|
Shalinor posted:That's the thing - you're talking games press, journalism. I'm talking... uh, non-fiction? Technical articles, that could only be written by a programmer. Algorithm write-ups, discussions of design patterns, talking shop. Things not really related to news of the day. Whoops, skipped over that line. It's 3am, I'm a bit out of it. Well, you can start a Gamasutra blog. Technical articles outside of that and a couple of specialty sites don't tend to get paid as far as I'm aware of. StarWarrior-X would probably know better on that note.
|
# ? Dec 3, 2011 01:15 |
|
|
# ? Jun 5, 2024 22:27 |
|
Diplomaticus posted:Whoops, skipped over that line. It's 3am, I'm a bit out of it. Does Gamasutra still handle tech blogs? I remember a few years back I was trying to browse for some tech articles and they had really gone downhill as far as content was concerned. More discussions of games with a minor focus on the tech involved than discussion of the tech involved with a minor focus on the games.
|
# ? Dec 3, 2011 01:21 |
|
Diplomaticus posted:Well, you can start a Gamasutra blog. Technical articles outside of that and a couple of specialty sites don't tend to get paid as far as I'm aware of. I don't know, it could be that magazines like Game Developer Magazine are basically "it" for this kind of thing. Figured it was worth poking around for, though. EDIT: VV Fine idea - just fired an email off to them. Shalinor fucked around with this message at 01:48 on Dec 3, 2011 |
# ? Dec 3, 2011 01:26 |
|
NINbuntu 64 posted:Does Gamasutra still handle tech blogs? I remember a few years back I was trying to browse for some tech articles and they had really gone downhill as far as content was concerned. More discussions of games with a minor focus on the tech involved than discussion of the tech involved with a minor focus on the games. Yep. The quality massively varies, I've read some that were quite interesting, others not so much. http://www.gamasutra.com/blogs/ -e- Also Shalinor, your blogs seem well commented/viewed. Have you tried asking them to do a paid feature? Maybe 750 words or so?
|
# ? Dec 3, 2011 01:31 |
|
loquacius posted:Wore my Turbine T-shirt yesterday. The cashier at the liquor store recognized the logo, asked if I worked there, and was pretty jazzed to find out I did.
|
# ? Dec 3, 2011 01:48 |
|
M4rk posted:He should have paid for your drinks. You need 'em. He better not, I think I'm on an E-Mail thread with him now and we're expecting great stuff this next week!
|
# ? Dec 3, 2011 01:51 |
|
Diplomaticus posted:-e- Also Shalinor, your blogs seem well commented/viewed. Have you tried asking them to do a paid feature? Maybe 750 words or so? This... this might work EDIT: If anyone else is curious, their base rate is $200, and their terms are here. Looking for industry professionals, no specific limits on subject matter, 1500 words min, 2500 to 3500 words desired, 30 day exclusivity, etc. They usually limit it to one piece a month per submitter. ... I wonder if I could negotiate a higher rate, hmmm. Shalinor fucked around with this message at 02:44 on Dec 3, 2011 |
# ? Dec 3, 2011 02:29 |
|
Today, I found a bug and identified the fix in our game, which was only evident if you had a listing of all plotstates conditional checks in the game, and remembered game content from 5 years ago well enough to recognize an unhandled edge case in imported plotstates. As it happens, I've just written a code commandlet that dumps out every plotstate check in our game content, and have been on the IP for 6 years now - it turns out that edge case was responsible for at least 4 different crash EVs in our database and would have blocked an entire playthrough path across 3 titles if it had gone live. Sometimes it's really, really fun to be in QA On a sidenote, importing and handling plotstates from multiple previous titles is a pain in the arse
|
# ? Dec 3, 2011 09:06 |
|
Shalinor posted:Well that was easy. Dude already got back to me. Game Jobs thread strikes again!
|
# ? Dec 3, 2011 12:52 |
|
Birudojin posted:Today, I found a bug and identified the fix in our game, which was only evident if you had a listing of all plotstates conditional checks in the game, and remembered game content from 5 years ago well enough to recognize an unhandled edge case in imported plotstates.
|
# ? Dec 3, 2011 19:20 |
|
Does the Dungeons guy still pay attention to this thread? If so, suggestion: the project update video you just put on Kickstarter is looooong, and kind of reeks of padding. Minutes of staring at a laptop screen full of code discussing bugs does not compelling content make. Check out the Wolffire vblog updates. They keep it short and to the point, and typically only demo things that can be seen (and talk about the things that can't be seen as they're doing that). More than a minute or two per video is way, way overkill. EDIT: VV Oh, hey, saw you on DIYGamer.com - hadn't realized it was a goon project. Have you hit up http://indiegames.com/ ? EDIT2: I also Facebookified and Google+'ified your link, for whatever it's worth. I love 4X Shalinor fucked around with this message at 00:13 on Dec 4, 2011 |
# ? Dec 3, 2011 19:59 |
|
Dudes, I could use some advice for getting some more press on my Kickstarter campaign for StarDrive. So far it's going well. I've had a piece up on: Bluesnews, DIYGamer, Worthplaying, Spacesimcentral, and a few other small sites. Where else should I be trying to get some press from? I've emailed the guys at Kotaku and at RPS and I'm hoping they might pick something up. Also, if anyone here has a gaming blog, I would really appreciate a plug. Suggestions?
