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  • The First Step - Getting a Game Industry Job: Part Two

    [11.09.06]
    - Marc Mencher
  •  Introduction

    If you're back after our first discussion, it looks like you're not discouraged about getting that first job in the games industry. Good for you!

    You'll recall that we discussed getting organized, about targeting your search, about the way things really work in the human resources departments of many game companies, and about how to sell yourself. Then we chatted a bit about networking and cold calling... and promised to lay additional job-search tips on you this time around.

    So here we go...

    Writing Your Resume

    Job hunting is similar to selling and marketing anything. It's just that, in this instance, you're the product being "sold."

    Salespeople use marketing materials to help them make the sale. You are selling you, and your marketing materials are your demo, resume, and a one-minute active job-hunt pitch. This pitch is similar to your one-minute networking pitch, but now your focus is job hunting itself and utilizing the wealth of contacts you have been developing with your networking pitch. Once you get a job, you will be reworking your job hunt pitch back to a new networking pitch. When you're not job hunting -- you're networking! The cycle never stops and once you get it in motion, maintaining your network is easy and fun.

    A great resume gains interest and helps get the interview and the interview gets the job. Bad resume? No interview. No job. Please, spend the time and effort to make your resume great.

    When putting together your resume, it's important to keep a few thoughts in mind. First, we live in a world where, generally speaking (and sadly enough), people avoid reading. Moreover, with game companies, communication is often via e-mail and quite succinct in style. To be an effective tool, your resume should be to the point as well.

    As discussed last month, do not assume that the person who will initially read your resume at that game company knows anything about the game industry. You must create a resume that is simple to read and you must use words that are easy to understand. Be careful to use correct game industry jargon and technical terminology.

    You also want your resume to stand out from the pack of other candidates applying for the same job. Consider your audience carefully when constructing your resume. Everything about your resume should be designed to satisfy what you think your audience wants. Put yourself in the shoes of the hiring managers. What would they want to see in a resume? What qualities are they looking for? What experience do you have that fits their needs?

    There are several resume styles from which to choose, but a very targeted resume is favored. That means take the time to tailor your resume for each specific job to which you apply. That does not mean you have to write a new resume each and every time you approach a new company. If your resume is in chronological format, it will be easy to alter and customize. For example, if you are applying for a job that requires Visual C++ experience, and you have Assembly, DirectX, and Visual C++ experience, then, by all means, move the Visual C++ to the top of the list. Targeted resumes "sell" you more effectively because they deliberately position you for a specific job.

    Resumes should be designed for easy "scan-ability." That is, with one swoop of the eye, and in less than one minute, potential employers can scan your resume, learn who you are and what your major skill sets are, and whether they wish to interview and investigate you further as a candidate for the job.

    Forget the one page resume rule. While this was the advice given in the ‘70s to the traditional business community, it does not apply to technology companies or creative people. Space out your resume. Make it comfortable to read. Put yourself in the reader's shoes. Aren't you more likely to scan a two-page resume that is nicely laid out than a one-page resume that is in a tiny font? Crammed documents make the reader feel tense -- and you don't want the reader's first experience with you to be a tense one. Be clear, be snappy, and be succinct.