Advice on finding a job in the games industry

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I made this thread to go with my job advertising post, to give advice and help people who are thinking of going into the industry.


Help On Getting Into The Industry

A good way into the industry is to start with a publishing company as a games tester - I know several people who started this way and have now become game producers and designers. Testers can start work quite young but usually after A-levels (college) - you will find that having a second language such as French, German, Spanish or Italian will be very useful in this area (and you could go from being a tester into a localisation role). Generally there are no qualifications needed for a tester, you just need to be a hardcore games player and willing to test a game for 3 or 4 months straight and sometimes work long hours (which is the case for a lot of jobs in this industry).
You need to be able to find bugs and explain as clear and precise as possible the problem in either writen form in a big report or verbally to the actually developers. You will learn a lot from being a tester (editing or creating reports in a database such as Microsoft Access, creating product assessment reports in a word processor such as Microsoft Word and lots more) and can progress to Senior and Lead Tester, and then move on to search roles as Assistant Producer or Level Designer, etc. You also need to be able to tell what makes a good game good and what could be done or improve a lesser game.
You might also get the chance to travel to the developers to test at their offices, whether they are in the UK or abroad, you would then be able to suggest improvements for the game and have a hand in creating the end product, so it can be a good experience.

If you wish to start this way I suggest you contact the Quality Assurance Managers at the larger publishing companies with regard to a games/QA testing position.

Utilities like Dark Basic (3D Games Maker - http://www.darkbasic.com/) are not used in the professional computing world, but do help beginners understand the process of creating a game. Individuals carry out each aspect of the creation of a game, e.g. we have artists to work on anything relating to art/graphics, programmers to code the game and designers (level and game designers) to create the levels and design the game.
These types of utilities put everything into one and make things much simpler, but are limited. You would need to have in-depth knowledge and would need to be either fluent in at least one programming language like C/C++, be able to use software packages such as 3DStudio Max, Maya, Photoshop, etc., to be able to use programs such as Steinberg's Cubase VST for creating music or have used and created levels of such games like Quake, Unreal, Half-Life, etc. with their respective editors. Good Game Designers have all-round knowledge and perhaps have concentrated heavily on one area, e.g art. There's also the Internet or mobile aspect of gaming to think about. These are getting more and more important all the time so any skills or knowledge you have relating this is can be beneficial.

Going straight into artists, programmers, musicians or designers roles is harder and generally most companies (developers) in the games industry look for experienced people or people with high levels of qualifications, so for example, we generally look for people who have already worked on programming projects, preferably games, or have a degree, or equivalent, in programming, e.g. in C/C++ and have good demos of games or utilities they've created. Art/Graphic roles are more subjective, so good examples of previous work are very important.

There are more and more university degrees becoming available that are aimed for the computer games industry (programming, art, etc.), so check with them. Included below is a brief list of the courses and links to the university's sites below (taken from Issue 7 in 2001 of Develop (http://www.developmag.com/), an international monthly magazine for game programmers, artists, musicians and producers). Some of these have been updated (on 11th June 2002), so please check with the university: -

University of Abertay Dundee, UK - http://www.abertay-dundee.ac.uk/

- Computer Games Technology - BSc (Hons) & MSc
- Computer Arts - BSc (Hons)
- BSc (Hons) Computing (Games Development)
- Interactive Entertainment Design - BA (Hons)


Bolton Institute, UK - http://www.bolton.ac.uk/technology/

- Leisure Computing Technology - BSc (Hons)
- Computer Game Development - BSc (Hons)


Bournemouth University, UK - National Centre for Computer Animation (NCCA) - http://ncca.bournemouth.ac.uk/

- Computer Animation - MA/MSc/PGDip
- Computer Animation (Effects) - MA/PGDip
- Computer Animation - MPhil/PhD

Bournemouth University, UK - Media School - http://media.bournemouth.ac.uk/

- Interactive Media Production, BA (Hons)
- Creative Digital Arts, Foundation Degree


University of Bradford, UK - http://www.eimc.brad.ac.uk/

- Interactive Systems and Video Games Design - BSc (Hons)
- Computer Animation and Special Effects - BSc (Hons)


University of Derby, UK - http://www.derby.ac.uk/

- Computer Studies (Digital Entertainment) - BSc (Hons)


Essex University, UK - http://www.essex.ac.uk/ese/

- Computer Games and Internet Technology - BEng
- Computer Games Engineering - MSc


University of Huddersfield, UK - http://www.hud.ac.uk/

- Multimedia Design and Virtual Reality Design - BA/BSc (Hons)


University of Hull, UK - http://www.mscgames.com/ and http://www.graphicsmsc.com/

- Games Programming - MSc
- Computer Graphics and Virtual Environments - MSc


Leeds Metropolitan University, UK - http://www.lmu.ac.uk/ies/

- Computer Entertainment Technology - BSc (Hons)
- Computer and Digital Product Technology - BSc & BTEC/HND

University of Lincoln, UK - http://www.ulh.ac.uk/

- Games Computing (Software Development) - BSc (Hons)


Liverpool John Moores University, UK - International Centre for Digital Content - http://www.magames.livjm.ac.uk/

- Digital Games - MA


Liverpool John Moores University, UK - School of Computing - http://www.cms.livjm.ac.uk/

- Computer Games Technology - MSc


London College of Music and Media, UK - http://elgar.tvu.ac.uk/

- Digital Arts with Digital Animation - BA
- Digital Arts with design for Interactive Media - BA
- Digital Arts with video production - BA
- Digital Arts Special (which includes special effects) - BA

- Design for Interactive Media with Digital Arts - BA
- Design for Interactive Media with Digital Animation - BA

- Multimedia Computing with Digtal Arts (includes games programming) - BSc
- Multimedia Computing with Design for Interactive Media - BSc

- Interactive Software Development - MSc
- Conputer Arts - MA
- Compsing for New Media - MMus


