Part 1 looked at what qualities you need to get in, while in this second half I’m going to be looking at the application process – from CVs through to interview. You need to get both parts right: obviously polishing your CV and preparing for an interview isn’t going to make up for missing skills [...]
Archive for June, 2008
How to get a job at Realtime Worlds (2)
Posted in Game development, Realtime Worlds on June 18, 2008 | 7 Comments »
How to get a job at Realtime Worlds (1)
Posted in Education, Game development, Realtime Worlds on June 15, 2008 | 2 Comments »
Before I get going, you might wonder why I’d want to help you with this, particularly as I have no clue who you are. Perhaps I’m incredibly altruistic. Well, maybe sometimes, but today I’m just feeling selfish. Here’s why: I hire people for RTW, and being a hiring manager really, really sucks [...]
Get your source under control!
Posted in Game development, Rants, Software development on June 12, 2008 | Leave a Comment »
A common pattern I’ve noticed is that the games industry is frequently a step or two behind the rest of the software development world – more or less as you’d expect given our rapid growth – we’re like the fast-growing child whose trousers don’t reach their ankles. Use (or misuse) of source control is [...]
Your own worst enemy
Posted in Management, Management for Geeks on June 11, 2008 | 4 Comments »
Part 2 of management for geeks.
The first step in my quest for managerial self-improvement was a bit of self-assessment: a DISC assessment and a 360-degree review. These delivered a pretty big message: I’m working against myself here, my very own personality:
Personality characteristics beneficial to a programmer are not necessarily the same as those beneficial [...]
Management for Geeks
Posted in Management, Management for Geeks on June 6, 2008 | Leave a Comment »
Are you a geek? A former programmer? Have you just recently started managing people? Me too! There’s nothing specific to game development about this, but the fast growth of the industry means there are inevitably quite a few people in this position.
Repeat after me: I truly suck
Let’s take a minute to [...]
Game degrees: possible future directions
Posted in Education, Game development on June 6, 2008 | 1 Comment »
If the game degree bubble does burst, what might happen then? Presumably the weakest courses, who were just tagging along to start with, would be the first to go. Perhaps they’d find a new trend to latch onto. But there’s certainly room for a smaller number of stronger courses to remain – [...]
The games degree bubble
Posted in Education, Game development on June 3, 2008 | 4 Comments »
If modern game development is growing fast, and becoming increasingly challenging, it’s obvious that we need to hire quite a few graduates, and they need to be the best and brightest, capable of solving really tough problems, with the people skills to work in large teams.
In recent years, a number of universities spotted this trend [...]