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Tom
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).

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!
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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.