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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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kiet_ngu

Convicted Felon as a game programmer

28 posts in this topic

[quote name='Servant of the Lord' timestamp='1352508506' post='4999495']
If I was a recruiter my thought would be, "Will he make off with a monitor or computer?", not "Will he steal our IP"... which would probably put the competitor in too much risk to actually be a likely scenario.
[/quote]

It was the first thing to pop into my mind. Which is easier to steal? A computer, monitor, or copying the source code to a AAA game to a CD?

Anyway, my point was that the recruiter will have reservations, and justifiable ones at that.
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My opinion is that it's going to make getting your first job a bit harder, but not impossible. So you'll need to work extra hard to make sure everything else you can do to get that first games industry job is spot on (e.g. decent qualifications, demo projects, resume, internships, etc).

I think that after that, most employers aren't going to care about something that happened when you were 18 and it's unlikely to affect your career progression.
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Welcome to the gamedev community, kiet_ngu !


There are ways to get into the industry, legally and ethically, regardless of history or education. However, having a post secondary education will largely offset your felony and be a big advantage.

Some parts of the world would torture you for a long time and kill you, while other parts of the world would not even ask about your past before college. (Others between these two extremes)

My advice would be to put out feelers to specific companies while you are in school to get their application or find their requirements.

In companies which are international among their team members - quite a lot are this way - there may be little or no concern. The more fair and confident the part of the world or the company, the less likely to be an issue. Just don't apply to a game company in a country where they chop hands for stealing and you should be just fine. [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img]


I wish you well in your quest. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

Clinton Edited by 3Ddreamer
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Hello Kiet, in the US, when you apply for a job, there is an area to put in any convicted crime or whatever it was. You will want to put it in there. Better be honest about it than they do a background check and find it out later.

Also, glad to hear you are going to U of U for the EAE program there. I graduated from there (not from EAE, they started that degree just right before my graduation <_<" ) Anyway, you will want to talk to the Professor who runs the thing there, Roger/Rahjur Altizer (spelling ?). He can help you with bunch of things to prepare you. Talk with him a lot xD
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