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− | <!-- ## page was renamed from [[GameBusiness]] -->
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− | = Category Game Industry =
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− | Links and articles about the game industry: how to get game jobs, how to manage your role, etc.
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− | == Industry Insight ==
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− | * [http://www.penny-arcade.com/report/article/na Is the games industry really dying?] by Dan Teasdale <<BR>>Analysis of game industry layoff data.
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− | * [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]<<BR>>100 fugly slides of things that every budding game developer (who is studying at university) should know. Read it!
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− | * [http://www.polycount.com/forum/showthread.php?t=89972 Getting into the Game Industry (Inspiration of a different kind)] - Polycount Forum thread.<<BR>>Amazing thread full of information from working game artists about how they got into the industry.
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− | * [http://www.polycount.com/forum/showthread.php?t=99113 The game industry and relocation, how bad is it?] - Polycount Forum thread.<<BR>>Insight into the relocation process.
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− | * [http://www.ineedtomakegames.com How to Break Into the Industry] - by [http://www.linkedin.com/pub/destin-bales/1/2aa/95b Destin Bales]<<BR>>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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− | * [http://www.valvetime.net/threads/valve-employee-hand-book-released.189828/ Valve Employee Hand Book] <<BR>>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://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]<<BR>>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].
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− | * [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]<<BR>>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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− | * [http://www.polycount.com/2010/08/11/the-co-worker/ The Co-worker] - by [http://www.adambromell.com/ Adam Bromell]<<BR>>Polycount News article about what makes a good team co-worker.
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− | * [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&discussionID=16967104&gid=59205 Why is it hard to find a job in game industry?]<<BR>>Discussion on LinkedIn about what it takes to get that first game industry job.
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− | * [http://athey.deviantart.com/art/Game-Industry-Advice-to-studen-145619882 Game Industry Advice to students] - by [http://athey.deviantart.com/ Athey Moravetz] <<BR>>A great article by a 5-year veteran game artist about what it takes to get into a game artist job. Very straightforward and accurate.
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− | * [http://www.gdmag.com Game Developer] magazine. [https://ubm-sub.halldata.com/site/CMP003061GDnew/init.do?&PK= Free subscription] for those employed in the US and Canadian game industries.
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− | == Art Disciplines ==
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− | * [[Category:Discipline]] lists the various artist roles in game development:
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− | * [http://www.polycount.com/forum/showthread.php?t=134325 Leadership in the Games Industry] Polycount forum thread
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− | * [http://www.polycount.com/forum/showthread.php?t=81832 What Game artist career is more difficult?] Polycount forum thread
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− | * [http://www.polycount.com/forum/showthread.php?t=45470 Lack of Environment Artists] Polycount forum thread
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− | * [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|Portfolio Advice by Nate White]] 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 ==
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− | 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.
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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?
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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. 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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− | 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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− |
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− | == Portfolios ==
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− | * [[Category:Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.
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− | == Resumes ==
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− | * [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]''
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− | * [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.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''
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− | == Job Searching ==
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− | 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.
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− | * For job postings, see the Polycount forum section [http://www.polycount.com/forum/forumdisplay.php?f=39 Work Opportunities].
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− | * For advice about joining a mod team, see the Polycount forum threads [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].
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− | * For some frank advice about job searching, see [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]''
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− | * For info about how companies weed out applicants, see [http://www.joelonsoftware.com/articles/ThePhoneScreen.html The Phone Screen] - by ''[http://www.joelonsoftware.com/ Joel 'joelonsoftware' Spolsky]''.
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− | * [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://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.
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− |
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− | == Interviews ==
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− | * [http://www.polycount.com/forum/showthread.php?t=106081 Job Interview in a hour or so, what questions should I expect?] thread on the Polycount forum.
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− | * [http://www.polycount.com/forum/showthread.php?t=105266 When eyeballing a studio...] thread on the Polycount forum (what questions should you ask during your interview).
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− | * [http://www.polycount.com/forum/showthread.php?t=69142 Interview Advice] thread on the Polycount forum.
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− | * [http://www.polycount.com/forum/showthread.php?t=80507 In need of interview advice] thread on the Polycount forum.
