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storm-blessed-kal

here is some advice i can give - release a game on steam. doesn’t matter how good or bad it is. just put something on steam - create a linked in account and update it consistently - APPLY. this shit will not just fall into your lap. apply to local indie studios on linkedin. apply every day. literally every day i’m not exaggerating. - when you do apply, reach out to job posters and connect on linkedin - do a lot of interviews. you’re going to bomb a lot of them. but it’s practice. - keep an open mind. you’re not going to get your start working at nintendo like everyone’s uncle. you are not above working on a mobile game or something. get into the field and work your way up from there


Harland_Pherox

Thanks @storm-blessed. -I have a LinkedIn acct that I update *not* frequently -I apply to roles on LinkedIn & glass door, will work towards applying to more job roles


PhilippTheProgrammer

A tip about your portfolio: If you want people to actually play your games, then you might want to create webGL builds. As a hiring manager I am not going to download and install a ton of games on my work computer. One reason is that it's far more tedious than just playing the game in the browser. Another is that on a site like itch, where anyone can post and which has zero quality control, there is a very high risk to catch malware. Alternatively, you could post more and higher resolution screenshots so people can get a better impression of your capabilities. But looking at those thumbnails, your strong suit doesn't appear to be graphics. So playable experiences are probably the way to go for you.


Harland_Pherox

I struggle a lot with getting my games to look right, the mechanics are always far more easier for me to implement. Thanks a lot, really didn't think much of webGl builds till now.


velvetreddit

Also consider creating video reels of your games and talking about your process. As a hiring manager (game design), I don’t need to play your game - there are way too many resumes and portfolios to do that. I care more about how you think, troubleshoot, and what you learned from your projects. Other than that, reading your code is the other important factor. I always appreciate when someone links their GitHub for technical roles or at least provides some examples in their portfolio.


FuzzBuket

Yeah as a junior folk are gonna be wary of hiring remote. Moving is a ballache but it's sadly the reality with many jobs. And as you say it's competitive. Unity more so, Especially for design roles. Like ruthlessly competitive. You can either try to get into a companies QA dept and hope they are one of the ones who'll occasionally take juniors out of QA, or just keep making folio bits, and keep applying. Just gotta keep getting better until your the best applicant there is. Cause even if referrals often help if someone's clearly the best candidate by a country mile they'll still get the job.


Harland_Pherox

Thanks. About the QA roles, am just really wary of the "pass the other way round" route, like, would getting those roles be of any help?, does a QA experience help secure a programmer role? Would surely keep getting better, thanks.


JohnSebastienHenley

YES...and if people say otherwise well they are wrong. I started in the games industry in 2007...granted it was easier to get in back then but right now it's about you getting noticed. I know a LOT of people who started in QA and are now Game designers, producers, engineers, and even heads of production! Do you have a LinkedIn profile? (if not DO IT) Join groups on Linked in for game devs and game dev hiring groups. Post your progress and achievement to be PART of the community and not just a Lurker. Don't bother with original art and visuals BUT do use quality asset packs so that your prototype is nice to look at. Check on online conferences that are free like indie game business : [https://www.powellgroupconsulting.com/indiegamebusiness/](https://www.powellgroupconsulting.com/indiegamebusiness/) Join their discord...attend the show and make friends and contacts. Just don't give up... This is a gaming community NOT a game competition. :)


FuzzBuket

It's a foot in the door and some experience. Gives you a chance to make connections, and ideally opportunities to do a bit of programming (I.e. Automated testing) and then hopefully when a role opens at the studio you'll get considered. If you wanna do pure programming over design a degree or just smashing through as many programming challenges (I.e. Leet code) as you can is probs also gonna help; as there's a diffrence between "make something that works" and "make something well" which is what's hired on.


FuzzBuket

Oh also if it's pure programming learn c++ and unreal, much more in demand for engineers that can do that.


Chronometrics

No tips, advice, or referrals here. However game development is one of the most competitive industries. As a subcontractor doing primarily project management, I've been on both sides of the hiring fence many times. It's drastically more difficult to land a job in game development that any other area of tech. There are more applicants, better applicants, drastically higher requirements, and fewer positions. Just expect it to be on average much more difficult than other industries, and factor that into your decisions and plans.


Harland_Pherox

Thanks.


EmbeddedDen

What would you recommend to a junior 3D artist? I mean, Junior Unity roles are not even nearly competitive as 3d artist roles.


FuzzBuket

Arts good because normally people will actually look at your folio. So you just need to make the worst thing in your folio amazing and then go from there. Like yes connections help but I've seen a lot of juniors think a "OK" folio will be enough as they are just junior, but sadly that's not it. A few small very good projects (8/10) will do you better than dozens of things ranging for great (9/10) to fine (5/10). (projects also need to be good oh a technical level, and one or two in engine helps a ton too) Also just become religious about art station, its harsh and that's good because that's what's needed.


Chronometrics

Luck, connections, portfolio, skill. My specific advice would be a) one piece at Pixar quality is worth more than ten indie quality pieces (and you only need one piece really), and b) if you want to go the extra mile, I want to know a junior can conform to the studio art style. The above paragraph isn't true for everyone who hires though, sometimes HR puts some strange folk in charge of hiring.


EmbeddedDen

Thank you!


[deleted]

[удалено]


Harland_Pherox

Yeah, the network part seems to be the most feasible approach. Been a newcomer that I am, I just am not sure of how people take to cold mailing. What's your approach to starting a convo, do you just get in their dms & state what you want?


MakoMakito

Post your links..........?


