What kind of college would I need to go to to maybe be able to work for Unknown Worlds when I get ol
Nex Carnifex
Join Date: 2011-01-06 Member: 76366Members
I'm in High School and I would like to talk to Unknown Worlds to ask them if they could consider allowing me to join them in the future. Do you need to go to like really top tier colleges to work for them or would they be completely fine having someone who didn't go to one of those, but is really creative and interesting and has pretty good grades to join them, since I'm all depressed about the situation. I am in all the advanced classes in school but right now I'm kind of struggling, due to some private and mental issues but that's all probably going to be different later, I really am passionate about everything I do and become obsessed with creative projects. I think I would be perfect for helping design aspects of the game once I have the right education. I'm really considering going down this route, but I'm just scared it's going to end in rejection!
Comments
I have an A+ in advanced physics currently and I'm a junior, and I'm in advanced math.
What higher studies and were can I learn to mod, since they don't teach that stuff in my school, or at least my graphics design class hasn't gotten up to it, but I'm in the highest graphics design class possible at my grade and have a consistent perfect score in the class since freshman year. I really would be excited if I knew were to get such an education.
When picking courses, choose the one that mostly resembles the occupation you're working towards. To properly train yourself, you'll have to do a lot of studying in your own time. College will probably just introduce you to the basics and only build a small foundation of what you need to know.
As Sypro said, get involved with the mod community (Source, Unreal, whatever) once you're comfortable with your skills. It'll give you a small taste of what game development's like and it'll give you some form of experience that you can present to others, to prove you can do what you say you can.
My personality type is INTP and I believe that's really good for game design even if it comes with it's negatives, and less than 1% of people are such.
I really want to pursue something that I can really get into and Natural Selection is the type of game I'd make if I knew how. I don't think it's normal to be modding at age 15.
When picking courses, choose the one that mostly resembles the occupation you're working towards. To properly train yourself, you'll have to do a lot of studying in your own time. College will probably just introduce you to the basics and only build a small foundation of what you need to know.
As Sypro said, get involved with the mod community (Source, Unreal, whatever) once you're comfortable with your skills. It'll give you a small taste of what game development's like and it'll give you some form of experience that you can present to others, to prove you can do what you say you can.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the advice! Yeah, I'm trying to narrow down something to work towards, since it's really confusing learning things when your not sure what your learning them for. So yeah, all my art teachers say I'm a genius and that my art is meaningful and insightful, though I write a lot of strange abstract stuff. The one thing I'm not good at is drawing, I can't even write words well, but I always get obsessed with my graphic arts projects and electronic music projects and spend my lunch periods working on them instead of eating. I just think it would just be such a waste of ability if I were to end up in a job like in an office doing something I wasn't really into.
You could also try garrys mod, which just like spark requires lua knowledge to mod, but as it have been out for years there is alot of documentation and tutorials you can find for it, whereas spark lack that.
It could also be good to learn some Java and C++ or such, I am not sure, but I think you use C++ to mod create source mods.
Even if you turn out to be a decent modder, it is highly unlikely that UWE would hire you, seeing as it is a small company, and I doubt that they will afford any new people, unless ns2 get <b>many</b> sales, and even if ns2 turns out great (but not millions of copies), they will still depend alot on the next game they decide to make (whatever that would be).
There is still other companys out there that might end up hiring you (altough even that is uncertain (its the future afterall)), I just hope you dont plan your whole future on getting hired by UWE.
EDIT:
Ofcourse, you can mod in other ways than coding (its just what first comes to mind to me, as that is what I do :D), such as if you like mapping you should try spark map editor, hammer (map editor for source), and the unreal one (I actually never used it :S).
You could also try modelling, altough I dont know how you do that :P.
There is even more stuff games need than maps, models, such as sounds, or effects. I got no idea about what you need to know about those to make yourself a living on it though.
EDIT2:
Also, incase you wonder what those terms we use mean, Spark is the game engine uwe is making and ns2 is being developed on, source is the engine used in css, hl2 and many other games, while unreal is the engine used for unreal tournament games, and such, I dont own any of those unreal games though :P.
Also, start modding, but don't go too far, remember there is a life you need to live before you get into the job world.
You could also try garrys mod, which just like spark requires lua knowledge to mod, but as it have been out for years there is alot of documentation and tutorials you can find for it, whereas spark lack that.
