So you've just been made redundant ...
News from Yug - Wednesday, 21 October 2009 @ 7:28pm
Following on from the news earlier today about Transmission Games going under, I thought I'd try and be a bit more proactive regarding the bad news. This time instead of just reporting on a studio closing down and that's it, I wanted to seek out some advice from an industry professional who have been though this sort of thing before, and came out clean on the other side, and to ask what advice they can offer for the newly unemployed game developer.
Enter Morgan Jaffit, previously the Associate Creative Director at the now closed down Pandemic Studios Australia, he's now involved with more independants (including Curious Bear and the recently released Cluck It! iPhone game) than you can shake a stick at through his Impossible Changing Brain Foundation aka ICBF ... which I'm convinced initially stood for 'I Can't Be Fucked', but probably doesn't sound like a very professional title.
So, I heard from Yug that there’s more bad news in the Australian industry, and he asked if I could give some advice to anyone going through a studio closure. Given I was part of Pandemic Australia, which closed earlier this year, I’ve got some insight into what it feels like, and also what the picture can be like some time after.
First off, for anyone going through this sort of thing, it feels like shit. It feels bad when you have a project you may have sunk years of your life into cancelled. It’s even worse when you lose a job. Worse still when the studio you’ve been working for isn’t even around afterwards. So, feeling pissed off is natural.
However, there’s some hope – these are some options I’d consider following up, and some little pieces of advice.
1. First and foremost, live as cheap as you can. Cut your expenses, and make any cash you have last.
2. There are govt programs that allow you to start a business and collect the dole while you do so (for the first six months or something?) – I’m not sure of the details, but I do know that there are a couple of successful indies who started this way. It’s a great way to keep a little cash rolling in while you build something.
3. Consider how much time you have to work on a project – how long can you plug away at something before you need to be getting an income? Try and scope a project that excites you that you could build in that period. We’re lucky enough to have some real distribution options that don’t require you to go through the major publishers (iPhone, Steam, etc) which means you could see a real return on your investment.
4. If you are going to make a game on your own, make it something you’re passionate about. You’re not often going to get the chance to do something completely free of corporate influence – now’s the opportunity.
5. Update your status on the various social networks, stressing that you’re available for short + long term gigs. Also, let people know what you do – I could be following you on twitter, but not be sure whether you’re an animation specialist, or a texture artist. Just seeing you mention it may feed work your way.
6. Skill up. Use this time to hone your skills and demo reels.
7. Play some games. You often don’t get time when you’re in the thick of it, so now’s a good time to catch up.
8. Consider serious games. There’s a need for people who understand game technology in all sorts of different fields at the moment. It’s worth considering the various places your skills are useful that aren’t necessarily traditional games.
9. Get out of the house. It’s important if you’re working on a project from home to make sure you see other people occasionally. Otherwise you get a bit odd.
Good luck - remember that things get better with time, and even with things being rough, this can also be an opportunity.
Following on from Morgan's 9 helpful tips, I'd also recommend having a read of this post from Ex-Pandemic Programmer Tony Albrecht about his experiences with redundancy.
I also decided to email to contact the other local developers to see what current job opportunities exist there for the 70 or so staff who suddenly find themselves faced with the prospect of eating 2 minute noodles for a period of time.
Here's the responses (in no particular order):
Krome Studios
Location: Brisbane, Queensland / Melbourne, Victoria / Adelaide, South Australia
The largest developer in Australia? I think they could probably stake that claim, Krome being an institution in the development industry, they are currently looking for engineers, artists and designers in their Brisbane and Melbourne studios.
Check out the jobs via their website here.
Sega Creative Assembly
Location: Brisbane, Queensland (View our tour)
Creative Assembly Oz are the guys behind the successful Medieval II: Total War games, and are currently looking for a Flash Programmer. They're currently working on an unannounced high profile, casual sports game. If interested send your resume to jobs@creative-assembly.com.au
I'm also told that CA UK is looking for some artists, programmers and designers, and SEGA UK has several positions they've advertises on LinkedIn including producer positions.
Firemint
Location: Melbourne, Victoria (View our tour)
I have a love / hate relationship with Firemint - due to Flight Control on the iPhone. Damn them to hell, that game is so bloody fun and addictive. They have found huge success with their iPhone products though, and are definately at the cutting edge of mobile phone games.
Firemint are actively recruiting for two roles at the moment, looking for a number of programmers (with a range of experience levels), and an Office Manager/Accountant. More details can be found on their website job listing page.
I spoke to Office Manager Alexandra Peters there, who also added:
THQ Studio Australia
Location: Brisbane, Queensland
THQ Studio Australia are located literally a street down from where I live, unlike most developers hiding right out in the open in the old Pandemic Studios building. They're currently looking for people with level design and PS3 programming experience (UPDATE: Specifically Senior Tech Programmer, Level Designer or Designer, Temp and Perm QA testers), although I'm told they keep an open view and take advantage of any particularly motivated talent.
Email Andrew Kirkby who is the THQ recruitment guy in Australia (who also looks after recruitment for Blue Tongue Studios in Melbourne too).
Blue Tongue
Location: Melbourne, Victoria
Blue Tongue are the guys behind the critically successful De Blob game that came out on the Wii last year. Also makes for a pretty handy publisher relationship when they live on the floor below yours as well ;)
Currently they're looking for a Tools Programmer and a Level Designer, and again hit up Andrew Kirkby if you're interested.
EA Australia
Location: Melbourne, Victoria
The quiet achievers, so many people I talk to don't even realise EA have a developer in Australia, but they are there, and have solidly worked on the platform conversions of some huge big budget titles lately.
They're currently only looking for two UI people, one being more focused on ActionScript and the other more on the Art side - both are only six month contracts however.
Email me directly at yug@australiangamer.com and I can put you in touch if this is something you're interested in.
Tantalus
Location: Melbourne, Victoria (View our tour)
Tantalus are run by Tom Crago, who also is the main man behind the GDAA. Currently Tantalus are looking for a couple of artists, so email them at jobs@tantalus.com.au if you're interested.
Big Ant Studios
Location: Melbourne, Victoria
I met Ross Symons at some drinks after GCAP last year, and I do (vaguely) remember the first thing he asked me was "what's wrong with your hair?". Switched on guy, switched on company, they're trying to hire as many programmers as possible at the moment, and Ross offered some sage advice to keep in mind as well:
Apply for jobs via their website here.
On a related note, Steve Fawkner from Infinite Interactive said currently they're not looking for any new staff, but might be in a few weeks when they sign up more 2010 work.
I hadn't heard back from Team Bondi yet (not that they ever talk to media anyway now they're doing a Rockstar Game), but I noticed three new positions pop up for an artists, rigger, and animator on Tsumea.com today. Check them out (and a whole bunch more that haven't been mentioned here) at Tsumea.com
Update: A bit more information about positions at THQ Studio Australia and Blue Tongue Added
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