Hi Anand,
You sent me a private message quite a while back, requesting me to provide my opinions on this post, so here I am :)
I had the same trouble when I was starting out into the game industry in India after college. My career started with an internship at Trine, Mumbai. They were working on a new expansion pack for a PC AAA title so I had nothing to complain about. However, Trine being a small self-funded studio had several problems. Salaries were not on time. The people managing the studio were too inexperienced and hadn't had much experience in the field themselves. The games as a result
Hi Anand,
You sent me a private message quite a while back, requesting me to provide my opinions on this post, so here I am :)
I had the same trouble when I was starting out into the game industry in India after college. My career started with an internship at Trine, Mumbai. They were working on a new expansion pack for a PC AAA title so I had nothing to complain about. However, Trine being a small self-funded studio had several problems. Salaries were not on time. The people managing the studio were too inexperienced and hadn't had much experience in the field themselves. The games as a result weren't very good either, and I'll put the blame squarely on mismanagement.
That is why I'd suggest that you NOT work for a smaller company, especially in India. Game development requires a very different mindset (open, sincere but liberal, disciplined yet casual, and most importantly bold) which you'll not see in most Indian studios. The only option is to work in an Indian branch of a foreign AAA company. You will be exposed to a more authentic game development culture at work. Think EA and Ubisoft.
EA makes mobile games. EA is aggressively hiring and they offer a much higher compensation than Ubisoft Pune. But they work on mobiles and that's not what I dreamed of growing up as a child. So EA is out of the question.
That leaves Ubisoft. Without violating any NDAs I can tell you this much - Ubisoft Pune works on the Just Dance series of games. The games are released on not 1 but 6 consoles!! - Wii, WiiU, PS3, PS4, Xbox 360 and the Xbox One. Also, we don't work in seclusion but in active collaboration with 2 other foreign Ubisoft studios. Look here:
UBISOFT® UNVEILS JUST DANCE® 2015 FOR CONSOLES AND JUST DANCE® NOW- A NEW MOBILE EXPERIENCE
I personally have worked with the PS3 and X360 for this title. I've spent several months in Paris working with the team there with people who worked on Ghost Recon, Watch Dogs, you name it. Imagine, I was in class 11 in school when these people I met were working on stuff like Prince of Persia: Sands of Time. And here I was having a drink while discussing code with them at work. It was a dream come true :)
Now here's the good part - Our team is hiring. We need more programmers. We can't expect to find an experienced talent pool in India so the strategy is to hire smart people early and then train/mentor them so they can grow into real console developers. It could be just what you need. And if you already have some game dev experience, that's only better!
Let me also tell you about the scene abroad. It's tough. The standard of technical education in the west is exceptional. If you're right out of engineering school, I doubt you can compete with them skill for skill. I couldn't have. What you can do though, is get some experience in a console dev team in India and make up for the time we lost in engineering school. Get 3-4 years of experience and then leverage that to find better opportunities abroad. Just make sure you learn as much on the job as is humanly possible. And don't bother about the rest - I have 6+ years of experience now and I routinely get calls from Canadian and UK based head hunters trying to place me in European and Canadian studios. Once you have experience on consoles, you're like human gold for the job consultants! :)
PS: For personal development I would recommend you look into getting yourself a subscription to the Unreal 4 engine. 19$ a month but you get the source code with it. You can keep the source code even after the subscription expires. Sigh... I just wish I had these opportunities when I was younger :-/
PPS: I would STRONGLY recommend against doing a course in game development/design. Those courses are too broad and they try to concentrate on too many things in too short a time span. Nothing beats real world experience and the big AAA studios know that. If you want to be a programmer on AAA console games, you NEED to show previous console experience on a decent game. There is absolutely no way around it. If it sounds tough, it's because it is. But on the other hand, programmers are paid more than artists, designers, testers and sometimes even their own producers :P
Books:
Must read game development books
My favorites are:
C++ - The Effective series (Effective C++, More Effective C++, Effective STL)
Game dev - Game engine Architecture by Jason Gregory (Game Engine Architecture, Second Edition: Jason Gregory: 9781466560017: Amazon.com: Books) and the whole Game Programming Gems series.
Game Engine Mathematics - Eric Lengyel's book on game math (Mathematics for 3D Game Programming and Computer Graphics, Third Edition: Eric Lengyel: 8601400121979: Amazon.com: Books)
Long story short: Apply and get into Ubi Pune so that you start accumulating console experience ASAP, spend 3-4 years and finish reading these books in that time. Do this and the AAA studios will come looking for you. And I'm not even exaggerating :)
Hope this helps.
Keeping skills and engines separate your major problems are:
You won't be able to get into a Console or PC related development studio from India. I'm here (Canada) for the same reason.
You will not be hired if you are not even in the country, because of sponsorship and visa problems. Hence its better to come to the west and do a small 1 year course in game development so that you can convert your student permit to a work permit i.e if you get a job. Big studios only sponsor people with 4-5+ yrs of experience, not juniors.
Even after you are done with the course, there is no guarantee that you wil
Keeping skills and engines separate your major problems are:
You won't be able to get into a Console or PC related development studio from India. I'm here (Canada) for the same reason.
You will not be hired if you are not even in the country, because of sponsorship and visa problems. Hence its better to come to the west and do a small 1 year course in game development so that you can convert your student permit to a work permit i.e if you get a job. Big studios only sponsor people with 4-5+ yrs of experience, not juniors.
Even after you are done with the course, there is no guarantee that you will be employed to a AAA studio at all, I waited for 2 years for EA and then forgot it. I don't even want to work there, they have become terrible at layover's and it sucks to be a fresh grad.
If you want experience, I would also suggest looking at studios in HongKong, Japan, Singapore and UAE. Studios like Square Enix have their HQ in Japan but the development happens in both Japan and NA.
Cost wise the South-east asia solutions or the middleast would be cheaper than anything in NA.
Hope that helps.
Hiring game developers remotely can be a great move, but it helps to have a clear plan. Here are some tips based on my own experience:
- Before you even start looking, write down exactly what you want—genre, platforms, features, and style. The clearer you are, the easier it’ll be to find the right person.
- A good game developer will have past projects they can show. Check if their previous work matches the style or complexity of your game. If you’re using Fiverr, for example, most developers showcase their portfolios on their profiles.
- When hiring remotely, trust is everything. Reviews from past cli
Hiring game developers remotely can be a great move, but it helps to have a clear plan. Here are some tips based on my own experience:
- Before you even start looking, write down exactly what you want—genre, platforms, features, and style. The clearer you are, the easier it’ll be to find the right person.
- A good game developer will have past projects they can show. Check if their previous work matches the style or complexity of your game. If you’re using Fiverr, for example, most developers showcase their portfolios on their profiles.
- When hiring remotely, trust is everything. Reviews from past clients can give you a pretty good idea of how reliable and skilled the developer is.
- Use tools like Zoom or Slack to stay in touch, and make sure you both understand the timeline, budget, and deliverables. Miscommunication can derail a project fast.
- If you’re nervous about hiring someone new, start with a smaller part of the game (like a single feature or a prototype).
I’ve found Fiverr super helpful for this kind of work—there’s a wide range of game developers there, from indie-style creators to people who can handle full 3D games. Plus, you can filter by budget and read reviews to find someone who’s a good fit.
Hey Mr. Malhotra, glad to know you're already on a path to dig deeper in game industry :)
To answer your questions (IMO):
1. What skills should I posses to break into the AAA gaming sector. (Graphic Libraries, 3D engines, what choices should I make ?)
Get to know as much as possible about every API you can get your hands on (DirectX, OpenGL...). Study and make samples in Unreal, Unity and CryEngine (if possible). The more you know, the better. Since your aim is pure AAA console, you should dig more in Unreal/ CryEngine. Scripting, in them and creating your plugins can help you out.
2. To break
Hey Mr. Malhotra, glad to know you're already on a path to dig deeper in game industry :)
To answer your questions (IMO):
1. What skills should I posses to break into the AAA gaming sector. (Graphic Libraries, 3D engines, what choices should I make ?)
