A Future Job at TellTale?

edited December 2009 in General Chat
YES. YOU READ RIGHT.


Seeing how the team at TTG performs, it seems like a lot of fun to work at TellTale.

So, if anyone knows...

How old do you have to be to get a job at TTG?

I'm 16, and I LOVE to write. I honestly think I might do good at making plotlines and such. And I never praise myself. Ever.


What kind of skills do all TTG workers need?



Basically, Does anyone have any good info on getting a job at TellTale? I would LOVE to work here.


And where is it located? office location-wise

/lives in AZ oTL
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Comments

  • edited December 2009
    I think TTG is in calofornia somwhere. I would love to work at telltale, but i live in the Ul, so it would be pretty hard.
  • edited December 2009
    Get together a pro folio I'm told that they really don't care about how fancey the college was or your grades, they just want to know you're creative but even more importantly that you're easy to work with and reliable.

    That's what I hear.
  • edited December 2009
  • nikasaurnikasaur Telltale Alumni
    edited December 2009
    From what I've seen, writing positions in the game industry are preeeetty difficult to get, usually you have to work your way up!

    We're in San Rafael, a bit north of San Francisco, and from what I've gathered, you should have a bit of college experience under your belt, then try for an internship or introductory position, like a tester.

    Skills: Wear a lot of hats and be epic.

    Mind you, it's not all as the blog posts say. We do have fun and I love my job VERY much, but it's also a job where you get what you put in. I've seen people work for 30 hours straight, I've seen people give up weekends. I am blessed to work with talented and dedicated people, and the extent of their love for their work should not be brushed off- it will be hard.
    Check out that jobs page and good luck to you!
  • WillWill Telltale Alumni
    edited December 2009
    Best suggestion for people who want to eventually design games: start designing now! Either learn flash or some free game engine online and start making your own games now. Having a portfolio full of stuff for people to play and look at is a great way to sell yourself.

    It doesn't really matter if it doesn't look great, so long as your concept and/or story comes across. For instance, look up Narbacular Drop on youtube. A team of students made that for their senior project, Valve saw it and immediately hired them to make Portal. Admittedly, that was a full team of kids and they got their game in front of the right people, but it's a good example of a game developer seeing a diamond in the rough.
  • edited December 2009
    (Makes a note to add "exceptionally good at wearing hats" onto his resume)
  • edited December 2009
    I own a lot hats, does that help?
  • edited December 2009
    My goal is to be a full-time games journalist, which is a notoriously hard career to get into. I've written for a couple of sites, and I've noticed that the more articles I put out, the bigger my opportunities become.

    In other words, longevity seems to be what the industry looks for more than anything else. A lot of people get their "dream" job designing, writing, etc., realize that it's actual (grueling, at times) work as opposed to playing games all day, and leave.

    Obviously quality matters, but you'll have better luck filling your portfolio with ten good examples than one fantastic one. (Of course, ten fantastic examples is even better, but you know what I mean.) People like the Counterstrike and Narbacular Drop teams are very much exceptions to the rule.

    Also, hats. Doesn't do much good for us writers, but never underestimate the power of a delightful top hat.
  • edited December 2009
    Having good contacts, is a good way to get into the videogames industry also.. Which is not the easiest thing and you need a lot of luck but worth knowing.. Also expect to be working 16-18 hour days..
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited December 2009
    I hate to burst your bubble, but everybody wants to be a writer/designer in the game industry and there just aren't a lot of entry level jobs for that sort of thing. If you're serious, you have a much better chance of getting your foot in the door as a programmer or artist and then changing focus once you have some experience.

    Also, avoid any colleges or majors that focus in video game specific stuff. Go to a normal school, get a normal degree, and make sure to work on game projects in your free time so you can build a portfolio.
  • edited December 2009
    [TTG] Yare wrote: »
    Also, avoid any colleges or majors that focus in video game specific stuff.

