Difference between revisions of "Game Industry"

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(Being a Developer: web.archive.org How NOT to hire an artist)
 
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== How to Get In ==
 
== How to Get In ==
* [http://www.polycount.com/forum/showthread.php?t=134547 Getting that first job] Polycount Forum thread Good advice for an artist trying to enter a game studio.
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* [http://polycount.com/discussion/198720/10-insider-tips-for-artists-applying-to-game-studios/p1 10 "insider tips" for artists applying to game studios] Polycount Forum thread. [https://www.polygon-academy.com/10-insider-tips-for-artists-applying-to-game-studios/ Polygon Academy article] by [https://polycount.com/profile/PixelMasher Tim Simpson].
 +
* [http://www.polygon-academy.com/tips-for-artists-struggling-with-motivation/ 8 Tips for Artists Struggling With Motivation] by [https://polycount.com/profile/PixelMasher Tim Simpson].
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* [http://polycount.com/discussion/175256/motivation-is-bull Motivation is Bull] Polycount Forum thread.
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* [http://polycount.com/discussion/168727/im-finding-it-impossible-to-land-a-job I'm finding it impossible to land a job] Polycount Forum thread.
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* [https://magazine.artstation.com/2017/07/game-recruiters-application/ What Game Recruiters Really Think About Your Application] by [http://polycount.com/profile/discussions/Gav Gavin Goulden].
 +
* [http://www.polycount.com/forum/showthread.php?t=157738 Game Industry Recruiter Taking In Questions] Polycount Forum thread.
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* [http://www.polycount.com/forum/showthread.php?t=134547 Getting that first job] Polycount Forum thread. Good advice for an artist trying to enter a game studio.
 
* [http://www.polycount.com/forum/showthread.php?t=89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.
 
* [http://www.polycount.com/forum/showthread.php?t=89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread. Amazing thread full of information from working game artists about how they got into the industry.
 
* [http://www.ineedtomakegames.com How to Break Into the Industry] - by [http://www.linkedin.com/pub/destin-bales/1/2aa/95b Destin Bales] A treasure trove of great advice by a veteran game developer. Multiple topics covered: understanding the industry, education, resumes and portfolios, finding jobs, interview prep, career development, etc.  
 
* [http://www.ineedtomakegames.com How to Break Into the Industry] - by [http://www.linkedin.com/pub/destin-bales/1/2aa/95b Destin Bales] A treasure trove of great advice by a veteran game developer. Multiple topics covered: understanding the industry, education, resumes and portfolios, finding jobs, interview prep, career development, etc.  
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== Being a Developer ==
 
== Being a Developer ==
* [http://www.polycount.com/forum/showthread.php?t=137206 What has the games industry been like for you?] Polycount Forum thread Game art veterans share what it's really like to be working in game development.
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* [http://polycount.com/discussion/174205/job-security-question Job Security Question] Polycount Forum thread.
* [http://www.penny-arcade.com/report/article/na Is the games industry really dying?] by Dan Teasdale Analysis of game industry layoff data.
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* [http://www.polycount.com/forum/showthread.php?t=137206 What has the games industry been like for you?] Polycount Forum thread. Game art veterans share what it's really like to be working in game development.
* [http://www.valvetime.net/threads/valve-employee-hand-book-released.189828/ Valve Employee Hand Book]  Greg Coomer says "We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think." Cached: [[attachment:Valve_Employee_Handbook.pdf]]
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* [http://archive.is/B7o90 Is the games industry really dying?] by Dan Teasdale, diving deep into game industry layoff data.
 +
* [https://www.valvesoftware.com/en/publications Valve Employee Hand Book]  Greg Coomer says "We wrote this book to make it as easy as we could for new people to join the company. It was fun to capture these thoughts and put them all in one place. Let us know what you think." Cached: [[file:Valve_Employee_Handbook.pdf]]
 
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [http://www.polycount.com/forum/showthread.php?t=74876 by many Polycounters].
 
