I see a lot of chat on here about people wanting to get in to game dev full time (At a studio rather than indie)
If you don’t mind I’d like to offer some advice based on my own experience. Just to warn you, it’s not a list of super fun things https://abs.twimg.com/emoji/v2/... draggable="false" alt="😅" title="LĂ€chelndes Gesicht mit offenem Mund und Angstschweiß" aria-label="Emoji: LĂ€chelndes Gesicht mit offenem Mund und Angstschweiß">
Ok so you’re good with Unity or Godot or Phaser etc.
But it’s the things around that which will improve your chances of landing work.
If you don’t already, set up git for your own game you’re working on right now. It’s industry standard, you’ll be expected to know how to use it.
Be confident in finding your way around GitHub and BitBucket.
Do you use Trello or Jira for your task management? Have a practise with both.
Can you extract images from layers in a PSD, set up Texture Packer to export your sprite sheets?
Luckily aside from Photoshop, you can use all these for free.
Also the good news is you don’t need to be an expert in any of these (I’m so not https://abs.twimg.com/emoji/v2/... draggable="false" alt="😅" title="LĂ€chelndes Gesicht mit offenem Mund und Angstschweiß" aria-label="Emoji: LĂ€chelndes Gesicht mit offenem Mund und Angstschweiß">) the idea is that you can hit the ground running on day one.
I hope this has been some help, and please feel free to ask questions.
Also please don’t see it as yet another barrier to getting the job you want. Yes it’s more to learn, but no one is expecting more than being able to do the basics, anything beyond that is for stack overflow https://abs.twimg.com/emoji/v2/... draggable="false" alt="😊" title="LĂ€chelndes Gesicht mit lĂ€chelnden Augen" aria-label="Emoji: LĂ€chelndes Gesicht mit lĂ€chelnden Augen">
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