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    Conventions for the Aspiring Gaming Professional Copyright 2009 - Jess Hartley

    Conventions for theAspiring Game

    Professional

    Using conventions (and other public face-to-face situations)to your advantage as an aspiring member of the

    professional gaming community.

    Originally part of a series of blog posts for Gen Con,now available for aspiring freelancers

    regardless of your convention of choice.

    This publication, in whole or in part, may not be reproduced or transmitted in any form or byany means, mechanical or electronic, including photocopying and recording, or by anyinformation storage and retrieval system, except with permission in writing from the Author orPublisher (except by reviewers, who may quote brief passages and/or show brief video clips in

    the review.)

    LEGAL INFORMATION AND DISCLAIMER:Information within this book does not constitute legal, financial or similar professional advice.The purchaser of this publication assumes full responsibility for the use of these materials andinformation. The Publisher and Author assume no liability whatsoever on the behalf of anyreader of this material. Please consult applicable laws and regulations and competent counsel toensure your use of this material conforms to all applicable laws and regulations.

    Copyright 2009 - Jess Hartley

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    TABLE OF CONTENTS

    Introduction .................................................................................................................... 3Chapter One: The Basics ............................................................................................... 4

    Hygiene - The Ultimate Basic................................................................................... 4Conwear ...................................................................................................................... 5First Impressions........................................................................................................ 6

    Chapter Two: Preparation ............................................................................................ 8Take Care of You........................................................................................................ 8Leave an Impression (and a Card) ........................................................................ 10Showcase Your Work .............................................................................................. 11Do Your Homework ................................................................................................ 12

    Chapter Three: At the Con ......................................................................................... 15Where to Go and What to Do................................................................................. 15How to Talk Shop .................................................................................................... 18What to Say (and What Not to Say) ...................................................................... 20How (and When) to End ......................................................................................... 21

    Chapter Four: Follow Ups and Follow Through..................................................... 24Follow Ups ................................................................................................................ 24Following Up on Follow Ups ................................................................................. 25Follow Through........................................................................................................ 26

    About The Author ....................................................................................................... 28Appendix One: Important Gaming Industry Conventions ...................................29Appendix Two: Supply Check List ........................................................................... 30Appendix Three: Professional Supplies ................................................................... 32Appendix Four: RPG Companies .............................................................................. 33

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    Introduction

    Every year, hundreds of thousands of gamers descend upon conventioncenters, hotels and college campuses across the globe in the form of dozens, ifnot hundreds, of gaming convention events. These events offer the opportunityto shop, game and party among their fellow gaming enthusiasts, and a chanceto be a part of the larger gaming community. But they also offer somethingelse...

    Opportunity.

    Conventions are the best chance that most aspiring writers and artists have formaking one-on-one face-to-face connections with potential employers andnetworking contacts in the gaming industry. Whether across the booth-counter,during games, at panels or just wandering around, the average gamer is morelikely to meet (and make a potentially career-starting connection with) anindustry professional at a convention than they are at any other location.

    However, such opportunities are a double-edged sword. Face-to-face contact

    can be a great career tool - if you're prepared for it. It also offers the chance forthe unprepared to totally flummox any chance of working in gaming as well.Fortunately, many of the most common mistakes are easily prevented, with abit of thought and guidance.

    This guide is designed as an aid for those who are interested in working as aprofessional in the gaming field, and who would like to take advantage of themyriad opportunities available at conventions for making one-on-oneconnections with industry professionals. Its purpose is to aid the aspiring gameprofessional in making the most of convention attendance.

    While the information within is drawn in part from the author's personalexperience over almost a decade of freelance work within the field, it alsoincludes advice offered by colleagues in every facet of the industry, as well asobservations made through watching other freelancers succeed, andoccasionally fail, in the professional world of game creation. Its specific focus isthe pen-and-paper roleplaying game industry, although the majority of theadvice contained within applies equally as well to the video game industry.

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    Chapter One: The Basics

    Before we dive heavily into the professional-specific aspects of conventionattendance, there are a few topics which should be addressed. These are, to beblunt, the basics. They are things which should be kept in mind on a constantbasis, when presenting one's self in a professional light.

    For most folks, they are a given - but for those who they are not, they form the

    very basic "first step" towards using a convention as a professional footing.Without these basics, the likelihood of making a successful professionalimpression at a convention (or anywhere else) is very low.

    Even for those who have a good grasp on such social guidelines, it never hurtsto give them a quick read-over, just as a reminder.

    Hygiene - The Ultimate Basic

    This is so basic that it shouldn't even need to be said, but unfortunately, it does.

    Hygiene is at the core of making a professional impression. Without goodpersonal hygiene, your chances of making a positive impression as a matureand responsible individual are almost nil. If you can't be bothered with this,your chances of getting hired in the industry (or anywhere else) are fairly slim.

    No one wants to hire, work with, game with or even stand next to someonewho smells unpleasantly. Yes, conventions often involve long hours and little inthe way of amenities. Folks may be dealing with shared hotel space, longcarpools or couch-surfing. That is no excuse to smell bad. Take a shower and

    put on clean clothes before you come to the con, whether for professional orrecreational purposes.

    If you are day-tripping, and it involves driving for any real length of time, oreating in the car, plan to make a quick stop when you get to the convention anduse the restroom to freshen up. Take the time and effort to change into cleanclothes, if necessary. Freshen up a bit. A small package of baby wipes (seeAppendix One for details) can be a lifesaver for a fast anti-sweat wipe-down(preferably in the privacy of your own stall).

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    If you're staying at a hotel for the convention, don't just throw your bags inyour room and rush for the exhibit hall. Consider stopping to grab a quick

    shower and a change of clothing before you start schmoozing. Bring a full set ofclean clothes for each day, and a spare outfit for that messy chili-dog accidentyou didn't plan on happening. Shower at least every morning, even if it meansgetting up a little early to beat your roommates to the bathroom. A quickshower in the afternoon can be a great pick-me up refresher as well, renewingboth body and spirit.

    And last, but in no way least - use a combination deodorant-antiperspirant.Even non-smelly sweat stains give an unprofessional impression, andconventions are bastions of sweat-inducing activities.

