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GeneralJist

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  1. I'm not sure about the full site policy for this, but when I posted my resume for feedback a bit ago, a moderator removed it, and said I needed to put one up that didn't have my personal contact information. You misspelled "optimized" If your portfolio only has info about that one project, keep it where it is, if it has more than I'd recommend moving it to the link to the top with your contact info. If it’s just for that one project, you can hyperlink the title. (that’s what I do for my project in my resume) I understand this resume version is for games, and normally you do want to put the most relevant things at the top. If you make a version for non-games jobs, than reverse the order of experiences you have, putting professional experience at the top. I don't pretend to understand any non US. education systems, but traditionally in a resume, if you are still a student, or graduated in the last 5 years, your education should be one of the 1st sections. You need dates for your experiences I once saw a fellow indie devs resume with no dates, and my instant reaction was he was trying to hide how long he's been at stuff, I asked him about it, and he confirmed that most stuff was for a few months. The thing about resumes is people expect to see standard sections. Such as professional experience, skills, volunteer experience, etc. As well as common HR buzz words, like, "high energy" . good multitasker, Team player, cross functional teams, etc. It's not the most interesting or creative thing, but your r resume is often not seen by a person until after it's filter through an applicant tracking system (ATS), these systems are built on standardization, and key words. If your resume doesn't have the key word they are looking for, it's passed up. It sucks, and you'd hope people can read through the lines, but as said, a computer sees your resume 1st. I'd recommend restructuring your 2 1st page experiences into a volunteer section, and getting rid of the 2 headers you do have. An "about" section is not something I've ever seen on a resume. And not common at all, I'd take that out, and keep that for your cover letter. If there is stuff you consider valuable experience, extract it from the section, and make a new experience for it. And/ Or, put an objective at the top of your resume. Objectives are a bit of an older practice, which has changed to career summary, but you don't have enough experience to have a career summary. I get it, you’re a student, and you’re young, and you don't have much experience. Trying to hide that usually doesn't end well. 2 pages is too long for the about of information you have, you could easily put it all on 1 page. I'd remove your game pictures. Unless you want to be an artist, pictures have no place on a resume. If they want to see the personal project you did, they will click on the portfolio link, and find it themselves. Resumes, as with a lot of stuff in life, you want to show, don't tell. Much of what your saying is telling us you've done something, we want you to show us, by that, I don't mean show us pics or what you've done, we want a list of your responsibilities, what you've done in a list. Telling us you've lead a project is not as impressive as showing us how you lead a project. It's good that you've worked on something for a year or more, most people don't stay that long if they are working by themselves. They usually switch to a new project. But in the Industry, a year is minimum on the short side. I've been on my project for 7 years, it's not a contest, and I'm not trying to brag or make you feel less, just know you are competing with others who have a lot of experience, everyone wants to get into the games industry, not everyone is prepared for what it really is. Your goal is to show people you has what it takes, and you've done the job in your own way and your experience is transferable. As I said above, you can fit it all on 1 page, besides that, I personally think you're spacing is a bit too wide, almost like you’re trying to maximize how much space your resume takes. For your mandatory internship, I'd recommend seriously considering the list your department has, I'm not sure if you understand this, but that list is filled with companies and relationships that your school and the company have already negotiated. They have contracts (most likely) or some kind of commitment from a manager somewhere, that they will take you under their wing for a set amount of time, and if your program is like mine, you are required to take a course that has you write reports or report on your internship experience. The on site manager also should have a form they fill out when the internship is over to evaluate your performance. I'd suspect, if you want to find any company outside the list, games industry or no, you'd need to help coordinate, and set them up, or at very least find the right person in the company to talk to your department faculty internship coordinator. I'm not saying it can't be done, but I'm saying that there is likely a lot of extra leg work that needs to be done to get a new company approved. Beyond all of this, the new company would likely need to make a commitment to your department to keep an internship program going, after you’re gone. Trying to get them to just bring you on for a 1 time internship can happen, but it's harder. And s said, requires a lot of leg work on your behalf. Another important thing that you