From College to Industry 20 Lessons for Getting the Most out of your Early Career.

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Presentation transcript:

From College to Industry 20 Lessons for Getting the Most out of your Early Career

Me Jeff Ward Programmer

Why Me? Why now?

20 LESSONS LEARNED In 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.

Darius Effective Networking In the Game Industry: 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 involved 2.Get networking 3.Listen. Learn Every Lesson you Can (From anyone you can) 4.You are not a designer From Bethesda 5.Take the time to Complement People 6.The Game Industry is not special 7.The Game Industry is special 8.Don’t Be a Dick (an awful person) 9.But still be a Dick (assertive) From Orbus 10.Know a little bit about business (enough to ask the right questions) 11.Know your own goals 12.Match goals to your company 13.Make sure everyone is on the same page From Fire Hose 14.Follow every lead (with vigor) 15.It takes 5 people to run a studio 16.Solve Actual Problems 17.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?