Getting a Job in the Games Industry - Part 2
Welcome to part two of my advice on getting a job in the gaming industry. Part one can be found here. In this part I’m going to continue with general advice.
Let go of your great game idea
“I have this great game idea!”
I have to physically stop myself from rolling my eyes whenever I hear this, not because people don’t legitimately have great ideas, but because great ideas simply aren’t as valuable as people think. Every game company is filled with dozens, if not hundreds, of super smart people. They all have great game ideas, and they’ve earned the right to have their ideas heard over people who don’t yet work there. So, please, just follow this advice: unless asked, don’t start waxing poetic to a professional developer about your brilliant idea. They’ve heard it all before, and it makes you look like an amateur. Show your work and let it speak for you.
It’s always surprised me how often people chaff at this advice, so I’ll add: It’s not a condemnation of you or your ideas. It’s about the value you’re providing to someone who is going to give you money to do a job. No game company hires “idea people”. They have them coming out of their ears already. You want an employer to give you a job, so think about what that employer wants and needs, and match that with your wants and needs. You’re ideas will have their day, but they are highly unlikely to be the thing that gets you a job.
Do, however, talk about your passions
Developers usually value passionate game developers who have a love for games. One of the best ways to show people your abilities is to talk about what you do and don’t like about other games. It gives clues into your insights and how serious you are. Some people who seek game jobs are just players who think games=fun, therefore a game-job=fun. Making games isn’t the same as playing them, and talking about them will show how well you’ve considered that.
You will run into developers with counter-intuitive thoughts about games and game making. Some of these may be correct, things they’ve learned that someone without experience may not realize. Some may be questionable. For example, some developers feel like you should be wary of “making the game you want to play”. Some will go so far as to say you should never do this. It’s true that your preferences can cloud your judgment about what your game or audience needs, but I disagree with this assertion and the way it is phrased. You should absolutely make the game you want to play. Why would you make a game you don’t want to play? I think there are much better ways to state and address this concern, like asking if you’re serving yourself or the player, or if a game decision is cutting off a large potential audience that you want.
Maybe I’m right here, maybe I’m wrong. It doesn’t really matter. If I were interviewing for a position and something like this came up I would question my prospective employer about it. A job interview is a two-way street. You’re interviewing them as well, deciding if they are someone you would want to work for, and most employers like inquisitive people as it shows a desire to learn. But if they say something you disagree strongly with question them on it. Don’t argue, though. It’s not about proving yourself right or them wrong, it’s about finding out where they stand. Also recognize they might not represent the company’s view, so ask others you interview with if you can.
The core take-away: be yourself, state your views, but don’t be combative. People who love games are passionate, which is great, but a job interview is probably not the place to get into a heated discussion of those views. Make sure your world views align enough with your potential employer that you’ll be okay working there.
Be persistent, but not a stalker
Most bigger game companies have departments dedicated to recruiting. If that’s the case, be a bit of a pest. Don’t contact them daily, but a monthly, maybe even weekly, check-in is probably okay unless they say otherwise. If it’s a smaller company keep in mind that you may be asking time of someone who doesn’t have a lot to give, so reduce your correspondence appropriately. But still, bug them, poke them, especially if you have new work to show. If anything, constantly updating your portfolio is the best reason to send in resume updates or contact that recruiter you got through to that one time.
Target companies that are a good match
If you love coding large simulations then an action game company probably isn’t for you. If you’re a writer, you probably want a company that likes to tell stories. If you draw anime style characters that uber-realistic strategy game probably doesn’t have work for you. Never hesitate to show a broad range in your work, but make sure the work that’s most appropriate for the company you’re contacting is front and center.
And on that note, alter your portfolio for each company you apply to in order to accomplish this goal.
Don’t get tunnel vision
“I love their games so much, it’s (Company X) or nothing for me!” Some people decide that they only want to make games if they can work for a specific company that they love. I saw this sometimes when I was at Blizzard. If this is the case for you then you’re making things exponentially harder for yourself by massively cutting down the number of jobs available to you. If you have a company you love by all means apply to them, but don’t restrict yourself to one company. Sometimes getting across a river requires more than one stepping stone.
Go to conferences, Make connections
GDC is probably one of the best conferences to attend for this. I’d target it if nothing else. There are a lot of things you can do there. It’s often easy to approach developers directly after a talk and get to know them. I don’t recommend being too pushy. Do bring a resume and portfolio with you, but don’t try to pass them out to anyone who will listen. No one wants to walk around with that stuff. A personal business card isn’t a bad thing, though. Do, however, tell people you’re seeking a job and ask for advice. Many companies have job booths, there are opportunities to show off work, and competitions you can enter to both learn, get showcased, and make connections. Do as much as you can do and make the most of your time.
I give this advice, but I don’t follow it well. I have social anxiety and trouble with crowds. I quit drinking years ago and I feel uncomfortable at parties. If you’re like me, my recommendation is to find a friend who is good at socializing and ask their help. I have wonderful friends who will drag me along and get me through the introductions that are rough for me. Usually I’m fine after that point, especially when I find someone who has the same issues I have and would rather just have a one-on-one conversation than mingle or be a part of a group discussion.
Seek Internships
Some game companies have started internship programs. Internships are a great way to get your foot in the door, learn first hand how games are made, and start building a resume. I’ve seen more interns hired than not after their internship ended, assuming they were good at their work (and most had to be to get the internship in the first place). Some internships pay, and can count as college credits as well.
Relationships with Developers
Relationship with devs can be a great way to get your foot in the door. Whether it’s contributing to a companies forums, going to a conference, developing a mod, etc. All of these things can lead to exposure to professional game developers who might take an interest in your career. Just make sure you treat them like real people, with actual emotions, and make your exposure to them constructive and useful. There’s a fine line between helping developers improve their game and complaining on forums. The latter is not likely to get you a job.
End of part 2
This ends part two. In part three we’ll get into discipline specific advice.