University of Middlesex, UK - http://www.cs.mdx.ac.uk/

- Computer Science (Graphics and Games) - BSc (Hons)


Paisley University, UK - http://www.paisley.ac.uk/

- Computer Games Technology - BSc (Hons)


University of Plymouth, UK - http://www.tech.plym.ac.uk/

- MeidaLab Arts - BSc (Hons)


St Helen’s College, UK - http://www.sthelens.ac.uk/

- Foundation Degree in Computer Game Production


Salford University, UK - http://www.smmp.salford.ac.uk/

- Computer and Video Games - BSc (Hons)


Stanford, USA - http://www.standford.edu/

- History of Computer Game Design: Technology, Culture, and Business


University of Sunderland, UK - http://www.sunderland.ac.uk/

- BSc (Hons) Interactive Entertainment Systems


Tameside College, UK - http://www.tameside.ac.uk/

- New Media - Foundation Degree


University of Teeside, UK - http://www.tees.ac.uk/

- Interactive Computer Entertainment - BSc
- Computer Games Design - BA


Wolverhampton, UK - http://www.wlv.ac.uk/

- Computer Science (Multimedia Technology) - BSc
- Computer Science (Games Development) - BSc


Basically, if you are looking to get into the industry check in computer game magazines such as Edge (they had a special supplement entitled 'Playing the game' with issue 97 that concerned courses and computer game related jobs) and look at their job section near the back. You can find out what companies are looking for and what qualifications and experience they expect each person to have. I would suggest to you to get the highest qualification you can or willing to go for. A degree should get you far.
 
A guide for people who are thinking about going into the games industy as a games tester.

This guide has been produced by one of UK's leading developers - Codemasters, and provides invaluable, first hand advice on how you can best position yourself for getting a Quality Assurance job in the video games industry, assuming that this is what you want to do for a living.

It assumes that you are still at school or college level and maybe deciding what courses to take, what qualifications and skills you will need.

If you want to be responsible for the Quality of a video game in this industry then it is essential you firstly have a love for videogames and the understanding of what actually makes a videogame special. Couple this with fantastic communication skills and unquenchable desire for gaming perfection and your skill set is almost complete.

As with all jobs in this industry it is a difficult business to work in and you will be expected to put a huge amount of effort in. The Testing sector is no different. It thrives off passion, commitment and the sheer determination to just keep making things better - until it's nothing less than perfect! If you don't have an endless supply of these particular qualities, then you just won't have what it takes! More importantly, above all else, if you really want to cut it in Quality Assurance then you seriously need to be logical, organised and methodical in your approach. (But never forget that love for videogames!!).

Unfortunately there is no obvious place to begin your career within the field of Testing. It's not a straightforward case of purchasing "The Beginners Handbook to Testing" and then continuing from there. But that is not to say that Testing literature does not exist. It most certainly does - and more than you would think. (Try running a search for "Testing" in Amazon if you don't believe me!) There is plenty of it about and it certainly is an excellent place to start if you seriously want to travel along the Testing career path. Any good literature should more than adequately present you with the various practices, principles, methodologies and concepts used within the industry.
It should, at the very least, help you understand what the Testing profession is all about and what it is attempting to achieve. All this theory is invaluable and should be used as the basis for your Testing career. Absorb it, digest it, apply it and keep building on it. But this is only one part of what you require if you wish to successfully develop in the field of Testing. Unfortunately nothing will ever beat the experience gained by actually working in the Testing environment. The "hands on" approach will teach you everything the literature attempted to instil in you and then much, much more. It is here, in the real world where you can really begin to make a positive difference.

What is testing all about?

Testing is specifically about problem identification and communication to the Development Team. It's as simple as that! As Testers our aim is to identify exact errors in the game code and then to pass on our findings to the relevant parties. That is where the excellent communication skills are required.

All problems (or "bugs" as they are known) are documented. So it goes without saying that these reports must be succinct, relevant and most of all accurate in absolutely every single detail. It is this information the Development Team use to track down the cause of a bug and then fix it. Misinformation on the Testers behalf can cause a programmer many hours of unproductive work (not to mention unnecessary tension).

At a different level, Testing is about planning, organisation and strategy. Games are broken down into 'testable chunks'. These chunks are the gaming elements that make up the totality of the product. This process of unit identification forms the basis of a test plan and every plan is bespoke to that particular game. Once these plans are generated, it then becomes a management exercise. Test teams armed with their designated tasks are set to work on the game to ensure that every game unit functions exactly as designed. It is a meticulous task where literally no stone can be left unturned. As you can see it's all about teamwork. We have a common goal, yet each person must do his or her bit to the best of their Testing abilities. This principle is imperative since we are the last line of defence.

Academic skills
Apart from the utter desire to achieve gaming perfection, there is no real specific requirement to enter the world of videogames testing. However previous testing experience will pretty much guarantee you a look in. You should be academically sound. In fact here at Codemasters virtually all of our Testers hold a good degree. More recently professional

Testing courses with industry recognised qualifications have begun to emerge. For those of you who wish to galvanise your Testing career path, it is an excellent route to follow. Although videogames Testers presently do not need any of these formal Testing qualifications, I'm sure that they will eventually become a recognised requirement for the future.
(Try visiting www.iseb.org.uk for formal Testing related qualifications).

Other skills
It is vital that you know about PC hardware as well as being fluent in all the appropriate terminology. It also goes without saying that you should know (and more importantly own) a comprehensive catalogue of the current consoles that are available in the marketplace today. In fact in my experience most videogames Testers generally have every console in existence, both past and present. These usually litter their floors at home whilst scattered amongst these machines are the finest videogames that money can buy.

