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Strong Female
Jul 27, 2010

I don't think you've been paying attention

Lurking Haro posted:

Nerding out!

:words:

Woah, very nice! Thanks for the clarification/corrections as well; you (will eventually) get an pre-alpha key for being so awesome :respek:

The USA CR4 is totally not an XM8, but if it was (but it isn't), it's under USA because it was a US research project.

What's the correct weight for the M110 by the way? We're totally not using that weapon because of legal issues, but I'm just curious :allears:

Aliginge posted:

The gun nerd in me is reading through those going P90, M4, Minimi...

You working on a FPS? Because Denkirson's Xanga blog has this sort of stat breakdown for a number of current FPSs and it's all cool reading seeing how they balanced the games (or failed to)

http://denkirson.xanga.com/

Yeah, we're working on an FPS. I actually had the Den Kirson (or is it Denkirson?) blog up as I was working through balancing the weapons; it's funny you mention it! Since I played the crap out of COD4, MW2, and BC2, it was nice to be able to quickly associate the numbers to what I played with in those games (and to make sure my own numbers weren't crazy).

Strong Female fucked around with this message at 03:35 on Jun 19, 2011

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SpaceDrake
Dec 22, 2006

I can't avoid filling a game with awful memes, even if I want to. It's in my bones...!

Amrosorma posted:

What's the correct weight for the M110 by the way? We're totally not using that weapon because of legal issues, but I'm just curious :allears:

6.94 kg (15.3 lb) with scope, bipod, and a loaded 20-round magazine. Surprisingly light, all told.

Strong Female
Jul 27, 2010

I don't think you've been paying attention

SpaceDrake posted:

6.94 kg (15.3 lb) with scope, bipod, and a loaded 20-round magazine. Surprisingly light, all told.

Hm, yeah. Now I'm wondering where the hell I got that wrong value to begin with.

Solus
May 31, 2011

Drongos.
I'm gonna assume the best place to start vehicles/props/weapons is to draw like a crazy mother? I wouldn't mind UI's as I'm a minimalist at heart, I suspect my Grandfather was German, not Polish.

mp5
Jan 1, 2005

Stroke of luck!

Shalinor posted:

Meh on your meh.

It is unlikely to happen anyways, as gang tags are looked upon less favorably these days.

We shall see what fanciness can be done, though.

Consider it a small challenge for all those budding 2D artists in this thread

treeboy
Nov 13, 2004

James T. Kirk was a great man, but that was another life.
Does anyone here have experience going from animating in Maya to Max? I'm not having trouble per se, but I'm curious if there are any handy tricks or tips that would help the transition.

mutata
Mar 1, 2003

Solus posted:

I'm gonna assume the best place to start vehicles/props/weapons is to draw like a crazy mother? I wouldn't mind UI's as I'm a minimalist at heart, I suspect my Grandfather was German, not Polish.

Drawing is generally healthy and productive for all 3D artists. It's certainly where all my projects start.

vvv There's no reason you can't start learning the basics while you also practice drawing. Starting to model some stuff will help with your drawing and your drawing will help with your modeling.

mutata fucked around with this message at 05:15 on Jun 19, 2011

Solus
May 31, 2011

Drongos.

mutata posted:

Drawing is generally healthy and productive for all 3D artists. It's certainly where all my projects start.

I need to improve my drawing skills a lot before I trust myself to learn how to model things.

Sigma-X
Jun 17, 2005

Solus posted:

I'm gonna assume the best place to start vehicles/props/weapons is to draw like a crazy mother? I wouldn't mind UI's as I'm a minimalist at heart, I suspect my Grandfather was German, not Polish.

Do you want to be a weapon/vehicle modeler, or concept artist, or what?

I can't draw and I'm a weapons/vehicle artist :)

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
As a former infantryman let me just say please for the love of god do NOT use airsoft as a modelling reference. That's like using a micro machine or hot wheels as a reference to model a car. There's going to be things out of place/missing by nature of it being a toy and not a full firearm.

