Andru Lynch - Gearbox Entertainment | LinkedIn (original) (raw)
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- Hailey Rojas ENTRY LEVEL FRIENDLY POSITIONS ARE ON THE HORIZON!! 😆 According to Bethesda Game Studios' Lead Recruiter David Fhima, the company will soon open up a TON of new Job Opportunities. 😎 For anyone looking to apply, rumor has it LinkedIn already has some Associate Level positions listed 👀 Associate Outsource Integration Artist (Hybrid)(Full-Time!)(Rockville, MD), You have previous experience working within a game development studio and or/related industry. You are proficient with ZBrush, Marmoset Toolbag, Substance Painter and/or Designer https://lnkd.in/e_mWb_Ne Associate Outsource Integration Artist (Hybrid)(Full-Time!!)(Texas) You are an avid gamer. https://lnkd.in/eKzf7DMN 🚨 IF YOU WANT TO LAND AN INTERVIEW 🚨 NETWORK! Respectfully reach out to someone who may be in the position you're seeking to apply to and ask if they've a moment to describe the environment. ITERATE! Update those resumes and portfolios! According to some awesome friends (Cough, Justin Williams, Matt Barney 😜), a tailored Portfolio is more likely to push someone into the interview stage. KEEP TRYING! A rejection email does NOT determine your worth. If possible, keep in touch with the Recruiter who's reached out. Send a kind email if possible thanking the team for the opportunity. Make it so if a position opens up in the near future, they are thinking of YOU!! Our Community is in a rough spot right now. However, what's most important is that we continue to UPLIFT one another! Here's to more JOBS!!! 👏 #GameIndustry #GameDevelopment #Hiring #Jobseekers #Opportunity #Layoffs #Support #Resource #Jobs #Network #Community #Art #DEI #OpenToNetwork #Resume #Portfolio #MentalHealth #Student #LGBTQ+
- Paolo Pace I recall, years ago, working at an indie studio and being told that we had to come in on a Saturday on a long weekend because the client would be there and we needed to look busy. Our project was on track, and overtime wasn't necessary to meet our target, but our producer was adamant that even if we had nothing to do, we had to sit there and look busy to set a good example. Not long after that, we worked over 24 hours, with team members (including me) sleeping under their desks for an hour or two to stay functional. Sadly, things like that were commonplace back then. Around that time, a developer's spouse became somewhat famous for calling out the unhealthy practices of her husband's employer, and many might argue that she was the spark that incited a need for change. All this to set the tone... I had a manager here at Treyarch that said the most gratifying thing a manager ever told me when I stopped by his office to ask if I could take an hour to step out for an optometrist appointment. I'm paraphrasing, but he replied, "We hired you for your expertise and the results you bring to the position. You don't need to tell me things like this because I trust you will deliver on your tasks and goals." That simple statement changed everything for me. It lifted an enormous weight off my shoulders and allowed me to be more results-driven than being concerned that I make every single minute of the day about productivity or looking "busy". We've come a long way since those times, and there's still work to be done, but I encourage you to lead with trust and to empower your team to be results-driven instead of a butt in a chair. I can also proudly say that Treyarch has continued to be a shining example of promoting a healthy work-life balance and making the workplace safe and encouraging. Even though I'm about to shamelessly plug joining the Treyarch team, I was not asked to write this post and do so because I truly believe it's a great place to work. Stop by our careers page to see if there's an opportunity waiting for you. https://lnkd.in/gtn4tZV6
- Zaid Al-Shaheed Micro transactions are okay, the main issue is that it is the way it is managed, if micro transaction was really truly micro. if it did not rig systems purposefully puts the player at disadvantage, it would have been fine. when the game purposefully trying to rip player off and they rerelease the same exact game just to refresh the market again and sell players the same shit all over again, it would have been okay. if it did not depend on players impulses and PREYed upon it, it would have been okay. and then the micro becoming macro and growing more or intentionally planning the purchase to be just a little short from what the player needs, it would have been okay. as simple as, here is our game, it is free to play, you want to help us, buy parts, buy things in it to keep the game going. the whole system would have been great if they did not ruin it with bullshit, but you know the term " Whaling" for the person who came up with that term and taught people, shame on you, shame on you.
- An-Tim Nguyen I'm not going to GDC this year. The game industry still hasn't finished imploding years after it started. I think the move is to start attending conferences from other industries that may have transferable skill sets with games, so that you can diversify your opportunities going forward. A lot of other industries use the same or similar tools, just applied into different areas. Unreal for example is basically as ubiquitous as Photoshop, but for real-time applications instead of image manipulation. It's used for concerts, automotive, architecture, theme park rides, etc. And that's just a tool. If you have skills like linear algebra, you can get into robotics, aeronautics, etc. It feels like it is making increasingly less sense to fight for the same small pie when multiple options could be knocking on your door at the same time. There is strength and value in specialization, but much innovation comes from concepts and methods crossing over from different areas of application.
