Is there a place for multi-skilled employees?
I''m asking this out of interest more than anything, as I''m unlikely to change my practices no matter what the answers are.
Basically, my main skill is programming, as I''ve been doing that for about a decade and a half. But I''m also into other aspects of game development... I''ve been designing games (computer, board, card, roleplaying) for years too, with some degree of amateur success. I also write music in several genres, although the general orchestral soundtrack style is most appropriate for games. I know a bit about sound recording, microphone use, recording techniques, editing waveforms, and so on. I''m also a writer, although sadly out of practice, and would be capable of writing dialog, descriptions, user manuals, etc. Finally, I''m currently taking a 3D Studio Max course which should see me capable of doing characters, scenes, animations, and so on, which combined with my Photoshop knowledge should make me a useful (although not really talented) game artist.
But is there any place for someone like me in a games company? Or would they rather just pay for different people to do more clearly-defined jobs? You''d think that, with all the schedule issues and so on, it would be useful to have people who could adapt to different teams as necessary, but I don''t seem to be getting this impression. Am I the kind of person who should be going it alone?
[ MSVC Fixes | STL | SDL | Game AI | Sockets | C++ Faq Lite | Boost | Asking Questions | Organising code files | My stuff ]
I don''t work in the field so I really wouldn''t know. Logically sounds like a good move on the companies part. Save on salary and employee packages.
BUT from what I''ve also read. Each and every member of game development team has barely enough time to accomplish what they truely are paid to do as it is.
Would you just get too burnt out?
BUT from what I''ve also read. Each and every member of game development team has barely enough time to accomplish what they truely are paid to do as it is.
Would you just get too burnt out?
Sounds like you''ve basically defined what it''s like to be an indie developer.
Specialization is normally important at larger companies, so you''ll probably have more luck with very small companies. But even those, as they grow, will tend to want people to specialize more and more.
The problem is that you''ll be competing in the job market with others who will be dedicated to a particular line of work. A jack of all trades is a master of none.
If you''re willing to specialize and you want to work for a bigger company, then start thinking about where you can contribute the most, and make the decision to specialize. But if you feel more entrepreneurial, consider going the indie route.
Steve Pavlina
Dexterity Software
www.dexterity.com
"Boredom''s Greatest Enemy"
-------------------------------------------------------
Earn $1000 - $10,000 USD per month in royalties when we publish your next game. See developer.dexterity.com for details.
Specialization is normally important at larger companies, so you''ll probably have more luck with very small companies. But even those, as they grow, will tend to want people to specialize more and more.
The problem is that you''ll be competing in the job market with others who will be dedicated to a particular line of work. A jack of all trades is a master of none.
If you''re willing to specialize and you want to work for a bigger company, then start thinking about where you can contribute the most, and make the decision to specialize. But if you feel more entrepreneurial, consider going the indie route.
Steve Pavlina
Dexterity Software
www.dexterity.com
"Boredom''s Greatest Enemy"
-------------------------------------------------------
Earn $1000 - $10,000 USD per month in royalties when we publish your next game. See developer.dexterity.com for details.
-- Steve PavlinaDexterity Softwarewww.dexterity.com"Boredom's Greatest Enemy"Free Shareware Success Articles | Indie Game Dev Forums
You can still make your mark at a traditional developer. I also have a fairly wide range of skills, know my way round MAX and photoshop, do design etc etc, yet I have worked for a big developer for 18 months (Elixir) and may go to work for another one soon.
Some develoeprs like their coders to understand what the artists are talking about. Its cool not to have to pester an artists evertime you need to tweak an alpha channel, and good designers like to work with a coder that understands WHY design changes are needed, and can offer constructive feedback.
There are not many jack-of-all-trades people like me working for big developers, but thats part of their problem, everyone sits in their own little corner hoping they won''t have to talk to anyone else, and nobody understands what anyone does.
Of course, I agree with Steve that it also makes you perfectly suited to be a "Lone Wolf" developer, so really the chocie is yours, but if you do go for interviewers, sell your skill spread as a positive not a negative, I''ve always got good feedback when I do it.
http://www.positech.co.uk
Some develoeprs like their coders to understand what the artists are talking about. Its cool not to have to pester an artists evertime you need to tweak an alpha channel, and good designers like to work with a coder that understands WHY design changes are needed, and can offer constructive feedback.
There are not many jack-of-all-trades people like me working for big developers, but thats part of their problem, everyone sits in their own little corner hoping they won''t have to talk to anyone else, and nobody understands what anyone does.
Of course, I agree with Steve that it also makes you perfectly suited to be a "Lone Wolf" developer, so really the chocie is yours, but if you do go for interviewers, sell your skill spread as a positive not a negative, I''ve always got good feedback when I do it.
http://www.positech.co.uk
I''d say being an all rounder is a good, "sellable" thing.
However, I would say you should be clearly "more specialist" at one thing or you''re in danger of coming across as "Jack of all trades, master of none".
In the past I''ve worked with people in this industry who fell into that category - the common worry is that they''ll try and take over many areas of the project ("I want to code the AI, the effects, do some sound effects, be the lead artist") and end up spreading themselves too thin.
The good part of being multi-skilled is being able to understand the issues which affect other team members. And also not having to rely on people of other disciplines for test data (i.e. "hi Mr Artist, could you make me a teapot in Max so I can test my 3D code").
