Also, as an industry professional who is looking to further his career in sales, marketing and management, if someone in the know could fill me in on the Weasel List and Gamer High - assuming these institutions still exist - that would be great.
Showing posts with label comic shop. Show all posts
Showing posts with label comic shop. Show all posts
Thursday, July 05, 2012
Building a Career in the Games Industry
I saw this on Youtube and thought it was pretty great. Marcelo Figueroa is a veteran of the Edition Wars, an AEG alum and knows what he's talking about. It was an enlightening talk (even if I'm sort of late to the game, seeing it some three years late), and it hopefully has something in it that will appeal to you.
Labels:
business,
comic shop,
convention,
design,
Game Design,
game store,
gaming,
gencon,
ideas,
indie,
lecture,
so you want to work in the games industry,
thinking too much,
working at a game store
Wednesday, June 20, 2012
So You Wanna Work in the Games Industry
One of my most valued co-workers has put in his notice. He’s moving on to bigger things, and I wish him the best in his new ventures. He’s good at what he does, and whoever steps up to take his place has some big shoes to fill.
That’s put some of my own focus on what it takes to work in the games industry. I’m pretty happy with my job as it is, and while I’m looking at moving on myself in a year or two, whatever I move on to will be involved in games and gaming. It’s an industry I know and I’m good at what I do. There are a lot of people who want to work in this industry, though, and to be perfectly honest, most of them aren’t going to and aren’t suited to it. For those of you reading who would like to work in the industry, whatever piece of the industry you’re looking at, I’ve compiled this post to aid you in that endeavour. Hopefully, it helps.
The co-worker who is leaving us has a degree in English, and it serves him fairly well. I don’t have a degree in anything, and that’s served me fairly well. What we both have is experience working shitty jobs. And that’s really important, because what you’re applying for at the entry level in games is invariably a shitty job.
You’re going to be a lackey to begin with. You’re going to stock shelves or alphabetize games or dust or shrink wrap millions of books. Sometimes you’re going to have to lift heavy stuff. None of this is glamorous, none of it shows up in your school transcripts, and we can’t really tell what sort of a worker you’ll be from a blank resume.
If you want entry-level work in the games industry, you need to work shitty jobs first. Those are what we’re looking for: are you willing to do occasionally crappy work, and are you good enough at that sort of work that you can keep a job doing it for a while?
This one should probably speak for itself, but you need to know what you’re talking about. Play games. Play a lot of games. Read gaming blogs. Keep up on news and rumours. Become involved in forums. Talk about game design. Talk about organized play. Get involved in organized play. Learn. Actively go out and learn more about what you’re aiming to do.
I’ve been working in the games industry for just over five years, but I have over twenty years of experience with hobby gaming. If you want to steal my job, you will need more than that (and you’ll need to convince my boss that you’re worth more to him than I am, and if that’s true, we can’t afford you). If you want to get a job selling Dungeons & Dragons, you need to play some Dungeons & Dragons.
Likewise, if you’re going to write dialogue trees, you should probably be a solid writer. Designing systems? Might want to know something about design. And games. And games design. And math. Programming a computer game? Best know some programming. And even selling D&D requires that you know something about sales, and specifically the sale of intangibles (because while the book itself might be an object someone can buy, what you’re really trying to sell is fun). If you want to work in a specific job, you need to know how to do most of that job.
Note that I didn’t say you need to know how to do the whole job. I didn’t know everything there was to know about being a games manager when I started being a games manager. I had to learn some stuff on the job. Merchandising, event management, ordering, these were new things to me. But I knew games and I knew how to sell stuff, and that’s the biggest part of the job. If you don’t know how to do at least the basics of the job, no one is going to hire you on.
To learn those things, sometimes you need to do stuff that isn’t directly related to the job you want to be doing. I used to sell timeshare. That was where I learned to sell stuff and got some experience under my belt.
Not everyone is a salesman. Not everyone knows how to program. Not everyone is a writer. Not everyone is an artist. But you, you are good at something, and that something can probably translate into the games industry somehow. Find out what you’re good at, and get as good at that as you can be. Then find ways to apply that thing to the world of games.
A lot of people start out in Quality Assurance when they’re trying to break into video games. And for a lucky few, that’s a good way to break into the games industry. For a whole lot of others, it’s a lot of backbreaking labour in an industry that doesn’t care about the guys doing the backbreaking labour. When’s the last time you heard of a famous game tester? How about a famous game designer?
