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> Do you basically have to learn/work on projects like this during your free time, and hope your "portfolio" gets you a job?

I always thought this and i applied for my first industry job with a game demo and some tech demos built on a moderately over engineered engine, and my second one with a fps demo with most standard last gen (360/PS3) lighting features and support for real world data formats (quake 2/3 bsp, md2, obj, 3ds, lwo, png, tga, jpg etc.) and a tools pipeline involving radiant and the appropriate game bsp compilers to create levels.

sadly most people i have worked with have made no serious demos or games in their spare time and this is much less common than i had imagined.

knowledge about things like rendering, audio, AI, networking is rarer and will help - however a gameplay programmer is a thing - although despite it seeming like a super generic role there is a skill to creating good and flexible gameplay systems for designers, or in picking the right hacky function to make something 'feel' 'fun'.

oh and be prepared for low pay on the way in - you don't have to tolerate it but i've heard salaries ranging from /actually very illegal/ to £20k for new juniors. i took £17k for my first - if i had known better - and esp the pay rates of my compatriots then i would have asked for more from the beginning...

also try agencies if you don't know many games companies.. you will never be able to rid them from your life and they will do stupid things like call you at your current job and speak to your boss when they can't get through to your personal phone - but its their job to find you something or be honest if they think its not possible.




Did the portfolio work for getting a job? For some reason the games industry seems quite impenetrable to me, so I'd like to know what worked/didn't for getting a job in it.


i had a friend who recommended me and thats always the best way - however the only real good advice i can give is to keep trying. some of the juniors i have encountered doing their first jobs found them through agencies, former university colleages, applying to their favorite games company etc.

however, yes the demos helped considerably... its a very strong proof of knowledge and skill. a working demo of reasonable complexity is worth more than any level of academic background or past experience outside the industry imo. you just need to get it seen.

as a programmer i can't really offer much advice for design, art or production though. i imagine design and production is basically luck or attitude to get into - everyone wants to do it and the skill is difficult to measure. artists tend to have impressive portfolios and/or showreels demonstrating past work and personal projects...

A surprising amount of production staff have a background in the QA department in my experience too... QA is definitely a way in for all the disciplines but I have no experience of how that works well.




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