There is room for a range of people with creative or technical backgrounds, but as someone who likes playing games that are actually good, I hope that there are some people working in game development who do have a deep passion for games. Otherwise you can end up with something that looks and sounds great, has solid performance and responsiveness, runs reliably, and simply isn't fun to play. Or a game that is ruined by aggressive monetization, or is basically a glorified slot machine whose primary purpose to hook "whales".
Two and a Half Years in GameDev
21–26 of 26 posts
Re: Two and a Half Years in GameDev
#22Re: Two and a Half Years in GameDev
#23Earlier quoted context omitted.
this is surprisingly not that uncommon
Can you elaborate? Depends on the country I guess, but generally any game dev job posting has hundreds of applicants.
but more generally, people that want to try the game making adventure one way or another is kind of a recurrent theme in the industry.
Re: Two and a Half Years in GameDev
#24Earlier quoted context omitted.
I found the smaller the studio, the more discouraging the experience can be. There are certainly some advantages to being in a smaller company, but there are also gigantic downsides. The biggest one being that you have no budget. You are effectively competing with every other solo indie developer with a Unity install and a Steam AppID. Being in a AAA studio means your impact is substantially reduced, but it also mean…
but the experience as a developer in this context is statistically very, very bad compared to AAA Which statistics? Almost every article I've read about game development describes AAA game studios as a horror show of workplace exploitation. I seriously doubt this.
Basically, the reason to sign up for tiny companies with no reputation is to give yourself project experience. But it won't necessarily result in deeper wisdom about the process. It could just mean the boss is overconfident.
Going it alone, the obvious alternative, tends to whip game developers into a self-exploiting mode where they crunch really hard on features or assets, when they actually need to step back, make some painful cuts that throw out months of effort, and refocus their design to have better synergy. The push and pull of a team tends to mitigate those outcomes through earlier interventions, but without financing it's very hard to keep one going.
So, yes, the big companies do have advantages. The upside of the indie space is that it is more in line with the rest of the arts than a corporate career path - it allows the process to be something other than a production built off the back of a market survey. But that means a prerequisite is exposure to the arts and to processes that aren't strictly industrial design. This isn't a well-developed thing in the indie scene since the early influences they are working from all tend to be in the industrial design motif: addictive arcade games, sprawling epic RPGs, etc. Starting from these kinds of premises tends to scope the project incorrectly for the available skills, while simultaneously forgoing alternatives that no company would consider.
Re: Two and a Half Years in GameDev
#25> About 3 years ago, I joined a GameDev company, without any prior experience making games or hands-on exposure to this industry. How is that possible? There was no competition at all?
A person with no game experience might be able to break in by simply taking a title demotion for a bit and be competitive.