Breaking Into The Games Industry Discussed
Thanks to GameZone.com for their interview with Marc Saltzman discussing his book, Game Creation and Careers: Insider Secrets from Industry Experts. The book includes interviews with many leading creators, plus design docs from Chris Taylor of Dungeon Siege/Total Annihilation notoriety, as well as "..everything from how to protect your game idea, how to sell it, getting a job at a development studio or publishing company, setting up your own development house, working with headhunters and agents, doing it yourself by selling games online (shareware, etc.), proper game testing, marketing, public relations and key organizations, conventions, Web sites and schools." He also tries to address the paradox stumping many wannabe game professionals: "..how do you get experience when no one will hire you without any?"
If you really want to know how to break into the games industry you should read this Slashdot thread on pitching games, and check out this guide to submitting games from the International Game Developers Association. Why waste your money on a questionable book when you can get better information about breaking into the industry for free?
As for Marc Saltzman, read this post about what he's really about. The top post is quoted below but I suggest you read the whole thread.
MORE HERE
Marc Saltzman is a total, for the lack of better words, asshat.
I've read many of his articles, seen him on tv, heard him on the radio and even bought one of his shitty books. This guy knows absolutely nothing about games and nothing about editing.
All he does is email some people he knows and asks them to write an article about getting into the gaming business and then he staples them together and calls it a book. I have "Game Design: Secrets of the sages" (or something like that) from him and it's a total piece of shit.
You'd think it would go into great detail about things since its quite a hefty book but it definately does not. Just about every second page is a new letter from a different person and 90% of the content is the same in each letter. A proper editor would of compressed the useful information of this book into a backpocket paperback.
This guy knows nothing about computers, he's just a guy who can talk infront of a camera and somehow get people to write books for him and get away with him.
He's almost as much of a poser as Kevin Rose.
Phew.
Why do so many people have such a grand view of what life is like a game developer. Life as a professional game developer sucks. It is long hours and pay low compared to the rest of the IT industry. And don't forget about the whole sale firing/hiring that is going on in the gaming industry.
Stick to Mod development where there is no pressure and spend your week days working for company X developing business applications.
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One is born into aristocracy, but mediocrity can only be achieved through hard work.
I make hiring decisions for programmers at Troika Games, a PC RPG developer. We get a lot of resumes, most of which don't ever get an interview. What's going to make you stand out to me isn't your college degree or your years of work in web development while you wished you were doing games. The thing that will most likely get your hired is a piece of runnable code that shows both your abilities, and your passion and motivation. A little shareware project, a graphics demo, work on an Unreal mod...you get the idea. The fact is that the people who will truly excel working on games already ARE working on games because it's so much a part of them that they can't do otherwise; they just need a salaried position on a well-funded team. :)
Speaking of which, there's an entry-level programmer/scripting position that we're looking to fill on the team for Vampire: The Masquerade. Impress me.
We recently interviewed Electronic Arts director of advanced technology John Buchanan, CORE Digital Pictures VP Doug Masters (himself a former EA developer) and Side Effects' Robert Magee for an article about major shifts in the games industry and how they affect job prospects.
They said some surprising things that should give anyone thinking about pursuing a career in games a lot of food for thought.
Most surprising was this statement from EA's John Buchanan, which seems to shatter a commonly-held belief among hopeful game developers about what it takes to make it in the industry:
"We now have a huge problem in our industry of engineers, who used to be the gods of gaming, now becoming subservient to the artists."
After you read the full feature article, if there's enough interest in more on careers, let us know -- post in this thread -- and we'll add some of the career-specific tips that were left out of the main article.
Not to toot my own horn too loudly, but as long as we're on the subject... John Carmack was out at SMU here in Dallas on Monday to talk to the first group of students entering SMU's Guildhall game development program. I'm the videogame reporter for The Dallas Morning News, so I went out to SMU and sat in on Carmack's speech and discussion. Here's the article (free reg. required) I put together afterwards, if anyone's interested.