So you want a video game job?
Quite often I get asked for advice on how to break into the video gaming industry. Perhaps because I’ve done it twice now! Or maybe because of that zombie thing. I thought I would share a few words of advice I’ve assembled from both sides of the interview desk, for what it’s worth.
Know the game
The only thing that surprises more than how often candidates don’t know anything about the project they are applying to work on, is how often they admit it. If you’re really not that passionate about the game or project it seems rude to me to at least not do a little bit of research before the interview. Several times I’ve seen a less qualified candidate been chosen for a role simply because their passion and interest in the project was evident when the more qualified candidate seemed barely interested.
Know the team
In this day and age I do really struggle when I see candidates who know barely anything about the company they are applying for a job at. A cursory google search will turn up information on all but the most obscure of studios in the industry.
Not only does it make you seem not super interested in the role, but it also wastes time in the interview having to explain about the company, and introduce the hiring manager. A candidate who knows the company, the team, and the key people demonstrates passion, research, and is just more efficient. You can bet most hiring managers will be doing some research on you as well.
Consider your approach
You need to use different tactics depending on your approach. I used to universally recommend personalized and well researched cover letters to all potential candidates. However in my situation if I am pulled in to interview a candidate, I generally get a brief summary of the candidate typed by an internal HR person.
So my modified advice now is to tailor your approach commensurate to how you’re delivering it. Another example is submitting your resume directly to someone at a game convention. I’m generally okay with accepting business cards (and I’ve actually done business with people based on cold call receiving a business card this way), but receiving a job/idea pitch and/or portfolio this way doesn’t really work.
Overall my recommendation is still to do an outstanding covering letter on top of a brief and tailored CV. But in doing so, recognize that none of this might actually end up making it to the hiring manager. At the very least, that good cover letter and CV might end up getting you the interview if not the job.
Be passionate
I can’t speak for others, but for me, the most important thing I look for in a team member is passion about their life, their craft, and the project. Enthusiasm is infectious. I’m personally convinced that I could use any (appropriately) enthusiastic person who possesses the desire to learn and an inquiring mind. Additional skills are a bonus and become part of the value someone brings to the team.
Have (and show) skills
Probably the thing that I find most unusual, is the people who want a job in the game industry but have no skills at all. You don’t need the education or formal training to demonstrate skill - some of the most skilled people in their craft that I have met taught themselves or learnt via their own efforts from others.
If you want to be a game designer on a team, then show some game design examples. Don’t just show the companies you worked at. I’ve worked with terrible people who’ve worked at awesome companies. I’ve done terrible work while at awesome places. In reality you can get away with doing very little at a company, your hiring manager probably knows this because everyone’s half-done a job before and then plopped it on the CV.
However, being able to demonstrate application of skills is extremely valuable. This shows not only competence in the skill, but understanding enough to be able to explain it during an interview. Even better is the ability to critique your work in that setting as well.
Be flexible
I’ve moved around the world several times because of work, chasing opportunities as they presented themselves. I was able to jump on these because I remained very flexible. If for whatever reason you’re not able to be flexible about your location (move cities or even countries) then you need to understand it might significantly impact on employment opportunities.
Also keep in mind, though, that there are many legal roadblocks in some countries to employing someone from another country. Being mindful of this is important, but it’s also worth researching exactly what your situation is. For example as a New Zealander, I can get working holiday Visa’s for many countries very easily - which has enabled me to do short-term work in the industry for a bit of fun, travel, and good experience. It made me a low-risk option for studios that otherwise might not have hired me - because I was able to turn up with visa already prepared and good to go.
There are no perfect opportunities
Younger brother of the point above. I’ve regularly oscillated with salaries, taken massive pay-cuts, won them back again - all because I started chasing experiences that I valued. Sometimes the best jobs just paid really badly. Once I stopped equating pay with value, I started to see some opportunities that were stepping stones to others, and the dominos started falling.
By this I don’t mean accept shitty pay deals - but I do want to stress the importance of considering all opportunities on their merits, acknowledging that they are rarely perfect. The only way you can really assess an opportunity is if you…
Know what you want
Not only from the job, but your life. If you don’t know what you really want to do you are going to have a hard time deciding which opportunities to pursue and which to leave behind. And if you try to pursue too many you risk not putting enough effort to secure any.
The point here is to have an aim, not necessarily to reach it. Having the plan allows you to be somewhat objective and maintain a sense of direction when navigating all the opportunities.
