How to Contact Those From The Industry/What to Look Out For
I have worked on a project for more than 3 years, and basically would like to create a short demo within the next year as a presentation for a game developer/producer/writer etc...
I would like to contact those game designers, artists, composers, writers, and producers that have worked on commercial or indie games within the industry and conduct personal interviews; gathering information, a team and knowledge and trying to get my presentation produced [into a game] along the way.
Why I am posting this here is because I would like to ask for tips on how to contact and meet with people that work within the industry (in this case, traveling and other expenses paid for), what to look out for within the indie or commercial industry, how things work within the indie or commercial industry, etc...
Thanks ahead of time
Hi James, you wrote:
>I have worked on a project for more than 3 years, and basically would like to create a short demo
Since you don't have a short demo yet, how have you spent the 3 years?
>as a presentation
Two articles to read:
http://www.sloperama.com/advice/lesson21.htm
http://www.obscure.co.uk/articles-2/preparing-a-product-pitch/
>for a game developer/producer/writer etc...
The only reason to pitch to those individuals would be to enlist their employment on your project. If your goal is to get a publisher's support, you'd need to pitch to the publishers' submission managers.
>I would like to contact those game designers, artists, composers, writers, and producers that have worked on commercial or indie games within the industry and conduct personal interviews; gathering information
You should start by reading a lot. FAQs, forums, and yes, you should spend money on books as well.
>a team
Professionals are unlikely to join yours.
>and trying to get my presentation produced [into a game] along the way.
That you're going to have to do without the pros' help. Another article for you to read:
http://www.sloperama.com/advice/lesson16.htm
>I would like to ask for tips on how to contact and meet with people
Crack open some game manuals and look in the credits. Then phone a company and ask for a person by name. You might or might not get through. Even more reliable would be to go to GDC in February. But before you go to any game conference, read:
http://www.sloperama.com/advice/lesson54.htm
http://www.igda.org/columns/gamesgame/gamesgame_Feb07.php
http://www.igda.org/columns/gamesgame/gamesgame_Mar06.php
>traveling and other expenses paid for)
By whom? You're prepared to pay your own way, are you not?
>how things work within the indie or commercial industry
More reading:
http://www.sloperama.com/advice/lesson10.htm
You need to do your homework before you start calling people or going to game conferences, James. You can find tons of information out there if you just look for it. Don't ignore Wikipedia, either.
>I have worked on a project for more than 3 years, and basically would like to create a short demo
Since you don't have a short demo yet, how have you spent the 3 years?
>as a presentation
Two articles to read:
http://www.sloperama.com/advice/lesson21.htm
http://www.obscure.co.uk/articles-2/preparing-a-product-pitch/
>for a game developer/producer/writer etc...
The only reason to pitch to those individuals would be to enlist their employment on your project. If your goal is to get a publisher's support, you'd need to pitch to the publishers' submission managers.
>I would like to contact those game designers, artists, composers, writers, and producers that have worked on commercial or indie games within the industry and conduct personal interviews; gathering information
You should start by reading a lot. FAQs, forums, and yes, you should spend money on books as well.
>a team
Professionals are unlikely to join yours.
>and trying to get my presentation produced [into a game] along the way.
That you're going to have to do without the pros' help. Another article for you to read:
http://www.sloperama.com/advice/lesson16.htm
>I would like to ask for tips on how to contact and meet with people
Crack open some game manuals and look in the credits. Then phone a company and ask for a person by name. You might or might not get through. Even more reliable would be to go to GDC in February. But before you go to any game conference, read:
http://www.sloperama.com/advice/lesson54.htm
http://www.igda.org/columns/gamesgame/gamesgame_Feb07.php
http://www.igda.org/columns/gamesgame/gamesgame_Mar06.php
>traveling and other expenses paid for)
By whom? You're prepared to pay your own way, are you not?
>how things work within the indie or commercial industry
More reading:
http://www.sloperama.com/advice/lesson10.htm
You need to do your homework before you start calling people or going to game conferences, James. You can find tons of information out there if you just look for it. Don't ignore Wikipedia, either.
