Chat about anything job or Work Experience related here.
Job and Work Experience
Career Change / Salaries
Posted this over at Sumea, then noticed the forum change notice. Might as well do it here too =D
-cutPaste()-
Hello all,
Just looking for thoughts and opinions, cause I know I've run through this so much in my own head, I need some fresh input.
I'd love to have a job in the games industry, i really would. I have a few friends with various experiences within it, and I have been on the fringe looking in for some time.
Currently I work at Monash Uni, doing IT Support stuff. I make a fairly decent wage, as I've been doing it fulltime/casual for 4 years, so I've had time to accumulate raises and the like.
Last year I took off to study 3D properly, having dabbled in it off and on before, but art was more "hobby" than anything until I convinced myself that "I could do it!" That plunge taken, I wasn't happy with my folio, so decided to take another 6 months off to work on it and then begin the job hunting.
Then the problem comes. See, before I took the year for study, I didn't really consider the actual salaries involved. After coming back to my current job on a 6month contract, I'm making ~47.5k. This will wind up going up. I could change track -slightly- into a different field of IT, and it'll go up again.
The problem is I'm sick of Customer Service, and I'm sick of technical support. I'd love to change to doing Art which I studied for and enjoy, but from all accounts and research, I'm guaranteed to take a pay cut. It also appears that I'll get less than I would if I dusted off my programming skills, and tried to find a good programming role.
My concern is how much a cut I'd take. A small loss, I can handle, but I do live on my own, and have a student loan to repay. Too much of a salary cut and its just not feasible. But what is the real value of job satisfaction:low pay::job frustration:high pay, and how does it balance?
I know that to start on more, you must bring more to the table, an amazing folio, the confidence needed to convince others that you -are- the best and deserve to be paid as such, but what are the rates and likelyhood of being able to start at the top of a juniors scale based on folio wow and some indy experience alone?
I'm not even sure what I'm asking for here now. Advice, thoughts..? How do people survive starting out? What are the rates and whats the future hold? The only "concrete" numbers all nicely listed and in some sort of non grasping for "well, whats this job classed as anyway" I've managed to find was at http://www.sumea.com.au/seducation.asp which actually made me feel a bit more hopeful about the industry again. But that was 2004. What is it like now?
I'll stop rambling now, thanks for reading. ^^;
Hey there
Thanks for the comment. And yeah, the more I think about it, the more it is a balance. How much do you love the job, versus how much do you love to get paid?
I've actually done the freelance Webdesign thing for a while. Got burned by some bad clients so kind of wary of that, but yeah. It does pay well for easy work.
Its good to have options at any rate.
Now to work on that "hot ass folio" haha. =3
What about IT Windows Admin job in a Games company?
Bronwynn from Conkerberry
Hi we have a Windows Server/Exchange/Active Directory administration role ($50-60K) with a games company in Perth. Would this be of interest to you? Once in the company you can probably get first choice at some trainee art roles.
Anyway, let me know.
Regards,
Bronwynn Lusted
Conkerberry Pty Ltd - Recruitment for Games Australia wide
Phone 02 9267 5714
Mobile 0427 690 971
145 / 336 Sussex St, Sydney 2000 NSW
bronwynn@conkerberry.com.au
www.conkerberry.com.au
What should I put in my portfolio?
Hi all,
I was wondering what some of you thought might be
worthwhile projects to take on to put into a portfolo and present to
games companies at interviews and so on.
I'm pre-dominantly a
games programmer, having made several 2D games using C++,
Flash, etc.. I've also made two 3d games, one using
the Kaneva engine (yuck btw) and one using Ogre3D, though neither are by any means complete
(they were made to meet assessment criteria for assignments). I've also dabbled in 3D modelling and animation, as well as digital painting, sketching
and general 2D asset creation.
I'd like to say that I'm
excellent in all those things but unfortunately I am not all that great
in the artistic side. My question is, should I just start making games
that have only my own original content in it to demonstrate my skill
across these areas, or should I just focus on one area?
If
anyone has any ideas where I should start with such a portfolio, or can
point me towards a good article that would be excellent. I have a
million project ideas for games I just don't really know how I should
be selecting projects or whether I should be churning out some art
assets to show off as well or what.
Any help is appreciated =D
Thanks in advance,
Slade
Looking for advice about game testing
Hi there! I've been a gamer for a number of years and I'm currently studying aviation at uni. Anyways I was wondering what the best things are to get into the game testing arena? Things such as qualifications or knowing people within the organisation etc. Any advice would be great
Cheers
You don't need any qualifications, in fact, you don't even need to be a gamer (but it helps). You have to be enthusiastic, have good communications skills, and be good at breaking a game.
Contact local companies in your area (check the Developer section of Sumea), and ask them about testing positions. Many companies hire testers as casual staff members when they have a batch of testing they need done, so if you call up at the right time you've got a good chance.
When I applied as a tester I wrote about a page about how much I loved games and wanted to be in the industry, including my favorite games, and my favorite genre's. If you want to demonstrate you can be a tester, grab a game and find 10 bugs (shouldn't be too hard for a PC game), write what the bug is and steps to reproduce. Though from my experience, most testers don't have to go to that much trouble.
Traineeship/internship
Hey, does anyone know of any internships, traineeships, apprenticeships, or whatever else you wanna call them in brisbane? I've had a brief look around and would like some help knowing where to look. If anyone could help, i'd appreciate it.
I don't know of any Brisbane developers that offer internships, traineeships, or apprenticeships. You could try posting over at the IGDA Brisbane forum to see if anyone has an answer, but your best bet is to call around and see. Let us know if you find anything!
Oh, Auran explicitly states that they don't offer those services (details below) so strike them off the list.
Auran:
Work Experience / Internship / Traineeship / Work Placement
We do not have any work experience, internship, traineeship or work placement programs available at present.
Television -> Games
Hi, I'm hoping to get some guidance and advice from professionals who browse this forum.
I'm currently working in the television industry under contract for a children's animated television series. I began my contract in rigging as a character TD, but was moved into the lighting department (shading, rendering, etc.) once the rigging component of the production had been completed. I have a Bachelor of Fine Arts (Honors) in Communication Design, majoring in 3D/Storytelling.
That's just some background, most of which is probably moot in regards to my query.
I'm considering (desiring) a move into the games industry once this project is completed. There will probably be a period where my work is still under NDA but my contract has expired, and I will be looking to move into new work ASAP.
I'm just wondering what I should be aiming for with a reel, and if any of the work done on this series would be considered good resume material for the games industry?
I have some limited games experience from working with friends on Unreal Tournament mods, mostly in asset creation - some level art assets, and vehicles for the mod "Furious Steals".
