Game's Game December10
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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).

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Hi Jonathan, I think a business degree is a very good thing. Now all you need is a breaking-in plan. The only thing you have to figure out is how to get your foot in the door. You can start anywhere in the game industry and eventually make your way to producing. So start with a process of elimination. Are you a super-skilled programmer? If not, programming is out. Are you a super-talented artist? If not, art is out. Have you mastered level editing tools and have you designed some fun levels? If not, level design is out. So, that was the easy part. Of course, if you answered yes to any of the foregoing, you have your answer and you can stop reading. But if you answered no, not to worry. You still have other options. You can break in through QA or CS (Customer Support). Or if you learned a lot about marketing in the process of getting your degree, you might break in through marketing. You might be able to get in through business, but depending on what business job you get, you might find that it's that much harder to move into the production studio. Unless you get to be on the greenlight committee -- that would definitely be a way to get into production. You don't want to get into accounts payable or receivable, though; that's not a way into production. New Business would be good, but you need lots of experience in the biz before you can get there. A sad truth I've noticed about the game biz is that nobody wants to pay for experienced producers. They love cheap. So it's just possible you might find a junior-assistant producer position right out of school. Not saying it's likely, just that it's possible, but you'd have to demonstrate knowledge of games, and preferably knowledge of the game development process. You can get that a couple of ways. One way is to join an indie team, even a student project. Just help out doing anything that needs doing and that the others don't want to do -- that's pretty much what producing is, at your level. Another way is to subscribe to the IndustryGamers and GamesIndustry.biz daily newsletters, and to Game Developer magazine. Voraciously read everything you can, especially as it relates to successful projects, failed businesses, mergers, everything related to the business side. You need to talk the talk in an interview. |
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.
© 2010 Tom Sloper. All rights reserved.
