Archive for the ‘ Making it into the Industry ’ Category

Tips & Tricks: A Guide to Job Hunting

As some of you might already know, I will be graduating from the University of Advancing Technology at the end of April. While my upcoming graduation is very exciting, it is also rather nerve-racking, since it means the job hunt has begun. This post will act as a guide for fellow game development job-seekers, based on what I have heard and read from industry professionals and my professors, as well as what I am currently doing. Keep in mind that this is my first time applying for positions as a game and/or level designer, so I’m certainly no expert. If you have any questions or additional suggestions, please leave a comment below.


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A Guide for First-Time Students at GDC

Next week, I will be attending the annual Game Developers Conference in San Francisco. (If you’re going and want to meet up, tweet me  – @praliedutzel) Unfortunately, this year, I only have an expo pass, so I might not be posting any “What I Learned at GDC” articles. Instead, I plan on doing a ton of networking in preparation for my upcoming graduation this April, as well as marketing the game I’ve been working on, Delirium. Over the past two weeks, I’ve been talking with the team about what to expect at GDC and how to be prepared. Because the majority of the team has never been to GDC, a lot of really good questions came up, so I decided that it might be helpful to write about what I talked with the team about. Read on for a guide to GDC for first-time-attending students!


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Starting and Maintaining Your Own Game Project: Part 2

A while back, I posted part one of two on starting and maintaining your own game project, so now the time has come for part two! Part one was all about starting up a project, but part two is more about the maintenance side of things. This post will focus on ways of setting up and organizing a schedule, communicating with your team, keeping your team motivated, and tips for dealing with common problems I’ve come across during my work on Delirium. If you missed part one, you can find it here: Project Planning and Team Recruitment.


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Starting and Maintaining Your Own Game Project: Part 1

As you probably know, I’ve been rather busy working on my game project, Delirium. (Don’t worry, I’m still working on those UDK videos, too!) We’re currently preparing for an upcoming pitch for possible sponsorship to GDC, but I thought I’d do a post about what it’s like to start up your own game project, and, more importantly, keep it running. This post marks part one of the guide, which details project planning and team recruitment. This will mostly be a guide for anyone who hasn’t started their own project before, but it will also include some helpful tips that I’ve learned through my own experiences.


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What I Learned at GDC: Making Someone Else’s Game

There were a lot of really great talks at this year’s GDC Online, but there was one in particular that proved to be extremely motivational. If you’re going into the game industry, you’ve probably learned by now that you will have to work on a game you don’t want to. While you may be itching to make the next Final Fantasy, you might actually be making a Barbie game. Laralyn McWilliams gave an excellent talk on this very subject, entitled “Get Over Yourself: Making Someone Else’s Game.” 


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Kismet Update and CryEngine News

I wanted to apologize for the delay on the Kismet workshop everybody; I’ve been caught in a giant web of finals! I’m just about done with them all though, so as soon as I turn the last one in, I’ll be adding the finishing touches to the Kismet video. Keep an eye out for it to be posted by Friday!

Also, level designers received some great news today! CryEngine, the SDK used by Crytek, is now free! You can now download a free non-commercial license, just like you would with Unity or UDK. This is exciting news, and I know I’ll definitely be downloading a copy shortly.

You can read a short article about the release in Develop Magazine here:

Or you can just skip straight to the CryEngine download web site:

Tips & Tricks: A Guide to Project Proposals

Whether you’re presenting in front of publishers, fellow developers, professors, or students, talking about your next big idea can be a handful. There’s a bunch of stuff you need to include, but you don’t want it to be too long or boring, so you have to find the right balance without cutting out anything important. Even determining what is important and what isn’t can be a real challenge, and you definitely don’t want to over- or underwhelm the audience. If you’ve never made a project proposal before, it may seem difficult to find a starting point, so I’ve made this guide to help you nail both the actual proposal and the presentation.


Keep reading to learn more about making your own project proposals!

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Have You Registered for Upcoming Game Conferences?

It’s summer, which could only mean one thing: time to get ready for upcoming game conferences! There are a lot of cool events coming up in the fall, and now’s the perfect time to register for them before there isn’t any space left. But with so many events, you might not be able to go to all of them, so today I’d like to take some time to go over some big ones.


Keep reading to learn more about upcoming game conferences and events!

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A Presentation on Portfolios from Jonathon Banks

Today at the University of Advancing Technology we had a special presentation from Jonathon Banks of Telltale Games, where he discussed portfolios and how to make it in the competitive game industry. This was a fantastic talk, and I was able to write down quite a few notes to share with those who missed the presentation or would just like some more help with their portfolio. Jonathon’s talk focused on artists, specifically environmental artists, but the information presented would be helpful for anyone pursuing a career in the game industry.

Jonathon Banks at UAT (Sorry for the blurriness!)

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What I Learned at GDC: Indie Games Summit

Sorry about this post being pretty late, but I will have the rest of the What I Learned at GDC 2011 series posted within the next two or three weeks as I finish up my finals.

Today I’d like to talk a little bit about what I learned at some of the sessions from the Indie Games Summit. While I was not able to go to all of the sessions for the summit, I did go to a few in which I learned some valuable information for independent developers, or even students. This post will be a culmination of several different talks, including “Making Monthly Games” by Luke Schneider (Radian Games), “Retro City Rampage” by Brian Provinciano (vBlank), and “How to Win the IGF in 15 Weeks or Less” by Andy Schatz. I know that there were a lot of other great talks, but these were the ones I was able to make it to and took back the most from. If you didn’t get a chance to see them, I’d definitely recommend to check out all three on the GDC Vault if you can!

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