* [http://www.gdcvault.com/play/1012343/The-Belly-of-the-Whale The Belly of the Whale: Living a Creative Life in the Game Industry] - by [http://www.bobbates.com/ Bob Bates] GDC 2010 lecture about how creative types can survive and thrive in the game industry. Highly recommended [http://www.polycount.com/forum/showthread.php?t=74876 by many Polycounters].
* [http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the inflammatory article [http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by [http://kaitol.com/about/ Christopher 'xdragonx10' Gregorio].
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* [https://web.archive.org/web/20230320100837/http://www.thejonjones.com/2010/08/09/how-not-to-hire-an-artist/ How NOT to hire an artist] - by [http://www.thejonjones.com Jon Jones] Response to the article [https://web.archive.org/web/20101229213727/http://kaitol.com/how-to-hire-an-artist/ How to hire an artist] by Christopher 'xdragonx10' Gregorio.
* [http://www.polycount.com/2010/08/11/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.
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* [http://polycount.com/discussion/159445/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell] Polycount News article about what makes a good team co-worker.
  
 
== Art Disciplines ==
 
== Art Disciplines ==
* [[:Category:Discipline]] lists the various artist roles in game development:
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* [[:Category:Discipline]] lists the various artist roles in game development.
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* [http://polycount.com/discussion/171014 Specializing or not ?] Polycount forum thread
* [http://www.polycount.com/forum/showthread.php?t=134325 Leadership in the Games Industry] Polycount forum thread
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* [http://polycount.com/discussion/134325 Leadership in the Games Industry] Polycount forum thread
* [http://www.polycount.com/forum/showthread.php?t=81832 What Game artist career is more difficult?] Polycount forum thread
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* [http://polycount.com/discussion/81832 What Game artist career is more difficult?] Polycount forum thread
* [http://www.polycount.com/forum/showthread.php?t=45470 Lack of Environment Artists] Polycount forum thread
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* [[PortfolioContents]] has summaries for what each type of artist should show in their portfolio.
* [http://www.polycount.com/forum/showthread.php?t=82424 Difference between Environment and Prop Artists?] Polycount forum thread
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* [http://boards.polycount.net/showthread.php?t=52862 Percentage of environment artists .vs. character artists at most studios] Polycount forum thread
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* [http://boards.polycount.net/showthread.php?t=52412 What's the difference between a level designer and environment artist?] Polycount forum thread
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* [[NateWhitePortfolioAdvice]] has succinct summaries for what the various game disciplines should show in their portfolios, also all-around good advice for entry-level people.
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== Education ==
 
== Education ==
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Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school?  
 
Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even [[:Category:Tutorials|our wiki]] |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school?  
  
Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make. See the blog post [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school], the Polycount forum thread [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?], and the Penny Arcade episode [http://penny-arcade.com/patv/episode/on-game-schools "On Game Schools"].
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If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.
  
There are many Polycount forum threads about game art education, for a great list see [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?], or you can do a [http://www.polycount.com/forum/search.php forum search] for ''education''.
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Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make.  
  
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!  
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* [http://polycount.com/discussion/171153/the-death-of-curiosity The Death of Curiosity] Polycount forum thread, about the optimal mindset for learning and succeeding in this industry.
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 +
*[http://polycount.com/discussion/177114/letter-to-a-student letter to a student] Polycount forum thread
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 +
* [https://medium.com/i-m-h-o/138c5efd45e9 Don’t go to art school] blog post
 +
 
 +
*  [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?] Polycount forum thread
 +
 
 +
* [http://penny-arcade.com/patv/episode/on-game-schools "On Game Schools"] Penny Arcade episode
 +
 
 +
* [https://flippednormals.com/blog/creative-students-handbook-schools/ The Creative Student’s Handbook – Schools!] - by [http://k0k0k0.wordpress.com/ Henning Sanden] A primer on how to choose the right school for your career goals, and red flags to look out for when considering schools.
 +
 
 +
* [http://www.polycount.com/forum/showthread.php?t=108342 Education In The Games Industry: Yes or No?] on the Polycount Forum is a great list of threads about game art education. You can also do a [http://polycount.com/search?Search forum search] for ''education''.
 +
 
 +
* [http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ 100 Things Every Game Student Should Know] - by [http://k0k0k0.wordpress.com/ Kaye Elling] 100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!
  
 
== Portfolios ==
 
== Portfolios ==
* [[:Category:Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.  
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* [[Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.
  
 
== Resumes ==
 
== Resumes ==
 +
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.
 
