Apprentice in the Gaming Industry

Sorry to be blunt, but traditional college degrees are rarely important in the gaming industry. Whether you’re a producer, an animator, engineer or community manager, there are plenty of jobs where a degree is optional. More important than the degree itself, will be any projects you can show off to a potential employer. Real world experience has high value, especially if you have shipped something.

Studying game development in a school setting is one step removed from actual game development and usually comes with a hefty price tag. For those reasons, I don’t think the diploma is a good investment.

I would argue that developing and launching games is a trade better suited for an apprenticeship model. Not just for the student, but in an industry infamous for crunch culture and burning people out within a few years, it’s a step towards a more holistic approach to doing business long term.

For students, the more hands-on experience you can get, the quicker and better you will learn. Not just technical skills, but also process related and interpersonal ones, like how to run meetings, working within budgets and deadlines, and taking ownership in a real-world scenario.

Being in production, you’ll always be ahead of any textbook, and the stakes will always be higher. So you learn fast.

In real-world environments, you’re faced with a blend of new and established tools, proprietary software and depending on the studio, a chance to work with cutting edge and unreleased tech. The bigger the studio, the more of this there usually is to learn.

In my first real industry job, I had to work around hardware that was still in development (the Xbox One and its Kinect attachment). This was tremendously challenging and equally exciting, in part because of the level of secrecy involved.

The 3-Year Model

So how do apprenticeships work? If you’re not familiar with the concept, think of it like a boosted version of an internship. One that involves real work, a salary and benefits (and zero student loans), stretches over a few years and leaves you with a well-rounded education – maybe a job. It traditionally culminates with a graduation project that really showcases your acquired mastery, also known as a masterpiece.

Let’s imagine an apprenticeship that runs over 3 years. You start out making slightly less than a typical junior position but still more than a paid intern. At first you won’t be contributing as much as learning, but in the final year you should be on par with, or slightly above a typical junior salary.

In the first year, you’ll focus on the basics. Sit in on meetings, work under guided supervision, mess around in the different tools, learn about budgets, timelines, testing and release. You will do mostly low level work at this point, but still actively contribute to the making of a game. After year one, you’ll have a good big picture overview of the industry, the studio, title and your role within that environment.

In year 2, you dive into the discipline you are looking to specialize in. You get ownership of smaller projects, where making mistakes won’t halt production. Making mistakes is expected and part of the learning process, but that doesn’t mean there won’t be expectations and real deadlines as well.

In the 3rd and final year, you pick one major feature to fully own alongside the work you are already doing – this is your masterpiece. The apprentice and their mentor set the final scope together, but it should highlight a “specialty” skill as well as other skills covered during the apprenticeship. What that is depends on what you do, of course. An animator will have a different goal than a producer.

At the end of the apprenticeship, the apprentice becomes a master and technically graduates out of their job. Ideally, the company has spent 3 years training a perfect new hire but even if they don’t convert the apprentice, that person walks away with 3 years of industry experience, no student loan debt, and hopefully at least one shipped title to their name.

Where do I start?

If you’re a newcomer hoping to get into the industry, the options are very limited. To my knowledge, there aren’t any studios or publishers offering apprenticeships. I have seen interns get hired into junior positions, but it is rare. If you know of anyone with an apprenticeship model, I would love to know about it.

If you run a studio or are a publisher in the gaming industry, I would strongly urge you to consider something like the model I have proposed. Do the math, and take the benefits to your company culture into account. It’s an investment for sure, but a worthwhile one in my opinion.

Adopting apprenticeships industry-wide would require a lot of leg work and for some, a shift in mentality. It would take time and people with greater expertise than myself to iron out the details. There are legalities and Human Resources to consider, and I am certainly not an expert in either of those. But I do believe that a well-structured variation of the apprenticeship model is better suited for the gaming industry than what we currently have.

Apprenticeships could also be developed with the support of unions, which are perfectly suited to help define win-win apprenticeship models. We need more unions across the industry, but that’s another topic for another day.

Would you take on an apprentice? Would you want to learn this way? For me, the answer is yes to both questions.

I will work for free, but probably not on your project

The topic of working for free comes up regularly in relation to making video games. When I worked in photography, it came up all the time as well, and if you’re a musician you will not be a stranger to this debate either. Generally speaking I am against working for free, and especially if the work performed is also your actual profession. The real world is not so black/white, however. There are times, when there is nothing wrong with offering or accepting free work.

Let’s get one thing straight: I am not talking about working for “exposure”. Don’t do that. If someone has enough influence that being associated with them is enough to actually open new doors for you, that someone can also afford to pay you.

The free work I am talking about, is the kind you donate because you believe in the project or its creator. In my experience, these are usually niche projects with little chance of ever seeing commercial success, or even breaking even. And on this scale, there isn’t much “exposure” to benefit from either. Most indie productions fall into this category (whether you’re making games, movies, or music).

So, why bother? Why donate your time and talent to some weird, outlying project? I am glad you asked. Here are 3 quick reasons.

  1. It’s a chance to experiment with new skills, processes and tools in a production environment, without risking your day job/career if you mess up.
  2. It’s a way to network with others who are associated with (or fans of) the project. For me, if I walk away from a project with 1 new friend, it was worth the effort – regardless of other factors.
  3. It’s practice! No matter what your creative medium is, practicing storytelling, presentation and implementation many times over will only make you more confident and raise your mastery.

But before you ask me to contribute to your project, let me remind you of the second half of this post’s title. Why not your project? (Uh, this is assuming you, dear reader, is not already a personal friend of mine, in which case I probably DO want to work on your project – text me)

Context is everything! If I already know you, your pitch comes with the shared experiences we have, and my understanding of your goals and dreams, as support. If not, your project has to stand completely on its own. You could get lucky and pitch a project that happens to match something I’ve been wanting to do, but that is too rare to use as a strategy.

My point is two-fold. If you are asking others for help, play with open cards about your budget and goals, be inclusive, respect contribution limits, and please, don’t take offense when someone turns you down. Don’t go into it with a cold call approach. Get to know people before pitching to them and tailor it accordingly. It’s not enough to sell it in the moment, you want them to commit – so you have to commit in return.

On the other hand, if you are volunteering your work, please do so with your eyes open. Do it for love of the craft, for fun and for learning – when it feels like collaboration. By eyes open, I mean if you are working with someone you don’t really know, or you think there is even a tiny chance that the project might take off – get a contract written up!

Don’t volunteer yourself so others can get paid in cash, while you try and pay the bills with all that “exposure” you got. Most of us have been taken advantage of a few times, and it’s easy to become jaded from the experience. However, swearing off all others tends to end up feeling rather isolating after a while. Be picky, but say yes sometimes.

I guess you could boil it down to: Go ahead, work for free but don’t be stupid about it. And by all means, ask others for a contribution to your project, but don’t be a dick about it.

The featured image was generated using Midjourney and a combination of the prompts “I will work for free, but probably not on your project” and “Spend your time wisely”.