Contents
Maximizing Your Job Hunt At GDC
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Maximizing Your Job Hunt At GDC
by T.J. Summers
5 comments
Share RSS
 
 
February 7, 2008 Article Start Previous Page 2 of 4 Next
 

Come Prepared and Arrive Alive

It's crucial to invest time into the presentation of your resume and samples.

Cover Letters. The cover letter is beneficial in highlighting your strengths (especially those that a resume might not convey) and passion for the industry.

Advertisement

Cover letters are advisable (especially for entry level candidates) to accompany resume submissions since you may have limited games experience. If you want to go the extra mile, create a cover letter unique to each studio that you plan to pursue at GDC.

Resume. Draft your resume on quality paper and make it look presentable and verify the accuracy of the spelling and grammar on your resume. It is not necessarily bad etiquette if your resume exceeds one page. A better question to ask is -- "Am I including all my relevant games experience on my resume?"

Samples/Demo. Your portfolio is your best chance to make a great first impression -- there might not be a second chance. It is beneficial at times to bring an actual "reel" to the show as you may be asked by potential employers sit down and share your work.

It is also a good idea to bring your laptop with samples at the ready (or the ability to demo your reel on it) to avoid allowing equipment issues to stand between you and an impromptu interview.

Include a shot breakdown with any work samples you provide, and keep the demo between 2-3 minutes in length, or only as long necessary to show your BEST work. Anything longer and you risk losing your audience. If you drop off a demo with an employer at GDC, I strongly recommend following up after the show with an email to the hiring manager containing attached art samples or a link to a website.

Most studios strongly prefer websites for portfolio submissions because they are usually the most time efficient. If you choose this format, please make sure your website loads quickly. Hiring managers can get easily discouraged by slow-loading websites, and therefore you risk losing your audience.

Bring a sufficient number of materials. I am always amazed by the number of job seekers who run out of relevant materials (resumes, business cards, demos, etc.) at the show.

Searching for a job at GDC is a contact sport... you need to make contact with potential employers in order to educate them about why your experience, knowledge, and abilities can make the employer more successful. You quickly become a casual observer when you run out of the materials necessary to conduct a successful job search.

 
Article Start Previous Page 2 of 4 Next
 
Comments

David McGraw
profile image
Great advice! I started researching the companies that will be there last night. Thanks for writing this up T.J!

Isidoro Alastra
profile image
This is definitely great advice. I've had surprising success with snail mail and the phone. I'd even add that it's important to practice what you're going to say if you choose to use the phone.

Anonymous
profile image
Great advises. One thing I usually do a lot is effectively getting all information possible from insiders in companies I target, but it's not always easy.

Although just started (this month I think and still in beta), this web site has great potential for future hunting in the video game industry :) http://jeremy.chatelaine.name/workplace

Nabeel Hyatt
profile image
I'd just like to echo the sentiment about preparation. Make sure you drop an email to the person hiring -before- GDC, and use LinkedIn to find possible people/things you have in common.

Most of our hiring here at Conduit Labs comes from folks that we trust, or 2nd/3rd degree connections. But if you can reach out ahead of time there is a much higher chance of being remembered when you actually walk up to the person at the conference.

Paul Mathis
profile image
In addition to your resume, a great idea would be to create an online portfolio of you work. If you can have some images or videos, you can create a portfolio of this at http://www.personavita.com and then give the people a URL to your site.
It will make you stand out more than others.


none
 
Comment:
 


Submit Comment