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''
 
* [http://windmillnetworking.com/2009/08/11/linkedin-profile-tips-the-10-mistakes-you-want-to-avoid-and-why/ LinkedIn Profile Tips: The 10 Mistakes You Want to Avoid and Why] - by ''[http://windmillnetworking.com/about/ Neal Schaffer]''
 
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''
 
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''
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* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread
 
* [http://www.polycount.com/forum/showthread.php?t=41014 Writing that all important cover letter?] Polycount Forum thread
 
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread
 
* [http://www.polycount.com/forum/showthread.php?t=85192 Cover Letter] Polycount Forum thread
* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games]] Polycount Forum thread
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* [http://www.polycount.com/forum/showthread.php?t=118092 Resume / Cover Letter Critique request - Riot Games] Polycount Forum thread
 +
* [https://web.archive.org/web/20120711002742/http://www.bungie.net/News/content.aspx?type=topnews&cid=12496 Work at Bungie: Getting Past the Gatekeeper] details how to make the best impression on Bungie's hiring manager.
  
 
== Job Searching ==
 
== Job Searching ==
 
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.
 
Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.
* [http://www.polycount.com/forum/forumdisplay.php?f=39 Work Opportunities] Polycount Forum section has job postings.  
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* [https://gamedevjobs.io/ gamedevjobs.io] scrapes company sites and aggregates jobs into one list. [https://polycount.com/discussion/190079/game-dev-job-aggregator Polycount Forum topic].
* [http://www.polycount.com/forum/showthread.php?t=134982 Another website to find a video game industry job] Polycount Forum thread has several links.
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* [[Company job boards]] - Polycount Wiki page.
* [http://boards.polycount.net/showthread.php?t=38472 Game and Mod Development Article] and [http://boards.polycount.net/showthread.php?t=42157 Some mod guidelines] Polycount Forum threads have advice about joining a mod team.
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* [http://polycount.com/categories/work-opportunities polycount.com/categories/work-opportunities] - Polycount Forum section.
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* [http://www.cgmeetup.net/home/jobs/ cgmeetup.net/jobs]
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* [https://www.artstation.com/jobs Artstation.com/jobs]
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* [https://orcahq.com/jobs?tags=Art orcahq.com/jobs?tags=Art]
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* [http://polycount.com/discussion/134982/another-website-to-find-a-video-game-industry-job/p1 Another website to find a video game industry job] - Polycount Forum thread.
 
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.
 
* [http://www.facebook.com/note.php?note_id=195778565716 Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]'' has some frank advice about job searching.
* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.
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* [http://www.joelonsoftware.com/articles/ThePhoneScreen.html joelonsoftware.com The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]'' has info about how companies weed out applicants.
* [http://www.polycount.com/forum/showthread.php?t=99400 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development.  
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* [http://polycount.com/discussion/99400/it-seems-to-be-impossible-to-find-a-job-as-a-modeler-in-this-industry/p1 It seems to be impossible to find a job as a Modeler in this industry] - this Polycount forum thread has good advice about how to actually get hired as an artist in game development.  
* [http://www.cgstepinside.com/cg-studio/ cgStepInside Studio Map] - map of animation and game development companies.
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* [http://gamedevmap.com gamedevmap] - map of game development companies.
* [http://gamedevmap.com gamedevmap] - map of game development companies.  
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* [http://jobs.gamasutra.com/search jobs.gamasutra.com/search]
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* [http://www.indeed.com indeed.com]
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* [http://www.games-career.com games-career.com]
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* [https://www.gamesjobsdirect.com gamesjobsdirect.com]
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* [https://animatedjobs.com animatedjobs.com]
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* [https://gamejobs.work gamejobs.work]
  
== Going Indie ==
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== Going to Conferences ==
Indie means developing, marketing, and publishing a game independently.
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Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources
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== Freelancing ==
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A few notable conferences:
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].
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* [http://www.gdconf.com/aboutgdc/ Game Developer's Conference] (GDC), GDC Europe, GDC China.
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* [http://prime.paxsite.com/what-is-pax PAX Prime], PAX East, PAX South, PAX Aus.
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* [http://www.e3expo.com/show-info/2541/about-e3/ Electronic Entertainment Expo] (E3).
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* [http://www.gameconfs.com/ Gameconfs] - a directory of game industry events.
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 +
 
