Exactly how integral is networking to the job acquisition process? Is it more valuable than actual skill itself? I was at a networking event not to long ago and a couple of professionals were having a heated debate on the matter; one argued that there are too many applications that lost daily and that one has an easier time getting in if they already know a couple of folks there. Another professional made a case stating that a solid reel was the way to go and that one with quality work will get recognized sooner or later.
What are your sentiments on this polycounters?
Also is it better to call in and ask about the status of one's application or wait for employers to call you? The second option rarely seems to bare fruit, I actually acquired my first position by calling in constantly though.
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I landed the job I have now with the help of some artists I knew through Polycount, and I know countless other people who could say the same. A buddy of mine was recently laid off, and the same day was already hearing of other opportunities from his contacts in the industry, so that kind of gives you an idea of how helpful it can be.
As for calling a studio about your application, if you had submitted an art test, or had otherwise been in contact with them before, it's perfectly acceptable to call them after a week or so to check up. If you simply filled out an application on their website, then calling them about it USUALLY won't do much good.
Inversely can saying a few rude things online sully one's repuation in the real world? Years ago there was once a person named snapesnogger who produced excellent work, but people seem to gang up on her and she lashed out a couple of times; that earned her a spot on some horrible dramatica site. Are online users more prone to forget or what?
Quoted for truth. Every full time job I've had, every serious lead I've had, every contract job I've had, has all been through people I know.
As far as what you said about getting into scuffles online, just don't be a douche. Simple as that. Treat people the way you want to be treated.
Prime example, I just got laid off late Monday evening. Several friends had tweeted, facebooked or podcasted my departure and by midnight, I already had 5 big name studios show interest in hiring me. This would NEVER happen without networking. One person makes a spark and that flame fans out across the entire network. I have soo many more choices this time around, versus last time I was unemployed. It's fantastic to know soo many great people.
seems rather small. Good contacts are the goal for each industry.
Think that the Gamesindustry has more a friends/family touch then others
and there might be the right contacts not bad.
Seen that. And I think it reflects badly on the studio. Even if the network-hire is a good guy it still feels wrong if you're someone who went thru the regular process.
This!
Networking might make things easier but it doesn't rule out people who are not insiders. Pretty much all of the jobs I got was by applying directly, without any referrals.
I've had people shove my work into the face of their HRs and art directors and tell em good things yet it never worked once.
Go figure.
Also... i got my first job from a friend from college. So its a really useful tool. Specially when you want to stand out from the rest of the artists that are competing for the same position. If someone vouches for them then they have better chances to get a call back.
But at the end of the day, a good portfolio is what seals the deal.
Back in the day you could go about talking casually on IM, but the barriers of facebook and the like seem to prevent it in this era.
Post work, send PMs, etc.
I didn't break into the industry with any networking - I did that strictly on the merits of my portfolio at the time, but my current job I got on another online forum. I was arguing with someone about something related to game development and then he made another post about how Ready At Dawn was hiring. I PMed him, he passed my resume and portfolio along and asked me if I was interested in moving into Production, as my current skillset and lead experience would make me a good fit. I had been wanting to move out of prop art for a while to get more of a bigger picture or multidisciplinary view of game development.
A handful of interviews later and I landed the job, and hopefully some of the polycounters here that I work with don't have too many terrible things to say about me
I know at least one polycounter here was recommended on the strength of his work via another polycounter.
It is really important to be visible in this community and demonstrate growth - it's OK to post terrible art, so long as you eventually grow and stop posting terrible art. Just by posting threads you'll be creating a presence that will help you when it comes time.
When I started my games career at Volition it was pretty eye-opening to see how many folks had polycount accounts, even though most of them lurked.
Something a lot of mediocre people will assume is that networking is a replacement for demonstrating skills, but it's been my experience that the only way to develop a leveragable network is actually to demonstrate skills and teach others as well. If you are kick ass people will want to help you succeed, and those people will become your network.
this!
valuemeal
Polycount is a very tight know community compared to other ones, with extremely helpful people.
While I don't help anyone to bypass our HR, I do give information freely to people who PM me about how to get into the industry, working as a tech-artist and working in China. I'm sure other polycounters are just as helpful as long as you're not trying to be obnoxious and annoying with requests
Also, go to GDC and Polycount meet-ups. If you ever see a thread of "Is anyone going to..." then that's a good opportunity to meet some people.
Post a lot and work hard on your stuff and you'll occasionally get the "Oh yeah, I remember that project, it was cool!"