The game industry has come a long way since the days of Pong and Space Invaders. Today, it’s a multi-billion dollar industry — and it continues to grow year after year.

But despite its popularity, there are still so many misconceptions about game development and the people who do it. From the belief that game development requires a degree, to the misconception that it’s for young males only, let’s take a few minutes to debunk the worst myths about game development, once and for all.

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How do history’s best game designers overcome creative setbacks?

Like any artistic process, game design is hard. Sometimes, really hard. And if bringing a completely new game into the world isn’t daunting enough, many designers struggle with the daily setbacks that go hand-in-hand with all forms of creative risk-taking.

So when you see the accomplishments of the game industry’s top game designers — people like Hideo Kojima (Metal Gear), Richard Garriott (Ultima), Will Wright (The Sims), and other greats — it’s easy to imagine them as game design “gods” who created their masterworks with a supernatural confidence that could only arise from natural-born talent.

But here’s the truth: Everyone doing meaningful creative work will, eventually, crash headlong into seemingly-impossible challenges. The struggle to overcome them can be long and painful, and sometimes leads to discouragement or even bouts of depression. Read more »

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For game developers, job burnout can be a real risk.

So you’ve been working extra hours lately — a lot of extra hours, actually — trying hard to finish and launch your new game. You’re living the dream, building a game you love, working with a team of people you adore… so why do you feel so anxious? Why are you having trouble sleeping at night? Why do you feel so irritable with your friends, your family, and yourself?

This feeling has a name: it’s called burnout. To some, burnout is the game industry’s dirty little secret. Driven by a deep passion to create the best game under seemingly-impossible deadlines, the hours can get long and, for some developers, burnout can become a real risk.

Fortunately, burnout is easy to spot if you know how to read the signs. And once you spot it, there are simple steps to pull out of the nosedive and get back to a happy place before you rage-quit. In this article, professional job coach Edward Mellett teaches you how to spot burnout, and offers advice on how to get things back under control. Read more »

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An artist building an online portfolio website
Which online portfolio site is right for you… and your budget?

Every artist needs an online art portfolio. Whether you’re applying to art schools or applying for a job, your artist portfolio site is your key to success.

But what if you don’t know how to build a website from scratch? Fortunately, it’s no longer 1995 — you don’t need to learn code to build a website. Instead, use one of the artist portfolio sites we’ve analyzed in this article. Each one lets you to build an online portfolio using pre-made templates, and then customize the look and layout using simple drag and drop.

But here’s the catch: There are currently seventeen (seventeen!) popular artist portfolio sites to choose from. They’re all pretty good, but they all offer a different mix of features and pricing, so it’s hard to compare them. Which one is the best for you? Read more »

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This is one of more than 30 interviews with professional game developers. For more, visit Which game job is right for you?.

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What’s Eliott Lilly’s secret recipe for getting attention and standing out as a concept artist?

Eliott Lilly is a concept artist working as a freelancer in the video game industry, with credits on heavy-hitting franchises including DOOM, F.E.A.R, and Black Ops. It takes hard work and persistence to achieve success as a concept artist, but it also takes dedicated mentorship (Eliott was personally trained by Donato Giancola) — and that’s why he’s paying it forward by mentoring thousands of aspiring concept artists through his books and his website, BigBadWorldOfConceptArt.com.

We spoke with Eliott to learn how new concept artists can start their careers and stand out from the crowd, and build their own success in the big bad world of concept art. Read more »

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After four years of research and over a year of writing, editing, and re-writing, I’m thrilled to announce that my new book Start Your Video Game Career is finally complete, and available for purchase!

Start Your Video Game Career, by Jason W. Bay

Click here to buy Start Your Video Game Career now!

This book is a big deal for me personally, since it’s the most in-depth book I’ve ever written. More importantly, I think it will be a powerful tool for you, because it’s packed full of knowledge, guidance, and inspiration to help you start your own successful career in the video game industry. Read more »

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Profile photo of John Dennis, video game designer writer
John Dennis wants to know: Could writing for video games be your cup of tea?

What does it take to become a Video Game Writer, and how is writing for games different from linear media like books and film? How can a game writer create a story with endless possibilities, adapting to any choice a player might make — whether expected or unexpected?

Those question (and more) are answered today by John Dennis, who has worked in the game industry over 20 years on diverse titles from the beloved Worms franchise to the mega-hit Call of Duty series. He’s currently a tutor at Arvon academy for their course, Writing for Games: The Art and Business of Creating Interactive Narratives.

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"I can't tell you how many times I get told no, it just makes me try harder every time someone says I can't do something. Find a way."
“It just makes me try harder every time someone says I can’t do something. Find a way.”

The following blog post was written by Kristofor Durrschmidt, co-founder, CEO and creative director of Crazy Viking Studios, an indie game development shop in the Seattle area.

Kris Durrschmidt: As a kid whose imagination exploded playing Atari 2600 and reading Conan the Barbarian comics, I never thought in a million years that I would be exactly where I am today, living this crazy dream where I get to make fun things that millions upon millions of people have played (and hopefully enjoyed).

It was not a direct path. These are jobs I have held, in chronological order, with life-long aspirations of working in Comic Books and/or Video Games. There is a reason I am sharing all this information, I will explain at the bottom. Read more »

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