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Helsinki, Uusimaa, Finland
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Experience & Education
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Remedy Entertainment Plc
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Valeriia B.
Hello everyone! 🙌 At our recruitment agency, we encounter a wide variety of candidate requests. Most of the time, they are "in the market," but sometimes they can be underestimated or overestimated. Sometimes candidates are hesitant to state their frankly modest expectations because they think it's a lot. On the other hand, candidates sometimes overestimate their salary expectations due to a successful experience (such as having 1+ million downloads of a hyper-casual game), which, unfortunately, does not impress employers, since these downloads generated only 1k in revenue. To help game development specialists better understand their "value" — for the 8th year now, we at VALUES VALUE: Recruitment for Game Development Industry, together with InGameJob.com, are conducting a large salary survey. And it works, because we receive corresponding feedback from candidates. We also know companies that use the obtained figures when reviewing their employees' salaries (my husband worked at one of these companies). Additionally, we gather a lot of other important and simply interesting information. So, we sincerely invite you to contribute to the development of the industry and help us collect as much quality data as possible. We appreciate every response! By the way, if you wish, you can anonymously share your pain, negative, or, on the contrary, positive experiences working in the industry. Sometimes we value such responses even more than information about salaries and bonuses. Because it's important. Because it often helps to understand that you are not alone. Thank you! https://lnkd.in/gEcF9SAE
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Juan Antonio Munoz
🌟 Did you know the game "Valheim" began as a passion project by two Swedish developers, Richard Svensson and Henrik Törnqvist? They started working on the game in their spare time after their regular jobs. Richard began the development alone around 2017, driven by his fascination with Norse mythology and survival games, and later teamed up with Henrik. Together, they laid the foundations for what would become Valheim. They formed the indie game studio Iron Gate Studio, which remained a small team even as the game gained traction. Their approach focused on engaging with the community from the very beginning, sharing updates, gathering feedback, and building a supportive fan base long before the game was officially released. Their dedication paid off when Valheim launched in early access on Steam in February 2021. The game quickly gained popularity due to its unique blend of survival mechanics, cooperative gameplay, and immersive Viking-themed world. Despite the limited size of their team, Valheim achieved impressive sales, reaching over 1 million copies sold within a few weeks of release. This success story highlights the power of community engagement and the potential for small indie teams to make a significant impact in the gaming industry. 🌟 And guess what? You can do that too, even if you don't know a thing about coding or creating video games right now! If you're in love with video games and want to turn that passion into a career, I’m creating an educational program just for you. In this program, I'll cover the technical skills and strategies to help you achieve your game development goals. But first, I want to chat with you! Your insights will help shape a program tailored to your needs. Let's make your game dev dreams a reality! Book your meeting through my Calendly link here. 🚀 https://lnkd.in/gPYJeadb #GameDev #IndieDev #Valheim #GameDevelopment #IndieGames #DreamBig #GameDesign #GamerLife #GameCreator #FollowYourDreams
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Hind Toufga 🔜 Devcom/Gamescom
Game Industry Ecosystem ♻️ Yesterday, during dinner with three remarkable individuals from the Swedish game industry in Stockholm, we sparked a discussion about the current challenges in game industry education. We talked about how there are currently too many educational programs, and that many game industry teachers end up getting jobs themselves instead of helping students secure employment, leaving their teaching roles. Additionally, we highlighted the significant gap in the ecosystem—soon, we'll have an influx of newly graduated students who lack the necessary experience to be fully prepared and responsible candidates for companies. This is where organizations like Spelkollektivet and initiatives similar to game jams, summer game camps play a crucial role. They function like boot camps, where students can acquire practical skills necessary to become game developers, regardless of the category. I believe we will soon need more places like Spelkollektivet, where students can learn teamwork, hone their skills, and work on several actual projects. These experiences will help them build real portfolios and sharpen their raw talents. Moreover, such environments enable students to form valuable relationships, potentially leading to the creation of their own companies/startups/consult and freelance. Here are some suggested solutions to help solve this issue: 1. Enhanced internships and apprenticeships 2. Project-based learning 3. Industry-driven curriculum 4. Boot camps and workshops 5. Portfolio development 6. Networking opportunities 7. Career services 8. Soft skills training 9. Continuous learning 10. Entrepreneurial support #gameindustrysweden #gameindustry #gamedev #gameindustryeducation #gameindustrycommunity #futuregames