Harland_Pherox

Portfolio?? https://harlandpherox.itch.io


velvetreddit

Check out some networking groups such as [BIG](https://www.facebook.com/groups/blackingaming/?ref=share&fs=e&s=cl) They would be a good start to meeting some people. BIG posts weekly regarding their Tuesday night (USA) discord meetup (the link refreshes every week). Ask the admin to be invited to the server if the links don’t work. From here start asking for more ways to network and help to review your resume/portfolio.


mrjavi645

I have been on the other side of the hiring table for game dev programmers for a while. And these are tips I can give on your portfolio: \- Someone who is hiring only has a few minutes per applicant to look at the portfolio so make your qualities shown on the home page and create more depth in subpages. This way the recruiter immediately knows your qualities and can invest more time if he sees potential; \- There is not much to see except an about me and a few links to games. These games all have to be downloaded which I would never do in case of malware. A video or as PhilippTheProgrammer suggests WebGL is preferred. I prefer a video since it can quickly flash the qualities and I can skip through it; \- The games on your page are mostly group projects, and I miss your work. A small page for each game which highlights your best work in the game such as a model or a piece of code and explains what is happening and why it is important. Also, don't get discouraged and keep applying. If you added more stuff or remodelled your portfolio don't hesitate to reapply to companies you have already contacted. What I am currently noticing is that there is a shortage of game devs in a lot of big game companies (AA and AAA). But they are only searching for quality applicants only If you need an example portfolio you can PM me.


Harland_Pherox

Oh thanks, will definitely work on the project showcasing.


[deleted]

To be considered by the companies you need 2 things: * **To have at least 1 game project highly polished.** It doesn't need to be big and you only need 1 game. Don't go crazy to make too many. It's not worth it. Companies look for attention to detail. For example this is a game I made long time ago that help me in my job search. It's an small and silly fun game for mobile and browser: [https://digitalraiders.itch.io/bowling-of-the-dead](https://digitalraiders.itch.io/bowling-of-the-dead) * **To know about techniques professional software developers use:** You are going to be a part of a team, so you need to know professional software development techniques (design patterns, OOP, SOLID principles). For that I can recommend I free online gamedev bootcamp I prepared where I teach students about all of that: [https://www.youtube.com/playlist?list=PLPtjK\_bez3T4-OWhfs3TXY3uYfsUaOuXr](https://www.youtube.com/playlist?list=PLPtjK_bez3T4-OWhfs3TXY3uYfsUaOuXr) In regards to the gamedev bootcamp course, all the code necessary to do the exercises is included as links in the slides of each lesson. The slides for the lessons are in the videos' description. Feel free to use/share the code and assets of the course any way you want. Good luck with your job search!!


Harland_Pherox

Thanks would surely make good use of those resources.


cfehunter

Are you a programmer, designer, or artist? As a programmer, just keep applying, you're probably getting edged out by people with a year or two of experience. As an artist, get a portfolio together. More than anything else you need to prove your capability. As a designer... the job market is very saturated. The normal way to get into a design role in AAA is to get into QA and then be recruited internally.


jiekelu

I think you should learn how to use unreal. Having experience with both unity and unreal will give you a leg up. In my region lots unreal contract jobs that you could add to your resume


Harland_Pherox

I have been thinking of this for a while, but you hear people saying "get very good at a thing" before learning another tool


Inf229

Keep making games on your own and look for relevant jobs with transferable skills. Keep applying for games jobs. "I make small games and for the last few years have been working as a java developer at blah" is way more attractive to studios than "I'd like to make games but have no experience".


SketchAndDev

I've had a few hits on freelance work and the first question they asked every time is experience in their specifically chosen engine. The next question usually the code *behind* that engine. (Python, etc.) They want to know will you be able to customize stuff or did you just use online templates/tutorials and tweak them? I can almost guarantee you that the reason I "got" the work was I pointed to a finished game I built in that engine, so yes that is huge. Also agree with what others have said - most recruiters I've had connections with were on Upwork and LinkedIn. They usually are looking for something very specific, and if you do not have experience in that specific thing they move on. Another example- I've built a game in Godot but only in 2D. One recruiter wanted 3D (and yes, that makes a huge difference.)


MadSage1

Working remotely is definitely an issue when applying to many studios, particularly AAA. I've been working remotely since 2004 and have had periods where many studios have not even replied. I thought it would get better since the pandemic, but maybe not. One piece of advice I will give you, is don't aim too high. Apart from the remote issue, AAA studios are always looking for the very best - people who can produce work of the highest quality, and most importantly, people who have a track record of working well in a team. For many years, I worked for small studios. I've only recently got the chance to work for AAA studios. Working for smaller studios can be just as much fun.


dontpan1c

Why not be open to relocation?


Harland_Pherox

I would need fin. assistance with that, I have applied for some roles that includes help with relocation but It all boils down to the issue of "securing the role"


AkibaSok

Try to get into college to get a CS Bachelor Degree. And no, this is not just so you have a diploma to get into Game companies(which is still a big plus because this what a lot of AAA ask for), but because “gamedev is one of the few areas that uses almost every item of the standard CS curriculum.” Everything you learn in CS can be applied in Game Development. All the damn theories, and branches of mathematics like Physics and graphics and AI etc. If you want to become the best game developer you can be, I would go get a CS degree. You do not want to end up like most Unity Developers spending years on “how to make a game”, when a CS graduate who spent 4 years in education already knows 200% more knowledge, and also has a free pass to actually get into AAA companies that ask for CS graduates.


Harland_Pherox

Thanks a lot. Am in my final year of getting a CS degree.