GDC!

http://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F38943503&show_artwork=true

I know, I know, it’s been a while since I’ve posted, but I’ve been working! I promise! Well, I’ve been playing too, and learning, but finally some work.

I’m posting from a Starbucks next to the Moscone Center in San Francisco, both my first trip to GDC and to the city itself. The conference was unbelievable; the sheer amount to talent from all over the world contributing to the event is staggering as well as inspiring. I’ve learned and realized so much in the last few sleep deprived hours I’m struggling to keep it all in my head, so I’m gonna take some time to reflect on it. (Hence the Starbucks Android post)

First and perhaps most importantly, I learned that I simply don’t have enough content to enter this industry right now, and it certainly doesn’t help that I’m not exactly sure of what field I want to enter. One of the biggest points that was hammered in at the career seminars was the emphasis on actually making games. The advent of cheap / free development kits and software is a blessing and a curse: on one hand it allows everyone to start making games from nothing, and even perhaps make a business out of it. The downside is that with the ease of availability it’s essentially a requirement to spend a lot of time working on games without getting paid. This definitely sounds like a petty complaint, and it partly is, but its incredible how much work it takes to get into a relatively low paying job in the first place.

I’ve thought about the career of game audio as well. The field is surprisingly difficult to get into – the seminars brought up the point that even on large productions only a handful of employees are on the sound team, and for most small studios they only have one. This is further convoluted by the practice of outsourcing the audio of games to outside companies, and even more so by the developer publisher relationship. I see three possible solutions, other then applying to the super rare openings and praying: One, find a small startup studio with a pitchable project and start the ride- hope they do things right and use the material to bolster your resume. Two, try to find a position at a studio that accepts that outsourced work (an audio house) or three, find someone who is willing to be your mentor and hone your skills to the point where you can accept lead positions.

I’ll continue my thoughts later as I’m heading out to more fun now, so I’ll leave you all with some fun new tracks I’ve been working on. Peace!

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