Leif. fucked around with this message at 07:36 on Jun 19, 2011

Solus
May 31, 2011

Drongos.

Sigma-X posted:

Do you want to be a weapon/vehicle modeler, or concept artist, or what?

I can't draw and I'm a weapons/vehicle artist :)

Weapons and Vehicles, I have a thing for hyperfuturistic melee weapons and gunships.

Just need to figure out when and where to start, I can draw basically what I want to accomplish and share it with someone else, Looking to refine that. Will help since I don't know poo poo about modelling yet want to learn how to do the concept art and the modelling side of things.

Solus fucked around with this message at 09:01 on Jun 19, 2011

Studio
Jan 15, 2008



I wonder how many people view game design the same way ads portray them.



You can make ANIME (Also I don't see what Chic - Good Times had to do with game design).

mp5
Jan 1, 2005

Stroke of luck!

Studio posted:

I wonder how many people view game design the same way ads portray them.



You can make ANIME (Also I don't see what Chic - Good Times had to do with game design).

This is like the perfect evolution of tightening up the graphics on level 3 while also appealing to the antisocial net-dwellers out there.

SpaceDrake
Dec 22, 2006

I can't avoid filling a game with awful memes, even if I want to. It's in my bones...!

Studio posted:

I wonder how many people view game design the same way ads portray them.



You can make ANIME (Also I don't see what Chic - Good Times had to do with game design).

The "without leaving your house" thing should clue you in on exactly who they're trying to target and scam money out of.

Monster w21 Faces
May 11, 2006

"What the fuck is that?"
"What the fuck is this?!"

Studio posted:

I wonder how many people view game design the same way ads portray them.



You can make ANIME (Also I don't see what Chic - Good Times had to do with game design).

GetWellGamers
Apr 11, 2006

The Get-Well Gamers Foundation: Touching Kids Everywhere!

Solus posted:

Weapons and Vehicles, I have a thing for hyperfuturistic melee weapons and gunships.

I would just offer as a word of advice, I've talked to a lot of art leads and HR people who hate futuristic stuff in portfolios, even when they do futuristic games. Robots and spaceships and futuristic cityscapes have a bad reputation for being refuges of the lazy, relying on clean lines and unexplained tech to bypass the nitty-gritty of design. No one has to explain a sleek spacefighter that goes because you say it does, whereas something real and familiar like a real car or jetfighter has to be mechanically sound all the way through. I've had one creative director who worked for a company that did lots of sci-fi stuff say his dream portfolio was an urban street in good but not perfect condition rendered out to the last detail, and then that same street after a bomb's gone off or the tsunami came through or after a zombie rampage, showing everywhere that everything went wrong.

I'm not saying to change your specialty or anything, after all, someone had to design all the stuff in Star Trek and Babylon 5 and everything else, but just warning you against a common pitfall I've heard time and again from people making hiring decisions, which is that robots and other such "clean" sci-fi elements can trigger a nearly involuntary negative reaction in protfolios.

Solus
May 31, 2011

Drongos.

GetWellGamers posted:

I would just offer as a word of advice, I've talked to a lot of art leads and HR people who hate futuristic stuff in portfolios, even when they do futuristic games. Robots and spaceships and futuristic cityscapes have a bad reputation for being refuges of the lazy, relying on clean lines and unexplained tech to bypass the nitty-gritty of design. No one has to explain a sleek spacefighter that goes because you say it does, whereas something real and familiar like a real car or jetfighter has to be mechanically sound all the way through. I've had one creative director who worked for a company that did lots of sci-fi stuff say his dream portfolio was an urban street in good but not perfect condition rendered out to the last detail, and then that same street after a bomb's gone off or the tsunami came through or after a zombie rampage, showing everywhere that everything went wrong.

I'm not saying to change your specialty or anything, after all, someone had to design all the stuff in Star Trek and Babylon 5 and everything else, but just warning you against a common pitfall I've heard time and again from people making hiring decisions, which is that robots and other such "clean" sci-fi elements can trigger a nearly involuntary negative reaction in protfolios.