Get to know as much as possible about every API you can get your hands on (DirectX, OpenGL...). Study and make samples in Unreal, Unity and CryEngine (if possible). The more you know, the better. Since your aim is pure AAA console, you should dig more in Unreal/ CryEngine. Scripting, in them and creating your plugins can help you out.
2. To break into the Console gaming Industry, how far will my experience with mobile game development help ?
It depends. If you are already working on libraries, C++ it can be of help. It is hard to say though... as the companies will demand proper work experience in console space. Your side projects and samples could help you out there.
3. Since I find no scope for gaming here, what would be my chance in trying for studios outside India ? What steps should I take?
Same as above, work on samples and side projects. However, VISA eligibility is way more important (+contacts outside) - especially if you want to try in US, UK. Saying that, you still need to earn some experience here (preferably working in a company) - as that could help you in earning VISA (not all the time though).
To find out the experience and other requirements that companies are seeking for candidates, the best place to check is their websites.
For example, here is what Rockstar North says they are looking for in programmers.
REQUIRED SKILLS
- Programmers must have a good combination of technical ability.
- Mathematics and programming skills are very important.
- Programmers must have excellent C/C++ skills.
- Traditional science (mathematics/physics/computer science) or games degrees are a good demonstration of ability and commitment, always make sure you do programming/maths modules.
- Commercial games experience i
To find out the experience and other requirements that companies are seeking for candidates, the best place to check is their websites.
For example, here is what Rockstar North says they are looking for in programmers.
REQUIRED SKILLS
- Programmers must have a good combination of technical ability.
- Mathematics and programming skills are very important.
- Programmers must have excellent C/C++ skills.
- Traditional science (mathematics/physics/computer science) or games degrees are a good demonstration of ability and commitment, always make sure you do programming/maths modules.
- Commercial games experience is not essential, however a passion for games is.
- This role requires a positive attitude and an ability to be able to communicate with people as effectively as you do a computer.
TIPSIf you have a specific interest in the games industry keep up to date with the latest development techniques by reading games development websites and magazines.
It is important to play games! Try to make a connection between the games you play and the technology used to create them. Experiment with your own ideas to see what works and what doesn’t.
That sums up the requirements for breaking into console gaming industry as well as I can!
I think your experience working in mobile game development will give you an edge over a candidate who has no game development experience at all. Beyond that, continue your own technical education by pursuing whatever interests you. If you are interested in working with game engines, I suggest Unreal. Just be sure to create a good portfolio of code samples and demos of your work to show off to potential developers.
I do have to warn you that your biggest hurdle is that you don't live in a country where console game developers are located. It's a big risk for any company to hire someone who needs to be relocated, especially if they need to relocate to another country. Local candidates are far more attractive candidates. If developing console games is truly your passion, I suggest relocating to areas where there are console developers, although you would be taking the risk that you still may not be hired, since jobs in the game industry are very competitive.

Getting into AAA or console game development is an exciting journey that often requires a combination of education, skills, experience, and networking. Here’s a comprehensive guide to help you get started:
1. Educational Background
- Formal Education: Many game developers have degrees in fields like Computer Science, Game Design, or Software Engineering. Look for programs that offer specialized courses in game development.
- Online Courses: Platforms like Coursera, Udemy, or edX offer courses in game design, programming, and other relevant subjects.
2. Develop Relevant Skills
- Programming Languages: Lea
Getting into AAA or console game development is an exciting journey that often requires a combination of education, skills, experience, and networking. Here’s a comprehensive guide to help you get started:
1. Educational Background
- Formal Education: Many game developers have degrees in fields like Computer Science, Game Design, or Software Engineering. Look for programs that offer specialized courses in game development.
- Online Courses: Platforms like Coursera, Udemy, or edX offer courses in game design, programming, and other relevant subjects.
2. Develop Relevant Skills
- Programming Languages: Learn languages commonly used in game development, such as C++, C#, or Python.
- Game Engines: Familiarize yourself with popular game engines like Unreal Engine or Unity. Both offer extensive documentation and tutorials.
- Art and Design: If you're interested in the artistic side, learn about 3D modeling (Blender, Maya), animation, and graphic design.
3. Build a Portfolio
- Personal Projects: Create your own games or modifications. This helps demonstrate your skills and creativity.
- Collaborate: Work on projects with others, perhaps through game jams or online collaborations. This can provide valuable experience and networking opportunities.
- Showcase Your Work: Use platforms like GitHub, ArtStation, or personal websites to showcase your projects.
4. Gain Experience
- Internships: Apply for internships at game studios. This is often a foot in the door and provides real-world experience.
- Entry-Level Positions: Look for entry-level roles such as QA tester, production assistant, or junior programmer. These positions can lead to more advanced roles.
5. Networking
- Attend Industry Events: Participate in conferences, expos (like GDC), and local meetups to meet industry professionals.
- Online Communities: Join forums and social media groups (like Reddit or Discord) focused on game development to connect with others and learn from their experiences.
6. Stay Updated
- Follow Industry Trends: Keep an eye on gaming news, emerging technologies, and industry standards. Websites like Gamasutra, IGN, and GameSpot can be useful.
- Continuous Learning: Game development is an evolving field. Stay updated with new tools, techniques, and best practices through courses, articles, and tutorials.
7. Apply for Jobs
- Tailored Applications: When applying for jobs, tailor your resume and portfolio to highlight relevant skills and experiences for each position.
- Be Persistent: The game industry can be competitive, so don’t get discouraged by rejections. Keep improving your skills and applying.
Conclusion
Breaking into AAA game development requires dedication and a willingness to learn. By building a strong foundation of skills, gaining experience, and networking within the industry, you can position yourself for success in this exciting field. Good luck!
Where do I start?
I’m a huge financial nerd, and have spent an embarrassing amount of time talking to people about their money habits.
Here are the biggest mistakes people are making and how to fix them:
Not having a separate high interest savings account
Having a separate account allows you to see the results of all your hard work and keep your money separate so you're less tempted to spend it.
Plus with rates above 5.00%, the interest you can earn compared to most banks really adds up.
Here is a list of the top savings accounts available today. Deposit $5 before moving on because this is one of th
Where do I start?
I’m a huge financial nerd, and have spent an embarrassing amount of time talking to people about their money habits.
Here are the biggest mistakes people are making and how to fix them:
Not having a separate high interest savings account
Having a separate account allows you to see the results of all your hard work and keep your money separate so you're less tempted to spend it.
Plus with rates above 5.00%, the interest you can earn compared to most banks really adds up.
Here is a list of the top savings accounts available today. Deposit $5 before moving on because this is one of the biggest mistakes and easiest ones to fix.
Overpaying on car insurance
You’ve heard it a million times before, but the average American family still overspends by $417/year on car insurance.
If you’ve been with the same insurer for years, chances are you are one of them.
Pull up Coverage.com, a free site that will compare prices for you, answer the questions on the page, and it will show you how much you could be saving.
That’s it. You’ll likely be saving a bunch of money. Here’s a link to give it a try.
Consistently being in debt
If you’ve got $10K+ in debt (credit cards…medical bills…anything really) you could use a debt relief program and potentially reduce by over 20%.
Here’s how to see if you qualify:
Head over to this Debt Relief comparison website here, then simply answer the questions to see if you qualify.
It’s as simple as that. You’ll likely end up paying less than you owed before and you could be debt free in as little as 2 years.
Missing out on free money to invest
It’s no secret that millionaires love investing, but for the rest of us, it can seem out of reach.
Times have changed. There are a number of investing platforms that will give you a bonus to open an account and get started. All you have to do is open the account and invest at least $25, and you could get up to $1000 in bonus.
Pretty sweet deal right? Here is a link to some of the best options.
Having bad credit
A low credit score can come back to bite you in so many ways in the future.
From that next rental application to getting approved for any type of loan or credit card, if you have a bad history with credit, the good news is you can fix it.
Head over to BankRate.com and answer a few questions to see if you qualify. It only takes a few minutes and could save you from a major upset down the line.
