Case study

Head game scout — Joshua Garrity

After studying BA Game Cultures at London South Bank University, Joshua now works as head game scout for video game developers, Secret Mode

Why did you decide on a video gaming career?

I had a genuine passion for the medium and an extensive knowledge of its history.

How did you get your job?

I got into the industry after a friend recommended me for an entry level position as a publisher. Eight years later, with more experience behind me, ex-colleagues were recommending me for the head game scout position at Sumo Group.

What qualities are important for a game scout?

Great communication skills and a wide games vocabulary. You have to have a thick skin, as you will deal with a lot of rejection, both giving and receiving.

Tell us about some of the games you've sourced…

My proudest accomplishments are Core Keeper and Shadows of Doubt. Both are still in Early Access on Steam, but Core Keeper has sold more than two million units.

With both, the ideas were compelling, but really it was about the teams. Both Pugstorm and Colepowered had great heads on their shoulders, but most importantly were coming from a position of sincerely wanting their games to exist and were not just driven by market trends (though they were informed by them).

What's a typical working day like?

A lot of the time I am talking to people. Getting calls, talking through and recording information on pitches. There will be days when I am working with other members of the team to evaluate and perform due diligence on titles, to prepare them for eventual greenlight.

What part of your job do you enjoy the most?

Talking with people about their games and the games that inspire them. I also enjoy playing a build with true potential.

What are the challenges?

I mentioned rejection and it is the biggest downside and the hardest thing to navigate in the role. Sometimes you really love an idea, but you can't sell the rest of the team on it. Sometimes you have to tell a developer that it's a no, knowing that your team is their last shot of getting this off the ground. Knowing how to break bad news may get easier, doing it is still hard.

How has your role developed and what are your career ambitions?

It's increasingly become more of a role where I guide a project to signing, rather than simply signing it. When I started, it was simply a case of great idea, let's get it on the deck. Now its about recognising talented teams and advising and coaching them to best achieve success.

I have reached the pinnacle of my current role and for the foreseeable, I am happy having one hand in the mud and the other in strategy.

What advice would you give to those looking to get into the UK gaming industry?

Go to local industry events and meet people. Gamesindustry.biz is a great resource for finding out what events are happening and generally keep up to date on the latest goings on.

There are mentorship programmes like Skillful and Limit Break that provide access to industry veterans who can advise you on where your talents lie and where you should go.

Have some knowledge of games themselves. In the film industry, most people love film. In the music industry, most people love music. Its no different with games. Don't plan on joining because you heard how much money the industry makes and expect that to be what's driving people you'll be working with. This is still largely an industry driven by passion, not just making money.

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