It could also be good to learn some Java and C++ or such, I am not sure, but I think you use C++ to mod create source mods.
Even if you turn out to be a decent modder, it is highly unlikely that UWE would hire you, seeing as it is a small company, and I doubt that they will afford any new people, unless ns2 get <b>many</b> sales, and even if ns2 turns out great (but not millions of copies), they will still depend alot on the next game they decide to make (whatever that would be).
There is still other companys out there that might end up hiring you (altough even that is uncertain (its the future afterall)), I just hope you dont plan your whole future on getting hired by UWE.<!--QuoteEnd--></div><!--QuoteEEnd-->
I actually have Garry's mod, and no I wasn't, I just thought that since they weren't a currently super successful company now they wouldn't have as high expectations as say, Rockstar, who I looked up some interviews on Youtube with them and there complete ###### and hire like nobody except ###### who are perfect.
my greatest regret was becoming a corporate designer/web developer at a state university and only taking electives in 3d animation and modeling. i should have gone elsewhere.
not that i didn't have the greatest time of my life at umass amherst.
my greatest regret was becoming a corporate designer/web developer at a state university and only taking electives in 3d animation and modeling. i should have gone elsewhere.
not that i didn't have the greatest time of my life at umass amherst.<!--QuoteEnd--></div><!--QuoteEEnd-->
Really, where do you work now?
artwork
programming
3d modelling
character animation
etc etc
than find a program or take some courses in that field, and work your ass off on your portfolio. Then show that portfolio to UWE or whoever you wish to work for.
artwork
programming
3d modelling
character animation
etc etc
than find a program or take some courses in that field, and work your ass off on your portfolio. Then show that portfolio to UWE or whoever you wish to work for.<!--QuoteEnd--></div><!--QuoteEEnd-->
Would an example of a portfolio be like a ton of character models I made or something like that?
exactly, a slideshow, or a simple website with a gallery with images of your work is all thats needed, the fancier your portfolio the more appealing you will look to companies.
I recently made a portfolio to go to college you can view it here : thegiftedape.com I received a 10,000$ scholarship but I was still too poor to afford the tuition :(
My 2nd advice is to check your spelling really carefully when you contact potential employers and present yourself in a more positive way. There's no need to mention you're stuggling with some things - everybody does - if you weren't then you're not challenging yourself :)
/eagerly awaits UWE's reply to OP.
I recently made a portfolio to go to college you can view it here : thegiftedape.com I received a 10,000$ scholarship but I was still too poor to afford the tuition :(<!--QuoteEnd--></div><!--QuoteEEnd-->
That's a really good portfolio, that sucks, what are you going to do now?
try again next year at a more affordable school probably, work some freelance in the meantime. Sucked because I got accepted, than rejected after my "credit wasn't good enough" as my parents aren't rich or anything. But by that time it was too late to apply elsewhere, since most schools start in august/september. Word of advice, apply to all the schools you could possibly ever want to go to, then pick from which ones accept you.
Good advise Feha, especially the note about Garry's mod and likelihood of getting hired at UWE.
@Nex Carnifex: It's also worth mentioning the level editor for Spark/NS2 is already released. Granted it has some problems, but you can make a fully functional NS2 map with it right now. My personal suggestion is to <b>not</b> go to a Game Design school (yes I know there are some good ones, but there is a lot of crap too). If you look at the jobs most (yes, there are exceptions, just like anything) graduates get they typically aren't that great. Along the same lines, BioWare doesn't even give interviews (last time I checked) to people from one of these schools. They are more interested in a "well rounded mind" than a specialist from a Game Design vocational school. Not too mention, a non-game design degree is more practical in the real world too.
It really comes down to the areas you're interested in the most, but definitely try your hand with all of it (3D sculpture, animation rigging, textures, level design, programming, etc).
Some food for thought:
<a href="http://www.gamedev.net/reference/articles/article1264.asp" target="_blank">How To Get A Job In The Gaming Biz</a> - outdated
<a href="http://en.wikipedia.org/wiki/Video_game_developer" target="_blank">http://en.wikipedia.org/wiki/Video_game_developer</a>
Good advise Feha, especially the note about Garry's mod and likelihood of getting hired at UWE.