3711 Comments -
Hind Toufga 🔜 Devcom/Gamescom
I am glad I finally had the chance to have a proper digital meeting with Vic Bassey today and hear so many fascinating things about his work and background in the game industry. Surprisingly, we never met before, considering we are both originally African, live in Sweden/Swedish citizens and have attended the same recent game events. Based on our meeting results, I am thrilled to contribute to the North African game industry coverage, using the advantage of my multilingual skills and culture. Starting with interviews, reports, and following trends, and game events to boost the game industry recognition on our home continent. Founded in 2019, Game Industry Africa (GIA) is the primary source of news, reports, and profiles on the African games industry scene. GIA highlights developers across the continent, provides a platform for current and future generations of developers, and collates statistics and data on the African gaming space. It also serves as a proving ground for aspiring industry reporters. GIA is a passionate labour of love launched by Vic Bassey and supported by some of the brightest minds in the global gaming community. If you have news or want to contribute, or if you're an aspiring games industry reporter looking to develop a portfolio, reach out to https://lnkd.in/drA5_ysC #gameindustryafrica #gia #gameindustrynorthafrica #gamedev #gameindustry #gameindustryafricacommunity #gameindustrydiversity #gameindustrypr #gameindustryinclusion
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Next Games, A Netflix Game Studio
📢We've just opened two new roles for a Senior Game Designer and a Senior Narrative Designer! But what does a narrative designer do at Next Games? How is their work different from that of a typical Game Designer? We asked our Design Director, Tim, to explain: "A Game Designer creates content that keeps players engaged, challenged, and curious. On the other hand, a Narrative Designer ensures we are creating a fantasy that players want to engage with. This could include a world, characters, and sometimes a story. Every game has a narrative, but some games have a story, too." Read more about the roles and apply below! ⬇️ #Helsinki #NowHiring
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Julien Wera
Interesting report from VG Insights giving some hard numbers on the extra opportunity for building and growing game IPs through other types of media, be they TV, movies, books and more. Too often, game companies are only looking at the direct business opportunities of transmedia projects to determine whether they want to engage into it or not, but the real opportunity is indirect, it is through the engagement of new and existing players, and extra sales of existing games, even with very little is done on older titles. We've seen this on The Witcher, on The Last of Us, now on Fallout, and many more.
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Marina Furman
What do I enjoy most about working at TRACE studio? Except cool projects, working with awesome artists…well! Our company’s culture and especially people and communication with them. No matter what job position you are in, you can chat with Founders or Department Leads at any time and share your thoughts about work, pipelines, etc. And we also host Q&A sessions once a quarter to keep up with company news and future plans. There, our Founders answer questions and listen to suggestions. It helps understand better, what is going on in the company, also we can spend some time together even in different locations! If you had a chance to ask your company’s CEO any question, what would it be?
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Dontae Phillips
So here at LKHE we make games for gamers, and we support our devs fully. We are also about teaching and innovation, and will be opensourcing our games eventually, as well as the behind the scenes. This also means we don’t hide our code in a vault. It insures you guys get to bring your cool ideas to life, and it makes sure we’re always ready to take that extra step further into innovation. I noticed a lot of people are looking for this, and there isnt really a source out there that shows you how to do it. SOOOOoooo here it is (a Sin City Filter) for UE5. You can also use this for any post process, and bring an object, or character out and separate it from the post processing! Give us that Like and subscribe on the channel, and stay tuned. Out Pitch Demo is almost done for Project Kianna, and we'll be pumping out content via Discord, Facebook, LinkdIn, Twitter, Instagram, Tiktok and have our own fully operational Website! Once were up on social media, we will be releasing the official "Prototype: Kianna" which is the free (player built demo) where your input matters on how we proceed with our game! it will have 6 upgrades, based on player input, and will slowly uncover the origin story of Kianna. but for now, check it out my dudes https://lnkd.in/gPSUfjkh
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Nataliia Chekh