    Put it on when getting dressed, and if the day wears on, there's nothing wrongwith a mid-day reapplication. Trust me. It really, really does matter.

    Conwear

    Conventions are a haven for costumes, snappy t-shirt logos and extremeclothing of all sorts. The upside to this is that the ambient atmosphere ofclothing variety leads to a great deal of flexibility and self-expression about"professional wear" within the gaming industry. The downside is that even inthis environment, it is possible to go to inappropriate extremes.

    When using the con as a career opportunity, no one expects you to show up in athree-piece suit or formal business dress (unless you're cosplaying, but that'saddressed later...) However, if you're wearing very extreme, overly sexualized,blatantly offensive, or just plain ratty clothing, you're not doing yourself anyfavors. Even standard con-fare (jeans and a t-shirt) can be an asset or a detractorto the impression you make - choose wisely!

    By dressing inappropriately you are distracting from your own agenda. Whenworking a con as an aspiring professional, you're selling yourself (but not in

    that kind of way.) You want potential contacts to remember your art, or yourclever insight about their game mechanics or setting, not your cleavage or six-pack abs.

    While it's become common in the convention circuit to see extremely revealingclothing, heavily fetishized outfits, or shirts with logos that range from subtlysexual to graphically blatant, you don't really want that publisher or gamecompany rep to remember you as "the one with the "F*CK YOU" shirt" or "Oh,yeah, the gal with the huge... tracts of land... falling out of her corset" whenyou're trying to impress them with your employability.

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    Likewise, while your favorite T-shirt or jeans may give you a lot of confidence,

    if they're falling apart or are covered in stains, they're not going to make a verygood impression on those around you. You want people to remember you, notthe holes in your shirt.

    As for cosplay and other costuming - you may want to wait until you're done tostart your hand-shaking and networking efforts. While your bunny ears, angelwings or blood-soaked lab coat may get you stopped in the hall for photoopportunities, it's not necessarily the impression you want to leave on apotential business contact. You probably don't want to have to start yourfollow-up email with "You may remember me as the drow with the super-sizedbroadsword..."

    First Impressions

    You never know where or when you're going to bump into a potential contactor employer, especially at a major convention. The same heavy potential forinteraction that makes conventions a great opportunity for business-networkingalso makes it rife with opportunities for having your mistakes or misbehavingswitnessed by those same potential contacts. They're everywhere, and you mayencounter them even when you're not "on your best behavior".

    This means the guy in the elevator who you just told that Game X totallysucks might just turn out to be the publisher of said game, and someone you'dhoped to get an interview with. The "booth babe" you just leered at and maderude comments to your friend could very well be the HR director for hercompany (who just happens to look great in their promotional t-shirt).Likewise, the crowd at the bar you just spilled beer on because you were"totally wasted" (or who spilled beer on you) has a decent chance of containingat least one member of the development team for your favorite game.

    I'm not advocating being fake - no one likes a phony. But being aware of your

    surroundings and the impression you're making can make a huge difference inhow you come across to others. Express opinions politely, rather than usingterms like "worst", "sucks" or "hate". Socialize without losing control.Treating others with respect and politeness won't necessarily get you a job inthe industry - but poor behavior can definitely shut doors.

    And a final note about first impressions - The gaming industry is a very smallcircle of people, and there's a lot of overlap. The person you're badmouthing atone booth might well be a friend, co-worker or associate of the person you'retalking to. The game you're dissing might well be something the person you're

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    talking to worked on, helped design or even invented. Or you might have justcalled her best friends' masterpiece an utter piece of crap. Keep it positive, and

    if you don't have anything good to say - don't say anything at all. An attempt toconnect with one industry pro by insulting another one (or to praise one gameby insulting another) may very well have the opposite effect.

    That's it for the basics - Sounds simple, right? It really is, but anyone who'sattended a convention can tell you that even the simple things are oftenoverlooked.

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    Chapter Two: Preparation

    Many times, as a gamer, planning for attending conventions doesn't go muchbeyond making certain you have transportation and lodging for the event.However, if you want to use a convention to your fullest advantage,professionally, a little prep-work can go a long ways. In this chapter, we'regoing to cover a few simple things you can do to before the convention to reallymaximize the effectiveness of your time there. As with many limited-timeopportunities, investing a little effort and energy before heading out to the

    convention can really pay off in the long run.

    Take Care of You

    Taking care of yourself is key to being able to make the most of any situation -including a convention. Your basic necessities have to be taken care of in orderfor you to be at your best - and you want to be at your best when attempting toconvince others that they should consider you for potential work!

    Portable Refreshments

    Making sure that you're well-fed, hydrated and not in the throes of a sugarrush/crash can make all the difference in how you're able to present yourself topotential employers. However, food and beverage choices are often limited atconvention locations, and the options available are often expensive (andnutritionally bankrupt.

    Since conventions' environmental climate control mechanisms often takemoisture out of the air (and because we tend to talk, walk and sweat a lotduring a full day of con-schmoozing) it's easy to become dehydrated whileworking a convention. I recommend bringing some sort of refillable water

    bottle and keeping it with you at all times. Most cons have water fountainswhere you can keep your bottle topped up.

    Below is a list of refreshments which are at least semi-healthy and which shouldbe fine at room temperature for a weekend's convention. Some (like cheese andbeverages) will be much better if refrigerated, but should not go bad over a twoor three day period at reasonable room temperatures.

    Try to mix and match choices which will provide you with sufficient protein,fiber and carbohydrates to keep yourself on an even keel. And carry something

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    with you, in case you don't have time to run to your hotel room or car for asnack.

    But be sure to bring a toothbrush or at least mints/gum - you don't want toexhale jerky-breath on a potential contact!

    Water Iced Tea Lemonade Granola Bars Fruit Snacks

    Fresh Fruit Fruit Cups Dry Cereal (in bags) Baby Carrots Cheese

    Crackers Pretzels Bagels PB&J Jerky

    Pepperoni Sticks Trail Mix Nuts Raisins

    Dining out & Mad Money

    Even if you're doing the con on a shoestring, if it's possible on your budget,stick aside an "emergency" $20 bill. You may find yourself in a situation where

    someone you've been discussing professional stuff with invites you to tag alongwhile they hit the Steak and Shake or the sports bar, and it would suck to nothave enough to cover your meal (and be able to continue being a part of thenetworking.)

