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What makes this so frustrating for game developers looking for work (or people wanting to get into the field) is that it is really difficult to find the names o
by mungoid 10y ago
What makes this so frustrating for game developers looking for work (or people wanting to get into the field) is that it is really difficult to find the names of those contract companies. Most dont even think to look for something like this. People usually think "Oh i love that companies games so im gonna apply there." Only to never hear back, because they contract.
I have years of professional game development and simulation work under my belt and I find it one of the most difficult fields to actually get in to. I always end up just doing the usual software development while still aspiring to actually get a job as a game developer. IMO this is a slippery slope for game companies
- lj3 10y ago> it is really difficult to find the names of those contract companies. I worked in games for 3 years and we worked with a few contractors. I noticed a few bizarre things about the contractors we used. We never worked with the same contractor for two different games in a row. Every contractor we used we heard of through word of mouth. They were all small (2-20 people) and most of the time they had no to little online presence. The most effective avenue for getting jobs seemed to be handing your business card out at GDC to as many people as you can. As far as I can see, if you want to be a game contractor, you're better off starting one on your own than trying to get hired by a contracting company. Find a game artist who's also just starting out, launch a shitty game or two to show that you can, then hand your card out at GDC.
- mungoid 10y agoYep, exactly! I was in pretty much in the same boat as you, and almost every project we got or worked on ended up coming from other contracting companies that were in over their head. I think that right there is the biggest issue of contracting companies, because their sales people and account managers will over-promise, get the contract signed and then the PM's and developers will have to work extra hours to make up for it. Leading to rushed, poor quality software. And ultimately they get absolutely no credit for the work because the company that hired them claims the credit. I actually left that company last year to get out of the chaos and do my own freelancing, but that even led into the exact same issues. Since I'm not a super-mega-rockstar freelancer, if i wanted to make ends meet financially, I would have to over-promise to bring in enough work. But now, it is just me so I have to work 12 hours a day anyway to make clients happy. Honestly I think aspiring game devs would be better off just making and sell games they enjoy until they can bring in enough money to sustain them. Possibly even making a hit game that starts their own company. Hopefully one that does not contract out work ;-)