Showing posts with label gigs. Show all posts
Showing posts with label gigs. Show all posts

Tuesday, December 18, 2007

Playing at being a game designer

Making games or more specifically developing them is something most of the game players out there would love to get a gig in. The Uberly cool games that are out there now, Halo 3, GTA (series), and many others have a decent replay value, great graphics, and everything else that makes games fun. I have worked at companies that have had these dream gigs for the lucky few that can read and write Assembler and C/C++ in their sleep and do the code work of at least 100 engineers.

It seems that in this industry, you got to be a God of code just to get an entry level intern position. Yes it is very tough, to get a gig in the gaming world. Unless you have a unique idea that has not infringed on any proprietary or patented copy-writes and that has fully demonstrable with your own source code and your own graphics and your own story line half way to market. The studios will give you a snub look and thank you for your time.

Game studios can be hard on many aspiring developers. If you are new to the game of game development and you are seeking a gig in it, best assume that the "creative" (read non-engineering and non-programming) positions have already been accounted for, typically by a manager with an accredited degree in Business Management and absolutely no clue (or a desire to learn about) new game technologies. After all that is why they hire Gods that can code the work of 100 engineers, to deal with the meddling details of actually doing the work.

This blog is dedicated to the aspiring developers that would, in addition to programming and engineering, like to try the creative roles that have typically been doled out to the nepotism pre-hand selected clueless administrative managers that don't code a lick of C/C++ but can make unreasonable requests and impose ridiculous deadlines.

So what are we looking at to click into this industry? Build it yourself, if you are not a God of code (yet), find others who have specialized talents to contribute. Compensate them, preferably with money, but recognition and status can play just as well, especially if they are in the same boat of scoring a gig.

The business of games so often includes more than just developing them, this is a multi-billion dollar industry with budgets that are well over several million dollars for a very good, tight team of engineers that can make the impossible, slightly probable.

Of course, now with the Internet and really inexpensive international development labor, one can almost be ones own game development studio. It is not uncommon for giant game studios to collaborate with teams that have been already proven and just needing a nice contract to be financed.

Sunday, December 9, 2007

The Game of the Game Industry

The Game Industry is a dynamic and challenging environment. I have been engaging recruiters with various opportunities. In the midst of corporate uncertainty some want me to be a traditional employee with the traditional employee expectations under the typical employee constraints.

It is difficult for me to really figure out if being an employee is really any different than being a consultant. The same level of focus and commitment is typically required. I have always been of the opinion that contracting is always better albeit difficult sometimes more difficult to obtain. With the rise of recent layoffs being an employee gives a false sense of security and "permanent" positions are really not as permanent as as the pink slip holders would of hoped for.


I was recently contacted by several recruiters one in particular that supposedly has actual job offers for me if I would consent to becoming an employee and engage a permanent position, according to the recruiter I am having talks with apparently this is a standard practice in the industry.

I emailed off a Word resume (even though the same information can be downloaded from this blog). I have been curious about what this particular recruiter could bring to the table. The first time I had dealings with this particular recruiter, I was essentially told to buzz off and get some "real" game experience before he could help be land anything. So thats *exactly* what I did. Even went as far as to start my own development on the PS/3 and learn OpenGL development.

We will see just how permanent any offers that come my way will become.