produced in Brisbane.
It's usually considered mediocre pay, because if you're a software engineer at say...Microsoft, you'll be sitting on 60-70k USD, starting out (probably more). However, a software engineer at a smaller game company will barely be breaking $50k USD, for a long while (I'd expect more like $30k.) There just isn't the money outside of the major players.

Software engineering is the best place to start for being a programmer...I'd try to stay away from game specific programming (unless, it's digiPen...they're hardcore) courses, and get a well-rounded programming education. Try to focus on stuff that will be useful across the board: Maths, networking, AI, physics, graphics programming is something that is usually in demand.

I'd, in general, stay away from game designer courses. I haven't heard of ANYONE that hopped straight into a game designer role, usually those guys worked their way up from level/writing/QA.

Another thing about these game design courses, I think, in the future, they'll be valid. But, I have yet to see any course setup that teaches the required things: management, user research, market research, balance "theory" (if there is one), psychology, legal issues, communication, etc etc. They usually give you history of games...which is important, and have guest speakers come in from the industry to spew forth the virtues of the job.

It's such a new industry, with roles that have never been around before, the research hasn't come forth that is necessary to teach the required things. Is there an actual formula for what makes a good FPS map? The core of a good map? No, not yet, it tends to be trial and error, iterative design, and map designer experience - a lot of people can tell you what sucks, however.
 

Shabubu

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Hey Joe post=9.69726.669313 said:
mintsauce post=9.69726.669104 said:
I've done the QA thing for a studio. It was alright, quite tiring and stressful but I was still getting paid to play a game. Well, it was the same sections of the same game over and over again, but I found a ton of bugs and the final code ran really smoothly. I got along great with the development team as well and got invited to a trade show. But it's not something I could do forever.

Part of me still flirts with the idea of game journalism. Gaming is my passion, and I like writing about it. One of these days I'll get my act together and start building up a portfolio.
I'm not putting you down, but if you do decide to get into games journalism, please get a well rounded journalistic degree/experience first. There's just too much cookie-cutter games journalism out there that is churned from the press release.

The games journalist of the future should be more than a good writer. That's just one side to a being a good journalist and delivering quality journalism.

If you have such experience, I say go for it!
I'm really interested in where game journalism can go.

There is a lot to the seedy underbelly of this industry. Can game journalism hammer at the major players? "Such and such does kid's games...but, at night, he goes to a hard-core S&M club."

News and journalism was formed to inform people on what they couldn't find out for themselves. That took investigative reporting, bribes, undercovery-goodness, etc...is there enough in this industry to form a journalistic genre? Will be interesting, indeed...
 

Bob_F_It

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I've wanted to work in games since my mid-teens, and I think the hardest part for me would be just getting inside the circle when all the weight that I will have is just a maths degree and no experience at creating games bar a crappy recreation of snake in a crappy language (Python).
So I've decided to build up some skills all on my own and get a copy of Flash and a book on how to work it. I figured I could then take a poke at all the areas of making games like this, although I've no idea how long it'll be until I can finish off a game all on my own. Nonetheless, get SOME skills; it's better than none.

When I told my friends I wanted to do games, they all asked "do you know any programming languages?" Knowing a language is only needed if you're going to do the core of coding or perhaps if working in the developer's QA. If you're designing or building the content of the game, then most places will be using in-house tools to do this (I think; I'm in no way qualified to be an authority on this). Jagex have given people a view of how they do things in their "developer diaries" and that seems the way they run RuneScape, although this could be somewhat an exception as they are Java specialists writing games that run off a browser.
 

Bob_F_It

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Shabubu, I'll back up your point made about courses on games design with this BBC article [http://news.bbc.co.uk/1/hi/technology/7460870.stm].
 

Jobz

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This was very illuminating, I had wanted to become a video game programmer at one point while I was in high school, and still enjoyed coding. But I lost interest in it during college when I realized how tedious and boring coding games actually was.
 

Shabubu

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Bob_F_It post=9.69726.669438 said:
I've wanted to work in games since my mid-teens, and I think the hardest part for me would be just getting inside the circle when all the weight that I will have is just a maths degree and no experience at creating games bar a crappy recreation of snake in a crappy language (Python).
So I've decided to build up some skills all on my own and get a copy of Flash and a book on how to work it. I figured I could then take a poke at all the areas of making games like this, although I've no idea how long it'll be until I can finish off a game all on my own. Nonetheless, get SOME skills; it's better than none.

When I told my friends I wanted to do games, they all asked "do you know any programming languages?" Knowing a language is only needed if you're going to do the core of coding or perhaps if working in the developer's QA. If you're designing or building the content of the game, then most places will be using in-house tools to do this (I think; I'm in no way qualified to be an authority on this). Jagex have given people a view of how they do things in their "developer diaries" and that seems the way they run RuneScape, although this could be somewhat an exception as they are Java specialists writing games that run off a browser.
Actually, a mathematics background is good in the game research areas (usually with publishers) it's all algorithms and modeling systems accurately, then cutting out tons of stuff, leaving only enough to fake what is necessary. Games give the illusion of good water physics, lighting, sound reflection. While programming is a help, if you can use Matlab or Mathematica, that's still some burly programming.

Good luck with working on a game outside of work, a lot of people that try that home route never finish any projects. But, if you're just building a skillset, that's an excellent way. You don't need to finish anything, just learn what you need to learn...although, don't get me wrong, you need to have the ability to finish things, but not at home, necessarily. :)

However, yes, a lot of the content uses in-house tools, somewhere down the line. Usually big-name products are used to get content created, then the content gets filtered through a long tool-chain...optimizing, converting to what the engine needs, etc. Those tools are usually written by the tools programmers, which are usually in a weird spot between the development branch of a studio and the QA branch.
 

Shabubu

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Bob_F_It post=9.69726.669465 said:
Shabubu, I'll back up your point made about courses on games design with this BBC article [http://news.bbc.co.uk/1/hi/technology/7460870.stm].
It's a big problem everywhere. It's demoralizing to the students, who are duped into thinking it'll be a big boost...it's saturating an already borderline saturated industry with mediocrity. I know some kids that are doing that for easy grades, or just for a love of the industry...that's cool.

http://bellevuecollege.edu/catalog/degrees/GAME/

That's a community college near me, but since they're next door to about 5 billion game studios, it's one of the better setups I've seen (Nintendo of America, digiPen and Microsoft games are on the same road). They hit on some legal classes, English, storytelling, etc...but, they're still missing a lot that is necessary, in my opinion.

I might go work for them...hmm, try to force some changes... I'm a biology student there, so that'd be a fun breather from bashing my head in because of Organic Chemistry.
 

Shabubu

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Jobz post=9.69726.669494 said:
This was very illuminating, I had wanted to become a video game programmer at one point while I was in high school, and still enjoyed coding. But I lost interest in it during college when I realized how tedious and boring coding games actually was.
Stops being a fun hobby when you get paid to look at it all day, huh? Some people have it in them, I learned I don't.

It's a hobby again, I evolve clocks in my spare time. *shrug*
 

mintsauce

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Shabubu - it was with Digital Integration, a now defunct developer of flight sims who were based in Surrey. Although I'd love to help out with your list, I'm afraid that they are no longer an option! I had thought about applying to Eidos Montreal, as they were recruiting QA testers recently, but it would have meant relocating to Canada, and the slim chances of anything permanent arising from it made me think twice.

Hey Joe - I agree completely, if I was dead serious about it then I would probably need to go back to school. I'm going to end up going back and doing something else anyway. My degree is in Psychology and Philosophy, but it's kind of useless so I'm in a bit of a quarter-life crisis right now.