5 Mistakes That Could Have Ended My Game Development Career


5 Mistakes that Could Have Ended my Game Development Career

2 Jun , 2014  

Everyone has their own journey to get where they want to go in life. Like many of you, I decided at a young age, that I wanted to create video games. There are many valuable lessons that one can learn from the journeys of those that have traveled the path before, and while I have high hopes for sharing many of these stories on Game School Prep, and have already been in contact with several friends in the industry across many professions who are happy to share, I wanted to start with my story.

Specifically, I wanted to tell you about some of the rougher edges; the things that my friends may not be comfortable sharing. These aren’t my brightest moments; they are embarrassing, and do not reflect my values. The biggest reason most people don’t succeed in following their dream is because they give up in moments like these – I want to share so that you can see that by persisting you not only survive, but often come out stronger on the other side. These days we’re inundated with positivity – people tend to only post “the good stuff” on social media, and so it is easy to fall into a trap of thinking it is easy for everyone else, or everything is always going well for them. The reality couldn’t be further from the truth; in fact, there is no way I could have achieved any level of success if I had not made mistakes like these along the way to teach me the valuable lessons that I needed to learn.

The Shame List

Game Development Mistakes And Lessons 1. I Cheated on a Test1. In Fifth Grade, I Cheated On My French Test

When I was a kid in a small town elementary school, it was easy to feel like I was one of the smartest kids in the class. I did well at math and on tests, so after a couple of years I was identified as “gifted” and as a result I skipped Grade 4. This is when the trouble started. While I may have been strong at math, I now found myself in a class of strangers who had high expectations of me across the board.

The year started out well, but soon things started to slip. I was in over my head, but was worried about keeping up appearances so I didn’t ask for help. This spiraled further out of control; as the semester continued, it became even more difficult to ask for help, as in doing so I would have to reveal just how bad things had gotten. This all came to head with the test at the end of the semester: I hid the textbook in my desk, and copied the answers out in the middle of the exam. At first it seemed like I would get away with it, but after the exam I was confronted by two of the only students that had befriended me at the beginning of the year. As you can imagine, they were no longer interested in remaining friends after that. As an 8-year-old, I was devastated and totally felt like a fraud.

The Lesson:

So while it may have been a bit therapeutic for me to get a 23-year-old secret off my chest, why share this story? What does this have to do with games?

Game Schools tend to attract a lot of kids that come in thinking they are pretty hot stuff – many were the best artists in your high school, strong at math, or who had a head-start in 3D software or programming. These kids come in with the biggest natural advantages, but I’ve seen them crash, burn and drop out of programs at an alarming rate. It is really simple to fall into the trap that I described, and I have brushed up against it myself at more than one point in my career. Getting in over your head and being too embarrassed or proud to ask for help is one of the most common reasons people quit.

Another related trap that is a result of starting strong is that it is easy to get a warped point of view. If you start from a perspective of “I am the most talented student”, and then your work is criticized, it leads to an internal conflict – how could my work be bad if I am the best student? This often creates a false dichotomy in the student’s mind: either a) I am not very talented, or b) The teacher is biased, unfair or his/her opinion is subjective. In reality, the answer is usually that the student is talented, but their work contains flaws, and if they don’t acknowledge and accept the criticism they will never improve.

Both of these problems often introduce unexpected challenges for those that would otherwise have a straightforward path to success. The real shame here is that this tends to rob us of the very people who had the potential to be bright stars had they been able to push through.

Game Development Mistakes And Lessons 2. I Started A Mutiny2. I nearly started a mutiny in College

While in school for Classical Animation, I struggled somewhat with the hand-drawn animation, but as soon as we started our 2D computer animation class (using Adobe Flash) I felt like I was going in with the advantage. Unlike many of the other students in my class, who had come from a mostly fine-arts background, I had heavy experience with computers, and had already been playing with various 2D and 3D animation programs for years.

