Archive for the ‘ Making it into the Industry ’ Category

Level Design Qualifications

Seeing as how I only have a year left before I graduate, I decided to take a look at where I stand in terms of level design qualifications. The responsibilities and skills of a level designer vary depending on the company, so it can be hard to gauge if you have all the necessary skills to get the job. I browsed the internet for job openings for entry-level level design positions, and decided to share my findings, as well as how you can use job postings to become better at what you do. While this post will focus on level designers in particular, this can apply for any career in game development. I recommend taking a look early on, i.e. before you graduate, so that you can discover which skills you need to work on to help you land the job.

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The Problems with Student Projects

Having been at the university for more than a year now, and with only about a year left before I graduate, I’ve seen a lot of student projects come and go. I’ve worked on several myself, but through my time here, I’ve noticed some fundamental problems with student projects. These problems are entirely treatable, so long as the motivation to correct them is there, but it seems they are ignored more often than not, and because of this, the game suffers. All too often, student projects fall apart and are never completed, but I don’t think most of the students on these unsuccessful projects truly understand what went wrong. This post will focus on some of the larger, more destructive problems surrounding student projects, along with ways to combat them. Now, this is not to say that this is a complete list of everything that could go wrong on a student project, but rather, a list of the more prominent ones, as there are literally hundreds of things that could bring about the demise of a game – far too many to go into. Read on to learn more.

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A GDC 2011 Postmortem

I just got back from my first Game Developers Conference in San Francisco, and if you didn’t get the opportunity to go, I definitely recommend it next year. I worked as a Conference Associate, and it was a wonderful experience that I would recommend to anyone in the industry already, indie developers, or even aspiring game developers. So now that it’s over, I thought I’d take a look back and comment on my experiences, and what I would do better next year.

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Tips & Tricks: Business Cards

To be honest, this post is a bit late since GDC is only a few days away, but I thought I’d post a bit about business cards. Business cards are really an industry standard, and if you don’t have any yet, you really should get to work on that. Business cards help others to remember who you are, what you do, and give examples of your work if you have a portfolio site listed. They’re part of the art of self-promotion, something that is definitely going to help you get noticed.

Keep reading to learn more on business cards in the games industry!

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Tips & Tricks: A Guide to Resumes

GDC is almost here, and like most of you, I’ve been preparing my portfolio and resume. Until today, I did not have a game design resume, but with only a year left before I graduate and the opportunities for internships upcoming, I wrote mine up and will be posting it onto my portfolio site soon. Writing resumes can be a difficult task, so I figured a guide, similar to my Guide to Portfolios, would be helpful for those in game development.

Keep reading to view the full guide to writing resumes!

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Tips & Tricks: A Guide to Portfolios

With the opportunities for GDC, E3, and summer internships fast approaching, I’ve been receiving a lot of questions about game development portfolios. I created my portfolio site in the fall of last year, and while I am far from happy with it (You are your worst critic, after all), I have received many compliments on it. As I conjure up new ideas to renovate my site, I decided to put together a guide to help other game development students create awesome portfolios.

Keep reading for the full guide to portfolios!

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