APPENDIX B

Education, Training, and Working in Games

If you're interested in getting a foothold in gaming, attending a school that specializes in teaching game-art courses, modeling, programming, or animation can be helpful, although a degree isn't necessary to gain entry into careers in this arena. Many people learn on the job—what are known as journeyman skills—and can start in entry-level positions or internships.

Job or internship seekers need to prepare a variety of materials to showcase themselves and their skills and find ways to interact with people in the field. This appendix discusses some of the materials that should be prepared and offers suggestions on ways to network and get training.

Education

People seeking entry-level jobs with a degree or certificate in game-related fields may have a better chance of getting a position doing modeling, animation, level design, and interface design due to their specific training with schools that have curriculum geared to teach those skills. Anyone can apply for any advertised position in a gaming company, but in this competitive business, having experience and education is a plus.

Some schools you may wish to look at include the following:

Some of these schools, as noted in the list, offer online courses. Many more schools, even at the time this book was being written, are developing curriculum and portals for online courses. Investigate the websites, and do research on your own, to locate schools that can provide solid curriculum for the areas in gaming that interest you. Also be sure to find out about the hiring success of their graduates.

Attaining a degree from one of these schools is time-consuming and can be quite expensive. Ask lots and lots of questions when looking at any of these institutions. Find out about job placement services, and ask to look at a list of graduates who have been successful at pursuing their career goals.

Many of the schools listed are career focused, or offer career-oriented programs and classes. If your interests are serious, then you may be more inclined to investigate these kinds of schools. They tend to have instructors who are currently working in the industry and maintain up-to-date technology and instruction so that graduating students will have an optimum chance of landing their dream job.

In addition, most schools today, particularly career-focused ones, have a placement service that assists students with getting an internship or, more important, a job. For example, schools may develop relationships with companies that are willing to hire students right out of school for entry-level positions.

Getting Started in the Field

You may start your career in the gaming industry with an internship or with an entry-level job. Although related experience can help, these positions usually don't require it. As noted previously, if you're enrolled, your school may support you in finding a job or an internship.

You can do research on your own, too. Gaming companies often have information about jobs on their websites. Quite a few other websites host information about available jobs for entry-level work, including these:

Two websites that contain excellent information about internships are www.gamasutra.com and www.gamecareerguide.com. Game Developer, an online magazine, also offers useful information regarding jobs and internships: www.gdmag.com.

Other sites to review for information about jobs and internships and the state of industry are these:

OPEN-SOURCE PROJECTS

Open-source sites are another resource for job seekers. Often, small teams of people working with Open GL are making independent projects and looking for crew members. OpenGL (Open Graphics Library) is a royalty-free application programming interface (API) provided by the Khronos Group. Open-source sites include these:

It's good to review what the best-selling games are (successful companies are more likely to have jobs available) and also what the average salaries are in the industry. The following site contains some of that information: http://www.gamecareerguide.com/features/980/game_developer_salary_survey_.php.

Entry-Level Jobs

Entry-level positions include the following:

Testing (Part of the Q/A Team) Many companies accepting applications for jobs or internships in the testing department require the applicant to submit their review for a game or games they have played. Do some research on how reviews are written. One of the best sites to find reviews is www.gamasutra.com.

Customer Service Entering into this area lets you learn some of the behind-the-scenes aspects of how gaming companies are run. Primary duties include interacting with customers who have purchased products (you'll need to learn about how the game is run, and help troubleshoot problems from FAQs prepared by the game makers) and passing along to the production team information about issues customers are having so they can be addressed.

Clerical Pretty much any department in a company has clerical duties, and accepting a position here lets you interact with the producers, art directors, animators, and so on. Primarily, these jobs involve filing assets related to games, double-checking that naming conventions and formats are correct, and managing office supplies.

Junior Programmer In order to enter into game programming, you're expected to have knowledge of computer game languages (basic C++ and Visual Basic are good examples) and a demo portfolio (information about preparing demos is covered later, in the “Applying for Jobs and Internships” section of this appendix).

Assistant Producer Also known as a junior producer, this person typically facilitates communication between teams, helps the producer keep schedules to ensure timely delivery of assets during different phases of a game's production, and assists with the day-to-day running of the project. It's typical, especially on large projects, for an assistant producer to be assigned to one area of the game to monitor production and communicate information between the producer and team leaders.