    Oh god, this. Those things aren't just scams, they are downright insulting. I'll never forget one that tried to butter up the deal by offering game demos. The same demos that can be nabbed anywhere for free. :rolleyes:

    I can't even begin to express my hatred for "game design courses". Talk about shooting yourself in the foot. Use that in your resume, and even McDonald's will laugh at you.
  • edited December 2009
    ShaggE wrote: »
    Oh god, this. Those things aren't just scams, they are downright insulting. I'll never forget one that tried to butter up the deal by offering game demos. The same demos that can be nabbed anywhere for free. :rolleyes:

    I can't even begin to express my hatred for "game design courses". Talk about shooting yourself in the foot. Use that in your resume, and even McDonald's will laugh at you.
    But if you don't take a game design course, how will you ever learn how to tighten up the graphics on level 3? Or use that sound effect from the last level?
  • edited December 2009
    We're in San Rafael, a bit north of San Francisco, and from what I've gathered, you should have a bit of college experience under your belt, then try for an internship or introductory position, like a tester.
    I think it's pretty hard to work your way up as a tester. Maybe in a small company, but usually testers have a really high turnover and are pretty disposable/abusable creatures to the companies that employ them.

    If you're determined to work as a writer (and this is coming from someone who works as a game journalist and has done writing for commercial game development), my advice is this: Get published. As much as possible and in the best publications.

    That's the most important thing. Have your work out there, write for magazines, websites, etc. Have a long list of impressive credits. Your writing samples alone will not sell you. You need to have a proven track record of being able to work and meet deadlines, and produce superior work under pressure. It takes time to build yourself up to where you can get a really good gig. Start freelancing while you're still in school to get a head start on it, too.

    A lot of writers think they're going to start off writing the story for a game or writing an epic novel or a feature-length screenplay and they don't understand that you have to start small. Short stories, articles, whatever. Make a name for yourself and people will give you the chance to do something more.
  • edited December 2009
    But if you don't take a game design course, how will you ever learn how to tighten up the graphics on level 3? Or use that sound effect from the last level?

    I had repressed those ads. :(

    I still can't figure out how one could "tighten up graphics on level 3". Now, maybe it's because I understand what "engines" are, and I understand what "drawing" is, so I can't put myself in a non-gamer's shoes. But the leap in logic is just inconceivable. Even the magical button that inserts sound effects seems less fantastical.

    Do they leap into the computer and tighten a few screws with a wrench? Is it another "magic button" scenario? Maybe they slowly rotate a half-finished model of a centaur around like in other graphic design ads. Whatever it is, I hope they pull it off before a cold-yet-sexy female voice uses outdated gaming puns like "game over". Oh god! I have to know! To Westwood, stat!
  • edited December 2009
    What about schools that offer games programming?
  • edited December 2009
    "Finished testing that game yet? I need another one designed!"
    This is an actual representation of some publishers I think :)
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited December 2009
    Shwoo wrote: »
    What about schools that offer games programming?

    Avoid them. You can learn enough to get into the game industry with a normal CS degree from any college, as long as you work on side projects. With a normal CS degree you also will have the "plan B" option of being a regular software engineer at a non-game company. It may not sound as fun or exciting, but it pays well.

    There are an awful lot of kids out there right now with $100k in college loans, making $24k a year because they picked a degree that didn't match what the job market actually wants or has room for. Whatever you do, don't limit your career options by becoming super-focused.
  • edited December 2009
    I'm working on a project, if anyone's interested. It will get you started, at least. I hope we'll get it out somewhere 2010 or early 2011.
  • WillWill Telltale Alumni
    edited December 2009
    Frogacuda wrote: »
    I think it's pretty hard to work your way up as a tester. Maybe in a small company, but usually testers have a really high turnover and are pretty disposable/abusable creatures to the companies that employ them.

    I would agree that moving up in a big testing farm is hard to do. Working for EA or Sony or something, you don't get a lot of room for advancement. That said...

    In our company the CEO, 3 producers, Monkey's lead content programmer, at least one of the writer/designer/directors, myself (sometime writer/designer on monkey) and probably quite a few others that I'm forgetting all started as testers.

