I've made a demo project to showcase my skills. How do I spin it into a game-design job?

A while ago, I asked some people, including people on these forums, how to become a professional game designer. I was told that becoming a game designer requires more than being good at game design: one must also be familiar with practically every part of game production. So, I went ahead and learned how to make a game. An RTS game, which I was told was the most challenging and, therefor, hopefully the most impressive to employers. This demo shows that I am familar with Unity fundimentals, relatively complex C# programing, Photon networking, AI, compute-shader usage, and pathfinding. Most importantly, it shows that I can come up with lots of good, novel ideas for game mechanics which come together as an experience that (subjectively) is actually fun.

So… what now? Do I just put at the top of my resume that I’m made this thing, then start sending it around? Are there conferences that will accept ugly demos from novices? I’m not shooting for anything more than entry-level, but I won’t comprimise on doing design work: I won’t become a drone who gets chewed out by studio after studio.

Any guidance is appreciated.
-Aidan

If you expect from us a constructive feedback on the the subject, please show us what have you done up to date.

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Do you have a qualification in games design, or a games focused qualification? If not then you will likely struggle as a lot of studios will expect not only university level qualifications but often experience somewhere in the chain. Its not uncommon to do QA before getting a game design role, have you any experience in the games industry?

If not, then yes you actually will have to compromise on design work, which is a masssively over saturated market. Most studios have very few design roles vs every other role, something to bare in mind.

But regardless of all of that without seeing your portfolio its hard to tell you your chances and how to improve them.

Good luck! :slight_smile:

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Assuming your demo is as good as you say it is, start networking, letting people know you’re looking for work, contacting studios, and applying for jobs. There’s no one special way in.

If you haven’t already, get a portfolio website up and use it to show off that demo, as well as any other relevant work. A demo is only useful if it can be seen.

Keep in mind that you’ll be competing with other people. So keep learning, improving the portfolio, and looking out for opportunities.

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Does anyone else get sick of people posting about their game, demo, portfolio, etc and not posting a link to the darn thing? If you are proud of your work, trying to market your game, or just trying to get feedback then post a download link and/or video!

@AidanofVT this is not directed specifically at you, just a trend I’ve noticed, your post is the straw the broke the camels back so to speak…

… but the point still holds, let us play the demo, or at least watch something. If your game is a mess we will tell you so, and if it demonstrates the things you say that it does then we can help with the next steps.


EDIT: A positive is that you actually went and did something. 99% of people ask for the help, get told what to do, and then don’t do anything more, so you are way ahead of the curve there.

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This is actually really important. You can’t improve without knowing what to work on. And a given design isn’t good when its designer thinks so, it’s good when its audience thinks so.

While I’m in here again…

You say “design”, but most of the stuff you listed out is programming, and that’s got little to do with whether or not you’re a “drone”. A designer can be just as much of a drone as a programmer or an artist or a sound engineer or anything else.

What actual work do you want to be doing? I ask this because lots of people use the term “design” to refer to different things, and when people see your demo different aspects are important depending on what skill you’re trying to show off.

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The worst ones are the marketing ones. Posts along the lines of “I’ve made this game, how do I market it?”, without so much as a link to the game in the OPs signature. Surely sharing the game in all of your existing networks is marketing 101.

To the OP: Game design jobs are just like every other type of job. You network like crazy, and you apply for jobs like crazy. And eventually you manage to bump into someone else that needs your particular skill set. You might benefit from reading some generic advice about job hunting, skip the game specific advice for now.

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Like Kiwasi said, getting a job in any industry is the same. There’s nothing special about game dev.

To be honest, you sound a bit lost as to what you’re doing. And I think having everyone critique your demo is kind of beside the point.

Think about it for a second. Would you hire someone based on one demo, which you yourself described as ‘ugly’? Even if your demo is fine, it says very little about your ability as a game designer in general. Imagine hiring someone as a music composer based on their ability to play one tune on the piano.

If you’d gone to university for game design, how many game prototypes do you think you’d have done by now? 50? 100? Probably there are people with 1000 by the time they graduate. How do you expect to get hired if you have 1, which you made because you were basically ‘told’ to by someone else?