How to get started
Hope this helps! Here are the links to get started:
Have a separate savings account
Stop overpaying for car insurance
Finally get out of debt
Start investing with a free bonus
Fix your credit
Actually the answer is quite simple. The road to get there.. well… that’s the tough part. Anyone can become a AAA developer. Literally your two left feet brother could… your granny could.. your uncle Steve that sits home daydreaming about pizza all day could… I think you understand what I’m saying. It all boils down to the hard work you put in and how bad you want it; just like everything else in life.. nothing is given to you or is easy.. nothing worth it, anyway. So, sit yourself down, grab a piece of paper and a pencil and write your goals… study said goals… then study more. When you think
Actually the answer is quite simple. The road to get there.. well… that’s the tough part. Anyone can become a AAA developer. Literally your two left feet brother could… your granny could.. your uncle Steve that sits home daydreaming about pizza all day could… I think you understand what I’m saying. It all boils down to the hard work you put in and how bad you want it; just like everything else in life.. nothing is given to you or is easy.. nothing worth it, anyway. So, sit yourself down, grab a piece of paper and a pencil and write your goals… study said goals… then study more. When you think you’ve studied enough… study more… never stop. One day you just might get your foot in the door and have some give you a chance with what you know… do some Udemy classes online; learn from connections; take the steps that are proper. Never take the easy way. Be extremely visceral as everyone that is in or wants to be in this industry is as well, because I can guarantee there are plenty of people that go out of their way to study their craft for hours on in… never ever stopping day by day…. unless you are coming from a loaded family and money is nothing (even still you will work work work), prepare yourself to totally flip your mind and study like a pro. That will set you aside from 2 left foot bro, granny, and uncle Steve… the time and the knowledge you put forth along with the beauty of your work. Being a AAA developer can be done.
Most of the folks have already answered you in detail. Here are few things from my end :
Big studios you are aiming for already have their own framework/engine or extensively modified existing game engines. If you are aiming for those companies, then give yourself some time to get acquainted with couple of key things for the future.
- C++11
- Multithreading
- Opengl 3+ or DirectX API
- Knowing about mobiles is a plus as optimization techniques for mobiles do help you a lot.
- Vector & Matrices
- Any networking & Physics library
Obviously you can't master everything, so choose your domain and strengthen your b
Most of the folks have already answered you in detail. Here are few things from my end :
Big studios you are aiming for already have their own framework/engine or extensively modified existing game engines. If you are aiming for those companies, then give yourself some time to get acquainted with couple of key things for the future.
- C++11
- Multithreading
- Opengl 3+ or DirectX API
- Knowing about mobiles is a plus as optimization techniques for mobiles do help you a lot.
- Vector & Matrices
- Any networking & Physics library
Obviously you can't master everything, so choose your domain and strengthen your basics. No matter where you land, basics will reduce the time you take to get used to new codebase and technologies.
Last but not the least, don't give up. :-)
Like many of you reading this, I’ve been looking for ways to earn money online in addition to my part-time job. But you know how it is – the internet is full of scams and shady-grady stuff, so I spent weeks trying to find something legit. And I finally did!
Freecash surprised me in all the right ways. I’ve earned over $1,000 in one month without ‘living’ on the platform. I was skeptical right up until the moment I cashed out to my PayPal.
What is Freecash all about?
Basically, it’s a platform that pays you for testing apps and games and completing surveys. This helps developers improve their appl
Like many of you reading this, I’ve been looking for ways to earn money online in addition to my part-time job. But you know how it is – the internet is full of scams and shady-grady stuff, so I spent weeks trying to find something legit. And I finally did!
Freecash surprised me in all the right ways. I’ve earned over $1,000 in one month without ‘living’ on the platform. I was skeptical right up until the moment I cashed out to my PayPal.
What is Freecash all about?
Basically, it’s a platform that pays you for testing apps and games and completing surveys. This helps developers improve their applications while you make some money.
- You can earn by downloading apps, testing games, or completing surveys. I love playing games, so that’s where most of my earnings came from (oh, and my favorites were Warpath, Wild Fish, and Domino Dreams).
- There’s a variety of offers (usually, the higher-paying ones take more time).
- Some games can pay up to $1,000 for completing a task, but these typically require more hours to finish.
- On average, you can easily earn $30–50/day.
- You pick your options — you’re free to choose whatever apps, games, and surveys you like.
Of course, it’s not like you can spend 5 minutes a day and become a millionaire. But you can build a stable income in reasonable time, especially if you turn it into a daily habit.
Why did I like Freecash?
- It’s easy. I mean it. You don’t have to do anything complicated. All you need is to follow the task and have some free time to spend on it. For some reason, I especially enjoyed the game Domino Dreams. My initial goal was to complete chapter 10 to get my first $30, but I couldn’t stop playing and ended up completing chapter 15. It was lots of fun and also free money: $400 from that game alone.
- No experience needed. Even if you’ve never done any ‘testing’ before, you can do this. You get straightforward task descriptions, so it’s impossible to go wrong. A task you might expect is something like: Download this game and complete all challenges in 14 days.
- You can do it from anywhere. I was earning money while taking the bus, chilling on the couch, and during my breaks.
- Fast cashing out. I had my earnings in my PayPal account in less than 1 day. I’m not sure how long it takes for other withdrawal methods (crypto, gift cards, etc.), but it should be fast as well.
- You can earn a lot if you’re consistent. I’ve literally seen users in the Leaderboard making $3,000 in just one month. Of course, to get there, you need time, but making a couple of hundred dollars is really easy and relatively fast for anyone.
Don’t miss these PRO tips to earn more:
I feel like most users don’t know about these additional ways to make more money with Freecash:
- Free promo codes: You can follow Freecash on social media to get weekly promo codes for free coins, which you can later exchange for money.
- Daily rewards and bonuses: If you use the platform daily, you’ll get additional bonuses that help you earn more.
- In-app purchases to speed up processes: While playing, you can buy items to help speed up task completion. It’s optional, but it really saved me time, and I earned 4x more than I spent.
- Choose the highest-paying offers: Check New Offers and Featured Offers to get the best opportunities that pay the most.
Honestly, I still can’t believe I was able to earn this much so easily. And I’ve actually enjoyed the whole process. So, if you’re looking for some truly legit ways to earn money online, Freecash is a very good option.
A developer doing what? Programming? Design? Art?
Since you said you have a little C I'll assume either engineering or a technical design role (scripting or maybe level designer)
For AAA you need C++ and gobs of it regardless of the type of engineering you want to focus on.
If you want to be end user focused (UI, gameplay, AI, etc) then I'd get one of the publicly available engines (Source or UE4) and start putting together games. Lots of games. Make an FPS, RTS, Fighting game, Third person action. All of this and more.
If you want to do graphics/architecture/engine work then make an engine or 5
A developer doing what? Programming? Design? Art?
Since you said you have a little C I'll assume either engineering or a technical design role (scripting or maybe level designer)
For AAA you need C++ and gobs of it regardless of the type of engineering you want to focus on.
If you want to be end user focused (UI, gameplay, AI, etc) then I'd get one of the publicly available engines (Source or UE4) and start putting together games. Lots of games. Make an FPS, RTS, Fighting game, Third person action. All of this and more.
If you want to do graphics/architecture/engine work then make an engine or 5 showing off various pieces of tech.
You'll also likely need a 4 year degree from a decent school unless your personal work is outstanding. And if its that outstanding then you should be selling your personal work and go indie.
Game development twenty years ago was very different than it is today. In 1996, game budgets were in the six figures. Today, AAA game budgets are in the eight or nine figures. You can't create a competitive AAA title now with a small team of developers who were just breaking into the game industry. You could in the 1990's, but not today.
However, it is possible to create low-budget game that goes viral and becomes a big hit. Flappy Bird is an example. To do that, you need to create the right product at the right time, and all the stars and planets, which you have no control over, have to
Game development twenty years ago was very different than it is today. In 1996, game budgets were in the six figures. Today, AAA game budgets are in the eight or nine figures. You can't create a competitive AAA title now with a small team of developers who were just breaking into the game industry. You could in the 1990's, but not today.
However, it is possible to create low-budget game that goes viral and becomes a big hit. Flappy Bird is an example. To do that, you need to create the right product at the right time, and all the stars and planets, which you have no control over, have to align. You need luck, and lots of it.
If you want to break in the game industry, your best bet is to develop smaller-scale games, knowing that your first game, or third, or seventh might not be profitable. And if you don't have someone to bankroll your learning curve, join an experienced team that already knows how to make a competive game.
