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March 17, 2011
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Reactor:1 by Norsehound Reactor:1 by Norsehound
Everyone saw the Resume Game. It was supposed to be an exclamation on my part to get myself noticed in the industry.

Only one of the four companies got back to me after two weeks so far.

I realized that my ambitious board game might actually be too much for HR people and employers. It's an awesome ensemble and has gotten nothing but compliments, but how appropriate is it for the Graphic Design industry? How readily readable would it be to an HR person seeking information and is in a hurry? How willing would an HR person be to unload a .zip file of THREE PDFs to look at my application?

So I'm doing this.

It'll end up 11x17, good enough for a printer and cheap. Conveys my information in a straightforward manner and in an attractive way. Doesn't come with parts or anything.

Still under construction.
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:iconsimsdoc:
SimsDoc Featured By Owner Apr 29, 2012
This reminds me of two things. One the Star trek and then a reactor outputs.
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:iconrob-cavanna:
Rob-Cavanna Featured By Owner Mar 19, 2011
Also, this piece is amazing, and VERY attractive. But not very accessible, truthfully. I fear it may have the opposite effect you intend. If you consider the massive amount of material a creative director must review any given day, I think that this might be too much for them. Beautiful tho it may be, if I handed something like this to one of my long-time clients, they'd say it gives them a headache, and not look again.

You're giving them way too much credit, expecting scrutiny of so much technical detail and small fine text. The text occupies about 5% of the space here. And 95% is just negative space. We're going to study it cuz we're your friends, and already fascinated. But HR people aren't.

It's very very clever. But often the people who must check it out are not. It isn't "idiot" proof. Which, sadly, most graphic design must be. :iconblasthardcheese: said it better than I did.
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:iconnorsehound:
Norsehound Featured By Owner Mar 19, 2011
Still doing it wrong then. Got it. Thanks for the feedback.
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:iconrob-cavanna:
Rob-Cavanna Featured By Owner Mar 20, 2011
Sorry, man. This is very cool, but but I question the ability of overwhelmed HR folks to fully appreciate the minute detail. I would absolutely keep it around as a portfolio piece once a foot is in the door.
I think the same graphic style could also possibly be incorporated into game stats and info.
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:iconblasthardcheese:
blasthardcheese Featured By Owner Mar 19, 2011  Hobbyist General Artist
In my experience trying to get work in the video industry, constant email checkups and a cheat sheet resume (a really condensed one-pager) are one of the best ways to go. Flashy only gets somebody so far, really. I'm not saying this stuff doesn't look fuckin' sweet, but most HR folks don't have time to decipher anything, really. They just want to look and see who you know, what you know, and what you've done, in a hurry.

I know how much it blows to be putting in so much effort for so little gain. Keep it up, don't lose heart and network, network, NETWORK. You'll get it.
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:iconnorsehound:
Norsehound Featured By Owner Mar 19, 2011
I'm reading from this that the week or so I put into this was wasted and I'm doing it wrong again.

Great.

Thank you for the feedback. I guess I'll be trying again with something dumber.
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:iconblasthardcheese:
blasthardcheese Featured By Owner Mar 19, 2011  Hobbyist General Artist
I know it sucks, dude. It never fails to piss me off how the art world is never as inspired as we'd like it to be.

Play their game for a bit, and once you've got that down, re-write some rules.
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:icontalros:
Talros Featured By Owner Mar 18, 2011  Professional Digital Artist
Oh I love those visualisations :) :+fav:
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:iconchizek:
Chizek Featured By Owner Mar 18, 2011
It is hard to tell what kind of recruiting strategy HR employs for their position:

An Open recruitment would just leave the doors open to anyone and would involve sifting through piles and piles. This would take time and would refer to your HR example.

A closed recruitment strategy does not even let you know the availability of the position until HR tells you they are interested in you. But how do you get them to notice you? Rather difficult if you don't know the right people, if you meet someone at GDC and talk with them about the stuff you do they may say, "Oh we have a positioning opening up would you be interested?" That is pretty much a closed one, it takes a lot of luck.

Targeted recruitment is the most common in the Game Industry, it uses both open and closed; however, the open generally has very high standards to hold back any resume flood. They then see if they can stumble upon someone really good and really experienced to decide to leave their current workplace. They mostly want to focus their time on targeted recruitment without missing the chance to steal someone's skilled employees.

As a soon-to-be general management degree holder I have found a barrier to entry, especially within the game industry, being the targeted strategy that sets the unsolicited application bar very high. Aside from that, I do free writing for a game company to try and build my portfolio. =P
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:iconnorsehound:
Norsehound Featured By Owner Mar 18, 2011
Whatever the case, I want to know the best way to present my resume to get noticed (and into) a company.

I did my game because it stood out and followed someone else's example of a successful resume in the form of a game. I thought making it playable would make it more interesting, but I suppose it just had the opposite effect of getting me hired.

This is my next try; following the idea that a resume should be designed to fit the position I am trying to get. Since the gaming industry is appearing to be too obtrusive to get into (or elitist?) this is for graphic designer positions that pop up with more frequency and might be easier to get into. At least it's something not specialized I can hand to a design firm over the internet in .PDF form.
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