Saturday, July 30, 2016

Salary is Highly Dependent on Years of Experience

It has been increasingly known that negotiation, rather than sheer talent, is the main factor in a person's pay at a job. Recently, I had an interview with a company and received an offer from them, and accepted! One thing that should be noted is that I made sure to negotiate as much as possible for my salary, but looking back it has become clear that negotiation only goes so far. It must be paired with years of experience, to determine your final offer and salary. Sure, some people have tons of experience and are not talented, but the studio won't know that at the time, until they hire you. They're interest in you in based mostly on the studios you worked for.

This is like attracted a hot date with the clothes you wear or your physical appearance. What determines if you will have a chance with that date in the future, or "get lucky" with the studio, is if they feel confident in your abilities when they give you the in-person interview with the team. Once they like you, are confident in you, then they will craft a salary based on your years of experience and how bad they feel they need you (this is mostly based on your leverage: having a current job and how hard you negotiate).

I wanted to release this post, because I have worked with too many people in the past who have complained that they did not get a big enough annual raise, or deserve more pay from the start. Checking glassdoor.com constantly, I, myself, have been aiming for at least the average pay for a listed position at a studio (if I were to work there). What you have to take into consideration, though, is the experience level of the team at each studio. Studios that do not pay well have a large number of rookie employees. They are tilting the scale to the bottom. Younger employees also usually negotiate less for their salary and do not have a first job to leverage their new offer. Thus, it is hard to tell this, being an outsider, but one of the main ways to see this is the company reviews on Glassdoor. If there are many people complaining about how low the pay is for a studio, it is guaranteed that the business strategy of the studio is to save money and not hire the "best talent," but to take a chance on candidates straight out of college.

An "Artist" at Valve gets paid an average of $83,000, while an Artist at Disney Interactive Media only will earn $61,000 per year (I say "Artist" at Valve, because they do not use titles like Environment vs. Character, or Lead vs. mid-level, for that matter). I personally know that Disney's strategy is to hire low-cost employees, because they don't focus on games as much as they do for their theme parks, toys, and movies. Thus, the number of years of experience is not taken into account, but is a very important fact to know. Valve only hires people who have tons of experience and have worked for the most prestigious studios. Sure, some prodigy who is more highly talented that people who have had more experience may get in and make that same pay, also, but for the majority of employees it is obvious, through conversations with employees who work there and checking our their LinkedIn profiles, that they are basically the rockstars of the industry.

It would be nice for Glassdoor to segment the salary information based on the experience level of employees. I also surmise that many people are lazy and just choose an existing job title instead of entering their own. So, an associate Artist may want to emotionally consider themselves as mid-level, so they will add their salary to the general Artist's salary, instead of created a new title that may not be existant on Glassdoor yet, for Associate level at that particular studio. There are also contract/hourly employees vs. full-time/salary. There are many options to consider, but what I have been noticing lately is that the cost of living in an area is irrelevant to the average salary a company pays. Someone working in the San Francisco Bay Area--the most expensive area in the US right now,--who works for Glu Mobile, will get paid much less than someone who works for id Software (where someone could buy five houses for the price of one in the Bay Area). This is because everyone who works for id has at least five years of experience and is senior-level, even if their job title is not specifically "senior" yet.

What I am trying to get at here is that do not be upset if your job offer is less than you expected based on your comparison with one of the top AAA studios in the industry. Everyone has to start somewhere, and there is a place for everyone. The best method is to go to Glassdoor, of course, but also download the Annual Game Developer, from Gamasutra: http://www.gamesetwatch.com/2014/09/05/GAMA14_ACG_SalarySurvey_F.pdf. This report will tell you the range that you should expect based on your years of experience. You should also look at your linkedIn profile and add up the amount of years you have worked in the industry, and do not expect to breakthrough to the next tier until you are within six months of the experienced required (i.e. If you have 2.5 years of experience, you can expect to be paid a little lower than the average of 3-6 years). Just make sure that before you start interviewing with a company and throwing around desired salary figures, that you know your years of experience and use this as leverage when talking to the recruiter or HR manager.

Happy hunting!

-Ken

Wednesday, May 25, 2016

New Tutorial Series from Professional Artist Jonathan Armstrong

Not too long ago, the book information for How to Get a Job in Video Games was updated to include my co-author and partner in crime. His name is Jonathan Armstrong, and he is another environment Artist working in the video game industry. Well, there is a new tutorial that he just released and I would like to share this information with everyone. These tutorials should be useful for the artists out there who are looking to upgrade their skills. This is the link to the video, and also another link for his personal website:

https://www.youtube.com/watch?v=didXPfuOMK0

www.jonarm.com

As always, expect any game-industry related updates from me. That includes anything from interviews to news articles to tutorials. Until next time. Enjoy!

-Ken

Friday, March 11, 2016

Book Discount for GDC 2016!

GDC 2016 in San Francisco is just around the corner. To celebrate this important event in the game development community, I am selling the digital version of my book at a discounted price for the entire week of March 14th-18th. The price will be the lowest on Monday and raise each day until the end of the week, when the price will go back to it's original retail cost. The starting price will be just 99¢! Get the book here:

If you are attending GDC this year, this book will be a great addition to your job seeking strategy. I highly recommend attending the career fair at the end of the week, and bring the book with you! Also, be prepared with business cards and a pen (to be able to write down contact information or name of people you meet). There is a student Expo pass, for Friday only, for the lowest GDC pass price of $79. You can buy them here: http://www.gdconf.com/attend/passes.html

Have a happy GDC!

-Ken

Wednesday, February 10, 2016

Introducing: How to Get a Job in Video Games, Now in Ebook Format!



The best book about gaining a sustainable and fulfilling career in Game Development just got better. This book was released three years ago and  has finally got its own ebook from the publisher, MODogma. Now, more people than ever will be able to enjoy the priceless information of this volume and at the convenience of reading anywhere. Also, the ebook version is much cheaper! So, if you want to boost your progress and get hired faster than other students or colleagues for your next game developer job, now is the time to do it. Check back next month for a special offer discount on the Kindle Edition.

Buy it here: http://www.amazon.com/dp/0985377801

-Ken