What was your first job in the gaming industry? 
I started out quite by accident at a studo called Stormfront, in San Rafael, CA. It is defunct now but at the time it was a third party developer for many EA and Atari games. My job was building NASCAR tracks for NASCAR '99 for the Playstation and Nintendo 64. Imagine building an entire race track and stadium for around 10,000 triangles. And a 256 texture was a luxury!
Did you find it difficult to get your first job given that you had no prior experience?
I sure did. At the time there was no schooling for making video games, no way to learn unless you A) knew someone or B) had incredible perseverance to learn the art. I didn't have the first, and the second didn't come easy either...not to sound like an old guy but back in those days, there was no Gnomon Workshop DVDs, CGsociety.com, or PSDtuts.com. Everything came from reading through enormous instruction manuals and trial and error.
My demo reel was laughable and I am still grateful to the hiring manager who first gave me more than a cursory glance before rejecting me and who was able to look past the lens flares, chrome teapots, and flying logos to see fledgling talent. Thank you Bill, where ever you are!
What sort of training or education did you complete in advance of applying for your first position?
My school (San Francisco State University) had a computer lab - and by lab I mean a closet with three old Amiga computers loaded with 3DStudio DOS. I bought a book that purported to cover all key aspects of the program. (It didn't.) And I met someone who was kind enough to take me under his wing and teach me the actual ins and outs of game art creation, the stuff a book cant teach you. I was able to generate some content for my demo that probably gave me one tiny leg up over other folks. But it would be a very tiny leg up.
What is your job today?
Like a Virginia Slim, I've come a long way, baby. One thing to remember when you are trying to break in is: once you are in, you are in. What you do with it from there is up to you. I worked my way up from track building to team lead, to Environment Lead and did a small stint as a Producer. I eventually became Art Director and did that for 7 years at LucasArts and then at Paragon Studios making some truly inspiring and original stuff. Now I'm a Project Lead and part time Art Director. I'm still learning, still looking to move up and still loving every minute of this crazy biz.
For someone interested in starting a career making games today what is the main piece of advice you would offer them?
Be specific. Your school will want you to have one of everything on your demo reel. I dont agree. (And I wrote the demo reel and artist hiring guidelines for LucasArts.) I feel you should put the following on your demo:
A. only the stuff relevant to the position you desire. Want to be a Character Modeler? Dont put that one and only animation exercise you did on the free rigged character you got off CreativeCrash.com. Or those life drawings from Sketching 101. That stuff is good, but it's not relevant and it gets in the way.
B. Put the best stuff first. You only get one chance to catch the reviewer's attention.
C. Only put the good stuff. Or in other word, do not try and pad out your demo to make it look like you have more. The bad stuff is jsut as memorable as the good stuff. Resist the temptation.
D. No Flying logos, Chrome Teapots, or Lens Flares! ;) Seriously, you know what doesn't matter? Production value. We watch reels with the sound off, and just want to see the content, not an intro vid, screens of text, or a convoluted DVD menu. I'm not saying dont make the demo site or disc clean and presentable, just dont waste time trying to add pizazz.
E. Be confident! You've worked hard, you've got great ideas, and you are talented. Your work will speak for itself!
Good luck! We may be working together someday!