    Now most of those people started at Lucas in the in-house testing department and worked their way up through Lucas. But I think at just about any in-house dev studio, working up from testing is a very valid way to move up in the industry.
  • edited December 2009
    Yeah wasn't Dan Connors a tester on Sam & Max: Hit the Road ?
  • edited December 2009
    Will wrote: »
    I would agree that moving up in a big testing farm is hard to do. Working for EA or Sony or something, you don't get a lot of room for advancement. That said...

    In our company the CEO, 3 producers, Monkey's lead content programmer, at least one of the writer/designer/directors, myself (sometime writer/designer on monkey) and probably quite a few others that I'm forgetting all started as testers.

    Now most of those people started at Lucas in the in-house testing department and worked their way up through Lucas. But I think at just about any in-house dev studio, working up from testing is a very valid way to move up in the industry.

    But what do you need to become a tester, what sort of schooling and or training do you need, I can play video games, and spot frame rate drops all day, but I know I need some sort of education to do it.
  • edited December 2009
    I have absolutely zero experience with the games industry, but it also seems to me like you need to be willing to work like crazy and do anything. Being a "team player" is important in most companies, but it seems like it's doubly so for the games industry.

    Also, I question the "get published to show you can make deadlines" approach, at least as regards fiction. First off, writing for games is absolutely nothing like writing prose fiction, and second off you very rarely have deadlines with fiction. The obvious exceptions are when you have book contracts with a publisher, but very few rookies are so lucky right off the bat. If you want to get started with fiction you write your short story, find a market and send out your manuscript. And to be frank, the hardest part nowadays is finding a market.
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited December 2009
    Planning on entering the game industry through QA is not a responsible career path to shoot for, IMO. Sure, it happens -but it's unpredictable. Your chance of success is much greater if you pick up art or programming. Especially if you plan on getting married and starting a family, you'll want the security of a real job.

    For every Dan or Will, there are a thousand guys still sitting in a cube farm somewhere who will never transfer out of QA.
  • WillWill Telltale Alumni
    edited December 2009
    I'll agree with Yare on that one actually. Getting into QA requires roughly zero college or real world experience. Having a real verifiable skill, such as a programming background, is a HUGE leg up on getting into the industry. Also, working your way up takes time, it's not like you will get there and suddenly everyone will realize that you should be designing games.

    That said, if you don't have the contacts or the programming/art chops to jump ahead in the industry, then QA is a decent backup plan. For people that are interested in QA, I'd say the best thing you can work on is communication skills. You need to be able to express your ideas clearly and concisely to explain exactly what is wrong. And you may be expected to talk to everyone in the company, including programmers, producers, and even CEOs.
  • edited December 2009
    And journalists and fans and playtesters who ask stupid questions.
  • edited December 2009
    Got any positions suitable for a guy with a masters in history?

    I always fancied a career in the video game industry, having found a nack for some aspects of modding, but after discovering I was rubbish at programming and coding at A-level, I came to the conclusion it probably wouldn't work out...
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited December 2009
    S@bre wrote: »
    Got any positions suitable for a guy with a masters in history?

    I'm curious, does a masters in history cover much mythology?
  • edited December 2009
    You'll get stuff like Beowulf turn up occasionally, but no really substantive coverage of mythology. I think there's an entirely separate degree programme for mythology.

    I'm not at masters level yet though - still an undergraduate - that's just what I intend to leave with.
  • edited December 2009
    S@bre wrote: »
    I think there's an entirely separate degree programme for mythology.

    There's a relatively (by the scale of the planet) nearby school near Santa Barbara called the Pacifica Graduate Institute that has an advanced degree program in Comparative Mythology. The school has the Joseph Campbell Archives and Library, so that should give you a clue about its quality. I've looked into the place myself; I have a passion for mythologies from all over the world (but I remain strictly amateur so far).
  • KevinKevin Telltale Alumni
    edited December 2009
    I'll chime in...

    Most everyone I've really enjoyed working with has come from QA. QA gives you much more insight into how games are made than anything else. I've worked with PhD's, folks from great CS schools, folks from game schools, etc and they range from really great to really really bad. But the folks who rise from the QA department have all be A+ people in my book. QA just gives you a really strong understanding of development. Armed with some passion and a brain, QA is a great way to get in.

