The Games Game January 2011
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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).

Hi Spencer, The "location, location, location" rule primarily applies to full time job seekers. A freelancer doesn't have to live in commuting distance of the client company, if he's established himself with a stellar track record. Did you catch the "if" in that sentence? Your problem is going to be getting long-distance work, without a track record. And establishing the track record may mean moving.
What I'd recommend is that you move, as soon as practicable after graduation, to a game hub so you can be more visible and accessible to your potential clients. And until you start getting professional credits, work on amateur / indie projects.
Network, network, network. Attend as many game and music events as you can. Put your portfolio URL on your business card and make the card look unique and unforgettable. Be a good listener and people will be impressed (see my column for February 2007: "Focus On Connecting/Listening"). California is the #1 game hub, in my opinion -- Los Angeles, San Francisco, Orange County, San Diego. There are other game hubs too -- see gamedevmap and gameindustrymap, and use the information to decide where you want to locate while establishing yourself.
You asked the eternally bad question "is it worth it." Worth is subjective. Only you can make the determination about the worth of something. As for relocating for a limited time, I'd say "a year or two" is not enough time.
The way to "put your name out there" is to build a great portfolio and a great resume of amateur / indie credits and a great website. Then network like crazy.
As for "how to set yourself apart," if there was an easy answer to that, then everybody would be already set apart from everybody. Or maybe they already are. You have to figure out for yourself how to express your own individuality and the uniqueness that is Spencer. 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.
© 2010 Tom Sloper. All rights reserved.
