Breakout is Returning!
A dense work-load has kept me from updating Breakout, but I have decided to return to posting articles that will help those of you looking to turn your passion for video games into a career.
Here's a preview of what's to come:
Writing the Perfect Cover Letter
My Parents Think I'm Wasting My Time: How to Sell Your Family on Your Career Choice
Guest Articles!
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Quick Update
I wanted to thank those of you that are checking back in on this blog. Don't give up on me just yet. I posted a high amount last week due to a week free from school terms, and to give myself a cushion in case something like this happened. So yes, this week has been post-less and will be over the weekend. Monday will start with a new job listing and hopefully I can get back on track. This week has just been really tough.
Thanks for keeping interest!
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Game Job Ads That Suck
Since Monday is when I post new entry and graduate level job opportunities in the game industry, I thought I'd direct you to the most awesome post ever written about game job ads. Seriously, you have to check this one out. Here's a pull from the article, and my personal favorite section:The "We're Looking For a Few (More) Good Men" ad
Websites that have photos of the entire company proudly displayed in the "team" section of the studio's website. Fine, you say - but there's a bizarre twist. Every single photo is of a man. No explanation is furnished, not even an acknowledgement in fine print at the bottom of the page that yes, this is a bit weird. There's something creepy about a medium sized company that's all white men between the ages of 20 and 45. It's not their fault or anything, but most people don't go about splashing their faults all over their website now do they.
I always wonder why the don't just lie like big corporations do: from the legal arse-covering (we are an equal opportunity employer) to the touchy-feely (we are conscious of the fact that we lack female staff and we hope to change that) to the buck-passingly convenient (we'd like to recruit women but they just don't apply).
The strangest exemplar of this type of site is the GANG (Game Audio Network Guild) website. It's changed somewhat since I first saw it, and thank God for that. The GANG management committee section had a horrifying page of staggering 40 or so men grinning out from the page at you, as if to say look at us! We're all men! Yippee!; as if they'd just felled a stag and a brace of pheasants with their bare hands.
This man-imagery overload cements women's worst fears. The only industry that's perhaps more bloke-infested than the game industry is the music industry. Or maybe deep sea oil mining. Well whatever, it is positively festooned with men. You put industries like this together and you've got more androgens than you ever knew what to do with and a combined collection of at least one million fantasy character figurines and unfinished model aeroplanes.
And why go out of your way to acronymise your organisation's name into the word gang? Because gang references concepts like gang bangs, ganging up, or gang warfare? And you can tell that somebody stayed up all night on Mountain Dew to wrench this acronym out of their arse because Christ: Network Guild?? At the least, ugly, at worst vaguely tautological. Ok that's a cheap jibe but would I feel compelled to make nasty cheap jibes if it weren't for the fact that their website gave me the creeps? It makes one wonder what their GANG clubhouse would be like. One would climb to the top of the tree ladder only to get nerfed at the door by a bunch of man-nerds wielding plastic light sabres enchanted with +10 resistance to Girl Germs. Well I don't actually know as it's not something I care to speculate about for too long. Seriously, I think GANG has done some great stuff and I'm sure they're all are very nice people and all, but I'm not writing this to be nice, so, y'know...
Let us at least pretend that we don't model our industry organisations after the Vienna Philharmonic, if we can manage it.
There is something a little bit special Australian game development job ads. Often when I am perusing them I cannot help but be reminded of Emily Howard, the rubbish transvestite who is so unconvincing that she feels compelled to go up and down the High Street telling people, "I'm a laaaady!"
And how can one tell that she's a lady?
"You must know that I am a lady... I press flowers and stroke kittens and swim in rivers... wearing dresses and hats."
Contrary to what you may be thinking, Australian game studios are not populated by hairy middle-aged cross-dressers. They are, however, headed up by men who are always at pains to tell strangers that they are in fact "World Class".
Kipper's whole blog is one that should be in your bookmarks, because, quite frankly, it's just that awesome. That's pretty much all there is to it.
