|
created Gaming Mods - Do They Help Land Jobs?
on 02-10-2009 07:46 PM
So I was just searching around on this topic and nothing popped up...so if it's been discussed more times then Paris Hilton's sex tape, then my bad! :-)
I decided to join a gaming mod to have a little fun and keep my creative juices flowing and was thinking that it would also look good on the resume. I know it doesnt hurt to have it on there, but do employers look at this as "experience" without having actual experience? Also, have any of you worked on a game mod and what did ya think of it?
|
, triangle,
377 Posts,
Join Date Aug 2007,
Location Atlanta, GA.
|
Hmm, why would you think showing that you can work with others, that you can bring 3d models into a game with custom tools in a game would help you get a job in the game industry... I mean you really think you'll be doing that at a studio... Oh wait...
Yes it would help.
Alex
|
, card carrying polycounter,
1,978 Posts,
Join Date Oct 2004,
Location Leominster, MA
|
pretty sure this is one of the most recommended and useful ways of landing a job in the industry. 
|
, veteran polycounter,
3,443 Posts,
Join Date Feb 2007,
Location San Mateo, CA
|
Quote:
Originally Posted by Sage
Hmm, why would you think showing that you can work with others, that you can bring 3d models into a game with custom tools in a game would help you get a job in the game industry... I mean you really think you'll be doing that at a studio... Oh wait...
Yes it would help.
Alex
|
haha...I knew some of you would think it's a stupid question but it's one I had to ask. From what I read in the job qualifications when applying to jobs, "....2 years experience -OR- mod experience" is something that is never listed, from what I have noticed. I wasnt sure if this increased the chances of those who join mods or what. If I cant land a job in the field, might as well do it for free and have some fun :-)
And thanks for the link, Dekard....there's definitely words of encouragement in there ;-)
|
, triangle,
377 Posts,
Join Date Aug 2007,
Location Atlanta, GA.
|
"2 years experience" and the like is generally listed to keep total noobs from applying. If you've got a competitive portfolio, no paid experience, but mod experience, i would still suggest applying.
|
, Moderator,
8,635 Posts,
Join Date Oct 2004,
Location Iowa City, IA
|
In answer to the question in the thread title - yes.
|
, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
|
does the pope shit in the woods?
|
, card carrying polycounter,
2,160 Posts,
Join Date Jan 2006,
Location seattle
|
Well i got a job twice through people i know from modding games, i can only recommend this!
|
, polycounter,
963 Posts,
Join Date May 2006,
Location Stockholm
|
Quote:
Originally Posted by Ferg
does the pope shit in the woods?
|
No?
|
, polygon,
666 Posts,
Join Date May 2008,
Location Dallas Texas
|
Quote:
Originally Posted by Quokimbo
No?
|
swing and a miss
|
, card carrying polycounter,
2,160 Posts,
Join Date Jan 2006,
Location seattle
|
Quote:
Originally Posted by Ferg
swing and a miss
|
yes?
|
, dedicated polycounter,
1,842 Posts,
Join Date Oct 2004,
Location Boston Suburbs
|
Quote:
Originally Posted by blankslatejoe
yes?
|
(this is what I get for using an american expression on an international message board full of nerds)
|
, card carrying polycounter,
2,160 Posts,
Join Date Jan 2006,
Location seattle
|
via PM from a fellow polycounter a while back
Quote:
|
It's really useful experience, especially if you see a mod through to the end - and we believe it shows something about someone if they're willing to give up their own time to produce something for others. Thing is though, you have to try and bypass HR departments to get this experience noted, i don't think they pay it much mind if they sift through a load of applications and filter stuff out to send on to the art department. Thats criminal, but it happens unfortunately
|
|
, triangle,
485 Posts,
Join Date May 2008,
Location Brighton, UK
|
haha....I have no idea where the pope takes a pooper to tell you the truth :-P
EQ, I feel my portfolio is competitive but not nearly as competitive as where I want it. I've applied to some jobs since re-vamping my stuff, but I'm not getting the results I want...which obviously is a clear indication I need to work more. Helping out on a mod is probably the best thing that I can do at this point....so thanks a lot yall. And Peris, that's awesome news man...you've got a pretty phat ass portfolio ;-)
|
, triangle,
377 Posts,
Join Date Aug 2007,
Location Atlanta, GA.
|
Quote:
Originally Posted by NyneDown
haha....I have no idea where the pope takes a pooper to tell you the truth :-P
|
That is why I guessed no...If I was the Pope I sure as hell would not shit in the woods...I would have a golden toilet or something.
|
, polygon,
666 Posts,
Join Date May 2008,
Location Dallas Texas
|
dunno about all that but I heard that bears are catholic
|
, Counter of Polys,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
|
It's good experience. It will force you to practice and produce more stuff for your portfolio. It will give you a better grasp of what production is actually like. It also may provide you with industry connections if anyone else from your team gets hired.
So that would be a "yes".
Ryan Greene
Valkyrie Entertainment
|
, polycounter,
1,054 Posts,
Join Date Oct 2004,
Location Seattle
|
I've got another question on this subject.
I'm finishing my bachelor's degree in computer graphics this summer and will be applying for work.
6-8 years ago I was involved in some game projects that never were finished and they don't show up when googling. The models and concepts I did are of course nothing I will show in my portfolio now. So is it then even worth mentioning in my resumé?
|
, vertex,
28 Posts,
Join Date Oct 2005,
Location Stockholm, Sweden
|
NyneDown: So I think you have your answer. Just curious, did you post your portfolio up for crits here on polycount? I usually always look at these threads in pimping and previews and I don't remember seeing yours.
|
|
Mods can certainly help in the long run if working with the right people, and can also seriously hurt your credibility if you make an ass of a mod.
|
, card carrying polycounter,
2,094 Posts,
Join Date May 2006,
Location Canada
|
I definitely agree with you there, pliang. The guys that are running this particular mod have done a great job and have some pretty talented people working on it...so I'm not worried as far as that's concerned. I honestly cant wait to get started on it :-)
Brad,yup...I sure did man. I posted it a few weeks back and got some pretty good feedback. I'm going to rework my site design and layout soon since the one I have right now is kinda lacking in that area.
|
, triangle,
377 Posts,
Join Date Aug 2007,
Location Atlanta, GA.
|
Quote:
Originally Posted by pliang
Mods can certainly help in the long run if working with the right people, and can also seriously hurt your credibility if you make an ass of a mod.
|
i don't get that. Who remembers or cares about bad mods, and even if someone does, who's psycho enough to single out members and regard them negatively?
If a mod doesn't come off and you don't think it'll help, leave it off your resume, simple as
all you guys out there, you're gonna wish you were Al Green
|
, card carrying polycounter,
2,382 Posts,
Join Date Oct 2004,
Location york
|
Yes.
But be discerning. Make sure the team has at least one dedicated and skilled programmer. Never join a mod team that is still looking for programmers; it will never go anywhere.
|
, dedicated polycounter,
1,406 Posts,
Join Date Mar 2007,
Location Leeds (UK)
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|