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{| style="border:2px solid #111;background-color:#222;"
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|-
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! style="text-align:left;"|Advice from seasoned Indie [http://ichiro.us/ Ichiro Lambe] about how he goes to GDC:
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|-
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|1. '''Get connected beforehand.''' We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, "Hey, we have common interests. Let's all meet." Instant GDC community.
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|-
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|2. '''Stay connected during.''' We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, "Hey, I'm completely drunk at Pinecrest. Who wants to meet?" Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.
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|-
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|3. '''Set up meetings.''' Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.
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|-
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|4. '''Plan.''' Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.
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|-
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|5. '''Get a pass.''' Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.
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|-
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|6. '''Avoid the big, loud parties.''' 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.
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|}
  
 
== Interviews ==
 
== Interviews ==
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*# Have answers about why you did certain things.
 
*# Have answers about why you did certain things.
 
*# Have questions about them.
 
*# Have questions about them.
* [http://www.jobbankusa.com/interviews/articles_tips/10_follow_up_rules.html Ten Tips for the Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.
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* [https://www.hcareers.com/article/career-advice/10-golden-tips-for-the-job-interview-follow-up 10 Golden Tips For the Job Interview Follow Up] - by ''Carole Martin'' How to avoid a non-response after your interview.
 
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.
 
* [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread Game developers talking about the interview process they do, or have been through.
  
 
== Art Tests ==
 
== Art Tests ==
 
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).
 
Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).
* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.
 
* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&discussionID=16136725&gid=1842071 "Large art tests as the first stage of candidate selection. Acceptable?"] LinkedIn discussion (registration required) with seasoned artists weighing in on their art test experiences: unpaid vs. paid tests, how long is too long for a company to ask you to spend on it, plagiarism horror stories, non-response after submission, etc.
 
  
Art test threads and links:
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Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc. Research the company before agreeing to a test.
* [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test]
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* [http://jcricreate.tumblr.com/post/5461504341/the-art-test Naughty Dog texture artist test]
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* [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?]
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* [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List] GameArtisans forum thread has some example art tests.
* [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?]
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* [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&discussionID=16136725&gid=1842071 "Large art tests as the first stage of candidate selection. Acceptable?"] LinkedIn discussion
* [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA]
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* [https://polycount.com/search?adv=1&search=art+test&cat=131 Art Test topics] on the Polycount Forum:
* [http://www.polycount.com/forum/showthread.php?t=80861 Art tests]
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** [https://polycount.com/discussion/217581/being-ignored-again-after-art-test-anyone-know-why-this-happens/p1 Being ignored again after art test. Anyone know why this happens?]
* [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?]
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** [https://polycount.com/discussion/212778/your-art-test-is-bad-this-is-why-and-how-to-improve-it/p1 Your Art Test is BAD, this is why (And how to improve it)]
* [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions]
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** [http://www.polycount.com/forum/showthread.php?t=157057 Paid Art Test?]
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** [http://www.polycount.com/forum/showthread.php?p=1795799#post1795799 Art Tests]
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** [http://www.polycount.com/forum/showthread.php?t=87657 Jagex Art Test]
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** [http://www.polycount.com/forum/showthread.php?t=84418 Environment Art Test advice?]  
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** [http://www.polycount.com/forum/showthread.php?t=81681 Art test and no response, normal?]  
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** [http://www.polycount.com/forum/showthread.php?t=81015 Is it bad to ask for tips on an art test? There isn't an NDA]  
 +
** [http://www.polycount.com/forum/showthread.php?t=80861 Art tests]  
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** [http://www.polycount.com/forum/showthread.php?t=77279 Art Tests : How much time to spend?]  
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** [http://www.polycount.com/forum/showthread.php?t=76208 Art Test Help/Suggestions]
  
 
== Salary Research ==
 
== Salary Research ==
 
Do the research to figure out what a fair offer is for your skill level and geographic area.
 
