Some feedback for #gamejobs applicants (a thread):
#gamejobs applicants – You really need to include a resume and portfolio in our submission to companies.

Show us your work, and have people aggressively curate your portfolio to show your best work. (People who know their stuff, and maybe don't love you.)
#gamejobs applicants – I don't need to see your history of how you've grown since your back-of-notebook-metal-sketches-from-third-period-history.

I need to see where you are now. I take it as a given you've grown as a professional, and my job is to help you grow even more.
#gamejobs applicants – This portfolio requirement is for pretty much every discipline; we need to see your work. There are challenges with work you can't show, but you should have things you create on your own that you can. Talk with potential employers about help you need here.
#gamejobs applicants – Portfolio avenues include ArtStation, DeviantArt, Tumbler, Medium, GitHub, your own web sites, etc.
#gamejobs applicants – I really want to know how you contributed. It's not good to have a AAA animated model in your portfolio for an animation gig, and during discussion I find out your part was you whiteboarded a sketch.
#gamejobs applicants – Understanding how you contributed helps us assess your skills & growth, & collaboration. Call out your work ("created initial Mudbox model and re-top'd to to get in-game"), special skills (technical rigging), & credit colleagues for the parts you didn't do.
#gamejobs applicants – Know the work you represent in your CV/resume/portfolio.

It is not good to apply for a graphics/rendering engineering position, have an OpenGL example in your GitHub, not understand the example, & not be able to walk through / describe the render pipeline.
#gamejobs applicants – Be technical (VERY technical).

All disciplines require increasing technical aptitude as games get more complex. The more technical you are, even (& especially) as a designer, artist, producer, etc., the more opportunities you create for you and your team.
#gamejobs applicants – Working with Unreal Engine? Love you.

Engineers: Build the engine, customize, extend, & carve away.

Designers: Build well-formed, extensible, inheritable, etc. Blueprints; understand components.

Content: Know the details of pipeline, materials, budgets.
#gamejobs applicants – Console development is low-level C++, including modern C++. Proprietary engines, and commercial engines like Unreal Engine, require this.

Don't have C++? Talk to us about your compiled and interpreted languages experience and expertise, and where it maps.
#gamejobs applicants – Match the requirements posted for roles. Companies like ours have tiny lists of min-set requirements. We work really hard to work with non-matching applicants to explore where there could be a match. Other companies don't, and if we're too busy, we can't.
#gamejobs applicants – Have a professional email. Email handles made of crass jokes, marginalizing language, poor taste, etc. block your consideration.
#gamejobs applicants – "Give me chance" means if you're not a match, we find the intersection of our needs and your passion and passionately doing the work to make yourself a match.

"Give me a chance" does not mean "Give you a pass."

Tools are free. Go get them. Make things.
#gamejobs applicants – We are your fans.

We WANT to hire you. We want to add to our amazing teams with fascinating, diverse people making our culture, project, & company successful.

Studios like us aren't looking for bodies or your next gig. We're growing you as a professional.
#gamejobs applicants – Hope this is helpful.

Ask questions!
And, yes, @EnduringGames is hiring. A lot.

(A lot a lot.)

enduring.games/jobs/

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