Internships

Internships are another way to enter and gain experience in the field. Internships are sometimes paid, although most are non-paid but allow the intern the opportunity to learn on the job and network with seasoned professionals. If you're a student at a school that offers game art courses, then it would be in your best interest to find out if you can also get course credit for your internship. Many schools offer such opportunities.

Locating an internship in a gaming company is an excellent way to get career experience in the industry. Keep in mind that you'll be competing with people who are in school or recent graduates with a game art, animation, or programming degree. If you aren't in school or don't have a degree at this time, that shouldn't stop you from applying. There are plenty of opportunities to apply for internships, and once you get one, you can learn a tremendous amount about career pursuits and how the business works.

When you apply for an internship, demonstrating that you're enthusiastic about the opportunity is a plus. If a specific area of gaming interests you, career-wise, then indicate that. But if you aren't sure what area you're aiming for, it's fine to be open to learning different parts of the business. Exposure from your internship will help you understand how various jobs are accomplished and what areas you may wish to pursue as a career.

In other words, if you're offered an interview for an internship, and you indicate that you're so determined to do one thing and one thing only, then the company interviewing you may believe you aren't interested in learning about other parts of the business where the company needs an intern. The company then may not want you on board. Being flexible is in your best interest.

Applying for Jobs and Internships

The bulk of your efforts in applying to any company will consist of assembling a body of work that demonstrates your skills. If you don't have any yet (and even if you do), you should prepare a clear, concise resume and cover letter to accompany any demos or paperwork you submit that explains your career goals.

Research the company or companies you apply to so that you can understand their products, what kinds of jobs they offer, what training they expect or offer (entry-level positions sometimes offer training, especially with proprietary products the company uses), and how successful they have been. Startup companies often promise the moon and want to rush you on board, and everything may sound great, but they tend to be risky. More established companies, although harder to get into, are well worth the effort of preparing application materials.

There are two highly important items you'll need to create and update regularly as you apply for jobs: your portfolio and your resume.

You should consider including these three formats in your portfolio:

  • Flatbook (printed pages in a bound book, and often referred to as a portfolio
  • Digital reel
  • Website

Many companies request web portfolios or samples online, websites, or blogs. The flatbook is becoming less important, and the demo reel can be embedded in a website; however, the information covered in this appendix can apply to work that can be showcased on the website. Sometimes the flatbook is a nice take-along to show a potential employer work in more detail. Professional online forums are also a good place to display work and get feedback from game pros.

Be aware that many companies that allow you to submit work for a job or internship application have specific requirements regarding what they want to see. Check their websites, look at the Jobs or Careers section, and see if requirements are listed. Adhere to those guidelines; otherwise, you can pretty much count on your submission being discarded.

Send only the materials accepted by the company you're applying for, in the correct formats. The following is a list of things most companies look for in a submission:

  • Submit your movie reels on a DVD, with a cover that shows your name, contact information, and specialty. If the company you're applying to doesn't specify a format, a QuickTime movie usually works well and allows the viewer to easily toggle through frame by frame if they choose.
  • Running time for reels should be about 1–4 minutes. Music is good, but not necessary, and it shouldn't be offensive or overwhelming.
  • Put your most recent, best work at the beginning of the reel.
  • Include a printed breakdown explaining what you did in any particular shot (this is especially important if you're submitting work done by a crew, and others contributed) along with the type of software used.
  • Portfolios (printed samples) should be submitted in a folder or inexpensive binder that doesn't need to be returned.

Once you have a job, keep following directions. One of the top reasons people are dismissed from jobs shortly after they're hired is that they can't follow instructions.

Following instructions is, believe it or not, one of the hardest things for people to do. Read the directions a few times if necessary. Make sure you're submitting all required materials and that they're in the appropriate format. Remember, different companies have their own specific guidelines. Make sure you understand them before applying. Don't send more than what they ask for.

When you're preparing work to showcase your skills, make an attempt to demonstrate abilities with both 2D and 3D.