It's my "art fetish" over anything else, I will keep that in mind though, plus clean lines might help at least when it comes to learning how the programs work. Used Future is also real nice for me, Rust and bits faling of of it. As well as Togas and spires.

I'll start small though, Theres a combat knife I read about in the Dust 514 Chronicle where the Edge burns ridiculously hot onces it makes contact, would be interesting to see where I can take that small description.

Edit - Called a Nova Knife - Link be here: http://www.dust514.com/en/chronicles/article/1981/stranded-part-1

Edit #2 - @VVVVVV The story itself says that its cheaper to leave everything at the end of a campaign and give them new stuff at the start of a new campaign, it just gets left behind for the recovery drones to recycle, wouldn't be hard to add a few different styles if I'm assuming that it's easy. (Not that a proud merc might want to keep hold of his special knife)

Solus fucked around with this message at 12:09 on Jun 19, 2011

GetWellGamers
Apr 11, 2006

The Get-Well Gamers Foundation: Touching Kids Everywhere!

Solus posted:

I'll start small though, Theres a combat knife I read about in the Dust 514 Chronicle where the Edge burns ridiculously hot onces it makes contact, would be interesting to see where I can take that small description.

That sounds great- just make it looks like it's seen a few tours. :)

washow
Dec 1, 2007

Here you go, op :toot:
Sorry for a dumb question. I'm a future hopeful still in school wanting to be a programmer/producer.

How would a programmer's portfolio look like? Just write programs in commonly used languages? Would companies look for how complex the code is? How would you judge a programmer's skill level?

Super Slash
Feb 20, 2006

You rang ?

Studio posted:

I wonder how many people view game design the same way ads portray them.



You can make ANIME (Also I don't see what Chic - Good Times had to do with game design).

Reminds me of the time I got sent a little cardboard "Train2Game" invitation a couple months after I graduated. How dare you grace my post box with such garbage, I certainly do not want a diploma in Games Testing. :mad:

Solus
May 31, 2011

Drongos.

Super Slash posted:

Reminds me of the time I got sent a little cardboard "Train2Game" invitation a couple months after I graduated. How dare you grace my post box with such garbage, I certainly do not want a diploma in Games Testing. :mad:

I love these so much, its so obviously a scam yet I'm genuinely suprised people think they have any worth. If I wanted to learn gaming specific stuff I would just go to Media Design School. (which is its actual name here in New Zealand, funny that)

Anyone else got any of these?

Akuma
Sep 11, 2001


We had two people come through our office after "graduating" Train2Game; both without anywhere near the necessary skills, and both very out of pocket. Quite sad, really.

Chernabog
Apr 16, 2007



A while ago someone made an ask and tell thread about going to one of those "schools," can't remember which one. It was pretty depressing because it basically left him in debt with nothing to show for it.

Chasiubao
Apr 2, 2010


Monster w21 Faces posted:



No, game tester does not.

Monster w21 Faces
May 11, 2006

"What the fuck is that?"
"What the fuck is this?!"

Chasiubao posted:

No, game tester does not.

Oh I know. Trust me I know.

Chasiubao
Apr 2, 2010


Monster w21 Faces posted:

Oh I know. Trust me I know.

We all have to start somewhere ;) I started in QA as test engineer for a summer before I moved up to dev.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Chasiubao posted:

No, game tester does not.

A game tester, sure. But maybe the ad is talking about Game Tester, the HR Director. I mean it's not his fault he has a misleading name.

mutata
Mar 1, 2003

The Cheshire Cat posted:

A game tester, sure. But maybe the ad is talking about Game Tester, the HR Director. I mean it's not his fault he has a misleading name.

That would be the most confusing business card ever.

Monster w21 Faces
May 11, 2006

"What the fuck is that?"
"What the fuck is this?!"
How Monster w21 Faces wormed his way into the games industry and why he doesn't recommend anyone follow him.