As soon as we all started working, I couldn’t stand using Adobe Flash. It didn’t feel as powerful as Maya or 3DS Max which I had used for 3D animation, and was filled with bugs and crashes. I found it extremely frustrating to get the results that I wanted. I was determined that I was going to succeed at this, so I learned Flash inside and out, and became the local expert for how to use particular features or how to create a desired effect. Things started progressing reasonably well, and most of the other students in the class were perfectly happy working with Flash, and many were getting good results.

Everything changed when, late in the semester, I stumbled across a little animation program called ‘Moho’ (now called Anime Studio). Moho exported to Flash format, but it allowed you to rig a 2D character with joints, use weights and animate them using the joint system. To someone who had come from a 3D Animation background, this felt like a breath of fresh air. It made so much more sense to me than the Flash tools did, and they had some stunningly fluid examples on their webpage. I downloaded the trial, and, while there were some major problems (that I was conveniently blind to), it seemed to live up to the promise, and in a matter of a couple of hours I had some results that surpassed anything I had been able to do over weeks in Flash.

OK – so far, this doesn’t seem so bad. What was my big mistake?

I was so excited about the promise of Moho, that I enthusiastically shared it with the other students. I showed them how powerful it was, how it could make their projects better, and how, in my opinion, it was completely superior to Flash for our purposes. In only a couple of weeks the class started falling apart. Because my peers regarded me as a software expert, my opinions carried much more weight and authority than they should have. Students started demanding that the school switch over to Mojo. Others wanted to re-start their class project, or were upset that the school had taught us ‘inferior’ software (of course, this was largely biased because of my influence, and Adobe Flash was, and still is, the standard for much TV animation and Game interfaces).

Eventually the teacher pulled me aside to tell me how much I was dragging down the class, how I had become a toxic influence, and how I was putting not only my project, but also the projects of other students, at risk of not being completed. This hit me like a ton of bricks. I genuinely thought that I was trying to help, but had almost wrecked not only my chances of graduating, but also that of others.

The Lesson:

Group dynamics are a fickle beast, and you shouldn’t underestimate the impact of one or two negative people on an entire class, or even on an entire game team. I have had to fire multiple members from major game productions because they were dragging down the team. I’m not saying you have to agree with everything all the time, or always be cheery, but there is a big difference between that and actively undermining the efforts of leads or management. Sometimes it is possible to work with a toxic team member to turn them around, but often, companies want to act quickly, because these employees tend to have a detrimental effect on the productivity of several others, or even an entire team.

This applies equally to almost any team or group dynamic, and is particularly insidious because, like me in college, you can find yourself in this situation as a result of noble intentions. Due to this fact, from your perspective it can genuinely appear that you are helping, and it is extremely difficult to recognize when you are, in fact, causing problems. If you find tensions are high, solicit feedback from others: teachers, employers or peers. Ask for their perspective on whether you may be causing undue stress on the team. This takes an extraordinary amount of self-control, but making this effort will go a long way to succeeding in a team environment.

Game Development Mistakes And Lessons 3. I Lied in an Interview3. I lied in my interview for my first game job.

After I graduated, I spent a depressing few months applying to a bunch of animation jobs at smaller TV studios that I wasn’t particularly interested in. I had convinced myself that I could settle for one of these jobs for a while to gain experience, but then things got even worse when I couldn’t get an interview, or often didn’t even get a response.  This all changed when EA contacted me; a major player in the exact industry I wanted to get into. I did an initial interview by phone, and then they invited me to go to an in-person interview, as they were on a major recruitment drive and were visiting Toronto.

I was so excited by the possibility of getting a job at EA that I wanted to do anything to make sure the interview went well. I studied for the interview, polished up my demo reel and website, wore my best shirt, and psyched myself up before going in.

There were three different teams from EA Canada that were hiring, so I was getting a lot of different questions from all angles: could I do low-poly? how about high-poly? what about animation? fx? lighting? I felt like things were going well, and my answers to the question were solid. All of a sudden, a question sprang up that caught me like a deer in headlights: “Over on the FIFA team we use XSI. Do you know how to use this software?”

