Quote: How did you get started when you were at the same stage as me? I'm finding it pretty hard at the mo. No freeware people will pay me for work and I can't find commercial people who are interested. And with the freeware stuff I find it hard to tell between the projects that are just for fun and the serious ones that will actually go somewhere!
Back in 2005 I was an elementary school music teacher. That was it. I had no contacts or ins with the video game industry. I also had no experience making games. What I did have was a severe passion for games and music. I had been creating music on the computer since 2000. I had been a part of performing groups (like choir, playing violin, recorder, band, jazz band and rock groups) since I was in first grade. When I first started out I read some books by composer-sound designers that I admired. This game me a good understanding of the process, the business side and where I could start finding clients. I started this search on gamedev.net (which was one of the sites listed in these books). After a while I extended my search to other websites and communities. Put yourself out there as much as possible!
At first I didn't land too many paying gigs. I was extremely lucky and did land a Nintendo DS project for my 3rd project and that was paying. I basically took on as much work as I could and did some PR and exposure-related stuff every day. Literally. I've been very lucky to get all of the clients I got. With my demo reel, I was able to impress paying clients and took on many projects that I found speckled all over the web.
My biggest break came when I was hired on at FUNimation Productions. I was a full time composer-sound designer for their trailer and promo dept. I was able to work on many A-list shows like Dragon Ball, Dragon Ball Z, Full Metal Alchemist and many others. I also learned a great deal about sound design and how to work on high-end equipment there. This also upped my industry standing and attracted even higher profile clients.
My second big break came with NetDevil hired me as their lead audio composer-sound designer. Now I'm working on Lego Universe, Jumpgate Evolution and other triple A titles.
It can be very, very hard to find work (especially paying work) when just started out. My best advice to you is to continue pushing forward. There were times I felt I'd never make it to a full time gig. However, the more projects I took on and the more pros that I networked with, the easier it became. Another great thing is if you can find a job that gives you a steady income while chasing this dream job on the side. Teaching did that for me (especially during the summers). While I didn't love teaching that much, it gave me the flexibility to continue to freelance and eventually make it into the full time work.
Now to your question about how do you know if a game is going to be going somewhere or not. This can be hard to tell. Here are some things I pay attention to:
*Team structure: How organized are they? What role(s) do the management play?
*Prior experience: Do they have a proven record? Have they completed any games before? What level(s) of education do they have?
*Any funding: Having secured funding can always help, but I've also run into teams that mismanaged money very badly. Ask to see a business plan, if they have one drafted up.
*Pictures or Concepts: If they have a decent amount of great looking concepts and pictures, this is always very encouraging. If they have noting to show you, then at look over their design doc. If they don't have that either.... then they're probably not ready to recruit freelancers.
*Contracts: If a team is structured enough to have set up contracts and NDA forms, then this shows a level of seriousness and planning.
Even the most structured teams that have all of these assets can fall apart. Heck, it even happens to studios with 10 published games and large budgets. This is an important lesson for everyone to learn. This business is very up and down. A studio that is top dog for years can fall flat on it's face, then be back on top several years later. Try your best to get to know the people behind the team. Some folks are really big talkers, so if you can learn to spot these folks then it can save you some trouble. Some folks get way to excited and exaggerate how things are progressing. Early on I learned to not get excited about something until I had a signed contract in my hand and a check (that didn't bounce from a client.)
Thanks,
Nathan
[Edited by - nsmadsen on January 4, 2009 10:28:55 PM]