Sorry if this rambles on. It's late and I just wanted to speak out loud.


From a young age I was enrolled at a private Christian school despite having a non-religious family.

Said family had a background firmly routed in the special forces and police. My father was a member of the SAS and was involved in the 1980 Iranian Embassy Siege. After this and serving time in Northern Ireland during the disputes he became a murder detective.

However during my childhood he socialised and engaged with a number of other police officers in recreational shooting. As a result I spent much of my childhood on shooting ranges and army bases across Europe and the Americas.

Due the nature of the company he kept and the constant travel I found very few opportunities to make long lasting friends within my peer group. As a result, I, like many other social 'outcasts' of the 80s I fell into video games as a form of escape.

Being from a sea side town I had the luxury of having an extensive collection of arcades on my doorstep as well as an amiga, commodore 64 and a nes at home. As you would expect with this sort of library at my finger tips I fell in deep. I played as much as I could as often as I could.

Naturally this led to less than stellar school grades.

I wasn't a dumb kid. Far from it, some would say I was gifted, I just never found anything that I thought was worth the required dedication.

I knew I wanted to work in games from the age of twelve. Initially it was traditional games. I wanted more than anything else to work with Games Workshop. A dream I had since the age of ten when a now forgotten uncle gave me a copy of Space Crusade.

Around this time my family unit dissolved. My parents divorced and due to various issues I won't go into my father was left with no choice but to leave the country and my mother and I had to move to another part of the country.

The same cycle started again. I ended up at a grammar school but was soon asked to leave as my early teen anarcho attitude didn't sit well with the school (laughing at a teacher who sets himself on fire will do that).

I found myself in a main stream British school, and boy I hated it. I found it strange. I knew these things, I got them the first time they were explained to me, I didn't understand why we needed to spend weeks going over simple concepts again and again. With the exception of English and Art I despised it and I switched off.

As a result I once again fell heavily into games. Quake, Quake 2, Unreal, Total Annihilation. These were my best friends.

I left school with a decent range of GCSEs, nothing grand on the whole, but A*s in English and Art which is all I cared about. The problem I then found was that I didn't know what the gently caress I wanted to do. My family life was in a mess, my mother was working all the hours she could just to keep a roof over our head. So what did I do? I played. I played and played and played.

I managed to worm my way back into another grammar school despite my grades due in no small part to explaining the inner working of WinAmp of all things to the school head. This however was short lived and I once again found myself without direction.

It was also at this time that I was heavily involved with the UT99 pro-circuit. I played every night with a clan. Instagib CTF. We were loving awesome. One of the top clans in Europe. But that wasn't doing me any good. I knew already at that point that 'cyberathletics' were never going to be main steam so I looked for something else to do.

Films! I thought to myself, I loving love films and I just did an AS in media studies. poo poo I've seen hundreds of movies already that I shouldn't have (thanks Dad, what kid doesn't want to sit and watch Full Metal Jacket and Robocop when they're six). I can do that! So I enrolled in film school. I did my thing. Didn't really enjoy it, thanks in no small part to terrible tutors who didn't even understand the tools they themselves were teaching. There's nothing quite like teaching your teacher how to use Adobe Premiere and Photoshop.

I rolled out of there straight into the art school next door and got 2 years into my design degree when I got my first games industry break.

It was here, on SA of all places that it happened. I made a megathread for the upcoming Quake Wars: Enemy Territory and that got attention of digibob, one of the lead programmers at Splash Damage.

He told me they were looking for production testers and my clan background would give me a huge edge so I applied.

I got the job, I dropped out and I was in. Sure it was the ground floor but I was where I wanted to be.

I did my best at the job, I had no idea what was expected of me at that point but I tried. I wasn't the best tester, not by far, but I had passion and I had high hopes.

My time with SD came to an end, the game shipped and I was out of the job. It was some 8 months that I had to wait, sending off CVs every day to other games companies desperately looking for work and that's when I got picked up by Sega.

