Archive for the ‘Game Career Guide’ Category

GCG: COURSEWORK vs THE REAL WORLD

August 25, 2009

Being one of the few, if not many by now, people who decided to get an education in video game art & design, I sit back and wonder if my decision was worth the time, money and effort. Are you in the same mindset? Honestly, I don’t think I have the answer yet whether the schooling was worth it as I sit here, still not hired at any of the dozens of game studios I have applied to. Had I known that the world economy, and even the “recession proof” video game industry would have taken such a nose dive, along with studio closures and acquisitions, I might not have decided to put all my life savings into a video game related education. But how could I have known? I can’t live in regret, and if you’re in a similar situation as I am, neither can you.

I refuse to give up. I’ve come too far, and changed my life too much to stop now. Breaking into the game industry is 10 times tougher than I had thought. However, helpful resources on how to finally “get your foot in the door” (which could possibly be a 5 foot thick steel door that can survive multiple nuclear explosions) are being produced and updated all the time. There are so many ways of learning the tools you need to succeed in gaining a great job in the video game industry. So many websites, tutorials, articles, schools, training sessions with industry professionals, personal industry contacts.. all there for you to take advantage of. You just have to know where to find them, and once you do, you have to figure out how to take the knowledge you gain, and apply it to your own experience.

Like I have mentioned many times in past articles, GameCareerGuide.com and Gamasutra.com are two such sites that I visit on a regular basis. I haven’t posted anything regarding those sites in a while but I found one article today that I wanted to share with you all. It’s written by an experienced industry professional, Matthew Baxter. In the article, he discusses taking coursework that is heavy in game theory and compares it to other coursework that leans more towards industry related skills. Which is what I always thought was the way to go. Go to a school with game industry links, learn the technical programs needed and you’re well on your way. Maybe too hopeful on getting by with just the basics? However, the skills Matthew takes on at his University in the U.K. provided him with a whole other skill set that many art and tech schools don’t really provide. I found it pretty interesting, especially since he refers to Flow as one of the more unique games that were created because of a different way of thinking taught by the theory courses:

Game Career Guide excerpt:

“Games such as Flow come from the mindsets that theory-heavy courses sometimes create. These courses push students to move away from creating generic games, such as shooters, and consider new ideas focused on real human aspirations and feelings. So, more games that make you think about politics, and less where all you need to think about is your ammo levels.”

That is something I’d like to see more of. I love me some shooters, don’t get me wrong. Firt Person Shooters provided the gateway to taking this path I am currently on but as time goes by, my creative side has surpassed my love for shooting up the bad guys. There are more to video games than that and well, I guess I’m just growing up. The game industry, although shooters will always be around, is growing up as well. Games lilke Flow and Portal are perfect examples of this.

Check out the article for a good read: Coursework vs The Real World

AWESOME GAME STUDENT RESOURCES: 2008

December 3, 2008

One way to help you on your journey into the game industry is to do as much research as possible. You should research game schools to see which one suits you and your talents best, research the software programs you need to learn and master, research game studios so you’re prepared for a possible future job interview, research current game trends to make sure your ideas are not tired and outdated, and research developers who are already in the industry so you can get an inside look at what it takes to finally make it. There is so much information out there and it can be time consuming to find it. You and I have the most powerful tool in the world called the internet and you can search for days to find some decent information to help guide you. So I have compiled a list of articles, tips, how to’s and game art tutorials that I have found useful, into one blog post to share with other game students out there. I found them helpful and I still turn to some of these links as I continue on my path in the video game industry. I’ll continue to find new articles that may be of interest both you and I, and I’ll post them in the months to come. For now, check out the following links, gain knowledge, gain insight, and get inspired. This is an awesome career path to be on so try and take it all in.



ASK THE EXPERTS: TOO TIRED TO LEARN GAMES
ASK THE EXPERTS: THE GO BETWEEN
ASK THE EXPERTS: ARE ONLINE GAME SCHOOLS BUNK?
ASK THE EXPERTS: QA 4EVA?
ASK THE EXPERTS: THE GAME DESIGNER’S BOOKSHELF
ASK THE EXPERTS: IS IT GAME ENOUGH?
ASK THE EXPERTS: I’M ALMOST 30! ACK!
ASK THE EXPERTS: DOES MY SCHOOL SUCK?
ASK THE EXPERTS: ANIMATION SHOW REELS
ASK THE EXPERTS: BOOKS AND BLOGS FOR GAME DESIGN
HOW TO MAKE A GAME PROGRAMMING DEMO PORTFOLIO
10 TRENDS IN GAME DESIGN
FROM TEACHER TO STUDENT
THE PAYCHECK: HOW MUCH TO EXPECT AS AN ENTRY LEVEL GAME DEVELOPER
THE IDEA IS NOT THE GAME
ARTISTIC ENTERPRISE: ADVICE ON PORTFOLIOS, SOFTWARE, AND SCHOOLS
10 MYTHS ABOUT GAME DEGREES

SHOULD I CALL?: FOLLOWING UP ON JOB APPLICATIONS IN THE GAME INDUSTRY

THE ARTISTIC PURSUIT: WHICH ARTISTS WILL GAME COMPANIES HIRE?

ENVIRONMENT MODELING FAQ & RESOURCES: POLYCOUNT WIKI
ENVIRONMENT ARTIST: THE STORY TELLER
ENVIRONMENT WORKFLOW
CHRIS HOLDEN TUTORIALS

These are just some that I found useful. There are tons more on these sites so be sure to check them all out.