But Quality Assurance isn’t the only entry-level position at a game company, and if you’re not classically “entry level,” you increase your chances of getting a better job exponentially. If you’re a pretty good programmer, you should apply for programming positions. If you’re a decent writer, apply for positions in design or writing. If you’re a kick-ass salesman, sales and marketing always need more feet on the ground. And all of these positions are going to come into contact with the parts of the company you’re actually trying to break into. And if you want to break into a career in games that has a few different options going forward, why not do something that doesn’t suck as a baseline?
I knew about Warp One long before I’d ever walked through the door. Back in the nineties, a friend of mine used to run a comic shop called Front Page Comics in the thriving metropolis of Stettler, Alberta. The shop did pretty well for itself, and was my first real introduction to nerd culture as a whole. When I was looking to get into the industry myself, I foolishly thought the best way to do that would be to open my own store, and I went about thrashing around like an idiot for a few months trying to do just that. When I went to Jeff for advice, he told me “If you want to make money at this, be like Warp One.”
Fast forward a whole lot of years, and I live a few blocks away from Warp One, slinging pitas at the local Pita Pit. It’s not a terrible job, and it’s a pretty great place to live, and one day my girlfriend comes into the Pit and says “Warp One is hiring. You should drop off a resume.” I’d been in there a handful of times, picking up a copy of Secrets of Xen’Drik for Eberron and a horrible 3.5 Africa-inspired rulebook, but it hadn’t even occurred to me to drop off a resume. When I finally did, I was hired on the spot.
I included a list of all the games I’ve played and/or still play on the back of my resume. It was a long list.
I can’t really teach you this one. Ironically, I think it’s the most important point. You are going to need to fit in with the rest of the crew where you work. A lot of employers don’t hire for talent or education, especially in the games industry. They hire for personality. You need to be personable. You need to be generally likeable, or convince whoever is doing the hiring that you can be, and if you force it, people can tell.
I’m not the hiring authority at our store, but I take in a few resumes a week. Some of them get put in the File. Others get put directly into the garbage. The difference is the first impression they gave me. The ones that get put into the File are the ones that I could possibly see myself working with in the future. The ones that go into the circular file have probably failed somewhere, and it’s usually at this point.
When we keep a resume on file, by the bye, it’s kept in an enormous stack of other resumes. Sometimes for a really long time. Sometimes forever. But if you made it that far, that means that either someone who doesn’t think like me got your resume in there, or someone at our store thought you were cool enough to vet.
And if someone at our store thinks you’re cool enough to vet, other nerd locations are going to think you’re pretty cool too.
The people who work in this industry don’t do it for the money or the glamour. You aren’t going to make more than a decent living wage in this industry. Working in timeshare, I made a lot more money for a lot less work (and those of you who know me personally know how little work I must be talking about here…), but I choose to do this because I love it. I love games. I love gamers. I love events that bring people together and create shared experiences. And I get to play games for a living, which is pretty great.
If you’ve got what it takes, maybe you can too.
That’s put some of my own focus on what it takes to work in the games industry. I’m pretty happy with my job as it is, and while I’m looking at moving on myself in a year or two, whatever I move on to will be involved in games and gaming. It’s an industry I know and I’m good at what I do. There are a lot of people who want to work in this industry, though, and to be perfectly honest, most of them aren’t going to and aren’t suited to it. For those of you reading who would like to work in the industry, whatever piece of the industry you’re looking at, I’ve compiled this post to aid you in that endeavour. Hopefully, it helps.
You Don’t Need a Degree, Go Work at McDonalds
The co-worker who is leaving us has a degree in English, and it serves him fairly well. I don’t have a degree in anything, and that’s served me fairly well. What we both have is experience working shitty jobs. And that’s really important, because what you’re applying for at the entry level in games is invariably a shitty job.
You’re going to be a lackey to begin with. You’re going to stock shelves or alphabetize games or dust or shrink wrap millions of books. Sometimes you’re going to have to lift heavy stuff. None of this is glamorous, none of it shows up in your school transcripts, and we can’t really tell what sort of a worker you’ll be from a blank resume.
If you want entry-level work in the games industry, you need to work shitty jobs first. Those are what we’re looking for: are you willing to do occasionally crappy work, and are you good enough at that sort of work that you can keep a job doing it for a while?
You Need to Know Your Stuff
This one should probably speak for itself, but you need to know what you’re talking about. Play games. Play a lot of games. Read gaming blogs. Keep up on news and rumours. Become involved in forums. Talk about game design. Talk about organized play. Get involved in organized play. Learn. Actively go out and learn more about what you’re aiming to do.
I’ve been working in the games industry for just over five years, but I have over twenty years of experience with hobby gaming. If you want to steal my job, you will need more than that (and you’ll need to convince my boss that you’re worth more to him than I am, and if that’s true, we can’t afford you). If you want to get a job selling Dungeons & Dragons, you need to play some Dungeons & Dragons.
