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From College to Industry. 20 Lessons for Getting the Most out of your Early Career. Me Jeff Ward Programmer. Why Me?. Why now?. In chronological order. 20 Lessons Learned. From College. Tons of contacts A tiny amount of respect A ton of knowledge. 1. Get Involved. Andrew Plotkin
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From College to Industry 20 Lessons for Getting the Most out of your Early Career
Me Jeff Ward Programmer
Why Me? Why now?
In chronological order 20 Lessons Learned
Tons of contacts • A tiny amount of respect • A ton of knowledge
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!
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: http://tinysubversions.com/effective-networking/
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.
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.
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
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?
It takes 3 people to make a game, 15. It Takes 5 People to Run a Studio
Small Teams vs. Large Teams • Communication • Process • Review • “Agile-ness”
The Lessons • From College • Get involved • Get networking • Listen. Learn Every Lesson you Can (From anyone you can) • You are not a designer • From Bethesda • Take the time to Complement People • The Game Industry is not special • The Game Industry is special • Don’t Be a Dick (an awful person) • But still be a Dick (assertive) • From Orbus • Know a little bit about business (enough to ask the right questions) • Know your own goals • Match goals to your company • Make sure everyone is on the same page • From Fire Hose • Follow every lead (with vigor) • It takes 5 people to run a studio • Solve Actual Problems • Sometimes, you need to learn to let go