What does an employer look for?
A potential employer will look at your technical, social and communication abilities. Testing is all about logically gathering data, reporting your findings clearly and then communicating this information effectively to all levels. You must certainly be a team player, but you've still got to have that competitive edge (otherwise you'll never beat that game!) and you must be confident. Confident enough to stand up and tell the Producer that you've found a major bug and 'this version isn't going anywhere tonight' no matter what!

Obviously you must also have an un-quenchable passion for the finest videogames available on the planet. You have got to know exactly why they are head and shoulders above the rest of them out there and be able to pinpoint the 'x factor'. Testing is not all just about making sure that the game is technically robust. Finally, you must have a good mix of determination and enthusiasm. Enough so that you want to continually contribute to the creation of gaming perfection and never settle for anything less.

What kind of salary should I expect?
Don't expect to buy that Ferrari overnight as a videogames Tester. An entry level Tester can expect a starting salary of around £10,000 ~ £15,000 depending on your educational level, experience and where the job is situated within the UK. Obviously as you progress through the ranks you can expect the salary to rise. If you have what it takes, then Managerial positions await you. From here, the gaming world is your oyster.

How long do you test a game for?
This really does depend on the game. Certain products are naturally more straightforward to test than others. For example a rally game will technically be easier than a football management game. Timings will vary depending on the completeness of the product as it arrives into the Test Department. 'Complete' games will require a very limited (but intensive) period of QA whilst others that enter very early into their Development cycle need prolonged, extensive testing.

Conclusion
If you are seriously into your videogames, have an incredible eye for detail and want to genuinely contribute to the 'art of making things better' then this has hopefully given you some useful information. Sure, it's hard work but there is nothing better than seeing the final result. Pure magic.
 
TESTING IS A STEPPINGSTONE
.....for those who are cut out for bigger things

That's right, there was some qualifying fine print in that heading. Not everybody who gets hired as a tester is cut out for bigger things. If you work hard and well, display a good cooperative attitude, communicate well and effectively, it's likely that you will be able to grow into higher positions.

If you shine as a tester on a couple of projects, you will likely get promoted to lead tester.

If you shine as lead tester on several projects, you may get promoted to test manager. Or someone in the production studio may want you to join their team as a production coordinator or assistant producer or even junior designer.

Just showing up and doing your work isn't enough to warrant promotion. You have to be bright, and you have to shine brighter than most. There's nothing unfair about that (despite the grousing you might hear from some who never seem to rise to higher jobs).

I forget where I heard this saying, but it seemed apropos to this topic:

"Smart people learn how to use their skills. Happy people learn how to live with their shortcomings."

If you are good, you will find a testing job to be an excellent entry to the games biz.

A GLOSSARY OF SOME TERMS FREQUENTLY HEARD IN QA


'A' bug -- The 'A' bug is the very worst kind of bug. This type of bug can be summed up thusly: "It would be an unthinkably bad disaster if the game was released with this problem unfixed." Some examples:
- the game crashes;
- there is a virus in the game;
- there are obvious spelling errors;
- there are obvious graphical or audio problems;
- a feature (in a menu or accessed by pressing a button) does not function;
- there is no copyright language in the game anywhere;
- the game is not fun to play.
Releasing a game with this sort of flaw would generate very bad public reaction and bad press, or there could be legal ramifications against the company.

'B' bug -- The 'B' bug is not quite as bad as the 'A' bug. It can be summed up thusly: "It would be unfortunate if the game was released with this problem unfixed, but the game is good regardless." In a pinch, if the company has a need to release the game and stop spending money testing and fixing it, and if Customer Support, Sales, Marketing, QA, and the executive staff all agree, the game may be released with minor flaws. For example:
- bugs which do not ruin the experience of playing the game;
- noticeable graphical or audio problems (especially if you know where to look for them);
- highly desirable features were left out (and are not mentioned anywhere in the game).
'B' bugs will likely show up in press reviews of the game but are things that are probably hard (expensive; time-consuming) to fix. The playing public won't be happy with these problems, but the overall playing experience is not ruined by the existence of these problems.

'C' bug -- The 'C' bug can be summed up, "It would be nice to fix this problem." The tester may feel strongly about this problem s/he has identified, but when weighed against the company's larger need to release the game, the bug isn't that big a problem in the decision-makers' view. When push comes to shove, 'C' bugs may have to fall by the wayside (if they're hard to fix, that is -- a 'C' bug that's easy and quick to fix is likely to simply get fixed, unless the project is coming down to the wire).

'D' bug -- "It would be nice to add this feature." Especially when reported later in the test process, 'D' bugs are likely to remain unfixed.

"Alpha" -- The terms "Alpha" and "Beta" are defined differently by every company. Especially, developers' definitions of these terms may vary from publishers' definitions of these terms. Some developers may prefer to define Alpha as "code that demonstrates how the game will play." But most publishers (specifically a publisher's QA department) would prefer to define Alpha as "everything has been implemented in the game but there are bugs and the gameplay needs tweaking."

"Beta" -- Some developers may prefer to define Beta as "everything has been implemented in the game but there are bugs and the gameplay needs tweaking." But most publishers (or their QA departments) would prefer to define Beta as "everything has been implemented and as far as the developer knows, there are no bugs and the gameplay has been fully tweaked."

"Beta testing" -- Quality Assurance testing is a different thing from Beta testing. We usually use the term "beta tester" to refer to volunteers who test for free from their homes. Q.A., on the other hand, is a full-time position, a paid job. Beta testing is a good way to break into real testing. Look for opportunities to volunteer when you see that a game company is seeking beta testers. Do it well, and you might get offered a real testing job.

"Can Not Replicate." -- Sometimes a problem will happen to a tester but he can't provide steps to replicate the problem. If the programmer can't cause the problem to occur, with the debugger running to reveal the source of the problem, it may be difficult to fix. A good tester will try to make the problem happen again or figure out why it happened

"Gold Master" -- The CD or DVD released by QA to manufacturing. This disc has been verified and virus-checked and has gone through an extensive checklist before it's sent out the door.

