I've just been through a lot of showreels. None of the following is new information. These are all basic, easily fixable issues that came up multiple times. #GameAudio 🧵
- Do not make anyone search for your reel. Provide a link that goes right to it.
1/8
- Put the link wherever you can; on your CV, on your cover letter and on the box on the application form that says 'Website'. Make it blatantly obvious. I think only around 25% of applicants had a hyperlink that went straight to a reel.
2/8
- Host on YouTube or Vimeo. There were reels with players that could not be fast fwd/rewound, or fullscreened. This makes my job so much harder, and it makes you look (and sound) bad. One random player refused to play more than 10 seconds of a reel.
3/8
- Do not put your <UE game/student project/indie project> in your main reel. It needs contextualising. You need to tell me how you implemented the sounds, and show me the blueprints/Wwise session. Otherwise it is worthless. In every case it did not sound good.
4/8
- Having a second reel where you break down your main reel, or a UE/Unity/GameJam implementation is great! Gently signpost me to it. In some cases having a video like this made up somewhat for an under par main reel.
5/8
- 10% of reels had a blatantly obvious click in them, often where two videos had been edited together. Get someone to proof-listen to your work, on headphones. If you get an interview, (from experience) you will be roasted for that click.
6/8
- Lots of reels had bad video edits, for instance cutting in the middle of action. Don't do this.
- Lots of edits were too short.
- Don't include tests for other jobs.
- I saw repeated clips that were part of uni courses - I don't want to see Chilarity again.
7/8
- Attention to detail. So many reels had blatantly obvious missing sounds. Again, proof-listen with your peers, play your reel to as many trusted people as you can. Send it to a developer! We might have time to listen.
8/8
• • •
Missing some Tweet in this thread? You can try to
force a refresh