View Full Version : "Breaking into Videogame industry" - Moving?
Zilant
May 5th, 2008, 06:07 PM
It's something I can't quite wrap my head around.
Possibly because I'm young and naive.
Advice dispensed for "breaking into the games industry" sometimes includes the noodle scratching notion of the employee hopeful moving to the city their target studio is based in, before they even apply for the job.
It's boggling enough from the employee perspective, seeing as how developers have cropped up hither and yon (http://www.gamedevmap.com/) in the last few years, following this advice would making job hunting into a sojourn across the country.
But really what confuses me, is that I can't even grasp this from the Art Director's perspective.
I just can't imagine why anybody would care.
So long as you show up the first day of work at nine-o-clock sharp, why would it matter you'd have to Mapquest the closest Starbucks?
Mirana
May 5th, 2008, 09:21 PM
I don't think I'd follow that advice unless I specifically wanted to work in a certain area, but there is some bonus in that you can network better and have face time easier.
I have had more than one friend who had jobs given to someone else because the company wanted someone who was already there. One company flat out said it was because they wanted to make sure the artist would BE there (???) and soon. This would probably not be an issue if you were looking at senior positions, but if you're asking these questions I'm guessing you aren't.
Zilant
May 6th, 2008, 12:15 AM
One company flat out said it was because they wanted to make sure the artist would BE there (???) and soon
That just boggles my mind.
Are there roving bands of people who apply to jobs on a lark? How did an employee skipping out on their shiny new job become such an epidemic as to warrant that kind of defense?
Well, as far as I know that sort of thing does happen. I'll concede to my inexperience.
So you're saying you've seen the benefit of this in action, but agree that the practice is somewhat impractical. So I should view it as less a strategy to examine, and more a happy accident/bitter lament when location works for/against you?
PerinGalitte
May 6th, 2008, 04:06 AM
And what about for those of us not living in the US? It seems like a lot of artists have at one point or another, had to move over there. :S That's something that really worries me.
Farvus
May 6th, 2008, 07:58 AM
And what about for those of us not living in the US? It seems like a lot of artists have at one point or another, had to move over there. :S That's something that really worries me.
If you look at this map from the link it the first post (http://www.gamedevmap.com), you will see there are some game studios all around the world. Not only US. For example the nearest to your location would be propably in Singapore.
MarkWinters
May 6th, 2008, 10:42 AM
I've known plenty of people who moved AFTER getting hired for art jobs in the games industry. I wouldn't ever consider moving before applying, unless it was a location like San Fran or LA or somewhere with tons of potential.
DavePalumbo
May 6th, 2008, 11:45 AM
That just boggles my mind.
I've only ever heard of people who moved once they landed the job, but I guess if a company passes on an employee for that reason they have probably had problems in the past with a person flaking out. I'd imagine that it's most likely done to minimize risk (like if a person moves for the job and then is miserable there. they'd rather someone who's already established?)
Vhan Juju
May 6th, 2008, 11:54 AM
I mean, you have to think that something like this would be a case-to-case basis. A lot of things could effect thier timetable, and how fast they need you there.
s.ketch
May 8th, 2008, 02:49 AM
The idea would be to move to an area with many game companies. If your portfolio is good enough, someone will make room for you. It is a hard thing to move though, but it would pay off in the end.
Boolean
May 8th, 2008, 09:53 AM
From what I've heard, the issues with someone not living in the area were:
1) Outside person has to now plan to move to this area, where as a local can start right away.
2) Outside person may be busy for a week while they move, local person can start right away.
3) Outside person may have to turn down the position because the family does not want to move there, local person can start right away.
4) Outside person may have no clear idea how easy it is to get to work, may end up having to catch a train for 2 hours. Local person knows right away if they can make emergency meetings or not from where they live.
Now of course this all depends on the position. For higher up positions, they know you will be at the company long term and a few weeks of bumpy transition is more than worth it for them. Where most people run into the 'locals only' situation is when they are smaller positions where they want you to start right away and know that the position might only be around for 6 months to a year.
dbclemons
May 8th, 2008, 09:58 AM
The past five gaming jobs I've had involved relocating long distances, of which most of the cost was paid for. One was even a move out of the country that was paid in full, two others were coast to coast moves. In all cases, part of the deal was that I would pay a large part of the cost back if the job didn't work out. Being a single guy made it much easier. You have to be where the jobs are, and some jobs may end quickly through no fault of your own. Hang on to your moving boxes. I have been told a couple times that I was passed on because they wanted (or found someone) who was local, but other opportunities are plentiful where they don't care. There are so many people to choose from that often very little separates one choice from another.
pok82
May 8th, 2008, 11:47 AM
It usually boils down to who you know, not what you do. Companies ignore a lot of talented artists to go with folks they know. They also have some really odd requirements that never really make any sense. I had a friend who tried to get hired as a background artist who couldn't get any work because he didn't use Corel Painter, but knew Photoshop. I got told that I was wasting my time trying to be a character designer because I don't know how to use Maya or XSI and that was from a guy who asked to see my portfolio.
So I'd just network my tail off and try to make as many connections as possible. Go to gaming conferences if you can and hand out business cards. Try to leave a good impression and then when you're in an interview name drop. Might get you work.
s.ketch
May 8th, 2008, 01:03 PM
It usually boils down to who you know, not what you do. Companies ignore a lot of talented artists to go with folks they know. They also have some really odd requirements that never really make any sense. I had a friend who tried to get hired as a background artist who couldn't get any work because he didn't use Corel Painter, but knew Photoshop. I got told that I was wasting my time trying to be a character designer because I don't know how to use Maya or XSI and that was from a guy who asked to see my portfolio.
