Its been a while since I’ve posted on these forums. Between work, lectures, travel and several personal projects I’ve barely had a moments free time.
Recently I’ve been talking to some enthusiastic young people on Skype about my experiences in this industry. I can’t pretend to be some guru however, I’m no industry veteran with 20+ years under my belt, just a guy with some tips and tricks I’ve gathered. Please feel free to hit me up, my contact details are in my sig.
I’ll begin by explaining the target of this article. Many of my readers are experienced developers, most of which publish their own content. Generally I try and target my posts towards everyone, regardless of their experience level but today I’ll be simplifying things for our newest community members.
I’ll assume you’re a supremely creative human, like 99.9% of Unity’s user-base. I’ll also assume you’re not just killing time by making games/creative content. You want to learn about the profession and expand your skillset, maybe one day work full time in the creative industry.
What do I mean by “creative industry”? Most of us make games or apps here, some of us (myself included) don’t exclusively use Unity 3D, rather enjoy the community as a group of people to share and discuss content with. There are plenty of other forums yet none even come close to the variety and scope like this one. The Creative Industry is where all modern, digital art comes from. Whether you create 2D games, paint digitally, sculpt or consult for a publishing firm. We’re all in one boat.
So you want to work here? Everyone comes from a different background. I myself have been drawing since before I was eating Pay-Dough, playing games since I was about 7 and creating worlds for the last 10 years. Whether my medium was the page, the canvas or the computer.
The best advice anyone can give you is this: “Work hard, play hard, remain creative, and value your team”. Your potential employer will determine your worth based on your portfolio and how well you work with others. Don’t try and set yourself apart by causing a stir, no one wants to hire the Charlie Sheen of the game industry, ahem Sergey Titov.
Set yourself apart with your imagination, after all thats why you’re in this industry isn’t it? You MUST enjoy creating worlds, characters and stories. Challenge everything, the best movies and TV shows are a take on society as you see it, But the best games are a take on reality. If theres anything I want you to take away from this article it’s that idea.
Working as a team: many “indie” developers work on their own, but thats not to say that the skill isn’t vital. You wont last long here if “your way is the only way”, again, its all about imagination and two brains are better than one at this, unless its three brains, or four… and so on. When you find yourself working on large projects, your team is your family, no matter which department you’re working for, back them up and they’ll do the same for you.
Don’t be afraid to go “Hey, this bit is rubbish…” or “It’d be better is we…”, the studio management has hired you to be creative, think outside the heptagon. Your idea might not be one they’ll use, but thats not the point.
A common criticism of game developers is “why do they always make the same stuff?” Is a valid point, that has no easy answer. The publishers need a capital return for their investment, thats fair enough. The developers want recognition and experience, also fair enough. The compromise is generally a tried-and-true method: “make the games they buy”. This is where independent developers come in, they let their imaginations go crazy and come up with something they want to play, but others might not. Don’t beat yourself up over the fact that you’re working for the establishment, all you’re doing is practising your craft.
Its a common misconception that Michelangelo laboured in the dark his whole life, un-applauded and un-paid until long after his death. In actual fact he was a successful contractor, who damn well knew his stuff. His work was famous then, not because he tied to emulate Copernicus or Galileo (two supremely unpopular gentlemen during their lifetimes) but rather because he did what he loved.
Now i’m not saying stop innovation, we need it more than anything, but I am saying that its perfectly okay to remain a “title-pusher” as long as you don’t loose your creativity.
Please, share your own experiences below for those who will certainly benefit from them, if you have any questions that’d be a great place to put them too!
Take care,
Christian
Check out my other articles
▌ ► Visual Effect Over Saturation in Modern Games - When Will it Stop?
▌ ► Unity 3D is Missing a Trick - Here’s Why.
▌ ► On The Future of Video Games - There is hope! (Euclideon, Star Citizen Beyond)
▌ ► Modular Approach to Video Game Design Content Addition.
▌ ► Tips For Making It In The Industry - An article for beginners!.
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