February, 2002
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Dreams that go without action are not very useful. |
INTRODUCTION
Fresh out of college, a grad doesn't have much to show on his resume. It's understandably difficult to get professional experience while you're busy studying!
But, even if your resume is kind of thin, you can still sweeten your cover letter and portfolio (I know, I used the word "resume" in the title, but that was done for "sweetening," heh) by listing other things you've done to show your enthusiasm for games.
Here are some suggestions for other things you can do on your own to enhance your desirability as a game industry applicant.
THINGS YOU CAN DO ON YOUR OWN TO PREPARE FOR A GAME CAREER
These are just some ideas that occur to me. You're a creative person, think of some more!
OK, so you've done some of the things on that list above. You have written a resume about your college education, and it also lists any jobs you've held during vacations, etc. But a resume isn't everything. You should also write a cover letter. Any good book on resumes also describes cover letters, so read up on what makes a good cover letter. And see my Links page.
A good cover letter that also lists things like, "I hosted WizzerQuest, I beta-tested Lori Craft's Pteradactyl Nightmare, I designed my own board games and I've had my reviews published on GameZot," is not just a good cover letter - now it's a GREAT cover letter!
And what about all the stuff you did that doesn't make it into the cover letter? You might be able to drop those into conversation when you're in an interview.
And bringing a portfolio (or demo reel) of your best work puts your resume on top of the stack for sure.
Normally, a portfolio is used by artists or ad writers. An artist would make a collection of his/her sketches, putting the best of them into a flexible binder. An ad writer can tear his/her printed ads out of magazines and collect them into a portfolio. Then the portfolio can be copied and sent off to potential hirers.
If you're an aspiring game designer, you can create a portfolio with samples of your writings and drawings, photographs of your original table games, flyers or newspaper clippings or photos from game events you organized - anything that shows off your creativity and desirability as a job candidate. Just the best stuff, though. A portfolio should fit into a 1/2" flexible 3-ring binder (it shouldn't be too thick; you only have a few minutes to show it off). Protect the paper by encasing it in "sheet protectors" (available at office supply stores). And make copies of your portfolio, so you can leave one with a hiring manager (or mail it away) and perhaps never get it back. If you make a design portfolio with game concepts in it, it might be a good idea to also put your stuff on the internet somewhere. Go get a free Geocities page or something. Game companies can't view "unsolicited submissions," and if your stuff is public knowledge, maybe that makes it look less like a submission. [Added March 22, and revised Aug. 6, 2003]
Organize your portfolio with your most striking stuff in the front. If you have stuff that needs a lot of explanation, either put it in the back or leave it out. In an interview, the interviewer may open the binder, look at the first few things, then close it (possibly to look over the rest later or not at all). So you need to make the best possible impression with the first things, right up front.
Make sure your name, address, and phone number are on the portfolio - preferably on the outside front cover.
Don't put complete designs into your design portfolio - game companies almost always have strict prohibitions against receiving game concept "submissions" without signed agreements in place, and they might perceive your portfolio as a stealth submission. There shouldn't be more than about 20 sheets in a portfolio.
So that's what a portfolio is, and how it's used. If you can't make a spectacular portfolio, don't make a portfolio at all. It's okay to show up without a portfolio (unless you're a graphic artist and you don't have a portfolio on CD) - but if you can, then do it!
Also read Patrick Curry's Thoughts On Creating the Ultimate Game Design Portfolio.
And, as with the portfolio, you won't have a lot of time to show off a tape or CD. So keep them short.
Videotapes
While your tape is playing, the interviewer still has the tape sleeve in his/her hand. So put a label on the sleeve (not on the tape itself) describing what each snippet is, and what your contribution to the piece was.
I've heard of people showing footage from a film they worked on, when their contribution doesn't even show up on the tape itself - if your job was Assistant to the Director (running for coffee), then don't show a scene of a snake fighting a scorpion - if you animated the snake and/or the scorpion, OK. Only show footage you participated in. I also met an artist once whose demo reel was of a whale swimming. The interviewer asked him, "this is beautiful film footage, but why are you showing it to me? What did you do on this piece?" The artist tried to explain that it wasn't film - it was CG, and he'd created everything (the water, the whale, the choreography, the camera movements...).
Make sure your name, address, and phone number are on the labels - both on the sleeve and on the tape itself.
Cassette tapes (music)
Make sure your name, address, and phone number are on the labels - both on the sleeve and on the tape itself.