    Do not, however, invite yourself along to meals with industry folks you'retrying to schmooze. A casual hint/opening ("I've been wondering where to eataround here. Where are y'all heading?") is acceptable, and may garner you aninvitation to come along, especially if you've already impressed your targetwith your listening skills, cordial personality and professionalism.However, unless you are specifically invited to come along, don't try to

    wheedle your way into dining with the person you're trying to convince to hireyou.

    Meals are often a rare and precious commodity when industry folk are workinga convention, and inserting yourself into their circle during this timeunwelcomed is not likely to endear you to them. (This, like any of the rest of therules in this guidebook, is not hard and fast. There are certainly folks who haveparlayed a self-invite into business connections. However, the ratio of successto failure with this endeavor is very high, and do you really want to risk thatyou're the one person in 100 who manages to pull it off?)

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    Sleep

    Sleep is just as important as nourishment for making sure you're at your best.While there's a strong temptation to do without sleep entirely at conventions(especially if you're working the booth circuit to make job contacts during theday and getting all your recreational activities in throughout the night!) twothings will happen if you skimp on sleep. Either you'll sleep in unintentionally,and thus lose out on valuable schmoozing time while the exhibition hall isopen, or you'll be dragging yourself around from booth to booth, and it'sdifficult to make your best impression if you can't keep your eyes open orfollow a conversational thread.

    Aim for at least 6 hours of rest per day for "working" cons. If you can't swingthat, look for a time in the mid-day when things are at their slowest to grab aquick cat nap and refresh your senses before heading out again.

    Medications

    As well, if you have any important medications - remember to bring and takethem. In the middle of an impromptu interview with a game company exec isnot the time to remember you forgot to take your anxiety meds! Nor do youwant to suffer an entire convention with a rampant case of allergies, a migraine,or a sinus headache.

    While a full-sized first aid kit may be overkill, a small kit with an adhesivebandage or two (for blisters), some of your preferred headache medicine,heartburn/stomach meds if you're prone to needing them, and the like can be alife-saver and keep you feeling well enough to concentrate on the tasks at hand,rather than how miserable your cold is making you feel.

    Leave an Impression (and a Card)

    I am a HUGE advocate of business cards, even if you don't have an officialbusiness. They are a quick, concise, neat and professional means of leaving yourcontact information with someone - and they give the impression that you haveyour act together. They can be as simple as a plain white card with your name,email, phone number and a single context line (Game Designer, FreelanceWriter, Editor for Hire, the name of your podcast, etc.) Artists might want toinvest a little more and use an example of their art on their card. Many internetsites, such as Overnight Prints (where I get mine) can print your business cardsin a hurry, deliver them quickly, and allow you to make a very professionalfirst impression - all for a very small investment.

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    If you don't have time or resources to get business cards professionally madeyourself, consider making a batch up using print-and-tear blanks. These are

    available at most office supply stores for a reasonable amount, and most wordprocessing programs have some sort of template for putting together a basicbusiness card. Just print them on your home computer, and voila! Nearlyinstant, inexpensive business cards!

    While the perforated edges may not look quite as slick as professionally printedones, they're vastly better than just scrawling your name on a piece of paper, orworse yet - not leaving any contact information at all with potential employers.

    Showcase Your Work

    Potential employers are inundated with aspiring writers. One of theidiosyncrasies of the industry is that almost everyone who plays games believesthey have the skills to work in the industry professionally. And, while many do,if you want to make the cut you need to be able to show that you're trulytalented. However, unless they have specified a time for interviews or portfolioreviews, most industry professionals are not going to have the time in lookingthrough your full portfolio or reading your writing samples while at theconvention. This is a time for them to promote their own businesses andinteract with fans.

    Portfolios and Ash Cans

    That doesn't mean you shouldn't be prepared for any eventuality. Bring yourportfolio, but leave it in your car or hotel room. That way you're not tempted tothrow it down on the table at inappropriate moments, but you've got access toit with just a few minutes walking should you find out that a company you'reinterested in does open up some portfolio viewing sessions unexpectedly.

    As well, if you are an artist, have a few CDs with examples of your work, or ashcans (mini-portfolios for giving away) with you. Print quality is very importanton this type of product, as a poor print job can make even a great artist look

    incompetent! Take a little time to be sure that what you're giving to potentialemployers really makes you look as good as you are.

    Writers can do the same thing, with a CD or chapbook that showcases some oftheir pertinent work. As with artwork, be sure you've edited what you aregiving to potential employers - typos and grammatical errors in your samplework don't leave producers with the best impression possible of your ability.

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    If you'd prefer not to print give-aways to leave with companies at theconvention, another option is to create a virtual portfolio on a website and

    include a URL link to it on your business card.

    Do Your Homework

    GenCon attracts more than 25 thousand attendees each year. That's a decentsized town descending upon the Indiana Convention Center and its nearbyhotel facilities. For four days, the area becomes a veritable sea of geekery. In theExhibition Hall, crowds are often two or three people deep in every aisle, andnavigating the walkways and booths can be a challenge of its own. Otherconventions can be equally as daunting. Spieltage, in Essen, Germany, for

    example, draws in over 130 thousand attendees each year. That's roughly thesize of SIX Gen Cons, making it larger than many nearby cities.

    This is not the time to just walk around and hope to make business contacts.With vendors ranging from corset companies to movie moguls, there's just toomuch diversity (and too much territory) at most major gaming conventions tojust wander and hope for the best.

    Additionally, many companies use booth-workers to man their sales and demotables during the convention (so they can be more flexible in schedule andlocation.) This means that even if you do find a promising company's booth, theperson standing at the table might be the warehouse person for the company,or the owner's niece who knows nothing about the industry.

    (And to make things even more complicated, many of the smaller companiesshare booth space with other vendors, making it even more difficult to knowwho to talk to even within a specific booth area.)

    I recommend doing some research on the companies and people who will be inattendance, before the convention begins. A little prep work will help you feelmore confident (and sound more experienced) than going into the situation

    cold.

