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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

Focus On Connecting/Listening (February 2007)

Hi Tom,

is the GDC worth paying the money i live in florida and the trip is quite lengthy. Does this conference really help out. Is the career pavilion worth my time. My school's department chair says yes and to stay the whole week and do the whole party hop from hotel to hotel with some guys and maybe you will meet someone. And should i bring samples of my work with me or refer people to a website instead?

matt b


Hello Matt,

Normally, I tell game hopefuls that GDC is well worth it. But you sound like you're not ready yet. But in case you do go (and for the benefit of my other readers), let me tell you how this works.

Your department chair is not only suggesting that you go to GDC to visit the career booths. He is also recommending that you schmooze with others the whole time you are at GDC. He is suggesting that you become a go-getter, network, show your face, impress people with the earnestness and passion for working on games that is Matt.

Nobody just hands out jobs at GDC. But if you're there, smiling, shaking hands, and listening to what the others have to say, they may take you for someone worth knowing better. If you decide to go, you should make a business card for yourself. These little cards are the way people meet and remember one another. Having a card is the essential networking tool.

The goal in going to GDC is to come back with a fistful of cards. With those cards you have contacts into a lot of companies in the game biz, and you can stay in touch with those people you met. Wanna know how you get somebody's card? Hand him one of yours. If you're nice, don't jabber on about how much you want a job or how passionate you are about games, and instead just ask the occasional good question and listen, the other person is likely to even keep your card and think kind thoughts about you.

"What's a good question," you might ask. How about these: "What's the most recent game you worked on that you can talk about?" Or: "You worked on that game? Cool, I dug the graphics and story in that one. What tools did you use?" Any question about projects worked on, basically. The trick is to get them talking, so you don't have to. You might think it'd be a good thing for you to do the talking, but remember that old saying: "Better to keep your mouth shut and be thought a fool than to open your mouth and remove all doubt." You make a better impression if you listen more than you talk.

Contrary to what you might think, you shouldn't bring a big stack of portfolios, demos, and resumes. Maybe a small number of resumes, which you'll only give out to those who ask for one. It's a bad move to stuff resumes and CVs on people at GDC. You might do just as well not bringing any at all, but do bring a lot of business cards.

By the way, you can save money on GDC by volunteering. By working at the conference, you definitely meet a lot of people, and you can attend sessions when you're off duty, and you only have to pay your travel costs. But, the early bird gets the worm and GDC volunteer opportunities get snapped up fast. Ditto for the IGDA's studio scholarships. Plan ahead for next year...


 

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.

© 2007 Tom Sloper. All rights reserved.