How to get a job in Video Games
Posted on Fri 19 Jun 2009 by Keira Peney under Design , Other .
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The most common question I get asked on this blog is: how do I break into the video game industry?
There are, in my (somewhat limited) experience three possible ways to go about this.
The Traditional Route
This involves a degree. Preferably a relevant technical degree; computer programming, computer generated art, animation. Essentially, the more practical skills you can demonstrate, the more useful you are. Having a font of good ideas or half-assed doodles will get you nowhere unless you have the technical expertise to back them.
It should be noted that I have a degree in English & Creative Writing. Although I believe writing is just as much of a technical skill as the above, it is often not seen that way. Mainstream video games often undervalue the writer, preferring to spend the budget on whizz-bang graphics instead. If you want to assure yourself of a job in the industry, stick with computer-based courses.
There are plenty of universities that now offer courses specifically tailored to video games. Do your research and pick wisely.
You’ll enter at the bottom of the food chain, but like most industries you can get promoted, shifted sideways and retrained. The more experience you have, the better chance you’ll have of landing a job with some influence.
Pros: Secure, high chance of success.
Cons: Takes a long time, little creative control.
The Bootstrap Method
Mainstream gaming is alive and well, and will be for quite some time. However, alongside it is the thriving indie game market. With downloadable games eliminating many of the start up costs associated with distribution of media, the indie designer has enormous potential.
You’ll need a lot of skills to make this succeed. Whilst the traditional method requires you to be above-average in one skill, the bootstrap method requires that you excel at many. You’ll need to be a writer, designer, programer, and be responsible for marketing and sales. You’ll need to be able to handle accounts and budgets as well as come up with creative and memorable games. And you’ll need to do all that on a low budget.
If you do have all that, however, you have the advantage of being completely in control. If you consider that a degree takes 3-4 years and costs tuition, it starts to seem easier. Come up with a good business model, and you could see a lot higher returns than a salaried worker.
Pros: Creative control, not much to lose, can be done around a ‘day job’.
Cons: Insecure, requires a lot of personal commitment and talent.
The Volunteer
Between these two is a third option. If you have a set of skills, give them to an indie developer or studio. Pick something you want to work on, and don’t expect to be paid. Produce professional, polished work, meet deadlines and communicate.
Do this well, and you will eventually end up with a paying gig. Although small studios rarely offer the same kind of salary as the giants, you’ll probably have more fun, more input, and more flexibility. Find the right group, and your studio could take off, and you’ll have the benefit of being there at the start.
Pros: Little risk, flexible, fun.
Cons: Low pay if any, chance of work going to waste if the team falls apart. Pick your studio wisely!
The Crab
Depending on what your skills are, you could do an industry hop. Get famous in one industry - such as films, novels, comics, animated movies, theatre, etc, and you can use your name as a selling point. Of course, this demands that you are good enough at your chosen skill to become an industry name. Creative freelancers often run several careers at once around easily transferable skills.
Start with whatever you can get, and do it well. After a while, people will start to recommend you, notice you, and ask for you. Network extensively, and remember that you are selling yourself so make sure you always produce top-notch work, whatever the job.
Pros: Flexibility, choice, low-risk in terms of keeping your options open.
Cons: Better be a fan of everything, not just games. Requires good networking skills.
Each of these approaches appeal will vary, depending on what kind of person you are. None of them are better or worse than another, but the results will differ. A stable job at a big studio is very different from running a studio from your bedroom.
There are two things all of these methods have in common, however. Skill and dedication.
It takes skill to successfully complete a degree, and dedication to see those 3-5 years through.
It takes skill to create a game from scratch, and dedication to follow through on your ideas with hard work.
It takes skill to appeal to indi developers, and dedication to prouduce professional work for little or no pay.
It takes skill to succeed in any industry, and dedication to perserve through the less-interesting jobs as well as the fun ones.
The Method that Doesn’t Work
Writing a script, designing characters, composing music, all without any formal training, minimal practice and study, no redrafting. Sending it to a mainstream company and expecting them to hire you on the spot, in a position of creative control. The base line is, lots of talented people want to work in video games. Talent rarely springs forth naturally without a lot of training and practice. Playing video games, although an essential part of working in the industry, is not the only qualification you need.
Image by Lumaxart
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3 Responses to “How to get a job in Video Games
Jeremy Brush Says:
February 10th, 2010 at 2:50 am
Between me and my wife we would have to say this is an very informative post that should get mentioning elsewhere. This is for 2 types of people: current writers who are considering a other position, and people trying to establish to become a writer.
Bryce Beneduce Says:
March 5th, 2010 at 4:30 pm
Thanks for that excellent post. Is this a wordpress site? I like that platform, very good.
Wendy Says:
March 17th, 2010 at 6:13 am
Hi! I want to say thanks for an interesting site about a subject I have had an interest in for a long time now. I have been lurking and reading the posts avidly so just wanted to express my thanks for providing me with some very good reading material. I look forward to more, and taking a more active part in the discussions here.