The Flatbook (Portfolio)

When preparing a flatbook for submission, you'll want to include 5–12 pages of your best work that show solid art skills, include a variety of media, and are extremely neat, orderly, and well presented. Again, any work you prepare for your flatbook can be optimized and placed on your website. Here are some general guidelines:

  • Create a title page that states your name, phone number (extremely important), email address, specialty (modeling, environments, rigging, and so on), and website address.
  • Avoid titles or copy of any kind other than credits for professional work on pages that display the work.
  • Avoid patterned or brightly colored backgrounds, borders, scroll work, drop shadows, and other page adornments. None of those things will make your work look better.
  • Let the art be the star of the page.
  • Design clean, neat, orderly, easy-to-view pages.
  • Combine similar images onto a page in an uncluttered fashion.
  • Always include your contact information on every page. You can place the contact information wherever you like, but don't let it compete with the artwork. Be sure the phone number is highly visible. Avoid using fonts that are too flourishy. Keep it simple, clean, and easy to read.
  • Keep a white border at the page edges, so your printer won't cut things off (this is known as the safezone): ½″ for the top and sides, and ⅝″ at the bottom. Having a bit more white space at the bottom helps weight the page better.

Figure B.1 shows a sample page showcasing environments created for games. A good rule of thumb is that bigger images on a page work better than many small images.

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FIGURE B.1 Sample flatbook page showcasing environments created for games

It's fine to use both portrait and landscape layouts (vertical and horizontal), but group them together so the person reviewing your work isn't constantly having to turn the book.

Flatbooks Are Rarely Returned

When you submit a flatbook for job or internship applications, there is a very good chance you won't get it back. Many people apply to game companies, and unless you go to extraordinary lengths to provide shipping or offer to come pick up your flatbook, getting it back isn't always possible. Be savvy about your methods for putting together a good-looking flatbook without spending a fortune.

Printing color pages on a home computer system is totally acceptable. Choose a good quality paper. Avoid using bond, and instead try using a glossy, bright white paper that is photo quality (or close to it). Something like that will show off your work the best.

If you don't have a printer at your disposal, plenty of printing companies (FedEx Office, for example) provide this service at a reasonable cost. If you choose a commercial printing company, request a sample printed page first to check how the artwork looks.

Binding Flatbook Materials

Once you get your pages printed, how do you submit the work?

Again, review the submission policies and recommendations for any company you're applying to. If the company doesn't specify how it wishes to receive printed material, then we suggest printing your pages (like the example shown in Figure B.1) as a standard U.S. paper size—8.5″ × 11″—and placing them into a folio or binder.

Many binder brands on the market are inexpensive and lightweight (remember, you probably need to mail it). We're partial to the folios available from Staples (although many similar stores let you physically buy the item or order online).

Shop for a presentation folio that has pages (10 pages usually works well because you can insert your printed pages back to back) and also a pocket for your DVD (on which you burn your reel) and a business card. Often, you can neatly place your printed resume and cover letter in the folio as well.

Your folio should be clean and neat. Aim for a sturdy, professional-looking presentation, but don't spend more than a few dollars on it. Remember, you may not get it back!

If you buy a folio that contains pages you don't use, cut out the extra pages before you ship. The only things you should ever include in a flatbook are pages with work. Don't send empty pages.

Types of Flatbooks

The following is a list of types of flatbooks you can prepare, depending on your interests and the type of job or internship you're applying for:

Art Avoid copying other artists' work. In other words, don't include your drawing of Spiderman or copies of World of Warcraft characters. Do your best to show original work. Art directors who want to hire artists or interns are looking for the basics: perspective, anatomy, life drawing, gesture drawing, environments/landscapes, and portraiture—good, solid drawing skills.

  • Showcase only your best work, and place the best of that on the first page (never the last).
  • Don't use pieces in progress.
  • Avoid titles unless absolutely necessary.
  • If you're showcasing 3D models, then show your process, how many polygons were used, and how well you constructed the topology.
  • When showcasing 3D character or creature models, pose them. Avoid leaving them in the T-pose, and be sure to have them textured and lit. It's also a good idea to place a character in a background, similar to where you might see them in a game, although that isn't totally necessary—it's just a good way to help set your work apart.

If the art you're showing was professional work (and that can include work you've done on production teams in school or with friends creating your own game), then add a title explaining the name of the project, what kind of project it was, and what medium you used is standard.

Modeling An enormous amount of 3D work is done for games these days, and most companies are always on the lookout for good artists with 3D skill sets.

  • Choose your best work for the first piece.
  • Pose models, but avoid leaving figures in the T-pose.
  • Show your process. This is extremely important. Figure B.2 shows how you can set a model up from mesh to finish, textured, painted model. Unless you're applying for a texture-painting job, it isn't necessary to include the map used for adding the texture and paint to the figure.

    images

    FIGURE B.2 Setup from mesh to textured, painted model

  • Include a good variety of models. For character creation, have at least one realistic figure. Include bipedal figures and quadrupeds. Many games being made now use 3D models and have very realistic characters, including Gears of War, Grand Theft Auto, and Splinter Cell.