    As far as game schools go, I'd only endorse DigiPen for engineering. Their engineering grads always get scooped up by good companies (EA, etc) as soon as they graduate. Our own Andy Vella is a DigiPen grad, and he rocks!
  • edited December 2009
    Will wrote: »
    Best suggestion for people who want to eventually design games: start designing now! Either learn flash or some free game engine online and start making your own games now. Having a portfolio full of stuff for people to play and look at is a great way to sell yourself.

    It doesn't really matter if it doesn't look great, so long as your concept and/or story comes across. For instance, look up Narbacular Drop on youtube. A team of students made that for their senior project, Valve saw it and immediately hired them to make Portal. Admittedly, that was a full team of kids and they got their game in front of the right people, but it's a good example of a game developer seeing a diamond in the rough.

    I love you guys.

    I'm trying to figure out the basics of the art of game making since I was 12 (I was working with Game Maker programme, and still I can't say that I know any main programming language but thanks to that programme I figured out the logic behind algorithms so it's not a hard thing for me to understand how programming works), and now I'm 18 and started to learn computer science and engineering in university, also working on my art skills. Reading this made me feel even more comfortable and dedicated. Just in the right time I was thinking of a possible game project of mine, and drawing some conceptual artworks for characters...

    I just love you all.
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited December 2009
    There are some caveats with DigiPen. Tuition increases every year, and the expected total cost including housing was about 100k for the 4 year degree when I was there. The engineering degree at DigiPen is similar to a regular CS degree, with some key differences. DigiPen's engineering degree focuses on rasterization techniques and group game projects, but drops some traditional CS coursework like building compilers and operating systems.

    DigiPen's degree programs meet the minimum accreditation requirements necessary for its students to receive education loans. However, most institutions refuse to give credit for courses taken at DigiPen and they generally do not count DigiPen's degrees as meeting the requirements for graduate programs.

    Like Kevin said, though: DigiPen's engineering grads have no trouble finding jobs in the game industry.
  • edited December 2009
    But do you need to go four years to DigiPen? For example, I know Berkeley is very happy to accept kids with AA degrees from a good junior college. It saves you a lot of money, and in the end you still get your diploma from the big name university.

    And Yare, mythology would be a literature degree. Ancient history might have some connections to legends, but it would be study used to try to better understand a dig site kind of thing. Although there is of course the new wave in archaeology that is calling for more interdisciplinary study, but again, that doesn't necessarily apply to someone who's expertise is in the Napoleonic wars or feuding era Japan.
  • edited December 2009
    Lena_P wrote: »
    And Yare, mythology would be a literature degree. Ancient history might have some connections to legends, but it would be study used to try to better understand a dig site kind of thing. Although there is of course the new wave in archaeology that is calling for more interdisciplinary study, but again, that doesn't necessarily apply to someone who's expertise is in the Napoleonic wars or feuding era Japan.

    Not really. Mythology is something closer to "religioznawstwo" [that's how it's called in my language, direct translation: "religions-knowing"]. It's a study of religions - antient, like Greek or Babilonian mythology and modern ones.
    "Beowulf" (and Arthurian legends, and some other old English legends) are closer to literature than religion - people of those days probably knew, that's it's a kind of fiction and metaphore while antient Greeks or Babilonians worshiped their gods.
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited December 2009
    Lena_P wrote: »
    But do you need to go four years to DigiPen?

    I did my CS and GE units at another (fully accredited) school before I went to DigiPen. They will only accept basic computer programming, math, and physics units for transfer. You can't apply other units you have toward elective units at DigiPen (even CS units for CS electives). They charge you half of the unit cost of the class to apply the units. You can knock out maybe 20-30 units this way (math classes &c. are 4 units each), but the entire degree is something like 160 units. You'll also be paying for 4 years of housing regardless since there are 4 year-long game project courses required to graduate.

