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Valoon

Member Since 28 Jan 2014
Offline Last Active Today, 09:30 AM

#5240335 How did you break into the industry, land your current job, and when?

Posted by Valoon on 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).




#5238138 What would you be willing to trade to get your ideal job in the gaming industry?

Posted by Valoon on 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.




#5235991 Working with multiple platforms

Posted by Valoon on 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.




#5229541 Career path advice?

Posted by Valoon on 18 May 2015 - 12:09 AM

Yes you do and americans are pretty hardcore when it comes to giving them which kinda sucks for people who are outside of the US, but it is also understandable from their point of view.




#5227686 How to figure out if I'm on the right path

Posted by Valoon on 07 May 2015 - 02:31 AM


again, I'm not saying they did something illegal but it was not a friendly thing to do and considering the size of the gaming industry here, it something you should really try to avoid.

I'm not even sure where you got the idea that I wasn't willing to move since the job is 3 minutes walk from my house and in fact I am more than willing to relocate to a different country.

 

Amit

 

Not a single company does friendly things to be honest. They do business.




#5222579 Video Game Composing Software

Posted by Valoon on 11 April 2015 - 05:43 AM

It might be enough to make music for some video games the same way as you do music for film and whatnot. And I agree some game makers want it this way.

 

It's definitly not enough if you want to make legit very adaptive video game music, you need at least Wwise or FMOD for it. Unless you just compose and tell the people at the studio to do it for you but then you might miss on some contracts especially with the smaller studios.




#5219254 I'm good at programming, is it enough?

Posted by Valoon on 26 March 2015 - 02:41 AM

 

 

And an answer 'It's never enough' to a question 'Is it enough?' is just plain stupid.

 

 

 

 

It's actually not, it just means that you should keep working on projects and whatnot as long as you're not in, and probably after too.




#5218997 Any advice for Ludum Dare music generation

Posted by Valoon on 25 March 2015 - 02:28 AM

sfxr/bfxr are really good to do super cheap 8 bits sounding sfx which is basically 90% of the kind of sfx used in LD.

 

The rest I don't know them except Audacity which I don't really like. I'd suggest getting Reaper, you can have it for free for a trial of one month or something and then it's like 50 box.




#5218697 [COMPETITION] Enter to win 200GB (!) of royalty-free sound FX from Sonniss

Posted by Valoon on 24 March 2015 - 12:28 AM

There has to be at least 20 gigs of fart sounds. This is a law, every sound bundle needs to have 10% of his sounds be fart sounds.

 

 

Seriously, I am obviously in but its a bit sad that it's random, I would have hoped for a competition based stuff where you actually have to show something. But they probably don't have time to review entries.




#5211784 What is this called?

Posted by Valoon on 19 February 2015 - 06:01 PM

It's pretty easy to code.

 

You use a panel with a text on top of it. Then you use an image for each character.

 

Then you make it dynamic with scripting. You say stuff like if player press whatever then text = this and image = that.

 

I don't know if it's the most cost effective method but it's easy.




#5205643 I am beginning to hate the IT and gaming industry.

Posted by Valoon on 20 January 2015 - 04:33 PM

 


bsr2000, on 15 Jan 2015 - 3:20 PM, said:

Hey just don't give up, I've been unemployed for a year, and I have more than 10+ years of experience in the gaming industry. No one wants to hire me...

How recent is your experience?

 

 

I worked on major AAA as a Level Designer, and I sent my resume to many companies but most of them never replied. Maybe because I don't have a US work visa to work there, and no one want to sponsor me...

 

I did this mistake too when I was looking for my internship (so even worse than you I had nothing except my personal stuff). It sucks for us because we loose access to a big part of the industry and also the biggest conventions.

But we can't really go to the US, if you're in the EU you can kinda go everywhere in the EU. For other countries I don't know.

The only chance to get there is to be a senior or a lead elsewhere at some point and have a good reputation I guess.




#5204990 I am beginning to hate the IT and gaming industry.

Posted by Valoon on 17 January 2015 - 07:07 PM

You should try IndieDB if you haven't yet, I am not a programmer so I wouldn't know but I do something with probably way less jobs (sound designer) and I get some contracts all the time down there. They are not all paid but they do help to improve your overall knowledge of games and to work with a team. And I assume they are ok for the resume if they get released. So if you can do that on the side while having a job it's pretty cool.

For a sound designer I just put my website with my demo reel on a forum post and some people mail me. Only if there is a really cool project I apply. If all the projects I have/had were paid I would basically be full time so it is pretty cool.

 

I am pretty sure it is rather easy to get a contract as a programmer since it's almost always missing for these little teams.

 

Also you could keep doing this as a hobby only since it seems it is your passion even if you've come to hate the industry.

 

The problem with IndieDB is that a lot of contracts are trash and will never finish because some people don't really have a clue of what they do.




#5200393 Radio Chatter and Computer Voices

Posted by Valoon on 28 December 2014 - 04:02 AM

Try speakerphone and vocoder


#5195039 Sound Design oriented website

Posted by Valoon on 27 November 2014 - 02:41 PM

Thank you. I'll check it out.




#5193391 Sound Design Project Help

Posted by Valoon on 18 November 2014 - 01:10 AM

I like what Boom does the most. Having a library made around a general theme then have one part that is really already pre designed sounds and one part that is just the "raw" recordings.

Then I use mostly the "raw" stuff but the designed stuff gives ideas.

 

And obviously they have a kickass quality although their files in 192kHz seems a bit over the top to me, I do like 96kHz the best, but whatever.






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