I am woman, hear me game
June 14, 2007 6:49 PM
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I'm a well-educated woman dead-set on creating a career in the game industry. Advice please!
I graduated with a BA in Studio Art/Art History from Colgate in '02, and have spent most of the subsequent years working in T.V. Production/Post Production. I recently had an epiphany that my passion for games was not a hobby, but rather the career path that I wish to spend my life on. I'm trained and experienced in editing and production, and have spent the last few months researching the industry and taking classes in Maya. I'm making contacts in the industry, but I'm wondering what I should have to show them, etc. If I'm applying for a production job, should I have a portfolio? For a design job? What kinds of things will best display my abilities? I want to make a life pursuit out of this, and I don't want to mess it up by not knowing the lay of the land. Please advise.
posted by Hyzenthlay to work & money (12 comments total)
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The first thing that I would recommend is signing up for IGDA's Women In Game Development email discussion list. There are a lot of really talented and experienced game development professionals on that list, both male and female.
Secondly, do you know what kind of games you'd like to make, or are you just looking to break into the industry any way you can? Are you more interested in game design or production? Do you have a good understanding of the different disciplines? Both game design and production job descriptions can vary wildly from company to company.
For example, if you're interested in FPS games, and you'd like to be a level designer, it would be very worth your while to spend some time designing a game level for an existing game, using the tools that have been released to the community. I won't go into specifics on this here, in case it's old news to you, but if you'd like a little help on this front, my email's in my profile.
If you're interested in designing games from the ground up (i.e. coming up with a concept, then designing it through to the nitty gritty details, then working with a team to implement it), you would be well served coming up with some ideas, thinking through the specifics, and then writing a design doc for it -- even something high level that shows that you grasp what it takes to think through a game design, and can write up its requirements well enough that someone can grasp the concept and envision how it would work.
If you're interested in game production (which I would say it sounds like you're the most suited to, given your experience to date), a portfolio in and of itself is probably not going to be very useful. But it would be useful to prepare some sample documentation. In your current job, do you write production schedules? Status reports? Can you put something together that's generic that shows how you manage the day to day life of a creative project? Those sorts of things are really incredibly useful.
Good luck to you! Feel free to email me if you'd like some more specific advice.
posted by pazazygeek at 7:16 PM on June 14, 2007