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− | * [http://www.boston.com/bostonworks/galleries/job_interview_tips?pg=2 10 Tips for Your First Interview] - by ''Dave Sanford''<<BR>> Time-tested interview strategies:
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− | *# Research
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− | *# Practice
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− | *# Clothing
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− | *# Get there early
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− | *# Observe
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− | *# Know thyself
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− | *# Handshake
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− | *# Listen
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− | *# Finishing
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− | *# Follow up
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− | * [http://hotjobs.yahoo.com/career-experts-four_steps_to_a_better_job_interview-51 Four Steps to a Better Job Interview] - by ''Brad Karsh''<<BR>> Four simple things to improve your interviews.
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− | *# Relax, not a battle of wits.
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− | *# Job description = questions that you'll be asked.
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− | *# Have answers about why you did certain things.
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− | *# Have questions about them.
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− | * [http://www.jobbankusa.com/interviews/articles_tips/10_follow_up_rules.html Ten Tips for the Interview Follow Up] - by ''Carole Martin''<<BR>>How to avoid a non-response after your interview.
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− | * [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?] Polycount forum thread<<BR>>Game developers talking about the interview process they do, or have been through.
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− | == Art Tests ==
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− | 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).
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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.
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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 (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.
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− | Art test threads and links:
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− | * [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://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]
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− | * [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]
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− | == Salary Research ==
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− | Do the research to figure out what a fair offer is for your skill level and geographic area.
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− | * [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].
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− | * [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.
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− | * [http://www.payscale.com/research/US/Job=3d_Artist/Salary 3D Artist Salaries in the United States] - from ''[http://www.payscale.com Payscale.com]'' (other countries available)
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− | * [http://www.flcdatacenter.com/CaseH1B.aspx The Foreign Labor Certification Data Center - Online Wage Library] (H1B Visa Applications) - from the ''[http://www.doleta.gov/ US Department of Labor]'' (USA)
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− | * [http://vfxsoldier.wordpress.com/2010/08/16/wages-in-the-vfx-animation-and-games-industry/ Wages In The VFX, Animation, And Games Industry] - by [http://vfxsoldier.wordpress.com 'VFX Soldier'] features a spreadsheet of wage data mined from the H1B Visa database.
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− | * [http://www.mcvuk.com/news/read/uk-games-industry-salary-survey-what-are-you-worth/0110018 2012 UK Games Industry Salary Survey]. See also [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey 2009] (UK)
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− | * [http://www.vfxwages.com/ VFXWages] - a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry.
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− | == Freelancing ==
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− | When working by yourself it is generally more difficult to keep a steady income, but the flexibility can be very rewarding.
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− | * [http://www.polycount.com/forum/showthread.php?t=122670 So, asset sales - How much do you really make?] Polycount forum thread
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− | * [http://www.polycount.com/forum/showthread.php?t=122504 Info: going rate for 1,500 tri model+texture] Polycount forum thread
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− | * [http://www.polycount.com/forum/showthread.php?t=119200 Can you really be a freelancer?] Polycount forum thread
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− | * [http://www.polycount.com/forum/showthread.php?t=58477 Horror Freelance Stories] Polycount forum thread
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− | * [http://www.polycount.com/forum/showthread.php?t=100617 Tips for doing freelance work...] Polycount forum thread with great advice from working freelancers.
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− | * [http://www.polycount.com/forum/showthread.php?t=75101 Freelance rates query] Polycount forum thread has info about how to calculate your freelance rate.
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− | * [http://www.katsbits.com/articles/how-much-should-i-charge-for-freelance-3d-modeling-work.php How much should I charge for freelance 3D modeling work?] article on [[KatsBits]].com with advice and sample rates.
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− | * [http://freelanceswitch.com/rates/ FreelanceSwitch Hourly Rate Calculator]
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− | * [http://www.artbypapercut.com/ Vertex #1] free game art e-book, with articles and workflows by professionals, plus an excellent freelancing how-to by longtime freelancer [http://www.benregimbal.com/ Ben 'b1ll' Regimbal].
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− | * [http://www.graphicartistsguild.org/handbook/ Graphic Artists Guild Handbook: Pricing & Ethical Guidelines] is an excellent resource for freelancers (and salarymen too). Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!
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− | * [http://www.smashingmagazine.com/2012/08/15/free-download-useful-legal-documents-for-designers-pdf/ Useful Legal Documents For Designers (PDF/DOC)] free example contracts you can customize to your needs. Non-disclosure agreement, work for hire, illustration, web design, intellectual property, etc.
