Breaking into the game industry : advice for a successful career from those who have done it / Brenda Brathwaite, Ian Schreiber
- 1. Why are you doing this? What's this book about, and why are you writing it? -- 2. How should I choose a school? -- 3. What percentage of my school work will help me get a job? -- 4. Lost of stuff I learn in school seems like it has nothing to do with actually making games for a living. what classes did you take that were the most useful on the job? -- 5. How much weight do studios put on GPAs? -- 6. How much weight do studios put on the Major or College attended? -- 7. Why should I care about video game history? -- 8. Is a graduate degree (such as an MFA or a Ph.D) useful for getting a job in the game industry? -- 9. I want to be a programmer in the game industry. People are suggesting I shouldn't bother with more complex languages like C or C++ and focus instead on languages like ActionScript (Flash). Is that a valid path? -- 10. Is getting a undergraduate degree a waste of time if I want a job in the game industry? -- 11. Is it important to play games as a student? -- 12. If you could add something to a student with great vision, what would it be? -- 13. I want to be a game designer. Do I need to learn programming or computer science? -- 14. Is it better to be a specialist or generalist, in the short term or long term? -- 15. Is there another way to get up to speed on game development, other than making games? -- 16. What's the best subject to make a game about? -- 17. Where do you get your ideas? -- 18. How do I get my games to be more fun and not just tasks? -- 19. How do I make contacts in the game industry? -- 20. It costs how much to go to GDC? How will I ever afford that? -- 21. Should I get my own business cards? -- What should be on them? What do I do with them? -- 22. When should I start networking? -- 23. How do I get game developers' business cards? -- 24. When should I follow up after getting someone's business card? -- 25. Is there anything I shouldn't do when following up?, 26. Should I ask developers to review my portfolio? -- 27. I heard that a lot people in the game industry use social media (Twitter, Facebook, and so on). Why? -- 28. What else shouldn't I do when communicating with developers? -- 29. If I change my last name (such as for marriage) in mid-career, does that affect my career by messing with the credits on previously shipped games? -- 30. What should the front page of my portfolio look like? -- 31. As an artist, what are some general portfolio guidelines I need to follow? -- 32. What do character artists need to show in their portfolios? -- 33. What do environment artists need to show in their portfolios? -- 34. What do modelers need to show in their portfolios? -- 35. What do texture artist need to show in their portfolios? -- 36. What do concept artist need to show in their portfolios? -- 37. What do game designers need to show in their portfolios? -- 38. What do game writers need to show in their portfolios? -- 39. What do level designers need to show in their portfolios? -- 40. What do programmers need to show in their portfolios? -- 41. What should a producer/project manager (or someone aspiring to be one) have in their portfolio? -- 42. What do sound designers need to show in their portfolios? -- 43. Are there people who don't need a portfolio? -- 44. How many images/games should I have in my portfolio? -- 45. When should I start working on my portfolio? -- 46. Have you seen any stupid portfolio tricks? -- 47. How do I get my work out there so someone can see it? -- 48. Wait, doesn't everyone say that it's impossible to be hired as a game designer or game writer straight out of college, or as your first job in the industry? -- 49. How much help will reading about game development be in obtaining a job in the game industry? -- 50. How much experience should I have before I start looking for a job as game designer? --, 51. I talked to a woman and she was really excited because she heard I was [insert desired position here]. She wanted to talk with me and see my portfolio. That's great, right? -- 52. What's the best approach for getting an interview? -- 53. Where should I look for jobs? -- 54. Should I just show up unannounced at a game company? -- 55. Does the current state of the economy have an effect on game development or hiring? -- 56. How do I write a good cover letter that connects with HR and developers? -- 57. How do I write a good résumé that connects with HR and developers? -- 58. They're giving me an art/design/programming test. What is it and why are they doing this? -- 59. The design/programming/art test asks me to come up with some game/code/art ides. I don't want them to steal my ideas! What should I do? -- 60. Should I try to take a coding t est before I am solid in the language? -- 61. How early should I show up for an interview? -- 62. How should I dress for an interview? -- 63. What happens in an interview? How do I handle it? -- 64. They just offered me a salary! How do I know if it's good? Should I negotiate? -- 65. Do interviewees ever say dumb things? -- 66. Do people still expect me to follow up after an interview? -- 67. What should I do before I accept a job offer? -- 68. They want me to sign a non-compete. What's that? -- 69. They want me to sign an NDA. What's that? -- 70. How do I find a place to live if I'm hired in a new city? -- 71. Is there such a thing as taking a new job too early? -- 72. How will I feel my first day on the job? -- 73. Once I have a job, any key pointers? -- 74. What do entry-level employees typically do in their first few months? -- 75. If I enter in the middle of a project, what's the best way to get up to speed? --, and 76. If I join a game company, will they make my game idea? -- 77. How is performance measured for raises, bonuses, and promotions? -- 78. What is it like to work on a big licensed title? -- 79. What is it like to work at a small studio on a series of small projects? -- 80. What is the scariest thing about being a game designer? -- 81. What's the worst thing you've seen in a game development meeting? -- 82. Will I really work 70 hours a week? -- 83. What should I do if I hate my job? (or: How to exit a company gracefully) -- 84. What should I do if I hate someone I work with? -- 85. What should I do if I disagree with someone? -- 86. What is the "Game Industry?" -- 87. Is there a way to get a feel for the industry before even getting there? -- 88. Is the game industry a good place to meet someone to date? -- 89. What does a game developer do? -- 90. What does a lead do? -- 91. Who is the most evil person on a game development team? -- 92. Have you seen someone make it in the industry with a physical or metal disability? -- 93. How much money will I make working in the game industry? -- 94. Do small studios typically have health, dental, and savings plans? -- 95. Which programming language is used the most? -- 96. What is it like to be a woman in the game industry? -- 97. What is it like to be a minority in the game industry? Is diversity important? -- 98. What is it like as an LGBT in the game industry? -- 99. I want to send my idea to a game company. How do I do this? -- 100. Is there such a thing as a stupid question?
- Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.
- 9781435458048 (pbk.) and 1435458044 (pbk.)
- Includes index.
View MARC record | catkey: 8875787