"Need more info (NMI)." -- This comment is likely scribbled on a bug report that doesn't tell the programmer enough information about how to replicate a bug, or why the tester feels that it is a bug.

"Psychotic user behavior." -- Term used to characterize a problem caused by unreasonable user input. For example: "The game crashes if you press F10, then Esc, 30 or 40 times in a row." No reasonable user would do this, and even if someone does do it, it would be unreasonable to fault the game for crashing under these circumstances. If the problem is hard to fix and the project is coming down to the wire, it may be simply written off.

"Release" -- QA signs off on the game and puts their stamp of approval on sending the game off to be manufactured.

"Will not fix (WNF)." -- When time is running short, and minor bugs are reported, the programmer or the designer or the producer may scribble this cryptic note on the bug report. All bugs have to be "closed" (resolved) before the game can be released.

Thats it, if you are serious about being a tester I would advise you to learn these terms. ;)
 
Getting a Graphic Artist job in the Games Industry

This is guide has been produced by one of UK's leading developers - Codemasters, and provides invaluable, first hand advice on how you can best position yourself for getting a graphic artist in the video games industry, assuming that this is what you want to do for a living.

What should I do now to prepare?
The first point is to clarify what course to take at college or University. I personally started with a general college course covering graphic design, furniture design, product design and jewellery. This teaches you the basics in 3d and 2d, colour and imagination. Being able to draw well helps, but not all the best traditional artists make the best game artists.

Once initial college education is complete, you may want to opt for specific courses in Multimedia and Games Production for general art disciplines, or alternatively traditional and digital animation courses can teach you the necessary skills to become an animator. Many of the current staff at Codemasters have graduated from interior design, graphic design, automotive design, fine art, architecture and web design, so limiting yourself to a specific games course isn't always necessary.


What type of art jobs are there?
There are many different types of art positions at games companies, which cater for all individual tastes. The most common roles are that of 2d/3d artist and animator. The 2d/3d artist generally produces textured models for in-game use; this could be anything from a building to a complete landscape. You can specialise even further by focussing on a particular subject matter such as cars or character heads.

Our animators bring our in game characters and environments to life through traditional key frame animation or motion capture application.

There also more specialised roles such as concept artists, GUI (graphical user interface) artists and marketing artists. Concept artists spend most of the early production phase sketching out character designs, architecture style and vehicles, whatever the game genre demands. Our GUI artists develop the interface for such games as LMA manager, where excellent typographic skills and interface design are paramount in order to help the player navigate through all areas of a game.

The much sort after marketing artist position, allows you to produce marketing assets at high resolution for print, video and web distribution, so you can see your masterpiece on the latest cover of a games magazine!

Okay, so what else do I need to become a successful Codemasters artist or animator?
So, you've graduated, and you have a degree or equivalent. The next thing is the all important enthusiasm. Then you've got to have stamina, be able to understand where you've gone wrong and improve on it next time. You've got to have a burning desire to create the best graphics for the best games on the planet, second best isn't good enough.

Game art is not always exciting, here comes the reality lesson. Sometimes it can get boring, all jobs can, but not all jobs allow you to be at the forefront of gaming technology and have fun with like minded artists like you. Finding challenge in everything you do, even when you've done the same graphic 10 times.

Then there's the technical element. Every piece of art has to work alongside hundreds of other pieces of art and code. A wheel has to rotate and an elbow has to bend, and you have to understand this as well as make stunning eye candy. You have to be an engineer as well as a designer, and learn to understand and push the technical constraints of every console and graphic technique available.

Software Skills
Once you've accepted all aspects of the job, you then need to know some industry standard software and terminology. There is always software snobbery in the world, but at the end of the day it doesn't really matter that much whether you use Lightwave or Maya to create your masterpiece. Software knowledge isn't compulsory at graduate level, but if you really want that edge over the next candidate, knowing at least one 3d and one 2d software package is vital. We provide training, although most applicants are normally taught common software packages from University.

For those of you who prefer to teach yourself and need some guidance, the main 3d packages we use in order are 3d Studio Max, Maya, Lightwave and Softimage. The main 2d package is Photoshop, but Paint Shop Pro is also a good starting point. Too many people rely on the features of the software to add common special effects to jazz up their artwork, believe us; we've seen it all before. If you can't afford expensive software, there are plenty of graphic art magazines giving away slightly old software for the cost of buying the magazine, not to mention shareware software from the internet.

The internet is also a fantastic source of knowledge for training and games techniques, try these for starters www.gamasutra.com, www.highend3d.com, www.cgtalk.com and www.cgchannel.com.

This brings me on to my next point....

What does an employer look for?
For an art or animation position the most important possession you should have is a good showreel. I can't emphasise this enough. Poor or rushed showreels are obvious, as is copied artwork or clichéd special effects such as lens flares. This is your chance to make an excellent first impression. So what do we look for?

Firstly, show us work examples that will inspire us and also tell us what areas you're interested in. If you want to become a character artist, make sure that you have a good textured character model in your showreel, supported by some original sketch concepts.

If you want to become the best animator, don't download a motion capture file and apply it to a stock model, instead make a simple model and bring it to life with your animation talents.

Secondly, once we've seen how well your showreel demonstrates your talent and skills, we'll look at your qualifications. Then at interview, we'll want to see that you can think as well as visualise well. Being able to problem solve is as important as accurately drawing a real life scene. Also fitting into a diverse range of personalities and becoming a team player is just as essential.

Thirdly, a passion for games. Knowing or wanting to know how games work as well as why they look good is vital. The ability to analyse a graphically successful game is paramount in achieving graphic god status!