I had never touched XSI in my life. My thoughts were racing; I had always been told that 3DS Max and Maya were the most popular programs! Had my school lied to me? Would not knowing how to use it ruin my chances of employment? XSI couldn’t be that difficult to learn, could it?

Mostly out of panic, I blurted out a simple ‘Yep’, followed by a slightly more re-assuring ‘they taught it in the Digital Animation Course at Seneca’. This wasn’t entirely untrue, as there was a full XSI programs next door to my class, but I conveniently left out the part that I had never set foot in that class.

Eventually, I received an offer from EA, and was thoroughly relieved when they said it was on one of the other teams, who used Maya and Max – both programs I was very comfortable with.

On my first day of work, everything came crashing down. I came in confident, calm and ready to impress, until I received my first assignment: due to the project falling behind, they wanted me to help out the FIFA team, and they were overjoyed that I knew how to use XSI, as most artists there weren’t familiar with it. Major panic time.

The Lesson

OK, so pretty obvious lesson here: don’t lie on your interview.

The more interesting lesson is that my instincts weren’t entirely incorrect, but my answer was. What I should have said was ‘No, I haven’t used it, but I consider myself to be very agile technically, and a fast learner; I taught myself 3DS Max, and am sure I could pick up XSI as well. If there is a chance that I could be assigned to a project using XSI just let me know and I’ll jump in and start going through some tutorials to get a head start’.

Being willing to identify and acknowledge the gaps in your knowledge, and showing that you have a plan to address them is a sign of strength. The important thing is to be confident in your abilities, and remember that technical qualifications matter less than a solid understanding of the fundamentals.

In the end, everything worked out well. I came clean to one of the other artists who I became friends with, and he helped show me the ropes in XSI. I stayed late to learn how to use the program, and though the first couple of weeks were rough, I came out of it even stronger, with new skills under my belt and another important lesson learned.

 Game Development Mistakes And Lessons 4. I Submitted Something I Didn't Like4. I Missed An Opportunity By Submitting Something I Didn’t Even Like

After I had been working at EA for a couple of years as an artist, the opportunity came up to apply for a Game Design position. I hadn’t really figured out what I wanted to do in games yet, but I was very interested in pursuing game design at the time. Although it was an internal posting, I still had to submit my resume, and  a short sample game design document. At first, I was excited and confident – I had written dozens of design documents that I was very proud of, and I looked forward to showing off some work that had been private up until that point.

Eventually, as I prepared for the job, I started second guessing myself; I wanted the job so much that I decided to ‘play it safe’. While my passion had always been in Role Playing Games, First Person Shooters and Adventure Games, I convinced myself that I should really put together a design for a sports game – after all, the vast majority of games that EA Burnaby made were sports games. One big problem – I have never been interested in sports, and knew very little about them.

When I went in for the interview, the producer was visibly confused by the design that I had submitted for a “Goalie Mode” for the NHL series. It turned out that they were starting up a new RPG project, and thought I would be perfect for it, but they were so put off by my weak sports pitch that I didn’t get the job.

The Lesson:

You need to stay true to yourself. Far too often, people try to appeal to the widest possible audience, and end up making a watered down, generic mess. As author Neil Gaiman eloquently put it:

The one thing that you have that nobody else has is you. Your voice, your mind, your story, your vision. So write and draw and build and play and dance and live as only you can.

The somewhat counter-intuitive reality is that it is often safer to appeal to a niche than it is to try to go after the general public. The work that you do within a niche that you are passionate about, one which you are deeply embedded in, will be stronger and truer, and will ultimately end up appealing to others outside of that niche.

