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Awesome of Epic. http://www.joystiq.com/2012/06/03/big-huge-games-members-picked-up-for-epic-baltmore/
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# ? Jun 4, 2012 00:24 |
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# ? Jun 4, 2024 22:20 |
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SGT. Squeaks posted:Awesome of Epic. Faith in the game development industry, somewhat restored.
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# ? Jun 4, 2012 01:39 |
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SGT. Squeaks posted:Awesome of Epic. Such a cool move, and smart too. A team of experienced developers with one good-but-not-great title behind them can do great things next if they can stick together. If Epic is able to retain enough of BHG they will be in a great position.
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# ? Jun 4, 2012 04:28 |
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Wow that is great!Shalinor posted:On the one hand, it does kill any chance of Reckoning 2, but... I mean dude, that's awesome. Well, it doesn't hurt the chances of BHG RPG 2. And considering Reckoning was just BHG RPG 1 with 38's back story bolted on to it at the last minute, I'm not sure it would really be missing much.
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# ? Jun 4, 2012 06:12 |
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Not too sad about KoA: Reckoning 2; the first one was pretty meh. I'll take "People have jobs" in exchange for "lost an IP" any day, that's a great trade.
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# ? Jun 4, 2012 06:59 |
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I got a programming test from one of the jobs I applied to within the last month, but I can tell I won't meet expectations on it. now I know I can use this as a personal lesson so I can be well versed on this topic but what should I do about the company that sent it? I feel I should send them back a polite e-mail that I am not the guy for the job or something, mostly because I really don't like the idea of sending nothing back to them at all. I could try to do the test within the time-frame they gave me but I know I would just be wasting the time of whomever would be looking at it.
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# ? Jun 4, 2012 17:07 |
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NextTime000 posted:I got a programming test from one of the jobs I applied to within the last month, but I can tell I won't meet expectations on it. now I know I can use this as a personal lesson so I can be well versed on this topic but what should I do about the company that sent it? I feel I should send them back a polite e-mail that I am not the guy for the job or something, mostly because I really don't like the idea of sending nothing back to them at all. I could try to do the test within the time-frame they gave me but I know I would just be wasting the time of whomever would be looking at it. Unless it's something that will take several days of your time you could be spending on finding another job or if you know 100% you can't do the test then I would go through with finishing and sending it in. Otherwise, it just seems like admitting defeat without even trying. What makes you so certain that you can't do the job based on a test they sent you? You obviously thought you could do it based on the advertised position. So why the change of heart?
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# ? Jun 4, 2012 17:35 |
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xgalaxy posted:Unless it's something that will take several days of your time you could be spending on finding another job or if you know 100% you can't do the test then I would go through with finishing and sending it in. Otherwise, it just seems like admitting defeat without even trying. The test to me feels like I could have done it if I had as much experience with C++ as I have with ActionScript. I will give the test a shot, there was a point in the readme.txt that made me think if it will be worth it, "even if you have to rely heavily on other resources, as yourself 'would I be able to handle this problems much greater than this on my own?'" but yeah I will give it a shot
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# ? Jun 4, 2012 19:31 |
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I just overheard news of layoffs/closure at THQ in California most likely having to do with the fact that EA just picked up UFC. If anyone here is out of a job, sorry to hear that.
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# ? Jun 4, 2012 22:40 |
Superrodan posted:I just overheard news of layoffs/closure at THQ in California most likely having to do with the fact that EA just picked up UFC. If anyone here is out of a job, sorry to hear that. Seems like the new president of THQ who was formerly Naughty Dog president is making some SERIOUS cuts.
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# ? Jun 5, 2012 04:14 |
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ceebee posted:Seems like the new president of THQ who was formerly Naughty Dog president is making some SERIOUS cuts. Gotta make yourself attractive to your buyer somehow...
