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Each month, industry veteran Tom Sloper provides career guidance to game biz wannabes, newbies, and junior professionals with the goal of helping them break into the industry, and stay in. Submit a question to Tom for developer-oriented advice in this column (IGDA members only).

 

Tom Sloper
by Tom Sloper

The Importance of Demos, Skills and Location (April 2003)

Dear Tom:

I'm a recent graduate with a Bachelor of Science degree in Media Arts & Animation. I've sent my resume and my demo disc to EA, THQ, Activision, and Sony. Most of them haven't even replied. The one that did reply just said they'd received my package and were keeping it on file.

I live in a smallish city. There are no game companies here. When I show my artistic creations to folks here, everyone says I'm really talented. I know that my stuff isn't up to triple-A standard yet, but I know that my skill is growing the more I work at it. I've gotten some small jobs here, doing layouts for store flyers and newspaper ads. That is keeping me going, but I really want to work in games. What's the secret, what can I do to break in?

Armand

 


Dear Armand,

The fact that you have a B.S. and a demo disc, and that you are enterprising enough to find graphic work in your town, speak well for your work ethic and your creativity. I recommend a multi-pronged attack on the problem.

1. By your own admission, your graphics and animations are just pretty good, that you need to polish your craft. In your spare time, focus on that. Create some masterpieces. Knock your own socks off, and other folks' socks will follow suit. Make sure that your masterpieces are in "portrait" orientation, so they'll look good in an 8.5 x 11" portfolio. You mentioned that you've been sending demo discs along with your resume. Demo discs are fine for art directors who are actively searching for new talent, but paper portfolios are better when others (H.R. types and producers) also need to look at your stuff. So make a paper portfolio, and send copies (not originals) along with your resume.

2. You've been focusing your efforts on the top publishers only. Those companies have higher barriers to entry, so you've been overshooting. There's nothing wrong with starting out at a smaller development company rather than a top-five publishing company. In fact, I recommend it. Widen your list of target companies to include small developers.

3. You say you live in an area where there are no game companies. As a recent graduate, you're going to find it difficult to get a company to hire you long-distance. First, since you would have to move, a company would experience a delay after hiring you until you could begin work. Secondly, nobody wants to pay relocation expenses for an untried rookie artist. You need to move to an area where there are several companies. Do the research, pick an area, and move.

4. Another benefit of living in an area near game companies is that you can phone and go. When the people at a game company see you as a person rather than a packet of paper with a disc, you greatly increase your chances of being hired.

Good luck!

 


 

Please note that there is no guarantee that Tom will be able to respond to all the questions he receives. It is up to his discretion which questions he uses for this column. For further advice and resources, check out the IGDA's discussion forums, the Breaking In web site and the Students & Newbies Outreach section.

 

Tom's Bio

Tom Sloper's game biz career began over twenty years ago at Western Technologies, where he designed LCD games and the Vectrex games "Spike" and "Bedlam". There followed stints at Sega Enterprises, Rudell Design, Atari Corporation, and Activision. In 12 years at Activision, Tom produced 36 unique game titles (plus innumerable ports and localizations), designed four games, and won five awards. Tom worked for several months in Activision's Japan operation, in Tokyo. He is perhaps best known for designing, managing and producing Activision's "Shanghai" line. He is currently consulting, writing, speaking, teaching, and developing original games. Find out more at Sloperama.

© 2002 Tom Sloper. All rights reserved.