I guess what I'm really asking is for advice on how to structure a reel to demonstrate my abilities, but aimed towards the game industry rather than television/film?
I'm primarily - at this point - interested in asset creation. Characters, environments, basically any modeling/texturing/rigging/animating work. I've attempted to find a good guideline on poly counts, best practices in striping, texture resolutions, map types (spec, reflec, etc.)... basically just a good idea of what I should be aiming to produce on a reel, but I've become confused at the varying advice on game engine budgeting, and what exactly would be a good medium.
In the future I'd like to move into storytelling and design (being the primary focus of my studies) but I'm not so ideallistic (naive?) to aim for such a position right off the bat.
So... after the big rant, I guess I'm just after some tips?
Thankyou!
Boonfaultymoose2007-07-17 23:13:27
If we'd be talking in Unreal Engine 3 terms, a great-looking character will be made of around 5000 triangles, normal mapped, with both texture and normal maps of resolution at about 2048x2048.
They say that they first create a high-res model, between 1 and 5 million triangles, and then use a tool that reduces the triangle count to around 5000, and turns the original detail into normal maps. (the visual difference is quite small, and its pretty obvious which of the version can be rendered in real time, and which cannot...)
Those kind of tools should be available as plugins around the web. You could google for them.
Most stuff is normal mapped in modern games, and they are even starting to move to parallax mapping...raicuandi2007-07-18 10:56:28
Its great to have a grand skill set but perhaps have a particular focus of what you want will be easier ie. character or environment modeling, texture artist or animation etc. Some positions will allow you to do everything you have, some may just get you to do one. Research the companies and find out how they are set up and what they are like to work for. Find out what they are working on. Theres very few companies in australia that are working on next gen titles, so it may be awhile before you get to show off your normal mapping skills :)
Once you focus on what you really want then point your portfolio in that direction.
P
Do I have a chance in game dev industry?
Hello,
Since this is really my (almost) first post, I'll also introduce myself. My name is Andy Anderson, I've moved to Australia a month ago. (in Adelaide more precisely, I'm mostly know on the internet as 'raicuandi')
I'd like to ask you guys of your opinion if I stand a chance to break into the game development 'industry'.
Here's something about me/skills:
* I've started programming early, I went to competitions and I even managed to get 4th or 5th a couple of times on the national level of the Programming Olympics (that was back in Romania, and that would mean a national-wide competition, which are held for most of the primary subjects). Good 'ol Pascal days... simple times.
* Now I'm experienced in C++, Java and C#, and I can code a game from bottom to top: 3D graphics using Direct3D (a little OpenGL too), 3D positioned sounds, input, physics, networking, but not much experience with scripting though.
* I believe I am experienced enough to get a job now. My last work: I joined the first serious-enough team without a programmer that I could find on the internet, and in 3 days I had a basic framework with the client settings loading from an xml file, and the window and input were up, in the next 2 days I came up with fully-functional sounds, with 3D positioning possibility, and they can follow nodes in the scene (so if a character moves, let's say, he's speech will also follow him in the 3D world), I've also made a playlist functionality class, that can load and play a list of sounds (for example for the background music) in sequential or random order. I'd say its pretty good given the amount of time. I've made some full-featured games before, but only for the fun, and with my own (sucky) 3D models and textures.
* Never had a job in game dev.
* My strongest point is definitely engine design!
* I understand a lot of technologies and how to use them, like rendering optimizations (such as portals and antiportals), data streaming engines for MMORPGs (like Guild Wars; instead of patching), HDR and many many others...
One disadvantage is no university degree. (no uni at ALL)
What do you guys think, do I stand a chance to get into the game dev industry?
Thanks in advance,
Andy
A strong portfolio can overcome a lack of a degree. The industry is still young enough that a degree isn't a necessity, as long as you can demonstrate the skills.
Not to say getting a degree is a waste of time, and you'll always find people swaying either way on the issue (especially should you ever want to career switch), though that wasn't your question. @:-)
Part-Time Work
Hey guys!
I'm a student in Melbourne, with college 3 days a week looking to gain some industry experience. Has anyone heard of any studios offering part-time work/work experience? I highly doubt my luck but I thought it'd be good to ask. I'm looking forward to one day being a modeller or animator.
I know there are internship programs but they usually require you to have finished college.. How annoying! I only have to wait til the end of this year which is lucky though.
Hi Kowai,
Sorry for the late response. Most studios that I'm aware of do not offer part-time work or work experience. However, you can get lucky - I managed to get an internship with Auran in Brisbane. But I don't know of any companies in Melbourne that offer anything similar.
You should check out your local IGDA chapter though - it's an opportunity to talk to people in the industry and start networking.
And if you're not too busy, you could always join a mod/indie dev team to get some experience.
Good luck!
One-to-one 3D/Animation tutoring
Hi, I am an artist with 10 years industry experience (games, TV, mutimedia) and teaching experience. I can provide advice on showreels and getting into the industry and practical help with concept designs, modeling, animation and rendering. Contact me on alison.bond@gmail.com
My CV and showreel available on www.alisonbond.com
Thanks,
AlisonAl2007-05-10 23:52:07
Pixar Internship
Hi everyone!
I'm currently trying to apply for a Pixar Animation Internship but I'm having trouble uploading my demo reel to their website. I was just wondering if anyone else has applied, and if they had this problem as well?
outfit for interview
Greeting Sumeans~ I am fairly new to this forum and I do have a lot of questions to ask regarding the game industry heh.. Anyway, to start off with, I am wondering what to wear for the job interview; Does it have to be formal shirt with tie? or casual will do, thanks in advanced. Cheers.
I agree with Nexx that Smart or business casual is fine.
I was talking to an editor of Marvel comics once and he said that he will not give anyone a job dressed in casual clothes; he believes that your clothing reflects your attitude.
Wether you agree with him or not is irrelivant, he does the hiring.
that sounds like a very American Attitiude - dress for success! Thankfully in Australia (Adelaide at least) we generally aren't so superficial and have the ability to judge people by other less obvious traits than their attire.
I swing between semismart-casual to neatish-business (never bothered with a tie) for interviews and have never felt it affected my chances. I make the call on how to dress depending on the position, and try to dress for that. ie if the position involves contact with corporate clients neat-business attire (suit pants, long sleave shirt, shiny shoes) and grooming is required. If the position if formatting photos in a sweatshop styled backroom jeans and 5 O'clock shadow is more appropriate.
err on the side of over dressing a little rather than under dress though.
I want to see the personality in an interview and if the person across from me is wearing a monkey suit which they feel uncomfortable in thats not really going to help bring out who they are.
Saying that though shoes, deodorant and clothing without stains and holes are a good idea. :P
Also if someone is comfortable they tend to tell the truth easier as they don't feel that everything they say is being critiqued, even though it generally is. lol.
