hello! i'm asking on hehalf of a friend who wants to get into narrative design (specifically a position at IOI) but has no clue where to start, how to apply, what to include in his portfolio and CV (as he hasn't worked for someone before in that field) and i was wondering if you had any advice? pointers or what he could include to get potentially under their radar. thank you in advance!
hey! thanks for writing in!
it brings me no pleasure to say this, but if your friend has never had a gamedev job before, i'd tell him not to apply to that IOI opening. spare himself the heartache and save the effort for getting experience elsewhere. believe me, i used to hear the kind of advice i'm relaying now, and it made me furious. i hoped i'd never have to be the one giving it.
it may help to have context. any big-deal studio who posts a narrative job is going to get a minimum of several hundred applicants. if they have a reputation for being good at narrative, it could be as high as a thousand. larian (the bg3 people) probably did numbers like that with their recent opening. they tend to ask for three to five years of relevant gamedev experience, unless it's for a senior job. then it could be seven or more. wherever your friend applies, he'll be competing with hungry aspirants like him, veterans whose game got canceled, veterans who want a change of pace, devs who already live in that country and don't need a work visa, devs who are friends with the team because they worked together eight years ago, and, unfortunately, the way the industry's been these days, people who worked on Mega Unicorn All The Awards and got laid off. gross.
should studios take more chances on promising juniors? yeah, they should, but they often don't, and the reasons can be more complicated than "we're evil for the sake of it." sometimes they ask for a lot of experience because a project has hit the skids, so they need someone who can run in and put out fires with no training. sometimes they would love to promote someone internally, but some corporate who-knows-what is preventing them from doing it. (standard disclaimer that i'm not subtweeting anything. these are stories i've heard tons of times from many different devs.) the court intrigue matters, but it doesn't feel like it on the other side, where a rejection is a rejection and no job is no job. it's a shame.
i'm not saying any of that because i want your friend to give up. i'm saying it because i want him to succeed eventually. if he's really starting from nothing, punching in IOI's weight class could take a while, so i encourage him to dig in and get comfortable. he could start by looking into a narrative mentorship or groups that run workshops. i did a pixelles portfolio workshop, and it was great. it couldn't hurt to learn some tools. twine is the standard rec, though i've heard unreal looks great on a resume because many studios use it and writers who can wrestle with it are rare. but in the end, even if your friend snags a rec on the inside, it'll hinge on that portfolio. that means projects, projects, and more projects, and smaller gigs until something clicks.
i applied to obsidian in 2021, so i can't promise any of my portfolio advice is still relevant. the goalposts move from year to year and studio to studio. samples that are crucial for call of duty would be irrelevant to a dating sim. this is why i'm pointing your friend toward workshops and mentorship: they stay up-to-date on this stuff and can give more tailored help. in the meantime, a good friend of mine made a video about how to make a game writing portfolio if he'd like to check it out.
as a parting shot, i'll also link this bluesky thread where my other friend addresses a lot of the anxieties i've brought up here. she's not afraid to be frank, but remains optimistic that your friend should keep his options open and keep trying. i hope he smashes through that ceiling one day!