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Job Postings July 31st - August 6th
I’ve decided to start tracking trends in the entry and graduate level game industry job market as represented by Gamasutra, so this week is my first dip into that.
As you can see, programming took the cake this week, offering up a total of 9 jobs for entry and graduate level applicants. I’m not terribly surprised, as there tend to be more job offerings in programming than anywhere else, with art jobs coming in a close second. Still surprised at the lack of QA jobs available, though I suppose I shouldn’t be considering the fact that in a few months as developers prepare their Christmas releases, QA job openings will be off the charts. Still no jobs for audio or production departments.
It continues to amaze me just how many small companies require several years’ industry experience for entry level positions. I’m all for shooting for the moon, but some of these are really quite ridiculous. I’m not naming any names, of course. You know who you are!
As always, all job postings are personally selected by me with attention to the position requirements. Every posting is open to entry level or graduate applicants. Click the link to review the details of the position and additional requirements.
And remember – most industry jobs are acquired by word of mouth. Don’t be discouraged if you don’t see a position here for you. Get out there and start networking!
Quality Assurance
Tools QA Engineer – Insomniac –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11528&accountno=233
Art
Junior Animator – Vicarious Visions, Activision –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11485&accountno=101
Animator – Vicarious Visions, Activision –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11484&accountno=101
Technical Artist – Heavy Iron Studios –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11477&accountno=375
Cinematic Artist – Volition –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11465&accountno=375
Visual Effects Artist – Liquid Entertainment –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11128&accountno=256
UI Artist – NCSoft –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11450&accountno=279
Design
Junior Game Designer – Trilogy Studios –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11234&accountno=22980
Programming
Junior Programmer/UI Scripter – Backbone Entertainment –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11527&accountno=194
Java/C++ Programmer (
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11511&accountno=242
Network Programmer – Bottlerocket Entertainment Inc. –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11498&accountno=21596
Tools Programmer – Bottlerocket Entertainment Inc. –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11497&accountno=21596
Junior Tools Software Engineer – Vicarious Visions, Activision –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11486&accountno=101
Shader Programmer – Solutions IQ –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11466&accountno=20338
Programmer – Big Huge Games –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11087&accountno=125
Tools Programmer – Concrete Games –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11225&accountno=375
AI Programmer – Concrete Games –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11222&accountno=375
Employers: Have a job opening for entry level and graduate applicants? Reply to this post with a link to the job requirements and your website. Game industry jobs only, please. Spam will be removed.
The Break In series is for informational purposes only. I am in no way affiliated with any of the hiring companies, or with Gamasutra.
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5 Reasons You Should Keep A Blog
You’ve got the unforgettable portfolio, the killer demo-reel, the professional website, and the perfect resume. You’ve got self-promotion down to a science. But could you be missing something?
Blogs are quickly becoming the single most popular venue for self-promotion and networking, replacing the personal website in terms of readability. While a blog alone isn’t going to rocket you into the forefront of the game industry networking scene, it’s a great addition to an already solid self-promotion package.
- Drawing Attention To Yourself There’s something about a blog that just seems far more inviting than a stodgy portfolio site. Perhaps it’s the personal narrative of a blog that makes readers feel as though they can relate to the author. Perhaps it’s the friendly, audience-oriented format that helps promote a connection between blogger and reader. Whatever it is, it’s worth tapping into. Start up a blog and write about your daily trials and tribulations as a game industry job-seeker. Share your successes as well as your failures. Chronicle your journey into the industry. Because I guarantee you there are people in your exact position, as this blog should prove. The more you connect with those people, the stronger a network you build. Oh and watch how you talk to that 18 year old wise-ass who thinks he knows everything. He could be your boss some day.