Game Development Mistakes And Lessons 5. I Promoted Myself Past My Skill Level5. I Promoted Myself to Vice President before Learning How to Lead

With the exception the aforementioned mistakes, the two and a half years I worked at EA were generally very positive; I was getting good feedback, earning promotions, and getting opportunities to work on new IP and some of the most exciting projects in the studio. Unfortunately, I let it go to my head and I had convinced myself that the only reason I wasn’t Art Director yet was because of the bureaucracy. I allied with a very talented Programmer turned Producer with much more experience than I had, and we both left EA to form an independent games company called PowerUp Studios.

I was so filled with confidence that I was able to convince everyone that I was ready for the role, but upon starting, it quickly became obvious that I was in way over my head. While I could still create 3D art, as I had been doing at EA, I wasn’t able to plan and scope out the necessary work for the game we were making. Without an Art Director or Lead above me, I started focusing on the wrong things. We spent weeks working on useless features like eye tracking that I was convinced would make the characters “come to life”, but at the cost of basic content production.

At some point it became obvious that we were severely off track, and we scrambled to hire a couple of additional artists to help correct the course. Tensions rose, my relationship with my business partner soured due to arguments about priority (again mostly due to me thinking I knew more than I did), and the project suffered as a result. Though there were other complications, eventually we ran out of money, had to lay off our employees, and eventually I left and took another job.

The Lesson:

I consider my time at PowerUp Studios to be one of the best lessons I have ever learned. In many ways, it was an echo of all of the other mistakes, and illustrated that I hadn’t really grasped the lessons that I should have learned the first time through. It taught me a lot about humility, about life-long learning, about how to work with others, and, most importantly, about how to really listen.

I’m grateful that I’ve been able to bounce back from all of these mistakes. Much more importantly, I would not have been able to achieve any success without having made big mistakes along the way. In general we are so acclimatized to wanting to avoid ‘failure’ that we would rather play it safe, or worse, give up.

One of my favourite quotations is from Kimon Nicolades, author of The Natural Way to Draw:

The sooner you make your first five thousand mistakes the sooner you will be able to correct them.

My hope is that by sharing some of the (embarrassing) mistakes I have made along the way, you may be slightly less afraid to take risks and make some mistakes of your own.

If you happen to be my fifth grade teacher, or one of the people that interviewed me 10 years ago, I’d like to apologize for not being very honest back then. For everyone else, please leave a comment, and let me know some of the mistakes that you have made, and how you have learned from them.

Thanks to reader Melinda Stewart for helping to proofread and edit this article.


33 Responses

  1. Hey Matt,

    Thanks for the insight in your personal life. I also have several not so nice experiences in my past, like the ‘not asking for help’ case which brought me in a bad position.

    But I am glad I already learned that you simply cannot know everything and to ask for help is alright. Furthermore I am certain that your past problems help me already to be a better worker in the Games Industry.

    Like a saying goes or better said it’s core (since I do not remember it correctly):

    A dumb man does not learn from his mistakes.
    A smart man learns from his own mistakes.
    A genuine man learns from the mistakes of others.

    Therefor I thank you for sharing those mistakes of yours, so that I may avoid them or be prepared for whenever I would get in such position myself.



    • Matt says:

      Hi Andreas,

      Glad you liked the article – I was a bit nervous about sharing some of the stories, but I am glad that you found it useful!

  2. Andrius says:

    Hey Matt

    Really enjoyed the article about your mistakes. I did some of the same ones you did like lying ( well a lot of lying ) and I really found useful to see it through your perspective and the solutions to them. Starting to study about Game development in a college so it really was useful to read your article!
    Thanks for sharing!

    • Matt says:

      Hi Andrius,

      Glad you liked the article! Lying can be a particularly slippery slope – it is too easy to make an innocent slight exaggeration, but then having to tell bigger and bigger lies to keep up the appearance. This is a very tough charade to keep up, and eventually things tend to come crashing down; better to be open and honest, even if it results in some slight short term disadvantages.

  3. Maria says:

    Hello Matt,

    Thank you for sharing your experience with us. I believe the interview experience helped me the most. I haven’t had a good time in interviews because I had been honest in my capabilities and began to think that maybe I should lie in order to get a job but I see that I was doing the right thing all along. Perhaps those jobs were beneath me and this was how I needed to get that message.