Interfaces Because every game has an interface, and the look and feel of the game needs to be reflected in this functional piece of art, studios are often looking for artists whose work shows a strong range of style. Create new pieces to show, but also consider redesigning an existing interface that will match the look and feel of the game and clearly show ease of function—in other words, can the player find things they need to interact with on your sample interfaces?

  • Show a variety of interface examples.
  • Include images, or callouts from the full screen, showing rollover and click states.
  • If you're showing an interface for an original project, include a short description of the gameplay style, genre, and platform (the platform is important because the interface for a tiny screen on a handheld should be larger and easier to see than a game played with a larger monitor).

Reel Types (Digital)

As with your flatbook, anything that goes into your reel needs to be your strongest work. Reel lengths should be about 1–4 minutes. Anything more than 4 minutes is a bit long. If your strengths aren't evident in the first few seconds, it's unlikely that anyone will watch to the end. Here are some things you should consider when creating your reel:

  • Always include a title card at the beginning and end of the reel (hold it for 3–5 seconds).
  • Usually, light gray type on black works well for titles. Keep it simple and easy to read.
  • Include your name, phone number, and specialty (animation, modeling, environments, and so on).
  • If you're showing cycles, repeat them two to three times.
  • If you're showcasing performance animation, try to include one or two that showcase lipsync and/or characters interacting with each other.
  • Having music to play with your reel is usually a good idea; however, avoid music that is too loud or distracting.
  • End by showing the title card again.

Types of Animation Reels

Animators are always in demand for video games. People who apply to gaming companies for work in this area come not only from gaming backgrounds but also from animation for television, feature films, shorts, and web design. You should show specific types of experience in a reel.

Character Animation If you're looking to do character animation in the industry, then you should showcase performance animation. Avoid walk or run cycles because those are extremely rudimentary and considered student projects (this includes bouncing ball and jumping flour sack exercises). Some of the more interesting cycles you may want to consider include dying, fighting, and idles. If you're showcasing animation with a humanoid, then show realistic movement, along with more fantastic actions like over-the-top fighting or casting spells. It's also in your best interest to showcase a quadruped character.

Technical Animation This animation shows buttons being pushed on an interface, or unique ways to present reward animations or things moving on the toolbar when you access them. This type of animation can also include weather, cloth, hair, and fuzzy objects, so being able to work with particles is extremely important. When you showcase particle work, include the process. In other words, show the dynamic simulations you created along with a short movie demonstrating what the animation looks like.

Types of Modeling Reels

As mentioned previously, modelers tend to be in demand for gaming projects. Even 2D games need 3D modelers to help develop characters, props, and environments.

For any 3D model being showcased in a reel, show your process, including the concept drawings and the mesh. All models must have textures; those that don't generally aren't considered.

Some of the types of modeling reels are as follows:

Character Show at least one realistic human, bipedal characters, and quadrupeds. Avoid showcasing a model by rotating it. If you're showing figures, then pose them or have them animate slightly to indicate clearly that the models work and won't break when moved.

Props Weapons, carts, airplanes, cars—generally large, complex objects demonstrate skill better than small handheld ones.

Environments Some of the modeling that is done for games is derived directly from an engine (like Unreal), but many games have large crews of 3D modelers devoted to creating environments. Prepare a range of examples, from highly architectural structures to organic shapes like rocks or trees. Move the camera through the environment at about the eye level of a character, to indicate what a player might experience if playing in a world of your creation. Show your process, and be sure to texture and light the images.

Rigging A number of different rigs can be created for 3D models. Riggers have a unique skill set, in that they need to be able to build the rigs and also interact with the animators (or animation director). The animators, after all, are the ones who need to operate the rig, so the rigger will need to communicate with them and learn what kinds of movements the character needs to make. When showcasing rigs, show the controls, and provide some movement of the figure to show how the rig works and that you're able to avoid interpolation of the figure.

Web Portfolios

As you work on your reel and flatbook, you should invest time in creating a website for yourself as well. Having a website allows you to instantly update your work and contact information. It also gives you an easy way to let others see your work. You can share a link through a network like LinkedIn or post the link on sites such as www.conceptart.org. Often, the first exposure prospective video game employees have is through their websites.