- Catching the Industry’s Eye Though the bulk of your readers will likely be job-seekers like yourself, it’s quite possible to catch the attention of industry professionals. As blogging has increased in popularity, more and more game developers are tapping into the field for use not only as a sounding board, but as a promotional tool for their own projects. When you stumble across one of these blogs, having your own blog to link in addition to a meaningful comment is a great way to get noticed. And because most game industry jobs are obtained through word of mouth, you benefit from every door you open, no matter how insignificant it may first seem. The benefit of a blog over a personal website is that a blog is by its nature consistently updated, keeping your readers coming back. A website, especially a personal portfolio, is accessible only a few times at most before it loses its appeal.
- Instant Promotion If you build a readership with consistent content and allow them a way to subscribe to your blog via RSS, one thing you can generally count on is their interest in your work. Trust me, I know how hard it is to get anyone to look at work thrown onto a static portfolio. But somehow a blog meets the bite-sized needs of the average online reader. Because no matter how loyal the person, nobody wants to navigate through a gallery that looks like every other gallery on the web when they can have your newest work delivered to their homepage or inbox. And this doesn’t just apply to artists. Programmers can toss up small programs and demos, designers can provide analysis documents and playable levels, audio engineers can deliver a new score or a batch of sound effects. The possibilities are endless, and the promotion occurs as soon as you hit the Publish button.
- Keeping a Track Record After a while, your blog becomes a living record of everything you have done to get into the game industry, and that is a powerful tool. Far more powerful than a standard website or even the best resume, because it speaks in a way that static content simply cannot match. Your blog shows a progression, and a dedication that is reinforced by every post. No job application is going to require you to have kept a blog for the past year, but doing so is going to give you something few other applicants will have. And not only are you showing progression, but you’re also proving to your future employer that people are interested in what you do and what you have to say, and in an industry where communication is key, commanding the attention of others by sheer relation alone is a valuable asset.
- Keeping the Hope There’s likely going to come a time during your job search when you question your own worth, and wonder if you should even bother continuing. Perhaps that time has already come. Perhaps if you’re bursting with self-confidence, it never will. But doubt is a very human emotion, and it’s something we must all face at some point in our lives. If like myself you have ever doubted your skills – doubted that there’s a place for you in the game industry – your blog can be the most valuable life-line your career could ever have. Seeing days, weeks, months, years of past content, all from your capable mind, is a strong reminder of your capabilities in the bleakest of times. But more than that, it gives you somewhere to speak freely. When you’re feeling inadequate, you can post your thoughts on your blog, and you can be sure that someone out there is going to relate. And sometimes, that’s all it takes. The proof that we’re not alone in our situation is one of the most valuable motivators, and keeping a blog is a way reinforce that knowledge.
With today’s technology, creating a blog is a simple task. And if you write from experience and target game industry job-seekers going through the same trials and tribulations as yourself, a blog can be one of the best investments into your potential career. So the question then becomes – can you afford the cost of not having a blog?
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Book Spotlight: Get in the Game by Marc Mencher

In a sentence, Get in the Game is a book about the strategies you can use to get a career in the game industry. The focus is on those who are just starting out and have not taken much time to research the industry, but the book itself is far from useless to the informed job-seeker or the reader who has been in the industry for a few years.
When considering a book of this nature, it’s natural to wonder about the author’s experience. Writers by nature are pretty good at pulling information out of various orifices. It’s how I managed fair grades on essays for which I did little actual work. So believe me when I say, it’s worth knowing what kind of experience an author has before buying a book that’s supposed to teach you something as important as getting a job. Rest assured, with ten years industry experience, as well as additional time spent as a recruiter, Marc Mencher is more than qualified to give advice on getting a job in one of the most competitive job markets.
Like most books of this type, Get in the Game is a step by step guide at its heart, but there’s a great deal more to it than a shoddy outline. From start to finish, Mencher is thorough in his advice and recommendations, even providing examples and relevant feedback from industry professionals. Throughout the chapters of this 320 page book, he discusses the process of researching employers and positions, finding unadvertised jobs through networking, writing queries to companies and individuals, assembling a resume, building a strong portfolio and demo reel, interviewing, salary negotiation, keeping a job, and rising through the ranks – in a nutshell, an overview of everything you need to know about obtaining (and maintaining) a career in the industry.