Smart casual should be fine for our industry if you are applying for grunt duty, step it up for Lead roles and above and don't read into what American's business says you need. :P
Yeah I agree, business suits and ties are a no no in my opinion, and achieve the opposite effect. Yeah it depends on the position, but I couldn't imagine a suit ever being required even for a management role.
When people say casual I think of yobbo wear, shorts, tshirt and thongs, and no I wouldn't wear that, thats disrespectful. I even think that's what the marvel guy was talking about as well. However in Aus, that would be pretty much the extent of the limits I think. When I went for my last interview I wore more stuff set for a bar, my Lee jeans, tarocash black short sleeve shirt, and some white shoes I got from Basement. My piercing was left in, tatts were showing, but it was respectful, it showed that I had thought of taking the time for this interview, and seriously, who'd want to see a Designer in a suit? How creative could they be?
Whenever I've interviewed someone in full business get up, all it's ever made me think was "I wonder what he dresses like for real?" and it had no influence on my opinion at all. Admittedly the bogun thing didn't get to me either, though I'd never wear shorts to an interview myself.
Sparkling New ;)
Hello. Hello. :)
I'm new to this forum and I thought I'd put my first post here since my impending career change is all about getting that brilliant job.
I think gender does have a certain impact on/in a job so yeah, I'm female. (Doesn't mean I'm going to cry foul or say things are hard: they're hard for everyone...but there are differences worth noting).
As it stands, having ummed and ahhed for the past four years, I'm now on the cusp of a new adventure and for the next few months I'll be undertaking core subjects so working out whether my path will be animation, gaming or multimedia isn't so much a focus yet although it weighs heavily on my mind at times. Problem is I'm interested in everything!
However, having watched some friends of mine tear their hair out trying to get junior graphic design jobs and getting nowhere, I'm keen to start working out and navigating career goals now, right at the start. I want to learn as much as I can about the industry, work out what's what, who's who and where I fit in.
Any advice for this old girl would be much appreciated.
(Doesn't have to be specific: whatever comes to mind).
I look forward to reading you.
Thanks.
Welcome.
Firstly, games developers, well the intelligent ones, are actively seeking talented female employees in all fields to help diversify the creative pool a bit so if you have the talent, your gender if anything is a help to you..not a hindrance.
Secondly, all talent is derived from passion. When you look at the best people in their fields you will find that they are the best because they love what they do. They continue to strive to better themselves and their work constantly grows and improves daily. They do it not for the paycheck but for the love. People who aren?t passionate will produce mediocrity to get by and we certainly don?t need anymore mediocre games out there do we :p.
So I'd try and work out what really drives and excites you and then look at fields in the industry that compliment that.
Thirdly, what state / town do you live in. There are numerous industry chapters set up such as the IGDA and others where you could go and meet with developers and pick their brain. Get the answers you need to help find out where you want to start your path.
Well I've been on a good wage but passionless so I couldn't really give a stuff about the former (although being able to pay my rent would be good).
I've been interested in IT all my life but had garnered the impression that gaming was all code, code and more boring code. Things changed last year when I attended a convention and I was...well, enlightened.
One thing I did notice that I really glommed onto was creating for PDA (..and now iPhone! Have you seen that thing?) platforms. But I've been working on a script for a game with a view to eventually developing that so....my career path's pretty much an open book at the moment.
I presently reside in Brisbane and would be very keen to find out about the groups you mention.
Thanks for your prompt reply. Ocea2007-01-16 01:18:13
The more girls in the industry, the more work gets done, because the geeks get too scared to look anywhere but their screens. Also the less bad jokes around the office, and toilet jokes in games too, so cool.
Mdobele is right, there is a bit of a push going at the moment for more women so you're coming at a good time. Once that ratio levels out I'm personally hoping the push will stop because then it borders on reverse sexism though that wont be for a while yet.
The passion that Mdobele mentioned as well is the primary key, and that's what you'll need. If you find out from someone that you're crap, then find out why, see if you agree, say no more and work on bettering it. The last thing you want is to get a job because you're a woman, there's no confidence to be found in that, you want to know you got it because you're damn good at what you do.
Game proggrammers?
I need some help. And to be honest i dont know where to start.
I am looking for someone to make a computer training program for me to simulate small dent removal in cars, it would be interactive and have different varations of metal, and there reaction to different type of stimulation. The dents would appear about the size of a golf ball, and be pushed from the under side via mouse movement and pressure applied.
It would need:
Realistic movement with pressure points
At least 2 different metal types (alluminium and steel)
Light reflection and a 360 degree work platform
Different style tips to produce different reactions
Mouse interaction to determine point of contact and pressure applied.
Please any advice would be greatly appreciated.
Thank you in advance
QA Work in Melbourne?
Think I posted this in the wrong section...Creative Talent is a push, in fact with 7 years in Corporate Account Management and PM work I would probably be best suited trying to get a role as a Producer...however Im not so sure about that.
What I am sure about is the fact I have a passion to work in the industry that has fed my gaming habit for the past 20 years, from the tender Spectrum 48k through to the Intravenous WoW injections. And as I have read a fair bit on the subject I think that as a sprightly young thing (26...) then some QA work might be a good way to get experience.
I have a fairly good understanding of the role and what is required, I know I would be playing games to break them and possibly playing a game I hated for months. My communication skills are excellent and this is the reason I feel I would suited to the role, my cartoonish doodles are never going to get me an Artist position after all.
I know of a few QA's in England (my home country I may add) who have advanced in the role and are very happy, although they do work at Lionhead so that might be why.
So if there is any of this kind of work in Melbourne at the moment: stevewhitelegg@gmail.com or let me know if you know of anywhere :)
interships ?
hi everyone,
Im a 4th yr Multimedia Systems student needing to find an internship in Melbourne. Does anyone know of any companies that have any existing internship programs for 3d artist?
Caroo, if you read this post, i noticed your profile says your 20yrs old and found a job working at blue tongue. Have you studied in the field? if so what course have done?
Can you/anyone give me some advice on finding a job?
ive done my folio and resume and im starting to write up some cover letters is there anything else that could give me an edge?
Also, this is an site/forum, wish i had found it sooner
Cheers
[Before I go on my babbling I?ll let you know that ONE place in Melbourne do allow internships. That being Red Tribe: Click here other then that nothing sorry.]
G?day mate. Nice to see you?re putting yourself out there, asking questions and such. That?s a key element of job acquisition in itself for all jobs. Getting yourself known.
I .. basically learned through my own mistakes and experiences to be honest. I finished high school last year with a crap VCE score and just pretty much focused a year of my time at home self-teaching around half of what I needed to know.
