Difference between revisions of "Category:GameIndustry"

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= Category Game Industry =
 
Links and articles about the game industry: how to get game jobs, how to manage your role, etc.
 
  
 
 
== Industry Insight ==
 
* [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].
 
* [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].
 
* [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.
 
* [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.
 
 
== Art Disciplines ==
 
* [http://boards.polycount.net/showthread.php?t=52862 Percentage of environment artists .vs. character artists at most studios] Polycount forum thread
 
* [http://boards.polycount.net/showthread.php?t=52412 What's the difference between a level designer and environment artist?] Polycount forum thread
 
 
== 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 authority-motivated.
 
 
Beware of education scams! Schools often cost a lot of money and promise easy employment afterwards, but unfortunately the reality is not so forgiving. See the Polycount thread [http://www.polycount.com/forum/showthread.php?t=75796 Profit Schools - Can we condemn them publicly?]. There are many threads debating game art education, you can do a [http://www.polycount.com/forum/search.php forum search] for ''education'' to find them.
 
 
== Portfolios ==
 
* [[Category:Portfolio]] has links to tutorials and advice about creating an artist portfolio for a career in game development.
 
 
== Resumes ==
 
* [http://www.joelonsoftware.com/articles/ResumeRead.html Getting Your Résumé Read] - by ''[http://www.joelonsoftware.com/ Joel "joelonsoftware" Spolsky]''
 
* [http://www.joelonsoftware.com/articles/SortingResumes.html Sorting Resumes] - by ''[http://www.joelonsoftware.com/ Joel "joelonsoftware" Spolsky]''
 
 
== 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.
 
 
* For job postings, see the Polycount forum section [http://www.polycount.com/forum/forumdisplay.php?f=39 Work Opportunities].
 
* 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].
 
* For some frank advice about job searching, see [http://www.boomzap.com/blog/industry-tips-how-to-find-a-job-in-the-game-industry/ Industry tips: How to find a job in the game industry] - by ''[http://www.boomzap.com/ Christopher Natsuume]''
 
* 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]''.
 
 
== Interviews ==
 
* [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:
 
*# Research
 
*# Practice
 
*# Clothing
 
*# Get there early
 
*# Observe
 
*# Know thyself
 
*# Handshake
 
*# Listen
 
*# Finishing
 
*# Follow up
 
* [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.
 
*# Relax, not a battle of wits.
 
*# Job description = questions that you'll be asked.
 
*# Have answers about why you did certain things.
 
*# 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''<<BR>>How to avoid a non-response after your interview.
 
* The Polycount thread [http://boards.polycount.net/showthread.php?t=57317 job interview, 2-3 hours, why so long?]<<BR>>Game developers talking about the interview process they do, or have been through.
 
 
== 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.
 
 
* To see some example art tests, see the GameArtisans thread [http://forum.gameartisans.org/forums/showthread.php?t=5970 Art Test Master List]
 
* LinkedIn has a great discussion [http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&discussionID=16136725&gid=1842071 "Large art tests as the first stage of candidate selection. Acceptable?"] (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.
 
 
== Salary Research ==
 
Do the research to figure out what a fair offer is for your skill level and geographic area.
 
 
* [http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg33 2009 Game Industry Salary Survey] - from ''[http://www.gdmag.com/ Game Developer magazine]'' (mostly USA) See also [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.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)
 
* [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)
 
* [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.
 
* [http://www.develop-online.net/features/429/The-2009-UK-Games-Development-Salary-Survey The 2009 UK Games Development Salary Survey] (UK)
 
* The Polycount thread [http://www.polycount.com/forum/showthread.php?t=75101 Freelance rates query] has info about how to calculate your freelance rate.
 
* [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!
 
* [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.
 
 
== Negotiation ==
 
Salary negotiation is an essential skill that will be put to the test when you interview.
 
 
* [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://www.boomzap.com/blog/industry-tips-how-to-not-ask-for-money/ 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)
 
 
== Employee Rights ==
 
* [http://www.nlrb.gov/about_us/overview/national_labor_relations_act.aspx National Labor Relations Board] (USA)
 
* [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)
 
* The Polycount thread [http://boards.polycount.net/showthread.php?t=71929 Discussing issues at work, grounds for firing?] has information about workers discussing their compensation with one another.
 
 
== Pages in This Category ==
 
 
 
[[Category:WikiInformation]]
 

Latest revision as of 23:00, 3 August 2014

Pages in category "GameIndustry"

The following 6 pages are in this category, out of 6 total.

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