🎮 The Uncertain Future of Live-Service Games? 🎮 Recent surveys among 600 developers have revealed significant doubts about the sustainability of live-service games, with 70% expressing uncertainty. Concerns center around the monetization methods, particularly with frequent updates and in-app purchases. Despite the prominence of live-service games, only 35% of developers consider their latest release as such, indicating a disconnect in perception. Key worries include player disinterest (63%) and losing player bases to competitors (62%), raising questions about long-term viability. In response, developers are considering a shift back to traditional monetization models like paid DLC and upfront payments for future releases. In essence, while live-service games dominate the industry, doubts persist about their lasting impact and sustainability. 🎮✨ What are your thoughts on the future of live-service games in light of developers' uncertainty? https://lnkd.in/efbnAkcd
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Aleksandar Danilovac
For anyone that is currently working on polishing their portfolios, here are some main takeaways to keep in mind! Make sure your portfolio is a good display of your specialization. - This is crucial. You should be aiming to apply for a job only with portfolio pieces that fit your desired role. More doesn't mean better. - Your portfolio is only as strong as your weakest piece. Keep your best work on there, or ideally ask for help in choosing which ones to keep. Document your process and workflows. -At first glance this might seem like it's boring, but it's actually really effective. If you're documenting your thoughts, especially how you approached problem solving and reasons why you opted into a specific solution, you are also communicating directly to the very people who are hiring you. ArtStation blogs are a great space where you can write about the specifics of your project. If you're lucky, you might even land an 80 Level article. Tailor your portfolio to reflect Game Studios' Art Styles: - If you're aiming for a specific studio, make a few pieces that fit their art style! You're increasing your chances of being noticed this way, and you will also get to experience how firsthand how it is to work on a specific art style. Do you want more specific advice about your own portfolio or Environment Art for games in general? Feel free to book some time with me here! https://lnkd.in/gjPafrjD
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Marina Sevastidou
How are #videogames good for you? This is a topic which has controversial opinions. Some saying that games are fun and can stimulate the brain and others saying that they can cause isolation, impact relationships, sleep and mental health. What I have seen working in a global gaming company like Wargaming? 🎮 Games inspire creativity and critical thinking. 🎮 Games increase motivation and bring sense of accomplishment. 🎮 Games improve hand & eye coordination and boost problem solving skills. 🎮 Games help build teamwork and collaboration skills. What's the #best part? Games are so much #fun and bring people #together. What do you think about the #impact of #videogames in our lives? Share your experiences below 👇
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Steven Moore
https://lnkd.in/eexeGCc2 vignette hi this is Steven Moore the children and the kids can play the comic book game called Comix Zone in 1995 that's why the computer game called Comix Zone is Rated K-A because that's why the computer game called Comix Zone it has some violence in it of the computer game called Comix Zone that's why the computer game called Comix Zone is Rated K-A for Sega Genesis that's why the children and the kids can play the computer game called Comix Zone because that's why the computer game called Comix Zone it has some violence in it of the computer game called Comix Zone that's why the computer game called Comix Zone is Rated K-A for Sega Genesis from Steven Moore.
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Amir Satvat
Games Jobs Workbook v14.2 Is Here (PLEASE HELP REPOST) https://lnkd.in/d6x5NHMZ - Resource 8 From v14.0 to v14.2 (today, 4/19), we have achieved - 3,616 games employers (+1,488) - 1,078 games employers who are actively hiring (+197) - 13,783 games jobs (+792) Thanks, as always, to my dear friend Eva Tucker for feeding me this list of new adds, to which I have added URLs and locations where they were missing, eliminated companies that are defunct or without sites, and added the full functional level of detail in the games jobs workbook. All these new companies are now also 99% semi-automated through my standard approach. Anything for gamers, Amir
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Richard Dansky
Let's be clear: Game narrative needs juniors. We need more juniors than we have across the industry, we need them from a wider array of backgrounds, and we need them now so as to ensure the quality of game narrative going forward. It's all very nice that every entry-level narrative position being advertised these days wants 1-3 years of AAA experience at a minimum, but that's just pretzel logic. If you won't hire someone who doesn't have AAA experience to an AAA job, and your existing juniors are growing out of their junior positions, who the hell is going fill those roles? Try and push the more experienced devs down and you'll lose talent. Look around for people who have the experience you have actively prevented them from getting? Good luck. It is, for lack of a better word, illogical. Think about it. Your current juniors, assuming you haven't blown them out the door to try to get useful content out of the verbal salad spinner that is generative AI, are growing into mid-level and senior positions. Your mid-level folks are either leaving the industry or growing into seniors. And your seniors are in the process of aging out, burning out, being told they're unhireable