    Thank you for sharing,


    • Matt says:

      Hi Maria,

      Interviews can be particularly tricky; though I would be careful that you aren’t leaping to the wrong conclusion. While I certainly think you made the right call with not lying in the interview (having learned that the hard way), I wouldn’t assume that the jobs weren’t the right fit. If they called you in for an interview it means that they liked your resume/profile, and there is probably something you need to improve with your interviewing technique/confidence/answers.

      Glad you found the article helpful.


  4. James Wood says:

    Hi Matt,
    Thanks for sharing these insightful errors. It is rare to come across something so personal in the blogosphere. I look forward to seeing the next article!

    • Matt says:

      Hi James ,
      Glad you liked the article! I was a bit nervous posting it, but I’m very happy that so many people have found it useful.

  5. Brendan Muir says:

    Hi Matt,

    Thanks for sharing. I quite enjoyed the article. It is settling to read through someone else’s mistakes and realize you are not the only one goofing up or lying about software knowledge.

    Number two sunk in the most for me. I have already completed four years of schooling, and after a few more of trying to gain entry into the industry as an artist I am heading back to further my knowledge of the gaming industry. So it was a good reminder to stay leveled headed once I begin.

    My mistake: Proof read. Similar to your younger school story I was afraid to ask others for help when it came to proof reading my cover letters as I thought it would look poorly upon my ability to find a job on my own.

    I was applying to several jobs at the time and didn’t realize that I had mixed up the information about the roles I was applying to until I had submitted my application to one company. Needless to say I didn’t expect to hear back from them as I mention I different company within the letter. It is an obvious lesson, but like your examples it stretches a little further. It is also about accepting what you don’t know and not being afraid of letting others see your mistakes.


    • Matt says:

      Hi Brendan,

      You would be surprised how often the proof reading thing comes up – even now I get resumes from people who have obviously written the resume objectives or cover letter for another company (or even for a different industry!) and have not thoroughly proofread it. This is often a surefire way of getting your resume set aside.

      I’d definitely recommend having a friend that you trust, ideally someone working in HR or recruiting, have a look at your resume and cover letter and give you honest criticism as well as proofreading.

      Thanks for sharing!

  6. Your friend Tim says:

    You cheater!!!
    haha, glad to see you posting again

  7. Lianna says:

    Another fantastic blog Matt!

    Interesting to hear a bit of your career story, having only known some of the peripherals to date. I would also add that one of my own hardest-learned lessons was getting my head around the fact that you are never really ‘done with school’.

    It’s simply not enough to rely on whatever techniques you were taught – your knowledge needs to be growing as constantly as the software and techniques are evolving. Always picking up more tools for your toolbox, bringing added value to your team. You can graduate at the top of your class and still not get where you’re going unless you’re adaptable and open to that change. I have met 15-year Animation veterans who are still active on CG forums, checking out tutorials and experimenting with new software.

    Looking forward to hearing more, this advice is worth it’s weight in gold to students. If someone had told me this stuff 6 years ago who knows where I would be now.


    • Matt says:

      Hey Lianna,

      Thanks for commenting!!

      I definitely agree with the lesson you mentioned – this is so true and something that comes as a big system shock for a lot of students. I remember when I started at EA being blown away by one of the Concept Artists, who was a senior guy, did astoundingly high quality work, but still acted as if he was in art school. He went to figure drawing once a week, was constantly filling sketchbooks, always collecting and posting up references, and taking classes in evenings for different art styles etc. There is a harsh reality that the more you know, the more you know you don’t know, and I find a lot of veterans want nothing more than to continue to branch out and learn, even more so than juniors.

  8. Cesar Desmond says:

    Great article!
    I think that we need to know the mistakes of others so we can avoid them, but I also think we need to make mistakes!