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# ? Jun 5, 2012 05:33 |
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ceebee posted:Seems like the new president of THQ who was formerly Naughty Dog president is making some SERIOUS cuts. At THQ, Rubin was brought on as President and Jason Kay was hired as Chief Strategy Officer. Previously, Rubin and Kay cofounded Flektor, which was acquired by Fox Interactive Media, and Monkey Gods, a social-game startup that had the Snood license for awhile. THQ has given them one year to turn the company around and ultimately to prevent NASDAQ from delisting THQ: "Rubin and Kay were also granted 950,000 and 550,000 shares of THQ common stock, awarded in two installments based on stock performance goals. The first half will be awarded on the day THQ's stock meets or exceeds a share price of $2.00 for ten consecutive days. The second half comes when THQ's stock meets or exceeds a share price of $3.00 for same period." Currently, THQI is at $0.72/share. Adraeus fucked around with this message at 06:06 on Jun 5, 2012 |
# ? Jun 5, 2012 05:55 |
So it's up to two dudes to lay off as many people as possible and grind the remaining who stay to make a game that will potential bring them a profit so that the duo can get massive stock bonuses/options/whatever. ...Welp...I guess it's better than THQ dissolving and all it's studios shutting down and laying off all their employees. This year has been pretty terrible for some of my friends who've worked on amazing projects and got laid off because of lovely financial management and general corporate skeevery. ceebee fucked around with this message at 06:30 on Jun 5, 2012 |
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# ? Jun 5, 2012 06:27 |
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ceebee posted:Seems like the new president of THQ who was formerly Naughty Dog president is making some SERIOUS cuts. The timing is way too fast for this to be the case. Arranging the transfer of a big sports IP for a cash lump sum doesn't happen in a week. More likely they were already working on handing over UFC to EA, and it so happens that the finalisation and announcement came later on. If the press releases thrown around in the last year are any indication, they're just looking to get rid of their external franchises as they did with the kids game and now the sports game, in order to focus on their own core IPs. Which seems like a good plan, considering how well Saints Row 3 has been doing, and their game lineup now is pretty much exclusively their own studios' stuff.
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# ? Jun 5, 2012 14:22 |
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Everything THQ is doing seems to be aimed at completely severing itself from licencing. If San Diego is closing, they don't have a team to do WWE and it's just a matter of time before that deal is cancelled or sold. The remaining studios THQ has are THQ Montreal, Relic, Volition, and Vigil. I'm worried for Relic and Vigil :\
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# ? Jun 5, 2012 20:53 |
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EgonSpengler posted:Everything THQ is doing seems to be aimed at completely severing itself from licencing. If San Diego is closing, they don't have a team to do WWE and it's just a matter of time before that deal is cancelled or sold. I'm not in the industry, but my understanding is that the WWE game is developed by Yukes, who are an independent studio and not owned by THQ. THQ San Diego did WWE All Stars and was apparently working on some sort of arena brawler featuring the WWE license, not the main-line WWE games.
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# ? Jun 5, 2012 21:01 |
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THQ San diego was working on UFC Undisputed 4 as well.
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# ? Jun 6, 2012 03:46 |
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x
anime was right fucked around with this message at 07:06 on Apr 18, 2017 |
# ? Jun 6, 2012 17:28 |
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Interview action has picked up. I already mentioned I have an on-site with one studio out of town early next week. They are flying me and my family out on Friday and we are spending the weekend seeing the city. I interview all day on Monday then return the next day. Just got a call for another position which sounds really interesting as well. I'll be doing a phone interview with one of their people next week, everyone is at e3 this week.
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# ? Jun 6, 2012 18:17 |
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Waterbed posted:Aaaand that job got taken down. So I guess we're all out of luck vv They're totally blown away by our white-hot qualifications, I'm betting. It ain't over 'til the rejection form letter sings.
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# ? Jun 6, 2012 18:35 |
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Just had a phone interview for a role I really want, thought I thought it was a bit short, around 20 minutes, is that normal? I know it's to establish if they want me in for a "proper" one but I was expecting more like 30-40. They didn't ask anything too technical (it's to work as a programmer in an audio team, so they may not have much programming experience of their own) so I don't think I tripped up on anything like that. Nothing was said that made me feel down on it, just the shortness. Maybe I'm just a little annoyed because none of my revision was useful (company history, specific tech mentioned in the spec etc) Only specific problems I can think of were 1) my reception here is bad sometimes and I got cut off (they seemed cool about it) and 2) the word "LINQ" fell out of my head when talking about using XML in C# (I did mention using DOM in Python though)
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# ? Jun 7, 2012 11:51 |
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Deal with these questions by forgetting about them and throwing out some more applications.
