Celtic Heroes

The Official Forum for Celtic Heroes, the 3D MMORPG for iOS and Android Devices

Re: Working for OTM?

#11
Being small/indie doesn't prevent you from taking on interns. Not sure if we'll have internships, but never hurts to check the careers site occasionally.
My bad for jumping into conclusions xD

I already saw the post Schwing linked, it's nice to see someone asked about it recently, I have one question if you don't mind, how much skill is "enough" for a junior / entry position? basic knowledge? a year of experience?

I know it's kind of a vague question, but if you could give us a bit of an insight of what OTM looks for when looking at portfolios would be awesome!

Re: Working for OTM?

#12
Being small/indie doesn't prevent you from taking on interns. Not sure if we'll have internships, but never hurts to check the careers site occasionally.
My bad for jumping into conclusions xD

I already saw the post Schwing linked, it's nice to see someone asked about it recently, I have one question if you don't mind, how much skill is "enough" for a junior / entry position? basic knowledge? a year of experience?

I know it's kind of a vague question, but if you could give us a bit of an insight of what OTM looks for when looking at portfolios would be awesome!
It would vary role to role. While some junior/entry level positions may require some experience, it could be possible that others will be looking for talent, skill set, and drive. I started as a QA tester years ago. I had zero experience. My first community position I had zero experience. I had never been on a forum. I didn't have a Twitter. I had no clue what a content creator was. Now, I have established a number of communities from small to large across platforms. I've helped increase followings and engagement on social media for companies. I have even given a talk to C+ level and higher folks about working with content creators as a small developer.

I was really blessed to work with some amazingly talented people early in my career and that those people gave me a chance. HR actually passed on my resume (for a past job they didn't like) for my first community role. Luckily since I was already in the company, someone in that dept. passed it along to the hiring manager anyway. I was hired off of the skill set provided by my education and my eagerness/willingness to learn. I still reach out and ask for help all the time. My colleagues over the years have become not only friends but family.

Guess that was more info than what you were asking. Also, super happy to answer any questions about getting into the industry, but we should move this to off-topic since it isn't really gameplay discussion.

Re: Working for OTM?

#14
Guess that was more info than what you were asking. Also, super happy to answer any questions about getting into the industry, but we should move this to off-topic since it isn't really gameplay discussion.
Sharing that with us was super nice!

I think anyone who has applied for a Junior position in any job have asked themselves at some point if they're good enough for it, I believe it's a fair question to ourselves, makes us focus and think where we can improve and should work on :)

I'd need to work on stuff oriented to the game industry for my portfolio, then I could try applying to OTM for a 3D artist position (or similar) if a vacancy ever opens up, but I believe none of that is any time soon lol

Re: Working for OTM?

#15
Guess that was more info than what you were asking. Also, super happy to answer any questions about getting into the industry, but we should move this to off-topic since it isn't really gameplay discussion.
Sharing that with us was super nice!

I think anyone who has applied for a Junior position in any job have asked themselves at some point if they're good enough for it, I believe it's a fair question to ourselves, makes us focus and think where we can improve and should work on :)

I'd need to work on stuff oriented to the game industry for my portfolio, then I could try applying to OTM for a 3D artist position (or similar) if a vacancy ever opens up, but I believe none of that is any time soon lol
Honestly, the best advice I could give you is APPLY, APPLY, APPLY! Even if you don't think you're good enough, do it anyway! You miss 100% of the chances you don't take. The worst thing that can happen is they'll say no. Guess what, then you are in the exact same position. Nothing changed. I will tell you too, that a lot of companies have auto-filters for keywords in their system. That means that your application can get put in the "no" category before anyone ever sees it. So don't take a no as you aren't good enough or you don't deserve it. Just keep applying until someone gives you a chance.

Re: Working for OTM?

#16
Guess that was more info than what you were asking. Also, super happy to answer any questions about getting into the industry, but we should move this to off-topic since it isn't really gameplay discussion.
Sharing that with us was super nice!