As you said there are very few people in India who are actually into console games.
More over you need to realize that the mobile boom has changed the game industry completely. Console games are only being developed by big companies because the license to put games on consoles is very expensive.
That is why indie game companies prefer mobile over console, as the license is affordable.
Big game engine like torque, unity, unreal they do publish for consoles too.
If you have already designed few games, try to acquire the license for playstation from sony yourself and publish the games on console.
T
As you said there are very few people in India who are actually into console games.
More over you need to realize that the mobile boom has changed the game industry completely. Console games are only being developed by big companies because the license to put games on consoles is very expensive.
That is why indie game companies prefer mobile over console, as the license is affordable.
Big game engine like torque, unity, unreal they do publish for consoles too.
If you have already designed few games, try to acquire the license for playstation from sony yourself and publish the games on console.
That will help your resume when you apply for big game companies.
Quite frankly gaming industry is very tough now days and console is already becoming a very hard niche to go into.
If you go that path make sure you are very determined and persistent, you might not get results fast.
The longest shot:
You would need to get a group of talented developers that have high recognition for their achievements. After that, you would need to have a good design/prototype of a game that you want to do. Once you have the first two, you start using contacts for funding. If I were to start a new studio, I’d pitch large companies for their intellectual property rights (such big IP’s are Star Wars, Star Trek, Lord of the Rings, etc). If you land a good IP (after getting good funding…roughly 25–50 million), then you might be able to push for a triple-A game. However, you’ll probably need ar
The longest shot:
You would need to get a group of talented developers that have high recognition for their achievements. After that, you would need to have a good design/prototype of a game that you want to do. Once you have the first two, you start using contacts for funding. If I were to start a new studio, I’d pitch large companies for their intellectual property rights (such big IP’s are Star Wars, Star Trek, Lord of the Rings, etc). If you land a good IP (after getting good funding…roughly 25–50 million), then you might be able to push for a triple-A game. However, you’ll probably need around 100 million to get to that level.
Very few to no companies that do not exist today (meaning…starting a new company from scratch) can pull off something like what I described above. Your better bet is to go for smaller games and build a portfolio to build towards making triple-A games. Constantly contacting large companies for their IP is a must have skill.
Say you want to create an FPS blockbuster.
What I noticed is that many of the AAA titles started small and developed gradually into what they're now. (GTA1 was 2D, sport games improve annually)
Given they're 20 yrs ahead in development, how'd you create a competitive title if you were to start today?
No, what you noticed is that some of the longer running FRANCHISES started smaller (or as entirely different games) compared to the modern versions.
Guess what - there is no code or assets from those early games still in the current ones. Nothing. The advantage these teams have are the money/reputatio
Say you want to create an FPS blockbuster.
What I noticed is that many of the AAA titles started small and developed gradually into what they're now. (GTA1 was 2D, sport games improve annually)
Given they're 20 yrs ahead in development, how'd you create a competitive title if you were to start today?
No, what you noticed is that some of the longer running FRANCHISES started smaller (or as entirely different games) compared to the modern versions.
Guess what - there is no code or assets from those early games still in the current ones. Nothing. The advantage these teams have are the money/reputation/respect from the previous work AND the individual skill and team cohesion from working together.
If I wanted to compete in the AAA space right now and I had a VERY sizable amount of money (~100-150 million) and I had a solid prototype done, then I'd just start calling friends and people I trust and drop tons of money on them to leave their current projects to come work with me. I'd staff up 200 of my closest friends (and their friends) and make it work. My situation might be different than yours since most of my friends have 10-20 yrs experience making games.
Lacking a badass prototype where all the details have been worked out does change the situation. In that case, I'd hire 10-30 people (depending on how much server work you need and how much art you'll need) to build one or more prototypes to work out the various key features and see exactly what is fun and how that really works. My personal preference is that each key feature in a title should be fun on its own - ie. that feature should be able to be the sole key feature of a small game. So I make that game and iterate on it.
Once I have that all solved out then I do the thing from above (call people, spend money, make game)
Don't have 100+ million. Then you won't be able to play in this sandbox. A new company needs a solid 50 million startup + dev costs and 50 million in advertising just to get the MVP out and selling. If you need a badass server authoritative MP game in there as well then you need 20-40 million more.
Mirroring what others have stated, time, money and talent go a long way. If you're looking to start a studio to develop a AAA title, you'll need money (usually investors or publishers who show interest in your project), a talented project manager, developers, then artists and writers who have solid knowledge of game development design from concept to animation to gameplay programming.
If you're just looking to work for someone who develops AAA titles like Rockstar, Bethesda, EA, etc, then it's all about applying for jobs and showcasing what you can bring to the table. Connect with these develop
Mirroring what others have stated, time, money and talent go a long way. If you're looking to start a studio to develop a AAA title, you'll need money (usually investors or publishers who show interest in your project), a talented project manager, developers, then artists and writers who have solid knowledge of game development design from concept to animation to gameplay programming.
If you're just looking to work for someone who develops AAA titles like Rockstar, Bethesda, EA, etc, then it's all about applying for jobs and showcasing what you can bring to the table. Connect with these developers and publishers and present them with various examples of your work, be it art, programming logic, story writing, or even a small demo game.
"You" don't create an FPS blockbuster.
Very large teams create FPS blockbusters.
If you want to join a AAA development team, get a degree. Computer science for a programmer, one of the various art and design degrees, maybe project management.
While you're getting that degree, build up a portfolio of game projects that show what you can do.
Learn how to write a resume and ace a job interview and you'll be well on your way to AAA.
Your first job won't be core design or programming though. You'll be programming UI or making little models.
From there it's all about working your way up over the years an
"You" don't create an FPS blockbuster.
Very large teams create FPS blockbusters.
If you want to join a AAA development team, get a degree. Computer science for a programmer, one of the various art and design degrees, maybe project management.
While you're getting that degree, build up a portfolio of game projects that show what you can do.
Learn how to write a resume and ace a job interview and you'll be well on your way to AAA.
Your first job won't be core design or programming though. You'll be programming UI or making little models.
From there it's all about working your way up over the years and projects.
My question got merged into thus one but I don't think the answers here apply to me. I'm already an experienced developer (20 years in web and mobile development). I'm asking from the perspective as an indie developer that wants to start developing my own games. I've worked in several high- level languages but also C and assembly language. I like to know the financial and technical requirements to start ?
Learn programming in C++, learn 3D maths, like linear algebra, matri maths, etc and also take a look at OpenGL, DirectX or Vulkan. Get a basic idea on how big engines like Unreal works. Then, go, get an interview, and try to get a job. That's it.
It is a common misconception that somehow making triple-A games is better and more profitable for the ordinary worker bees than working on indie games.
The game Super Meat Boy was made by two guys: one programmer and one graphics artist. It was a huge success and turned them into millionaires over night.
The life of ordinary workers on big games is perilous. Triple-A is a high-stakes game where investors demand profits.
This in turn results in majority of workers to be let go as soon as their work is finished. Graphics artists, level designers, sound artists - gone. Sure, there are promises that
It is a common misconception that somehow making triple-A games is better and more profitable for the ordinary worker bees than working on indie games.
The game Super Meat Boy was made by two guys: one programmer and one graphics artist. It was a huge success and turned them into millionaires over night.
The life of ordinary workers on big games is perilous. Triple-A is a high-stakes game where investors demand profits.
This in turn results in majority of workers to be let go as soon as their work is finished. Graphics artists, level designers, sound artists - gone. Sure, there are promises that this is big company and they will keep you, but all it takes is for their next game to be even slightly delayed, and instead of keeping you on payroll for couple of months, "doing nothing", they will fire you.
And they of course expect you to work 14 hours a day during the last year of development, so your family life suffers.
Sure, if you form a small group of fans and work on a smaller game, you will have to self-fund, and you will work on it in the evenings when you feel like it, but at the same time, your game will take couple of months to make, and it may be a huge hit once it releases.
The general recommendation is to EXPAND YOUR SKILLSET with every game you work on. NEVER do the same thing twice, because then you're not learning. Then one day, when you show some big company your portfolio and answer some challenging questions like "What did you learn on this game?" and "What surprised you the most on that game?", you may land a job with them, but chances are you won't want to by that time. Who knows...