    Make a List

    Make a list of companies you'd like to make contact with. Start with companiesthat make games you play and enjoy, or who produce games in the same genresthat you like playing. From there, add in some that you have heard good thingsabout - checking out industry awards like the Origin Awards, ENnies orIndependent RPG awards for the last few years may give you a starting place.Recommendations from friends or from your Friendly Local Game Store staffcan help round out your list.

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    Do Research

    Once you've got a list, do a bit of research on each company. Make a note of

    some of the major games they produce, and, if possible, give them a try. If youcan't actually play them, then at least spend a little time on review sites orforums learning about them, so you have something intelligent to say if thetopic comes up.

    As well, check out each company's web site to see if they'll be offering anyportfolio reviews at the convention. If you can't find a mention of it on theirsite, write to ask if such an opportunity will be available at the convention.Even if they don't have a scheduled viewing, asking before the convention maygarner you an invitation to show your work to someone there - so don't be shy!

    Find Out Who's Who

    Along with the major games, see if you can come up with a name or twoassociated with the company. For small companies, this can be simple.Sometimes the owner, editor, writer, artist, layout team, janitor and chief bottle-washer are all the same person. For larger companies, look for titles like"editor", "designer", "producer" or "developer". If you're an artist, look for ArtDeveloper or similar positions.

    As well, making a note of any reoccurring writers or artists in the company'scredits - You may run into them at a convention as well, and while theyprobably can't offer you work, they may be able to offer valuable insight andadvice.

    Now that you've got your list all compiled out and cross referenced, use it.Visit the convention's website to see if they have a list of sponsoring gamecompanies, or a vendor's list for their exhibit hall. Make note of whichcompanies will be at the convention, and set up a tentative list of times to visitthem during the hall's open hours.

    If there is a particular company you're interested in and they're not listed on the

    convention's website, search the internet for an email address and drop them apolite inquiry. Ask if they'll be at the same convention you will, and if youcould stop by and ask them a few questions at the convention.

    Don't Waste Your Effort!

    And finally, take the list with you to the convention. (I am notorious for leavingbehind vital pieces of paperwork, so I email myself a copy as well, so I can printit out at the hotel if I forget!)

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    When you get on site, check the programming schedule and exhibit hall map,and make note of where and when you may be able to arrange to meet up with

    people from your list. If you've managed to score a pre-arranged meet up,prioritize that. If not, don't be shy about stopping in and introducing yourself,or asking if it's possible to meet whoever you've researched as your desiredcontact point for the company. (More about this in Chapter 3.)

    Sounds like a lot of prep work for a "fun" event, doesn't it? But really, whenyou're attempting to break into a career field, you've got to look at preparationas a necessary step. Go into the situation well prepared, and you drasticallyincrease your chance of being able to make those vital connections and takeadvantage of any opportunities that arise!

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    Chapter Three: At the Con

    Conventions are, inherently, limited time affairs. And, although two (or three orfour) days may seem like more than enough time to accomplish everything youneed to, once you're actually at the convention, time speeds by. One minuteyou're checking in for your badge, and the next thing you know, it's Mondaymorning and you're wondering where the weekend went.

    Nothing you can do will prevent this time-dilation from happening, however,

    with a bit of planning and organization you can still make the most of yourtime at the convention.

    In this chapter, we'll help you figure out where to go, what to do at aconvention to best combine fun and professional opportunities. As well, we'lloffer advice on not only what to say (and not say) while you're there, but alsohow to avoid (or recover from) some of the most common faux pas thataspiring freelancers make when networking at conventions.

    Where to Go and What to Do

    Portfolio Reviews

    If any of the companies you've researched are holding portfolio reviews orinterviews of any sort at the convention, of course that should be your toppriority. These events are specifically designed to bring potential freelancerstogether with those who have the authority to assign them jobs. If you've beenunable to discern whether a company is holding these types of events at aconvention you're attending, and there's nothing listed on either the companyor convention's websites, ASK at the company booth. Even if they don't have aformal review session planned, there may be someone there who can take a

    look at or discuss your work with you, and you're already taking your first steptowards introducing yourself to the company as a potential new-hire.

    Panels and Programming

    When you arrive at the convention, take a few moments to look over theprogramming schedule.

    Conventions attended by industry professionals often feature panels,roundtables, workshops and Question and Answer sessions hosted ormoderated by those professionals. Obvious choices to attend would be panels

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    like "How to work for X Company" or "Getting Started with Y Company",especially if those are companies you've already noted as potential employers

    on your researched list (see "Do Your Homework" in Chapter Two).

    But other panels related to new products, sales/marketing or other professionaltopics, or subjects directly related to a company's proprietary line are oftenopportunities to speak with company employees in a small-group setting(which can often be parlayed into a brief one-on-one conversation before orafter the panel). Many panel descriptions will list the moderators - be on thelook out for company big-wigs or those who do hiring (editors/developers)and earmark those panels as potential meet-up opportunities, regardless of thetopic.

    When organizing your panel schedule, take a few minutes before the actualtime-slot to jot down a brief-but-pertinent question or two for each panel. Whileyou don't want to dominate a discussion, coming prepared can be a godsendfor those holding the panel if the rest of the audience doesn't offer any topics ofdiscussion. As well, asking questions can give you the opportunity to (veryquickly) paint yourself as an aspiring professional, which breaks the ice for laterconversations in non-panel settings. Examples might include:

    In a panel about X game topic - "I'm an aspiring freelanceartist, and I've been studying the new X line - The mood feels

    much darker/lighter/more gothic/more historic than Y bookswere. Was that an intentional choice?"

    In a panel about publishing - "I'm an aspiring freelancewriter, and I've been following forum discussions about Xissue. The feeling I've gotten is that Y is becoming a trend - Doyou think Z will be the end result?"

    In a panel about getting started in the industry, freelancework or industry trends - "I've done some pro-bono work forlocal publishers, and I'm hoping to break into write-for-hirework. Do you have any advice for new

    authors/editors/writers who are hoping to do X in theindustry in the next few years?"

