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Social games "industry" vs "1 shipped title"

polycounter lvl 14
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Zoid polycounter lvl 14
bit of a broad debate I suppose, seems like no real answer anyway

but at what point can working on Social games (browser based), without the same type of process as console/pc games, qualify in that job search resume requirement "must have worked on 1 shipped title"

finding mixed feelings on this subject

Is there much of a wall going from;
browser into traditional platform?
platform into browser?

Replies

  • slipsius
    Im actually curious about this too. I work on stuff for playstation home, so we dont do shipped games really. We put out items for players to buy.
  • ZacD
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    ZacD ngon master
    If you don't exactly fit the minimum requirements, don't be afraid to apply for the job anyway. The worse they can say is no. You could still be their best candidate skill wise and a better match for the job.
  • Fomori
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    Fomori polycounter lvl 12
    Yeah with so many games now digital only. Or on a small scale in terms of browser, social or app games, it seems like it should be a redundant term. Maybe "released" game would be better?
  • Thegodzero
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    Thegodzero polycounter lvl 18
    "must have worked on 1 shipped title"
    All that's for is to find out if your willing to stick things out for the whole dev cycle. Now if your dev cycle was three months or something equally crazy short and your wanting to get in at a company that has a 3+ year dev cycle they may take pause at that. Otherwise its all good.
  • Ghostscape
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    Ghostscape polycounter lvl 13
    Those sorts of restrictions have never been some sort of hard line carved in stone.

    If you feel your experience is equitable and it shows in your portfolio, then apply and you can make your case for it during the interview.
  • EarthQuake
    Generally the "must have X shipped titles" requirement on jobs postings is just to scare off the noobs. If you have awesome art, you don't really NEED that experience, but it helps.

    Its all about showing relevant skills though, as is the case with any resume in and job field, experience on lower spec games will make you more attractive to a company that does similar games. If you're applying to a studio that does high end games and you only have low spec titles on your resume and low spec art in your portfolio, you're certainly at a disadvantage. However, having *some* work experience is always better than none.
  • monster
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    monster polycounter
    From my perspective, if someone in the general public interacts with the software you helped develop, that's a shipped title. I have some friends that worked on Castleville for Facebook, and that's 100% real game development.
  • Ged
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    Ged interpolator
    Thegodzero wrote: »
    Now if your dev cycle was three months or something equally crazy short and your wanting to get in at a company that has a 3+ year dev cycle they may take pause at that. Otherwise its all good.

    Haha the dev cycle on most of the games Ive made at my work is 2 to 3 months and we have released more than 20 games in 2 years! Ive personally worked on nearly all those games and Im sure Ive learned shedloads that can be used in any part of the industry.

    Id say if you are confident in your ability to do the job then you may as well apply!
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