Self-teaching in more detail means getting books and internet tutorials and slugging yourself through all the knowledge and know how to get to junior standards and spec. But if you?re in your 4th year of a course that has made you quite a good 3D artist [I assume so.] Then ignore the self-teaching component I just talked about.
What you need to do mate above all else is learn and accept people?s critiques. This means applying your cover letter, resume and best work examples to every studio in Australia with a small demo of your work and hoping you get a reply based on it.
You?ll hopefully get a few interviews from that. Now the following is important to know. Please don?t believe that I got the job at blue tongue as my first interview. That?s lies and slander. Blue Tongue was interviewing no 7 of 8.
Through this year Australia wide I have:
Applied to mostly every company in the country. Sometimes twice over, [blue tongue included] I would say all up about 40-50 applications.
Out of those 40-50 around 5-7 gave any sort of reply. This is standard for aussie games industries so don?t feel like your sh*t when no one replies. Everyone gets this.
And I have gone to as I said 8 interviews in total.
Ok so the depressing statistics aside mate the one thing I did do is that when I didn?t get a job I would ring and e-mail ask why not and asked what I could do to improve myself. And basically through that and listening to what they wanted I made a Cover letter, Resume, Printed and Organised design Documents and Screenshots of work and took all that in and casually talked them through what I could TRUTHFULLY offer them and my skills. And it just so happened that those skills are what they need for this project I?m working on.
Be friendly and approachable in an interview, which helps as well.
With next gen on our tails most studios will be happy to hire a 3D artist if they are good enough to fill the position. While there are a lot of people applying to the industry most of them simply don?t have the polished skills. But in saying that I would say I?m both the youngest and most unprofessional at blue tongue. For all purposes don?t consider me a rule of thumb. I did things very differently then most and still do today.
Cheers.
Caroo2006-12-07 04:49:56
"quite a good 3d artist" well i only started doing 3d in the last two semesters, im in a very broad course where i can go into alot of things, but thanks for the vote of confidence.
So what does a junior level designer do?
i know that you only started a few months ago, but have they got you do do anything major yet (do they use MAYA or MAX)?
whats the atomshpere like working there?
Thank for the info, i really appreciate it.
Well if you have a broad range of media skills yet none of them are upto an industry acceptable standard i would suggest that intership for red tribe. You might not fall perfectly in their case sensario but in your e-mail breifly state what your doing and what you can do and where you want to be in the next few years.
A junior level designers job varies from studio to studio but for blue tounge it's a solid mixture of computer based work and written/practiced design. I can't get into huge detail at the moment but i'm quite satisfied with what i'm doing. I've been at blue tounge about a month now.
And they currently use Max but they're slowly changing to Maya.
The atomshpere is awesome. Really nice blokes and casual yet professional at the same time. They know what there doing.
[QUOTE=Xinnerz]im in a very broad course where i can go into alot of things[/QUOTE]
3D art is a wide area, do you have a favourite area, or one you're most proficient in? What's currently in your portfolio?
[QUOTE=Xinnerz]
ive done my folio and resume and im starting to write up some cover letters is there anything else that could give me an edge?[/QUOTE]
Print it, bind it, stick it in an envolope and mail it out. Get your work sitting on people's desks.nexx2006-12-14 04:04:17
wow, 3d art is a wide area. so im coming from a broad multimedia course to a broad area in 3d art. i think might have to work a bit more on 3d before i start applying.
So do you work at Krome Studios Melbourne, or other?
Ive contacted both Blue Tongue and Krome and both of them don't take university students, looks like im heading towards regular multimedia jobs.
thanks for the info cheers.
I worked on Medieval 2 Total War
Hey guys and girls, well not to long ago i finished working on Medieval 2 Total War, i worked in the game-testing department. It was a lot of fun i learnt so much, even better is the fact that i now have one shipped title under my name and on my resume.
Here the thing but, you would think having experience in Quality Assurance would help your chances in applying for jobs in the future, sadly not the case well at least not in my experience thus far. I have applied to every studio in Australia, said im willing to relocate etc, but im still having no luck.
Its seems like everyone else I know is snatching up the QA jobs, What can I do? I have the professional experience in QA, I have the experience doing 2d/3d art (self taught) as well, but I just haven?t been called up not even for an interview.
I?m confused and depressed I need some advice please.
Thomas
I am regularly mystified by the lack of apparent pattern regarding games companies showing, and not showing, interest in my applications. So you are not alone with your confusion.
Keep reviewing/refining your cover letter and resume. make sure they are short, sharp and show you off in a good light. You don't get alot of time to impress. I noted that a company spend a total of 50 seconds visiting my online portfolio and looked at under a quater of my samples. So you don't have much time to impress. If you are still able to contact senior and/or management types from your Medieval job it might be worth seeing if they would be willing to review your letter and resume. This contact might also result in job leads if they know of anything suitable (cool kids get jobs through networking leaving the rest of us mugs to duke it out for advertised positions).
apart from that do like Souri said - chin up and keep at it
If I was you I'd be heading over to the Game Connect conference this weekend and mix it up. Personal exposure to companies is far better than a letter.
http://www.gameconnectap.com/
groovyone2006-11-29 13:15:04
Yeah I know what it can be like being outside of the industry trying to get in. When you've a low level of experience (a year or less), a lot of it has to do with getting in the right persons face (or email) at the right time.
If it makes you feel any better, I do think it's strange that you haven't been able to find QA work with your experience. Most people getting into QA have no experience. It is entirely possible there isn't any QA work out there at the moment.
My advice is to keep sending your resume to all the games companies you can find and follow up with phonecalls, ask for their QA manager and find out what the situation is. I think you're more likely to succeed with developers in your area, I haven't heard of anyone hiring a QA person from overseas or interstate unless they were REALLY senior (even then I haven't heard of it).
Uhh I'll have to correct you there Souri, Med2 was the BEST game. I'm STILL playing that bastard, and I cant wait till the Kingdoms expansion comes out.
Reasons for not replying to a resume include lack of experience sure, but they also include:
*No available positions
*Position already being filled
*Company finds position may not be as critical as they thought
*Resume just doesn't get seen
*Company miscalculated funds and realise they cant afford it (it does happen)
*Company doesn't follow up on their own job advertisement
*Company finds some poor inhouse bastard to work that job on top of their own
*Company waiting till end of project to expand QA dept
*Company avoids looking at resumes outside of local area to avoid relocation cost
Thats a few ideas off the top of my head and none of them have anything to do with your skills or exp so don't lose confidence. What's your resume like? does it stand out from the other 50 that employer will also be looking at? Maybe expand out a bit, show skills and willingness for other roles as well. Try to not make your skills TOO vague but the more departments the resume passes through, the more eyes see it, the more people that say "Hey this guy worked on Total War".
