hey guys , im applying for a QA role at sega (some of you probs seen the ads), and wondered if this step really is worth it (as a 'foot in the door').
I have a strong 2:1 Bsc degree in Games tech, but found my portfolio is weak (due to the course structure having Moar exams than practical....ok ok im not blaming anyone..). I guess it isnt permanent but i already have a p/t sales assist job in tailoring (random right). either way i needed to 'buy' time to strengthen ma skillz as im a broke graduate living away from home.
the sega job is a mon-fri , minimum wage shindig, odd hours.I am pretty enthuastic about QA but from what ive seen i have mixed views. And its not too far from me. What if starin at a screen all day saps ma energy for portfolio work?
any thoughts? any guys who been thru QA and managed to move up from there?
is it really just for college kids ?
Replies
Even if it does lead somewhere it probably won't be art related, if that's what you're after. If you're looking to play the bills while you work on your portfolio then it might be ok. I just wouldn't expect to bump into too many artists or get a chance to get your stuff noticed working in QA, most of those departments are miles if not continents away from the development teams. It MIGHT make the resume look slightly more impressive than having "Joes Gas N Go" and might offer some further insight into how one particular company creates its games but you probably already know most of that...
If you don't have anything else lined up that's more lucrative and offers more time to work on your skills, then its probably a good option.
It sounds like you're doing publisher QA and not in-house developer QA? In that case, you can pretty much forget about moving up into an assistant producer/manager role from QA, which is the most common form of QA->development movement.
Just be warned that it's highly unlikely that is actually fully true.
I've got a couple of friends who've been in and out of QA between jobs and it's not uncommon to work crazy hours, (not unlike most dev roles from what I've heard).
I'll quote one of said friends FaceBook status from yesterday:
'awesome, 15th day at work in a row'
And that's also at a AAA studio.
hopefuly thers like-minded people in the team and not just a bunch of kids wanting to play games.
Heres to hoping :poly131:
As others have said it's very difficult to "move up" inside the company to an artist position, BUT if you work hard on your portfolio and keep up the job search it can be a great job. I learned a lot about game development in QA and I spent my personal time refining my art and I always went to every company event to socialize with the developers and other areas of the company.
Through the connections I made at company parties, and thanks to my portfolio which I kept working on, I eventually landed my first art job.
One thing I will tell you now, you WILL work 80 hour weeks, and you won't want to work on personal stuff when you get off a 12 hour shift. Take advantage of 8 hour days and work on your portfolio now while you still have the energy. Also when you get laid off (and you will) use that time to dive deep into your portfolio while waiting for the call back for the next QA project.
TLDR - Do it, QA can be a great learning experience and a great way to make connections inside the industry.
Also maybe you can learn something about, well, QA! Quality is still a BIG issues in many studios - next to bad planning it's probably the #1 source for wasted time. I've never worked in QA, but who knows, maybe you can learn some methods which you can employ in other fields such as art, making your life easier when you got the job you really want. Good luck!
Art is the 2nd department to get let go
We've had some QA guys go on to scripting / level design jobs, production, outsource management, sound design, and art jobs.
Hell, one of our old QA guys got into art and eventually moved on to Bungie where he worked on Halo ODST and Reach.
It can happen, but you need to have the skills to move on.
QA is also forced to work tons of hours, especially near the end of the project and that wont leave you time to do art. And your not going to become a better artist testing a game.
I just feel that QA moving up to a design position makes some sense and is more feasible as you are working with the mechanics of the game and the designers every day. Really you wont have much interaction with the artists unless they are trying to fix one of the millions of bugs you will assign to them forcing them to stop polishing to fix it! Honestly rocks that sound like metal when you shoot them in a multiplayer level isnt that important... ha
If you shine give good criticism and try to understand and help come up with fixes rather than pointing out xyz is broken again please please fix then you will do just fine!
If you show that your willing to learn why things work/break ingame that alone should raise a few eyebrows..
Best of luck!
It'll look good on a CV at least though to have a nice company name listed, which may help you in the future.
SSquir33, you ask whether i will sap your energy for portfolio work...it will I'd say, very much so, and it'll take some dedication to make sure it doesn't. If you're on the 7am-3pm there then I believe you'll be able to make that time, but the other two shift times, not so much.
All the best with it if you end up there.
Design is to a skilled department! :poly141:
Hear! Hear!
I guess you didnt read the line "This isnt to say design isnt a skilled department"