What kind of salary should I expect?
An entry artist can expect a starting salary of around £17,000 - £19,000 depending on your educational level, experience and where the job is situated within the UK. If you are coming from a different discipline such as graphic design, we'll take into consideration the experience you have and the unique skills you potentially could bring. Obviously as you progress through the ranks you can expect the salary to rise. If you have what it takes, then Managerial positions await you. These range from Group Leader to Lead Artist or Principal artist.

Working environments
Each game at Codemasters is developed in a Studio managed by a management team of a Studio Head, Producer, Lead Artist and Lead Programmer. There are often sub groups specialising in subjects such as characters or cars, lead by Seniors or Group Leads.. All of these people have years of experience between them to make your learning experience easier and enjoyable. The teams work on a title at a time, varying in size from 28 up to 50, depending on the scope of a game. Most titles take about 18 months to complete, with defined development phases. These phases start with design and prototyping, through to development finishing with testing and quality assurance, and at each step you'll learn a whole new set of skills to complement your existing ones.

Conclusion
If you love making stunning artwork to make delightful games, and have the enthusiasm and stamina to contribute towards a product that is sold to potentially half a million gamers then making games is for you. Who else gets paid to have this much fun?
 
This is Great,

Thanks for the Information :)
 
holly shit this has helped me so much. KISS KISS HUG HUG! :D

I havn't even read it all yet :p but I need to go work before I am fired :( can't wait to leave this crappy job :D
 
sweet mother of...

thats amazing, thanks...thats gone into a Word file :naughty:
 
No discussion... oh wait thats the other thread. Carry on then ;)

Maj, shouldn't we start copying all this stuff to .dev soon?
 
Fenric said:
No discussion... oh wait thats the other thread. Carry on then ;)

Maj, shouldn't we start copying all this stuff to .dev soon?

Why not invite mr Jammydodger to do it for us? :)
 
Hey peeps glad I can help out :thumbs:
Pendragon I im keeping the job posts up2date with new jobs but there hasnt been much about the last few days, the last post was from the 5th. And as for my position of knowledge in the industry, I dont work industry myself but i'd like too so I try and keep up2date with all the stuff going on.
Why not invite mr Jammydodger to do it for us?
I'd be glad to help out with any stuff :D
 
Some useful advice from my experience in the industry as a sound designer (when I worked at Kuju) is to try and learn a lot from other disciplines. The main difficulty I found was there was no generic platform for me to tell the programmers what I wanted from the sound engine - telling a programmer that I need the game engine to have two low frequency oscillators (LFO) so I can modulate the sound, making it more realistic - is pointless if he doesn't understand what a LFO is, likewise, he could talk about visual basic and object orientated coding until the cows come home and I wouldn't know what the hell he was on about.

To be honest, I guess this comes with experience, but for me this was the most important aspect, discussing things with the lead artist and lead level designer was an easier experience, so integrating set pieces with the level designer or bringing the artistic direction of the sounds in line with the lead artists overall view was far easier than operating with progammers. By the end of the project, Kuju, I had built a really good working relationship between the three lead's (programmer/level design/art) and when it gelled together, we really made some great progress doing some really nice stuff with the engine.

Also, being skilled in other areas, for example the lead programmer on the other project, also done some artwork for the game, as well as some testing and sound. Learning about other disciplines just makes you so much more valuable to employ.
 
hmmmmm.... I want to go to univercity and have been pushed down to 2 univercity courses I can go to, thats Southampton and Teeside. These are the one ones which are media based that I can find. I don't want to be programming hardcore. Its so hard to find a good games design course. Anyone know anyones based around modelling skinning animation etc... not all this marketing bullshit which i hate :(
 
One bit of advice when applying from a job. Be better than anyone they currently employ. Check out the staff's individual websites or artwork. Think of it from the employers point of view, would you hire you if you had them.
 
one little point, which may seem obvious but I'll say it anyway - if you speak another language then this is a good advantage, as the company could cut down on localisation/translation costs by using your skills instead, this effectively compounds my earlier post - having a wide range of skills is just so important.
 
Here's the biggest tip for getting a job in the industry:

Know someone on the inside

I can't stress that one enough. The game industry absolutely thrives on nepotism.
 
Basically what you want to do is present yourself and your work in a professional manner and get yourself noticed by the big guys. To do so, I'd suggest putting up a portfolio site that has ONLY your best work on it. Don't put up half-assed stuff just for the sake of having 10 work samples to show instead of 5. If you have 5 awesome samples they are definitely going to make a better impression than 5 great ones and 5 terribly bad ones.

GET IN TOUCH WITH PEOPLE. Either join a mod group, or pimp your work at well known public forums (www.cgtalk.com or www.polycount.com to name two good examples). Make contacts. You have a way better chance of getting hired if you know or are friends with people who are already in the industry. Share your work with them and listen to the criticism they provide you with. Learn from them.

In the end it is up to you whether you get a job or not. You need to practice practice practice and use every chance there is to improve your skills. Knowing people in the industry is nice and good. But it won't help you much if you don't have any or little skills.
 
this is very nice, thanks a lot

i and others appreciate this very much ;_]
 
Here's some good books to help you learn programming and books on how to make games.


What books should I get to learn programming?


