You want to make it as easy on them as possible. A recruiter at a big studio will often read dozens, if not hundreds of resumes a week. Remember, you’re trying to make it easy for the reader to know exactly what you did without having to read extra words. Here’s how I would rewrite your “Warriors and Serfs” section: I’m trying to determine if you can do the job, so I only care about what you did on the project (not your teammates) and how those duties are relevant to the job I am hiring for. I’m not looking for a game recommendation to play this weekend. Since you probably didn’t commercially release these, you can probably just use special key words like Unreal Engine 4 or Unity in place of Platform.Īlso, don’t add a description of the game itself. You’re about to list them all anyway, so why make me read extra words if I don’t have to? Next, you should probably use the same template I suggested above for these as well. You can probably drop the introductory text. You might want to call this section “Personal Game Projects” to differentiate it from your paid work experience. It isn’t a deal breaker, but it doesn’t really make me feel positively either. I’m also not entirely convinced that I want hyperlinks here, especially since you have a portfolio website linked above in your contact information block (redacted here for privacy). QA and bug fixing (ed: would like a little more about what exactly this entails).Family relationships (ed: maybe mention you worked on the UI portion, if I am reading this right).Refactored and debugged core game mechanics.You should notice that it provides most of the relevant information about the job without needing to read too much.įor example, I’d rewrite your work at Hanse like this: Here’s a template I use in my own resume. Most good resumes today primarily use bullet points. Prose makes me have to wade through it before I can find out whether you’re worth calling back. If I’m in HR/recruiting, I have a list of key words I’m looking for in the resumes I read. Your work experience portion is a little too wordy here too. But if you were hired on as a permanent employee only to be let go six weeks later, that might be cause for alarm. If you had a job title on there like “Intern”, it wouldn’t raise the red flag because we know interns tend to be temporary. Most studios don’t hire people for only six weeks unless they fire them. So the big thing that is a potential red flag is that you worked for only six weeks on Hanse. It doesn’t have to be a complete sentence, it should just tell me you are looking for the job I am hiring for. Try to pare it down to something like “Gameplay programming position with emphasis on collaboration with art/design team”. You’re not applying for a design position, and it is unlikely they will consider you for one if you apply as a gameplay programmer. The objective isn’t bad, but it’s a little too wordy. The best way to do that is by showing us you’ve already done it in various forms. X years is almost never an absolute requirement, as long as you can prove that you can do the job. We can put aside the “3+ years of professional experience” for now. Here is an actual gameplay programmer job requirements that Funcom posted recently on Gamasutra:
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