    Be sure the questions you're asking are pertinent to the panel and the peoplerunning it. Asking questions about a company's video game line at a panel onCCGs or grilling an art director about the company's editing policy is unlikelyto gain you much in the way of useful information and you risk coming acrossas if you don't really understand what's going on.

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    Games

    Many game companies may be running sessions or demos of their games at

    GenCon as well. While the chances that you're playing with someone whomight have hiring-type power is fairly small with bigger companies, with smallones it's a very real possibility. Do go to game sessions and play the games.Have a great time! Be a great player. Don't try to pitch yourself during thesession; that's not what it's for and if you come across as someone who ruinsother people's fun for your own self-interest, you're unlikely to make a positiveimpression.

    Do take the time, however, after the game, to speak with the person running thesession. Let them know what you liked about the game, and, if the situation

    seems appropriate, tell them about your aspirations for entering the industry.Keep it short - they may be on their way to another demo. A simple "I'minterested in writing/art for X game. Do you know who, in the company, Ishould approach about that?" is usually sufficient.

    Make a good impression, and you never know, you might garner yourself anintroduction or recommendation from the person whose game you played in.Or, you might find out that they're the contact person themselves. If nothingelse, you've learned more about the game and that's always a good thing.

    After HoursA lot of industry schmoozing at conventions happens outside of exhibit halltime or game sessions. Be aware of your surroundings and keep an eye out foropportunities to strike up a (brief and respectful) conversation with the personyou met at a company's booth later in the weekend. Understand that you maybe catching them on the way to something (a meeting, a game, their one meal ofthe day or the restroom) so don't monopolize their time. A quick "Hi, X, I'm J...We met at your booth yesterday, and I had a quick question about freelancingfor your company. Would you mind if I came back tomorrow/later to ask aboutit?" will remind them of who you are, without demanding their time at that

    moment.

    If they're not doing anything important, they may stop and offer to discuss thequestion with you now (so be sure you have one ready!) But, if they're on theirway to something (or just don't like to talk with folks outside of booth time)you've opened the opportunity to meet up with them at a later time.

    Don't expect that, if you've stopped in to speak with someone at a panel or attheir booth, that they will necessarily remember you. They've interacted withhundreds, if not thousands, of folks and by the end of the first day, it's all a big

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    blur. Offer a quick reminder of who you are, when you meet them again - "Niceto see you again, John. I enjoyed our conversation about Orc armor after your

    panel yesterday." It will not only serve as a reminder of your previousconversation, but it takes them off the hook of trying to remember who youwere, which is a social nicety they may well be grateful for.

    A brief note on overindulgence - Some industry professionals have a very"work hard/play hard" attitude. A lot of industry business is handled overdrinks, networking at social events, etc. Liquor and other inhibition-loweringsubstances often abound.

    Remember, however, that the combination of nervous pro-wanna-be andmind/mood altering substances is a recipe for disaster. If you're meeting folksat a bar or party, either stick with non-alcoholic beverages or imbibe in extrememoderation. You want to be quick-witted and alert to take advantage of anysituation that comes up, not spending your schmooze time worshiping theporcelain god in a con restroom stall.

    How to Talk Shop

    Opening the Conversation

    If you want to use conventions as an opportunity to get your foot in theproverbial gaming industry door, at some point you're going to have to bringup your aspirations to enter the industry on a professional basis. However,finding the right words to paint yourself as an aspiring professional (ratherthan an enthusiastic fan) can be challenging. Here are some examples of waysto open that particular conversational thread:

    "I am interested in learning more about (writing/doingart/editing/doing game development) for your company.Who would be the best person for me to ask for moreinformation?"

    "Do you use freelance (artists/writers/editors)? Is there anapplication process for those roles?"

    "I'm very interested in X game line... Do you know if they arelooking for entry-level talent on similar projects?"

    The key, in my opinion, is to be straightforward and confident, without comingacross as entitled or egotistical. Realize that while your local gaming group, artcritics or college English professor may think you're the neatest thing sincesliced bread, you've got to prove yourself to any potential employer, and that

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    means checking your ego at the door and showing them that you've got what ittakes to contribute to their product in a positive way.

    The Hard Sell

    While some aspiring professionals have walked away from conventions,contract-in-hand, for the most part, the convention itself is not the place for anew person to enter into negotiations, discuss pay rates, or firm up deals. Ifyou're just starting out, it's an opportunity to make a good impression, expresssome interest, and make a request for a follow up conversation after the con.Most industry folks are going to be swamped during the event itself, andthey're going to be approached by dozens, if not hundreds, of folks on the samemission you are.

    Don't ask for details about specific opportunities, or press for commitment.Instead, use your brief conversation as an opportunity to engage in furtherdialogue after the convention. Ask "I'd love to talk more with you about this.Can I contact you after the convention?" And then, do it. (More information onfollowing up on con contacts will be covered in Chapter Four, "Follow Ups andFollow Through".)

    Accepting Critique

    No one likes to hear that their work isn't as awesome and amazing as they thinkit is. But part of working as a creative professional in any industry is that yourwork (both before and after publication) is open to critique. Whether at aconvention or submitting work afterwards, be prepared for appraisal andcriticism.

    Listen with an open mind and a calm spirit to what is being said and, even ifyou don't agree with it, attempt to absorb it in a positive and professionalmanner. Don't take it as a personal insult. For the most part, industryprofessionals are not telling you the areas you're weak in to make you feel bad

    or exert their authority over you (although it may feel like it at the time.) Theywant publishable work (be it art or words) that they can use. They want yourefforts to be up to snuff, so they can use you.

    And while you may not agree with their assessment of the quality of yourwork, if you're trying to sell them on you and your creations, their opinion doesmatter.

    It should go without saying, but whatever you're told - don't argue with theauthority. If you're insulted, outraged, mortified or mad, be a professional -

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    politely gather your work, thank them for taking the time to look at it and walkaway. If your views and theirs are so diametrically opposed that you can't find

    any value in their assessment of your creation, perhaps they are not the rightperson or company for you to work for or with. Arguing will not change that.Nor will it change their professional opinion of your work. All it will do ismake you look like a whiny prima donna who can't take criticism - and that'snot a selling point. Give yourself some distance, go do something else for awhile, and then think over what was said. See if you can find any value or truthin their assessment. If so, learn from it and follow up with them at a later date.If not, go on to the next prospect on your list of researched potential employers- there are a lot of fish in the sea, and not every individual will be a good matchfor every company.