I’ve worked on games as an artist.
If you mean programmer for games it’s probably pretty doable. There is always a lot of demand for programmers and that goes for games too. You’d want to know the languages and engines used by your target company and probably get some experience making a few games yourself or working on small team projects. A degree in something related seems required from job openings I’ve seen.
fyi, it's supposed to be a... less than pleasant life.
To get there you should:
a) learn to program, well, in C++ and a scripting language (or just learn to program in general; those will follow easily)
b) make a ton of stuff you can show off, especially games, and especially try to make something and release it to the public for them to use/play. And make it good.
If you did that up through college you could definitely get a job as a game developer at a AAA company. I'm not sure by then you would want to - over an indie studio or something like that.
Thanks . That really helped. As for relocation, would it advisable to take masters course in countries where AAA studios are located ? Kindly share your views on this.
Money and brand recognition!
Big games take a lot of money to develop. Publishers like to invest in known quantities with developers that have experience in delivering a finished product.
So start small, release some hits, grow a franchise and the studio.
Networking will help, so perhaps join a game dev community such as www.gamesmith.com
To add to the existing answers; everyone I know who got into a AAA games company, did so almost solely on their portfolio. If you can show them a project you worked on or made, which made it to completion (even indie, even if it didn't sell) this is worth a lot more than a pretty gallery of useless pictures or tech demos. A complete project shows you can stick with it, test it on people to change it to make it fun, work in a team, put the hard yards in etc. etc.
Just as they did: gradually. Start off as a small indie team and build it up from there. My team is at 4 members after 3 years. We've made 5 games, published 2, and working on another right now. It's going to be a long time before we're ready to make larger titles.
First, get a job at a non-AAA game studio. Stay there and gain some experience.
While there, specialize. Whether it be in game loop, graphic effects, physics or whatever. AAA game studios want specialists, not generalists.
After a few years of learning and specializing, you might be ready to apply to some AAA game developers.
Good luck!
The tasks of a AAA title, say 3500 developer months of tasks for the small side of AAA, can technically be taken out of a parallel structure, where they are done by 145 people in 2 years and put into a serial list for one super talented artist/engineer/designer to complete in 291 years. So, 6 generations of mother to daughter, each trained until 20 then working alone for 49 years.
The even bigger problem is game concepts, and certainly art styles, like fresh food ingredients in your fancy cooking, have a shelf life. There will be no interest in a nearly 300 year old concept or antique graphics,
The tasks of a AAA title, say 3500 developer months of tasks for the small side of AAA, can technically be taken out of a parallel structure, where they are done by 145 people in 2 years and put into a serial list for one super talented artist/engineer/designer to complete in 291 years. So, 6 generations of mother to daughter, each trained until 20 then working alone for 49 years.
The even bigger problem is game concepts, and certainly art styles, like fresh food ingredients in your fancy cooking, have a shelf life. There will be no interest in a nearly 300 year old concept or antique graphics, when you are finished. It wouldn’t even be recognizable as a game. Pong was released this week in 1972, 47 years ago. It wouldn’t do well launching today against Wolfenstein 2 or Divinity 2.
The reason we spend all that development money to apply 300 developers for 2 to 5 years, is to get a game out in 2 to 5 years, when the core concept and graphics tech are still valid.
It took a team of about 20–30 seasoned veterans at Ninja Theory 3 years to make Hellblade and it's a AA game. Just keep that in the front of your mind…
You need an interesting story, an eye catching modeling style of your own for “Hero” characters unless you’re a coder (if you’re a coder you’re going to know one or two RELIABLE friends that have good 3D skills or good coding skills. Expect those pe
It took a team of about 20–30 seasoned veterans at Ninja Theory 3 years to make Hellblade and it's a AA game. Just keep that in the front of your mind…
You need an interesting story, an eye catching modeling style of your own for “Hero” characters unless you’re a coder (if you’re a coder you’re going to know one or two RELIABLE friends that have good 3D skills or good coding skills. Expect those people to leave high and dry when need the help the most.
At that point your reserve skills and determination will have to kick in and keep the project moving forward until completion, or until you find some new collaborators, which you will likely have to find a way to pay.
If you’ve made it this far consider yourself lucky…most people don’t.
by this point you likely will have a main character, a villain, some cool levels and a clear blueprint for how the character will traverse all the levels and how the story will unfold as your characters move through the levels. You’ll know generally what all your bosses will look like, what their boss levels will look like.
…This is where shit gets hard. Up to this point you were trying to solidify the plans for both the story and the gameplay. You may have a few nice levels, but mostly you’ve been dicking around with low resolution assets to get the gameplay ”right“,
…you can’t leave that shit in there if you want even have it considered AA.
At this point you have to build And texture/surface all the bullshit you dreamt up in the beginning of the process. You have to test it every step of the way to make sure what you’re adding doesn't break the game. You have to find voice talent, you have to find an audio producer that knows his or her way around a DAWS and is at least a decent composer that can come up with music/sound effects. You’re going to have to figure out how to pay these people for their time.
If you get to this point consider yourself lucky a lot of other people fail here. It’s probably time to incorporate the business around now.
This is where you hopefully have built up a small resilient squadron of people with social media accounts and a sales person that can creatively get more people looking at your project. Hopefully, you get some decent traction where a couple hundred people are interested enough in your project to tweet about it, reblog, etc. Maybe you decide t...
My route in was surprisingly easy. No CV, no interviews, no degree. Simply I dropped out of university, started writing games and the really crucial part is 1-3 times a month I met up with a variety of game developers, both local and several hours travel away. I showed them my stuff, asked for feedback, listened and improved my games. After about 7 months I was a known quantity and had people offer me jobs. I worked a string of freelance stuff for about 3 years till I found a company I didn't want to leave.
Networking is the best path in and it's a fun one too, have some drinks, talk games, sh
My route in was surprisingly easy. No CV, no interviews, no degree. Simply I dropped out of university, started writing games and the really crucial part is 1-3 times a month I met up with a variety of game developers, both local and several hours travel away. I showed them my stuff, asked for feedback, listened and improved my games. After about 7 months I was a known quantity and had people offer me jobs. I worked a string of freelance stuff for about 3 years till I found a company I didn't want to leave.
Networking is the best path in and it's a fun one too, have some drinks, talk games, show your skills and get on with people.
Microsoft Windows on a PC.
“Wait!” I hear you say. “A PC isn’t a gaming console! It’s a computer!”
Okay, first off, there’s no such thing as a “gaming console”. That would be a game console for gambling, which doesn’t exist. Well, as far as I know.
The Xbox series, PlayStation series and Nintendo consoles are game consoles. There is no “-ing”. Adding “-ing” turns them into gambling apparatuses, which I don’t think you’re asking about.
Next, all game consoles are computers. They’re just special-purpose computers meant for playing video games. I know, duh, right?
That being the case, you should start
Microsoft Windows on a PC.
“Wait!” I hear you say. “A PC isn’t a gaming console! It’s a computer!”
Okay, first off, there’s no such thing as a “gaming console”. That would be a game console for gambling, which doesn’t exist. Well, as far as I know.
The Xbox series, PlayStation series and Nintendo consoles are game consoles. There is no “-ing”. Adding “-ing” turns them into gambling apparatuses, which I don’t think you’re asking about.
Next, all game consoles are computers. They’re just special-purpose computers meant for playing video games. I know, duh, right?
That being the case, you should start game development on a PC. If you can’t develop video games on a PC, it’s incredibly unlikely you can develop for consoles. If you haven’t crossed that hurdle, you won’t cross the harder ones.
The game programmer on the left tried developing for the PS5 before even developing a simple game on Windows. The programmer on the right developed several games on Windows before attempting their first Xbox Series S game. (image credit)
Why?
It’s far easier. Windows has great tools for game development and you don’t need a special development kit. It has great IDEs and game engines that work amazingly well for game development as well as boring old regular application development.
And with its facilities, you can really learn about game development without having to worry about all the fuss that goes into console development.
So, always develop for Windows first.
