How to get into the games industry

This is quite an old article written by an ex student of mine, but is still relalvent. 

By: Faraz Hameed (www.bigbluebox.co.uk) and Tony Hinds (www.kingofthejungle.co.uk)

 

Ever thought what it would be like - making computer games that millions of people around the whole world that immerse themselves and play until the late hours of the night? Big companies like Namco, Capcom and Squaresoft are making movie style (if not better) action and adventure games featuring a host of entertaining characters in vivid and detailed worlds. Do you want to be part of this billion dollar industry that is bigger than Hollywood?

 

What is the games industry?

 

The game industry started out with just a few people working from their garage. Usually there was just one poor guy doing both the artwork and programming for a game, taking about 4-8 months to complete. People who played these games were mostly spotty teenagers and solitary bachelors within the confines of their bedrooms. Those were the geeky days!

 

Today, games is a multi-billion pound industry with an audience of all walks of life. Everyone from the teletubby generation all the way up to the geriatrics playing them anytime, anywhere!

 

'Game-making teams' comprise of anything up to 30 to 40 people. They can be divided into a design team, art team, programming team and testing team (if not others). In addition to this already large group, games are given large marketing budgets with a sales force and a technical support team to support the game after it is sold. Just like films and music. The game development process can take a labourious 2-4 years now, including the frequent and predictable delays.

 

Despite this organisation, games companies differ incredibly in how they make games and what part they play in the game making process. It often depends on the company, the team, and the management structure, where many things today are sadly done on improvisation. To picture all this clearly, the games industry can be thought of being broken into 3 categories. The first is the Publisher. The Publisher will do the marketing, distribution, testing, and licensing sort of thing. But, they don’t necessary develop (as in make) the game. The second category of companies is the developer. The developers are actually the ones who make the game by using producers, designers, artists and programmers. A developer can be an in-house developer team inside a Publisher or a completely separate company. The later is most usually dependant on a Publisher to sell the game. Third and finally, there are the outsourcing companies. These companies specialise in various specific areas of the game industry – for example code, film sequences, consultancy, etc.

 

Publisher              

Developer

Outsource companies

Distribution

Marketing

Quality testing

Makes the game

-Producer

-Designers
-Artists
                Lead artist

                Concept artists

                Modellers

                Texture artists

                Animators

-Programmers

-Testing

Specialises in different areas

LOCALISATION

SOUND EFFECTS

VOICE OVERS

SCRIPTS

FMV SEQUENCES

                               

Where does an animator fit into all this?

 

Obviously, an animator would want to be animation, and that would be with the developer. But to understand where an animator could be part of game making process, you really need to understand how a game is made.

 

A game usually starts off development as an initial design or basic mock-up demonstration. This is basically a very rough early playable version of the game. Some companies have a small team known as R& D (Research and Development) that is comprised of 1 or 2 programmers and a couple of artists. There purpose is to take the game from storyboard to a very rough first playable to give the publisher an idea of the type of game the developers are trying to create. From this starting point the team expands into a full development team, lead by a manager who over looks the entire process. S/he is called a Producer. Work is divided into design, programming and art. The art team would normally be lead by an art lead / art director who governs the look and feel of the game. This person would usually work aside a lead designer and lead programmer. Design plans and rough ideas are presented to the team where the art team translates them into 2d and 3d art which the programmers put together as an interactive game. Throughout the process there is often the constant discussion and testing of ideas. As a result don't be surprised if your work bounces back and forth with you having to redo stuff!

 

On the art side, if there are characters or any other animatable objects you'll have model makers - constructing objects (i.e. a character) in 3d form. The 3d models will then have to have skeletons built into them. These skeletons are the underlying system that allows a person to deform a model over time and hence animate it. This is where you would come in! For a character in a game the animator would have to create a very large amount of animations. These would mostly be a set of repetitive actions like a running cycle, walking cycle, jumping cycle, etc. A game can involve hundreds! Unlike film animation it is essential for each animation to look impressive from every angle because in most games any animation would be viewable in many ways. This can be a meticulous job and can also involve testing the animation in the game itself before being completely satisfied with the job. After the development of the overall bulk of the game, there are also special animation to be done for cut scenes (cinematic parts of the game) and also press material. That's pretty much it for the animator.

 

What will I need to know to get into a games company

 

In games everyone uses 3d software, bar one or two exceptions. Ideally as an animator all that is needed is the obvious strong 2d/3d animations skills and a portfolio to demonstrate this. You can be a 2d or 3d animator - it usually doesn't matter because it is common to train 2d people up. But do note - having 3D experience does give you an advantage.

 

If you are considering training yourself as an animator it is more important to be a competent animator than be knowledgeable about software (there is plenty of that). To learn animation it is best to refer to other parts of this web site, but I highly recommend the London Animation Studio's animation course.

 

Basic rules for an animation portfolio expected by a games company are the same for a film or animation company. They are timing, weight, rhythm and fluidity, secondary motion, interaction, etc.

 

If you are already a highly competent animation and wish to learn 3d then there are 3 major animation packages to learn from:

 

Maya

Softimage

3DS Max

 

and also to a lesser degree - Lightwave

 

There are plenty more animation/3d software packages out there, so don't be afraid to experiment, but the industry seems to go by the above list.

 

What games employers expect to see is ideally examples of character-game-animation in a portfolio. These would be along the lines of walk cycles, jumps, throws, lip sync, etc. Large complicated animations or movies are unnecessary and perhaps off-putting, so keep it short and simple.

 

 

Where and how to apply

A good question. Often getting into a games company depends on luck and effort. But I best advised is:

 

1) Compose a professional looking portfolio and cv.

2) Buy the 'Edge' magazine (available at most news stands). This is a magazine that is used by the whole games industry in Britain as a source of information and jobs. In the back of this magazine is usually 3+ pages worth of jobs and job agencies. Start from here.

3) Apply directly to companies or send your work to agencies

 

Applying to companies directly means you can personalise your work for that company and all dialogue is between you and your potential employer. This can be good or bad depending on which company you apply to, as some are friendly some are blatantly not. However, agencies will give you application a greater spread of the jobs, as they will send your application everywhere! They 'can' also negotiate higher rates of pay in advance and provide professional advice and information about the companies you visit. The only downside is that a lot of game companies get hassled frequently by them and are considered a bane despite the fact that Agencies provide much-needed staff.

 

Agencies:

 

www.aardvarkswift.co.uk

www.datascope.co.uk

www.mcv.co.uk

 

Recommendations for applying to jobs:

- Keep your portfolio short and sweet. Quality always presides over quantity.

- Draw, draw, draw! The more you draw the better you get, even as an animator.

- Maintain a polite, patient and confident approach when speaking to people. You can easily put people off if you hassle someone.

- Try and get as much feedback for your work. If your work is crap - try and find out and research why it isn't good. It's too easy having friends complementing you when your work is still shit. Learn from magazine articles, films, interviews, etc. I learnt my formal training from the LAS. However, I got my inherent animation skills by watching nature documentaries with audio off (and I still do)!

- Do not steal other people's work. This often quite frequently and I have even seen some of my stuff used in someone else’s portfolio. DO note that everyone knows everyone in the games industry so if someone causes a stir they usually end up working in Tescos for the rest of their life.

- Most of all, never get disheartened, never give up, never take criticism badly and always try and improve.

- Oh, and good luck!

Back to 3D animation info.