    My short example of my own experiences, I thought being part of a big group to make an animated short would be better than doing my own story on my own. We ended up breaking up the group, fighting and not talking for a long time because of the project. I began to do my own story and it turned out to have travelled the world and win prizes! Never underestimate yourself!

    And my other BIGGEST flaw…is actually happening at the moment: I’m without work for a year now and trying to finish my demo reel is one of my thoughest quest to fulfill. Depression on not been able to work on games or animation brings me to believe than I’m not capable of working there and not finding any work to be able to do courses and better my knowledge brings me down completly.
    I tell my self every morning that everything is going to change, but when the day ends, I find myself in the same situation as the night before.

    Thanks Matt for your tips and experiences!!
    Cheers from a true follower!

    • Matt says:

      Hey Cesar,

      Groups are very tricky to manage – as I said in the article, group dynamics a fickle beast. I think that many students don’t appreciate just how much time and effort is spent on putting together teams that work well together, and just how critical it is to get the right mix of personalities. This is also why negative people are such a big problem, and why if anyone gets the slightest notion that you’re going to be toxic or negative in an interview you won’t get the job.

      As for your second point, I just want to say that you need to push through it. These things take time, and you need to be patient. As I mentioned in the article, when I graduated I spent months applying and not hearing anything back, and then was lucky to get an interview out of the blue. Last year I met an extremely talented concept artist who had the support of a Producer (me) and 2 Art Directors at Ubisoft Toronto, but still had to work hard on his portfolio for a full year before we hired him.

      I think one of the best ways to break out of this cycle is to commit to external goals. Offer to help out a mod team with some animation, sign up for a game jam, commit to a deliverable etc. In fact, I’ll one up you – do a finished piece of full body character animation for games by next Friday (June 13th) and send it to me via email, and I will give you a critique on it (and maybe even get an animator to give you some comments as well). If you miss this date you’re out of luck : )

      Get started!

  9. Luz says:

    I feel it’s not the time to tell any stories about myself (because I’m still learning from many mistakes!) but I have to THANK YOU a lot for sharing yours.
    It’s been a great article!!

    • Matt says:

      Hi Luz,

      Glad you liked the article! Don’t worry – there is lots of time to make mistakes and learn lessons from them.

  10. Noel Lopes says:

    Hey Matt,
    Excellent article!
    Thank you for sharing your hiccups on the road to game dev’ing.
    I agree 100% with everything you’ve said.


  11. Jeff Timothy says:

    Hey Matt,
    Well, I never interviewed you when you started at EA but having worked with you for a few years (and knowing you for many more after that) I can officially say, you’re not a hack. Taking chances to develop yourself and learning along the way, making mistakes, taking ownership of them and pushing through is the best and most honest way live.

    Great article. Good advice.

    • Matt says:

      Hey Jeff,

      Thanks for commenting! I can’t actually remember who it was exactly that interviewed me for EA; I know Tina Merry was there, but there was a few other people as well. It was interesting writing the article as it forced me to look back on things and make sure that I was still thinking about these lessons and taking them to heart – it is all too easy to fall back into old habits.

  12. Myburgh says:

    Hey Matt… I really enjoyed your article, as I did with all the others. I have a question which is completely unrelated to this subject. I saw your post on facebook about a project you’ve been working on almost reaching a milestone. My question is, Do you find it difficult to not talk about what your working on to anyone besides your colleagues? I’m a very excitable person and I really enjoy talking about things I’m excited about. If you do find it difficult, how do you usually cope with holding such big secrets for such a long period of time?

    • Matt says:

      Hi Myburgh,

      I don’t really have a tough time with this, as I love secrets and surprises – I’m the kind of person that wants to set up a big elaborate surprise Christmas present and not give any hints or give anything away. In fact, I don’t even like people to know what I am making for dinner because I like it to be a surprise! : )

      That having been said, I know a lot of people that find it tough – the projects are really exciting, but we just try to make sure that we only talk about it at work, as leaks can be really damaging for a project, and you really don’t want to let the whole team down by revealing a surprise they have all been working on.