Those are not really "odd" requirement, its very important to be familiar and well versed in as many software packages as possible. Pretty much all of the major software game companies use have a free learning edition or a heavily discounted student edition. Sure you could probably network around it like that, but personally I just wouldn't feel right knowing that im under skilled. Not only that but im sure you know how competitive things are and the more you know = better chances at a job. Ass kissing can only get you in the door unless you're up against a guy who knows more and is more talented than you.
nonie
May 8th, 2008, 01:54 PM
It IS important that the company have a good feeling for how you are going to work within the group. For big companies they can fly out potential new hires to meet everyone and go out for dinner and drinks to see if the personality clicks. For small companies that can't fund this kind of interview, they have to rely on the endorsements of existing employees for their new hires or have the new hire be a local so they can still have that social testing-out without the cost of flying the person out and putting them up in a hotel. They don't want to hire someone with a kickass portfolio who turns out to be an abrasive jerk that can't follow directions or something like that.
Morale within a company is hugely important, and companies with good working environments and teams that really enjoy each other naturally produce better products and everyone is better off. Hiring someone from across the country that no one in the company has met is just a huge risk to that delicate balance of personalities that makes up the team.
So yeah - being either local or having a contact or two in the company that can vouch for you can indeed be a big deal.
pok82
May 8th, 2008, 04:29 PM
Those are not really "odd" requirement, its very important to be familiar and well versed in as many software packages as possible. Pretty much all of the major software game companies use have a free learning edition or a heavily discounted student edition. Sure you could probably network around it like that, but personally I just wouldn't feel right knowing that im under skilled. Not only that but im sure you know how competitive things are and the more you know = better chances at a job. Ass kissing can only get you in the door unless you're up against a guy who knows more and is more talented than you.
It's odd when the position you're applying for is to do character design or concept art to say you can't get the job because you don't know how to use one software package that has nothing to with the job. No one does concept art or character designs using Maya or XSI and Photoshop can give the same results as Painter in the hands of a solid artist. So maybe it's me, but it seems really silly to bump a person for a job just for that, especially since a lot of artists can do the same thing with different tools. It's like saying you know how to use acrylic, oil and watercolor paints, but you're not that good using chalk so they won't hire you even though the job description was for watercolor artists.
Yeah, the industry's really competitive and cramming random software in your head might help, but you'll never be great at doing everything, just okay if that. And even then you still probably won't get work because you don't know the folks who know folks who can vouch for you. I know a lot of people turned down for work even though they've got professional quality skills. If talent were all that was needed, most artists would have decent paying art jobs. So the best bet is to keep up those skills and learn as much as you can without getting weighed down and make connections with people in the industry.
Zilant
May 8th, 2008, 08:24 PM
Thank you folks, for the insightful posts.
The personal experiences are highly informative, and I'm thankful your sharing.
Hnnn. I'd just sort of assumed I'd pay my own plane fares and hotel rooms.
Not that I'm in a financial position to do that too often. But conversely it's not like I'm so arrogant as to believe I'll have oodles of interested parties, and if such a thing is the almighty dealbreaker for an employer I'm willing to front the money.
Is there some way to get that across on the Resume?
I see where your coming from Pok82.
I kind of don't understand the Corel/Photoshop thing myself.
But, as for you knowing Maya/XSI, it probably has to do with the idea your designing for the sake of the Modeler. So understanding about the Modeler's job means your able to design for and communicate with him more efficiently.
I mean, don't get me wrong. I'm not saying you have to be some kind of savant (my modeling sucks, truth be told). But I can see the sense in a company wanting somebody who can communicate with everyone in the pipeline.
Mirana
May 9th, 2008, 12:55 AM
I was under the impression that the business paying airfare/lodging for a face-to-face is standard practice. It is a write-off for them anyway.
Mikko K
May 10th, 2008, 04:03 AM
I think there's a ton of misconceptions here in this thread.
If your work is good, companies will fly you over to the studio. Don't expect to pay the interview costs by yourself.
Also, don't move before you get the job. You shouldn't be that desperate. No company wants to hear that you moved to town (not to mention overseas) because of them, since they'd feel bad if they chose not to hire you for some reason.
About the software, don't think a kickass artist is going to neglected because of his software skills, unless applying for a position which requires a lot of technical knowledge. If someone says you don't have the software experience, it could be a nice way of saying "no thanks". Personal connections do matter a lot, but once again, good work gets your foot in the door and you will get interviewed. Having the right kind of personality and some marketing skill in addition to your art skills will hopefully get you the job.
edit: "the odd requirements" are there to weed out some of the applicants. I don't believe for a second that someone who produces great work in Photoshop is going to be neglected because he doesn't use Painter. The art has little to do with software skills, and "knowing Photoshop/Painter" doesn't mean a thing these days.
Hope this helps a bit!
Zilant
May 10th, 2008, 04:56 PM
:) I'm always happy to have my misconceptions cleared up.
...good work gets your foot in the door and you will get interviewed. Having the right kind of personality and some marketing skill in addition to your art skills will hopefully get you the job.
That's a nicely level-headed perspective on the matter.
Very helpful, Thank you.
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