After that, Xbox is probably the easiest console to develop for. The series S and X are the latest and greatest Xbox versions, but you can probably get away for developing for just the plain old Xbox One. You probably won’t be doing anything so special that requires an S or X and One games are completely compatible with the S and X. Sure, the X and S are faster, but it’s unlikely you’ll need the extra horsepower for your first game, unless you’re a really crappy programmer.
“Xbox One”, “Xbox Series S”, and “Xbox Series X”: Microsoft still earns an “F” in product naming (image credit)
And as Christopher Beckford said, you can develop for the One by developing UWP apps. They deploy really easily to the One and several game engines deploy to the One as well. Debugging them on the One is another issue, but you said you wanted to develop for consoles, not me.
Good luck!
It is very difficult to get a job as a beginning game developer, except for a position as a tester, or at a smaller game studio as an artist or level designer. Other exceptions are graduates of USC’s GamePipe Lab, who get snapped up pretty quickly for game programmer positions.
Sometimes beginners get a lucky break by knowing someone who is looking for or can recomnend them for an entry level position. I got my first break because I made friends with someone who had a start-up publishing company, I made some games for him as an indie, and then he hired me when I graduated college. Decades later
It is very difficult to get a job as a beginning game developer, except for a position as a tester, or at a smaller game studio as an artist or level designer. Other exceptions are graduates of USC’s GamePipe Lab, who get snapped up pretty quickly for game programmer positions.
Sometimes beginners get a lucky break by knowing someone who is looking for or can recomnend them for an entry level position. I got my first break because I made friends with someone who had a start-up publishing company, I made some games for him as an indie, and then he hired me when I graduated college. Decades later, I hired a couple of people right out of college because one of their professors was a friend of mine and recommended them to me.
But most likely you will have to publish some games on your own or as part of an indie team before you can compete against other applicants for positions at game studios.
Question answered: How do I get a job making video games as a beginner game developer?
Naughty Dog
They are true innovators. They continuously push the limits of video games with each new release and can invoke all forms of emotions.
With Crash Bandicoot, they can make innocent children laugh. With Uncharted, can give you pure adrenaline, making Indiana Jones' movies to life. Blending the line between Movie acting and Video game acting since the first Uncharted.
They truly reached the epitome of progress with The Last of Us. Besides pushing a 7 year old console and utilizing it to it's absolute limit, they set a milestone in acting so incredibly high and giving excellent visuals an
Naughty Dog
They are true innovators. They continuously push the limits of video games with each new release and can invoke all forms of emotions.
With Crash Bandicoot, they can make innocent children laugh. With Uncharted, can give you pure adrenaline, making Indiana Jones' movies to life. Blending the line between Movie acting and Video game acting since the first Uncharted.
They truly reached the epitome of progress with The Last of Us. Besides pushing a 7 year old console and utilizing it to it's absolute limit, they set a milestone in acting so incredibly high and giving excellent visuals and fluid animations.
Not even mentioning the shiver inducing soundtrack that perfectly fits the gritty mood of the game. With TLOU's cliched but very well realised, depressing story and never before seen acting, it can make a grown man cry.
Naughty Dog has created some of the best games I have played and will play in all my life. Uncharted is the stepping stone for action narrative games. With amazing character development and off the chain set pieces. The Last of Us is one of the best or arguably the best game of the PS3 and PS4 generation or all time for a matter of fact. With an emotional story and beautiful graphics its amazing.
Even Crash Bandicoot and Jak and Daxter are timeless classics we all want another game to. Their past 3 games have gotten 10's and Uncharted 4 isn't looking to be any different in scores.
Much like valve, Naughty Dog has never come out with a mediocre game. Every game released by them had been a major success. Naughty dog is even respected by other game companies with how they make their games and looked up to as one of the most iconic game companies ever, as Gabe Newell even gave props to them for uncharted 3.
Since The original Crash Bandicoot there hasn't been a single Naughty Dog game I didn't think was great.
Why is this?
Because they take time with their games and don't rush it. The original Crash games, Jak and Daxter, Uncharted and The Last of us are all amazing games, and deserve the praise they get. Uncharted 4 is definitely my most hyped game of 2016!
Known for their outstanding stories in games, mixed with incredible graphics and gameplay make Naughty Dog #1 on my list. Since I started playing games, I was 4 at thet time, I was inexperienced, but always loved the story most about games. Naughty dog never fails to blow my mind with their stories. The last of us is a perfect example!
Naughty Dog not only made the best games on each respective Playstation console, but they also care more about consumers than profit. They even cancelled Jak 4 because they felt they weren't doing the franchise justice and the fans will be dissapointed, and thought it would end up being a cash grab. How many other companies can you think of that would refuse an obvious profit due to not satisfying the customer. That is something that deserves respect.
Can anyone seriously say they have ever made a bad game? I mean even their early games like Rings of Power & Way of The Warrior are not even considered bad games. Regardless of opinion on individual games that you may not like but can you seriously say they are bad. By far one of the best developers ever!
The team behind the sony exclusive company have put forth a series of ingenious minds to create some of the most incredible breathtaking masterpieces ever known to the gaming industry. Naughty Dog doesn't only sell their beautiful video games, they sell consoles! And that is why sony will continue to crush their competition.
Naughty dog may not release as many games as a lot of game developers but that's what makes the better because they release quality not quantity. They are only developer who can make games with characters that are well written, not just in terms of games, but in any type of media or literature.
First: Make games.
Most studios won’t care so much about your university if you are applying for entry level stuff. They want to see what you are capable of. Show us games you’ve worked on, from beginning to release. Show us your unfinished projects ONLY IF they are really something special.
Second: ?????
Third: Network
Go to trade shows, events, meet the people working on games, talk to them etc.
Fourth: Persist
You will get turned town tons of times. I mean it. Took me around 30 applications until I got my first job in the industry. It was a great job, and helped me set on the path that I am right
First: Make games.
Most studios won’t care so much about your university if you are applying for entry level stuff. They want to see what you are capable of. Show us games you’ve worked on, from beginning to release. Show us your unfinished projects ONLY IF they are really something special.
Second: ?????
Third: Network
Go to trade shows, events, meet the people working on games, talk to them etc.
Fourth: Persist
You will get turned town tons of times. I mean it. Took me around 30 applications until I got my first job in the industry. It was a great job, and helped me set on the path that I am right now. But I could have given up. I didn’t. Keep sending those resumes, listen to feedback, and keep working at it.
Fifth: Make games.
Keep making games. Keep working on projects. Keep releasing them.
In addition to Witold Janiszewski's answer, I would just add that these early machines had very little RAM to work with, and most of it was used for representing the screen. The code itself was actually in read-only memory (ROM) inside the cartridge. It was manufactured that way and could not be changed. The program's variables were stored in RAM in the console, which was of course lost when the machine was switched off -- we didn't have flash RAM in those days.
Most of the time, the RAM representing the screen (the frame buffer) was not actually available to the CPU because it was being read b
In addition to Witold Janiszewski's answer, I would just add that these early machines had very little RAM to work with, and most of it was used for representing the screen. The code itself was actually in read-only memory (ROM) inside the cartridge. It was manufactured that way and could not be changed. The program's variables were stored in RAM in the console, which was of course lost when the machine was switched off -- we didn't have flash RAM in those days.
Most of the time, the RAM representing the screen (the frame buffer) was not actually available to the CPU because it was being read by the other electronics to draw the screen. The game software only ran during the tiny amount of free time between when the electron beam reached the bottom of the screen and when it started over again at the top -- this was called the vertical blanking interval. (Remember we're talking about cathode ray tubes here.) During this period the beam is turned off while the magnets that control it are moving it back up to the top of the screen, and the CPU is free to access the frame buffer.
This limitation made such machines as the Atari 2600 particularly difficult to program. On the original Nintendo Entertainment System, you had about 2773 clock cycles, or maybe 700 CPU instructions, in which to update the graphics before the frame buffer became unavailable again. This is no longer necessary as modern graphics hardware has two frame buffers and flips back and forth between them.
You acquire the technical skills and portfolio to work in AAA console game development as an artist/designer or a programmer/designer... then work your way up to a more senior design role.
In other words, there is no path there that does not :
A) Require you to have professional technical skills beyond storytelling.