C++ Primer (3rd Edition)
Explains C++ from the ground up with real-world examples and an emphasis on hands-on learning, including coverage of the Standard Template Library, one of the most significant additions to C++.
http://www.amazon.com/exec/obidos/ASIN/0201824701/ref=nosim/gamedev/102-2683218-1493725


Programming Windows, Fifth Edition
From Microsoft Press, this book has long been considered THE source for learning Windows programming with the Win32 API.
Note that if you just want to learn the basics of Windows programming, most of the game programming books listed below include a primer.
http://www.amazon.com/exec/obidos/ASIN/157231995X/gamedev/102-2683218-1493725


Code Complete
This is an essential book for any programmer. As the name implies, it covers coding practices and standards. If you've ever looked at code you wrote 6 months ago and had a hard time figuring it out, this book is for you. If you ever want to work as part of a programming team, this book is for you. If you are reading this, this book is for you.
http://www.amazon.com/exec/obidos/ASIN/1556154844/gamedev/102-2683218-1493725


AI Game Programming Wisdom
The first volume in a new series, similar to Game Programming Gems, but focusing specifically on AI. More than 70 articles by 30+ industry veterans.
http://www.amazon.com/exec/obidos/A...93725?creative=125577&camp=2321&link_code=as1



AI Techniques for Game Programming
After a whirlwind tour of Windows programming you will learn how to use genetic algorithms for optimization, path-finding, and evolving control sequences for your game agents. After learning the basics of neural networks, AI Techniques for Game Programming will demonstrate how you can evolve neural motion controllers for your game agents, and how neural networks may be applied to obstacle avoidance and map exploration.
You will learn about backpropagation and pattern recognition and discover how to train a network to recognize mouse gestures. Finally, the book explains state-of-the-art techniques for creating neural networks with dynamic topologies.
http://www.amazon.com/exec/obidos/A...93725?creative=125577&camp=2321&link_code=as1



Artificial Intelligence
One of the oldest and most popular introductions to artificial intelligence. An accomplished artificial intelligence (AI) scientist, Winston heads MIT's Artificial Intelligence Laboratory, and his hands-on AI research experience lends authority to what he writes. Winston provides detailed pseudo-code for most of the algorithms discussed, so you will be able to implement and test the algorithms immediately. The book contains exercises to test your knowledge of the subject and helpful introductions and summaries to guide you through the material.
http://www.amazon.com/exec/obidos/A...93725?creative=125577&camp=2321&link_code=as1



AI Application Programming
The purpose of this book is to demystify the techniques associated with the field of artificial intelligence. It will cover a wide variety of techniques currently defined as "AI" and show how they can be useful in practical, everyday applications.
Many books on artificial intelligence provide tutorials for AI methods, but their applications are restricted to toy problems that have little relevance in the real world. AI Application Programming covers both the theory and the practical applications to teach developers how to apply AI techniques in their own designs. The book is split by AI subfields (statistical methods, symbolic methods, etc.) to further refine the methods and applications for the reader. Each chapter covers both the theory of the algorithm or the technique under discussion and follows with a practical application of the technique with a detailed discussion of the source code.
http://www.amazon.com/exec/obidos/A...93725?creative=125577&camp=2321&link_code=as1



What books should I buy to make games?


Programming Role Playing Games with DirectX w/CD
Despite the focus on role playing games, this books is a great all-around introduction to game programming in general. It also provides excellent coverage of DirectX.
http://www.amazon.com/exec/obidos/ASIN/1931841098/gamedev/102-2683218-1493725


Special Effects Game Programming with DirectX w/CD
This book provides some of the best introductory coverage of DirectX currently on the market. Each component of DirectX is explained in detail, with numerous examples. A great place to start.
http://www.amazon.com/exec/obidos/ASIN/1931841063/gamedev/102-2683218-1493725


Game Architecture and Design
Within reading the first chapter I knew this book was going to be extremely useful and insightful. After several more I knew it was a definite classic for a guide for how to design games from the whiteboard, to the pitch, to the glass CD. I've really enjoyed the case studies, which often mimic things I've noticed or thought about, then dissect the concepts and are always delivered in an intelligent manner.
I have yet to see a game design/development book that has used examples which intrigued me, and this book is full of them. It helps provide a continuous level of confidence in the authors' statements and suggestions since they obviously know what they are talking about and can 'walk the walk' of concise designs. Review by Geoff Howland
http://www.amazon.com/exec/obidos/ASIN/1576104257/gamedev/102-2683218-1493725


Beginning OpenGL Game Programming
Written by two of the owners of GameDev.net, this book serves as an excellent introduction to not only OpenGL, but 3D game programming in general.
http://www.amazon.com/exec/obidos/ASIN/1592003699/ref=nosim/gamedev/102-2683218-1493725
 
Here's some usefull contacts


Games developers


3D Realms
Texas
http://www.3drealms.com/index.shtml



Atomic Games, Inc.
Texas
http://www.atomic.com/



Auran
Brisbane, Australia
http://www.auran.com/


Avalanche Software
Salt Lake City, UT
http://www.avalanchesoftware.com/


Bethesda Softworks
Rockville, MD and Olympia, WA
http://www.bethsoft.com/


Blizzard
California
http://www.blizzard.com/


DreamWorks Interactive
Los Angeles, CA
http://www.dreamworksgames.com/


id Software
Dallas, TX
http://www.idsoftware.com/


Jellyvision, Inc.
Chicago, IL
http://www.jellyvision.com/


Origin Systems
Austin, TX
http://www.origin.ea.com/


SharkByte Software
Houston, TX
http://www.sharkbyte.cc/


Shiny Entertainment
Laguna Beach, CA
http://www.shiny.com/


SquareSoft
Japan, Worldwide
http://www.square-enix-usa.com/seui/index.htm


Westwood Studios
Las Vegas, NV & Irvine, CA
http://www.eagames.com/official/cc/franchise/us/home.jsp