Persistance is the key - Game developers get a lot of crappy resumes/portfolios, but they also receive some good ones but aren't always in a position to act on them straight away.
However I've employed candidates with good resumes simply because they were persistant... try to touch base with some of your contacts on a regular basis.
Good luck mate, and keep at it :)
Torus?
Hi everyone,
I'm new to these forums but am currently looking at relocating to Australia and was looking for companies at where i'd be relocating to (Melbourne).
I've seen the recent post about Torus Games, they say they're looking for environment artists, prop artists, texture artists... but also from basic design work, so I assume some design work is involved also.
While this may be good and all, it looks like they want several people that can do all of these, rather than focussing on a particular role such as environment art (which i do, and preferably modelling).
Also i'm not sure why they use Maya as Max is much more preferable by most of the industry (at the 2 companies i've worked at over 10 years anyway).
I'm not sure what the culture is like in the workplace and would really like to know more information from people who have worked there previously. I do not wish to be told by people that want to hire me that there place is great etc. Not interested in bias opinions. Want to know what the hours are like, lunchtime activities (do people lan games? sports?), overtime compensation?, salary.
There's not a great deal that seems to be available in Melbourne and Torus Games also seems to be a fair way from any kind of major shopping areas accessible at lunch time via walk that i'm currently used to.
Anyway, all that aside.. has anyone got links to more reviews of games Torus have done as I can't seem to find any that show great stuff.
http://au.gamespot.com/xbox/action/classifiedthesentinelcrisis/review.html?sid=6148040
This looks like a ps2 game but it's in the xbox section? Maybe gamespot made a mistake?
http://au.gamespot.com/pages/tags/index.php?tags=torus+games
I found this also, but it's all handheld titles, why do they want Maya experience for 2D work?
http://au.gamespot.com/ds/action/spidermanbattlefornewyork/news.html?sid=6154314
People don't seem to be happy about Torus working on a spiderman game?! Why not spiderman is cool, although I must admit it does look rather bland and the same as the other spiderman ds game that is already available. Using the same assets? I prefer to make content from scratch.
What sort of tech would the environment artists be working with? I'm working with next-gen titles at the moment (cannot say which ones), and would like to continue to work on next-gen realtime goodness. Is Torus expanding to work on next-gen as I don't see anything about it currently. If it's current gen, is it all handheld work? I prefer to also stay away from 300 poly characters (I can do character work also if need be). On our current title we're working with ~6000 poly characters with a combination of realtime and baked lighting solutions.
If anyone could please show me something good that Torus has actually done it'd be much appreciated, or point me in the direction of a better company in Melbourne.
I read Krome has bought Melbourne House? Would Krome be a good company to work for? But this is a new office, or existing one with more people being employed.. will have to wait and see... should I wait to see what Krome is doing or should I apply at Torus?
Please only honest opinions, from people who have been in the area and on these forums for a long time. As i said before, no bias opinions please.awright2006-11-05 21:21:58
Honestly mate. If you have that much experience and skill all you really need to do is send your resume off to all the big Melbourne companies and see who bites and takes interest. Also if you're highly skilled you'll have the opportunity to ask the extra bits and pieces like bonuses and such.
The notion I've gotten form Melbourne is that if you have provable skill finding a place wont be imposable.
http://www.sumea.com.au/sdevelopers.asp - every major studio is listed here. Even if a studios jobs section doesn?t have the position you're looking for posted. Send your resume anyway. Just make sure to have the words "Experienced Developer" in your mail title. That should save you from the Auto-delete button.
Anyway mate. Take a look around and remember to look at all the options. Cheers.
Caroo.
First off awright, any reason why you've chosen Melbourne as your relocation destination? ...I think there's just as much (if not more) going on in Brisbane nowdays as in Melbourne, so it might be a good idea to keep your options open if you have a choice.
I used to work for Torus, although it was quite a few years ago. I think you should do as much research as possible before applying to any game company, look for long term stability, published titles etc.
As for which 3D app is primarily used by any game studio, you've worked in the industry long enough to realise that one is neither better or worse than another and there's always a reason behind choices... things change and evolve constantly so it's up to you to adapt.
One thing you probably won't get (from a public forum such as this), is negative comments about any specific game studio here in Australia, at least from anyone who is currently working within the industry... it isn't appropriate.
On the other hand, I'm sure you're aware that you'll find good and bad points in just about any studio you work at... what's great for one person might not be so great for another.
If you are specifically looking for next-gen console work, then you need to target companies who have a previous track record in next-gen development.
Good luck :)
Having been born and raised in Melbourne I reckon it's a great place to live and work. Contrary to popular belief, the Melbourne games industry employs more people than any other state (http://www.sumea.com.au/snews.asp?news=2483) and, correct me if i'm wrong, is the home of Australian game development.
I've talked to people who aren't too crazy about Torus, but I personally found it to be a good place to work both as a tester and a programmer, I've met some really great people at Torus, and that goes a long way towards making a great place to work. Also the location away from the city means you can avoid the city commute and rent/buy a nicer place closer to work. It's located in a kind of business park, so the local shops are about a 15 minute walk or a 5 min drive, and parking generally isn't a problem. Last time I worked there (earlier this year) you got an hour for lunch and it was a 37.5 hour week, and I hear now they have 2 table tennis tables and a pool table, plus a few old arcade machines and a pinball machine, and when I was there earlier this year there was a lan game or 2 going on at lunchtime. As for the type of work they're doing, I'd advise you call Torus and ask to speak to someone about it.
As for Maya, every game company I've worked for in the last 2 years has used it as the predominant 3D development package, though I find that many artists say they prefer Max. If I was getting into 3D modelling I'd probably get a copy of Maya over Max.
I'm currently working at Tantalus and finding it an enjoyable place to work so far, I'm still finding my feet but the people there have been really great and it was the best induction experience I've ever had. And the free beer and games on Fridays at 5 is a real bonus! I must say I do miss the table tennis though. Previously I was at Codemasters, which wasn't as good, mostly to do with its location (no table tennis there either).
It's nice being in the city (Melbourne's a beautiful city) because you have access to so much more, but it usually works out being more expensive and you'll generally be spending more time travelling. It just depends on what kind of lifestyle you like. Nothing beats being able to walk to work though.
Anyway that's MY opinion. Take it as you will.
Andrew =0)
Work Experience
Hi,
I'm a Year 12 student (currently doing the HSC ^_^) heading to uni next year (hopefully in either a Software/Computer Engineering or Comp Sci course) and I was wondering if there was anyway to undergo some kind of work experience/internship before starting university or any other way to gain experience and knowledge outside of educational avenues.