B) Require you to work your way up to the position from a lower level position.
There are a very limited number of jobs which are very fiercely competed for that instead require screen writing skills and interactive fiction writing skills and experience. However, the amount of professi
You acquire the technical skills and portfolio to work in AAA console game development as an artist/designer or a programmer/designer... then work your way up to a more senior design role.
In other words, there is no path there that does not :
A) Require you to have professional technical skills beyond storytelling.
B) Require you to work your way up to the position from a lower level position.
There are a very limited number of jobs which are very fiercely competed for that instead require screen writing skills and interactive fiction writing skills and experience. However, the amount of professional experience required and the current level of competition makes these jobs basically impossible to break into.
The big take away is... you cannot get a job just doing "storytelling" for AAA console game development. The people who do "storytelling" are either also doing tons of other technical tasks or are part of an existing pool of professional writers who vastly outnumber the available jobs.
First of we need to clear up what “AAA game” actually means, that is a high-profile, high-budget typically made by large and renowned publishers/developers, games like The Elder Scrolls series, GTA, Call of Duty, Forza Horizon, these games are classified as “AAA Games” and a single individual isn’t capable of producing such a game.
Now, to be part of a AAA Game development you first need to join the industry, and this can be done in many ways and there are many directions one can take, all the way from Software Engineer to Quality Assurance. Majority of these directions in the industry can be l
First of we need to clear up what “AAA game” actually means, that is a high-profile, high-budget typically made by large and renowned publishers/developers, games like The Elder Scrolls series, GTA, Call of Duty, Forza Horizon, these games are classified as “AAA Games” and a single individual isn’t capable of producing such a game.
Now, to be part of a AAA Game development you first need to join the industry, and this can be done in many ways and there are many directions one can take, all the way from Software Engineer to Quality Assurance. Majority of these directions in the industry can be learned at home in your spare time, like 2D art, 3D, Animations, Coding. There are also school directions for these, such as Computer Science for programming and coding, Art School for 2D, 3D and animations. There are also other branches in the gaming industry, and those will be such as HR, PR, QA, Anaysts, here you will need higher certificates and education for most, except QA as you can find companies hiring without many requirements and is an easy way to get into the industry.
The next thing is to build you portfolio, make games on free engines such as Unity or Unreal, or make models/art on Artstation and look for oportunities, apply to game studios!
Best of luck!
The defining feature of an “AAA” game is that it has an enormous budget—usually millions of dollars. That’s all. I suppose you can go and get some sort of business degree to “learn how” to make deals and sign loans or whatever to get the up-front money for that sort of budget. That’s not my wheelhouse, so I’ll leave it at those generalities.
You can create a perfectly good game with reasonably high technical standards on a shoestring budget, and that involves skill. Start off with “indie”-level stuff, making games that are fun to play even when you can’t afford to spend a million dollars just o
The defining feature of an “AAA” game is that it has an enormous budget—usually millions of dollars. That’s all. I suppose you can go and get some sort of business degree to “learn how” to make deals and sign loans or whatever to get the up-front money for that sort of budget. That’s not my wheelhouse, so I’ll leave it at those generalities.
You can create a perfectly good game with reasonably high technical standards on a shoestring budget, and that involves skill. Start off with “indie”-level stuff, making games that are fun to play even when you can’t afford to spend a million dollars just on a team of artists who do nothing but make textures for 3D objects.
That first project if successful can help finance your next, and you can build up towards making a “AAA” game. If your projects aren’t that successful, you can still use the skills you gain to burnish a portfolio that might land you a job at a place that’s already making AAA games.
In general games till 1995 were programmed in assembly language (size and speed were important). Video game developers purchased development kits from console manufacturer that included both hardware and software assisting in development of games. The programming work was done usually on general purpose computer such as PC with debugging done on hardware connected to it (essentially it was just like you do it today with micro-controllers) - this was the major difference.
So to sum it up console game programming is different from PC in following ways:
- All systems are identical - as such you can
In general games till 1995 were programmed in assembly language (size and speed were important). Video game developers purchased development kits from console manufacturer that included both hardware and software assisting in development of games. The programming work was done usually on general purpose computer such as PC with debugging done on hardware connected to it (essentially it was just like you do it today with micro-controllers) - this was the major difference.
So to sum it up console game programming is different from PC in following ways:
- All systems are identical - as such you can apply optimizations that would be too unsafe on PC. On the other hand you can't tell user to buy more RAM, faster CPU or graphics card - gameplay has to be smooth
- Console is embedded system and you develop on other system and then cross-compile - It is nothing unusual and in PC driver development such approach is used as well. This however makes independent game development difficult - you have to posses development kit to create games of commercial value on PC's you don't need anything like that
First rule: Don’t waste time as a tester.
Second rule: You have to first decide what is your main sector of expertise.
1. Code
2. 2D Art
3. 3D Art
4. Analytics
5. Business & marketing
6. Community management
7. Game design (need to know at minimum basics of all above)
Third rule: Then become so good in your sector that you can carry your own weight in a company. This can take long time, in my case 8
First rule: Don’t waste time as a tester.
Second rule: You have to first decide what is your main sector of expertise.
1. Code
2. 2D Art
3. 3D Art
4. Analytics
5. Business & marketing
6. Community management
7. Game design (need to know at minimum basics of all above)
Third rule: Then become so good in your sector that you can carry your own weight in a company. This can take long time, in my case 8 years.
BUT… Not sure if I should.. fine.
There is this ONE way however…
*pssst, come closer*
THIS IS THE SECRET CHEAT CODE. If somebody asks you didn’t hear this from me. It is somewhat unethical and one of the industrys most guarded secrets. If you claim I said this, I will deny everything. If you decide to try to pull this off, you do it with your own risk. I wont be responsible if you try and fail. Burn after reading.
One option to get into the industry fast, if you (or your parents) can afford it, is to aqu...
Learn a skill that allows you to contribute to game development, namely:
- Game Design
- 3D Modeling, rigging, texturing, animation…
- Programming
- Fine arts
- Music & Sound FX
Have a portfolio which showcases your strengths in a competitive manner. Show work first. Believe it or not, people who hire don’t care about the person at all; they want your work, not you.
If your thing is music, beware. There’s PLENTY of musicians offering their services for free, so it’s a crowded market. Don’t go in with high hopes.
Some mild marketing effort must be done before you can land your first gig, consider networking with
Learn a skill that allows you to contribute to game development, namely:
- Game Design
- 3D Modeling, rigging, texturing, animation…
- Programming
- Fine arts
- Music & Sound FX
Have a portfolio which showcases your strengths in a competitive manner. Show work first. Believe it or not, people who hire don’t care about the person at all; they want your work, not you.
If your thing is music, beware. There’s PLENTY of musicians offering their services for free, so it’s a crowded market. Don’t go in with high hopes.
Some mild marketing effort must be done before you can land your first gig, consider networking with fellow indie game developers, industry professionals and else. There’s lots of forums, Facebook groups and subreddits for that.
After you reach certain skill level/recognition in the community landing a job should be easy. From what I've seen most indie game developers are not very skilled which means the entry bar for those projects is low, so it shouldn't be too difficult. However, geographical constraints apply in most cases.
If you live in a third world country, the fastest way of getting to work on games is working for an outsourcing company. Your pay will be mediocre compared to the guys in the US, but at least you’re doing something that you like.
Good luck!
Now this is a story I love to tell….story of a mad but intriguing world known as games industry.
How do you get into any industry as an outsider ( to the industry ) ?
- Learn a commercial viable skill. Either formal education(if you can afford) or self taught.
- Sharpen your skills strong enough to be useful in the industry. Test your skills in fair comparison to someone in the industry.
- Network around. Get to know groups that are working in the industry. Infiltrate their hangout areas, get a mentor. Rub some of their skills off on you.
Those are some easy steps: now proceed to realism. - Measure yourse
Now this is a story I love to tell….story of a mad but intriguing world known as games industry.
How do you get into any industry as an outsider ( to the industry ) ?
- Learn a commercial viable skill. Either formal education(if you can afford) or self taught.
- Sharpen your skills strong enough to be useful in the industry. Test your skills in fair comparison to someone in the industry.
