Ok, so what I did understand so far:
1. Theoretical experience is nothing. This is something I was quite aware of. I have seen how true this sentence is when I got employed for the first time ( also last time ), and I realized that I actually knew nothing ( I might exagerate a bit )
2. Field experience is nothing unless is related to games. Somehow, I did not expect this. As I said, I work for a year as an embedded software developer, which I find related to games somehow, at least in the sense that both of them have real-time constraints, and the project I have been working on for the last year might be considered by many persons quite interesting. I thought that this experience might help me somehow and give me some sort of advantage. It's heart breaking
3. Doing little programs and demos at home helps a lot. I have a hard time accepting this, and while I do such thing quite often, I do them just for fun, and I never thought that they could actually mean something for an employer. In fact, most of the projects made at home have been deleted from my hard drive for a long time. I never actually considered them real projects.
4. A little bit of self confidence never hurts.
5. The game industry is not the best industry to work within. While this might be real, the desire to be there is too strong, at least in my case. Anyway, I got a lot of time ahead to convince myself if this holds true or not.
Bottom line: I should hold my horses for now, and improve myself for a while, before attempting to enter the industry. Thank you for sharing your opinions.
1. It's the basis for practical knowledge. While it doesn't really "count" for studios when hiring, it does count for you personally to be able to develop your skills to a point where you can apply this knowledge to build your portfolio.
2. This is not entirely true. It just counts less. Previous work experience shows you're experienced in keeping a job and have more experience in actually "working" than a fresh graduate.
3. Projects help a ton, but do finish them. Many have dozens of small demos, very few have a polished finished project.
A single finished project is worth more than a dozen different tech demos.
4. Never hurts, but don't be over confident http://en.wikipedia....g–Kruger_effect is a trap many fall into.
5. Honestly, many paint it in horrible ways, but how many people can say they wake up in the morning and look forward to heading off to work? I know I can.
It's not an industry for everyone, but it's an amazing industry if it's for you. I'm surrounded by clever intelligent people who teach me something new every day.
And you don't even hear me complaining when I dive into our 12 year old legacy code base written in crunch time.
Finally, game programmers are in very heavy demand. Now is a pretty good time to jump the bandwagon .
Many studios have open programmer positions they just can't fill, many are willing to hire juniors to train instead.