But this book is more than just a how-to guide. Along with the tips and tricks presented in Mencher’s own enthusiastic style, Get in the Game also includes a lengthy description of the different departments in the game industry and various jobs found within, as well as the qualifications for such jobs and the expectations of employers. While you should spend a great deal of additional time researching individual job opportunities in the game industry, Get in the Game provides a great starting point.
Perhaps what I enjoyed most about this book, though, is the down-to-earth nature of it. Mencher describes things just as they are, with no hype or glamour, and the industry is no exception. He makes it very clear that if you are looking for that dream job in which you get paid big bucks to sit around and play video games all day, this industry is just not for you. He also doesn’t attempt to hide the fact that not only is the salary of the average industry professional far less than people assume, but the work hours tend to be far longer, especially during crunch time. A risky thing to publish? Certainly, but I wouldn’t be recommending a book that took any other approach when taking potential careers into its hands.
But like any published material, Get in the Game is not without its faults, minor as they may be. The book could have done with some extra proofing, and the writing is a bit redundant at times, yet it’s far from unreadable. Some have criticized Mencher’s methods as being far too aggressive, citing references such as his proposed one-minute ‘sell yourself’ speech and bold salary negotiations. Personally, I view Get in the Game as I would any how-to book – as the author’s personal way of solving a problem and reaching a goal. Their way is best for them, and Marc Mencher’s way is best for him. Take from it what you can, and develop your own way that’s best for you.
Breakout! Score:
4.5
There’s enough industry information packed into this book that even if you disagree with the particular methods, it’s still worth the purchase and the read. While I would recommend this book to the person who is just starting to consider a career in the game industry, it is still a good buy for those with a few years of experience looking to move up, as well as those in another entertainment industry looking to move laterally.
Have you read this book? I'd love to hear your take! Post below and I'll write an update to this review including your opinions.
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Degree Spotlight: Westwood College Part 2/2

In the previous article, Degree Spotlight: Westwood College Part 1/2, I introduced Westwood Online's Game Art and Design program, giving an overview of the degree as well as a look into the typical week at school. Now it's time to explore the pros and cons of this degree and deliver my final verdict.
The Pros
I do believe Westwood is helping prepare me for a career in the industry, and not just through the coursework. I have certainly learned a great deal, including industry practices and process, a large amount of art theory applicable in many different areas, mastery over industry-level software, and much more. But I have also learned things that no textbook could teach. Through taking classes at Westwood, and in particular, taking online classes, I have learned the necessity of time management and proper planning. I have become self-motivated and highly dedicated thanks to a passion for my program, only fueled by enjoyable courses. And this from a lazy student who barely graduated high school.
Another key thing Westwood has given me is experience. I have created many different portfolio pieces, yes, but that could be done outside of school, at any time. Graduating from Westwood will prove to a potential employer that I am capable of finishing what I start, and that I have been trained and come prepared with knowledge of the industry. Aside from that, Westwood has inspired me to take my future into my own hands.
The Cons
I don’t believe in painting a one-sided picture of anything, especially something as important as choosing where to attend college. It’s not fair to potential students, and it’s not fair to the school, as there’s no measure by which to improve.
Westwood College is primarily a business school. Does that mean they’re bringing in business majors to teach you about game design? Absolutely not. Instructors are appropriate to the industry, meaning if you are taking a Digital Illustration class, you’re going to receive instruction from someone who works with Adobe Illustrator in their day to day job. But the design-related programs, especially the game development programs, are relatively new, and as with every new thing, there are always going to be a few stumbling blocks.