I packed up my poo poo, moved out of home for the first time in my life and made my way to the big city of London in order to have the privilege of paying £750 a month to rent a shoe box in the middle of a Polish community.

Working at Sega was one of the worst experiences of my life. When a dev or anyone else with a few years under their belts tells you never to work as QA for a publisher you should loving listen.

If I had to compare it to anything it would be battery farmed chickens. No one knew anyone, no one got a chance to know anyone and I had to work 12 hour shifts just to cover my rent. Then the worst happened...

Sega massacred the testing house. Viking shipped. Condemned 2 shipped. Beijing 2008 shipped. Sega Superstar Tennis shipped. All of this within my first two months. Then what I hear you ask? Well, they didn't need us. 40 of us were fired in one day. No warning. Just gone. Many of us had signed six month rent leases when we moved to London and now we were hosed.

Living on ramen and food I pulled out of dumpsters at the back of supermarkets I tried to find work. No dice. Once my lease was up I dragged myself back home with the tail between my legs. I was almost ready to give up on my dream and settle into a nice cubicle for the rest of my life testing ATM software. But then, a miracle.

Realtime Worlds was hiring. Dundee? As in Scotland? Jesus. I had never even been to Scotland and yet here I was, leaving everyone and everything behind. It was a new start for me and it was loving awesome.

From this point on you pretty much know my story.

I started off in QA, I quickly made my way up to DevQA where I was afforded the luxury of designing, building and implementing missions for APB. My passion for the game, my attitude and my communication skills didn't go unnoticed and I was promoted once again to the lofty role of North American Community Officer.

Then we launched APB. Holy gently caress what a mess.

Don't get me wrong, I still love APB for what it is but god drat if that games development wasn't hosed due to the actions of a few individuals.

We had been telling them for years that the game wasn't good, that it had basic gameplay flaws and the mechanics were...old and it wasn't just QA. Everyone was saying it. But it was too late. We had to ship a game, we had no money and we barely had enough money to keep the service running and well...you know the rest.

Monster w21 Faces fucked around with this message at 23:04 on Jun 19, 2011

dogmaan
Sep 13, 2007

Monster w21 Faces posted:

Real Time Worlds...

About a year ago, I was staying in the hotel next to Real Time Worlds, I watched a guy walk out of RTW with a massive grin on his face, he gave a thumbs up to the hotel manager, the manager said "oh well done you got the job!"

I feel gutted for that guy knowing that he moved to Dundee only to be binned after a month, he looked soooo loving happy.

dogmaan fucked around with this message at 01:16 on Jun 20, 2011

Mango Polo
Aug 4, 2007

dogmaan posted:

About a year ago I was staying in the hotel next to Real Time Worlds, I watched a guy walk out of RTW with a massive grin on his face, he gave a thumbs up to the hotel manager, the manager said "oh well done you got the job!"

I feel gutted for that guy knowing that he moved to Dundee only to be binned after a month, he looked soooo loving happy.

A friend forwarded my candidature to RTW for an assistant producer position. After the initial contact I never heard anything back from RTW; kind of glad that this never went further :shobon:

GeeCee
Dec 16, 2004

:scotland::glomp:

"You're going to be...amazing."

Monster w21 Faces posted:

APB

Sucks how you personally got leapt on by goon after goon after goon for the company failures. :sigh:

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

Aliginge posted:

Sucks how you personally got leapt on by goon after goon after goon for the company failures. :sigh:
You publicly align yourself with your company's product at your own peril. It's usually a good idea to keep some distance between yourself as a developer and the fans of your game, and for pete's sake, stay out of threads/forums for it unless you've got really good reason to be there. Jeff Vogel has a really great article on that.

