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About the_grimace

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  1. What skills and qualifications would one need if looking to move laterally into a Game Designer position?  I've done Audio Design for 4 years for a variety of companies and would love to be considered for game design roles, but I've felt quite pidgeon holed in Audio.  I feel the design skills from Audio are quite transferable, but I'm not sure how to market myself for Game Design roles.    What should I be looking to do?
  2. the_grimace

    How much am I expected to integrate sound into a game?

    Well, I wouldn't paint with such a broad brush. I've had plenty of gigs as a freelancer where I not only took care of asset creation, I also did all of the implementation. In fact, I think that was one of the selling points to why I got the job. What you've stated above is certainly quite common but it isn't 100%. [/quote] Well, that's why I included "probably" in that part. I have had freelance and contract jobs where I did only asset creation, and ones where I had to do some implementation, and some where I had to do all of the implementation. I was just saying it would be much easier to find an asset creation only job through freelancing than an in-house audio job, but regardless, implementation and technical skills are going to be good to have.
  3. Hi all, I'm a sound designer and audio engineer that has been working in the game industry as an audio designer for about 3 years now. However, I've always been interested in production work as well, and to me, just being to work in the industry making games is more important than what capacity I do that in. Honestly, I know I can be a great asset in either an audio design or production role, but up until now, I have done the audio path. However, over the last year and a half I've been trying to pursue open production jobs (assistant producer, associate producer - most of these require only 1-3 years of experience) and I rarely get even an email or peep from the company. The kicker is that over the last year, I've had three companies contact me about the Production position I applied too, only to tell me what a wonderful audio demo and career I had, and that they feel I would fit much better with them as an audio designer... and that they will keep me on file for the next opening. I guess that is a win in some ways, but to me I feel like what's happening is that people are seeing my audio experience and scoffing off the production potential I have. And not that I'm going for these positions empty handed. I have a specific cover letter and resume for producer jobs, detailing my strengths as they pertain to the responsibilities and why I would be good for the job. I even have a year of production work as at one of my first jobs in the industry I worked as both an audio designer and associate audio producer. (which I include on said resume). Are there any things I can do to help my visability with pursuing production work? I feel people just dismiss me as an audio/sound designer, when really lots of my strength lay too with being a great producer. Any one have advice on best methods when trying to switch departments or change disciplines?
  4. the_grimace

    How much am I expected to integrate sound into a game?

    the answer to this thread is simple. 1. if you work in-house at a game studio, you will be expected to handle a large potion of implementation, and work with audio programmers to solve issues. 2. If you are a freelancer, you can probably score a gig just doing asset creation. Point is, most game audio jobs are 50/50, between sound design and technical implementation. Only other exception I can think of would be if you got hired at one of the rare studios that have large audio teams, so large each person has specific roles (like technical implementor, sound designer, composer, voice producer, etc etc) But all that stuff you mention about pan, it's mostly taken care of automatically by middle ware engines like F-Mod and WWISE. Even the source engines like those in Unity and Unreal have this feature built in. Getting your sound to act properly in a 3D space would only require a few clicks for the most part.
  5. the_grimace

    Industry's look on tattoos etc.