Whilst I know that there would be very little I could do, I'd be more interested in getting experience in the industry, as opposed to working at fast-food outlets and whatnot.Type_D2006-10-28 07:24:40
Where are all the female programmers?
.
Hi all,
I'm a female software engineer working in the process control industry. I'm currently looking at getting into game development and am particularly interested in working on game engines. My main concern at the moment is that most of the advertised positions ask for a minimum amount of experience in the field. Is there much volunteer work available to get some experience in the industry?
Hey,
I'm not sure where you are located... but Pandemic in Brisbane is hiring jnr programmers at the moment. They have told me in the past that they are really keen to get some females on board, so you should definately go for it!
If you aren't in Brissy, I suggest you try for advertised jobs anyway, you never know...
Good Luck,
Miranda
work for a youngin'
ok....so my delma....im 16....rofl...
I was wondering if there is ANY hope for ANY sort of work in the 3D/2D graphics/animation field...i have had a tad of experience and made a 200th comic for someone. I aniamted and 3d...atized a companies logo and i have accelerated in both Maths and Media Studies in school....I currently have a job which i really cant stand as...and i quote "These managers couldn't manage even if they try" so yeha...i really wanted to get out and i cant stand retail so is there any point of me looking for a job in the industry? just part time...or even something in IT....im very good with computers and a VERY knowledgeable person....i live in Melbourne and yeah...thats bout it... any advice not concerning my grammer would be apreciated! :D
If you want to get into games field, the best bet would be to get some kind of training. You could just work hard and develop a folio by yourself but you have to keep yourself motivated. Most training institutes will help you develop a folio you could use to try and get work.
Check out what learning institutes there are about you can apply for Computer graphcs college, Academy of Interactive Entertainment, Holmesglen Tafe, etc etc.
If your after some job placement then go to Centrelink and see if there are traineeship positions that you could apply for. There are possibly a good deal out there could...well suck.
In every role I've had, in every interview I've been involved in (both interviewer and interviewee), and every potential employee or colleague I've been involved in assessing, the order of priority is always the same.
Personality/work ethic > Ability > experiance.
Age doesn't come into it unless it directly affects those things. For example it's expected that a 9 year old isn't going to posess a personality to mesh with the rest of the team, nor would they have the ability to fulfill a demanding role, let alone having previous experiance to bring along knowledge from past roles.
So, to put it bluntly, your age is not the issue, your abilities and life experiances are. Doing a comic and a spinning logo does not make you employable - Having a comprehensive portfolio proving your ability to fulfill job requirements does. Look at job posts and ask yourself can you fulfill those tasks, and can you SHOW you can fulfill them with a portfolio to back it up.
thanks for the reply :D ehehe, ohh...coolios, good to know that agea int everything! I prob should have said that those two things were my only "expiereince" "in the industry" but i am not a n00b at 3D/2D...lol..my folio is not too shabby and yeah, my knowledge is quite...well...i am very knowledgable about the software which i use and yeha, lol...lalalla
if you have some knowledge (or can quickly learn up) with some/all of these programs: MS Word, Powerpoint, Pagemaker, Indesign, Xpress, Publisher. You might have a chance of nabbing some DTP (desktop publishing) work... maybe. DTP is sort of the bridge between word processing and 2d graphic design. Most of the work would be mind numbing, but you might luck out and get a nice newsletter or digital persentation here and there.
These types of jobs don't lead to the computer game industy in any way, shape, or form though (just incase that is you longer term plan)
well, ud have to be pretty stupid to write up a cv like that, and i for one and am not. I am a very skilled person with very good marks. The only reason i write like that in these sort of forums is beacause it is much quiker and everyone seems to understand eh? so BLEH! and John, ill keep that in mind :DM5752006-10-13 02:48:06
If I were you I'd put in a resume for a job as a game tester then work your way towards an art position. From there you can talk to artists face to face, and get a feel for what the company requires of an artist and develop your portfolio to match.
Otherwise, take a game and make a mod, there are plenty of options out there. If you want to go straight in as an artist you'll need to be able to show something the company is interested in and convince them you're dedicated enough to do a good job 100% of the time.
Oh and, risking being flamed, I'd drop the leet speak as a general rule, unless you're talking in MSN or via SMS. It doesn't make you sound very intelligent, regardless of your good marks. Kinda makes you sound like a net hill billy.
no more lol's , cummons and dis's...what is this world comming too?! Okay, so I'll try and be propper. When ever I read about game testing they say things like "expierence needed with this program" and certain things which I have no idea about, like debugging. I know that in terms of Flash or VB or something, but I have never made a game using C++ or anything, and like I said, I don't plan to. So if I could get into game testing, that'd be great, but yeah. Also, wouldn't you have to be a pretty good gamer for that? I mean, I play games, except I usualy muck around, which doesn't help my skill level rise :D
Becoming a tester is one of the easiest ways into the indsutry. It may not be the best way into the other areas of game development, but at least it would give you some insight into the process of how a game is created and the professionalism that is required.
You don't need to be a great gamer to be a good tester, or know anything about debugging. You do have to be patient, methodical, conscientious, and write well. It helps to have a passion for games, because it can be a very demoralising job. However, a good tester is worth their weight in gold.
Testing is good work, if you can get it, and one of the best avenues into the industry. It is mostly accepted that someone starting as a tester is doing it to move into a development position, and it's quite accepted to mention this in your interview, but bear in mind that someone else who says 'I only ever want to be a tester', will probably be picked over you.
Anyone that plays games has enough experience to be a tester, (and you don't even need that) but not everyone will make a good tester, or get through the interview successfully. One of the big mistakes, would-be testers say is "I'd love to be a tester because I would get to play games all day" - WRONG! You TEST games, you go through the one game over and over and over and over, and did i mention... over. A good tester has good verbal and written communication skills, and has a mature, logical and structured approach to finding bugs in a game.
If you want to get in as a tester send your resume to every games company you'd be comfortable travelling to, with a cover letter stating how much you LOVE games, possibly adding what your favorite genre is, and game, what you're playing now, why you're playing it, what they could improve, and what you think testing a game involves - finding bugs, documenting bugs, varifying fixes, being very throrough, being the guardian of quality, fighting mediocrity.
You might not get in straight away, but don't be discouraged, keep bugging every company you can with resumes (unless they tell you to stop). And follow up with phonecalls, ask if you can talk to the manager of the testing department about a position, convince them you'd be a great tester. If you're dead keen, and you can show this, then you should be successful.
I don't want to discourage you, but your age might initially deter some companies, but if you can convey that you're going to approach the job with a mature and hard-working attitude then you might just get through.
Best of luck!
There was some really great advice there - thanks Chameleon.