Do the research to figure out what a fair offer is for your skill level and geographic area.
 +
* [https://www.loveforgames.com/salary/ loveforgames.com/salary]
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* [https://www.glassdoor.com/Salary/Search-Salaries-E657805.htm Glassdoor Salary Search]
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* [http://h1bdata.info/index.php H1-B Visa Salary Database] The US government publishes all incoming job hires, these can be searched for salary info.
 +
* [https://orcahq.com/blog/game-industry-salary-explorer Game Industry Salary Explorer] - from [https://orcahq.com/ Orca HQ]. See the Polycount Forum thread [http://polycount.com/discussion/165337/game-industry-salary-explorer Game Industry Salary Explorer].
 
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].
 
* [http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php 2012 Game Industry Salary Survey]  - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA). See also [http://gamedeveloper.texterity.com/gamedeveloper/201104#pg9 2010], [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009], [http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/#pg13 2008], [http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_.php?page=1 2007], [http://www.gamecareerguide.com/features/266/are_you_in_demand_2006_game_.php?page=1 2006].
 
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.
 
* [http://www.glassdoor.com/Salaries/us-computer-software-senior-artist-salary-SRCH_IL.0,2_IN1_II1121.3,20_KO21,34_SDAS.htm# Senior Artist Salaries at Computer Software companies in United States] - from ''[http://www.glassdoor.com Glassdoor.com]'' (USA) Customize your search, and enter your salary data for full access.
Line 124: Line 182:
 
== Negotiation ==
 
== Negotiation ==
 
Salary negotiation is an essential skill that will be put to the test after a successful interview.  
 
Salary negotiation is an essential skill that will be put to the test after a successful interview.  
 +
* [https://www.freecodecamp.org/news/youre-underpaid-here-s-how-you-can-get-the-pay-raise-you-deserve-fafcf52956d6/ Getting a raise comes down to one thing: Leverage.] - by ''[https://www.freecodecamp.org/news/author/quincylarson/ Quincy Larson]''
 
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment
 
* [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment
 
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''
 
* [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''
 
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)
 
* [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)
 
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''
 
* [http://www.amazon.com/Bargaining-Advantage-Negotiation-Strategies-Reasonable/dp/0143036971 Bargaining for Advantage: Negotiation Strategies for Reasonable People] ($) - by ''[http://www.amazon.com/G.-Richard-Shell/e/B001H6KG6E G. Richard Shell]''
* [http://www.polycount.com/forum/showthread.php?p=2067860 New Job Negotiations]
+
* [https://polycount.com/discussion/75614/negotiating-a-salary Negotiating a salary] on the Polycount Forums
  
 
== Relocation ==
 
== Relocation ==
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== Employee Rights ==
 
== Employee Rights ==
* [http://www.graphicartistsguild.org/handbook/ Graphic Artists Guild Handbook: Pricing & Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!
+
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.
* [http://www.nlrb.gov/about_us/overview/national_labor_relations_act.aspx National Labor Relations Board] (USA)
+
* [https://graphicartistsguild.org/the-graphic-artists-guild-handbook-pricing-ethical-guidelines/ Graphic Artists Guild Handbook: Pricing & Ethical Guidelines] is an excellent resource on a great range of employment issues. Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!
 +
* [https://www.nlrb.gov/about-nlrb/rights-we-protect/your-rights/employee-rights National Labor Relations Board] (USA)
 
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)
 
* [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)
 
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)
 
* [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)
 
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)
 
* [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)
* [http://boards.polycount.net/showthread.php?t=71929 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.
+
* [http://polycount.com/discussion/71929/discussing-issues-at-work-grounds-for-firing/p1 Discussing issues at work, grounds for firing?] Polycount forum thread has information about workers discussing their compensation with one another.
 
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!
 
* [http://www.polycount.com/forum/showthread.php?t=97910 EA rumored to layoff 500+] Polycount forum thread with cautionary tales about what happens when people get laid off or fired, or when companies close. Back up your work regularly, for portfolio use!
 +
 +
== Going Indie ==
 +
Indie means developing, marketing, and publishing a game independently.
 +
* [http://forums.tigsource.com/index.php?topic=18.msg147#msg147 How to Start an Indie Game Business (WIP)] TIGSource Forum thread with links to resources
 +
 +
== Freelancing ==
 +
Freelancing means creating assets for pay, working alone as an individual. See [[Freelance]].
  