But practically nobody hires people to work in multiple disciplines. If you had a job as a programmer, that''s what you''d be expected to do 90% of the time. Certain people on the team wouldn''t be so happy if you started trying to do say art direction.
--
Simon O''Connor
Creative Asylum Ltd
www.creative-asylum.com
However, I would say you should be clearly "more specialist" at one thing or you''re in danger of coming across as "Jack of all trades, master of none".
In the past I''ve worked with people in this industry who fell into that category - the common worry is that they''ll try and take over many areas of the project ("I want to code the AI, the effects, do some sound effects, be the lead artist") and end up spreading themselves too thin.
The good part of being multi-skilled is being able to understand the issues which affect other team members. And also not having to rely on people of other disciplines for test data (i.e. "hi Mr Artist, could you make me a teapot in Max so I can test my 3D code").
But practically nobody hires people to work in multiple disciplines. If you had a job as a programmer, that''s what you''d be expected to do 90% of the time. Certain people on the team wouldn''t be so happy if you started trying to do say art direction.
--
Simon O''Connor
Creative Asylum Ltd
www.creative-asylum.com
Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site
The company I work for gets by without a lot of internal processes and verification. I'll just say we've been lucky up to now.
At a company like this one, employees with several skills are preferred, because you never know what you're going to need to do on a given day (assist with analysis, program, design, prep hardware, test, on-site support).
It's frustrating (negative) and challenging (positive) not knowing what your job description is going to be on a given week.
It can be abused by the company you're working for. I've had to say no to a couple of things that would have stretched their expectations of me beyond a reasonable set of regular job tasks.
At times I wish I was doing the same thing most of the time. I would guess that if I ever take that kind of position, I would occasionally be cocking my eye at the other areas of the process, wondering what they are doing, partially wishing I was a part of it.
To answer on topic, when I was interviewing for game programming positions, they seemed more interested in knowing my own focus (physics, AI, graphics, etc.)
[edited by - Waverider on September 20, 2002 1:51:21 PM]
At a company like this one, employees with several skills are preferred, because you never know what you're going to need to do on a given day (assist with analysis, program, design, prep hardware, test, on-site support).
It's frustrating (negative) and challenging (positive) not knowing what your job description is going to be on a given week.
It can be abused by the company you're working for. I've had to say no to a couple of things that would have stretched their expectations of me beyond a reasonable set of regular job tasks.
At times I wish I was doing the same thing most of the time. I would guess that if I ever take that kind of position, I would occasionally be cocking my eye at the other areas of the process, wondering what they are doing, partially wishing I was a part of it.
To answer on topic, when I was interviewing for game programming positions, they seemed more interested in knowing my own focus (physics, AI, graphics, etc.)
[edited by - Waverider on September 20, 2002 1:51:21 PM]
It's not what you're taught, it's what you learn.
I''m in the same boat but I''m not really targeting the game industry (I''d rather make money with fewer hours and develop games on my own time). When I''m working on my resume, cover letter or sitting in an interview, I AM a software engineer. Period. I accept nothing but work as a software engineer but I show samples of work in other things that I do to show that I understand all aspects of the industry. Because of this, my time at work has always been half grunt work and half consulting.
There''s nothing like sitting back and relaxing in meetings all day and then having the energy to go home and write that new physics engine you''ve been dreaming about. =) If you''re multi-talented, you have a LOT of power... IF you use it correctly. Draw the line with your employer. Only do what is in your job description, otherwise you''ll get the hot beef injection.
- Jay
There''s an old saying in Tennessee... well, it''s in Texas but probably in Tennessee. It say''s, "Fool me once, shame on... shame on you... uh... ya fooled meh uh can''t get fooled again."
- George W. Bush
Get Tranced!
There''s nothing like sitting back and relaxing in meetings all day and then having the energy to go home and write that new physics engine you''ve been dreaming about. =) If you''re multi-talented, you have a LOT of power... IF you use it correctly. Draw the line with your employer. Only do what is in your job description, otherwise you''ll get the hot beef injection.
- Jay
There''s an old saying in Tennessee... well, it''s in Texas but probably in Tennessee. It say''s, "Fool me once, shame on... shame on you... uh... ya fooled meh uh can''t get fooled again."
- George W. Bush
Get Tranced!
Quit screwin' around! - Brock Samson
I''m with you man, I do it all; Programming, Game Design, Music, Art (2D/3D) etc.
I would think that it''s great to have all these forms of creation from a design perspective. As far as getting into the industry, (after my visit to EA the other day) It looks like things are becoming more specialized and specific, as in you may want to focus on 1 thing (just to get you in), but then if you get the chance, shine in something else while your there.
What''s your strongest skill? Maybe you would want to use that to get your foot in the door and then once you''ve done a little work you can negotiate a move.
kool
peace
-Sage13
Liquid Moon Team
Project X2
I would think that it''s great to have all these forms of creation from a design perspective. As far as getting into the industry, (after my visit to EA the other day) It looks like things are becoming more specialized and specific, as in you may want to focus on 1 thing (just to get you in), but then if you get the chance, shine in something else while your there.
What''s your strongest skill? Maybe you would want to use that to get your foot in the door and then once you''ve done a little work you can negotiate a move.
kool
peace
-Sage13
Liquid Moon Team
Project X2
Ugg, EA <- evil big business developer that has lost sight of everything but money.
There is a an article on Gamasutra which deals with Design/Programing cross skills. It''s not exactly what you''re asking for but should be worth reading nevertheless.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement