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Valoon

Member Since 28 Jan 2014
Offline Last Active Today, 03:04 AM

Posts I've Made

In Topic: How did you break into the industry, land your current job, and when?

14 July 2015 - 03:38 PM

Hi,

 

I am a sound designer and I am at my first job (which is a full time job, I say that because it's not always the case in my field) currently.

 

I have a master's degree in audio, I have a demo reel which is a remake of big game trailers. I didn't really have a great portfolio (and I still really don't feel super proud about it tho it's way better now).

 

Basically I was looking for an internship at the end of my degree. And I got into a start-up who is basically an audio service and small game dev studio mostly because I also know how to code in Unity and I know Pure-Data and Max/MSP with some basics on audio synthesis. I am pretty technical as far as junior sound designers go, at least that's what I am told. They didn't take me for sound design in the first place. It was like "if there is sound design to do you'll do some". Cool thing is that they were some sound design to do after all. It was also lucky that they basically needed someone just like me just at the right time.

I didn't know anyone at this company, I just contacted them by mail with resume/cover letter.

 

At the end of my internship they didn't hire me straight up because they were not sure they would need me but they told me they would like to do so. And they did three months later thanks to a coworker there who liked me / though I was technical enough to be independant. I work there since almost 5 months.

 

During the internship I didn't actually do games, but now I do.

 

I also got an offer not long ago for a job in a large AAA studio but it didn't happen because I am not in the US. I talked a bit with the person and he told me that what they look the most is the demo reels and they basically don't give much care about anything else (he probably didn't even read my resume because he didn't know where I was from when he contacted me). Granted it was already an audio guy so I didn't have to go through the HR part (which is where your resume and whatnot matters).

This guy noticed me because I won an award (during the 3 months I was unemployed) at an event where his company won one too and he got to my website this way (I assume, he ddn't tell me but I see no other way).

 

TLDR : Knew a lot more than sound design even if some of it is not at a pro level (like coding), some luck, was nice enough to work with, worked well enough (followed what I was told to do while trying to take initiatives on my own (not much tho it's scary to do so as an intern!) and respected every deadline).


In Topic: What would you be willing to trade to get your ideal job in the gaming industry?

03 July 2015 - 01:56 AM

The only thing I would do is relocate pretty much anywhere, and as such leave friends behind. I don't have a wife or a kid yet so it's fine on that side.

 

But I am an audio guy so it is pretty much a given anyways that you'll have to move.


In Topic: Working with multiple platforms

21 June 2015 - 03:51 AM

You would have to make banks for each plateform anyways because there is no way that a sound fitting for a next-gen could fit on a mobile even if it's a very small next-gen project.

 

So you could have both on the same project for sure but you can't use the same thing for both. What I would do is probably separate the sounds in multple work units and have one for mobile and then this work unit would have her own bank(s).

 

Reasons for that are mostly:

 

- System space. (so you would require different optimisations, probably play a lot less sound on mobile and maybe decrease their quality).

 

- The port will most likely be very different than the actual game so the audio will just not work.

 

Maybe even just the loops that last 10-15 sec or more for console would have to be reduced to 5 sec, don't use many Wwise real time effects like reverbs because it is killing the CPU for mobile. And many more stuff to change.


In Topic: Music as a graph

10 June 2015 - 01:35 AM

I think some people already did that, I am pretty sure I heard about this kind of things already but I don't remember who did it sorry.


In Topic: Stalemate

05 June 2015 - 06:31 PM

Honestly considering your situation I would continue the CS degree and do games on the side as a hobby.

 

People in the industry like people who can code or are at least a technical even if it's just a bit. I have yet to meet the stereotypical head in the cloud artist in the industry granted I don't have 20 years experience but I did meet a decent amount.

 

With a CS degree you proove that you can code which is cool, especially for a game designer because then you can talk to the programmers without problems.

 

On top of it the best way to get early projects (except the ones you might do at school) is to be on students/indie teams. Most of them don't really look for game designers, they are small and they have some ideas that they want to make already BUT most of them need coders . So you can code for them and pitch in some ideas.

 

A cool thing that I did is that you can judge your level with them too, if you have to apply to all of the crappy teams with no clue about games and get one out of ten jobs or even less you are at the bottom skill level. And then as you improve you start to be contacted by some people, they don't want to pay you but still. And at some point you get interesting teams with a serious project, even if they still don't pay. Etc...

I really used that to judge my level. Just don't work with teams making money and not giving you anything, work for free for teams who don't have any money themselves and are students like you.

 

Then you'll be at the degree + demo state that frob mentioned and you'll need some luck/contacts/amazing projects to get the first experience (hardest one to get because after you get moved to the first pile) and then that's it you can continue your career.


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