Video oazagames.org may be low on the game development totem pole, just above “personal projects” you’d never think about including in your resume. But used correctly, both can carry you a long way towards becoming a game programmer, story line creator, or graphics designer.
It’s all about broader experience inventory and growth through progress.
It would seem fairly obvious. Look at anyone in college working towards a career in a high paying field like medicine, and what do you see them doing? That’s right, working at any job in a hospital, clinic, or private practice environment (a relevant environment) which they can find. They know even a role only loosely related to the one they aspire towards in their chosen field serves as a stepping stone towards more relevant positions once the opportunity becomes available.
As is the case in medicine, software development is a industry made up of many narrow roles. If you’re only focused on “qualifying for your desired role”, you may end up short changing yourself in two ways. First, by not recognizing applicable experience you’ve already obtained through non-professional work and personal hobbies. Second, by overlooking potential resume building opportunities while limiting yourself only to the ones not available to you.
Let’s look at the first problem: “not recognizing applicable experience you’ve already obtained”.
I don’t see this problem a lot in sales and marketing, regardless if it’s computer entertainment sales, advertisement sales, or used car sales. In fact, newer “greener” aspiring sales reps often need to learn a page from aspiring software developers about “Never put anything in your portfolio that someone wouldn’t pay you for”. Where the aspiring gaming professional falls short is recognizing what actually counts as valuable to those they present their resumes and portfolios to.
They’ll often include what they consider “real job experience”, such as “Manager at Macy’s”, or “Audits and Accounting at Wells Fargo” (neither of which has anything to do with game or software development); but avoid including things like “my dorm mate and I wrote “Squares vs Circles” (an iPhone app) for fun while we were in college, it got 500,000 downloads within a month of release” (so what you are saying is, you wrote, developed, tested, and published popular and successful software on your own for fun?)
It’s as if those aspiring to game development roles almost seem to have an “inferiority complex” when it comes to the kinds of experiences relevant to the gaming field. While considering any work they think of as “from a real company” with “a real paycheck attached” automatically more important. The thing is: the person looking over your resume doesn’t care about any of that. They’re not your dad who thinks you should get a “real job”, or your mom who worries about you’re “spending too much time on the internet”, they are people looking for someone with experience that has to do with games. Don’t discount experience because it was “just a personal project”. If you want to be hired in the area of game development you need to show how you have already performed successfully in game development. Whether or not you got paid, and regardless whether or not it resembles what you or your peers think of as “a real company”, “real work”, or “real professional”. What matters is that it was developing a game, and you completed the project as defined – or better. That’s what people want to hear about.
Now take a look at the second problem: “overlooking potential resume building opportunities while limiting yourself only to the ones not available to you”.
This one is a little trickier, because it requires a balancing act. You see, another important thing to remember is “Build your portfolio around a single focus”. I’m not going into detail about that here, as it mostly goes beyond the scope of this article. But, it needs to be mentioned as it’s the other end of the spectrum in so far as: on one level, you don’t want to overlook potential resume building opportunities, but at the same time, you don’t want to build a portfolio of non-relevant experience and garbage either.
The best way to look at it is, if you have an opportunity to work in a position which is highly relevant to your desired role in gaming – say for example story line creator – by all means favor that work over work that’s less closely related. But when such positions are scarce or highly competitive, don’t overlook opportunity to work in any game development role – even if it falls outside the scope of the game development area you ultimately aspire towards.
The reality is, jobs in game development are places where many come – but few may enter. There simply aren’t enough positions to fill in any one role for everyone who applies at the door. And even experience outside the role you aspire towards can help you as it gives you familiarity, exposure to a variety of technology, and broader experience with the roles of others you might have to later work with.
The lowly and relatively low paying Video Game Tester Jobs.
Compared to other gaming industry roles, video game QA tester is the lowest paying. According to The Game Developers 12th Annual Salary Survey (conducted in 2013), freelance and temporary assignment video game QA testers, with less than 3 years’ experience, earn an average of $22,000/yr., roughly equivalent to $10/hr. – assuming a 40 hour work week. This is because of the much lower amount of education needed to enter video game QA testing.