Need to note that this course was only a 1 year course (i graduated top of the class, only 2 out of the 12 students that made it to the last trimester passed the course). And considering the different kind of toolsets we learned its pretty damn nice. I know this is still a far cry from what students doing a full 3-4 year course deliver as grad project. But at least i got the basics now to continue learning from.
Also starting my own project now with a few other artists.
If intrested check it out:
www.goldenoakstudios.net
if intrested in teaming up with us check this for more information:
http://www.gamedev.net/classifieds/item/2253-golden-oak-studios-is-recruiting/
Also, i have one question:
What do you guys think are the design factors that make or break a competitve shooter?
Extra: As part of my grad project i interviewed a veteran artist/designer from the gaming industry (and also a CEO, but i still need to translate that from dutch to english)
Marko Jelen, game designer with cliffhanger studios (also worked as level designer on games like gothic and risen):
1. What skillsets are the most important in the game industry? (i.e Creativity,..)
Creativity and being able to focus is never wrong (which I think applies to all jobs).
Being a teamplayer sounds somewhat clichéd but is pretty important. And by being a teamplayer I mean the ability to deal with and value the ideas of others and work together to solve a problem. The sooner you learn that this i no one-man show, the better.
Most imporantly, don't be an asshole.
2. What would be the best way to get noticed or find a job in the game industry? (i.e by making a awesome portfolio, finding a internship,...)
If you have an internship the industry already noticed you. This is usualy the first and hardest step - once you're in, you're in!
Most people I know got their position via their portfolio. Especially as an artist this is of utmost importance. Show your best work and only just the best. You may be proud of all your stuff but it is better to show one great thing than several mediocre ones. Also, really put time and effort in your CV and cover letter.
Your best bet is to get involved, especially if you're a designer or programmer! Do stuff (by which i mean games) - start coding or to mod, use engines and editors, write design documents... just create and learn. Don't forget to share the games you create! Put them out there. Only this way you can receive valuable feedback, iterate, and gain experience.
You'll probably not going to get your dream job right away, but nobody I know did. Don't give up!
3. Which part of the production cycle of a game is the most critical to the success of the final product? (i.e Concept Development, Preproduction, Development, post-production, post-release)
You could say the sooner in the production cycle a stage is the more important it's impact, as failure there can, and will, impair following stages.
But actually they kind of all are critcal for a viable product (you want to be proud of your game, won't you?).
If you mess up in concept or prepro you gonna get a shitty game. If you mess up in development (which isn't that uncommon with tight schedules and publishers) you gonna get a unfinished, buggy game a.s.o.
Slacking off during any stage of production isn't going to happen.
4. What do you like the most about game development and the industry?
I'm into games because I find interactive media a great way to express yourself and share experiences with others. Creating games others can have fun with is a very rewarding notion and kind of a dream job!
What I particularly like about the industry is the team feeling. Working together on the best possible product or simply the instant bond when game devs or fans meet. Games bring people together (yeah, sounds pretty cheesy)!
5. Do you think it is important for someone working on games to play a lot of games?
Why playing games surely is optional for some jobs in the industry you just have to know a lot about games when applying for a design career. As designer you have to know whats currently happening, how game XY solves a problem, what mechanics are currently popular... Knowledge you only get by playing and analyzing games.
On the other hand I once had a colleague who did not play any games at all but was the lead programmer of a AAA title.
6. Would you describe your job more as a creative or technical job? (or both?)
Being a game designer is both a creative and technical challenge depending on the current phase of the project. Being initially more creative the focus shifts during development to a more technical phase since game mechanics, balancing, and such often involve a bigger deal of mathematics and statistics than some might expect (hell, even more than I expected!). However the creative part never disappears or becomes less important.
7. If you could choose, between a large and well known company or a small company, which do you prefer the most, and what are the pros and cons?
Having only worked in small companies (~20 people teams) I can't really give any advice on that. The general understanding is that in a small company you'll have to fullfill a bigger diversity of tasks and will sooner carry responsibility, whereas you can really focus on one particular task in a big company (modelling just characters, designing only combat,...). Also team size often determines project scope.
I'd probably choose the large company out of curiosity and to see how it works out for me.
8. If you could give advice to a newbie who just graduated, what would this be?
Working in the game industry isn't a walk in the park as you might think. It's competitive, exhausting, and (sadly) often about making money. Oh there will be overtime, lots and lots of overtime. But you will find that it's pretty rewarding and awesome doing what you love! Just don't give up.