When I was debating whether or not to quit the army and fly myself to the Czech Republic, taking a massive pay-cut in doing so - I wrote a big document outlining the pro’s can con’s. I weighed them up against my ultimate goal - run my own studio making the games I wanted. While financially the decision seemed stupid, even reckless, when considered with my ultimate goals in mind it made sense. I turned down other more financially rewarding options to pursue my ultimate goal. That decision ended up being a rather good one.
Get some tertiary education
Following on from the point above, but if you are going to be working overseas having a tertiary education makes getting visa’s a lot easier. Doesn’t matter what country, getting a work visa is a pain in the arse. Eastern Europe, Asia, USA, UK, New Zealand - it’s still a bureaucratic pain in the backside unless you’re automatically eligible.
Whatever you do get a degree in something you enjoy doing. Personally I don’t care what your education is so long as you’re good.
Watch, learn, join
The most disruptive team members I find are those who join and think they need to change everything on day one. It does not matter if what they are saying is right, but if you’re a member of a team then you really need to spend some time learning how the team and the project functions first. Watching how the team works, learning how people do their jobs, is a key part of any new team member regardless of level - including CEO’s, leaders, and managers.
A good team member observes a team and then analyzes where they can best fit to fill holes. A good new leader will spend time studying a team to find out how they can help lead them. No matter how badly performing a team is those new to it need to take time to observe if only to figure out the best way how to turn the team around to an entirely new direction.
Practice makes perfect
Each bad interview, approach, or presentation is simply an opportunity to do better next time. It’s a tired cliche but it is also entirely accurate. The more interviews you do, the better you get at them. The more times you review your CV and improve your portfolio, the better it is. I often do public speaking opportunities simply because I’m always looking for ways to be better at it. While I wouldn’t recommend going to interviews just for “practice” without actually wanting to be hired, certainly coming out of a failed interview with a positive attitude for the future is the best way forward.
Be a team member
Not necessarily universally needed, some roles do allow (and possibly demand) a reasonable amount of independence. However, the more social skills you have the more you are useful. The difference here is simple, if you don’t want to make games with other people: make your own games. If you want a job on a game development team, then you really have to be a member of that team.
Being a member of a team means you have to take the good with the bad. It doesn’t mean you do your work based on committee, and it doesn’t always mean every decision will be unanimous. What it means is that communication can and will occur at all levels. Choosing the communication that best suits the team can be hard, but any communication is better than none. I’ve seen plenty of programmers who far prefer communicating via text on skype, because it is less likely to interrupt them.
Even the most socially introverted of us can still find ways to be a member of a team, it’s just a matter of finding ways that we feel more comfortable communicating.
Demonstrate what you can bring to the game
I can see the output of a programmer is directly affecting the delivery of the project, but if you’re coming to me telling me you’re a writer - you need to frame your argument to show how you’ll be making the game better. The same argument applies to a designer, particularly the dreaded “I’m a designer but I actually want to be a writer” designers - idea’s are just as cheap as talk, the hard part is implementation.
The same goes for marketing, advertising, or any support role. Don’t take it as assumed that these things will be valuable to a project simply because such roles exist. One of the most enjoyable interviews I attended was when I vehemently believed the position was entirely unnecessary. I hadn’t yet spoken but in the course of the interview, the candidate not only impressed me but convinced me completely just how much value the role would bring with them in it. This is the key here, framing the role with you in it leaves a lasting impression on the hiring manager.
Teams require leaders, not managers
In my view there is a massive difference between leadership and management. I have a fairly dim opinion of management in general, which is kind of sad considering it was my major at university. Largely my personal experience of management at all levels is that it has been a dismal failure, and that any accomplishments I’ve been part of were completed in spite of management thanks to the efforts of a team.
What I have witnessed, on occasion, is outstanding examples of leadership of someone with management responsibilities. People who could have been managers, but chose to be leaders. These people possessed an ability to get a group of people to do a task hardly ever having to tell anyone to do anything.
In my game development teams, we require team members not employees. A team member should be able to manage themselves, with a leader who is inspiring the team and lighting the way forward for the project.
Management buzzwords and business speak are bullshit
One of the reasons I like developing video games is that I find many kindred spirits regarding my desire for things to make sense, for logic, and for dealing with reality and not making stuff up. I’ve crossed swords with many business-minded folks who come in with all the language. I actually studied a degree in business, but the most valuable thing it taught me is that talk is cheap: results are what matters. Numbers. Metrics. Deliveries.