Showing posts with label gamecareerguide. Show all posts
Showing posts with label gamecareerguide. Show all posts

Sunday, January 10, 2010

Game Career Advice

A Q&A

Recently I did an interview with The Gamer Report, about my background and experience working in the animation and videogame industry. The Q&A interview gave me a chance to talk about a lot of things, but mostly the stuff I have been doing on the side as well; like making art toys, and making movies. What I forgot to mention in the interview is that I used to do quite a bit of online writing as well. I used to do event coverage for Game Career Guide, contributing articles (online and print), as well as interviews, with game designers, some even appearing on Gamasutra.

I started out writing blogs on 1UP.COM, soon I was asked to do some paid previews and reviews. Yet that wasn't enough for me as a writer. I wanted to explore more about the industry, and the people behind it. Which led me to Game Career Guide. Under the guidance of the excellent Editor of the time Jill Duffy, I was able to contribute a nice body of work that I'm particularly proud of.

The point is, that even given my own interest in working as an artist/animator full time for the animation and game industry, I always wanted to explore, and challenge myself with other things that more often than not, still related to my field of interest, videogames.

The articles I wrote were designed to inform those trying to break into the industry, and my recent interview with The Gamer Report, in a way reminded me about that, instead of myself doing the interview, I was the interviewee.

Check out the Q&A here

Tuesday, May 12, 2009

Crushing dreams, still trying to be a game designer?

The truth, crushes.

I had an interested conversation with someone on Twitter today. This person was interested in changing his occupation, from doing something mundane, for the incredible world of being a game designer! I immediately sent them a link to Westwood College's very infamous commercial...

Along with the link to the hilariously inaccurate depiction of being a Game Designer, I told them they shouldn't fall for the money hungry factories churning out Gamestop/Best Buy's future employees. More often than not, you will NOT be working as a game designer fresh out of school. Get over it.

Shortly after, I found this article Student Illusions About Being a Game Designer, via GameCareerGuide. As I read it, I could hear the screams of dreams being crushed. LOL. So I sent a link to this person.

Yet, they were still adamant that they wanted to be a game designer. I could tell they didn't really understand what they wanted, or what a game designer was, so I stopped trying to get my point across.

Some people are just so stuck in their own mindset, that paying a ridiculous amount of tuition for a one year school program, seems like a golden ticket to their instant dream job. When in reality, I'll be seeing them at the cashier at my local Gamestop.

Friday, September 19, 2008

Are Video Games Bad for Comics? Ed Boon, Joe Madureira speak.

Comic licensing, video games, and you.

Several weeks in the making, my latest article for the Game Career Guide comes at the end of the summer movie blockbuster season, but with the holiday movie rush in sight. If you were sitting in theaters enjoying the spectacle of this year's big comic brands Iron Man, The Incredible Hulk, and The Dark Knight, but were all the while dreading how these superheroes would translate to a video game form, don't fret, you're most likely not the only one. Superhero video games have had a less than stellar track record.

Comic licensing and adaptations are still very much in demand. With this, comes a demand for not only more comic-based films, but for better quality ones as well. With the taste in audiences changing, and comic-book based films getting what some would consider 'better', why can't video-game adaptations keep up?

In a quest to figure out why crappy comicbook games continue to get made, I decided to do some research, asking a few experienced developers (Ed Boon, and Joe Maduriera) who have a unique perspective on the situation to open up about the business of licensing, and production. While comments by Frank Miller and Zack Snyder, taken from this year's San Diego Comic-Con, add to the discussion of adaptations.

With 'Are video games bad for comics,' I try and put into perspective the growing pains that developers are faced with when dealing with the licensing of comicbooks, the superhero kind, specifically.

Gamasutra, provides the entry, while Game Career Guide offers the 5 page post in full. I'm definitely pleased with the way the article turned out, and I'm especially grateful for having such a great editor, Jill Duffy, who really made this piece shine. Give it a read, and be sure to share the link.

Thursday, July 31, 2008

Back to School with Game Career Guide Fall 2008

Jump start your career path.

Sure it's not even September yet, but with the fall school year fast approaching, it's best to be prepared. Whether you are in middle school, high school, or college, or even a working professional seeking new opportunities, having an idea of what you want to do as a future career never hurts. It is never too early to focus on goals necessary to meet the prerequisites of a particular program or job.

When I was in elementary I remember that I wanted to work in the video game industry. Originally I had thought I would be a music composer, but sometime in high school, I realized I was more artistic with the visual medium then anything else. It was then I gave up on a career in music, and focused on improving artistically. I wanted to be an animator.