-- Tom Sloper -- sloperama.com
Quote: Original post by James McGlocken
Thank you tsloper.
My name is Tom. You're welcome.
-- Tom Sloper -- sloperama.com
When I was a youngster (not to say you are...) I wrote to Epic Megagames to see if they liked my artwork, and they were very nice about their reply -- my artwork at the time left a lot to be desired, but they had sent a package with small in-house books that they had made on how to improve your art, what it takes to make a game in a team, what kind of profit sharing each member gets, etc. It really blew my mind how much they cared about budding young artists and programmers. If there is anyone, I think they would be able to help you. That was wayyyyyy over a decade ago, but you never know, they might still have that kind of style in their operation. :)
What really makes me sad is how many kids must write to physicists (as their heroes) and get replies telling them that they're cranks, wasting their time, etc. Look up John Baez and Sean Carroll's "respectability" lists. This, my friends, is how to be a completely self-centred jerk. Way to set an example for the up and coming generation.
It's amazing how taking a tiny amount of time to look past your own self can make such a huge positive difference in someone's life. Thankfully there are still guys like Tom (tsloper), David Deutsch, Charles Misner and those at Epic around. It will be a very sad day when they leave us.
So when your hard work has paid off James, don't forget to stay cool. :)
[Edited by - taby on December 28, 2007 4:07:40 PM]
What really makes me sad is how many kids must write to physicists (as their heroes) and get replies telling them that they're cranks, wasting their time, etc. Look up John Baez and Sean Carroll's "respectability" lists. This, my friends, is how to be a completely self-centred jerk. Way to set an example for the up and coming generation.
It's amazing how taking a tiny amount of time to look past your own self can make such a huge positive difference in someone's life. Thankfully there are still guys like Tom (tsloper), David Deutsch, Charles Misner and those at Epic around. It will be a very sad day when they leave us.
So when your hard work has paid off James, don't forget to stay cool. :)
[Edited by - taby on December 28, 2007 4:07:40 PM]
Most definitely. :-)
What I have right now is actually set up to be an animated series from a novel. I'm a writer and a composer first, artist third.
It just seems that creating a game is a lot more possible than an animated series. Although I've read through a lot of Toms stuff, and find it really helpful.
So Tom asked 'why do you have to take the time to create a demo?'. Well the reason for this is that it's an animated series. I have a full novel, a full soundtrack, storyboarded scenes, character designs, scripts, etc etc etc...
I still need a lot of help with everything. I was thinking if I made a few good friends that work within the industry, I could hand the project over to them. That's why I said I would 'pitch the project to a writer' instead of just a publisher, or team up with writers and other artists to create a team to pitch the idea.
A lot of times in the movie industry, there will be teams of people pitching the movie idea, not just one person. So you'll have the movie idea from the director teamed up with the writer, possibly actors, and producer, etc...
Then again, it seems that creating an independant company, funding and creating the team myself might be even EASIER than pitching an idea, or at least come much closer to following and accomplishing my dreams. What do you need, $500,000 a month? ^_^
What I have right now is actually set up to be an animated series from a novel. I'm a writer and a composer first, artist third.
It just seems that creating a game is a lot more possible than an animated series. Although I've read through a lot of Toms stuff, and find it really helpful.
So Tom asked 'why do you have to take the time to create a demo?'. Well the reason for this is that it's an animated series. I have a full novel, a full soundtrack, storyboarded scenes, character designs, scripts, etc etc etc...
I still need a lot of help with everything. I was thinking if I made a few good friends that work within the industry, I could hand the project over to them. That's why I said I would 'pitch the project to a writer' instead of just a publisher, or team up with writers and other artists to create a team to pitch the idea.
A lot of times in the movie industry, there will be teams of people pitching the movie idea, not just one person. So you'll have the movie idea from the director teamed up with the writer, possibly actors, and producer, etc...