might not have considered is that outside the games industry, games companies and informal game experience is usually looked down on by other industries. Not always the case, but it comes from the PR of the games industry, most other industries get the impression your just messing around. It's hard for them to see transferable experience, and most non games recruiters don't know what to with resumes with games experience & education. Game development is seen as too specialized, infect, some of my classmates with game degrees have a harder time finding jobs than those with just conventional computer science degrees. I know most people who want to pursue games have this grand idea that once they get the games degree a games company will snatch them up and they will be on the path of accomplishing all their games related dreams. It doesn't work that way. Some schools with game degrees perpetuate that false hope to capitalize on the game dev dream. You’re on the right path with your personal project, but you need to be at it longer, and showing what hard and soft skills your learning. Consider maybe bring ng on a team? Leadership is not leadership if you’re only leading yourself. The bigger and more organized a team you have the better. Maybe It’s just my dad and people in his age range (he’s 65 now), but he’s been an electrical engineer mainly in the tech industry for nearly 40+ years, and he’s always looked down on my volunteer games experience, no matter how I spin or explain it. Even when I started a business for games, he maintained that it wasn’t a serious thing. It might be a generational thing; most hiring managers are in their mid to late 30s at the very minimum. Despite statistics saying the average age of gamers is 30, it’s still an important gap that needs to be considered. You need to try and speak their language, and meet people where they are. When I came to Gilead, my managers would ask me about myself during lunch, and none of them really new anything about games, nor how hard it is to make them. Maybe I’m just finding the wrong people, but understand and expect that gap, if you don’t work to actively bridge it, people will write you off. Doing things that most people don’t understand is a sure way of Bing misunderstood. (which can lead to a whole host of issues). When I was in the last quarter of my school, I talked to one of my psychology professors about a recent opening at Blizzard that involved the class she was teaching. She said “Those tech companies are doing well aren’t they?” It was refreshing to hear someone consider games companies tech companies, but from my experience, this is a minority perspective. Game jams are not as impressive as most would think, in no other industry would you highlight you did a job for 48-36 hours. (any time less than a month on a resume should not have an entry, (in most situations) Keep game jams in your description, that's fine, just trying to temper your expectations And under no circumstances do you want to list a game Jam as a separate experience. It's really frustrating for recruiters to have a resume past an ATS because it has a title they are looking for, but only to find out they held that position for less than 24-36 hours. If you have any more experiences, be they volunteer or professional add them, we want to see you can hold a regular non games job. A thing I'd ask, is what did you do with, or mean with listing "Oracle" under Software, as someone who's worked for, and used Oracle EBS, it's not really related to games at all. (as far as I know) When I was at Oracle, and I wanted to take a week off for GDC, my manager asked if there was any Oracle angel, meaning if I could find a business justification for attending the conference, suggesting that if I could, he'd consider redirecting resources to maybe expense it, or maybe even have a booth. I thought and thought, but couldn't come up with any relationship between Oracle products and direct relationship/ benefit to the games industry or benefit to Oracle. (maybe I missed something?)
  2. For a sec I thought you might be one of our former concept artists "Joseph Whited", anyways... So your basically looking for an internship eh? Look at: https://gamedevmap.com/ And search in your area. Normally it's easier to find internships in a field than a regular job, but since the games industry is so popular and exclusive, it's much harder. I don't know about your school, but when I was completing my degree. there was a specific person in my department that was in change of managing the lists and relationships, and application process for our mandatory internship. (we called it "field study" in the psych department. Being more specific with what you need and the situation would also help. Is the degree computer science? or is it game development? or is it a specialized sub degree in game development put on by the computer science department?
  3. focus on the transferable skills. Sure, most of your hard skills might not be directly applicable, but examine your soft skills. Sure, Recruiters will look at hard skills more, because they can qualify people easier with them. But soft skills can be hard to quantify, but can be as valuable.