Cassette tapes (spoken)
Make sure your name, address, and phone number are on the labels - both on the sleeve and on the tape itself.
CDs (demo programs)
Include the source code on the CD as well. If you're interviewing for a programmer job, they want to see if you write clean code. Include a printout of a page or two of sample code.
Make sure your name, address, and phone number are on the labels - both on the sleeve and on the CD itself, and on any printouts.
If you are learning programming and are interested in the PlayStation 2, you might want to look into getting the Linux-based PS2 tools from Sony. http://www.jp.playstation.com/linux/ (hope you can read Japanese). The Linux kit is no longer available in North America, unfortunately. Search the internet and go on newsgroups to learn more, or to stay on top of the situation as it changes.
CDs (music) - see comments for cassette tapes above.
Website
If you have a website to show off, put it all on a CD. Better yet, bring it on a laptop with all the plug-ins already installed so you can show it working. (And make sure the battery is fully charged.) Then give the interviewer a copy of the CD. Of course you're not going to leave your laptop.
From the bulletin board...
>Name = Victor Dosev
>Email = silmaril[at)mail.bg
>Age-Ed-Occ = 18, last year of High School
>Date = 08.01.2006
>Comments = Greeting,
>First of all, as this is my very first post here let me thank you for
the site, the lessons and all that precious advices. I am very grateful
for finding out this site - this is the most completed source of
information about game design I've ever seen.. I wish I could return the
favour to you, some day. Well.. - thank you:)
>
>I have a quick question about the portfolio of a candidate for a game
design job.
>I know that after a month Ubisoft are setting up a new division - here
in my country(Bulgaria), in my city. And I know that there is going to
be a job for a game designer.
>I have been told that I should send my CV, along with a portfolio. And
here I am confused. What should this portfolio look like? We are
talking about game design, so I presume it should be a sample of a Design
Document, right? I have to think of a concept for a whole game, including
all it's features. And I have to describe it into well-organized
document. Ok. My questions is, how much detailed this design document should
be? I have seen some examples for a design document. But they were all
for already finished games, and so they are the complete documentation
for the game, as it is at the end of the development process. I have no
idea how a deisgn document should look like in the begining where it is
used just as a portfolio.
>Can you give me some sort of definition of how to make the portfolio?
Since it should be just an example of what I am capable of. The company
does not need a concept on which they will start working on, I know I
am going to work on their own project.
>
>Thank you in advance.
>Please, correct me if I have misunderstood something.
>
>Respectfully yours: Victor Dosev
Hello Victor,
I wrote about portfolios in FAQ 12 and I think you should also look at FAQs 3 and 14.
Your portfolio should include different things, depending on what you've created. You do not need to create a GDD - in fact, they might refuse to look at a GDD without a submission agreement!
Here is a partial list of the kind of things a game design portfolio might include:
This is just an example of the sort of things you can put in a portfolio - these things show what you're capable of.
However, if you are still in high school, your chances of getting hired are not very good. Not only that, but you should really go to college or uni. anyway, and get a degree.
All the best to you, and good luck!
Tom Sloper (湯姆スローパー)
Las Vegas, Nevada, USA
January 8, 2006
CONCLUSION
I am not saying that you MUST bring a portfolio, CD, or demo reel to a game industry job interview. In fact, it might even be unusual to do so (depending on what you've created versus what kind of job you're applying for). Artist portfolios are a must if you're an artist seeking an artist position. Animator demo reels are a must if you're an animator seeking an animation position. But there isn't a concomitant standard practice for game designers. So what I'm saying is, if your creations enhance your desirability as a candidate, then "bring'em if ya got'em." As discussed ad nauseam in Lesson 4, you might want to contact the interviewer in advance. Inquire about bringing samples of your game design work to the interview, especially if there's a chance that you might run afoul of the company's "no submissions" policy. Maybe the interviewer would want you to send the sample prior to your coming for the interview - each company has different policies and preferences. [Modified Aug. 6, 2003, thanks to a nudge from Jason Gorski.]
So there you have it. There are a lot of things you can do at home to sweeten your resume. Some of them belong in the cover letter. Some of them are best mentioned during the interview. And some of them can contribute to a portfolio or demo reel.
I hope this lesson has been helpful. If you have suggestions for improvements to this lesson, please email me.
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Last updated Jan. 9, 2006. Changes are logged at www.sloperama.com/advice/log.html.
© 2002, 2004, 2006 Tom Sloper. All rights reserved. May not be re-published without written permission of the author.