Review this appendix's information regarding what kinds of work you should include in a reel and a flatbook, and use those same guidelines to determine what you'll showcase on a website. Although you can add other features to a website, such as fun, splashy music and animations, keep in mind that your work needs to be the star. Adding too many animations that don't relate to what your work is about is distracting. Keep the design clean and neat and the navigation extremely clear and easy to use. If someone can't find their way around your site, they will quickly pass it by.

Setting up a website doesn't need to be expensive; for the most part, unless it's your choice to hire a designer, you can do it on your own. Keep in mind that creating the site is just half the task. Once the design is ready, it must be published to the Web. To do that, you'll need to purchase a URL (the website address), also known as the domain name, and pay for publishing the site (most companies offer to do that for a year at a time). The following is a short list of companies that offer these services:

When you get your website set up, be sure to test it to make sure the address works and everything can be viewed. Also check the limitations of the site you're making—in other words, can you make changes to the site after you've published it? Some services don't allow that; or, if they do, they charge a substantial fee. One of the reasons you have a website to showcase your work is so you can update it frequently, so make sure you read all the restrictions that might apply.

Here are a couple of websites that artists use to showcase their work. Do your research! Look at other websites, especially from artists who are involved in careers that interest you:

Copyright

Frequently, students ask if they should copyright material that goes into a reel or flatbook for a job/internship submission or what they showcase on a website. If the work is yours, you don't need to obtain a copyright for a reel or flatbook; but if you feel compelled to do so, keep it simple and avoid distracting from the work. For work on your website that is yours, include a line of copy somewhere on the site that simply but clearly states that the work is copyright protected.

If you're showcasing work from other sources on your reel, in your flatbook, or on your website (for example, from a job you did or from a project you worked on with others), then indicate who owns the work. For example, if you place an image on your reel from a game you made for Company X, add a short line of copy, discreetly but clearly written, that indicates the work is owned by Company X.

Materials for Other Positions

You may have other interests in the industry, such as writing, producing, audio, or programming. In those areas, you'll still want to prepare work to present that indicates your interests and level of skill:

Writer The following things are useful to include with your resume and application if your interests lie in writing for games:

  • Game Design Document (GDD): Prepare a short but well written, abridged version of a GDD.
  • Narrative: Write a sample quest line (preparing a flowchart with it is a useful task, to more clearly demonstrate how the quest line works)
  • Add some art for a character, and write a description of the character's abilities and traits.

Level Designer As we discussed in Chapter 7, “Designing Levels and the Game Design Document,” for this type of application you should come up with a visual of some sort that represents the environment and then design the events that will occur and where they're located.

Keep the map and events simple and clear, and demonstrate that you know how to avoid clustering too many occurrences together. Prepare a range of styles, and also show where the hookups can be and how they work logically. (A hookup is where one level connects to another.)

Producer Quite a few internships and entry-level jobs are available for assistant producers (and clerical positions, which can provide similar on-the-job learning). Good organizational skills are prized here, and the ability to run programs such as Microsoft Word, Excel, and MS Project and use Gantt charts is a huge plus. Excel can create Gantt charts, but some excellent ones are available online (for example, www.ganttchart.com).

Prepare a short example of how you would chart progress for a game. Be prepared to demonstrate how you can revise the chart if certain areas of production become bogged down. Understanding budgets is also a good skill set to demonstrate.

More than anything, demonstrating that you're reliable and detail-oriented is critical to landing a position.

Audio As reviewed in Chapter 8, “Sound,” understanding what types of audio are used in games and how they're created is where you should start with your application. If your interest is in creating scores, then prepare two or three samples that demonstrate a range of emotional impact. Create a scary one, a happy one, a military one, and so on.

A fun method for demonstrating audio skills is to capture some action from a game you like and redesign the audio.

CREATING AN AUDIO REEL

To capture action to create your reel, there are a variety of capturing programs you can use for free. Some of them offer trial versions with watermarks, which is fine. After all, you're interested in showcasing the audio, not the video.

Some of these capturing programs are as follows:

Capture a segment of two or three different types of games, like a casual game, a MMO, and an RPG. Have characters or objects (such as the gun in a Snood game) to use for your demo. In your reel, run the actual video first, and then run two or three examples of how you would redesign the audio for a different feel to the gameplay. For example, if you show a segment of gameplay from a shooter, then create your audio with different shooting sounds from cartoony to hardcore. Make sure your timing is as correct as possible.

