I read an interesting article on Kotaku this morning that I'm sure a lot of folks around here have probably heard about by now. See, there's this girl, Erin Michael Vondrak, who wants to work in the game industry. Specifically, she wants to work at Valve. Tired of being ignored through the usual channels, she's created a video love-letter to the company, essentially begging for a job, and said video is now becoming viral.
First of all, if you haven't seen it, give it a watch at the link below. It's a cute, clever video, and it's no doubt going to end up on somebody's desk at Valve eventually. So, in that respect, I can appreciate what she's done, and I admire her creativity in getting her name out there. That said, she makes a pretty weak case, and this whole story is actually an excellent opportunity to talk about this insane delusion so many people are saddled with when it comes to working in this particular industry.
Let's call this, "Stuff I wish I'd known 20 years ago", or "Why Erin is not going to work for Valve."
1.) Despite what my mom, friends, and high school art teachers told me, I'm not really that talented, and there are eight million other guys who are better then me. If you have trouble believing that about yourself, at least understand that even if you have this great "talent", you probably don't have the skills to apply this talent to something that makes money for someone else, which is really what working is all about.
2.) Being "creative" is not a skill in itself, and does not guarantee you any success. From what I've seen, it's the obnoxious people that succeed, not the creative ones. By that I mean that you can be marginally talented or educated in a field and still achieve great success just by being able to network and bullshit. Of the dozen or so developers I've seen come and go from my current company, maybe two of them were actually talented at the job, the rest were just good at networking and knew how to google for the components or code that they needed. These are your "Duct-tape"' developers, and as much as the concept sounds neausating to me, these guys do very well in corporate situations. They don't do anything to push the boundries or innovate, but they work fast and cheap; guys like myself who want to create every aspect of something from the ground up are not as good for the bottom line and therefore not as well "liked".
3.) Being creative doesn't pay very well. (Of course, neither does game development, but that's a whole other issue.) What I mean here is that just because you like to draw and may even have a half-dozen ideas for great games, it doesn't mean you have a marketable skill. In software development, there is no such job as "idea-man". Yes, game designers do need to be creative in their ideas, and innovation surely has its place in any industry, but really, it's not something most companies are clamoring for.
Game companies are for the most part corporate businesses who only care about one thing, making money. Innovations can sometimes yield impressive results, but there's always a risk, and most businesses don't like risk. This is why we see a new Call of Duty every year rather than a new franchise. Point being, nobody wants your game ideas. If you want to design a game from the ground up, you're looking in the wrong place. Start working on your indie game and stop trying to shoehorn this dream into a job where it doesn't apply.
4.) Work is called work for a reason. Yeah, it's awesome getting paid to do something you love, but making something you love your job is also a sure-fire way to stop loving it as much. It doesn't matter if it's gaming, drawing or break-dancing, once someone is paying you to do it; you're going to want to do it for free a lot less often.
I can liken this pretty easily to the pizza place I worked nights at for ten years while I "tried to break into the industry". I used to like pizza; actually, I used to like it a lot. Then I made it, sold it, and delivered it for a decade. You know what? Now I can barely stand the sight or smell of it. Also, despite it being really fun to eat a pizza, it's not really a party to make one. In other words, just because you like playing games does not mean that you will like making them.
This idea of people wanting to work in gaming because they love playing them is pretty similar to a twelve year-old boy saying he wants to be a gynecologist.
5.) Game companies aren’t looking for computer nerds with a ton of gaming experience. Well, let me rephrase that… Development or art jobs in the game industry aren’t looking for that, QA on the other hand does have a need for that to a degree, as long as you also posess good writing and communication skills, and the ability to do something absolutely mind-numbing for very little money. (Also, in my personal opinion, doing testing or QA makes you a game developer about as much as writing reviews of restaurants makes you a chef.)
Anyone in the industry needs to have knowledge of it, but pay attention to this part, because it’s really important and clearly some people don't get it… Spending 16 hours a day playing World of Warcraft does not count as industry experience. Yeah, the guy developing the next Half-Life at Valve has probably played the last one, but he was probably also juggling school, free internships, and nine hours a night working on conversion mods and skinning existing 3D models. Big difference. The people who say they want to work in gaming but have never actually tried creating any aspect of a game are just mind-boggling to me. If you want to be in game development... try developing something! You don't have to create an entire game, try creating a character model for Quake 3 or something. Copies of the game are cheap, all the tools are out there, and there is a monsterous community and wealth of information that will help you. If you like the proces, then by all means, pursue it. If it seemed like insanely frusterating monotonous work to you, or you don't see how you could possibly pull something like that off, then maybe you shouldn't spend 40 grand on a tech-school degree to find that out. That might seem obvious, but I could introduce you to at least a dozen people I know that did exactly that.