  4. This is an adaptation of our Standard AD to forum structure due to the restructuring efforts of the site, I apologize for any formatting issues or inconsistencies as a result of this change. I have done my best to retain the previous format for our standard operating procedures (SOPs), since all current members with the exception of me and our creative director were recruited with some version of what you are about to see. Project Info Team name: Honor Games LLC Project Name: Tiberium Secrets Target Aim: RTS communities Compensation Plan: Since this is classed as a modification, no direct monetary compensation is possible. Donations setup upon stable Alpha Technology: -Command& Conquer 3: Tiberium wars- Sage Engine (XML code) Team Structure: 15+ members -myself: Project Coordinator/ Producer, PR Lead, Lead Writer -Creative & Art Director -2nd lead writer -Lead Coder -Lead Audio composer -Lead Animator -QA Lead -2 more 3D Artist -1 more Audio SFX Artist -1 more promotional Artist -Editor (a few other semi active/inactive people) Talent Needed In order of demand: -Lead Artist: https://www.moddb.com/company/secret-reality/jobs/unpaid-lead-artist-wanted-for-scifi-rts-mod -3D Artist: https://www.moddb.com/company/secret-reality/jobs/unpaid-3d-artists-wanted-for-scifi-rts-mod -Writers: https://www.moddb.com/company/secret-reality/jobs/unpaid-writers-wanted-for-scifi-rts-mod -XML Scriprwes/ Programmers: https://www.moddb.com/company/secret-reality/jobs/unpaid-writers-wanted-for-scifi-rts-mod Homepage: http://www.moddb.com/mods/tiberium-secrets Contact Method secretreality7@gmail.com (include: time zone, educations/ experience, site/ portfolio/ samples) Skype: Eric Chou(Jist)/ eric.chou27 Additional Info -US Time zones bonus -Microphone Required -Use of Skype, Google Drive -Contract Signature -English verbal & written fluency -8 to 10 hours a week minimum commitment (depending on position) Feedback Any Mission statement This project's aim is to create an aesthetically pleasing, diverse, and intriguing style for each of the three factions, drawing inspiration from many other works and real-world subjects. (including the Tiberium related canceled projects of Westwood & EA). Beyond this is a desire to further diversify the three original factions of the Tiberium universe: the GDI, Brotherhood of Nod, and Scrin; presenting them as they might appear following the events of C&C3. Greetings, We're working on a project for Command & Conquer 3: Tiberium Wars. As an established team that has been developing this mod since 2011, our content, documentation, and accomplishments extend beyond conventional modding. For example, we were awarded two sponsored passes for the 2017 Game Developers Conference (GDC 2017), valued at approximately $2K each, for leadership. As well as 1 pass for GDC 2018. We consist of both hobbyists and individuals striving to get into the games and entertainment industries. We're looking for dedicated individuals interested and able to continue this journey with us. We recently reached Closed Alpha for the first of our mod's three factions, and are growing our team to properly support future developments. (Note: Depending on the skills being contributed to the project owning a copy of said game is not required, but strongly recommended. Past familiarity with the universe and or RTS is also a strong bonus." Due to the flexibility build into our GDD to As we prefer for each team member to put their own unique spin on things Project overview Tiberium Secrets seeks to introduce three new factions that can stand in conjunction and potentially independent from the Command and Conquer Tiberium universe; complete with diverse units, structures, mechanics, and lore. Players will take command of a mysterious human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creator, and an artificial intelligence believing itself to be the next evolution of humanity. New factions Artificial Systematic Intelligence (ASI) Their aim of Ascension is through the use of technology, not Tiberium, which is where the ASI split from the Brotherhood of Nod. For all their belief in the purity of the ingenuity of man, they have transcended their biological flesh, and willingly integrated their consciousness with that of their own messiah of sorts, ASIM, an Artificial Intell The Colony The Colony is heavily based on the designs similar to the appearances of deep sea and insect creatures found on earth and from other games’ universes. Their primary theme is that of a plague involving the mutation and infection of creatures. In addition to this they also have now developed with some bony and scaly attributes on top of pre-fall civilization technology. The Dream Army (D51) The Dream Army is a secretive military organization that draws heavily from the designs of the US. Military and Area 51 (Located out in Nevada). Technological advancement has been made from analyzing alien technology recovered from the Roswell crash (i.e. remains of an alien vessel). Thank you for your time & consideration, -Eric (Project Coordinator/ Producer, PR Lead, Lead writer)
  5. Hmmm, Well ya,it's a bit of a specific specialization. The closest thing that comes to mind is a audio designer, editing video is different from editing audio, but it's a base line similarity. But there are tons of audio people out there, so it might not be that unique to try audio. However, our audio guy has helped us out with trailers in the past. You can try and pick up some sort of marketing and PR skills, and maybe specialize in PR promotional video editing, but that is not games industry specific. You could also try to join a company as an Audio Visual Support specialist, for my day job, I had to track one down for an interview, so a professional videographer could record it.
  6. Here: https://www.moddb.com/mods/tiberium-secrets/downloads/tiberium-secrets-13-release
  7. GeneralJist

