I've found an article on The Guardian which has some interview questions with a large panel of people working in the games industry. (Link)
The general advice in how to go about starting to make games is to simply: Start.
There's some debate over coding languages, some raised were C++, Python and C#. Some panelists also mention software that allows to create game logic with no/minimal coding - "Tool packages like Unity, Stencyl, Monkey X and Game Maker provide simple ways to build games and get them released."
- Besides Software and Coding, I've seen that game jams are highly recommended for beginners to attend once you've grasped a basic understanding of game development under your belt so you can partake in a team-based project and gather experience working with other people: forming opinions, taking an idea from start to finish with help from others and be able to work well with others in transitioning from the pre-production stage through to production.
I think game jams would be a good idea for me to attend, it might be worth me learning some coding basics first so I can get a better grip of a programmers limitations and to understand everyone's roles a little more.
- On the art side of things there isn't much said but an understanding of Photoshop seems to be fundamental.
I can understand this as Photoshop is used for presentational developments, concept art and 2D art assets as well. It's a piece of software that can cover a lot of areas that are a necessity in game design so it definitely is important to get and acquire a good understanding of. Also, Photoshop & Illustrator CS2 are both completely free of use now.
"If someone is looking to set up a small studio themselves - what advice would you give them? How do you know who to work with, and what skills does everyone need?"
"My heartfelt advice would be try an established studio first if you can."
"I'd actually say don't set one up!"
"The hardest thing about setting up your own studio is not the making of the game, that's actually the easiest part. Managing things like business finances, making sure you can all eat regularly, marketing, PR, legal stuff, QA and selling the game once it's done are the hardest."
I'm actually quite happy to see some recommendations and comments on the difficulty of setting up your own studio, I wouldn't feel confident setting up my own 'indie studio' myself because of the exact above reason. I don't feel like on top of creating a game I could also worry about studio finances, QA, legalities and marketing it too. it puts my mind at some kind of ease to read recommendations of getting some work experience under your belt at pre-established studios. I also think I'd learn a lot more if I were to be in an already established team design environment.
"Are there any key skills that people should have or things they should know that aren't obvious or aren't taught on design/coding courses?"
"Communication and vulnerability"
"Writing! Learn to write, write, write, write. Write."
"Don't be discouraged if you don't get a job in games straight away."
"Everyone needs to learn code. Everyone. Not necessarily to a professional standard, but to be able to understand what is going on under the hood of the project."
Really varied responses. I love the recommendation of learning to write - I'm very interested in becoming better at world-building and character design through writing rather than just visual design.
I feel like the response of "Don't be discouraged if you don't get a job in games straight away." is something I should follow but I most likely will feel discouraged as I know how very hard it is to fall straight into a job of the career and position you want after University.
CV/Portfolio Advice:
The reality is, a degree is effectively gravy compared to an actual portfolio. If I’m hiring you for a job I’m not interested in whether you did three years at University and were judged good enough to get a certificate by someone else, I’m interested in you being able to show me practical application of your skill.
I already pretty much know this, harsh but true.
The hardest part of game development is finishing, so finishing a small project is way more valuable than plans and work-in-progress for a big, ambitious project, or tech demos or even portfolio work. Not that there shouldn’t be portfolio work, but no finished game to show is a big weakness. I think finished, polished projects, regardless of platform or format – even something like a little Tetris or Space Invaders clone – trump everything else.
I'm guilty of this, I need to start typing up loose ends when I get going. I definitely need to finish things I begin working on so I have a stronger portfolio for applications to vacancies.
I gained a lot from this article, it's refreshing to hear people in the industry be honest about where they stand with degrees and what is more important and key to getting your foot in the door. I'll definitely take this kind of stuff on board.
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