Breaking Into the Video Game Industry 28
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.'"
There goes my plan! (Score:5, Funny)
Seven years wasted! And NOW he tells me...
I broke into the video game industry once... (Score:5, Funny)
Re:I broke into the video game industry once... (Score:2)
Did you break into the video game industry to bash their heads in with a baseball bat? If so, I know a Mr. Jack Thompson that wants to speak with you...
Breaking Into the Video Game Industry (Score:2, Informative)
Breath of fresh air (Score:1)
Re:Breath of fresh air (Score:2)
Re:Breath of fresh air (Score:2)
It's fun, but it sure isn't Disgaea (or any other SRPG for that matter).
How I Got My Video Game Job (Score:5, Interesting)
There's no real secret to it - Be smart, work hard, apply yourself, and I'm sure it'll all work out.
My first (Score:4, Interesting)
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.
Re:My first (Score:2, Interesting)
Re:My first (Score:3, Interesting)
Deconstructing other games, however, is necessary no matter what you get into.
Re:My first (Score:1)
Re:How I Got My Video Game Job (Score:3, Insightful)
You mean it's no different than getting any other job?!
Seriously, there are tons of different kinds of jobs in the game industry, and there are lots of different ways to get them. Most of them can be had simply by applying to a classified ad and being the best candidate in an interview. I agree that it's not some big mystery that needs to be solved. The problem is (and I say this from recent experience try
How I broke into it (Score:5, Informative)
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/ [ptth.net]
If you check it out, journal me how to improve it please!
Re:Java Applet Failed (Score:2)
Re:Java Applet Failed (Score:2)
Re:Java Applet Failed (Score:2)
Re:How I broke into it (Score:1)
If you check it out, journal me how to improve it please!
My first tip of improvement to you: Have a look at what is left of your webserver...
Re:How I broke into it (Score:2)
Re:How I broke into it (Score:2)
Nah (Score:2, Funny)
Getting in is easy... (Score:2)
Break into the industry via a new market. (Score:5, Informative)
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 [wired.com] 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 [sun.com] offers individual developers and small teams a way to develop content for the myriad mobile platforms.
_________________________
www.dejobaan.com
I help hire people at a large games company... (Score:2)
a) CompSci or EE degree. 4 years.
b) Internship and show that you know how to apply the skills you SHOULD know.
c) for god's sake, learn C++. If your school only teaches you Java, you're already left behind.
d) have something interesting to show you're passionate about games! cool demos. cool anything. Just show that you KNOW gfx/physics/whatever you want to do.