Likewise, if you’re going to write dialogue trees, you should probably be a solid writer. Designing systems? Might want to know something about design. And games. And games design. And math. Programming a computer game? Best know some programming. And even selling D&D requires that you know something about sales, and specifically the sale of intangibles (because while the book itself might be an object someone can buy, what you’re really trying to sell is fun). If you want to work in a specific job, you need to know how to do most of that job.
Note that I didn’t say you need to know how to do the whole job. I didn’t know everything there was to know about being a games manager when I started being a games manager. I had to learn some stuff on the job. Merchandising, event management, ordering, these were new things to me. But I knew games and I knew how to sell stuff, and that’s the biggest part of the job. If you don’t know how to do at least the basics of the job, no one is going to hire you on.
To learn those things, sometimes you need to do stuff that isn’t directly related to the job you want to be doing. I used to sell timeshare. That was where I learned to sell stuff and got some experience under my belt.
Know Your Abilities
Not everyone is a salesman. Not everyone knows how to program. Not everyone is a writer. Not everyone is an artist. But you, you are good at something, and that something can probably translate into the games industry somehow. Find out what you’re good at, and get as good at that as you can be. Then find ways to apply that thing to the world of games.
A lot of people start out in Quality Assurance when they’re trying to break into video games. And for a lucky few, that’s a good way to break into the games industry. For a whole lot of others, it’s a lot of backbreaking labour in an industry that doesn’t care about the guys doing the backbreaking labour. When’s the last time you heard of a famous game tester? How about a famous game designer?
But Quality Assurance isn’t the only entry-level position at a game company, and if you’re not classically “entry level,” you increase your chances of getting a better job exponentially. If you’re a pretty good programmer, you should apply for programming positions. If you’re a decent writer, apply for positions in design or writing. If you’re a kick-ass salesman, sales and marketing always need more feet on the ground. And all of these positions are going to come into contact with the parts of the company you’re actually trying to break into. And if you want to break into a career in games that has a few different options going forward, why not do something that doesn’t suck as a baseline?
Know Who You’re Working For
I knew about Warp One long before I’d ever walked through the door. Back in the nineties, a friend of mine used to run a comic shop called Front Page Comics in the thriving metropolis of Stettler, Alberta. The shop did pretty well for itself, and was my first real introduction to nerd culture as a whole. When I was looking to get into the industry myself, I foolishly thought the best way to do that would be to open my own store, and I went about thrashing around like an idiot for a few months trying to do just that. When I went to Jeff for advice, he told me “If you want to make money at this, be like Warp One.”
Fast forward a whole lot of years, and I live a few blocks away from Warp One, slinging pitas at the local Pita Pit. It’s not a terrible job, and it’s a pretty great place to live, and one day my girlfriend comes into the Pit and says “Warp One is hiring. You should drop off a resume.” I’d been in there a handful of times, picking up a copy of Secrets of Xen’Drik for Eberron and a horrible 3.5 Africa-inspired rulebook, but it hadn’t even occurred to me to drop off a resume. When I finally did, I was hired on the spot.
I included a list of all the games I’ve played and/or still play on the back of my resume. It was a long list.
Be Awesome
I’m not the hiring authority at our store, but I take in a few resumes a week. Some of them get put in the File. Others get put directly into the garbage. The difference is the first impression they gave me. The ones that get put into the File are the ones that I could possibly see myself working with in the future. The ones that go into the circular file have probably failed somewhere, and it’s usually at this point.
When we keep a resume on file, by the bye, it’s kept in an enormous stack of other resumes. Sometimes for a really long time. Sometimes forever. But if you made it that far, that means that either someone who doesn’t think like me got your resume in there, or someone at our store thought you were cool enough to vet.
And if someone at our store thinks you’re cool enough to vet, other nerd locations are going to think you’re pretty cool too.
Playing Games for a Living
If you’ve got what it takes, maybe you can too.
Thursday, January 19, 2012
Con Merchandizing for Lyndsay
One of my favorite stories about convention merchandising is about Robert Khoo. Whether or not it’s true, I have no idea, and I’m telling a half-remembered story that I read many, many months ago, but the general idea went like this:
Scott Kurtz has been to a lot of conventions, and when he’d show up at one, he’d arrange his books on the front table in chronological order. People would buy lots of the first book and lots of the most recent, but a lot of the stuff in the middle was skipped. He figured people just wanted to start the series from the beginning or pick up the new product, but fewer people wanted to jump in during the middle and just assumed that’s how his sales would always work at conventions.