  13. Tara says:

    So generous of you to share some low moments with the world. You seem to have really gained some valuable perspective over the years to enable you to use these experiences for self-improvement and the benefit of others. Kudos!

    • Matt says:

      Hi Tara,

      Thanks a lot for commenting, and I’m glad you liked the article! It’s a bit funny; a lot of students are in a rush to stop ‘learning’ and start ‘doing’, but I find I am much more interested in learning these days than I have ever been, and as a result I am also learning more than I have ever been.

      It took me a long time to realize how many lessons I could learn by just reflecting on my own life and how things played out.

  14. JC says:

    Thanks Matt for sharing you’re experiences. Especially the lying at an interview part; great advice!

    • Matt says:

      Hi JC,

      Glad you liked the article! The lying in the interview part seems to have resonated with quite a few people – I’m guessing it is a more common experience than most people would care to admit : )

  15. Alex says:

    Hey Matt,

    Your article was a really great read and an eye opener. I currently in going into my second year of 3d Animation, and you article definitely gave me a new perspective to look at in terms of the game industry and the mistakes we can make. I know for me managing my time and setting high standards for all my work are my biggest flaws right now. Your advice has given me a new found look at how to approach second year, thank you.

    All the best,

    • Matt says:

      Hey Alex,

      Glad you liked the article!

      Time management and high standards are two very difficult challenges that plague most game developers to this day. High standards are good, but not when they mean missing deliverable or opportunities – as the old expression goes ‘It’s never done, you just run out of time’. You need to focus on how to seperate the ‘must haves’ from the ‘nice to haves’ and constantly focus on things that are adding significant value to your work – you’ll find that up to 80% of the time you spend is often on insignificant details that nobody cares about in the end.

  16. Michelle Grobler says:

    Hello Matt.
    Thank you for a very helpful and insightful article. I have a few questions I would like to ask you if that is okay with you ? i know they relate nothing to this topic ,so sorry in advance.
    I am currently living in south Africa and would love to go into graphic design ,so I want to apply for a scholarship somewhere in Canada ,but I do not know where to apply. Can you give me any suggestions as too where I can try?
    I have not be drawing long but I am a descent artist, and going to start art lessons soon, as too get a descent portfolio ready.I am going to do a few animation courses while I’m still this side and in school. I am also going to help make a few mobile games, but what are they going to be looking for?
    Another thing I want to ask but I do not think you can answer is -I have dyslexia and do most on my work on my laptop with dragon ,will this be a problem for me in this line of work? I am not expecting you to answer all my questions but any help will be greatly appreciated .
    Best regards

    • Matt says:

      Howzit Michelle!

      First of all, if you are interested in art I don’t think your dyslexia will hurt at all – artists/animators don’t tend to have to do a lot of typing in their work. I would recommend that you try to figure out exactly which kind of work you are interested in: 3D art, concept art, animation etc., as this will drastically influence your choice of school.

      For Canada, you’ll probably want to focus on schools in one of 3 cities: Vancouver, Montreal or Toronto. There are some great options for schools in each – check out my article on ‘Top 10 Cities for Game School‘ for a list.

      Hope that helps!


  17. OYJ says:

    Hi Matt
    It is great article about useful mistakes during grow up!
    I cheated in exam in school too! which cause me bad dreams (don’t understand test questions, while the exam is going to time up ) during some night. So cheating not only lost trust but also missed sweet dreams 😛
    About the interview issue, it is also a good sample to interviewer, how to get all aspects information during a short meeting.
    There is a chance for me to purchase a high position in different field. Fortunatly, it is be refused. Now I can see more clear about that stupid try.

    • Matt says:

      Hey OYJ,

      Thanks for commenting, and I’m glad you enjoyed the article! There is so much to learn about interviewing (from both sides of the fence) – I may try to put together a whole article about it in the future.

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