    But don't burn your bridges by being less than 100% professional - you neverknow when your path will cross with theirs again.

    What to Say (and What Not to Say)

    Complaints

    As we addressed in Chapter One, insulting people or products is rarely aneffective technique when interacting with gaming professionals. Industry pros

    are bombarded and besieged with insults and abuse about their game on asemi-constant basis, and the last thing that is going to endear you to them islayering another helping of negativity on, whether it's their own work oranother company's that you're targeting.

    On the other hand, personal opinion, when couched in polite terms, can showan industry professional that you have not only played the game but also havean in-depth understanding of the setting and mechanics. A pet peeve, whenexpressed diplomatically, can open the opportunity for conversation, ratherthan shutting it down.

    "I was wondering about X mechanic in Y game. I didn't feel itwas an improvement over Z mechanic because of A reason.Can you tell me why they went that direction?"

    "The rule about X has never worked very well for my players.We've house-ruled Y, because it does Z. What are yourthoughts on that?"

    "My group wasn't fond of the X setting, so I took it and put a Ytwist on it. They're now involved in Z conflict with a group

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    that is kind of akin to X's monster, but with a different feel.Have you tried doing something like that with it?"

    ComplimentsOn the other hand, effluvious complements and hyperbole are more thedomain of rabid fanboys/girls than aspiring professionals. Save "It's the bestestgame ever, and I love it more than life itself, can I have your babies?" for privatesituations, or when you've made more than casual acquaintance with yourconversation partner. For first interactions, simple, succinct complements(when true) are much more meaningful than fluffy layers of fawning.

    "I really enjoy X aspect of Y game." "I've played lots of X-themed games, but I found that Y was

    my favorite because of Z aspect."

    "X game introduced me to the Y genre, and I have neverlooked back."

    Character Stories

    As a note? If you're going to tell an industry professional about your character(and I'm neither recommending nor forbidding you from doing so) for the loveof all that is holy, please keep it short. Unless they specifically ask for a blow-by-blow of your 14-year campaign setting and meta-plot, keep it to a few short

    sentences about what you like to play and why. A very brief anecdote(especially if it's well-practiced, funny and less than a minute long) can also beappropriate, if it works well in the conversation.

    However, always be aware of your audience. If the person you're speaking withis looking past or around you, fidgeting with something in their hands, texting,stretching, yawning, not actively participating in the conversation, or if theywalk away or break your conversation to speak with someone else, or in someother way appear to be non-enthralled with your story - stop talking. A brief"Ooops, I'm sorry, I was rambling" followed by a question thrown their

    direction to change the topic can often rescue such a faux pas.

    This is a situation where it's always better to err on the side of caution. They canalways assure you that no, they really were enraptured by your recitation ofyour 70th level Death Knight's family genealogy and beg you to go on - but ifyou suspect you might have gone too far, chances are you have.

    How (and When) to End

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    It's tempting, once you've actually made a contact at a convention, to keeptalking with them for as long as possible. The initial contact can be frightening,

    so it's a natural instinct to want to continue the "good part" of chatting withthem for as long as possible.

    Fight this instinct, especially if you're monopolizing their time. Groupconversations can go on a bit longer, because you're not keeping them frominteracting with everyone else, but for one-on-one conversations, keep yourdiscussion down to a few minutes, at least on first contact.

    After that, a polite "It's been great talking with you, but I don't want tomonopolize your time. Thanks for taking the time to chat with me." is awonderful way to break out of the conversation. It gives the other person theopportunity to end the conversation or not, depending on their interest andsituation. If they say anything other than some variety of "No, please stay,"consider that your cue to move on to your next conversational partner.

    If, on the other hand, you are invited to stay, please don't take that as aninvitation to put on a one-person show. Conversation, especially with folks youwould like to work with or for, should be a back and forth dialogue. You'rethere to learn and to make connections, not to perform for an audience.

    The Wrap UpAs you're leaving a conversation with a potential professional contact, don't beshy about asking if they have a business card. Most do, and it's my opinion thatasking for one gives the impression that you are attempting to interact withthem as professional-to-professional, rather than fan-to-pro. It's also a greatopportunity to offer your own card in exchange (See "Leave An Impression(and a Card)" in Chapter Two).

    I always recommend taking a moment immediately after walking away from acontact conversation to jot a few things on the back of the card. These include

    the person's name (if it's a business card rather than a personal one), thetime/date you talked to them (Friday morning for example, or "at IndiePublishing Panel"), and any particular topics you discussed ("talked about .pdfproducts" or "she collects Japanese parasols").

    Chances are you will return home with a fist full of these cards, and a littleinformation will help you remember why you got them in the first place, aswell as serving as a reminder on which individuals you want to do follow upemails with. (More information on this is given in Chapter Four, "Follow Upsand Follow Through".)

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    As you can see, many of the things that I'm recommending you do to take

    advantage of a convention as a networking opportunity are many of the samethings you're likely going to be doing there any way: going to panels and gamesand chatting with folks at booths. You're just parlaying them into opportunitiesto make networking connections.

    "Working" a convention can be as much fun as going purely for pleasure - ifyou go into it with a positive attitude and the right skill set.

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    Chapter Four: Follow Ups and Follow

    Through

    Once you've returned home from the convention, your work isn't over. In fact,hopefully, it's just beginning. In this chapter, we'll talk about what to do afterthe con, to make certain that the effort you put into the convention doesn't go to

    waste. We'll discuss establishing post-con contact with your new network ofindustry allies, as well as a very basic set of tips on how not to flub your firstindustry job.

    Follow Ups

    Hopefully, by the time you return home from the convention, you'll havecollected a nice stack of business cards (see Chapter Three: At the Con) from

    your new industry contacts. These will be the basis of your post-con follow ups.