One of the many years he was placed next to the Penny Arcade booth, Robert Khoo rearranged his books. He came over from his booth on the last day of the convention and set the books up chromatically. Suddenly, books started flying off the shelves that hadn’t sold more than a couple of units at a convention. When sales started to die wind down again, Khoo came over and arranged them based on the size of the piles, making a pyramid of books. Again, there was a surge in sales. The third time he came by, Kurtz asked him “What are you going to do when I’ve only got three books left?”
“Don’t worry,” Khoo said. “I have a plan.”
When people began to filter out of the con for the final time, Khoo came over to find a smattering of books left on the shelf. He propped them up in such a way as they were facing the direction of the people leaving. When the convention was over, Scott had sold all of his books for the first time ever.*
What’s the moral of this little merchandizing fable? The key to good table marketing is to try new things.
What spurred this little storytime? The lovely GeekyLyndsay** of Dragon Chow fame is going to a convention and doesn’t want to use a table to display her dice bags. Which makes all sorts of sense because, if you’ve ever tried to find an effective merchandizing solution for dice bags, you know that tables, display cases and shelves are basically the worst possible furniture in the world. The problem comes from the nature of bags, I think. They defy shelving units, their strange shape making it damned near impossible to display the full awesomness of the bag. If the bag is lying flat, it looks boring. If you have them propped up so you can see their tops, they lose any sort of clear identifiable qualities. Nothing about this is good. So to be able to display dice bags more effectively, you need to think outside the box some.
My most fervent suggestion is to have people carry them around the con and show them off. This comes with two really key components: product champions (those people who love your stuff and want to sell it for you) and mobility (because they don’t have to be at the table when they’re showing off the bags). It gives people the opportunity to touch the bags, to interact with them, and more importantly to interact with people who like them. Each individual carrying the product provides a testimonial to your product’s awesomeness, and they can go into more detail about what makes your bags more kick-ass than the bags getting sold by Random Steampunk Booth #7. Rather than let the bags speak for themselves on a personality-free shelf, you have someone there to sell, not only the product you’ve made, but the services you’re selling (I believe Lyndsay is still doing personalized bags, for instance). Product champions are incredible people, and I think Dragon Chow has enough fans that it would be easy to convince a number of them to run around with sacks of them.
Another option: Hang them from the ceiling. Get some very long twine and some clothes pins and make a display of dice bags that can be seen from across the convention hall because it’s the only display that has a billion colors and goes all the way to the top. Color-code them so that people look over and see a blast of colors that go from floor to ceiling, and make sure you’ve got multiples of each bag hanging around at the bottom of the display so that you can sell them without having to climb an enormous ladder to get them.
Even more option: Make designs out of them on the cubicle walls of your booth. Use clothes pins to make an attractive design or pattern that will have people stopping in to at least check out what the hell it’s made out of.
Yet more option: Have people wear the bags as hats. Give a free bag to any customer who wears their bag on their head for an hour for you acting as a de facto booth bunny.
One More Option: Get a bunch of spinning racks, like the ones they use at bad jewelry stores that are made of slat-wall on a spinner. Put hooks in, and hang your bags in an easy-to-navigate pattern on the floor. This option is quite a bit more expensive, obviously, but the spinning racks would belong to you, and you could use them at other conventions in the future.
There are a lot of ways to merchandise your dice bags without putting them on a table or arranging them on a shelf. The key, though, is to keep switching things up, keep giving people something new and interesting to look at. Rearrange by color, size, shape, number of items, popularity of items, difficulty in making the product, scent or taste, whatever. Just keep giving people a reason to come back to your booth every day (or make your booth come to them) and make sure that when they do, you pounce on them like a half-starved tiger on a helpless gazelle. Because customers love the attention.
*For the record, I have no idea whether or not this story is true. I also don’t know if it was actually about the people I think its about if it is true. But it seems like a very Khoo thing to do, and I don’t at all think he’d mind if it was added to his already expansive Legendary Character.
**This article was edited to reflect the fact that I am terrible at alternate name spellings. With a name like Kristoffer, you'd think I'd be more conscious of stuff like that.
Scott Kurtz has been to a lot of conventions, and when he’d show up at one, he’d arrange his books on the front table in chronological order. People would buy lots of the first book and lots of the most recent, but a lot of the stuff in the middle was skipped. He figured people just wanted to start the series from the beginning or pick up the new product, but fewer people wanted to jump in during the middle and just assumed that’s how his sales would always work at conventions.
