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Become a game maker at Stardock

Become a game maker at Stardock

Stardock is looking for developers and artists to work on our upcoming games ranging from the fantasy strategy game, an RPG, an MMORTS, and of course future versions of GalCiv.

So what do you need to do to work at Stardock?

Here is the check list:

  1. Work in Plymouth Michigan. We're near Ann Arbor Michigan. Seriously.  We get lots of people saying how great they can "work from remote".  We already have lots of remote people. We need people here.
  2. If you're a developer, you need to know C++ (at the very least) on Visual Studio. We don't care how much formal experience you have as long as you can code. We can't teach you how to do that, you have to already know it and be pretty good.
  3. You have to be into gaming. At Stardock, everyone participates in the game design. There is no such thing as a game designer at Stardock and there will almost certainly never will be. We all take part.
  4. If you're an artist, you need to know 3D Studio or Maya (preferably both).  You also need to have a portfolio of cool stuff you've made.
  5. You need to be self-starting. Seriously. Raises at Stardock are not based on percentages, they're based on what you produce. We have people here who started out making <$30k who now make over $100k. 
  6. You must be able to get along with others.  We get a lot of people interviewing who are quite certain that they're the smartest people in human history and make every effort to impress that on us.  Look we're just a bunch of Monty Python loving, Simpsons watching goons but we are reasonably bright too, mutual respect amongst the team is crucial.

If you think you or someone you know may fit this basic criteria, send us your resume.  [email protected] and [email protected] should do the trick. 

Also, no interns, co-ops, etc. We're looking for people who are ready to get into making cool stuff right now and stay at it until the game is done.

A few other things about Stardock:

  • We don't lay off after projects. Once you're hired, as long as you do a good job, you're here as long as you want.
  • We've been around for 15 years as of this October. It's a very stable environment.
  • Very laid back working environment. We like to have fun.
  • Typical work week is about 45 hours a week. Crunch times are rare and short. Since I am there during crunch time and I'm lazy, I tend to work to schedule things so that there aren't much crunch times (I.e. I pad the schedule).
204,846 views 111 replies
Reply #26 Top

Frogboy,

I gave up coding in the 80/90's (too many grey hairs as it is... ;p ) but I'm hell-on-wheels when if comes to networking!  :D 

Maybe you'll need someone like me someday, you know where to find me......hehe


the Monk
Reply #27 Top
I suppose it's a bit different where Mumble is. From what I've seen, it's mostly 40-50 hours a week here, with maybe (Rarely) up to 60 during absolute crunch time like Christmas and such. Some are less, though. Plus, anything over 40, and they have to start paying overtime pay. (Making it time and a half.)

Job market is non-existent, though...

I'm hell-on-wheels when if comes to networking!
End of quote

I don't think you have to tell anybody that. :LOL:
Reply #28 Top
damn......and you caught me with a spelling mistake too, Kit!  ;p 


**lamenting the no-edit button now...hehe**
Reply #29 Top

Euh - i already work for SD as 'remote' modder, does that count as an offer from my subconscious part?

 

Seriously, i am completely retired from development tasks as i'm being employed right now 'part-time' during week-ends in a fairly well paid situation (I supervise a residence for "special people" - some call it psychosis & geriatric duties, btw)... nothing i enjoy more than to create & design stuff in the remaining days & nights for a game i care about though. For free.

 

That's the deal with us, modders - i believe - we simply DO it. We don't care how much we gain or not from the entire activity (heck, i could even ASK for money... but i wouldn't dare - not my type of a person).

Sure, you could also issue a *payment* for services rendered - i'd send it back claiming i have absolutely no rights to it.

 

I live in Laval, Quebec - winters are frozen wrecking though, summers are perfect, humidity tolerable. I've got family, toys, a PC and many dreams yet.

 

I share my results with a community from abroad. I'm just a foreigner who can be generous or useful to total strangers who sold me a wonderful software, they deserve my cash cuz they earned it.

I certainly hope you find the pearl of a coder you're looking for. Which will have to move to Michigan and be part of something greater than our common Universe of game design(s) and what else.

 

Gimme a time machine and loop us all back in November 1987 - i'd rush cross that US_Canada border in a black Toyota SR5 or buying a oneway jet_plane ticket with sprinkles in my eyes. Telling my girl, hang on tight baby we're going to another galaxy - fast.

:beer:

Reply #30 Top


From what I hear coding in the 80's and early 90s was the best time to do it!
Tons of money if you just know alittle from what my uncle tells me (and he's pretty well off with 7 kids).

Reply #31 Top
Looking for someone to hit me over the head with this C++ For Beginners book until the knowledge within is transferred through blunt trauma. I've tried reading it, but it didn't work.

Need immediate results.

Send PM if interested.
Reply #32 Top
hah Lost_WLd,

The language itself isn't what is important, its the problem solving skills.
Anyone can learn a language, its only syntax.

