6 Tips for a Job Interview in Gameplay Animation
You’ve landed an interview and want to be ready ? Good ! You’re curious about how you could feel more comfortable for your next potential interview ? Also good !
I’ve been involved in the recruitment process at Techland for a couple of years, with a large spectrum of candidates’ experience. I always see interviews as an opportunity to meet someone and exchange on the profession much more than a test. That being said, I try my best harvesting what I want to know throughout a friendly conversation.
If you want to nail your next interview, I’ve gathered in this article a bunch of my tips for you. They’re rather tips for candidates who haven’t spent years on the job yet, but hopefully everyone can find some valuable information.
1 | Have a "professional plan"
Show you have thought about what you want to do, what you want to focus on, who you want to become.
This does not require much experience, only PASSION and REFLEXION.
I have met Juniors who had demonstrated a much more developed approach to the job than Regulars. I would pick the first a hundred times over the latest. This highlights you as a person and boosts your credibility. This also makes things easier for the leads as they can picture right away where you would fit best and what to expect from your evolution in the studio.
Talk about what you’re the most excited about in games : are you passionate about prototyping new stuff ? Are you a big fan of ultra dynamic animations ? Do you feel the future of gameplay animations resides in interactivity ? These are all questions you should ask yourself very often as they will pinpoint what specialist you are, or want to be.
2 | Demonstrate and highlight your technical skills
I personally think the technical aspect of gameplay animation is crucial. If some studios are not fully aware of it yet, I am convinced this is going to change in the upcoming years.
Your technical proficiency is your passport to the job. If you have some technical skills, you MUST highlight them. You should show :
- your knowledge of engines : proprietary or not – if you understand what’s under the hood, you’ll quickly adapt to anything
- your implemented prototypes : the result of your work in game (or in editor)
- animations rendered in your 3d software AND in game
- if you are not yet familiar with engines (student or junior), do your best showing your animations in your 3d software from an in-game framing
- if applicable, a systemic solution to a problem : a hit reactions system, a dock-to-point from various angle system …
The key here is to proof you have thought about the RESULTS in-game. This is what Gameplay Animation is, and that’s what’s going to get you noticed. Trust me, such animators are a rarity.
3 | Have your "why" speech ready
When I interview candidates, and after a quick intro, I almost always start with this question : Why are we having this conversation today ? What I have in mind when asking this question follows two axes :
- why are you looking for a new job
- why us (i.e. the studio)
It is important to be prepared and ready to answer.
If you specifically picked the studio, say why :
- type of games
- popularity
- size
- atmosphere
and avoid reasons like :
- salary
- not far from home
- the only studio around
- “I got turned down everywhere else”
These won’t make the studio feel respected and will show you’re not a serious candidate for the job. Or at all.
If the interview happens thanks to an recruiting agency, the studio will be aware. Even in that case (meaning it was not necessarily your own choice) do your homework and look for some information online. Find things you like and do your best matching them with your profile.
In both cases, draw a logical link between your skills, your professional plan and the studio. Focus on the position description and spot the key elements. Some of these must be part of your vocabulary throughout the interview.
If you’re switching jobs, also be prepared to explain why. Focus on what you were possibly missing that the new studio could provide :
- career development
- technology
- skills (of the teams)
- company structure
- work organization and culture
- type of games
If you’re more a watcher than a reader.
4 | Show you experiment (mostly for juniors or students)
If you don’t have a lot of experience yet, your demo should include as many different animations as possible :
- locomotion (loops are MANDATORY)
- action (combat, climbing, jumping, dying …)
- quadrupeds
- interaction between two or more characters
- interaction with the environment
- using props (weapons, objects to carry, throw, grab …)
You can mix animation styles as well (realistic, cartoon, stylized). This will only proof you are versatile and you’re ready to be assigned with almost anything.
If you really want to focus on gameplay animation, don’t spend too much time working on acting pieces. While they can help in showing you’re able to work on a wide spectrum of animations, they will almost never be taken into account.
5 | Ask questions
There is usually some time for you to ask questions at the end of interviews, and I personally like when candidates nail that part too. Be prepared, as it definitely shows you’re interested by the opportunity and you thought about all this.
Questions can be about :
- the studio
- the team you’ll be working in
- the project(s)
- the work atmosphere
- the work/life balance
- your interviewer’s role in the studio
My favorite best : ask them what makes them stay in that studio. You’ll always make a great impression.
6 | Prepare a solid reel
It sounds obvious. And it is. But I must cover that too.
Your reel will usually be the first way a studio will know about you, and the first filter that will or will not lead into moving forward with the interview next steps. Don’t hesitate to adapt it to a specific studio or even a specific position by choosing different animations or insisting on some important elements.
- Only include material you’re really happy with
- Remove everything that is not great
- Carefully pick the first and the last animation
- Alternate the pacing
Check that post for inspirations :
- Inspiration