|
# ? Dec 3, 2011 23:34 |
|
Shalinor posted:Well that was easy. Dude already got back to me. For some reason it never clicked to me that those sites pay for articles. I've been working on something in my spare time at work for way too long, I should crack down and finish it.
|
# ? Dec 3, 2011 23:38 |
|
Dipes posted:Suggestions?
|
# ? Dec 3, 2011 23:52 |
|
FreakyZoid posted:Tweet Notch. You've got nothing to lose, and his endorsement would probably get you to your goal in a half a day. Excellent idea. Going with this!
|
# ? Dec 4, 2011 00:09 |
|
Dipes posted:Dudes, I could use some advice for getting some more press on my Kickstarter campaign for StarDrive. So far it's going well. I've had a piece up on: tips at nukezilla dooooot com
|
# ? Dec 4, 2011 00:12 |
|
M4rk posted:I love hearing these kinds of success stories from QA folks. Most of what I hear isn't anywhere near as chipper. That is my goal as a current QA person. I'm just trying to teach myself everything I can on the side so I can get so many extra skill sets.
|
# ? Dec 4, 2011 05:30 |
|
Hi gamejobs thread, I'm a (contract) QA tester at 343 Industries doing tools testing and build verification. Let me tell you why my job is awesome: As part of my job I had to learn how to use the content creation tools the designers use. On slow days I get to poke around the documentation and tutorials for these tools, and now I have the knowledge to create Halo levels from scratch, including scripting. Watching enemies spawn and move into position in a level you created is an amazing feeling. D1Sergo fucked around with this message at 00:56 on Nov 9, 2012 |
# ? Dec 4, 2011 05:46 |
|
We just pushed our final IGF build, and later today, hopefully we'll be cutting some manner of trailer. It isn't ideal, tons of rough edges, but... considering my day job shuttered midway through work on the entry, and that we've only got a month or two of actual time in this so far - I'm drat proud of what we accomplished. In about 20 hours, I look forward to actually getting a full night's sleep (and more), but hey, this is kinda fun. Haven't pulled an all-nighter since school. EDIT: VVV My artist partner spends Sunday with his kids, usually, so not expecting the trailer until sometime tomorrow. He hasn't even seen the assembled build yet Shalinor fucked around with this message at 00:39 on Dec 5, 2011 |
# ? Dec 4, 2011 13:38 |
I WANNA SEE!~
|
|
# ? Dec 4, 2011 23:35 |
|
Birudojin posted:On a sidenote, importing and handling plotstates from multiple previous titles is a pain in the arse I am eagerly awaiting ME3 and I thank you for your efforts!
|
# ? Dec 5, 2011 08:53 |
|
Who has experience working with publishers? I was approached by a publisher for StarDrive (they are a reputable niche publisher) but they don't publish titles to Steam, which concerns me. They want a 50/50 split. What kinds of terms are negotiable in a publishing contract?
|
# ? Dec 5, 2011 19:14 |
|
Dipes posted:What kinds of terms are negotiable in a publishing contract? Only give the the publishing rights of things they're actually going to publish. It may be a long shot, but if your game is a hit and you've given them all the rights, then they're going to merchandise and license likenesses and so on and so forth without paying you a cent. I know guys who've had pinball machines made from their properties and the publisher just keeps all that money because they didn't specify. If they say they want to publish your game for PC, give them the PC license and that's it. Rights are so easily exploitable if you don't specify and I've seena ton of people lose a ton of money that should rightly go to them because of it.
|
# ? Dec 5, 2011 20:34 |
|
Dipes posted:Who has experience working with publishers? I was approached by a publisher for StarDrive (they are a reputable niche publisher) but they don't publish titles to Steam, which concerns me. They want a 50/50 split. In general, that's what you want to nail down. Exactly what are they getting from you, and exactly what are you getting from them.
|
# ? Dec 6, 2011 00:35 |
|
I've been Producing for over a week now at my new gig and I'm loving every second of it. I am so happy I decided to pull the trigger and do this.