Before I code, whatever language it may be (C/C++/Java/Scheme/Rexx/etc) I'll write down the big picture, it may be just pictures, then break down each chunk and go deeper into that chunk and write some quick pseudo code solution, then make a better solution, then start coding once I figure out the big picture and get a good idea about the design and how I'm going to go about implementing the solution. Coding is the easy part, finding a good design for the solution is the harder one.

I wrote this tutorial when I was 16 lol, I'm 23 now so I'm not sure if you want to use this as a tutorial or not for C++ but what the heck, the title seems nice but be warned there is probably a lot of dumb in it because I'm not sure how good I was at C++ back then:

C++ Made Easy

I would update it but it won't let me because it was for a contest :(
Reply #33 Top

Quoting the_Monk, reply 26
Frogboy,I gave up coding in the 80/90's (too many grey hairs as it is...  ) but I'm hell-on-wheels when if comes to networking!   Maybe you'll need someone like me someday, you know where to find me......hehethe Monk
End of the_Monk's quote

 

We'd love to meet you. Send me your info and we'll hook you up. [email protected].

Reply #34 Top
:CONGRAT:
Reply #35 Top
No need for texture artists, people to do bump mapping (IE zBrush) and the like?
Would these people be working on Demigod? :P

To bad I have screwed up sleep problems. It's hard for me to get up in the morning at a set time. bleh.


I'm currently employed as a production artist. I just come in, get everything done, go home. I hate screwing around. There is the occasional 13 hour day, but usually I get all the work done in 4 hours and I can't stand just sitting around. :/ Used to be another person doing it and he'd have overtime every single week but i replaced him.

I don't get these people that chat on their phone and surf the web while on the job, or just sit around doing nothing.
Reply #36 Top

I have given some thought to relocating in order to be with the right company.  Unfortunately I haven't been programming games for more than ten years, most of the programming I do these days is in the NWN toolset or to make a Windows application here or there, strictly in my spare time. I would like to work on a project with greater scope, but I have to acknowledge that it's unlikely to happen with the hours and resources I have available.  When I get out of this rut I'm in and spend some time using C++ I'll be able to market my skills (and probably a couple of applications that show what I can do) to potential employers here in the UK, and from there it's a lot easier to envision working overseas.

I have to agree that the actual programming language isn't so important (although being familiar with it is an advantage) as understanding the goal of what you're trying to program, and how to break it down into manageable stages.  When you do this, anything you program will be be clear and understandable, which is great when you come back from a break and don't want to spend ages looking at your own source code wondering what it's supposed to do. ;)

Reply #37 Top

I can't do any of the stuff you asked for Brad, but do ya need an Australian Security Officer to sit/stand in your foyer?

 

That i could do....LOL.

Reply #38 Top

And what the hell at the German 28 days vacation?

 

Minimum. Usually 30 days, paid vacation, with the option to save vacation days up until March the following year. Salary about 40k a year, plus a significant bonus dependant on company profit and of course employer-paid healthcare. Like I said, I won't be leaving to work in the US anytime soon. ;)

Reply #39 Top

No need for texture artists, people to do bump mapping (IE zBrush) and the like?
Would these people be working on Demigod?
End of quote

Nope, Demigod artists would all be at GPG.

Reply #40 Top
I'll still steal your job eventually, kryo! Wait and see  :LOL: Though I'd go for QA too. Love doing that :P
Reply #41 Top

I'll still steal your job eventually, kryo!
End of quote

Eh, going to need somebody to do it whenever I get my degree done and move up to developer :p

Reply #42 Top
Sounds like a deal if I've ever heard one :P Now, just sign this contract in blood here, here, and.. oh, over here. Thanks ;)
Reply #43 Top

45 hours a week is a little much
End of quote

 :LOL: 

Reply #44 Top
I thought that all people in the gaming industry lived at work, slept under their desks, ate from vending machines and used a hose behind the building to shower. :p
Reply #45 Top
That's why Craig is laughing. I still remember the IC guys posting on the boards at 2-3 am saying they fixed some bug.
Reply #46 Top
Yeah i've heard a lot how developers end up sleeping at their desks from working so long. :P

It sounds kind of fun really, doing something you love afterall.
Unless it was EA, at least the old ea. ;[

Nope, Demigod artists would all be at GPG.
End of quote

Heh kay :P
Reply #47 Top
Game development is a dream I killed many a year ago.

For now, I'll stick to playing the games y'all come out with. :)
Reply #48 Top

Lots of nifty jobs out there nowadays, and i live on the ... of the world.
Reply #49 Top
@Lost_Wld

Coding C++ is a piece of cake. I have a college credit in it, and it only took a summmer. (one of those advanced classes) If you need help, I'm sure I can dust off my old book, and give you some help.

@ The main topic,

Does stardock have a lounge or anything? Seeing as devs spend a lot of time working, I'd expect they'd have a cafe/restaurant, and an area to relax.
Reply #50 Top

Effective C++ and Effective STL are excellent books to read if you already know C++ and I ask everyone who I interview if they've read them.  :)