    Beginning developing

    When your developing a game, it's all to easy to fall into an obsessive or workaholic frame of mind. It's easy to convince yourself that once it's out, you wil make up for all the sacrifices in respect and money. Too many people these days are categorizing too many things as addictions. If it doesn't work out, it's an addiction, if it does, your a dedicated success. It's about balance, just make sure your balancing your life, and sacrificing for long term goals,not short term hits. And even if it fails, it still counts as experience. People learn more from failure than success.
  8. For most QA is a good place to start. Look for QA positions online, such as: https://www.moddb.com/jobs Togle to QA if not there. If you eventually want to be a game designer, start looking into both art and programming. Most designers will need both with a focus on one or the other. Also look into world builders,map editors , level designers and engines, there is a lot to try out and play around with to figure out if you are good and and like the work. I only know 2 game designers that aren't artists nor programmers, they just wrote game design documents with many deigns. It's a rarity, and much harder to find a job, but it can happen. If you haven't already, start documenting your designs and see what happens.
  9. GeneralJist

    Career Change - Where to Start

    The point I was trying to make is that in the above post, the guy basically says to look for jobs online, and talking to friends to get jobs is good,which is a no brainier, and bordering on the obvious and not helpful. His response is almost the same as if I ask :where can I experience nature?" And he responds "outside". Sure the hidden job market exists. And If Remember right, something like 60-70% of job vacancies are filled by referrals. Even if you have a personal connection, it won't matter if you don't have the minimum qualifications. We in HR are the gate keepers, it's our job to try and mitigate any bias in the selection process. Getting a job is indeed usually about knowing the right person in the right place, however, if you don't have anything knowledgeable or t relevant skills that fit the job, it usually doesn't matter. (unless they are really desperate) But ya, staffing agencies can make bank for some candidates, just this week I Processed a payment for my company for $35,000 for one guy. I meant him and looked him up on linked in, and he did have a nice background, but $35,000?! that is just ridiculous.
  10. GeneralJist

    Career Change - Where to Start

    Are you trolling? All jobs are on the internet these days. Gone are the days where you randomly show up at an office and hand some one a hard copy of your resume.
  11. GeneralJist

    Do most indies form companies?

    Interesting points, Ya Hobbyest and indie distinction is an important one that I didn't make originally. Good above article, gave some good points Ya, hobbyests seem to rarely crate companies, and some indies do, but not as many as I'd think.
  12. Hello, I don't know about you guys, but I get the distinct impression that most indie teams don't bother to create a resisted company. Sure, there are the good ones that do. But how common is this? I know in the modding sphere, forming actual companies is really rare. What do yall think?
  13. GeneralJist

    Is hourly more common than salary?

    ya my bad, that's what I meant to say. Ya, here in the US, companies have all the cards. Sure there are workers rights, but unless your part of a union, the individual worker can be ignored. Their attitude is if you don't like it here, go find a job else where. It's usually not that bad, but if you have a complaint, it's usually best to sit down and shut up. I hear horror stories of HR violations in the games industry, people put up with it because they want to keep their jobs and their record clean. From what I hear, contractors rights are very different from employee rights. Not to mention that when you get rid of a contractor no one cares.
  14. Hello, I'm not sure if this is just the impression I'm getting from the games industry, or is it actually how it is? Salaried jobs are usually harder to get,. I heard that the 2 biggest reasons hourly is more common is because of crunch which is overtime related, and because most game companies work on a project basis. What yal think?I Why do you think the games industry favors one or the other? I'm asking because I'm currently working for Gilead Sciences, on an hourly contact, when the contract is over, they said there is a chance to covert to a salaried employee. I'm balancing that with looking for games jobs that often is hourly. I'm in no rush, I got months to decide, so I thought I'd ask around on this topic. The main thing I'm looking for is stability, hourly contracts don't really fir that bill, It also seems like if stability is what I'm looking for, games might not be the best bet.
  15. GeneralJist

    Career Change - Where to Start

    As Tom said, Community managers are often promoted moderators, or marketing people. Usually CMs have to travel, so if you want that job, be prepared to do so. They have to be good private and public speakers, and better diplomatic writers. If you look up CMs, make sure you find the jobs that are for games and online platforms, not for property management.(It's very annoying that the titles are the same) Another potential way besides being an active community member for the games/ games your looking at, is to join and manage clans/ guilds/ leagues. Not all people see that as relevant experience, but if you can demonstrate your knowledge of the community, that is what matters. Another way is to be a CM for a mod or indie game in the sphere your looking at. There you will likely learn a lot . A community member once asked me what I thought the key to a good PR manager was, he asked if it was dedication.I told him dedication is a natural thing that is needed, but I'd say it's discretion.Knowing what to say, when to say it, how to say it, and times where silence is called for. So, practice your diplomacy skills. When you speak for a brand/ project/ product, everything you say will be dissected and put under the microscope. A while ago I was a PR person for a community driven news series. I said one thing wrong on a public forum, and even though I apologized, in public and in private, the community called for my head. It was so bad that the current members of the project called a vote and voted me out. Even though a month later most of those people left the project, it showed me just how fickle people can be. As the CM, your the barrier between the community and the dev team. It's a tough role that requires a lot of communication, little respect, and a lot of work. No matter what you do, some one will find fault, and you just need to deal with it.
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