- Network around. Get to know groups that are working in the industry. Infiltrate their hangout areas, get a mentor. Rub some of their skills off on you.
Those are some easy steps: now proceed to realism. - Measure yourself to the bar of the expected skill level needed industry. It’s easy enough to overestimate your capability early on because you’re blind of the depth of the problems but yet focus on your initial achievements. This can lead to wild disillusionment that you have a special talent and that you’re a special flake ( news : very likely you’re not ). Some might argue this is good motivation , i have to disagree because of these reasons :
- Disillusionment is always bad , it makes you talk and think in different wavelength and you will disconnect yourself with valuable network.
- You will think that you are a special breed and are above reproach. Ultimately you will not improve yourself and go nowhere. - On the same measure , be realistic with your expectations , if you’re new, don’t expect to overtake the skill level of someone who have spent years in the industry.
Once you realistically measure yourself and fairly feel you’re ready. - Proceed commercially. As again; with any industry there’s always 3 choice:
- WORK FOR THE KING: To work for an established corporation; in which you gain valuable insight of how a large organisation ( in this case games studios ) function. You are likely to network with some of the top elites. You will most likely be handsomely paid if you can land a decent job. If you reach the top of the ladder you get to a superstar. Otherwise layoffs are also a reality.
- BE THE MERCHANT: Go the startup route. Start a dev team or go freelance. As with ANY industry , you are now officially partaking in a business venture ( with limited skills ) . So try to imagine the outcome of an average person who just learnt how to make a steak decides to run a restaurant. It’s not impossible , but you’re now competing with real people who have both skill , money , reputation and the will the destroy their competitors. In addition to cooking skill, you’re now dealing with hiring , managing , legal, real estate and a variety of other elements that are ready to jump at and smack you with a big bag of reality. So be realistic with the odds.
- ROAM THE WILDERNESS: Do voluntary work. Modding and hobbyist project is another way to start. Requirement to enter is nil. You’re most certainly welcomed in any corner, but don’t expect to be paid. Expect to burn tonnes of money and time in this barren land of the free folk. Once in a rare moment you will meet a pro or two. But tread carefully in this area , because of the anarchic nature of this district , nobody runs this place, there is no order. You might learn the wrong workflow, the wrong tools and nobody will correct you. You might get stuck here for the rest of your life ( dramatic music cue …). The good people have left for the King and Merchants. If you find a group of outcast that you can work with and are nice enough, hold on to them dearly, for they are your best bet to navigate this wilderness. But if you wake up one day with them pointing a gun at you, hey sorry man. ( Hey it Happens!! , it’s the wilderness after-all ). Perhaps one day you could navigate your way back to civilization and be worth your weight in gold. Sometimes the merchant and the king recruits from the wilderness , but don’t count on it.
You can get into indie development by finding a development community - either in person or online. They’ll be able to teach you the stuff you need to know and share ideas with you. If you’re in school or university you might be able to find a club or society.
If you don’t have a community behind you, and you don’t know anything about programming, a great place to start would be Game Maker Studio - it’s free software with a simple graphical interface that can be used to make really great games. There’s a pro version, but most of the important features are available on the free version. Undertal
You can get into indie development by finding a development community - either in person or online. They’ll be able to teach you the stuff you need to know and share ideas with you. If you’re in school or university you might be able to find a club or society.
If you don’t have a community behind you, and you don’t know anything about programming, a great place to start would be Game Maker Studio - it’s free software with a simple graphical interface that can be used to make really great games. There’s a pro version, but most of the important features are available on the free version. Undertale was made in Game Maker Studio.
Think about what sort of games you want to develop, and look into engines that work well for what you want. Unity and Unreal are probably the most popular engines with free versions.
If you want to start making money from it, one way to do it would be to get publicity by sharing games online (in-browser, or as a download on a forum), then take commissions or crowdfund a larger gaming project - note that if you’re using one of these engines you will need to purchase the pro version if you want to profit from the games you make.
If you have a particular interest in a game already, you could look at modding as an introduction into game development without having to build everything from scratch. You might also be able to find other fan projects like AI development - I did this with Starcraft, and wrote a simple bot that plays it (not very well, but still).
If you really want to be ambitious, you could learn a programming language, and then you won’t have to deal with an engine or framework someone else has made, and you can get the game to look and work exactly how you want it to, as long as you have the ability to code it. If you take this route, even if the game developer stuff doesn’t work out, you’ve still gained a skill which is in huge demand in industry.
No, not really.
Sequelitis
What you are going to see over time in the game industry, is exactly what we are seeing in Hollywood when it comes to cinema. Sequels, prequels, remakes, and rehashes of old stuff. Why innovate when you can update and slap something on the store shelves for consumers to consume every year?
Where’s the Money At?
If you look at the return for investment, it’s all established franchises that make money. Your GTAs, your AssCreeds, your God or Gears of War, etc. The next tier down is your movie games and merchandise games. Games crapped out in the nick of time to catch the
No, not really.
Sequelitis
What you are going to see over time in the game industry, is exactly what we are seeing in Hollywood when it comes to cinema. Sequels, prequels, remakes, and rehashes of old stuff. Why innovate when you can update and slap something on the store shelves for consumers to consume every year?
Where’s the Money At?
If you look at the return for investment, it’s all established franchises that make money. Your GTAs, your AssCreeds, your God or Gears of War, etc. The next tier down is your movie games and merchandise games. Games crapped out in the nick of time to catch the wave of fervor over a new movie. After that, AAA development is just a trash heap in the bargain bin of Gamestop.
Greater Costs Less Innovation
You can probably count interesting AAA games that aren’t a sequel or already part of a franchise from the last 5 years on one hand. If you can even think of one… The Last of Us… There you go, very fitting title too. But there’s a reason for that, and has a lot to do with the cost of development versus the potential return of investment if there isn’t an established audience.
Chasing the Audience
Much like a blockbuster movie, if there isn’t a built in audience already, throwing millions upon millions of dollars into the development of a AAA level title is absolutely prohibitive for any reasonable executive level producer to make. If they make a bad call, they not only lose their reputation (if not their job), but they potentially take out the entire game company that they let make it. Whatever the franchise is or was supposed to be will also be permanently laid to rest (Advent Rising anyone).
Marketing Can’t Innovate
So what happens? Marketing comes in and does surveys and gets reports on what people want. Guess what they want? They want things they can remember, because you can’t say you want something that doesn’t exist yet. Thus marketing is always right, and game devs are always wrong. The bigger the marketing department’s clout, the less innovation you get, until ultimately you have behemoth monsters like Ubisoft, Activision, and EA, mercilessly gobbling up existing franchises and murdering them by draining them of their essence and shitting on the remains.
Indentured Servitude
But seriously, why make AAA games when you can form a 3 man team and generate enough revenue on mobile games to remain sustainable permanently. Why chain yourself to a publisher that has an attached marketing department that will ultimately crap on anything innovative or new because they “don’t know how to market that.”
4K is Coming
AAA is going to go through another dark phase soon, as 4k becomes an actual big deal. The cost of developing assets is already astronomical. Requiring much higher resolution art is going to upend a number of studios. The end result will be further consolidation of project funding towards the chosen few studios and franchises that are proven to make money and innovation will become even harder to find in AAA.
Flee
If you’re a game dev and you enjoy making innovative games rather than rehashing and remaking old ideas and franchises… Stay away from AAA.
AAA games refers to games that push the envelope of what we think is possible in a video game.
The studios that make triple A games have already invested in the infrastructure, teams and knowledge resources necessary to make a triple A game and they will continue to make triple A games because that is their competitive advantage.
There is a huge demand for triple A titles and in fact these studios are not the ones that are at risk.
Today because of the online distribution channels available, it is easier to develop and market an independent game than ever before in history. However it is still mu
AAA games refers to games that push the envelope of what we think is possible in a video game.
The studios that make triple A games have already invested in the infrastructure, teams and knowledge resources necessary to make a triple A game and they will continue to make triple A games because that is their competitive advantage.
There is a huge demand for triple A titles and in fact these studios are not the ones that are at risk.
Today because of the online distribution channels available, it is easier to develop and market an independent game than ever before in history. However it is still much riskier to be an independent developer than a triple A title studio.