Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [10]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 21, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Gargantuan Studios
Technical Art Director
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
News

  Game Developer Releases 2007 Game Career Guide Issue
by Staff
0 comments
Share RSS
 
 
August 22, 2007
 
Game Developer Releases 2007 Game Career Guide Issue
Advertisement
The special 2007 Game Career Guide issue of Game Developer magazine, the sister U.S. print publication to Gamasutra, is now available for paid digital download and on news-stand, including a wealth of exclusive articles and listings on paths into the video game industry.

A digital version of the issue is available for download at the official Game Developer magazine site. In addition, copies of the Game Career Guide will also be available at the CMP Game Group's and other affiliated events over the next few months, starting with next month's Austin GDC show.

As well as the canonical Game School Directory, a list of major North American schools with game development classes, detailed columns explain different types of game schools, run down the 2006 Game Developer Salary Survey, and a guide of the top industry events, associations, and other major features.

In addition, the major feature articles in the Career Guide are as follows: 'Top 10 Tips', by Jeff Ward, Tom Carroll, Michel Kripalani, Toby Schadt, and Stuart Roch: "Ten things things you need to know right now to prepare you for life as a video game programmer, modeler, animator, designer, or producer. Undecided? These tips do more than just guide—they also shed light on the personality profiles of each profession so you can ask yourself where you’ll fit in best."

The postmortem for the issue is as follows: 'Student Postmortem: P.H.L.O.P.' by Brian Kircher, Chance Lyon, and Thanh Nguyen: "Physics Has Limitless Observable Possibilities! Okay, maybe the title of this game doesn’t exactly make you want to jump out of your seat and shoot some zombies, but you can’t knock the team that built it. Three DigiPen students share what went right and what went wrong in creating this physics-based puzzle game."

Another major feature is 'Is Modding Useful?', by Alistair Wallis: "Once upon a time you had an idea for a video game. You said, “I just have to make this!” And so you did. You drew up some design documents. You doodled on the back of your checkbook. And one day, with the help of a few friends, it all came together when you realized you could morph an existing game engine into your very own dream game. Was it all just fun and games, or is it possible to claim that experience on your resume? Can you get a job if you’ve only ever developed mods?"

Finally, there's 'A Day In the Life' by Andrew Zaferakis, Ben Lichius, and Ben Schneider: "Taxicab Confessions? How about Developer Diaries? If you’ve ever wondered what a game developer actually does each day at work, here’s your chance to find out. We asked three pros to take notes on a typical day and put together a journal of what happened. In this exclusive article, take a peek at what goes on inside three studios."

The Game Developer 2007 Game Career Guide issue is available for digital purchase in Game Developer's interactive digital format now - and is also available in physical format at major North American bookstores and magazine sellers.
 
   
 
Comments

none
 
Comment:
 


Submit Comment