I can personally say that it has aided me in some more in-depth ideas. I'm currently looking to get a foot in the door in the industry, and while my dream is to get into writing/design etc, and I'd love to get straight into level design, I'm realistic enough to understand that an entry level QA position is far more attainable.
I've done a lot of unofficial modification work with strong community backings and run and administrate a popular MUSH (http://en.wikipedia.org/wiki/MUSH), which I'm hoping will demonstrate an appropriate amount of writing/design ability. I'm currently finishing up my Portfolio, and you have given me some excellent starting ideas for some things to add into my cover-letter.
Because let's face it.. Darkstar One could use a lot of gameplay variety, and Pirates: Caribbean Tales is so buggy it almost seems unlikely they even had a QA team. ;)
Thank you for the words of advice.
As a fellow designer that's been at this job obtainment thing for almost a year now. I believe I can give some advice.
Promote your work as much as you can and often. Over the months and months that you post your work [like say in the design section of sumea *hint hint*] People will see how quickly you are improving. And more so just how passionate you are about getting a place in this industry.
The placements are competitive though. And because you're classed as a junior at best companies have even more doubts about you.
My advice. Through my experiences with trying to get jobs and going to a few unsuccessful interviews is this:
As a junior in any position. You must convince these studios that you are totally capable of handling the job. To this end; when you go for an interview. Your mission will be to leave with the studio having as little doubts about you and your skills. Even if they are under pair.
Because for these studios.. Under average skill is far more appealing then skills not shown.
Also...truely..where ever you are be prepared for unfair outcomes. I've gone to a QA interview and was told sincerely that I did quite well for the interview. It's 2 months on now and still no word. But I?m currently chasing a higher up position so if I wasn't. I would be ringing up the QA manager of that studio and ask politely why I didn't get the job.
That brings us to another point. If you go for an interview but don't get the job [and chances are this WILL happen 1-4 times.] Be sure to RING up the studio. Get hold of those who interviewed you and POLITELY ask what you need improvement on. Some times you'll get helpful advice. other times..well..this industry is a little dodgy when it comes to employment.
The main point. Don't give in and keep trying. This industry is very very hard to get into. If you live in Brisbane you'll have a slightly easer time then if your in anywhere else. Melbourne from my experience only takes the best of the best of the best juniors for any position.
So keep at it mates. Wether you start in QA or Level Design. Find out what you need to learn and simply learn it.
My advice would be to a) look into games testing, and b) experiment with 3D, art, animation, mods, mapping...or whatever it is you wish to get into (or try them all and you'll find a favourite). 16yrs is young, you could easily spare a few years gaining experience (maybe even a degree) and putting together a solid portfolio. Research, plan and set some long term goals.nexx2006-10-18 09:08:19
Okay, so if I have'nt already mentioned (I haven't checked here for a while because AS MUCH AS I WANT IT TO IT DOES NOT SEND EMAIL NOTIFACATIONS :@ )I have had quite a bit of expierence and summed up, know what I'm doing. And yes, I have an A3 display book which is filled with my work (all 40 pages) and not one person who has looked at it has said anything negative - only wow's! and oooOOOoo's- so im pretty dandy there. I am also doing a year ahead in Media and skipping Units 1+2 so I will next year I will concentrate on making a short animation and it will be school work! yay! Does anyone know of any GOOD game studios in melbourne? The only one i know of is Atari...but i heard that they've had issues for the past little while and i mean, their website still says "Transformers:Relase date 2004" or whatever...so yeah. now i have to use this emotion night!
I think Sumea has a section with, as far as I know, a more or less complete list of Victorian developers that you could check out... a second list here:
http://www.mmv.vic.gov.au/CompaniesinVictoria
As for 'good' companies, check their sites to see if they have recent commercially successful games, but maybe more importantly if you like their games you should add them to the list of companies to approach.
Yeah don't worry about the age thing, in fact don't include it on your resume. One of my closest friends is still only in his early twenties and pretty much holds total dominance over his field in the local industry. In fact I'm having trouble thinking of an Aus company which he has not worked with in some way, and he'd be only about 5 years older than you. He started around your age in fact, so yeah, no danger man, go for it.
Moving to Australia and NZ
A Canadian here with 3 published console titles under my belt looking to migrate to the southern hemisphere for a change.
I guess the places I would consider moving to are: Auckland, Melbourne, Sydney, Perth, Wellington. Are there enough game companies in those cities or are they mostly outside or in smallar cities?
Thanks in advance.
Hey Voxel,
Brisbane is probablly your best chance at having alot of game development companies in the same place. We have five of the largest game companies in Australia (Pandemic Studios, THQ, Creative Assembly, Auran and Krome) all within a few kilometres of each other. Plus, the weather, and the cost of living, is much better in Brisbane than Melbourne or Sydney!
Cheers
Roy / Interpro
Roy hooked me up with a Prop & Texture artist position at...
Krome Studios!
I am now working on a Hellboy game for nextgen consoles :)
Just Wanted to Say thanks to Roy from Interpro, and inform others about the company.
http://www.sumea.com.au/forum/pop_profile.asp?mode=display&id=1595
Cheers Roy
Thanks Ryan, the pleasure was all mine, it is good to see so much
talent out there.
My clients are always looking for people like you and am pleased to see you got a really good break. Congratulations!! You will be joined by 2 other people that I helped get jobs at Krome shortly =)
Keep in touch.
Roy
quote:Originally posted by LOOM
Roy hooked me up with a Prop & Texture artist position at...
Krome Studios!
I am now working on a Hellboy game for nextgen consoles :)
Just Wanted to Say thanks to Roy from Interpro, and inform others about the company.
http://www.sumea.com.au/forum/pop_profile.asp?mode=display&id=1595
Cheers Roy
How much should I sell the IP and source files....
Hi,
I dont post much in here, but I still hope you can help me.
I have posted this in General and Job Discussion, because its kind of releated to both.
My friend works at a IT company. As a side project he got me to redesign his companys logo in 3D. I have since had a meeting with the buisness's directors (total company is 10 people, they make data bases and network programs) and they mentioned they would buy the full IP from me, includeing all the source files. They need to do this, as they will copyright the image as their logo.
I have already figured out my hourly rates, and render time rates, and at the risk of sounding either a) a gold digger, or b) a newb that doens't know anything about real work, I am charging $50 an hour for work, and $10 an hour for render time.
So far they owe me $510 bucks for work and render time.
How much should I sell the IP and source files for? Considering once its theirs, thats the end of what they need me for. Anyone else been in a similer posistion?
(At this moment I would rather keep the company and what I have done confidential)
Edit: At the moment, work comes to $510, so at the moment, I was going to round it off to an even $900, thoughts?