because of age discrimination, or otherwise heading vaguely sunset-wards as the years go on. But who's there to replace the juniors? These days, it feels like nobody's thinking about that. Nobody's thinking about the consequences of not developing talent that can handle small tasks now while learning how to grow into bigger ones. Nobody cares that there's going to be an increasingly rapid talent drain and no one to replace it because companies didn't understand the need to replenish their talent pool. But hey, that's a problem for later, right? Well, actually, it isn't. A good, talented junior can bring a lot to the table besides a pair of hands to do junior tasks - not that there isn't a desperate need for folks to do junior tasks right. Juniors bring fresh perspectives on old problems. They've got an understanding of a younger slice of the audience that seniors might have gotten distanced from, especially after yelling at them to get off the damn lawn. They have a different relationship with games and technology than those of us who have been in the industry for a while have, and that's valuable. And they bring energy, something that too often has been squeezed out of industry vets by endless dev cycles. Of course, you absolutely have to invest in training up your juniors. They are juniors, after all - they don't know how the sausage gets made because this is not The Matrix and they cannot just download it along with kung fu. But the key word is "invest" - not "spend", "invest". The time you put into training a junior with potential will be repaid a hundredfold when they get up to speed and start owning bigger and more sensitive tasks. So treasure your juniors. Hang onto them. Make sure to set up an influx of new ones. And then you'll reap the rewards.
1,376102 Comments -
Richard Dansky
Last time I talked about all the issues in the way of developing game narrative talent. Today, I want to talk about what we can do about it. The first hurdle is maybe the biggest one: getting studios to recognize the need. Over my career I have seen it again and again - narrative folks are expected to be finished products when they walk in the door, something that is rarely expected of devotees of other disciplines. This is an unfortunate outgrowth of the misconception that narrative is easy, and as such it is hard to root out. But every narrative professional in gaming owes it to themselves, their professional peers and the ones who will follow in our tracks to preach the gospel of professional development to our employers. It needs to be made clear that there are aspects to the job you simply don't pick up in school or writing novels or screenplays or student projects or whatever, and that each studio has its own narrative needs, tools and approaches. When I came into the industry from tabletop RPGs, I was kindly given a learning cushion by my boss, Brian Upton, that let me get up to speed, but that's rare. Hires tend to happen to put out fires these days, but that's short term thinking. So yes, let us go forth to tell our producers, our studio heads, and more that narrative workers need to have professional training, preferably from senior folks in the discipline who understand how the sausage gets made. There need to be clear milestones, timetables, goals, and avenues of support to help people improve at their tasks, and thus become (surprise!) better, more productive employees. Hand in hand with that is setting clear career paths for people following the narrative track. Giving people something to aspire to and a clearly marked path to reach that goal is HR 101 for motivating people. Offering multiple paths to suit their desires and expertise - some folks are better at technical aspects, some at managing, some at hammering out words - is even better. But too often there's no understanding of what the various levels of expertise in the field are, and so there are no clear signposts and no formal role assignments. People who can't see where they're going inevitably bail, looking for greener and clearer pastures. Now, senior narrative devs, don't think I have forgotten about you. We all bear a responsibility to the craft we work in. While many of us are largely self-taught, there has always been a spirit in the narrative community of reaching out and mentoring. People I considered my idols reached down and did it for me when I got started, and I've worked my entire career to turn around and do it for other folks as well. Don't hoard your knowledge. Reach out to juniors and students. Have those conversations at GDC that turn on lightbulbs for people finding their way. And if you can formally share your work - in a blog, in a book, in a conference lecture, whatever - do so. It'll make it better for all of us in the end.
12214 Comments -
Chris Pett 🔜 Gamescom
Bit slow of the mark here but after years of anticipation, I dove into Senua's Saga: Hellblade II fresh off the Nordic Game Conference. The experience has left me speechless. And now I am pretty disappointed! I've seen some industry comments minimizing the game's development time (nearly 7 years) due to its 8-hour playtime. Here's the thing: quality trumps quantity. Senua's Saga is a masterclass in immersive storytelling and psychological depth. 8 hours is perfect for this intense journey, and the replayability with different narrators adds another layer of brilliance. Massive thanks to Ninja Theory for crafting such a powerful experience. This game and those comments remind me. Question everything. Hate Nothing.
3812 Comments
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