One of the many years he was placed next to the Penny Arcade booth, Robert Khoo rearranged his books. He came over from his booth on the last day of the convention and set the books up chromatically. Suddenly, books started flying off the shelves that hadn’t sold more than a couple of units at a convention. When sales started to die wind down again, Khoo came over and arranged them based on the size of the piles, making a pyramid of books. Again, there was a surge in sales. The third time he came by, Kurtz asked him “What are you going to do when I’ve only got three books left?”
“Don’t worry,” Khoo said. “I have a plan.”
When people began to filter out of the con for the final time, Khoo came over to find a smattering of books left on the shelf. He propped them up in such a way as they were facing the direction of the people leaving. When the convention was over, Scott had sold all of his books for the first time ever.*
What’s the moral of this little merchandizing fable? The key to good table marketing is to try new things.
What spurred this little storytime? The lovely GeekyLyndsay** of Dragon Chow fame is going to a convention and doesn’t want to use a table to display her dice bags. Which makes all sorts of sense because, if you’ve ever tried to find an effective merchandizing solution for dice bags, you know that tables, display cases and shelves are basically the worst possible furniture in the world. The problem comes from the nature of bags, I think. They defy shelving units, their strange shape making it damned near impossible to display the full awesomness of the bag. If the bag is lying flat, it looks boring. If you have them propped up so you can see their tops, they lose any sort of clear identifiable qualities. Nothing about this is good. So to be able to display dice bags more effectively, you need to think outside the box some.
My most fervent suggestion is to have people carry them around the con and show them off. This comes with two really key components: product champions (those people who love your stuff and want to sell it for you) and mobility (because they don’t have to be at the table when they’re showing off the bags). It gives people the opportunity to touch the bags, to interact with them, and more importantly to interact with people who like them. Each individual carrying the product provides a testimonial to your product’s awesomeness, and they can go into more detail about what makes your bags more kick-ass than the bags getting sold by Random Steampunk Booth #7. Rather than let the bags speak for themselves on a personality-free shelf, you have someone there to sell, not only the product you’ve made, but the services you’re selling (I believe Lyndsay is still doing personalized bags, for instance). Product champions are incredible people, and I think Dragon Chow has enough fans that it would be easy to convince a number of them to run around with sacks of them.
Another option: Hang them from the ceiling. Get some very long twine and some clothes pins and make a display of dice bags that can be seen from across the convention hall because it’s the only display that has a billion colors and goes all the way to the top. Color-code them so that people look over and see a blast of colors that go from floor to ceiling, and make sure you’ve got multiples of each bag hanging around at the bottom of the display so that you can sell them without having to climb an enormous ladder to get them.
Even more option: Make designs out of them on the cubicle walls of your booth. Use clothes pins to make an attractive design or pattern that will have people stopping in to at least check out what the hell it’s made out of.
Yet more option: Have people wear the bags as hats. Give a free bag to any customer who wears their bag on their head for an hour for you acting as a de facto booth bunny.
One More Option: Get a bunch of spinning racks, like the ones they use at bad jewelry stores that are made of slat-wall on a spinner. Put hooks in, and hang your bags in an easy-to-navigate pattern on the floor. This option is quite a bit more expensive, obviously, but the spinning racks would belong to you, and you could use them at other conventions in the future.
There are a lot of ways to merchandise your dice bags without putting them on a table or arranging them on a shelf. The key, though, is to keep switching things up, keep giving people something new and interesting to look at. Rearrange by color, size, shape, number of items, popularity of items, difficulty in making the product, scent or taste, whatever. Just keep giving people a reason to come back to your booth every day (or make your booth come to them) and make sure that when they do, you pounce on them like a half-starved tiger on a helpless gazelle. Because customers love the attention.
*For the record, I have no idea whether or not this story is true. I also don’t know if it was actually about the people I think its about if it is true. But it seems like a very Khoo thing to do, and I don’t at all think he’d mind if it was added to his already expansive Legendary Character.
**This article was edited to reflect the fact that I am terrible at alternate name spellings. With a name like Kristoffer, you'd think I'd be more conscious of stuff like that.
Thursday, July 29, 2010
Warp One's Eisner Video
So we were nominated for an Eisner Spirit Award this year. To people in the know, that might not seem like a huge deal, because you can nominate yourself, but we think it's a pretty awesome accomplishment that we did nothing of the sort and still got short-listed for the award.
We had to make a video showcasing the store for the judges, and this is what we came up with. This is a comics-related award, so we focused on the comic side of things. When the ENnies start giving out awards to awesome retailers, we'll make another video for the games center (hint-hint, ENnie people... hint-hint).
Subscribe to:
Posts (Atom)