Breaking Into the Video Game Industry
An anonymous reader writes "RPGamer has posted an interview with Atlus USA's Tomm Hulett, who has played pivotal roles in bringing various RPGs to North America, as well as the recently-released Trauma Center: Under the Knife. The interview, however, revolves around Tomm's experiences and the advice he would give to those looking to make a living off of the video game industry. From the article: '...You don't get to make games by sitting around playing RPGs and dreaming (unfortunately)--you have to get out there and work hard. I've known a lot of really smart people who just never applied themselves. So, now they're just playing FFXI and talking about how they're going to make games someday.'"
You don't get to make games by sitting around playing RPGs and dreaming (unfortunately)--you have to get out there and work hard.
Seven years wasted! And NOW he tells me...
See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
...but then they called the cops and I got arrested. Stupid laws.
There's no real secret to it - Be smart, work hard, apply yourself, and I'm sure it'll all work out.
I made a couple of small freeware games, followed by a couple of successful quake mods. The quake mods were successful enough to have been played by the game developers who later interviewed me for a position at Blizzard North, which I got.
Then later after finding out how painful it is to work in the gaming biz, I got out. But if you want in, make some games.
Now I just make fun little games in my spare time, like squish:
http://ptth.net/squish/
If you check it out, journal me how to improve it please!
"Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
They don't end up playing FF all day... they end up working at EBGames.
One way to break into games and earn a living is to build a small team and develop for a new market such as cell phones.
During the early '90s, shareware authors focused on creating games for the newly-popular desktop PCs. That's much tougher nowadays, due to direct competition from untold thousands of shareware developers and the larger studios. During the late '90s, Palm OS and Pocket PC popped up (another new market). At that time, it was possible to spend a week or two of development on a simple-but-enjoyable PDA puzzle game with a grossly disproportionate number of sales (with respect to development costs) during the first few months, and a decent long tail a year or two out.
These days, the buzz seems to be around casual/cell phone games, on the basis that a) it doesn't take [as] much to develop a cellphone game, and b) there are many millions of cellphone users. Java isn't my cup of tea(!), but J2ME offers individual developers and small teams a way to develop content for the myriad mobile platforms.
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www.dejobaan.com
We're indie. We're working on our 14th game.
I applied to basically every open post throughout the US after I had graduated college. I needed to look for a year before I found something. But someone finally foolishly hired me for QA.
I'd like to think that it was the backcatalog of levels and mods I had worked on / faqs that I had written / the thousands of games that I had deconstructed that got me that job. But the fact is the person who gave me the phone interview obviously hadn't read my resume, asked me a few sports-related questions that I didn't know the answer to, and offered me the position on the spot. Weird industry, this one.
BTW, parent is right. Apply to your local companies while you're still in early college, or late high school even. Anything you can do in your spare time, like figuring out how systems are working under the hood or creating mods, is very helpful. Your mod skillz may not be enough to land you a lead level design position right away, but they might be enough to convince a QA manager to hire you to test. Or might be enough to convince an office manager that you're hardworking enough to be an assistant. Or get you an art internship.
The ______ Agenda