Showing posts with label career. Show all posts
Showing posts with label career. Show all posts

Wednesday, January 28, 2015

On Becoming a Game Writer / Gamasutra Columns by Richard Dansky | Central Clancy Writer | on October 10, 2013

http://blog.ubi.com/the-write-stuff-on-becoming-a-game-writer/


On Becoming a Game Writer
One of the questions I get asked most frequently is How do I get into game writing? Now, this isn’t the same as How did you get into game writing? Ask ten game writers that question and you’ll get twelve different answers. No, what people are looking for is the clear and well-manicured path into the profession – a certain set of steps to follow that, once completed, will yield a position as a game writer.

This is a perfectly reasonable question to ask, and in a just and fair and logical world, it would have a simple and concise answer. Unfortunately, we are not living in that world. There’s a reason every game writer’s journey is different, and that’s because different companies are looking for different things in a writer. Some embrace the role and smooth the path, some have very specific needs and wants, and some aren’t quite sure what exactly they’re going to do with a writer, but they’re pretty sure someone needs to be generating some text assets for their game right about now. There is no one true way, and anyone who tells you there is, is most likely trying to sell you something they’ve written about how to become a game writer.
On Becoming a Game WriterThat being said – and bearing in mind that I am not, in fact, trying to sell you anything – there are a few things you can do to advance toward game writing. They’re not hard and fast, there’s no achievement unlocked after accomplishing them, and they may seem a little counter-intuitive in places. But in 14 years of doing this, I haven’t found anything better. So, if you want to be a game writer, here’s what you’ve got to do:

Check Your Ego

If you believe that you are going to walk in the door as a writer, elucidate your grandiose vision for the story you want to tell and have the development team magically transmogrify into Oompa-Loompas who are there to actualize that vision, you may find yourself sadly disappointed. A writer is part of a team, there to mesh harmoniously with folks from other disciplines in order to create the player experience. Fail to understand that you are part of a team – that you are creating assets and providing deliverables, not cavorting through the fields of the Swiss Alps in a smock whilst declaiming Romantic poetry that the rest of us are privileged to hear – and you will probably also fail to understand why nobody wants to work with you.

Play Games

If you want to write games, play games. To write for any medium, you need to understand that medium’s unique form and demands. The best way to acquire that knowledge is to consume that medium, and by consuming that medium – or as we call it, “sitting your butt on the damn couch and playing some games” – gain both experiential and instinctive knowledge of what works.

It’s not the only thing, of course. You don’t sit through twelve hours of Dynasty Warriors 8 and emerge with the knowledge of how to write meaningful systemic dialog chewing its way out of your head like a particularly hungry Athena.On Becoming a Game Writer You do, however, walk away with a pretty decent sample size of things that worked and things that didn’t work, and you can start putting that knowledge to use in your own work.

Observe Games

Of course, when I say “play games” I don’t just mean “play games.” Racking up body count in adversarial is cool, but if you’re focused exclusively on optimizing your play, you’re missing the chance to observe game writing in its natural habitat.

So play as a player, but also play as a writer. Listen to the dialog. Observe the visual storytelling. Look at the text that gets used, and ask yourself why those choices might have been made. See if you can reverse engineer – and thus understand – the narrative design.

Do this, and you’ll get a better grasp of how game writing works when the rubber hits the road. It’s not just the words, it’s when the words get used, and how many, and to what end, and where there are no words at all. Watch the game as you play it, and learn.

Make Games

The best way to learn what works as writing in a game is to get your writing in a game. Luckily, we’re in a place in the evolution of the industry when it’s possible to get your writing in a game even if you’re not working for a game company.

Go find yourself a Game Jam, or haunt a local college’s CS department bulletin boards to find groups that are making games on their own. Offer your services as a writer, even if all they need is menu text. Grab a tool kit and make something with your words in it. Get your stuff in a game and see how it plays.
On Becoming a Game Writer
And I’ll be honest here – odds are your first few cracks at it aren’t going to be great. That’s OK. This is the space where you can learn, and you can get better without your employment being on the line. Because the more games you write for, the better you’ll get at recognizing what does and doesn’t work, and the quicker you’ll build the habits of good work you’re going to need.

Besides, it doesn’t hurt to have actual, honest-to-Murgatroyd games in your portfolio.

