I attended a seminar this morning, about finding new talent in the game industry. A lot of the conversation was boring rhetoric drivel that many of you’ve undoubtedly have heard elsewhere… however one key matter was very attention getting.
As some of you might know, CAPCOM created a brand new Mega Man using 8-bit techniques. It cost peanuts to make (hell… the advertising cost more than development): it earned back millions. Now game companies are looking into finding new retro titles to mirror the same success. No big surprise, right?
Back in the 8-bit days all it took was four or five people and a few thousand dollars to burn (sometimes only a few hundreds), for the creation of a full NES game (the game itself obviously… not production, distribution, advertising, etc). Guess what you can create as a sure fire portfolio attention getter? It doesn’t have to be a full 8-bit game either… just one complete stage would suffice.
Let’s say you REALLY want to work for CAPCOM. Why not create an imaginary first stage using NES graphics/sounds/etc for the 1944 that you just made up? Include that in your resume to them. According to the buzz: Human Resource is looking for that kind of creativity and “one man does it all” type drive. Doesn’t require incredible talent, and you can even sprite rip the hell outta stuff - although I STRONGLY recommend changing things enough to look new. Obviously you can’t claim ownership of such work… and CAPCOM would instantly own such a submission (since its their IP and all). But it does get their attention.
Now I know a common retort is: “I can’t draw/compose/program. I only want to DESIGN games.” Well… if you can collect/pay a small group of people to help create this demo, it shows that you have talent as a design team leader. Not to mention skills in budget management. Did you know it’s easier to hire artists/composers/programmers than it is to find people with genuine talent as successful design team leaders? Sure it costs out of pocket money, and still doesn’t ensure you get a position like that, but first impressions are always important. HR would rather see a working first stage, than a 50 page Wordpad document on a game proposal.
Anyways… the people in the seminar discussed how so few people were doing that ¬ñ when it’s the perfect time to be doing that. Cause… ya know… anyone can create an 8-bit era game, without having the backing of a multimillion company… then submit that to a multimillion company. Plus the multimillion dollar investors in these companies, are taking 8-bit serous again.