    Contrast with my wife, who transferred 90 units to the University of Washington for free. Their counselor worked with her to map her units to as many UW courses and electives as possible, and were pretty flexible and helpful about it.
  • edited December 2009
    If you want deep down to become a writer participating in games, the best bet would probably be to become an actual writer outside the games industry. Looking at titles like Heavy Rain and Alan Wake, storylines in games are moving closer to storylines in other media. Restricting your goals as a writer in game design is probably not too good of an idea, considering how small the demand for writers in the industry is. Most games can be developed without a single professional writer. The real question is if you really have the passion to become a writer in the first place though. If it doesn't feel like your real purpose in life, it's probably wiser to think about something else to make a living out of, and write as a pastime.

    Jumping into the other topic, I don't know how the games industry generally works, but judging from the comments above it's pretty much the same as anything else - you need to be able to sell yourself. Of course you need to have the necessary programming skills and such, but just as important is that you've got the confidence, determination and ability to actually deploy all of the skills you've picked up in life. One thing that there's a whole lot of demand in the IT industry I've found is project management skills. While there's relatively many programmers available, people who understand the way of the code PLUS know how to run projects from start to finish are few a far between.

    I know this post might seem a bit stupid or superficial, but I've found that while it's obviously essential to know your craft, this whole world revolves much more around personality, behavior and confidence. I can't stress it enough to anyone who's thinking about how to achieve something: you need to really set your mind to it and do everything in your power to achieve it. If I'd have to guess, all the people at TellTale have been pretty damn determined to get somewhere in the industry for a long time before ending up here.

    Anyone with more experience can correct me if I'm wrong.
  • edited December 2009
    Novotnus wrote: »
    Not really. Mythology is something closer to "religioznawstwo" [that's how it's called in my language, direct translation: "religions-knowing"]. It's a study of religions - antient, like Greek or Babilonian mythology and modern ones.
    "Beowulf" (and Arthurian legends, and some other old English legends) are closer to literature than religion - people of those days probably knew, that's it's a kind of fiction and metaphore while antient Greeks or Babilonians worshiped their gods.

    Oh, in America you'll find it in the "language arts" department of schools. The mythologies of the Greeks or Babylonians are not really considered from a "religious" standpoint, but more from an understanding of how they affected later literary traditions so they aren't usually used in comparative religion/philosophy courses. It's all rather Victorian. Of course things could be totally different now, I'm speaking from my experience of looking at schools and majors 10 years ago.
  • edited December 2009
    Lena_P wrote: »
    Oh, in America you'll find it in the "language arts" department of schools. The mythologies of the Greeks or Babylonians are not really considered from a "religious" standpoint, but more from an understanding of how they affected later literary traditions so they aren't usually used in comparative religion/philosophy courses. It's all rather Victorian. Of course things could be totally different now, I'm speaking from my experience of looking at schools and majors 10 years ago.

    Here (and my country is almost all catholic) we have both Theology (which you have to study if you want to be a priest or teach religion at school - yes, here we have religion classes at school) and this "religioznawstwo" (with lots of philosophy, religion psychology and studies of different religions including antient ones like those mentioned above). If people took some mythology seriously, it's considered as religion.
    BTW., Graham Masterton shows how antient religions can be used for books plot.
  • edited December 2009
    There is really only a small handful of people in the games industry which decide what games get made..and there's a small group of people who are actually writers in the games industry..So its no easy task to become a games writer if thats your plan..but you should never give up on your dreams, anythings possible. This is a really great thread by the way, with great information.
  • edited December 2009
    S@bre, I have a BA in History (coincidentally Brainiac, from a school very geographically close to Pacifica, it was tempting to go and do a masters there). In my experience (5yrs of QA and producing some films and a game through a masters program prior to joining the crew here), the greatest value in a history degree, for work in the gaming industry, is that it teaches you to organize and present information in a logical and clear manner.

    Yes, you do learn a lot of neat stories that would be cool in games (darn near every course I took I had game/film related notes somewhere in a margin), especially if you take a lot of mythology and/or religious studies classes as I was fortunate enough to, but, like my coworkers have said, writing/designing for games is very difficult to get into so keeping perspective is very important.
    ________
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