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skadoomer

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About skadoomer

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  1. I'm not one for blogging, but I'm interested in sharing a few thoughts i've been having.

    My Foreverhood project has been getting me some attention at our school of art and design (which is an art school, not really a technical school in the least). Everyone, including myself, seems to want me to seriously consider finding my way into the professional industry. So, the other day, i spend an afternoon browsing around looking for what companies consider to the "the standards" they adhere to when hiring an applicant.

    The main problem seems to be the experience level, and the technical skills (which i lack). Minimal 2-5 years experience in maya, Minimum 2 years in the field. Its enough to make me doubt my ambition to pursue this further, since i seem to only be beginning the climb to what i still consider "my dream job".

    Then i have to remember some of the greats that doom had back in "the glory days". Ikka Keranen for example, started off here and bounced off of a number of companies after he got into quake modding. Last time i google searched his name, i got quite a number of recent hits here and there. Positive signs that he is still alive and producing content.

    I donno if the same can be said about batman doom's creators; the ACE team. After they Quit the Dark Conjunction, i had high hopes that their ambitious work ethic and incredibly bizarre and surreal story and artistry form would land them somewhere noticeable. Three years and not a word from them. Not even after i tried to contact them several times through various e-mails for a progress report like the hardcore fan of theirs that i am.

    So where am i going with all this? Well, I'm not quite sure. However, i am incredibly interested in continuing to progress my talents further and further into this industry as my sanity allows. I'm just not sure which way to go about getting noticed.

    I once reads somewhere that the best way to get noticed was to build a mod that everyone loved. Hey, it worked for counter-strike. Then again, It does make me curious to wonder what exactly its like to work for an official company. I feel like that experience alone would let me know right away if i made the right choice in my career path.

    bah, i'll shut-up now.

    1. Bucket

      Bucket

      There are those video game schools; I wouldn't say with any confidence that they'd improve your chances. The best thing I can say is find a small team of people with like-minded goals, and come up with a fantastic idea. Try to cover all your bases with artistic and programming skills(it also helps a lot if you have someone who knows both). Have a business plan, a design doc, and a marketing plan.

      Then find someone you don't particularly like (but know is a real tight-ass) and make him manage your time and resources... because you sure as hell aren't going to do it yourselves.

    2. Coopersville

      Coopersville

      The main problem seems to be the experience level, and the technical skills (which i lack). Minimal 2-5 years experience in maya, Minimum 2 years in the field. Its enough to make me doubt my ambition to pursue this further, since i seem to only be beginning the climb to what i still consider "my dream job".


      A lot of this is gained through working as a game counsellor, then as a tester. It isn't really that hard.

      There's a guy I know who you can find in these forums who now works for Gearbox. He goes by [MAD]Rooster; he just got finished working on Brothers in Arms. I'm thinking he can give you a nice personal step-by-step on how to get into the business.

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