When you say you 'redesign his companys logo in 3D' I assume that the logo itself hasn't been redesigned- ie you have created a 3d interpretation of their 2d logo? in this case I suspect you have no, or little, ownership of IP, and technically may have encroached on another designers IP by using the 2d logo as a base for your redesign (I'm no lawyer, and copyright laws regarding design IP can be complicated so I could be wrong).
As for the source files, my understanding is (and I might remind you that I am no Lawyer) they are your property, and unless specified during the initial projects brief, a distinctly seperate piece of property to files delivered as part of you project, and also to copyright of the design! So the company could pay you to redo their logo for a website, then pay you for ownership of the copyright(if it exists and belongs to you...can be a very tricky gray area), allowing them to use that logo in any way they wish and then they have to pay you again for the working files! ...so whatever you end up charging, it is proabably worth breaking the costs down to indicate that all of these components are being purchaced - this will help justify to the client what you are charging.
Don't really know what 3d models are worth so I will let someone else offer suggestions on the pricing.
As with anything when selling IP to someone and relinquishing copyright. You need to figure out
1. Where is the company going
2. What are they going to do with the source files
3. What impact is that on loss of future work for you based on that IP.
4. What size is the company (financially) - ie how much can they afford
5. How desperately do they want it (can be indication of it's intended use).
Cold emal - from Hays (rep sydney studio)
I was sent this email about 1/2 and hour ago, and was wondering what studio it is.
I only know of Bondi, and the Ex Perception team in Sydney, and my own non-functional studio.
quote:
Are you a Player?
Interested in Video Games??? Want to get paid to develop them???
Presently we are recruiting several positions within the gaming industry for a rapidly growing Sydney based company.
Positions available include:
* 6 x Research Programmers
* Technical Animators
* 3D Animators / Character Modellers
* A.I Programmers
* Senior Gameplay Programmers
* Gameplay Programmers
* Menu Programmers
* Tools Programmers
The company are willing to pay relocation costs and accommodation while getting settled in Sydney.
Ideally, candidates will have previous experience in development of PS2 games, however the main focus will be on their C++ skills and attitude.
Excellent rates and great benefits... a fantastic opportunity
For further information please contact:
Daniel Buckley
02 8226 9603
daniel.buckley@hays.com.au
All introductions are subject to our terms of business.
Specialist Recruitment www.hays.com.au
It looks like Team Bondi to me. From Team Bondi's 'Jobs' page ( http://www.teambondi.com/jobs/ ):
Art Jobs
Technical Animator 17.01.06
3d Animators/Character Modelers 22.11.05
Programming Jobs
Senior Gameplay Programmer 11.01.06
A.I. Programmers 22.11.05
Menu Programmer 22.11.05
Gameplay Programmer 22.11.05
Tools Programmer 22.11.05
Research Programmers 22.11.05
I.T. Jobs
I.T. Manager/Systems Administrator 22.11.05
Jobs in San Francisco
Does anyone have any ideas on the best way to find good games developers who would like to work in San Francisco? We're mainly after software engineers with C/C++, Python, Maya etc.
I'm a recruiter in Australia after being in the US for years so don't know the market here well. Having posted on this site and contacted those on the site under available talent we haven't had much luck.
Thanks
Also you can try http://www.jobsearch.com.au/ - there's links to the major job boards on there like Career One. If you're not getting much bites here then I am not sure since most game developers do read this board.
Quite a lot of people (in my own experience) are not interested in the USA unless there's something really special being offered OR they want to travel.
Your "To Do" List?
Hi all,
I'm just doing some more research into project management for games companies and my current focus is to find out what process is the most efficient for managing task lists and updating the status of tasks on a bi-daily basis.
What method has worked for you?
As great as any structured and well executed project management system/methodology is, never underestimate or under-value temporary and volatile methods either since development is always in flux -- single most successful management policy I've seen is literally a "live" whiteboard, sticky notes, and actually listening to peoples estimates of how long an individual task will take for them. The amount of times I've seen a schedule made of the formula "amount of time divided by number of tasks" is plain scary.
For our small team of <10 people on this project simple Excel spreadsheets split into milestones seems to work best for tracking tasks and hours. For me they are easy to look over each day and track any fluctuations without draining alot of my or my teams time.
They are simple for the team to use as well and they are able to update and change estimates as they go.
I tried a few times to use Microsoft Project but it was just overkill for me and the team found it too difficult to use.
In the end you just gotta go with what works best for you and your team.
J.I Styles "amount of time divided by number of tasks"
[:D]
Styles-----------
"single most successful management policy I've seen is literally a "live" whiteboard, sticky notes, and actually listening to peoples estimates of how long an individual task will take for them"
------------------
Actually that's pretty much the "Agile" method we use, with user stories and task cards, and yeah so far that seems to be pretty kick ass. Very concise, very dynamic, allows for input from all involved, and provided an overall scope on the project is maintained so all the little parts slot in where and how they're supposed to, it's a Designer's heaven.
Agile Software Development can be quite good. After working on bloated, ass backwards projects, it's great to get back to the fundamentals.
I've enjoyed working with ScrumSprint, and would recommend these for teams of around 8 or less. There's something to be said for letting the team decide what they can achieve in a given time, and then letting them knock the work over in any way they choose within that given time. A methodology built around the fact that your requirements are subject to constant change... that sounds like games to me.
If you're a self-important manager, it can seem a bit daunting at first however as the team takes personal accountability for their work, solve their own problems, and generally don't need you to bother them. Though you may feel a bit more hands off, when you realise that all of these are good things, life is peachy keen.
The only thing that bugs me is, at the beginning of a new sprint I need to sit down and write out a wall's worth of task cards. My hand gets sore. To forfeit the "wall of destiny" for electronic means though would be a big mistake.
Time for my first coffee of the day so I'm not bleary eyed in our upcoming scrum. I recommend these scrum meetings... "what did you do yesterday, what will you do today, what are your impediments?" Gets those cogs turning in everyone's heads, and you're a lot less likely to have an "I told you so" moment because issues are frequently reported, and can't be neglected.
Peace out.
Scott.
Hey Artemis
A current job opening at Infinite Interactive for a "Junior Artist/Illustrator" lists a salary of $38-42k.
I'd say most companies would offer a bit less than that for a junior position. But if you have a hot ass folio then companies are going to want you, so you could push up to around 40k maybe. Unfortunately as you have already realised artists get paid less then most other positions. Really it all comes down to passion though, if you really want to be a games artist then it will be worth taking the pay cut. You could consider doing some freelance work on top of a full-time position to make up for the pay cut, web design work pays pretty well.
I know a lot of people who take this option, as the work is usually pretty easy and can be done at home in one night or two.
Hope that helps.