Then there’s the stigma of the whole “online” school. People seem to think that Westwood’s online program is somehow less relevant than its campus programs. They assume that the online program is for people who can’t cut it in ‘real college’, which is always a bit surprising to me, considering the amount of self-discipline it takes to work without someone standing up in front of a classroom, giving you that “I’m disappointed in you” look. But I think there is some internal lack of belief in the online program, and it’s certainly not helpful. One instructor mentioned that team projects conducted over the internet were essentially pointless, which doesn’t give you much hope when you are meant to complete a massive team project in your senior year.
The only area in which I was truly dissatisfied with Westwood, however, was administration. I had a great admissions contact, and a wonderful student advisor. If not for her, I probably wouldn’t even be in school still thanks to a bout of miscommunication between admissions, financial aid, and myself. My information was mishandled, resulting in a major scare in which my loans would have to be paid back starting in December, just four months after my enrollment. Fortunately, again thanks to my advisor (thanks Jenny!) and swift action on my part, the situation was cleared up in a timely manner before much damage was done past the fraying of my nerves.
A lot of bad press circulates about Westwood. I’m not going to be one of those people who attacks those that speak ill of the school and writes them off as being ignorant, because the truth is, it’s an individual choice. You need to research any school that has a degree you like, because I can guarantee you that for every accolade and every bit of praise there is going to be negative press and attacks to match it. And both sides are just as inflated. In the end, you have to weigh the pros and cons for yourself.
The Verdict
Westwood is not the place for students who aren’t willing to take their education into their own hands and self-motivate through it. It’s not the place for someone who isn’t willing to dedicate a good deal of time to their schoolwork. It’s not for someone who isn’t capable of independent research and learning. But then, neither is the game industry.
I can only speak of my own experience, and despite the financial aid and admissions mishaps, my true experience with Westwood – my courses – has been something I wouldn’t trade. I enjoy and take value in the things I’m learning, and I know it’s up to me to apply it.
If you expect Westwood to secretly keep the training wheels on your bike when you go out for your first ride, then you should look elsewhere. But if you’re a self-motivated, dedicated, and independent-minded person who is passionate about getting into the game industry and driven enough to take your future into your own hands, then Westwood is a great way to learn what you’ll need to get you where you want to be.
Do you attend Westwood College? I'd love to hear your thoughts! Share them below and I'll write an update to this article including them.
Westwood logo is registered trademark of Westwood Online. I claim no ownership over name or logo. Just in case you had some doubt, I am also in no way affiliated with Westwood apart from being a student. All information expressed in this article is my opinion and should be judged as such.
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Degree Spotlight: Westwood College Part 1/2
When I found Westwood Online I was at the end of my proverbial rope. Jobless and disillusioned with the local college scene, I started to seek vocational training in IT. I knew I would never be truly happy with my job, but at least it would keep the bills paid, and being under such a tight money crunch at the time, I was willing to give up anything just to relieve the pressure. So I started searching for a quick program in which I could get certified. And while doing so, I just happened to stumble across Westwood College Online.
I admit I was skeptical at first. After seeing a few ads for ‘game design’ programs online and finding many of them to be just a few programming classes with a History of Electronic Media course thrown in for good measure, I wasn’t counting on finding anything worthwhile at Westwood. But I signed up to receive information, and within the next two days I was awoken by an admissions representative. That afternoon, I was enrolled in Westwood College Online’s Game Art and Design program.
The Program
The Game Art and Design program is a three year accelerated Bachelor’s degree. About 70% of the program is curriculum-based, including classes such as Texture Mapping for Games and Game Design Process. About 25% is general education courses that you would get through any four year degree, and the remaining 5% is comprised of business, administration, and management courses.
Because the programs at Westwood are accelerated, the terms are only nine weeks long, with generally a week between terms. This can make for a pretty hectic schedule at times, and if you’re not highly motivated I don’t recommend it. But the benefit of having such an accelerated schedule as compared to the 12-18 week terms of traditional colleges is that you’ll be shaving a year off of your degree program, getting you into a job that much quicker.