Then again, it seems that creating an independant company, funding and creating the team myself might be even EASIER than pitching an idea, or at least come much closer to following and accomplishing my dreams. What do you need, $500,000 a month? ^_^
>Tom asked 'why do you have to take the time to create a demo?
No, I didn't.
>I was thinking if I made a few good friends that work within the industry, I could hand the project over to them.
I hope you've stopped thinking that now?
>creating an independant company, funding and creating the team myself might be even EASIER than pitching an idea
No way. Pitching an idea is easy.
>What do you need, $500,000 a month? ^_^
No way. Read FAQ 29 and FAQ 62.
http://www.sloperama.com/advice/lesson29.htm
http://www.sloperama.com/advice/finances.htm
No, I didn't.
>I was thinking if I made a few good friends that work within the industry, I could hand the project over to them.
I hope you've stopped thinking that now?
>creating an independant company, funding and creating the team myself might be even EASIER than pitching an idea
No way. Pitching an idea is easy.
>What do you need, $500,000 a month? ^_^
No way. Read FAQ 29 and FAQ 62.
http://www.sloperama.com/advice/lesson29.htm
http://www.sloperama.com/advice/finances.htm
-- Tom Sloper -- sloperama.com
Quote: Original post by James McGlockenI am afraid it will be very much harder, not easier. You have all the stuff listed above and are finding it hard to get an animated series made. You have none of the things necessary to make a game, no industry experience and no industry contacts - it will be very hard to convince anyone to invest or to work on your project (unless you have the money to self fund development - often many millions of dollars).
What I have right now is actually set up to be an animated series from a novel. I'm a writer and a composer first, artist third.
It just seems that creating a game is a lot more possible than an animated series.
Quote: I still need a lot of help with everything. I was thinking if I made a few good friends that work within the industry, I could hand the project over to them. That's why I said I would 'pitch the project to a writer' instead of just a publisher, or team up with writers and other artists to create a team to pitch the idea.Why would these people want to make your game for you? So far you have an idea and none of the experience/skills necessary to implement it. I'm not saying this to put you off trying, just to make clear that it certainly wont be easier than getting an animation made or a book published or a film made. You have an idea for a game. Read http://www.obscure.co.uk/frequently-asked-questions/selling-game-design-ideas/ for a list of reasons why professional companies wont be interested. Next read the "Help Wanted" forum on these boards to see how many people there are out there trying (and failing) to get indie teams together to make their idea into a game.
Dan Marchant - Business Development Consultant
www.obscure.co.uk
www.obscure.co.uk
Tom and Dan are right.
It won't happen in one night. I recommend doing small demos / games, build up your portfolio, start building contact network to the gaming industry. It takes time.
And from time to time, go to interviews to different game companies. It is probably worth of it even if you don't get the job, just remember to ask for feedback if they don't give it! That way you'll learn what is needed of working at the industry.
If you want to know how things work at indie industry, then register to Indiegamer Forums and start reading and asking questions. :)
It won't happen in one night. I recommend doing small demos / games, build up your portfolio, start building contact network to the gaming industry. It takes time.
And from time to time, go to interviews to different game companies. It is probably worth of it even if you don't get the job, just remember to ask for feedback if they don't give it! That way you'll learn what is needed of working at the industry.
If you want to know how things work at indie industry, then register to Indiegamer Forums and start reading and asking questions. :)
Sincerely,Arto RuotsalainenDawn Bringer 3D - Tips & Tricks
One of the best ways to meet people in the industry is to volunteer at the Game Developer's Conference:
http://www.gdconf.com/volunteers/caregistration.php
People of all ages volunteer, and in return you get a free all-access pass, reduced hotel fare, and great behind-the-scenes networking opportunities. I know many volunteers who have gotten jobs through the GDC. I wish I had read your post last month!
http://www.gdconf.com/volunteers/caregistration.php
People of all ages volunteer, and in return you get a free all-access pass, reduced hotel fare, and great behind-the-scenes networking opportunities. I know many volunteers who have gotten jobs through the GDC. I wish I had read your post last month!
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