I think anyone who has applied for a Junior position in any job have asked themselves at some point if they're good enough for it, I believe it's a fair question to ourselves, makes us focus and think where we can improve and should work on :)

I'd need to work on stuff oriented to the game industry for my portfolio, then I could try applying to OTM for a 3D artist position (or similar) if a vacancy ever opens up, but I believe none of that is any time soon lol
Honestly, the best advice I could give you is APPLY, APPLY, APPLY! Even if you don't think you're good enough, do it anyway! You miss 100% of the chances you don't take. The worst thing that can happen is they'll say no. Guess what, then you are in the exact same position. Nothing changed. I will tell you too, that a lot of companies have auto-filters for keywords in their system. That means that your application can get put in the "no" category before anyone ever sees it. So don't take a no as you aren't good enough or you don't deserve it. Just keep applying until someone gives you a chance.
This quote will be my motivation for future jobs now!

Re: Working for OTM?

#17
The games industry can be quite a tricky and opaque industry to try and get into. Firstly, as it is quite a niche job, and secondly as we tend to be quite reserved to the public in how we go around making games (as opposed to TV & Film how they will frequently publicly talk about their process).
When looking at “where to start”, it is best to break down what the roles in the industry are. So, looking at the “core dev team”:

Design:
This is quite a range of tasks and job capabilities, which roughly fall under the umbrella “Designer”, this then splits into selection of sub specialisations. A level designer might look at the movement, obstacles, layout and flow of a stage or mission. While gameplay designers will focus on aspects such as “combat” or “balance”. Feature designers will consider logic for a feature as well as what User Interface implications it will have. This role can vary from studio to studio, and with smaller and more agile indie and mobile teams, designers are expected to jump between speciation’s day to day. While not role critical, designers are expected to have a basic understanding of programming and art as they will work closely with programmers and artists.

Programmers/Coder/Engineers:
The masters of making things work. Programmers will work alongside designers to implement new features or game mechanics. Other times they can find themselves working with art to improve the pipeline of getting art into the game. Programmers on some multiplayer games might specialise in creating and running servers & net code. Other programmers might specialise in “tool creation”, making applications for designers to use to create objects & units for the game. While programming in general shares the same roots and building blocks, we require some game specific specialisations which programmers constantly improve on.

Art:
They make everything you “See”. Art, like design, is quite an umbrella term. And more so than other disciplines have career specialisations. For example, you have 3D artists who model characters and objects, 2d artists might look at traditional 2d art or textures. Animators can work with 3 models and bring them to life, or look at frame by frame 2d animations in sprite based games. An often-overlooked discipline (and vital in mobile) are User Interface artists. Elsewhere an artist might look ad particle effects, livening up the animations. In smaller teams you will find more “art generalists” who can work with multiple disciplines, but in a team, we will always work to everyone’s strengths and time scales.

These roles are very specialised, and do require a fair bit of knowledge of the games production process before joining the industry (even at a junior role). Most people will come from university, and these days will have come from very games specific courses. But that’s not to say everyone will have to come from a “game degree”, some of the most senior Designers in the industry have come from architecture courses or migrated from programming. Of course, there are other roles, vital to games, such as production, community, support and audio. But for now I hope this overview helps.

This industry is very obscure to most, and require a lot of dedication and talent to be able to make it into your first job. Every project you work on is a labour of love and takes a lot of effort and problem solving to come to fruition. But if you are really keen on making it, I think the first step would be consider higher education and see what is available as your first steps towards the industry.

Re: Working for OTM?

#18
But for now I hope this overview helps, this industry is very obscure to most, and require a lot of dedication and talent to be able to make it into your first job.
Woah, thank you for the huge input!

Yea it's not easy, for example regarding the Art positions, I often visit other forums such as Polycount and CGSociety, there's a lot of talented people across the world, everyone is raising the bar of what's needed to make it into the industry.

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