Tweet

And by tweet, I don’t mean HAW HAW CAT VIDEO LOL. One of the things Twitter does is force you to phrase complete thoughts in a constrained space. This is entirely akin to writing for games, where you must on occasion phrase a complete thought in a space that is entirely constrained by the number of characters the German localization is going to require. Or, more likely, constrained by the fact that you don’t want your dialog to ramble, potentially interrupting gameplay in the process.

So tweet, and tweet smart. Learn how to write short, pithy sentences that communicate a point. And lay off the cat videos.

Talk With Game Writers

The best way to learn about the job is to talk to people who have done the job. This is not a surprise, nor is it unique to game writing. So, if you’re interested in the role, find ways to interact with people who are doing it. Go to conferences where game writers are speaking. Follow them on social media and engage – respectfully. I was wondering if I could ask you a few questions goes a lot further than Why did you make that incredibly stupid decision in your last game? Look to the IGDA Game Writing Special Interest Group and get on their mailing list. Make a reputation for yourself as someone who can engage cogently and professionally, and who has interesting things to say about the subject matter.
On Becoming a Game Writer
Also, don’t be a jerk.

If you do these things there’s a better shot that when someone has an opening and your name gets floated as a possibility, you’ll get a positive response. As opposed to, say, slagging a writer on your blog and then turning around and asking them for work. Because that always goes so well.

Taking the Next Steps

Will doing all these things get you a job as a game writer? No. Knocking on doors, sending out resumes, applying for gigs and presenting good work in your portfolio will actually get you the job. But if you do these things, you’re in a better position to be ready to knock on doors – and to be prepared to seize the opportunity when somebody answers.

For more of Dansky’s advice for writers, check out this post:

Tips for Writers
the author

Perhaps best known for his brief stint as the world’s leading authority on Denebian Slime Devils, Richard Dansky has been with Red Storm/Ubisoft since 1999. His first game was Shadow Watch and his most recent one is Splinter Cell Blacklist. In between he’s served on the advisory board for GDC’s Game Narrative Summit, helped found and develop the IGDA Game Writing SIG, and appeared on Gamasutra’s list of the top 20 game writers in 2009. He has also published six novels, one short fiction collection and a ton of tabletop RPG sourcebooks, which is why you should never tell him about your character. For a tantalizing taste of Dansky's inimitable insights, read his recurring column on the UbiBlog ("The Write Stuff") and follow him on Twitter: @RDansky

Monday, November 11, 2013

The Game Prodigy: Get a Job in the Games Industry

http://thegameprodigy.com/welcome-to-the-game-prodigy/

You Can Get a Job in the Games Industry

If you are interested in a career in game design, programming, art, audio, production, product management, or quality assurance [QA]/testing, you’ve come to the right place here at The Game Prodigy.

Whether you are a high school student, college student, graduate, or parent of a son or daughter interested in games, this site has the resources and support needed to prepare, from high school through college, interviews and your first day on the job.

The path to a career in games is broken into five separate stages, each leading up to a promising career. Each stage has its own section on the site.

FiveStepProcess
Click to Navigate: Intro > Stage I > Stage II > Stage III > Stage IV > Stage V

Stage I: Build Your Skills

Most people think that getting a job in games begins with sending out resumes, but they couldn’t be more mistaken. Professional game developers know the preparation begins long before a resume is sent to any studio. In order to get into games you need to build the right skill set, whether that’s learning how to program, creating artwork and user interfaces, game and level design, composing music and sound, managing schedules or mastering finances and statistics. Click here to see free articles and resources in Stage I.

Stage II: Earn Credentials

The best way to land a job is by getting the right degree that supports your career ambition. Here you’ll learn about what degrees different careers within game development need, and you’ll find resources to locate the perfect programs and schools for you depending on your location, your financial situation, and your academic ability. Click here to see free articles and resources in Stage II.

Stage III: Find Game Studios

Once you’ve developed your skills and are on your way to earning your credentials, it’s time to seek out places to work. In this stage we’ll discuss different kinds of studios that are out there, how to find them and make yourself available, and narrow the list down to the few you want to contact. We’ll also share techniques for getting in touch with insiders and networking your way to an opportunity. Click here to see free articles and resources in Stage III.

Stage IV: Land the Job

After finding the perfect studio you’d love to work for, it’s time to go through the job application process. Here you’ll learn how to put together a perfect resume, prepare for both phone and live interviews, and leave a good impression so that you can be sure you’ll land the job. Click here to see free articles and resources in Stage IV.