Honestly, if you want to be hired as a game designer (like anything else) you have to demonstrate a lot of proof of your passion for it, a development of skills through constant practice and progression, a willingness to get involved in all kinds of projects to get experience not just with the technical side but working alongside other people in that role.

Have you done Ludum Dare and all those other kinds of competitions? Have you offered to work on projects for free to get experience?

I see people on artstation who are still at school for art that have a portfolio of tens or hundreds of fantastic showpieces that makes them look like they’ve been doing it all their life (which could very well be the case). If I were you, I’d get to work building a portfolio of at least twenty different prototypes (if not more) and prove to yourself that you’re worth hiring as a well-rounded game designer before asking someone else to do so.

With these kinds of threads, I always expect to see things like:

  • How can I improve my portfolio?
  • I applied for 20 different game design jobs and no luck, how can I improve my application? <link to resume/portfolio>
  • I’ve been doing X as a hobby for three years and I think I’m starting to get good at it, here’s a few of the things I can do, how do I get hired? …

But there is really just not enough raw material demonstrated as to your ability for anyone to say anything useful except ‘start game designing, a lot’.

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Get your stuff in front of people’s faces, apply for jobs, and network. Already mentioned enough times here obviously. But I do have a comment on the below:

If you’re looking for a position at a larger studio, it is rare that one guy covers all this. The guy designing the game mechanics is almost never the guy who implements the networking, nor is the same guy writing compute shaders. The games are big enough that just 1 of these is a full time job, or even a team effort. You might increase your success by really focusing on the job you are looking for, and mention you can do more, but don’t spend a lot of time going into everything else you can do.

Whenever you get anyone’s attention, you are facing a very limited attention span. Spend your time showing you are right for the actual job you are looking for, and don’t waste time trying to give people the full picture of all your abilities. If you’re going for game design, don’t waste your time talking up your Photon knowledge, you’re just going to make them pass on you. They’ve got a networking guy already for that part, and that’s not what they are hiring a game designer for. Mention you have experience in these other areas, but don’t spend your time talking about them unless they ask follow up questions in those areas, cause you’re sacrificing your time talking about how you are the right choice for the position you are applying for.

My 2 cents

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Game ideas? Sure. Concepts? Maybe. But I highly doubt that someone has 100 actual game designs done at that point, let alone 1000. I’ve worked with people formally trained in game design, and by the time they finish their trianing I think they’re in the vicinity of 10 finished designs, some of which will have been team efforts.

They have many more concepts, and many many more ideas, but only a relatively small number get fleshed out to full designs. A professional level game design is a big chunk of work.

Despite that you raise a solid point. And to build on it, if it’s the design aspect that interests someone not only do I expect to see more than one design, I also expect to see documentation and discussion of it from a design perspective. So a GDD, and comments or notes about why it is the way it is, and the rationale behind key decisions.

Edit: This is why I asked before about what work they want to be doing and if “design” is really the right term. It sounds more like programming to me.

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It’s war and nobody knows what they are doing. Everybody is just winging it.

You did some work so make sure people see it. If they aren’t excited about it then it probably sucks. Do it again but a little better. Rinse, repeat.

As you keep finishing work start selling it whether you think it will sell or not. Every job offer I’ve got is related to somebody saw some lousy thing I had for sale online and wrote to me. It’s usually better if people find you.

Doubtful you’ll get a “design” job right out the bat. Kind of a nebulous term but I think maybe OP expects to waltz into a studio and be telling people how the game is gonna work? Not going to happen for twenty years and if it does before then it’s probably a studio that hasn’t been around long and won’t be.

Everybody starts from the bottom. If you don’t like it that way you got to do your own thing, which is harder. If you insist on being the boss that’s fine you can start making games today and do it however you please.

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You’re right, I meant more like those prototypes that you make when you have a fun idea and spend a few days to a week building a level to have fun with it. Something like a demonstration of one mechanic, like a minecraft blocks system or a Portal thing.

Good to have 1 or 2 full game prototypes, but that wasn’t what I meant.

I guess my main point is, where is the demonstration of the OP’s energy expenditure so far into the activity they want to get hired for? Unless they expect to be taught on the job (which very few companies are interested in doing) they have to be able to show something, preferably a lot of it.

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