Other contacts

3DConnexion http://www.3dconnexion.com

411 Publishing http://games411.com

@Last Software, Inc. / SketchUp http://www.sketchup.com

A K Peters http://www.akpeters.com

Absolute Quality, Inc. http://www.absolutequality.com

Academy of Art College http://www.academyart.edu

Activision http://www.activision.com

Alias http://www.alias.com

Alliance Numeriqc http://www.numeriqc.ca

AM3D http://www.am3d.com

AMD http://www.amd.com

Animation Magazine http://www.animationmagazine.net

Anthro Corp http://www.anthro.com

Associated Production Music http://www.apmmusic.com

Association of Shareware Professionals http://www.asp-shareware.org

Atari http://www.atari.com

ATI Technologies, Inc. http://www.ati.com

Backbone Entertainment http://www.backboneentertainment.com

BGT BioGraphic Technologies http://www.ai-implant.com

Bidamic http://www.bidamic.com

Big World http://www.bigworldtech.com

BIONATICS http://www.bionatics.com

Bioware http://www.bioware.com

Bitboys http://www.bitboys.com

Blizzard Entertainment http://www.blizzard.com

Butterfly.net, Inc. http://www.butterfly.net

Charles River Media http://www.charlesriver.com

Climax Group Inc http://www.climaxgroup.com

Codemasters http://www.codemasters.com

Collins College http://collinscollege.edu

Computer Graphics World http://www.cgw.com

Creative Labs, Inc. http://www.creative.com

CRI Middleware Co., Ltd. http://www.cri-mw.com

Criterion Software Limited http://www.renderware.com

Datascope Recruitment Ltd. http://www.datascope.co.uk

demonWare http://www.demonware.net

DigiPen Institute of Technology http://www.digipen.edu

Digital Artist Management http://www.digitalartistmanagement.com

Digital Gaming Academy http://www.digitalgamingacademy.com

Discreet, a division of Autodesk http://www.discreet.com

Dolby Labs Licensing Corporation http://www.dolby.com

DTS http://www.dtsonline.com

Eastman Kodak Company http://www.kodak.com

Fathammer http://www.fathammer.com/

Firelight Technologies http://www.fmod.org

FULL SAIL REAL WORLD EDUCATION http://www.fullsail.com

Future Games http://www.futurenetworkusa.com

GameBeat Studios, LLC http://www.gamebeatstudios.com

Gamejobs http://www.gamejobs.com

GameSpy http://www.gamespy.net

GDC 2004 http://www.gdconf.com

Genemation http://genemation.com

Gigex http://www.gigex.com

Havok http://www.havok.com

IGDA http://www.igda.org Vista Point

Image Metrics http://www.image-metrics.com

Immersion Corporation http://www.immersion.com

IN-FUSIO http://www.in-fusio.com

In2Games Limited / Gametrak http://www.in2games.uk.com

http://www.ida.gov.sg

Intel Career http://www.intel.com/jobs

Intel Corporation http://www.intel.com

Interactive Data Visualization | SpeedTree http://www.idvinc.com

IPark Silicon Valley http://www.iparksv.com

IT GlobalSecure Inc. http://www.secureplay.com

Kayak Interactive http://www.kayakinteractive.com

Logitech, Inc. http://www.logitech.com

LucasArts http://www.lucasarts.com

Magnatune http://magnatune.com

Majesco Games http://www.majescogames.com

http://www.choosemaryland.org

Mascot Capsule Inc. http://www.mascotcapsule.com

Maxon Computer, Inc. http://www.maxon.net

Metrowerks http://www.metrowerks.com

Microboards Technology, Inc. http://www.microboards.com

http://msdn.microsoft.com/directx

Microsoft X-Box http://www.xbox.com

Midway http://www.midway.com

Mobile Entertainment Analyst http://www.mobenta.com

Monolith Productions http://www.lith.com/jobs

Morgan Kaufmann Publishers http://www.mkp.com

Naturalmotion Limited http://www.naturalmotion.com

Nellymoser, Inc. http://www.nellymoser.com

Nevrax http://www.ryzom.com

Nintendo of America Inc. http://www.nintendo.com

Nokia http://www.forum.nokia.com/gdc

Numerical Design Limited (NDL) http://www.ndl.com

NVIDIA http://www.nvidia.com

NVIDIA Career http://www.nvidia.com

NXN Software http://www.nxn-software.com

Oddworld Inhabitants, Inc. http://www.oddworld.com

Palmsource http://www.palmsource.com/developers/

Parasoft Corporation http://www.parasoft.com

Peach Pit/New Riders http://www.peachpit.com

Peer 1 Network http://www.peer1.net

Perforce Software http://www.perforce.com

http://www.courseptr.com

Premier Search Inc http://www.premier-search.net

RAD Game Tools, Inc. http://www.radgametools.com

Radical Entertainment Inc. http://www.radical.ca

Rainbow Studios http://www.rainbowstudios.com

RealNetworks, Inc. http://www.real.com

Red Storm Entertainment http://www.redstorm.com

Relic Entertainment Inc. http://www.relic.com

RoninWorks LLC http://www.roninworks.com

S3 Graphics http://www.s3graphics.com

Savannah College of Art and Design http://scad.edu

ScanSoft http://www.scansoft.com

Semi Logic http://www.semilogic.com

SN Systems Ltd. http://www.snsys.com

Softimage Co. http://softimage.com

Sony Computer Entertainment America http://www.playstation.com

Sony Online Entertainment http://www.sonyonline.com

SonyEriccson http://www.sonyericsson.com/developer

Soundelux DMG http://www.soundeluxdmg.com

Storm Front Studios http://www.stormfrontstudios.com

Stottler Henke Assoc., Inc. http://www.simbionic.com

STS Meqon http://www.meqon-gizmo3d.com

Sun Microsystems, Inc. http://www.sun.com/software

Superscape http://www.superscape.com

Tapwave http://www.tapwave.com

Tech Excel http://techexcel.com

Testing Testing 123 http://www.TT123.com

The Art Institute of California--San Francisco http://www.aicasf.aii.edu

The Collective, Inc. http://www.collectivestudios.com

The Compulsive Creative http://www.compulsivecreative.com

Tooned In, Inc. http://www.toonedin.com

Trymedia Systems http://www.trymedia.com

Ubisoft http://www.ubi.com

UK Trade & Investment http://www.uktradeinvestusa.com

Vancouver Film School http://vfs.com

Vicarious Visions http://www.vvisions.com

Virtools http://www.virtools.com

Vivid Group/Jestertek, Inc. http://www.jestertek.com

Wacom Technology http://www.wacom.com

Waves http://www.waves.com

XGI Technology Inc. http://www.xgitech.com
 
i thought this had some relevance to the thread

From: mr7432
Sent: Saturday, August 21, 2004 2:45 PM
To: Gabe Newell
Subject: career advice

dear Mr. Newell,
I am a student of ######## at the university
of ######## and I am considering leaving early to
persue a career. It would help me a lot if you could
answer my question.

would you hire people without degrees based on
the merit of some mod-work they did(as mod leader and
coder)?, would other people in the industry be likely
to do this?

thank you for taking the time to read this e-mail
-mr7432


We do hire people based on the quality of their work on mods.