During high school, I took part-time courses in Life Drawing, Art History, Computer Animation, and Computer Graphics, at a local community college to build a portfolio to meet the requirements of a film school I wanted to get into -- the ghetto high school I attended lacked the classes. My high school counsellor at first refused to let me take those courses which conflicted with my high school schedule, so I took matters into my own hands. It was the best choice I made, not only helping me get into the film school, but also giving me a leg up early on with art. I ended up doing what I needed to do to become the animator I am today.

Nowadays, students have many more resources available to help them out. The internet, magazines, websites, conferences, and recruiting fairs. High Schools are offering more technical and art courses, and are generally more informed when it comes to helping students get in the "tech industry." Post secondary institutions geared towards gaming are popping up everywhere, with programs ranging from the simple, to the complex, the technical, and academic. Game Developer Magazine, Gamasutra, and Game Career Guide, are offering the best resources for anyone looking to get into gaming, and are great alternatives to the video game hobbyist game review-oriented publications out there. Back when I was a student, these game development resources were unheard of.

The latest issue of Game Developer presents Game Career Guide Fall 2008, once again compiles a slew of useful information. From the disciplines within the industry, to an updated salary survey, directories on schools, and tips to get in. This issue rocks!

Be sure to pick up your copy, along with Game Developer Magazine now.

Saturday, February 16, 2008

Not sure what to do at The Game Developers Conference? Check out "8 For GDC '08"

Getting it together, to make the most of your time at GDC

The GameCareerGuide has been running some very useful features over the last few weeks for those heading on down to Frisco for this year's GDC. As if "The GDC Survival Guide" wasn't enough, Jill Duffy's article "8 For GDC '08", will help you tighten up your conference schedule to sort out what's really important. Because there's a lot to see and do, there's no way you could possibly get around to doing everything, unless of course you had clones. Which most of us don't. Choosing two or three major things on your schedule each day, and leaving the rest open for whatever comes up could help in the long run. This is especially important for conference goers with too much on their plates, or for those who have restrictions on their conferences passes. Limited passes may be limited in the sense that you don't have access to every corner of the convention, but that doesn't mean you can't make the most of what you already have access to.

With only 2 days away, it's best to be organized!

One of the problems I had last year, was actually finding time to eat. Running around from session to session, and booth to booth, I'd want to grab a snack, but I also didn't want to waste time. Stopping and having a meal becomes difficult. This includes staying hydrated. Water bottles are a must! In the end you'll soon realize that GDC is an exhausting, but rewarding week-long experience.

Related: myGDC, and The GDC Survival Guide, Looking Forward to the Indie Games Festival

Friday, February 08, 2008

ATTN: Conference Goers - myGDC, and GDC Survival Guide!!!

The 2008 Game Developers Conference is just around the corner. With only a little over a week away before one of the industries major events takes place in San Francisco, you have to wonder if you're at all prepared for the excitement. That is if you're actually going.

And what better way to prepare for the event than to read up on how to approach the conference, especially if it's your first time.

No this isn't E3. It's better... of course, in a different kind of way. The focus of the GDC conference is education, and networking. It's all about communicating with industry peers, learning and sharing ideas, and experiences in game development. It's about getting your game seen if you're a developer, and widening your network of contacts if you're a student or professional, all the while being in a welcoming environment. Not to mention all the announcements, parties to attend, and games to play.

There are two things you MUST check out if you're going!

Survive this!

The GameCareerGuide has a fantastic article on surviving GDC called The GDC Survival Guide, a feature I wish I had written. Haha! James Portnow did a bang up job detailing what's important for the first time conference goer and the info is also great for those who have previously been to GDC. Don't be left without your business cards! Definitely give it a read.

Myspace for the game industry

Another great feature (as in website tools as opposed to written articles) is the myGDC networking feature, on the GDC website. It's like myspace for the game industry, and you can actually customize your profile (unlike a certain 1 to the Up). You can post your conference schedule, post on the forums, and connect with just about anyone who's going to GDC. But unlike other social-networking sites, myGDC is for game industry professionals, so don't expect any immature profiles, or antics. The profiles read more like resumes rather than myspace greetings. Also if you plan on sending random invites to your favorite game designers, expect a swift denial. Friends lists on myGDC are tighter, and are a reflection of people you've met, worked with in the past, or plan on meeting at the show.

With these tools, you're well on your way to becoming a conference fiend! Goodluck and see ya at the event.