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| | #2791 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 691
+60 Internets | Quote:
Great testers are as hard to find as any other person in this industry from what I have learned. People that run these departments have lines into people that are great at this stuff and lean on them heavily. Their resumes, testers and non-leads, is an indicator of their talent just like anything else. I know I have no ambition to have our internal team be comprised of people that have never done this before. Being a good tester is a hard job, it's where the rubber meets the road in the "I'd love to play games for a living" debate. | |
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| | #2793 (permalink) |
| Insert Quarter Join Date: May 2006
Posts: 11,158
| Apply for entry level QA positions at a local software developer. It's shit wages and you have to live in expensive areas where companies are located.
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. |
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| | #2795 (permalink) |
| Forza Roma! Forza Azzuri! Join Date: Mar 2007 Location: San Angelo, TX
Posts: 3,861
| Cool, I was just honestly curious, because I'm in school right now and hoping to get into the industry when I graduate and was wondering where the best place to start looking was. I know entry level positions and what not, I just never see companies looking for basic QA positions when I'm looking. |
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| | #2796 (permalink) | |
| Unregistered User Join Date: Mar 2005
Posts: 682
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| | #2797 (permalink) | |
| Registered User Join Date: Nov 2004
Posts: 221
+32 Internets | Quote:
If you have a local game developer/publisher that you have your eye on, assuming you don't have any personal contacts there, look up their number, give them a call, and ask to speak to someone in HR. Alternately, if you need a name first, search game credits (e.g. mobygames) for a recent game they've made until you find an HR person's name. Most larger companies list everyone and their dog in the credits. Ask that person which temp agency they use to staff their QA/CS/other entry-level dept that interests you, then contact the temp agency directly. Good luck. ![]() | |
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| | #2799 (permalink) | |
| Registered User Join Date: Nov 2004
Posts: 221
+32 Internets | Quote:
While I was at SOE, I'd have (generally) PMed the answer. I've done that a dozen or so times with other industry-type questions, instead of posting in non-EQ2 threads. But, since I'm no longer employed by "the competition," I don't mind posting in any thread that I damn well feel like. ![]() (And I suspect that Curt wouldn't have minded either way.) | |
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| | #2802 (permalink) |
| Registered User Join Date: Apr 2006 Location: Hunt Valley, MD
Posts: 53
| I'd also recommend knowing as much as you can about the game/product that the company makes. It's not a requirement but in my experience having knowledge of the game helps you a lot in the interview process. They (QA Management) usually get excited to see someone who will be up and running with a smaller learning curve. With as important as QA is, if you have little experience on your resume your knowledge of their product will give you a better chance at getting your foot in the door. I guess thats true of most jobs but QA always seems to get regarded as, "Cool I can play games for a living." and not really taken like a serious job. |
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| | #2804 (permalink) | |
| Perpetually bored. Join Date: Jan 2006 Location: Boston, MA
Posts: 55
| Quote:
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| | #2805 (permalink) | |
| nerd Join Date: Mar 2007
Posts: 2,094
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MMOs are very different from other games, when you design Gods of War or Guitar Hero you pretty much know what the game is going to do and can create a underlying framework that is optimized for your game. Whereas in MMOs things can change dramatically and rapidly, and creating a rigid underlying system can hurt horribly later on down the road - for example, Tabula Rasa had to scrap years of work (combat engine issues I believe?) and essentially restart. MMO engines tend to become messier and messier, as you try to kludge on things that were never thought about when you first started working on it. You can get a pretty good idea of how well the internal engineering processes work at a game (or any) company by their patches - WoW, when it first was released, had tremendous bugs every patch and always seemed to be 1 step forward, 2 steps back. Now of course they are much better. LOTRo has always seemed to have good patch releases. Funcom is, well, in a class by itself (lol). This is primarily why its so important for MMO companies to hire outstanding netcode, graphics engine, patching engine, and combat engine senior engineers when they start (and i'm forgetting some), since the frameworks they design have such a massive impact on every thread of the game throughout its lifetime. | |
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| f13.net forums - Schilling's Green Monster Games | This thread | Refback | 11-22-2006 07:59 AM |
| MMORPG's - Page 2 - General [M]ayhem | This thread | Refback | 11-22-2006 07:29 AM |