6.) Ok, this is the big one… This is probably the single biggest misconception about the industry, and that confusion is the impetus for all 47 thousand tech schools in the US offering “game degrees”. There is no such thing as an education in game design.
Well, let me back up a little… Outside of administration, QA, HR depts., etc, there are really two major fields in game development. There are artists and there are programmers. Yes, there are higher-level jobs that may require a knowledge or experience in both, but those jobs are given to veterans, not newbies. Just like you typically have to play a sport before you can be a commentator, you have to work in the industry before you’re going to be hired to be the guy at the top of the chain. Obviously there are a hundred different delineations or specialties for each of these jobs, such as texture artist versus concept artist, or AI programmer versus netcode programmer, but the point is still the same; half of these guys are artists, the other half are programmers. Most of the time, neither one of them are both.
Ok, so with that said, let’s take a look at my personal experience here, as I have a degree in “Multimedia communications with an emphasis on 3D modeling and animation” from one of these schools. (Although, to be fair, I went in NY, so I actually got a state accredited degree, which is not typically the case with a lot of these schools in other states, and it's insane). Anyways, my school sold me on the idea of “3D Animation! Game Design!” and I bought it hook, line, and sinker.
Over the course of my degree, I took classes in programming, scripting, interface design, animation, 3D modeling, you name it. At the end of my run, I had a really great understanding of how games are made, a HUGE bill to pay, and absolutely ZERO marketable skills. I assumed for some reason that my“creativity”, my drive to be in the industry, and this kick-ass jack-of-all-trades degree was surely going to get me a job; well guess what, it didn’t.
After graduation, I tried fruitlessly to get a job at Vicarious Visions, simply because it was near me. After a dozen emails, a half-dozen phone calls and many, many months of waiting, I realized that they weren’t going to call me back, and I decided to needed to find out why. A friend of a friend knew a guy that worked there, and through some luck I ended up at a party with this dude and started grilling him. He told me a lot of stuff about working there that I didn’t know (and honestly, he totally scared me away), but the one thing that I took away from that conversation was this, and it went against everything I had thought to be true up till that point.
He said (paraphrased), “You have a degree in multimedia… That’s not what we’re after. You should have gotten a fine-arts degree if you wanted to be an artist or a CS degree if you wanted to be a programmer.” “We would much rather teach an artist how to use a computer then attempt to teach a computer nerd art skills.”
I know, it seems so simple, and yet, I had never heard, or even thought about it that way before… Somewhere in learning how to model and animate in 3D I’d forgotten to learn any real art skills. So, while I can model and animate a 3D ball bouncing like you wouldn’t believe, I would be completely lost drawing an accurately proportioned human being in action. Somewhere along the line, I’d gone straight to the end-game without learning any of the fundamentals you need to get there. Luckily I picked up enough programming in college that I was able to change the course of my career and do development on that side, but let me tell you man, it was a massive blow when I realized I wasn’t going to be an artist. I was so sure after twenty years of parents and teachers telling me how great I was that I was going to succeed. What they failed to mention to me that was I had creativity, not skill. There is a WORLD of difference, and I for one don’t think this girl with the viral video has learned that lesson yet.
To wrap up, I just want to mention that while I did look at Erin’s online portfolio (http://web.me.com/erin.michael/newsite/main.html), I haven’t done any excessive research of what she has and hasn’t done to get into the industry. I was just inspired to write this column as I’ve had this conversation with a few people online this week and this article today just sent me off. For all I know, Erin may well have created some 3D models or done some mod work, but if she did, it’s not present in her video. That’s actually part of the reason this video stuck in my craw so much. You could argue that it’s kitschy or stylized and meant to be funny, but what I see is a bunch of poorly drawn 2d work surrounded by crummy animation. Which part of this video is supposed to inspire people to hire you? Where is the marketable skill here? Does it seem reasonable for Valve to pick you over the 15 million other people clamoring for that job, many of which having a huge body of work and examples to back them up? Yeah, it’s creative, but so what man? I could draw an interesting picture with a stick in some dog poop, but I’m not sure how I would make money off of that…
At any rate, I do wish her the best of luck, but I strongly doubt we’ll be seeing her name in the credits for Left 4 Dead 3. Call it a hunch.
http://www.youtube.com/watch?v=FNgjecJY76g&feature=player_embedded
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