As I approached graduation from university and prepared for employment, I had to submit job applications to several companies, but the one company I focused on with particular intensity was a “game company.”
Given that I had slightly more knowledge about games compared to other fields and that I enjoyed gaming, I decided to concentrate more on pursuing employment in the gaming industry. Therefore, before graduating, I came across several books about the “game industry,” one of which was “Becoming a Game Planner” by Ju Jin-young.
“15,000 Applicants Flooded CJ E&M Games”
I applied to CJ E&M Games, where reportedly over 15,000 applicants flooded in. Fortunately, I was lucky enough to pass the initial screening, proceeded to the aptitude test, and even made it to the final interview. However, I remember feeling disappointed after failing the final interview.
“Ju Jin-young Shattering Prejudices Against Game Companies”
In his book, Ju Jin-young focuses on the essential aspects of becoming a “game planner.” However, before delving into that, he also addresses the prejudices against “game companies,” shedding light on the fact that, in the 2010s and onwards, game companies are increasingly being considered desirable workplaces. This is a stark contrast to the prejudices prevalent before the 2010s, indicating a changing perspective.
“Is Academic Background the Most Important Factor in Becoming a Game Planner?”
The book straightforwardly states that graduating from a good school is the first and foremost requirement to become a “game designer.” Naturally, graduating from a reputable institution increases the likelihood of passing through the initial screening process.
“Qualities Necessary for a Game Planner”
The author discusses the qualities required to become a game designer, emphasizing the importance of mastering the basics. Proficiency in fundamental subjects like Korean, mathematics, and foreign languages is crucial for effective planning.
“Useful Skills for Game Planners”
Additionally, the book introduces useful skills for game designers, such as proficiency in the Microsoft Office Suite, including Word, Excel, and PowerPoint. Document writing ability is likened to a soldier’s gun, while Excel proficiency is emphasized for data management.
“Overcoming Prejudices Against Game Planning: Anyone Can Apply?”
The book addresses prejudices against game planning, dispelling the misconception that anyone can apply without specialized skills. In reality, game planning requires extensive study and learning across various fields to create a coherent and compelling game.
“Diverse Subfields of Game Design”
Ju Jin-young discusses the various subfields within game design and encourages readers to think about how they specifically want to pursue their career in game design.
“On Portfolios…”
The author also discusses portfolios, emphasizing the importance of showcasing one’s skills and experiences, especially for those with limited career experience. Highlighting specific tasks and achievements within projects is crucial, as well as emphasizing any management experience.
“The Most Important Aspect of Being a Game Planner: Experience in Developing Content”
Ju Jin-young emphasizes that the most crucial aspect of being a game planner is direct experience in developing content. As creating something tangible from abstract ideas is essential, firsthand experience in creating content is invaluable.
“Document Writing Skills are a Weapon for Game Designers”
Document writing skills are considered a weapon for game designers, as they allow for clear communication and presentation of ideas.
“Example Document Structure”
The book provides an example document structure for effective communication, emphasizing clear and concise explanations of topics and intentions.
“Book Details: Becoming a Game Planner: A Must-Read for Aspiring Game Planners, First Steps for Game Planners!”
- Author: Ju Jin-young
- Publication Date: September 20, 2012
- ISBN13: 9788931551877
- Yes24: http://app.ac/lErCEMS23
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