The first week of every term is always an introduction week in which students get to know their peers and their instructors. In an online environment, this is done through threaded discussions. Students also get a chance to review the syllabus and start out with some introductory assignments and a discussion topic. For example, the task list for the first week of my Image Editing for Games class involved manipulating a supplied picture, showing the skills we had acquired prior to the class, and getting a feel for the tools. We were also required to post in the discussion, describing our favorite game from a graphical standpoint.
Just like a standard university, midterms occur at the halfway point, usually in week 5 or 6, and finals occur in week 9. This won’t always be an exam, and with curriculum courses it tends to be a project.
A Typical Week
Though my schooldays vary depending on the day of the week and the amount of work due, I follow a typical routine that likely applies to many students. I don’t attend class within a certain timeframe, but I do tend to conform to my own rituals, and try to finish a certain daily task list before doing anything else. (Admittedly, I’ve often strayed from that task list in favor of playing a game or doing… anything else besides working, but I’ve always paid for it at the end of the week.)
When I log into the course home on Monday I go through all of my classes and view the discussion topics for that week. I make my initial response for each class, and then review the weekly assignments. I like to write out a schedule for the week, detailing when I will complete certain assignments. Then, depending on the workload, I tend to start off with a design-related task on Monday. For example, if I have an illustration due at the end of the week, I will start on that first, often using Monday to research the project. Throughout the week I work on and complete the rest of the coursework. If there are weekly quizzes, I tend to do them on Friday, just to stay consistent.
Because I’m quite a horrible procrastinator, I’m often doing work on Sunday, but when I first started at Westwood, I tried to plan my schedule so that my weekends would be free, and it generally worked. It’s certainly possible, and it’s not as difficult as you might think. It just requires a solid schedule and the dedication to stick to it. But if you don’t stick to it, it’s good to know you have that flexibility to be able to work on Sunday – up until 12am MST Monday, in fact! Though I don’t recommend it. (Regardless of how many times I’ve done it.)
Continue on to Degree Spotlight: Westwood College Part 2/2 where I'll discuss the pros and cons of Westwood and give you my final verdict.
Westwood logo is registered trademark of Westwood Online. I claim no ownership over name or logo. Just in case you had some doubt, I am also in no way affiliated with Westwood apart from being a student. All information expressed in this article is my opinion and should be judged as such.
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Web Spotlight: GameCareerGuide.com
I originally found Game Career Guide from a link in the magazine of the same name, an industry review released annually. I had picked up the 2006 edition at a bookstore in
If you’ve ever visited Gamasutra, the format of Game Career Guide will look rather familiar. As a sister site of Gamasutra, Game Career Guide has many similarities, including the quality of content. But despite these commonalities, there’s one key difference between the two. Whereas Gamasutra is mostly targeted to game industry professionals, Game Career Guide is specifically for those who have not yet broken into the industry, with a nod to students in particular.
What will you find at Game Career Guide? As a very general outline: game education news, feature articles on everything from how to make a better portfolio to the pros and cons of developing mobile games, book reviews, gaming study theses (no, seriously!), student postmortems, and a budding community. This site is teeming with information all directly targeted to you. Not a few bones thrown your way, but a whole stockpile of premium beef carcass. Just... without the flies.
A common downside to content sites targeting a niche is that they are not updated very often, or they’re stuffed with filler news sandwiched between quality articles. Fortunately that’s not the case with Game Career Guide. It’s rare to see more than a few days pass without an article, and this generally only occurs over the weekend, which is understandable. Even editors need to sleep, contrary to popular belief.
The features make up the bulk of the content on Game Career Guide, and with good reason: They are insightful resources for the site’s target audience, which just so happens to be identical to this blog’s target audience. While a few of the articles are specifically geared toward students, they are just as enjoyable if you are not enrolled in a game development program.
