From College to Industry 20 Lessons for Getting the Most out of your Early Career.
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Transcript of From College to Industry 20 Lessons for Getting the Most out of your Early Career.
From College to Industry20 Lessons for Getting the Most out of your Early Career
Me
Jeff WardProgrammer
Why Me?Why now?
20 LESSONS LEARNEDIn chronological order
FROM COLLEGE
• Tons of contacts• A tiny amount of respect• A ton of knowledge
1. GET INVOLVED
• Andrew Plotkin• aka Zarf
“First, spend fifteen years working hard on projects with no reward but community good-will.
I say that without either pride or resentment. It's objectively true. This is happening because I have a big list of freeware games that many people loved, and a big list of open-source projects that many people valued.”
Opportunities• IGDA• Forums• SIGS• Chapters
• Other Community Forums• GameDev.NET• PolyCount.com• GameArtisans.org
• Open Source Tools / Engines• Community Games• Helping other students• Run your own events!
2. GET NETWORKING
• Networking = Opportunities• Networking = Advice• Networking = Friendships
• Networking = Opportunities• Networking = Advice• Networking = Friendships• Networking keeps you in touch, it strengthens the industry.
DariusEffective Networking In the Game Industry: http://tinysubversions.com/effective-networking/
3. LISTEN. LEARN EVERY LESSON YOU CAN(FROM ANYONE YOU CAN)
Why not? He has this experience, and, even if I never use it, it would be stupid of me not ask and learn what I can from his experience.
4. YOU ARE NOT A DESIGNER
FROM BETHESDA
5. TAKE THE TIME TO COMPLIMENT PEOPLE
Some Tips• In critique• Always start with the positive• Make the positive genuine• Be as specific in positive critique as you would with negative
critique.• In general• Let people know that they’re appreciated• Constantly.
6. THE GAME INDUSTRY IS NOT SPECIAL
7. THE GAME INDUSTRY IS SPECIAL
8. DON’T BE A DICK
9. BE A DICK
FROM ORBUS
10. KNOW A LITTLE BIT ABOUT BUSINESS
Business I Wish I Knew• Stock vs. Stock Options• Vestment• 1040 vs 1099 (Employee vs. Contractor)• Implications of owning stock• Stock holder agreements• Implications of allocated vs. unallocated stock• Partnerships, LLCs, C-Class, S-Class, Corporations
11. MAKE SURE EVERYONE IS ON THE SAME PAGE
Things to Talk About• How Long In Initial Start-up?• What are the goals of the company?
• In 1 year?• In 2 years?• In 5 years?
• How will everyone be compensated?• In the short term (money)?• In the long term (stock)?
• How will we grow?• When will we grow?• What roles will everyone fill?• What if our initial plans don’t work?• What is our exit strategy?
12. KNOW YOUR OWN GOALS
13. MATCH YOUR GOALS TO YOUR COMPANY’S GOALS
On the previous three lessons…
FROM FIRE HOSE
14. FOLLOW EVERY LEAD
15. IT TAKES 5 PEOPLE TO RUN A STUDIO
It takes 3 people to make a game,
Small Teams vs. Large Teams• Communication• Process• Review• “Agile-ness”
SMALL STUDIO PROBLEMS ARE DIFFERENT
16. SOLVE ACTUAL PROBLEMS
SOMETIMES YOU NEED TO LEARN TO LET GO
17. KNOW WHEN TO KILL YOUR BABIES
The Lessons• From College
1. Get involved2. Get networking3. Listen. Learn Every Lesson you Can (From anyone you can)4. You are not a designer
• From Bethesda5. Take the time to Complement People6. The Game Industry is not special7. The Game Industry is special8. Don’t Be a Dick (an awful person)9. But still be a Dick (assertive)
• From Orbus10. Know a little bit about business (enough to ask the right questions)11. Know your own goals12. Match goals to your company13. Make sure everyone is on the same page
• From Fire Hose14. Follow every lead (with vigor)15. It takes 5 people to run a studio16. Solve Actual Problems17. Sometimes, you need to learn to let go
More Lessons
18. NEVER STOP LEARNING
19. TRY OUT NEW THINGS
20. Who you know and what you know are equally important
Good luck(hopefully you won’t need it)
Questions?http://[email protected]: @Fuzzybinary
http://www.firehosegames.comTwitter: @FireHoseGames