    On the back, you've carefully jotted a few notes about your conversation witheach person, as discussed in "The Wrap Up". Upon returning from theconvention, you will use these as a "to do" list for following up after theconvention

    Create a brief e-mail letter and customize it for each of the individuals youspoke with at any length during the convention. A sample might read:

    "Dear X,Thank you for our conversation on Y during GenCon last week. Ireally enjoyed hearing your thoughts about Z.As we'd discussed, I am very interested in opportunities tofreelance as a (writer/artist/editor) in the industry, and I waswondering if you could point me in the right direction to explorethat avenue with your company.

    Thanks again for taking the time to chat with me.Sincerely,

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    Joseph L. Needajob555-555-5555

    [email protected]"

    I recommend doing this for all the contacts you make at the convention who arealready involved in the industry. Just because someone doesn't have hiringauthority doesn't mean they don't have experience and insight that you canlearn from. Plus, you have the opportunity to make more friends - always abonus on both a personal and professional level.

    Following Up on Follow Ups

    Immediately after a big convention, many industry folk are swamped,exhausted and inundated with new contacts. If you haven't gotten a responsefrom someone you emailed immediately after the convention, set up some sortof follow up list for yourself and send a very polite second letter about a monthafter the first one.

    Avoid any sort of guilt-inducing statements - remember the person you'rewriting to doesn't owe you a response. But a simple follow up sayingsomething like "I know it's busy after big cons, so I thought I'd drop you a noteto follow up on my email from last month" is a diplomatic way not only to keepcontact, but also to show that you're the kind of person who has follow throughand persistence.

    Another note can follow, a month after that, if necessary.

    Listen and Learn

    The responses you receive back may vary from "check our website" to extensiveofferings of advice. Regardless of how small or large, it's always nice to send afollow up letter thanking the person for taking the time to write you. Especially

    if they've taken the time to actually give you in-depth advice, remember thatthis is a valuable gift - no one owes you the time or effort it takes to respond tosuch requests - and treat it as such.

    Sometimes, as you learn more about the industry, you will also find that you'resometimes given contradictory advice. One professional says you "must" dosomething one way to make it in the industry, while another says that such anact would make it "impossible" to succeed.When you receive industry advice that is mutually exclusive, you're going tohave to make some decisions on your own. Weigh the pertinence of each

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    person's advice for your particular situation. Consider which works the bestwith your own personal philosophies and professional ethics. And then set

    your own course of action, based on what resonates correctly for you.

    Be sure to thank both individuals, however - they've both taken the time toshare with you the truth as they see it.

    Follow Through

    At some point, there's a good chance that, if you handle yourself well and haveskill and persistence, you may be offered a job in the industry. While eachindividual situation is unique, there are some basic things to keep in mind

    about the gaming industry.

    Communication and Professionalism

    While you are working in the entertainment field, you're still doing a job. Beresponsible about deadlines, prompt and responsive with communication, andrealistic about what you can and can't perform. If you take on a job anddiscover that you dont think you're going to be able to complete it in a timelyand professional manner, contact your supervisor and let them know that.Don't just drop off the face of the planet and stop returning emails. Mostindustry professionals understand that sometimes things just come up, andmay be willing to work with you, either by offering an extension, or by findingsomeone else to take on a portion of the project.

    Non-Disclosure Agreements

    Almost any company that hires freelancers will require them to sign a Non-Disclosure Agreement (NDA) before getting involved with a project. This is alegally binding contract which prohibits the freelancer from discussing anyconfidential professional information which they become privy to as a part oftheir work with or for that company. Be respectful of the NDAs you sign -violating one of them not only will almost certainly assure you don't work inthe industry again, it can cost you a great deal of money. NDAs are legaldocuments, and violating one could find you on the receiving end of anexpensive lawsuit.

    If you have any questions about what you can or cannot say about a projectyou've been hired to work on, either ask the person who hired you, or don't sayanything. Discretion is definitely the better part of valor where NDAs areconcerned, and something spoken (or worse, written on the internet) cannot beun-said/written.

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    Paying It Forward

    And finally, if and when you do break into the industry, remember to treat

    those who are still aspiring with the same respect and courtesy that you wantedwhile you were there. Offer aid, provide support and remember what it waslike to be "just a gamer". It's easy to lose one's humility on the "professional"side of the gaming table, but when it all comes down to it, we're all "justgamers" regardless of what other roles we play in the industry.

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    About The Author

    Jess Hartley is a freelance novelist, writer, editor and game developer withalmost a decade of experience in the gaming industry, where she has written orco-written dozens of RPG products. Her work has been published in a widevariety of mediums, including novel-length fiction, role-playing games,magazine articles and fiction anthologies.

    She currently authors an online advice and etiquette column entitled "One Geekto Another".

    Jess lives in Arizona, with her family and a menagerie of other interestingcreatures, where she participates in a plethora of strange and curious pastimeswhich often make her neighbors and acquaintances scratch their heads inconfusion.

    More information about Jess can be found at her website: www.jesshartley.com.

    Inquiries about reprints or other topics can be addressed [email protected].

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    Appendix One: Important Gaming Industry Conventions

    While far from all-inclusive, here are some of the industry's largest or most usefulconventions, in terms of game industry-connection potential. Others, while smaller, areincluded because of their game-industry focused programming or inclusion of industryprofessionals in their guest lists.

    Spielwarenmesse International ToyFair(Nuremberg Toy Fair)

    Nuremberg, Germany - Februaryhttp://nurembergtoyfair.com/

    Gama Trade Show (GTS) (*)Las Vegas, NV, USA Aprilwww.gama.org/gts

    NorwesConSeattle, WA, USA Aprilwww.norwescon.org

    BayConSan Francisco, CA, USA Maywww.baycon.org/2010

    Origins Game Fair (*)Columbus, OH, USA Julywww.originsgamefair.com

    Gen Con Indy (*)Indianapolis, IN, USA August

    www.gencon.com

    Dragon*ConAtlanta, GA, USA Septemberwww.dragoncon.org

    Gen Con AustraliaBrisbane, Australia - Septemberhttp://www.genconoz.com/

    Penny Arcade Expo (PAX)Seattle, WA, USA Septemberwww.paxsite.com

    GamesFestWatford, UK - Octoberwww.gamesfest.co.uk/

    RinConTucson, AZ, USA - Octoberwww.rincongames.com

    International Spieltag(Spiel Essen)Essen, Germany - Octoberwww.internationalespieltage.de

    DragonMeetKensington, UK - Novemberwww.dragonmeet.co.uk/

    NeonConLas Vegas, NV, USA - Novemberwww.neoncon.com

    (*) - Widely considered to be the "Big Three" of US game industry networking

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    Appendix Two: Supply Check List

    These are personal items which you should have either with you or have easy access toeven for a day trip to a convention you hope to work. While none are, strictlyspeaking, professional supplies, they will help you present a professional appearancethat will go a long ways towards supporting your image as a desirable potential-employee.