- Patryk Suchy How I play video games with my non-gamer partner 🎮💑 (𝘚𝘭𝘢𝘺𝘪𝘯𝘨 𝘥𝘦𝘮𝘰𝘯𝘴 𝘵𝘰𝘨𝘦𝘵𝘩𝘦𝘳 𝘴𝘪𝘯𝘤𝘦 2017) So, Vessel of Hatred just dropped. Since Diablo is our go-to game, I've got some hard-earned wisdom from years of roaming the Sanctuary together. 𝗗𝗼𝗻'𝘁 𝗿𝘂𝘀𝗵. I'm all about the endgame. I would just storm through the initial stage, but I let my gf take the lead. I don't need to optimize for every 0.5% of damage. I'm just enjoying slaying demons 𝘵𝘰𝘨𝘦𝘵𝘩𝘦𝘳. 𝗣𝗮𝘁𝗶𝗲𝗻𝗰𝗲 𝗶𝘀 𝗸𝗲𝘆. She can ask, "Where do I heal?" and "Where do you click to get on the horse?" as many times as she needs. Not everyone is used to playing games. She might have forgotten how the controls work, so I'm just being helpful. 💡 𝗥𝗲𝘀𝗽𝗲𝗰𝘁 𝗵𝗲𝗿 𝗽𝗹𝗮𝘆𝘀𝘁𝘆𝗹𝗲. I don't freak out when she's building a character as she likes. Just because I wouldn't play that way doesn't mean she isn't having fun. 𝗟𝗶𝘀𝘁𝗲𝗻 𝘁𝗼 𝗵𝗲𝗿. If she says after 30 minutes that it's enough, then it's enough. Games can be overwhelming. I'm very used to playing Diablo and half the time I'm just looking at the health bar and CD on my skills because I have no clue wtf is going on the screen. Honestly, I'm writing this down more as a reminder to myself. While I'm casual, I do like to optimize every damn 0.05% of damage I can get! 😅 But at the end of the day, I'm just grateful to have a partner willing to enter the Burning Hells with me. That's the real mythic unique loot. (Terrible joke, I know, even I cringed.) Thanks for coming to my TED Talk. 🎤 Fellow gamers, how does it look at your households? What would you add to this list? 👀
- Kenn White "Required: X titles shipped" I've been involved in a few conversations lately with aspiring or junior developers who are frustrated that so many job descriptions require shipped titles. It gets even more difficult when a JD requires specific types of games shipped. These job seekers become more infuriated to find out that a lot of recruiters or hiring managers don't really count their game jam titles or solo games as "shipped" for purposes of these roles. Why is that? What exactly are hiring managers looking for here? Does it even matter? To answer that last question first: yes. It matters. First off, let's be clear on a couple of things here. As a general rule, you shouldn't be seeing shipped title requirements in true entry level positions. In those cases, any experience is better than no experience, so you should call out your jam, student, or solo games whenever you don't have anything else to show (or just call them out anyway if you're still relatively new or you're particularly proud of something you've worked on or built). But the reason you see a lot of jobs asking for shipped titles is less about the end result and more about showing that you've got experience working in a particular environment. If I'm asking, it's because I want to know that you can work on a team in the first place. You've been through the process already and have gone through the reviews and planning sessions and discussions that you simply wouldn't get building a game on your own or even in a quick jam. I've been through this a lot, with games that shipped and those that unfortunately did not. I've seen it on tiny teams where we could fit everyone in a single room and the entire schedule took months to teams which numbered in the hundreds across continents with multiyear schedules and the differences are very real. I've seen how different it can be in having to ship a boxed game through first party submissions or maintaining a liveops MMO that only existed on PC or mobile. Different processes. Different tools. Different methodologies. Different scales. I know how rough the market is out there. I know it seems hopeless at times and utterly unfair. I know it can really hurt to find a role you think you're just perfect for but then you see they want "shipped titles" experience or you need to have "worked on AAA teams" or "must have liveops experience" and it just doesn't make sense. Your challenge is in trying to show how you have the skills without the direct experience, while also competing against others (potentially dozens of others) who already have both. I wish the process could be easier for you. At the least, I hope I've added some context from the other side of the table here.
- Nicholas Condatore What a battleground you’ll find in the comments. All because Chris Heatherly touched the taboo subject and used the taboo word. We all need to recognize, politics divide. Sometimes companies put their politics blatantly in the game content itself, and some big percentage of would-be customers are instantly removed from the purchasing audience. Sometimes it’s more covert, with politics contributing to the development decisions or the messaging or the optics of any of the companies involved (IP holder, publisher, developer). This still creates a detectable undercurrent that can subvert reception. Games are always messy, and are a sum of many parts. It’s impossible to discuss why a game succeeds or fails without hitting it from many different angles. If a game is “good enough” it can overcome the negatives of a political agenda. But “good enough” depends on a million factors not the least of which includes how strong the political messaging itself is. Any company making a product should want as many customers as they can get. And then, quietly, they can use those funds to further whatever values and politics they hold dear. You can have your cake and eat it too, but to do that you don’t put the politics into the product. You make the best product you possibly can. Ruthlessly executing toward greater sales/reception. The better it does, the more you can do with it. And it’s worth mentioning that sometimes politics steals the limelight from potentially bigger issues that tanked a game. It may have been just one of many factors, but people will be quick to point to politics as the nail in the coffin (especially during an election year). Before throwing further comments into the mix, let’s all remember the blessing it is that we share this world and life together, and that our differences give life a unique and complex flavor. Internet platforms make it easy to forget our humanity and robotically attack the entity on the other side of the screen. It’s another person.
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