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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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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SeraphLance

How soon to start being proactive?

2 posts in this topic

So I know that the games industry is very competitive, and I'm about to start my last semester at Uni.  My question is, how soon should I start looking proactively (i.e. actually applying for jobs and making phone calls)?  I've got a decently-paying job I can fall back on that I don't particularly want, so it's not like I'm going to starve anyway.

 

I know that software companies in my area typically start looking for new hires a few months before the end of the semester (for spring at least).  How does this compare for game developers, and does it change if I'm applying from out-of-state (which I will -- Idaho isn't exactly a mecca of gamedev).

 

EDIT:  Forgot to mention -- this is for the programming side of things, ideally something technical if that matters (I assume Zynga has a shorter hiring churn than Epic, to note extremes).

Edited by SeraphLance
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You can start networking now. I wouldn't start sending out applications earlier than 3-4 months before graduation, but I know others will disagree.

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I agree with Tom about networking and when to start applying. There are a couple of other things to bear in mind:

 

1) Internships are in sync with semesters, permanent jobs are not. Games companies may offer promising interns permanent positions but generally they hire all year round based on project demands. If you have a particular company in mind, keep an eye on what they're up to for clues: if they've just shipped a game it's likely a new project will start ramping up a month or two after. If they've just announced a game, there's a chance they're moving from pre-production into production which can need new staff.

 

2) Most universities have a computing or games course. Even discounting the people who didn't take it seriously, that's a hell of a lot of new graduates for very few junior jobs and on paper at least most of them look the same - no real job experience and a bunch of education grades. You need to stand out from the crowd - develop some polished portfolio demos that show off your programming abilities - it also makes the interview process a lot easier for both you and for the interviewer because they can ask you questions about technical choices you made and you get to talk about something you know (and get to prove you've not just rote learnt the very basics).

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