SIEGE 2012: Day One Recap
New friends, a wrong turn to Popeyes, and hard-won advice on breaking into games.
Day one for SIEGE was pretty interesting. I made some great new friends, met some industry legends, and had a ton of fun.
The first thing I learned at SIEGE 2012 is that when the new friends you just met say, “hey, let’s walk to Chick-fil-A,” just say no and drive. After what seemed like miles, cutting through a half-dozen parking lots, sliding down a hill, going the wrong way (twice), and crossing the interstate, all while carrying thirty-pound backpacks, we finally arrived at Popeyes Chicken. Yeah, we ended up somewhere completely different from where we intended to go, but anywhere with air conditioning and cold drinks was good enough. The good news was that the walk back was a lot quicker, and easier with a drink in hand.
The session I want to recap was “Breaking and Entering: Getting into the Game Industry,” featuring designer Joelle Silverio of CCP Games, designer Harrison Pink of Telltale Games, advisor Benjamin Cavallari of WB and Turbine, voice actress Ellen McLain, and freelance music composer Chris Rickwood. It was mainly a lecture for students, or for those who are professionally unemployed like my friend Nick, but ultimately there was a lot to take away even for those not in the game industry.
On the best advice you can give someone looking to get into the industry, Chris Rickwood kept it simple: “Do what you love.” If you don’t love it, then you shouldn’t be doing it; the game industry is a tough world, and if you don’t love it, you will wash out. Benjamin Cavallari added, “Craft to the team that you really want to work for.” Constantly work on your demo reels and present relevant information for the company you want to join. Don’t send a demo reel of tanks and guns if you’re applying to work on Turbine’s Lord of the Rings Online. Ellen McLain framed the same idea as “present the right material”: if you’re trying out for a role in a musical, don’t sing songs from a different musical, and the same goes for the game industry. Harrison Pink put the burden on the present: “If you want to be a game designer, be designing games now.” If you don’t want to do it now, then you shouldn’t want to do it as a job; constantly be building your portfolio and increasing your knowledge. And Joelle Silverio reminded everyone that “networking is key in this industry.” The game industry is relatively small, so always know other people and have a couple of other places you could apply if your project gets tanked. Knowing people in the industry can also give you creative ideas.
On what to expect in your first job, the panel did not sugarcoat it. Joelle Silverio warned of “high expectations; don’t expect to slide.” Harrison Pink advised, “Be flexible, be a collaborator.” Ellen McLain put it bluntly: “Game design is a team sport; if you want to do something on your own, be a concert pianist.” And Chris Rickwood offered the humbling truth that “the first thing you learn on your first job is that you know absolutely nothing.”
On goals and five-year plans, Joelle Silverio said that “knowing where you’re going will surprise you at how fast you get there,” while Ellen McLain kept it grounded: “If you’re happy in what you’re doing today, you will be happy in five years.” Benjamin Cavallari pushed back on the very idea of long-range planning in this field: “This industry is so volatile and so evolving, you’re training for jobs that don’t even exist yet. The industry is shifting so quickly, for us to project a five-year timeline… I don’t even know what’s coming around the corner.”
There was a lot to take away from this session, and almost all of it applies to any industry you’re in. I think Chris Rickwood said it best: “Do what you love.” No matter what field you’re in, if you follow that logic, you will be happy.