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Hello Dear, 2) When written properly, it often acts as a mini cover letter 3) If you write it the way I'll show you below, you will also get a ready answer to one of the most common questions, "Tell me about yourself". There's a lot to win in this fragment. Why do most of those summaries suck?Because they are boring and use tons of generic, vague wording like "great communicator", "experienced working in small and big teams", "thrives in international environments" So let me give you the secret to writing a good bio/summary: You write it as a paragraph, but in reality, you're answering 3-4 questions:
And right now, let's unlock those one by one. Who are you?This is the first sentence 99% people who will encounter your CV will read. You do that by being very, very precise in describing who you are in a professional context. You can write something like "Passionate game designer who mixes creative and technical knowledge to create games people enjoy". And that'd be true. So first, we eliminate the vagueness. Instead of a couple, we write an exact number - 4 years. So we start with precision in mind. Then, we answer the question: Key numbersHere's where most of the magic happens. In my experience, almost every job has some kind of quantifiable metrics: Key successHere is where we brag about our skills. The main idea is to show you already have the skills for the job because you have already done it. So the key to success is not something you're most proud of. It's not the biggest win in your life. You need to underline a thing that clearly shows this mf knows their shit, and it would be worth talking to them. So for our GD it might be something like: "One of the features I designed was very well-received among the players and drove the revenue/retention up by X%" You know best what successes in your journey clearly say you have every right to be applying for the role, so think about it. What are you aiming for professionally?So this one is an optional one, so treat it like a question with an asterisk *. And let's face it, the majority of people have a vague idea, but that's it. If you decide to use it - that's the main point of your summary. Everything you've written above has to be tailored to the answer to this question. Because what you are aiming for in the future heavily determines what kind of numbers, projects, and successes you'll mention. Think about it. If you want to aim for a Technical Game Designer position and become a highly specialised senior in the mobile games sector, then there's a lot of difference between someone who wants to eventually become a Team Lead for a small group of game designers in PC/Console space. And there are also other skills required for those jobs efficiently, so you'll underline something different. Sticking to our example, let's say our GD is aiming for an expert, solo role in the future. So it could be similar to what we've already written: "My professional goal is to become a highly specialised Technical Game Designer in the mobile games sector, ideally working on a mid-core title with live-ops in mind" What we have alreadySo, to sum up what we already have: I am a Game Designer with 4 years of commercial experience - 3.5 years in mobile (casual and hybrid-casual games), last 6 months in VR. Using Unity in my daily work, comfortably prototype by myself. For the past 2 years, I've created over 50 prototypes in Unity. Before that, I was working for 2 years on a well-known, established title where I was responsible for delivering 10 new features and was involved in live-ops events - I designed 9 of them. One of the features I designed was very well-received among the players, and after that win I started to receive full ownership of future features I was working on. My professional goal is to become a highly specialised Technical Game Designer in the mobile games sector, ideally working on a mid-core title with live-ops in mind. Looks ok, but we can do better. Now that we have the full version, we can trim it, remove unnecessary words to make it even more digestible (and amplify our chances someone will actually read it!) I am a Game Designer with 4 years of commercial experience - 3.5 years in mobile, casual and hybrid-casual games, 6 months in VR. Using Unity in my daily work, comfortably prototype by myself. I've created over 50 prototypes in Unity. I was also responsible for delivering 10 new features and designing 9 live-ops events for a very established mobile game with 10 million daily active users. One of the features I designed was very well-received among the players. In fact, it was so good that I started to receive full ownership of future features. My professional goal is to become a highly specialised Technical Game Designer in the mobile games sector, ideally working on a mid-core title with live-ops in mind. And right now, you know how to do it. Just answer those 4 questions and you're good to go. Good luck out there. I help people find jobs they want and build the careers they are proud of. |
I write about how to manage your career in the games industry in an easy and simple way, so you never have to be afraid of layoffs again.
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