We're looking for Builders and Gameplay Engineers, so if anyone here feels confident and serious enough in wanting to apply feel free to get in contact on Steam or PM.
I'd be happy to personally pass your stuff on to the hiring department with the caveat that it's completely out of my hands from there, but I know a lot of people here are hard workers and talented so it's the least I can do to give back.
Apply on the website links below, let me know, and then you can send me your coverletter / resume to
aromo (at) treyarch (dot) com and let me know your username so I can put one and one together.
Level Builder
http://activision.taleo.net/careersection/jobdetail.ftl?job=GAM0000EF
Quote:
What you’ll be doing:
• Work with design leadership, artists, and other level designers to deliver environments that embody the creative vision of the game.
• Research subject matter related to the history and look of locations portrayed in a level.
• Collaborate with other designers, artists, animators and engineers to create levels that are not only incredibly fun, but look great and run well.
• Detail and polish geometry based on photo reference and concept art.
• Prioritize and self-manage to meet deadlines.
Make sure you have your best map that you feel represents your quality of work. If you think it could have shipped in Call of Duty 4 / World at War (depending on the mod tools you use), then you're on the right track.
You may be asked to do a test map, I would take it serious and make sure it's polished and fun. Some basic rudimentary scripting knowledge might help, but you don't necessarily need to do both -- make sure you're really good at one of them.
To get some idea, check out Ravensoftware's
Design Test, it's a bit more lax since it's just for an internship.
Senior Gameplay Engineer
http://activision.taleo.net/careersection/10020/jobdetail.ftl?job=PRO00012K
Quote:
What you’ll be doing:
• Implement, debug and optimize systems in C/C++ and other languages
• Spearheading development of innovative gameplay experiences
• Contributing to game architecture and technical designs
• Performing data and code analysis to identify improvement opportunities
• Providing mentorship to less experienced engineers
Basically working on source code to create new features, some scripting work involved too. As an example from what a Gameplay Engineer did on BO2, you'd be working on general gameplay stuff like pathfinding, or a special focus on weapon systems or animations while exposing the new features to scripters.
FAQ
Question: How old do I have to be there to work?
Answer: Legal working age is 14+ in USA I think, but realistically, you need to be self-sufficient and reliable more than anything.
Question: Do I have to move to Los Angeles?
Answer: Yes.
Question: I don't have X years working or Y shipped titles of a "AAA" game, what do I do?
Answer: Don't let that turn you off. Mod experience counts a lot too and if you are able to bring value to the company, they'll want you.
Question: I just made a map in a week, will this be good enough?
Answer: Probably not, like any other job application, you'll want to show the best of you.
Question: I'm moving there all by myself, do I get any assistance?
Answer: Negotiate it, it's case-by-case basis. See if you can get relocation assistance, temporary housing, and so on.
Question: Any examples of what I can do?
Answer:
This guy got a job at Ravensoftware doing their old Design Test.
Question: What do I need when I apply?
Answer: Have a website up with videos, pictures and download links of your work. Send in a cover letter and resume.
Question: What about people who aren't from the US and how well do they have to speak / write english. ( Advanced; Fluent; ... ?
Answer: Will need to sort of Visa issues with HR. As for speaking / writing, hard to say for sure as I'm sure it's illegal to discriminate, but I'd say just be able to have conversations (which will be happening often at work) and read / write your ideas down on a document (also happens a lot too) in a manner that others can understand. Basically, I wouldn't let the language thing hold you back from applying.
Question: How much does it pay?
Answer:
Check here for ballpark figures, but of course like all other jobs, case-by-base basis + you negotiate it.
Question: What's a typical workday like?
Answer: Here's a straightforward overview: Start at 10:00am, clock in and resume any tasks you have. Maybe a small team meeting in the morning. Lunch at noon, lot of food trucks and restaurants nearby. Back in from lunch, resume working on tasks. Maybe some more meetings mixed in. Follow up with team mates or leads on stuff you're working on. Out at 7:00pm.
Question: I'm not ready yet, how can I get more experience?
Answer: You give yourself experience. This talk by Chet from Valve gives an invaluable presentation about getting into the game industry.
Eurogamer Expo 2012: Valve Software's Chet Faliszek