And these aren’t just fluff articles written to fill a particular quota. These are quality features written by industry veterans, educators, recruiters, and even students. Many different views and many different aspects of the industry are already represented on this site, and it’s still in a relatively early stage of its existence.
The features aren’t all this site has to offer, however. Along with education and industry news, Game Career Guide has a community forum set up for its readers. While it’s still going through some growing pains, including fighting off the inevitable spam posts, there is a great deal of promise in these forums. And currently Marc Mencher, successful industry recruiter and author of Get in the Game: Careers in the Game Industry, has his own thread in which he answers any and all questions posed by community members. As a registered poster who has taken advantage of this one-of-a-kind offer, I was very satisfied with not only the answers to my questions, but the pages and pages of answers throughout the massive thread.
But my favorite aspect by far of Game Career Guide is the student postmortems. A replica of the developer postmortems in Game Developer Magazine, Game Career Guide’s postmortems are written by students for students. In case you’re unfamiliar with the term as used in the game development world, a postmortem is an analytical article – usually written by one of the leads on the project – meant to dissect a game once it has launched.
The writer takes a critical look at what went right with the development as well as what went wrong, and reflects on the process in general. Student postmortems are set up in exactly the same manner, the only difference being the nature of the analyzed game. Most student postmortems dissect games that were made for capstone projects or as contest entries, not commercially published titles.
At this point I’d like to present a challenge to my readers. I challenge you to find a site that provides as much specific content for industry hopefuls as GameCareerGuide.com. Because in my experience, there are none. So when the question is asked, “What’s unique about this site?”, my answer is “Everything!” At least, everything as a whole, in one convenient, travel-sized package. (Now with orange slice RSS flavor!)
It’s true that if you look hard enough you can probably find similar articles on other sites, with maybe a few targeted to those not yet in the game industry. And you might come across some good interviews such as those at DPerry.com, which are again meant to reach those passionate about the thought of game development as a career. There might even be a good community or two out there. But does it have Marc Mencher? Well, does it? That’s what I thought.
The truth is that Game Career Guide is what originally inspired me to create this blog. After witnessing my own excitement at the discovery of a site that actually catered to my needs, I knew there was a void of information online and off, and while it is my goal to help fill that void, I will never match the sheer quality and usefulness that Game Career Guide offers.
Breakout! Score:
Game Career Guide is a must-read for the game industry hopeful. With Gamasutra-quality features, a budding community, and a whole treasure trove of resources, GameCareerGuide.com is a site that should be on your daily bookmarks.
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Job Postings July 22nd - July 30th
All job postings are personally selected by me with attention to the position requirements. Every posting is open to entry level or graduate applicants. Click the link to review the details of the position and additional requirements.
And remember – most industry jobs are acquired by word of mouth. Don’t be discouraged if you don’t see a position here for you. Get out there and start networking!
Quality Assurance
Quality Assurance Tester – Activision –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11373&accountno=101
Quality Assurance Tester – SCEA –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11210&accountno=280
Art
3D Artist – GolemLabs –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11090&accountno=22649
Environment Artist – Treyarch –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11339&accountno=101
Environment Artist – Amaze –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11293&accountno=194
Design
Junior Game Designer – Trilogy –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11234&accountno=22980
Level Builder – Treyarch –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11340&accountno=101
Level Designer – Amaze –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11289&accountno=194
Level Designer – The Collective –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11251&accountno=194
Programming
AI/Gameplay Programmer – Radical Entertainment –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11402&accountno=402
Programmer – Big Huge Games –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11087&accountno=125
AI Programmer – Concrete Games –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11222&accountno=375
Scripter – Treyarch –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11341&accountno=101
Tools Programmer – Pipeworks –
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=11281&accountno=194
Employers: Have a job opening for entry level and graduate applicants? Reply to this post with a link to the job requirements and your website. Game industry jobs only, please. Spam will be removed.
The Break In series is for informational purposes only. I am in no way affiliated with any of the hiring companies, or with Gamasutra.
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