    I'm surprised that some of the responses here have actually been saying to worry a bit. From my experience in the industry, the companies I have worked at have always been very open about body art/clothing/hair styles/etc. I was under the assumption that the large majority of the game industry embraced this creative expression. I mean, it is a creative industry filled with creative individuals... how could you not expect people to have tattoos? Regardless, I've worked at 3 different companies, all fairly high profile studios, and freedom of expression (in this case... tattoos and piercings) has always been welcomed. It didn't really make a difference either way in the hiring process what an applicant looked like or sported, but more so on his personality and skills. Now, of course extremes of expression were still observed, as if someone's body art or style was outrightly offensive or suggestive, then yes, that could definitely hurt your chances. But if your style is overtly suggestive or offensive, I would doubt you have anything to worry about.
  6. Having a degree is not always necessary. I know several colleagues that are very successful and have no degree or higher education. (They are damn good too!) Honestly, in my experience it has been more about your work experience than having a degree. The best thing I degree will do though is help you get your foot in the door by helping you with internship opportunities, networking, and getting a solid foundation to land a job sucessfully. Hiring is a scary thing, but it's reassuring seeing an entry level applicant coming from a note worthy school. It's risk mitigation, and shows that this person is just not a wild card and has success (graduation). In the end though, it's ultimately your portfolio and experience that matters the most. So yes, there is a chance, but I should post some notes. 1. Chances of getting into a big company with no degree (if it is a listed requirement) are very, VERY slim. Your resume is probably going to be tossed out. It's just the way it is... Those companies get tons of applicants, and it's a filter method handled by HR people who are strictly following a checklist, and aren't going to stop when an impressive credit list and maybe reconsider. It sucks, but it's the way it is. Best way to get into a big company is word of mouth and networking, that way you can bypass the HR department by dialing up your contact at the studio and get right to the frontlines. 2. Leading off the last point, it goes without saying that knowing people and networking is your most valuable tool in this industry. Most people get their jobs through word of mouth from their contacts. Network as much as possible, go to job fairs when game devs are there, go to conventions, join forums (like this one). It might be slow, but keep building your network up and eventually you'll probably get word of a job. (Along with a good chance to land it) 3. Focus on making a hell of a portfolio. Yea, make something you are extremely proud of that shows off your talent. If you are in a tech or busness discipline, list big and specific achievements that will make some eyes go big. You need to sell yourself through your work and passion. 4. Lastly, be on the constant outlook for new positions. Jump on opportunities when they come. Wish you luck. Breaking into the game industry is really rough, and requires resilience, patience, persistence, and hard hard work. Keep it up though and good things will come.
  7. Hi all, My name is Frank. A little bit about myself... needless to say, I am a huge video game fan, and a bigger fan of game audio. It truly is my passion, and I just can't think of anything else I want to do with my life. I have a degree in audio engineering, and have been working in the game audio industry professionally for around 2.5 years now. I have been blessed to have the opportunity to have fairly consistent work during this time as a freelance contractor at a few game studios in game audio design roles, including quite some big projects (still looking for that full-time job though. ) I wanted to post this today because my ultimate goal is to achieve a high level position in game audio in the director/managerial type of role. (director, producer, lead, etc) Game audio has impacted my life so much emotionally, all I dream about is being able to give people those same experience. Leading a team towards making stellar and amazing audio experiences (and great games!) Now don't get ahead of me and think I'm looking for "I'm early in my career and want to be a director!!!", no, I want to earn that spot. I want to pay my dues and work my way up to that position and truly say I deserve to be there. Can't stop me from dreaming big though. All and all, I've always felt I had the potential to be a great leader, and quite frankly, I feel I have strength in production and team leading. I've always been a very organized and detail oreinted person, and I've been known to seize leadership opportunities (like at school, old high school jobs) and do well at them. That being said, I've been very interested in audio production roles and associate producer roles at different studios that I see pop up now and then again, but despite applying for them all the time, I have not had any success with even scoring an interview. Not once, but twice, I had companies initially call me up saying they originally wanted to interview me for a production role, but BOTH companies followed up with me later to say that after reviewing my resume and portofolio more, that I was much better suited for an audio designer role, and that they would not hesitate to contact me when an audio design position opened. I was upset, but I guess I should have taken that as a compliment since they loved my portfolio. I'm sorry that this is starting to go on longer than I anticipated, but I'm looking for advice on how someone like me with all his professional experience being design experience, can break into the production role. I feel like I get constantly written off as a more creative individual and a very capable designer, but am disregarded as having the ability to do production because of that very reason. I know though that I am capable of leading teams, slick production skills, and strong leadership. The interesting thing is too that I have taken on production responsibilities in many of my design roles, and have had a few adminstrative and leadership jobs in my past, and my resume details this. Most jobs I applied for also only required 1 year of experience (surprisingly) in the game industry, which I got in my bag. Some people have said to me, you need to make up your mind, do you like design or do you like production. One is creative, one is business. I don't believe that though. I just love games, and that's what I want to do. If I was a strong programmer or artist, I would love to do either of those roles as much as I would love to work in audio or production. I love audio design, but in the big picture, it's about my love for games. Composer, sound designer, producer, technical implementer, director, it's kinda all the same to me. Different roles, but I'm still making games, and doing what I love. I don't want to limit myself to just one area when I have more to give. I want to keep myself open to all opportunities that I'm confident I can do. Does any one have advice on the best way to convince studios that I have what it takes to be a strong leader /producer despite all my experience in the game industry being design?
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