Train2Game news: Dead Space story producer Chuck Beaver on getting into the industry

Dead Space 2 Train2Game blog image

Train2Game students looking to get a job in the industry should regularly practice their skills and take up modding. That’s according to brilliantly named Dead Space story producer Chuck Beaver.

“I would say practice, practice, practice. Write entire stories for mods on any software you can, and implement them using something like Half-Life’s source code.” he said in EA’s latest breaking into the industry feature, echoing what Valve’s Chet Faliszek and id’s Tim Willits have previously told The Train2Game Blog.

“Oh, and buy and devour Robert McKee’s book called Story. It is the fundamental bible on how to write.” he added.

For those who have eyes on becoming a producer, the Dead Space man suggested internships are the best way forward.

“You need to get in the door as a Producer, so take internships as a Production Assistant in game companies. Learn the ropes of project management, working with creatives, and game making in general, so you can apply your writing training appropriately.” he said, before adding that a game design course is valuable for becoming a writer.

“I would also take game design courses, so you can know what you’re talking about, know the medium you’ll be managing, what its limitations are, etc. That is critical.” Beaver concluded.

The full interview with Dead Space story producer Chuck Beaver is over at EA’s The Beat blog.

Kingdoms of Amular: Reckoning Producer Benjamin Smith, Dead Space 2 game designer Brian Bartram, and EA Environment Artist Phillip Simmons are among those that have previously spoken to EA’s The Beat, providing advice on how to get into the industry.

What are your thoughts on Chuck Beaver’s advice on getting into the industry? Do you mod?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game news: EA’s advice on getting your first job in the games industry

Train2Game students can get some useful advice on getting a job in the games industry, in the latest instalment of EA’s ‘Breaking into the industry’ feature.

It provides advice from EA University Relations Specialist Iris Lin on how to get noticed when looking for that first job, even if you don’t have any ‘real-life’ experience of working in a games development studio.

“We understand that the majority of students don’t have any real life experience so early on in their careers, so details on school projects are very important.” said Lin discussing how to get noticed as a school leaver.

“Showing an interest in the gaming industry is important as well. Activities they are involved with outside of school are important too, such as game clubs and conferences and seminars they attend.”

She added that being patient and hardworking are key to securing that all important first job in the industry.

“Start with something little and build a strong foundation of your craft. It doesn’t matter if you are a software engineer or an artist.” said Lin.

“Be patient and don’t be discouraged by the rejections. No one is great overnight. Have an open mind and be a hard-working person, and with a great attitude you will get far.” the University Relations Specialist added.

The full Breaking into the Industry feature with Iris Lin is right here on the EA website.

Kingdoms of Amular: Reckoning Producer Benjamin Smith, Dead Space 2 game designer Brian Bartram, and EA Environment Artist Phillip Simmons are among those that have previously spoken to The EA blog, providing advice on how to get into the industry.

There’s more advice from industry professionals on getting into the industry right here on The Train2Game Blog.

As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game news: EA Play4Free producer Eduard Roehrich on breaking into the industry

Train2Game students with ambitions to become a producer will certainly find this post interesting, as EA Play4Free group producer Eduard Roehrich offers advice on how to get into that specific role.

“I believe that the most important thing is probably to try developing an instinct about what kinds of games people like to play.” he said in the latest instalment of EA’s ‘Breaking into the Industry’ features.

“As a Producer you’re going to be asked to make a lot of decisions, and ideally you should make as many of them as you possibly can with the gamers’ interests in mind. This is just a small part of a big puzzle, but there is a lot of helpful advice out there and many puzzle pieces to be found.”

Roehrich added that to be a good producer, you need to have a simple grasp all elements of game development.

“You should get a basic insight into as many fields of game development as possible, like coding, art, game design, QA, project management, sound, etc.” he said.

“You’re never going to be an expert in any of them, but you’re expected to bring all of these people together to create something extraordinary, so you’ll have to understand what these highly talented people will be telling you in order to make informed decisions on what to do.” the EA producer added.

The full interview is available on the EA News website.

Kingdoms of Amular: Reckoning Producer Benjamin Smith, Dead Space 2 game designer Brian Bartram, and EA Environment Artist Phillip Simmons are among those that have previously spoken to The EA blog, providing advice on how to get into the industry.

There’s more advice from industry professionals on getting into the industry right here on The Train2Game Blog.

What are your thoughts on Roehrich’s advice?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game news: EA Creative Director offers advice on getting ahead in the industry

Train2Game Blog readers may be familiar with our coverage of EA’s Breaking Into The Industry series, which sees experienced, established names talking about the job they do and offering advice on getting into the industry.

The latest in the EA series sees EA Partners Creative Director David Luoto – who has worked on titles including Road Rash and James Bond games – take the spotlight, as he offers advice on how to get ahead in the industry. 

He’s specifically talking about how to become a Creative Director, but Luoto’s advice also provides hints on how to become a great member of any game development team.

“Some practical advice – any design role is about mediating between fundamentally opposed goals. It’s all too easy for an aspiring designer to think, “The designer is the one who gets to say what the game is!” While it’s trivially true that the designer is responsible for planning, the challenge of the role is to successfully moderate among many competing interests.” said Luoto

“To use an analogy… An architect may have a great vision, but the project is built within the context of many conflicting goals: the intended use of the building, the amount of money to be invested, the materials used, structural engineering limits, the image the client wants to project, etc. So my advice is to cultivate your ability to listen and moderate, because it’s one big balancing act.” he continued, before adding that it’s a great time to be a game developer.

“I’ll also add this: Interactive entertainment is an incredibly interesting art form that is continuing to evolve. It’s a great time to be in the industry, and there are all sorts of ways to be involved in this business if you have the drive and aptitude. Dream big.” Luoto concluded.

Kingdoms of Amular: Reckoning Producer Benjamin Smith, Dead Space 2 game designer Brian Bartram, and EA Environment Artist Phillip Simmons are among those that have previously spoken to The EA blog, providing advice on how to get into the industry. 

EA are keen to hear from you if you’ve got a specific video game job you’d like to hear more about, so if you’re interested, leave a comment at the bottom of their latest post.

As usual, leave your thoughts here on The Train2Game Blog, or on the Train2Game forum.

Train2Game news: Kingdoms of Amular: Reckoning producer on getting into the industry

Train2Game students who want to get into the production side of the games industry could do worse than to take advice from someone working in that position for EA.

And in the latest post of EA’s ‘Breaking into the industry’ series, EA Partners Producer Benjamin Smith – who most recently worked on Kingdoms of Amular: Reckoning – says that aspiring producers need to know why a game is good or bad, in addition to being good communicators.

“In Production, you should know what is and isn’t a good game at a mechanics level – not just a game level – because you need to understand why a particular game is good. But you should also be good at process. Organized. Articulate. This is a relationship job and a relationship business.” he responded to the question of what advice he’d give to aspiring producers.

The whole interview should be very interest to Train2Game students, and Smith even details how he began working for EA as a tester. Read the whole thing in full on the EA website.

The useful EA web series has already provided some great advice to Train2Game students, with Dead Space 2 game designer Brian Bartram, and EA Environment Artist Phillip Simmons both having previously shared their tips for breaking into the industry.

The Train2Game Blog recently spoke to UFC Undisupted 3 Senior Designer Wes Bunn, who also provided Train2Game students with advice on how to get a job in the games industry.

So, have you thought about becoming a Producer in future? What do you think of Smith’s advice?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.