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You are Responsible for Your Own Career
 
"What are the six key things you can do to advance your career in the game business? From getting good game credits through efficient networking, Divide By Zero CTO Joe Ludwig provides practical advice in this handy opinion piece." The following is a response. Click HERE to read the original article.
 
December 10, 2008
By Eric M. Scharf
 
Extremely well-stated. If it were not for the fact that examples are often required to drill such a point home with many people, Joe probably could have gotten by with the last section of "Your Happiness Matters" and nothing more.

The one detail I would add, and the one that typically draws the most groans, is that none of Joe's solid guidance will truly matter unless you actually have the raw or refined talent that is useful to and within the games industry (natural or learned skills in public speaking, leading and planning for groups of people, creative and technical writing, high- and low-level programming, digital concept illustration, 3D graphics, graphic design, package design, product marketing, thorough software testing . . . and lots of will power). Even if you have marginal talent but plenty of promise and strong determination to not only work but thrive in a field that really intrigues you, then, that is a great first step in the right direction.

More so than ever before (and still regardless of the current state of the U.S. economy), people within the games industry need to remember, and people who want so desperately into the industry need to learn that "love of video games" or "playing video games with an almost unhealthy passion" cannot and should not be viewed as your lone meal ticket into the games industry.

There is a trickle down effect that, unfortunately, most people can only appreciate AFTER entering the industry, or any industry, for that matter. You are only as good as your weakest link, whether it be a part-time student / employee, an intern, or a junior staff employee. What you bring to the table upon entry in your chosen profession will either help, go unnoticed, or hurt your teammates, project, and employer, in that order.
 
This is less about "getting industry experience before entering the industry" and more about, again, "having that raw or refined skill, natural or learned, that can be plugged in almost immediately" so that you are a positive addition (even in a small, slowly-growing way) rather than a negative distraction, who keeps telling any of the now-concerned teammates who will listen about the ungodly amount of passion you feel towards video games.

Friends, passionate video game players, countrymen, lend me your ears: "Bring a real, tangible, useful skill set to the games industry table that enhances and supports, because (outside of acknowledged industry training) the alternative places an unnecessary burden on your teammates, directly affecting the quality of the product being constructed, and preventing your employer from being able (and willing) to reward you for your efforts."
 
Attempt to be the critical missing link in the chain of opportunity.
 
As Joe Ludwig originally stated: "You are responsible for your own career." This is still the land of opportunity (that you must seize for yourself), not the land of entitlement.

 
 
This response was posted directly to the public blog associated with the original Gamasutra.com article.