@Nex Carnifex: It's also worth mentioning the level editor for Spark/NS2 is already released. Granted it has some problems, but you can make a fully functional NS2 map with it right now. My personal suggestion is to <b>not</b> go to a Game Design school (yes I know there are some good ones, but there is a lot of crap too). If you look at the jobs most (yes, there are exceptions, just like anything) graduates get they typically aren't that great. Along the same lines, BioWare doesn't even give interviews (last time I checked) to people from one of these schools. They are more interested in a "well rounded mind" than a specialist from a Game Design vocational school. Not too mention, a non-game design degree is more practical in the real world too.
It really comes down to the areas you're interested in the most, but definitely try your hand with all of it (3D sculpture, animation rigging, textures, level design, programming, etc).
Some food for thought:
<a href="http://www.gamedev.net/reference/articles/article871.asp" target="_blank">Game Development Schools</a> - rather out dated
<a href="http://www.gamedev.net/reference/articles/article1264.asp" target="_blank">How To Get A Job In The Gaming Biz</a> - outdated
<a href="http://en.wikipedia.org/wiki/Video_game_developer" target="_blank">http://en.wikipedia.org/wiki/Video_game_developer</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Good advice as well, I never thought art schools would be a smart choice for anyone.
I thought everyone does that. If I'm wrong, well, that's good advice. Everyone should do that.
Now, as for portfolios to host your work on, fancy flash website with scrolling images and all that rubbish isn't required. Potential employers don't want to be sitting on your website clicking through loads of links and waiting for it all to load (even mine is somewhat guilty of this and rather outdated come to think of it. Erk.). The less clicking the better.
Here are some links you may find useful.
<a href="http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/" target="_blank">http://www.thejonjones.com/2005/10/07/your...io-repels-jobs/</a>
<a href="http://www.smashingmagazine.com/2009/04/29/ultimate-guide-to-using-wordpress-for-a-portfolio/" target="_blank">http://www.smashingmagazine.com/2009/04/29...or-a-portfolio/</a>
<a href="http://www.gamecareerguide.com/features/277/game_industry_for_entry_level_artists_the_portfolio.php" target="_blank">http://www.gamecareerguide.com/features/27...e_portfolio.php</a>
<a href="http://www.sloperama.com/advice/jobapp.htm" target="_blank">http://www.sloperama.com/advice/jobapp.htm</a>
Here are examples of portfolios to give you an idea:
<a href="http://haikai.net/" target="_blank">http://haikai.net/</a>
<a href="http://www.kalescentstudios.com/troyfolio/Main.htm" target="_blank">http://www.kalescentstudios.com/troyfolio/Main.htm</a>
<a href="http://mark3d.carbonmade.com/" target="_blank">http://mark3d.carbonmade.com/</a>
<a href="http://www.adambromell.com/" target="_blank">http://www.adambromell.com/</a>
Good luck
Now, as for portfolios to host your work on, fancy flash website with scrolling images and all that rubbish isn't required. Potential employers don't want to be sitting on your website clicking through loads of links and waiting for it all to load (even mine is somewhat guilty of this and rather outdated come to think of it. Erk.). The less clicking the better.
Here are some links you may find useful.
<a href="http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/" target="_blank">http://www.thejonjones.com/2005/10/07/your...io-repels-jobs/</a>
<a href="http://www.smashingmagazine.com/2009/04/29/ultimate-guide-to-using-wordpress-for-a-portfolio/" target="_blank">http://www.smashingmagazine.com/2009/04/29...or-a-portfolio/</a>
<a href="http://www.gamecareerguide.com/features/277/game_industry_for_entry_level_artists_the_portfolio.php" target="_blank">http://www.gamecareerguide.com/features/27...e_portfolio.php</a>
<a href="http://www.sloperama.com/advice/jobapp.htm" target="_blank">http://www.sloperama.com/advice/jobapp.htm</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you so much for your advice, it's really inspirational to get advice from an actual programmer! What's it like working for UWE btw?
/eagerly awaits UWE's reply to OP.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah noticed this just after posting my reply. Max and Charlie were in the game industry a long time before they made ns1, same for Cory. Charlie worked on the first Empire Earth game with Cory. And Max worked at Iron Lore - he programmed the engine for Titan Quest.
No problem, just to point out I'm no programmer I'm a mapper. The last time I tried coding I got a headache. :)
And working for them is great. Making games is stressful but fun.
And working for them is great. Making games is stressful but fun.<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds awesome, thanks again!
And working for them is great. Making games is stressful but fun.<!--QuoteEnd--></div><!--QuoteEEnd-->
With focus on stressful. :)