    Change of Clothes - If you have space, throwing an extra set of clothes in your bag/carvirtually ensures you /won't/ have a major spill or other clothes disaster that requiresyou to change. It's just Murphy's Law in reverse. If space is tight, consider throwing inat least a spare shirt. Most major disasters (and most noticeable stains, occur on the shirtfront.

    Deodorant/Antiperspirant - In nervous situations, humidity or heat, a morningapplication of deodorant may not be sufficient to protect you through a long day ofnetworking. There's absolutely nothing wrong with a mid-day or pre-evening re-application. Better safe than sorry. Be sure to check for a product that both preventssweat and smell. Even if you smell great, you will impress no one if your shirt'sunderarm area is soaked with sweat.

    Disposable Wipes - For quick clean ups. Great for minor spills on clothing. In a pinch,

    these can also serve as a quick mid-day sweat treatment (please use in the privacy ofyour own bathroom stall), or to remove makeup (if worn) before re-application.The best kind are thick and cloth-like rather than thin and papery - if you have thespace, grab a roll of premium baby-wipes, as they're often very thick and thusabsorbent.

    Hairbrush or Comb - Unless you're bald, it's nice to have these for quick touch-ups.

    Hand Sanitizer - There's few things as frustrating as working a convention and goinghome sick as a dog afterwards. It totally takes the wind out of your sails, and makes it

    difficult to tackle all those great networking connections you made with anyenthusiasm or energy. Do yourself (and everyone else) a favor, and use sanitizerfrequently. One colleague of mine uses the following guideline: Sanitize every time youenter your hotel room/car, leave your hotel room, leave the bathroom, eat, or movefrom one "event" to another.

    Make Up (If you wear it) - Convention environments are often hard on make-up.Whether you just touch up your lipstick/powder, kick things up a notch for eveningoutings, or do a full wipe-and-reapply in the late afternoon, it's handy to be able to fixyour face at will.

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    Mint/Gum - When you don't have time to brush post-meal, if you're a smoker, or if you

    just start feeling a bit gamey, a quick mint or stick of chewing gum can do a lot to boostyour confidence (and make others happier about extended private conversations.)

    Tissue - Allergens, weird environmental changes, smoke, perfume and potential illnessare just a few of the myriad reasons to always carry a small package of facial tissue withyou at conventions. Plus, they can be handy for clean ups, but be careful, as they willoften leave white lint on dark clothing if used to dab at stains.

    Toothbrush & Toothpaste - Nothing is worse than realizing you're on your way to animportant meeting/event and were so worried about making it on time that you forgotto brush your teeth. Grab a travel-brush and mini-toothpaste and keep it in a plastic

    sandwich bag in your jacket pocket/laptop case/purse. Not only is it great to havethese on hand in case you forget, but post-meal/snack scrubbings are a godsend ifyou're heading back to interact with folks afterwards.

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    Appendix Three: Professional Supplies

    These are items which you should have with you at all times when "working" aconvention. This list is designed to give you the little "edge" between "gamer whothinks that it would be cool to work in the industry" and "aspiring professional who'sready to enter the field."

    Business Cards -Include at least your name, email address and some hint about whoyou are or what you do. Phone numbers are a definite plus, especially if you use yourcell number and have it present at the convention. That combination makes it extremelyeasy to say "give me a call if you get a spare minute and want to talk shop". As well, ifyou encounter an industry person who has run out of (or forgot) their own cards, youcan ask them to write their contact info on the back of one of yours, and keep contactthat way.

    Pens - Several, preferably black ink, and disposable. These are great for making notes,dashing down phone numbers or loaning to someone who doesn't have one handy.

    Small Notepad - As small and professional looking as you can manage. Great for jotting down vital data, like room numbers and times of panels, names of potentialcontacts, or short reminders from programming sessions or conversations. Also greatfor keeping track of expenses, project ideas or other important information.

    Cell phone - While not strictly necessary, it really helps to be able to communicate forthings like impromptu meetings, cancellations or on-site follow ups. If you don't carryone normally, consider getting a pay-as-you-go version for convention/professional useonly. They're reasonably priced and easy to use.

    Portfolio/Ash Can - A sample of your work that you can leave with aneditor/developer/art director. Make sure your contact information is clearly availableon it (and on every page if it includes parts that can become separated.)

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    Appendix Four: RPG Companies

    This is a partial (and in no way all-inclusive) list of some of the myriad companies in theindustry. Many have submission guidelines, calendars of events the company will beattending or other resources available on their websites, and aspiring gameprofessionals are encouraged to utilize these assets to their fullest potential.

    12 to Midnightwww.12tomidnight.com

    Catalyst Game Labswww.catalystgamelabs.com

    Eden Studioswww.edenstudios.net

    Fantasy Flight Gameswww.fantasyflightgames.com

    Goodman Gameswww.goodman-games.com

    Green Roninwww.greenronin.com

    Malhavoc Presswww.montecook.com

    Mind Storm Labswww.mindstormlabs.com

    Pagan Publishing

    www.tccorp.com

    Paizowww.paizo.com

    Palladiumwww.palladiumbooks.com

    Pelgrane Presswww.dyingearth.com

    Signal Fire Studioswww.signalfirestudios.com

    Steve Jackson Gameswww.sjgames.com

    White Wolf

    www.white-wolf.com

    Wicked Dead Brewing Co.www.wicked-dead.com

    Wildfire, LLC.www.cthulhutech.com

    Wildside Presswww.wildsidegame.net

    Wizards of the Coastwww.wizards.com