Another interesting approach to designing audio demo reels is to use a short piece of footage from a feature film. For example, take one of the more intense scenes from Jaws and run the original audio first, and then run a version where you completely change the feel of the scene by creating your own soundtrack, including music track, dialogue, and sound effects.

You're demonstrating your ability to affect the mood of the gameplay or scene, which is the job of any audio designer in the industry. By providing a few variations, you're again demonstrating exactly what any working audio designer would do: provide variations for the producer of the project to select from that complement the gameplay.

Programming This type of work is highly specialized, and most people seeking jobs in this area need to have an understanding of C/C++ and PC programming skills. Examples of how characters interact (such as fighting sequences), explosions, deformations, and cloth and other particle movements are excellent to include. Even if you're interested in a specialization, such as physics, gameplay, or special effects, it's good to show examples of different types of programming to demonstrate your range of skills.

In addition, showing programming skills for interfaces such as the menu, sign-in screen, loading screen, and high-score table is beneficial.

When you prepare any type of demo for a prospective company, understand that your job is to realize someone else's vision. If you work for a company, you'll be called upon to come up with original ideas from time to time; however, your main job description will entail working with a team to create a game that is driven by someone other than you.

Resume and Cover Letter

Applications for internships require you to fill out the usual paperwork for the job. Don't worry if your resume doesn't have game industry experience on it. That is one of the reasons you're seeking the internship or entry-level position.

Your resume should contain your contact information at the top and then clearly and concisely state your goals. For example, if you want to do 3D character modeling in the game industry, list that first.

Below that, by year (starting with the most recent year), list your education and work experiences. Don't worry if the jobs you post on your resume aren't directly related to the game industry. If you're on the starting line, that is to be expected. Entry-level or intern applicants often have little or no experience in gaming. If that is the case, then you should prepare your resume to indicate that you're responsible and can work with others.

Along with your resume, you should write a cover letter to accompany any materials being submitted. Tailor your cover letter for each application. Your cover letter is where you can go into more depth about your enthusiasm, but keep it professional, to the point, and relevant for a particular company. Demonstrate that you understand the company and its products.

Networking

Networking is an important activity when you're seeking your first job in the gaming industry. In fact, most people who have been working in game art for some time will probably tell you they got their start through someone they knew.

How does that happen? There are many steps you can take to make connections with people in the industry:

Join Professional Organizations Become a member of groups like the International Game Developers Association (IGDA), and take advantage of opportunities they have for those interested in entering the industry. For example, you can enter competitions, attend special events, and accept invitations to hear guest speakers.

There are a variety of websites where you can network with others and gain experience through tutorials:

Attend Events Conferences and expos give you a chance to speak with people in the industry and attend the mixers and job fairs that are usually held at these events. Industry events include the following:

Participate in Online Communities Online forums like ConceptArt (www.conceptart.org) allow you to get feedback from other people who view your work and also post links to your work for a prospective employer.

Other sites that support discussion about the industry are these:

Read and Respond to Blogs Quite a few people working in the industry, both game makers and reviewers, maintain blogs about the state of business. Here are some blogs you may want to check out:

Make Mods Making a mod (short for modification) means building a level or levels using the environments and characters from an existing game. In doing so, it's also common to adjust the look and abilities of characters and structure new environments for them to play in. Many of the larger game companies maintain sites you can visit with complete instructions on how to mod. These companies usually enjoy supporting the creation of mods because it allows fans to further explore the games, and maintains interest in their products. Creating mods can be fun—and a good tool for people trying to break into the gaming industry.

The following is a list of some of those sites (the ability to make mods tends to be free):

Work with Recruiters There are companies and individuals that help people land jobs in the industry. For the most part, they tend to shy away from those who are just getting started. Recruiters are generally used by people applying for upper-level positions and aren't the best source if you're seeking an entry-level job or internship. But if you've tried other options with no success, you can contact them to see if their services might be useful. Two recruiters are Mary-Margaret Network (www.mary-margaret.com) and Interactive Selection (www.interactiveselection.com).

The bottom line is that you're interested in working for the gaming industry, either for a company, for yourself, or with a small group of friends or like-minded designers, to create original games. Review every option you can to reach your goals.

The game industry is lucrative and employs tens of thousands of people, but it's in flux. Technology has a huge impact on how games are played and produced, so stay current, continue to read as much as possible, network as much as you can, and play as many games as you can.

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