|
# ? Dec 6, 2011 05:17 |
|
I made game arts. A friend of mine at Carbine put the word out that they have some open positions, so I threw this together in order to apply. The style target is, obviously, Wildstar's direction. The full breakdown can be seen here: http://www.worthdayley.com/04-textures.html https://instagram.com/mutatedjellyfish/
|
# ? Dec 6, 2011 06:02 |
|
Looks good! The guys at Carbine will love that you made something in their actual style for a submission. I'm interviewing for a position at a certain company right now. A couple of dudes here work there already, so I don't want to say where until it's a sure thing. Exciting times, nonetheless.
|
# ? Dec 6, 2011 06:09 |
|
Dipes posted:Who has experience working with publishers? I was approached by a publisher for StarDrive (they are a reputable niche publisher) but they don't publish titles to Steam, which concerns me. They want a 50/50 split. I do. Shoot an email to drosenthal aaaaaaat gameslaw dooooooooot net and we can talk. This is not an area you want to gently caress up, to put it bluntly. You really ought to have an attorney for this. quote:What kinds of terms are negotiable in a publishing contract? Depends on the publisher, you, your relative positions, your game/market/audience, etc.
|
# ? Dec 6, 2011 06:10 |
|
mutata posted:I made game arts. I like it -- two crits for you. One: why is there a grass/plant growing on dirt covered rock (in the corner, not the moss)? Doesn't seem possible/fitting. Two: is that wood intended to be covering up that hole? If so there isn't enough of it. Also I'm not entirely sure what that hole is -- a fireplace or coal fired stove or something?? If that's a fireplace/stove and the rock behind it is a flue, then it's not centered, which is unusual. Actually a third one: one of your moss textures, the one attached to the large stone rectangles (looks like it has two "spikes") repeats quite a bit -- that could have more variance. It's not as noticeable in the head-on picture, but is very noticeable on the oblique angled one -- I see it used 5 times, 4 of which are uncovered by anything, and 3 of which are right next to each other.
|
# ? Dec 6, 2011 06:20 |
|
Major layoffs at one of my old studios. Sad to see it happen to those guys, I worked there for six years before taking another gig. Hopefully everyone they let go can find work soon - any HR types: there are some good pickups out there from this mess.
|
# ? Dec 6, 2011 17:48 |
|
Aggh man that sucks. I worked on F.E.A.R. 3 for a stint. I'm the curse that keeps on killing.
|
# ? Dec 6, 2011 18:13 |
|
Shalinor posted:<snip> You can submit games directly to Steam as well: http://steampowered.com/steamworks/FAQ.php (at the bottom of the page)
|
# ? Dec 6, 2011 19:40 |
|
ttocs7 posted:You can submit games directly to Steam as well: http://steampowered.com/steamworks/FAQ.php Steam generally won't pay indies much attention unless they've got a pretty decent following already. Publishers and PR partners in the indie PC space (Paradox, Origo, [a] list, etc) can help to both get that groundswell of attention going, and to get you a slot in Steam flat out with their reputation. Both are services very much worth considering, so long as you go with a reputable publisher/partner.
|
# ? Dec 6, 2011 19:44 |
|
Shalinor posted:Steam generally won't pay indies much attention unless they've got a pretty decent following already. OneEightHundred fucked around with this message at 22:53 on Dec 6, 2011 |
# ? Dec 6, 2011 22:51 |
|
OneEightHundred posted:I don't know about that. I got to watch Steel Storm make it to Steam and it didn't really have a terribly large following, the main factors appear to have been that it was finished and wasn't crap. I agree, Steam is not that bad. Try to get into Xbox Live Arcade without having a big publisher to hold your hand...
|
# ? Dec 7, 2011 10:35 |
|
I may have asked deeper back in the bowels of the Thread but my brains inherent whimsy has decided I'm going to learn level design while I look for work in anything that'll pay me enough to eat I already know the basics of Hammer Editor, having mocked up a portal level or two to test the tools out What are some of the more Ubiquitous level design tools? I'm sure I can get UDK and the Crysis SDK but is there anything else worth a drat?
|
# ? Dec 7, 2011 10:53 |
|
Solus posted:I may have asked deeper back in the bowels of the Thread but my brains inherent whimsy has decided I'm going to learn level design while I look for work in anything that'll pay me enough to eat
|
# ? Dec 7, 2011 11:25 |
|
Magic posted:3DS Max is essential. Even if it's not a level editor, it seems to be used everywhere by level designers. Basically knowing how to throw basic shapes together in every 3d package from hammer, max, maya, sketchup is required. The theory may be more important, yeah, but you should be able to show your ideas and theories as well.
|
# ? Dec 7, 2011 12:20 |
|
Darakir posted:I agree, Steam is not that bad. Try to get into Xbox Live Arcade without having a big publisher to hold your hand...
|
# ? Dec 7, 2011 18:21 |
|
|
# ? Jun 5, 2024 22:27 |
|
High moon truned me down... welp back to The Great Job Hunt (and the unending application to Riot Games)
|
# ? Dec 7, 2011 18:30 |