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RECRUITER HOT SEAT We speak to Jagex’s Francesco Genovese about why the studio is hiring in droves, and how to successfully land a job


How many staff are you looking to take on? We have quite a lot going on at the moment, with Transformers Universe and Stellar Dawn in full production, 8Realms recently launching, RuneScape, War of Legends, and so on. Let’s just say we like to keep


ourselves busy. In order to support these products in the best possible way, we are always on the lookout for fresh talent. At the moment, we have about 45 vacancies live, so if you’re looking for your next role, get in touch with us.


From what fields are you recruiting? It would be easier to tell you from what field we aren’t trying to recruit. We’re hiring in practically every discipline; we need game engine programmers, product analysts, UI artists, testers, designers and more. We’re even recruiting for a receptionist for our new Cambridge headquarters.


What does your company offer that other studios don’t? Great culture. We’re truly a unique company to work for. We pride ourselves on our culture and show respect for our staff. We want people to thrive and innovate, and we do all we can to ensure each day fills employees with that ‘buzz’. As well as that we have amazing people working here. The Jagex ranks are packed full of the most gifted and talented individuals within the games industry. People can flourish here. Working alongside the industry’s best is a gift in itself.


BIO


Name: Francesco Genovese Title: Recruitment manager www.jagex.com/careers


We also offer stability. We are a truly blessed company, having grown into the UK’s largest independent studio and achieved considerable success and stability. We’re proud of who we are and what we’ve achieved, and we’re excited about our future.


What are the perks of working at your company? First of all, working with some fantastic IPs – such as Transformers


GET THAT JOB


We ask recruiters how you can score that promotion or move to a new role


THIS MONTH: FINISHING YOUR


FIRST GAMES PROJECT “Finishing a game and releasing it really is a big deal and it will immediately set you apart from the rest and. The more polish ithas the bigger chance you have of employers asking you to interview. “If it is your first game start out with a simple


project that you can make in three or four weekends and then spend another two weekends polishing it. “It doesn’t matter if the game is a simple clone of doodle jump; just make sure it’s polished and bug free. “The goal is to make a simple game that shows you


can get from the start of a project to the end and release it. “Trying to make your own game engine won’t


get you anywhere. You are much better off using an existing engine and improving the graphics for it if you want to show off your OpenGL/Direct X skills.” Leo Brennan,


Game Developer, Bossa Studios 74 | MARCH 2012


Universe – and a lot of very talented, passionate and experienced professionals. We also offer an extremely competitive benefits package including private healthcare, gym membership, an annual performance bonus, fresh fruit, bicycle repair, five and 11-a-side football teams, a cricket team, quarterly team- building events, epic company parties, training workshops, an on-site canteen, as well as many other perks.


Who is the best interviewee you’ve ever had and what did they do? Quite a few years ago we were recruiting for a CTO. Being a tough role to recruit for, we expected it to take a few months to find the right person. We were wrong. We had just started the first round


of interviews when we received the CV of an interesting applicant who, on paper, seemed really strong. When we invited him for the face-to-face


SIX-SECOND STUDIO SPOTLIGHT


 Tequilla Works was launched in Madrid back in 2009 by Raul Rubio and Luz Sancho


 The studio specialises in creating digitally distributed and ‘experimental’ games


 Rubio says the studio aims to create “small and tasteful” games, mixing tradition and innovation


 It is currently working on its debut title for XBLA, puzzle platformer Deadlight, currently slated for a Summer 2012 release


 Tequilla has a core team of 18, with backgrounds at companies such as Blizzard and SCEE


 It is currently modeling itself as a ‘boutique’ studio


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