  
 
----
 
----
[[Category:Information]]
+
[[Category:Information]] [[Category:GameIndustry]]

Latest revision as of 17:02, 29 December 2023

Links and articles about the game industry: how to get game jobs, how to manage your role, etc.

How to Get In

Being a Developer

Art Disciplines

Education

The basic argument in the Polycount community is between going the self-taught route or going the formal education route. The best path seems to depend on what kind of person you are: self-motivated or team-motivated.

Artists on Polycount generally agree it is rare to find schools that teach current high-quality game art techniques. The web and forums are often the best places to learn these, maybe even our wiki |-) . We see it time and again... the students who succeed at entering the work force after graduation are almost exclusively those that work on their own side projects, beyond the course material. Would they have been better served without using a school?

If you want to work in a different country, the visa process may require a college or university degree. This is a good reason to seek a degree program.

Beware of education scams and debt! Schools can cost a lot of money and some promise easy employment afterwards, but unfortunately the reality is not so forgiving. Student loan debt can also be a crushing burden for many years, especially with the relatively low wages most game artists make.

  • The Death of Curiosity Polycount forum thread, about the optimal mindset for learning and succeeding in this industry.

Portfolios

  • Portfolio has links to tutorials and advice about creating an artist portfolio for a career in game development.

Resumes

Cover Letters

Job Searching

Most game developers get their jobs by word of mouth, this industry puts personal contacts first and foremost. Networking is key; keep in contact with your friends and former co-workers.

Going to Conferences

Attending a game conference or developer event is a great way to connect with people working in game development. Connections often lead to work opportunities!

A few notable conferences:


Advice from seasoned Indie Ichiro Lambe about how he goes to GDC:
1. Get connected beforehand. We always pulled together lists of devs who were going, to connect folks. For instance, we had a Google Form where everyone put down their names, games, companies, interests, Twitter handles, etc., and that all got spat out into a publicly viewable spreadsheet. We then tweeted that form/spreadsheet to everyone, and got a bazillion responses. We'd then reach out to subsets of those people and say, "Hey, we have common interests. Let's all meet." Instant GDC community.
2. Stay connected during. We also did a GDC Google Hangout or Facebook group for mobile users once out there. That allowed, for example, a friend to text a hundred devs with, "Hey, I'm completely drunk at Pinecrest. Who wants to meet?" Or, we'd Katamari a bunch of devs and go to a bar and chat dev. Katamaris work great -- meet one dev, and ask them to invite two friends. And so forth.
3. Set up meetings. Are there folks you want to meet out there? E-mail them and see what they're up to. Schedule lunch or coffee with a group of mobile game designers. Have them invite colleagues. Rinse. Repeat. Figure out why you're interesting and unique, and approach people with that. Don't be shy about it.
4. Plan. Write out your GDC plan beforehand. You can deviate from this entirely, but it's useful because it shows where there are scheduling gaps. It also forces you to identify your goals and objectives. I go to GDC primarily to connect myself and other devs with platform holders. Ergo, I'll want to set up meetings with Colecovision and Vectrex, and have pitches ready for them. Your goals may differ, but your plan should derive from those goals.
5. Get a pass. Go write each of the IGF finalists, tell them how amazing you are and how you're not an asshole, and ask them if they need help manning their booths in exchange for an expo pass.
6. Avoid the big, loud parties. 300 game developers at a loud dance club is silly. It's fun to go to these things and get free booze and food, but it's often more profitable to meet with Intellivision over quiet drinks, and more creatively stimulating to meet with a group of other developers in a quiet hotel lobby.

Interviews

Art Tests

Game companies often ask their art applicants to complete an art test, to gauge their talent relative to that company's particular needs, and to make sure you can actually do the work (portfolios can be faked or stolen).

Beware doing an unpaid art test. A company can ask you to spend a long time on it, but then plagiarize the results, never respond after submission, etc. Research the company before agreeing to a test.


Salary Research

Do the research to figure out what a fair offer is for your skill level and geographic area.

Negotiation

Salary negotiation is an essential skill that will be put to the test after a successful interview.

Relocation

Employee Rights

Going Indie

Indie means developing, marketing, and publishing a game independently.

Freelancing

Freelancing means creating assets for pay, working alone as an individual. See Freelance.



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