Post date: Apr 05, 2019 5:10:21 AM
Looking back at my GDC 2018 post, I mentioned a lot of issues about race and role titles in the industry, primarily how it's a minefield to present yourself online as a black game artist. Now I'm a senior, looking for work, and I can confirm: it's still a minefield. But these days I'm more confident with my work and hope that will do the majority of the talking. Anyway, though. during this GDC, I found more people were occupied with the fact that my peers and I were students. I chose to wear the "student" badge given to me from the Ringling booth on my lanyard, I wanted people to know my game was being featured at a booth. How exciting and pure of me. Later, at a Queer Mixer event, someone around my age said, "I wouldn't advertise that you're a student..." in a shameful voice. This person said that I'm a graduating senior that's looking for work in a certain field, that should qualify enough as industry experience. Generalized advice that made me feel insecure, but ok moving on. Funnily enough before this, at the same mixer I spoke to someone who said I should be proud to be a student. It means I may have fresh ideas, new talent, etc. So here's the dialogue:
This began the continuing dilemma of whether or not to "embellish" your educational status. Admittedly, it feels minor. And most likely to the right people, it is. However the previous GDC, I had never felt such a consistent dissonance of ideas throughout the week. From applying to certain internships, sometimes college seniors are disqualified as candidates because they're graduating vs. rising seniors with more perceived malleability. More often than not, companies do not make this clear. Then, though, graduating seniors may run into issues applying even for associate positions that require experience. Now we're in limbo territory. I was often looked down upon (from the highest of high horses) by 30-somethings who felt that students were not qualified enough. One person we met even audibly said "awww" as she learned that we were students looks for work, even though we were just in the same coffee line. Really, it's a fight for respect and in this transitory period it's to be expected, but I already have a hard enough time being respected as a woman. Although, let's consider something:
My peers and I noticed this last year during GDC 2018 and during the Intel competition this year, but it bears repeating: Ringling has a high standard for its students' work. When looking through the portfolios of people around my age at GDC, I can't help but feel... underwhelmed. This is where I believe the collective cognitive dissonance comes from. Everyone you talk to at GDC has a range of attitudes, absolutely, but maybe some people have disappointing expectations of students because of the range of work they're exposed to. Long Arm of the Law was an excellent old school student game presented at the Intel competition; made by 18 people. Moncage was seriously a fresh perspective puzzle game that presented entirely new game mechanics; made by 2 people in their graduate program. You can see the point. But for all of the obnoxious reactions I got from being a student, there were plenty of people happily surprised that I was a student. My advice as someone who specializes in what they love but is still currently tied to their student-status: advertise it. Do it because we, as Ringling students, are performing under high standards and that is notable.
And to revisit some more minor points I made about last year:
It's still more appealing to be a tech artist at GDC. In fact, there was an abundance of tech talks over art & design sessions. VR is now beginning to move towards a fun place, it's less about "what can we do?" and more about "let me show you something fun" and because VR is an emerging "sub-medium" in gaming, I feel tech jobs are flourishing. But do with this what you will, specialize in what you're good at and what you like. Although more technical knowledge doesn't hurt anybody.
These days I consider myself and environment artist that does UI stuff, cool how it flipped.
Also spent more time on the indie floor like I wanted to last year. Real excellent stuff happening with alternate controllers, RPG's, new game mechanics using voyeurism to get information, and fighting games!
To end, overall I'm still learning how to enjoy the expo floor without feeling obligated to be something or someone. I wish I could enjoy it more, but it seems like an undesirable merch-grab. I still recommend doing your research beforehand on the sessions and talks available to you under your ticket allowances; those are where the real learning happens. I went to cool talks about emulation and game preservation, mental health, and introversion. Thankfully, upon landing in Sarasota, I was met with the refreshing anxiety that I needed a damn job. Thanks GDC.