You get credit at the end, and as Josh said, it's for the experience. It could also be a summer-time activity (?) which you can just mock up a cute level design that will soon be used in the real game.
I don't think an internship is what you think it is. edit: Seriously though, the reason you do things like this is so when you actually go to get a real game development job, you have something to show for yourself beyond a degree in computer science from a community college. Look at any game development job posting, they care about two main things: Experience and portfolios. Josh is potentially giving you both.
GIFT!!! Aw. Plus being featured in a game would be pimp. That would be something to brag about. It would be so awesomenessly. Even having an idea would be awesome.
Ok I'm going to do a deadline of May 20th for these entries. You may submit more than one if you feel like it. We'll judge the best of your submissions.
What skills does an intern need? Is it some sort of community manager, or what? I can't code, but I really wanna help you
I'm looking for good drawing skills and ideas. Level designer intern basically. Yes Mario/Mega Man still level design. It doesn't matter if it doesn't fit the game exactly either, I'll be able to tell if the ideas are there, and the detail in the drawing.
I was just thinking the same... lol... Why would anybody with a once of talent would go there. I can do the same thing somewhere else and get paid for it...
y'see, in the real world, no matter how good you are, people love two thing about a guy they hire: skill (yes, i know), but also experience. if you've already done a project, then you'll immediately put on higher ground (it helps if that project turns out to be legendary). the guys at crescent moon are doing you a favour. also, wouldn't you enjoy drawing during the summer? it's not like they're trying to stack a whole load of work along with your schoolwork or whatnot.
well its for people that have no game experience whatsoever, but want to break into the game industry. If you've done a fair amount of drawing and have some good ideas, you could get chosen by us to help out on the project. After the summer you can say you interned at Crescent Moon, and we'll give you good references (if you've done a decent job). This could help you get a job at another game studio down the road. Anyway - 10 days left!
awww i wish i could draw im trying to get my friend to help me draw out some of my level design ideas, but he's more of an airbrush artist though, and i gotta be honest i cant really draw worth issh maybe i could digitally... im extremely creative though... been working on different concepts like for instance... trying to imagine how politics and/or the natural/un-natural struggles of a planets/level's indigenous population (creatures/monsters, intelligent life forms, aliens, ect) can tie into the platforming/action experience. I think it would be cool if each planet/set of levels would have its own optional background story/lore, drama, struggles, situations ect in addition to the over-arching storyline. These small stories within the story (so to speak) would help propel the experience forward in very interesting ways, rather then a generic platforming set up in which there typically really isn't much context to each individual level rather then it being yet another obstacle on your way to achieve the overall goal of the game. for mario its usually save the princess, but you never really get inadvertently drawn into some kind of alternate struggle going on within the levels you traverse, as in being the hero you have the choice to take time out of your quest to help out with some side quests as you make your way to the princess, using this time to try and find out new information about where bowser is keeping the princess or earn new abilities or unlock new areas ect. of course they could be completely optional and have different outcomes as in you can save one side or help the other, where the choice would be a moral choice and completely up to the gamer and that decision could effect the outcome of the experience within the level itself and/or the outcome of the overarching storyline would change depending on how you handle a given situation.. and it doesn't have to be complex and diplomatic like mass effect, it could be really simple as in you are making your way across the level and you see two creatures chasing some kind of alien you choose to help out or not and if you do help out you can have a conversation with that alien to learn more about the planet and whats going on, even ask it questions that point you in the direction of the overall goal (if the alien knows about it). Also the alien might have different problems or side quests that you can help out with to unlock new areas of the level or new abilities ect or you can simply say no problem but im in a hurry and leave without getting into it a conversation at all also working on different platform and puzzle ideas for the level im trying to create....
Just wanted to give a nudge to anybody who might be sitting on the fence. I've recently met a very talented, degree-qualified candidate who really found it very difficult initially to get any industry experience at all & would have fought for this sort of opportunity. Since game development is now offered by so many universities around the world, getting in on the ground floor of any company (much less one that's as well-regarded as Crescent Moon) is getting tougher everyday with so many candidates chasing so few openings. This internship may not be paid, but it could seriously help anyone who aspires to break into game development to rise above the zillions of others struggling for attention & opportunities. Great initiative Crescent Moon! We need more developers to follow suit!