Stage V: Be a Rockstar Developer

Once you’ve finally reached your goal of landing in the games industry, the journey is just beginning. In this stage you’ll learn what life is like in the industry, whether as an intern or a full time graduate, and how you can blow away your fellow developers and kick off a promising career. Click here to see free articles and resources in Stage V.

With the Right Knowledge, You Can Make Games For a Living

My name is Brice Morrison, and I’m a Lead Game Designer and game career advisor. I’m also founder of University of Virginia’s Student Game Developers, an organization that gets students jobs every year. I work with parents, educators, and games industry insiders to help connect students with their future.

And if your dream is to work in games, then I believe I can help you too.

Almost all the information on this site is free. I’ve laid it out so that for the few out there who are willing to work hard to achieve their dreams can have a shot at it, the information that I wish I had when I was first starting out. The games industry is one of the most exciting places to be and continues to boom every year. If you can find your way in, now is a fantastic time to do so.

Best of luck!
Sincerely,
Brice
Editor, The Game Prodigy
Lead Game Designer and Game Career Advisor

About

Lead Game Designer

Wednesday, September 18, 2013

Expanding Growth in Game designing for the Fortune 500

http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=33970&accountno=154383


Game designer for the Fortune 500

Mindspace | Tempe AZ 85282 USA | Full Time | Posted: 09/14/2013

Studio Profile

logo
Mindspace is an 11-year old ad agency that is focused on gamification for the Fortune 500. Clients include Expedia, Showtime, Virgin, Hyatt and MGM. 

The company includes games-industry veterans from Xbox and EA, along with animators from Pixar and big agency pros. 

This combination of talent and a unique approach to strategic game solutions for acquisition, education and engagement has led to 50% year-on-year growth.

Job Description

Here's something different for a game design pro. Some games-industry veterans from Xbox and EA got together with some ad-industry pros and started creating campaigns with game mechanics. It's strategic gamification. 

Sometimes our projects look like a game, and sometimes we bury those game mechanics deep. This experiment is working. We've made millions for clients like Expedia, Showtime, Hyatt, Virgin and MGM and grew 50% last year.

And now we need you.

We need a game designer with enough swagger to apply what you've mastered in mobile and social games to the world of business. We need you to help us with acquisition, education and engagement gamification for the world's best companies. 

You'll jump onto a new learning curve that takes all you know and adds business strategy and big agency creative. The projects go to market in 3-6 months, so it's fast and fun.

 
Here's what we'd like you to do each day:

-Own the game design from concept to post-launch optimization

-Build inventive game play systems that drive specific consumer behaviors (like clicking on things, watching videos, etc)

-Create Game Design Documents, flows and wire frames

-Work with UI/UX designers, developers, writers and strategists to bring your vision to life

-Study the metrics and user feedback to optimize the game until it delivers against our client's objectives

 
And these are our ideal qualifications:

-5+ years of mobile and/or social game design experience with credits on at least two titles shipped

-The creativity to come up with unexpected game design ideas that solve client problems

-Strong quantitative thinking for game balancing and economies

-The ability to get energized in a collaborative team environment and lead by persuasion

-Knowledge of dominant mobile and social games platforms

-Strong writing ability and the confidence to present your ideas to an exec

-Rich history of playing games and a passion for figuring out what makes them great

 
Reasons why this job could be great:

-If you've been lucky enough to be in the games industry for a while, you may be looking for a break from the cyclical grind. This will challenge you.

-We're growing, but have a 10-year history so there is stability and the excitement of a startup.

-If you live in a coastal city, this job is near Scottsdale, AZ where you could possibly pick up a nice-sized house (with a pool) compared to what you're in now.

-You will have a seismic impact on the world beyond entertainment. Millions will see and play the games you develop here, and in many ways you'll make their lives better for it.



This job listing originated on Gamasutra.com, the game industry's leader.

Experience Required

5+ years

Job Details

Location Tempe, AZ, 85282, United States
Job Level Mid-Level
Categories Game / Level Designer / Creative Director, Writer / Scriptwriter, Social / Online Games
Pref Degree Bachelor's Degree
Work Site On site 

Contact Information

How to apply A resume is required to apply to this job. Applications are sent to employer via email. Click on the link below and follow instructions.
Apply Click Here (at gamasutra apply to job)
Job Code 11011 
Platforms iOS,Browser Based Games,PC / Windows,Android