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− |
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− | === Freelance Rates ===
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− | These are averages, [http://www.polycount.com/forum/showthread.php?t=122504 posted] by Polycount members. All numbers are in USD unless stated otherwise.
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− | {| border="1" cellpadding="2" cellspacing="0"
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− | | '''Freelancer Type'''
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− | | '''US Day Rate'''
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− | | '''US Hourly '''
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− | | '''Overseas Day Rate'''
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− | | '''Overseas Hourly'''
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− | |-
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− | |<#000000>| Individual contractor
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− | | $300/day [[#IndividualContractor|*]]
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− | | $37.50/hr [[#IndividualContractor|*]]
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− | | $250 - 375/day
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− | | $31.25 - 47/hr
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− | |-
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− | |<#000000>| Low-end art studio
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− | | $350/day
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− | | $43.75/hr
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− | | $140 - 180/day
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− | | $17.50 - 22.50/hr
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− | |-
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− | |<#000000>| Average art studio
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− | | $500/day
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− | | $62.50/hr
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− | | $200/day
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− | | $25/hr
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− | |-
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− | |<#000000>| High-end art studio
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− | | $800/day [[#HighEndArtStudio|**]]
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− | | $100/hr [[#HighEndArtStudio|**]]
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− | | $300/day
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− | | $37.50/hr
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− | |}
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− | <<Anchor([[IndividualContractor]])>>[[#IndividualContractor|*]] Individual contractors in the US range from $275 - 500/day ($34.50 - 62.50/hr).<<BR>>
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− | <<Anchor([[HighEndArtStudio]])>>[[#HighEndArtStudio|**]] These rates are for rare high-end boutique studios.
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− |
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− | === Time Estimates ===
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− | From the Polycount forum thread [http://www.polycount.com/forum/showthread.php?t=122504 Info: going rate for 1,500 tri model+texture].
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− | === Questions for the Client ===
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− | Get the information you need when you start a project.
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− | # Software (i.e. Maya 2012, 3DSMAX 2013)
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− | # Polycount (i.e. 1500 tris)
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− | # Texture count, sizes, and type (i.e. 3 512x512 textures, head+upper body+lower body, diff+norm+spec)
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− | # Sculpt required, or is Crazybump\nDo okay?
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− | # Target engine ( UDK, Unity, etc.)
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− | # Target screen resolution (in general but especially for mobile)
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− | # Player perspective (FPS, third person, top-down iso)
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− | # Timeframe (2wks, 4wks, ?)
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− | # Concept or reference given?
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− | # Sample asset provided? (art style, quality level, tech specs)
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− | # Complexity? (complex rig, animatable parts, per-pixel painting, etc. can increase the time needed)
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− | # Deliverables? (i.e. finished .MA file with texture flats in TGA format, plus layered PSDs)
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− |
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− | Don't forget to use a contract!
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− |
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− | === Freelancer Advice ===
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− | Advice on art tests:
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− | Advice on payment:
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− | == Negotiation ==
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− | Salary negotiation is an essential skill that will be put to the test after a successful interview.
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− | * [http://realtimecollisiondetection.net/blog/?p=70 Salary of a game programmer (artist, designer, or producer)] - by ''[http://realtimecollisiondetection.net Christer Ericcson]'', Sony Computer Entertainment
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− | * [https://www.facebook.com/note.php?note_id=191791235716 Industry tips: How to not ask for money] - by ''[http://www.boomzap.com/ Christopher Natsuume]''
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− | * [http://www.kclabor.org/kyrmpp.htm Know Your Rights - The Myth of Pay Privacy] - by ''[http://www.kclabor.org KC Labor]'' (USA)
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− | * [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]''
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− |
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− | == Employee Rights ==
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− | * [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!
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− | * [http://www.nlrb.gov/about_us/overview/national_labor_relations_act.aspx National Labor Relations Board] (USA)
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− | * [http://www.acas.org.uk/index.aspx?articleid=1390 ACAS: Advisory, Conciliation and Arbitration Service] (UK)
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− | * [http://www.direct.gov.uk/en/Employment/Employees/index.htm Directgov Employment Terms and Conditions] (UK)
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− | * [http://www.kclabor.org/know_your_rights1.htm Know Your Rights] - by [http://www.kclabor.org KC Labor] (USA)
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− | * [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.
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− | * [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!
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− | == Pages in This Category ==
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− | [[Category:WikiInformation]]
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