Other people are also very aware of the MOD developers as good hires.

However, you just need to be really careful about decisions about
leaving school. Ideally you can work on MODs and use those experiences
to guide what you do at University.

It's hard to give good advice without understanding where you are with
your education and why you are thinking of leaving. But as to the
specific question "does MOD success lead to professional game careers?"
the answer is yes.
 
Not all QA positions have school requirments. I work QA at VUgames (ie: the publisher of HL2/Owner of Sierra), and alot of the kids there have never been to college. All they require is for you to be 18 and to be a decent writer (although i know MANY of the people there don't even meet that 2nd one). Getting into QA was VERY easy for me. I saw an ad, went in for a group orientation, had to do a short writing sample, and trained for 3 days. My training group had 10 people, only 2 didn't make it into the company.

IMO, the best way to get into QA is to be lucky and live close to a publisher or a game dev (lots of dev teams dont have QA, the publisher handles it for them, unless they are a HUGE dev studio like blizzard or possibly valve). If you live in the SoCal area, VU is still hiring (i think) for $10/hour, and EA was hiring earlier this summer (and may still be) for slightly more. Fun job, lots of overtime opportunity, and a great way to see the inside of the gaming industry.
 
Thank You Jammydodger that information is VERY helpful. I am currently doing my UCAS application form (which is already late :| ) and am having trouble in narrowing down the universities i should goto.

Can anybody help me. I am looking for a course that is mainly about designing computer games and would like to do quite a bit on programming them as well. Can anyone recommend a one or more universities for the course that will suit me steering clear of courses with art, as i am not a very good artist.

Thank You
 
I'm really thinking to join the big guys, I speack French, English and Spanish, that should give me a + I hope
 
Well you won't get a job based on how many languages you speak or don't speak. It's all about the portfolio
 
It can be an advantage, especially in QA (for localisation purposes)
 
kleinluka said:
Well you won't get a job based on how many languages you speak or don't speak. It's all about the portfolio

Of course, but if I wanted to take on game marketing or public relations, it will help a lot. I wonder if you guys get paid well ?
 
Got this saved in a word document, good stuff. Let it be known that games would only be a side career, as primarily I plan to become a physicist.
 
Yeah i was more refering to production positions. If you want to work in HR (Human Resources) or Marketing / Product Management I am sure that speaking a number of foreign languages can be a plus.
 
Thanks, do this guys get to work on game production itself ?
 
Of course, but if I wanted to take on game marketing or public relations, it will help a lot. I wonder if you guys get paid well ?

Depends on the company.

do this guys get to work on game production itself ?

Again, it depends on the company. they may have a minor input in design meetings, but nothing more.
 
Just a word of advice to anyone trying to get into the industry. DO NOT go to the International acedemy of design and technology. I noticed it was not listed as a college on the main post. Good. I have been taking their Video Game Design and Technology course for 9 out of the 18 months and I, as well as most of my classmates, feel as though we have been ripped off. The course cost a whopping $30,000 CDN and is worth about $100. We have had equipment problems, scheduling problems, grading problems, even student problems. There are guys in the course that either haven't finished high school, can bearly speak english, even guys who I don't think even know what a computer does. There is no structure to the classes. We have had 2 classes in animation and all the instructor has tought us is how to import models into unreal 2k4. 24 week class and thats what has been taught. I don't mean to bad mouth any one but I feel these are very big issues that have not been addressed, even though the course has been running for over a year and a half. I erge anyone considering higher education in the game design field to research their chose of schools carefully. I will be leaving this school at the end of the term and try to recover my finacial losses and time wasted. If anyone wants to more info on the issues at this school, please e-mail me and I will send you a detailed report. So just remeber, don't make the same mistake I did, research the college!!
 
Great info there mate :)

I`m actually at Bolton Institute on the BSc(Hons)Computer Games Software Development and its great, though the Applied Physics mopdule is proving to be a hard nut to crack for me :(
 
rIKmAN said:
Great info there mate :)

I`m actually at Bolton Institute on the BSc(Hons)Computer Games Software Development and its great, though the Applied Physics mopdule is proving to be a hard nut to crack for me :(

I go to Teeside next year hopfully :D
 
Great post man.
I have a question.I've allways wanted to become game developer and particulary an AI programmer.I am a programmer since I was 10 year's old.But the most I like the artificial intelligence code(Neural Netowrks especially).I have finished high school 2 years ago and now I am studying Informatix, but I need money for paying my university taxes and the apartament.And it turns out that I need to earn this money by myself.So I stopped writing AI in C++ and got a job as a PHP/MySQL developer.Here databases for WEB are the most wanted.So I am developing databases the last 2 years.If I stop this and try to do what I've allways wanted, I will probably starve to dead :), if I don't find a good jobb very quickly.So what do I do? Someone that has been in the same situation?
 
Hello there guys, great thread.

I'm currently doing a course to become a audio engineer, and was wondering how this sort of education pans out into the gaming industry. What do they look for in the sound development side of things? Do they require the persons to be skilled programmers?

After playing Half-Life 2, it has sparked my interest even more, therefore i thought i would finally ask.

So any help/ guidance in the right direction would be well recieved :)

Thanks :)
 
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