There is a fine line between "sharing news and opinions with your fans" and "defending your game / trying to change opinions," and you will almost certainly cross it, resulting in something unfortunate :(

GeeCee
Dec 16, 2004

:scotland::glomp:

"You're going to be...amazing."
Same with Robert Bowling and Call of Duty. I've been guilty myself of directing frustration about MW2 towards him as much as Infinity ward, but at the end of the day, you don't shoot the messenger. :L

I am really not a fan of a single person being the PR face of a game or company unless it's the CEO or Producer, they get paid shittones more than a community manager id gather so they can take it.

Solus
May 31, 2011

Drongos.
If I was, say, a concept artist for an average game I might out myself for it on the forums and any complaints about stuff like lovely gameplay I can go :chord:

I'd definitley enjoy talking about the game and where it went wrong though, sometimes getting outsider perspectives is fun if I don't :tinfoil: out and defend my position like a moron

DancingMachine
Aug 12, 2004

He's a dancing machine!
Eh, I post a little in the Flight Sim threads. As long as you don't take it as a personal attack when people criticize your product and are able to resist the urge to defend it, it's not a problem I think.
I don't post that much though since of course working for a giant mega-corporation there's a very narrow range of stuff I am allowed to talk about anyway.

Aqua_D
Feb 12, 2011

Sometimes, a man just needs to get his Rock off.

Demitri Omni posted:

Is a job (paid internship) in IT doing development and project management a pretty good way of getting familiar with doing team based projects? It seems like it's a 'duh, yeah it would' but I just want to make sure it's going to actually give me experience that can translate to actual development work, not just management work in general.

I'm genuinely curious about this. Kinda got lost in the gun discussion. I applied for this job, and I wanted to make sure it's relevant.

The jist of the internship is that it is in the IT industry, focused on Project Management, and will help development and project management teams. It mentions that it is full time over the summer and 20+ hours (i assume the + means it'll be based around my college schedule) during the school semester. As said, I just want to make sure this sounds like it'll actually be relevant to (and help me learn more about) development, not just management.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Aliginge posted:

Same with Robert Bowling and Call of Duty. I've been guilty myself of directing frustration about MW2 towards him as much as Infinity ward, but at the end of the day, you don't shoot the messenger. :L

I am really not a fan of a single person being the PR face of a game or company unless it's the CEO or Producer, they get paid shittones more than a community manager id gather so they can take it.

The difference is when it is the community department itself that fails. For example, when I went to an appointment with RTW at a trade show, another outlet who didn't have an appointment came to do an interview as well. Right in front of me, they scratched my name off the list and gave the other guy a 30 minute session, and told me to come back that afternoon. This is after having me wait 15 minutes just to talk to anyone. Then when I actually came back to the second interview, they told me that the team "got tired and went home".

It was absolutely 100% unacceptable behavior, and the worst part is, while I got a very nice apology from the account exec. from their PR company (who I had an existing relationship with), I never once heard an apology from the producer who blew me off, or anyone else representing RTW at that show.

When it is the community department's fault (among others), they deserve to get blamed.

Monster w21 Faces
May 11, 2006

"What the fuck is that?"
"What the fuck is this?!"

Diplomaticus posted:

The difference is when it is the community department itself that fails. For example, when I went to an appointment with RTW at a trade show, another outlet who didn't have an appointment came to do an interview as well. Right in front of me, they scratched my name off the list and gave the other guy a 30 minute session, and told me to come back that afternoon. This is after having me wait 15 minutes just to talk to anyone. Then when I actually came back to the second interview, they told me that the team "got tired and went home".

It was absolutely 100% unacceptable behavior, and the worst part is, while I got a very nice apology from the account exec. from their PR company (who I had an existing relationship with), I never once heard an apology from the producer who blew me off, or anyone else representing RTW at that show.

When it is the community department's fault (among others), they deserve to get blamed.

When was this? What show?

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Solus
May 31, 2011

Drongos.
*sigh* So much for free sofware from Autodesk, the Student site has been bugged for a week apparently so all I have is my copy of Mudbox. I want 3DS max >.<

Edit- Might as well use Blender

Solus fucked around with this message at 09:09 on Jun 20, 2011

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