Internships with the Developers

Recommended Videos

Clinky

New member
Jan 5, 2012
212
0
0
I'm an art student considering one day working in games, namely in the field of visual development(Concept art, storyboarding, etc.) and I'm looking at internships to consider for the future for a little field experience. Unfortunately it seems that not all developer websites are so forthcoming with information, I'm also not entirely sure what some parts of it would consist of. Now I'm not in any major rush right this moment. Even if I thought I was ready I still got another year before I can be hired for an internship. Still... Can't hurt to start getting ideas.

The developers I have been looking at are listed below-

Valve
-Style is more realistic than I usually prefer so I'm not sure how they might take someone who prefers stylization... But I hear workers get good benefits so maybe it extends to interns? I still haven't found out wether they actually hire interns or not... Their job section doesn't say. I'll keep looking but if anyone knows I'd appreciate you saving me the trouble.
Insomniac Games
-A personal favorite, I love their style, the games they make, and just how they approach their games in general. I also certainly know that they hire interns. They also say that it doesn't have the 'stereotype' of interning: Grabbing coffee for the higher up and making copies of files. Rather that you are in fact working with the teams(at least partially.)
Double Fine
-Same reasons for Insomniac pretty much. They also seem to hire from internships relatively often so that is a good sign in terms of a future career (Actually I think Insomniac does this too). Another one that I know hire interns... Though what being one entails is a mystery to me at the moment.
Telltale Games
- Another good one in terms of style and general approach. Aren't as well known as the above but I still see them as pretty good. I haven't even seen a job page though. I only saw on their boards that they hire interns so I'm still not sure wether they hire regularly let alone interns.

At any rate... I was wondering if anyone out there who might have gone through an internship with a developer tell me how it is? Especially if you interned at the developers I mentioned. You can also make some suggestions, can't guarantee cause I'm feeling picky about this and I have other fields I'm looking at as well.

Captcha: 'Change yourself'- Don't start getting motivational on me.
 

Grygor

New member
Oct 26, 2010
326
0
0
Well, if you're looking for an internship, you aren't necessarily going to be able to be very choosy about where you intern. Game industry internships aren't quite as common as they are in other industries (and thank goodness for that, too), and internships at popular studios are going to be positively swamped with applicants. Also remember that, as an artist, your job prospects in the industry are far more reliant on your portfolio than your work history.

Finally, I can't stress enough the importance of networking. Consider joining the IGDA, especially if you live in an area with an active chapter, and participate in any events they may have. Attend the GDC. Do everything in your power to meet people in the industry - as with every industry, many if not most jobs and internships are filled without even being posted publicly, so the only way to find out about them is to know people.

Also, don't just assume that because a studio isn't advertising any internships, they have no internships to give. It never hurts to ask.

You'll probably also want to look more at game development-related sites for information and advice, rather than a gamers' forum such as this. Some places to look at include:
gamedev.net - note that the forum community here is primarily smaller indie developers and hobbyists. Also, the overwhelming majority of the forum activity is in the programming-related forums.
gamasutra.com - very good resource for industry news and insider information, also has job postings for when the time comes.
gamecareerguide.com - a sister site to Gamasutra that is geared specifically towards people like you who are looking to get into the industry, complete with forums.
 

Terminate421

New member
Jul 21, 2010
5,771
0
0
Ironically I am in the same interest as you, however, I am starting college in August.

The main idea is to focus on a portfolio, make yourself look better than most.
 

ThriKreen

New member
May 26, 2006
802
0
0
You could also look at joining a mod team of some sort and build up a portfolio for that project. Studios like to see personal initiative when it comes to gaining experience for the game dev process, as it means when you actually join, there's less ramp up time.

Internships might not be paid, so you might have to look at any local places so you can bum off the parental units for awhile.
 

Baldr

The Noble
Jan 6, 2010
1,739
0
0
The above info is dead on, I'll just reiterate:

At a popular studio you may be competing against hundreds of other applicants for very very few positions. Concept Artist have the most competition and the least amount of positions available in an art position. The most important thing is raw talent, can you do what they want you to do.(Portfolio, Portfolio, Portfolio) Then experience, have you been working on a team developing game, most interns at the popular studios have published at least a couple games as students or independent. Finally they want to meet you, they want to know your personality, that is why networking and talking with them is so important. I've seen more of my friends get considerations for internships by networking at GDC/industry parties that anything else.
 

Clinky

New member
Jan 5, 2012
212
0
0
Baldr said:
The above info is dead on, I'll just reiterate:

At a popular studio you may be competing against hundreds of other applicants for very very few positions. Concept Artist have the most competition and the least amount of positions available in an art position. The most important thing is raw talent, can you do what they want you to do.(Portfolio, Portfolio, Portfolio) Then experience, have you been working on a team developing game, most interns at the popular studios have published at least a couple games as students or independent. Finally they want to meet you, they want to know your personality, that is why networking and talking with them is so important. I've seen more of my friends get considerations for internships by networking at GDC/industry parties that anything else.
So raw talent is important?


I'm perfectly willing to work to improve but I don't consider myself to have much in the way of natural talent... Well I suppose it's more hard work to make up for that...(hopefully)

All that aside I appreciate all the advice from all of you, it's good to know. I didn't know gaming internships were so competitive in the artist section. I figured programming held that distinction. But eh, shows how much I know. XP Thankfully I have more interests outside gaming, I just happen to be focusing at this moment.
 

ThriKreen

New member
May 26, 2006
802
0
0
Gearabelle said:
I'm perfectly willing to work to improve but I don't consider myself to have much in the way of natural talent... Well I suppose it's more hard work to make up for that...(hopefully)

All that aside I appreciate all the advice from all of you, it's good to know. I didn't know gaming internships were so competitive in the artist section. I figured programming held that distinction. But eh, shows how much I know. XP Thankfully I have more interests outside gaming, I just happen to be focusing at this moment.
As with everything in the industry, it's 10% natural, 90% practice, practice, practice. A lot of people think that because they can draw a scribble on a piece of paper, makes them qualified to be a concept artist.

Key things to realize for concept art is that eventually a 3D modeler will have to take it and convert it from 2D to 3D, so knowing how things act in reality (as it were) would be beneficial. Things like knowing how a human body moves, so the costume for a character isn't totally outrageous (*coughSquareandFinalFantasycough*), or would result in a lot of clipping for their limbs, etc., etc.

You also need to be able to read the description as laid out by your lead or a writer, and visualize what they are trying to convey to the player. And be able to do it FAST. Get a tablet and Photoshop and do speed painting.

Picking up some 3D modeling experience would help, as well as learning to apply your 2D painting skills to also do textures when concept art duties are in low demand, will make you much more employable.