NEW YEAR, NEW JOB | BETA 5
WAYS TO IMPROVE YOUR GAME DEMO
“Make sure you get some people who know nothing about your game to play it.
And don’t tell them how, just watch them, and note what they miss or spend ‘too much time’ on. Is your game’s fun where you think it is?”
Ed Stern, Lead Writer, Splash Damage
“Irrespective of what software development platform you use, make sure your demo
works on the broadest hardware base possible.”
Julian Widdows, VP of Development, Codemasters
“Always ensure that your game demo is double and then triple checked.” Stig Strand,
Games Manager, Amiqus
“Do something simple, a little different and finish it. 50 per cent of effort in
building a game is in the final ten per cent. Showing you’re a starter and finisher is much more valuable than a half-finished high-poly tech demo.”
Will Luton, Creative Director, Mobile Pie
“Ok, so you’ve programmed an innovative new piece of code that will
revolutionise the way that games are developed. What’s that? It doesn’t work when you send it to a prospective employer? Oh no! If you don’t want to read the ‘sorry, we just felt you didn’t have the right level of experience’ e-mails, then you have to be at one with test driven development.” Alex Wright-Manning,
Senior Development Consultant, Datascope
4
DEVELOP-ONLINE.NET
WAYS TO GET PROMOTED IN AUDIO
“Be your own worst critic and aim for around a five-to-ten per cent keep rate. If you don’t throw away at least 90 per
cent of your ideas then you’re not trying hard enough.”
Russell Shaw, Head of Audio, Lionhead Studios
“Research competing titles and come up with new and innovative ways to solve age-old problems.” Chris Sweetman, Audio Director, Splash Damage
“Producing great audio assets is pointless without great implementation. Try to get a deeper understanding of the
process and, if possible, invest in yourself and learn how to program.” Raymond Usher,
Founder and MD, Euphonious
“There are no shortcuts. Work hard, show people you can take responsibility, are highly technically competent,
and can make amazing sounds.” Tom Colvin,
Audio Lead, Ninja Theory 8
WAYS TO IMPROVE YOUR PORTFOLIO
“Prove that you can work in your potential employers style by sending eye-catching images that
they can relate to.” Alessandro Taini, Visual Art Director, Ninja Theory
“Always include your best work and try to keep your portfolio concise, showing off your main technical skills.
There is no point trying to show an art manager everything in one reel unless you are going for a 3D generalist role.” Stig Strand,
Games Manager, Amiqus
“Pay attention to shape in all forms. One of
the most common problems we see as a specialist games recruiter is disproportionate artwork. Precision makes any picture easier on the eye.” Kim Parker Adcock,
Owner, OPM Recruitment
“Only send a few examples, and your best ones. Art directors, for example, do not have lots of time to
review huge portfolios. They prefer to be convinced by a few stunning illustrations or graphics.”
Katrin Seel, Human Resources, Travian Games
“Experiment with our characters and designs.” Hendrik Mainka,
Head of Human Resources, Goodgame Studios
“Finish something. Finish and release as many things as you can.” Dave Thomson,
Founder and CEO, Ludometrics
“Don’t put in any shit. One bad piece of work will damage all the good stuff. Pick five-to-eight of your best
pieces – get someone you trust to tell you the truth – and include only what makes the grade. If you aren’t good enough yet, don’t bother having one.” Will Luton,
Creative Director, Mobile Pie
“Have one. Programmers, game designers, artists and production should all have a portfolio of
titles/work/examples to flip open and show. Even if it is just stuff you did in school, every prospective game employee should have a portfolio.” Chris Mayer,
CEO, Night Owl Games
FEBRUARY 2012 | 21
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