GeeCee fucked around with this message at 12:37 on Jun 7, 2012 |
# ? Jun 7, 2012 12:34 |
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BizarroAzrael posted:Just had a phone interview for a role I really want, thought I thought it was a bit short, around 20 minutes, is that normal? I know it's to establish if they want me in for a "proper" one but I was expecting more like 30-40. They didn't ask anything too technical (it's to work as a programmer in an audio team, so they may not have much programming experience of their own) so I don't think I tripped up on anything like that. Nothing was said that made me feel down on it, just the shortness. On it's own, shortness isn't really a big deal. Our initial phone interviews are the same length but they do get very detailed. Sigma-X might also answer, but my initial phone interviews were 5 minutes and 10 minutes. The programmers are almost all historically ~20 minutes. Not sure on artists but they can't be very long either.
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# ? Jun 7, 2012 14:28 |
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Aliginge posted:Deal with these questions by forgetting about them and throwing out some more applications. Yeah, this is really good advice. Seriously, take your mind off this by prepping for the next one (learning from the past experience, of course).
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# ? Jun 7, 2012 14:37 |
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BizarroAzrael posted:the word "LINQ" fell out of my head when talking about using XML in C# What of it? Edit: Oh, you mean "fell out" as in forgot. Jan fucked around with this message at 15:13 on Jun 7, 2012 |
# ? Jun 7, 2012 15:10 |
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Mega Shark posted:Not sure on artists but they can't be very long either. I'm pretty sure as long as you don't go "UNHHHHGUHHHH UNHNHNNH" within the first 5 minutes you're good (j/k)
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# ? Jun 7, 2012 23:59 |
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djkillingspree posted:I'm pretty sure as long as you don't go "UNHHHHGUHHHH UNHNHNNH" within the first 5 minutes you're good (j/k) Phew.
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# ? Jun 8, 2012 01:03 |
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Mega Shark posted:On it's own, shortness isn't really a big deal. Our initial phone interviews are the same length but they do get very detailed. My phone interviews were pretty short as well, but I think that's more of a RAD thing than an industry standard, specifically. I've had a very long and in-depth phonecall that went nowhere, I've had short phonecalls that have gone great places, and I've had 300 phonecalls with the same company that made it very clear they didn't know what the hell they were doing. The content of the calls are what are important, not the length.
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# ? Jun 8, 2012 06:28 |
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I recently had a phone interview (programming position) that was about 15 minutes, and received an email about an on-site interview within the next hour. When they have what they need, be it good or bad, there's no need to drag it out. I didn't end up getting that job, though they said they might have an opportunity for me in mid-June. Shortly afterward I got another job, outside of games. I know it's normal for people to jump around, but I'm still unsure if I should pursue it. Is there any chance of making myself look bad if I do? vvv Sorry, what I meant was, "should I follow up with the games job, even though I started my current job this week?" nibe fucked around with this message at 06:52 on Jun 8, 2012 |
# ? Jun 8, 2012 06:38 |
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If it keeps your skillset in use, why not?
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# ? Jun 8, 2012 06:45 |
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Phone interview Tuesday with Red Robot Labs. Hadn't heard of them before I was contacted by their recruiter--anyone have any insight into the place?
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# ? Jun 10, 2012 03:12 |
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Diaghilev posted:Phone interview Tuesday with Red Robot Labs. Hadn't heard of them before I was contacted by their recruiter--anyone have any insight into the place? They are a mobile developers, which is a negative if they are yet to ship and find a revenue stream. In their case they seem to have found some success on there first two titles which negates that. They are making games that seem quite different from your own preferences, but if you are trying to break in, some experience is better than none at all and you should talk to them.
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# ? Jun 10, 2012 04:10 |
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Hi guys, I have a question regarding getting into the industry . I've just graduated from university with an unrelated degree in Ecosystem Management and would eventually like to get into some kind of systems designer role. I specialised in ecosystem services and have plenty of experience with complex adaptive systems and that sort of thing, which I figure will help somewhat. I also have an on-going love affair with spreadsheets. I understand having real experience and a portfolio is very important so I'm currently working on a couple small projects in Flixel and am reading up on everything I can find but I'd like to gauge the feasibility of reasonably reaching a systems designer position. Am I insane? Thanks!
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# ? Jun 10, 2012 13:36 |
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Hi guys does anyone have any documentation on the Nintendo 3DS? I've worked on it to a small extent but I've forgotten what kind of polygon limits I should be aiming at!
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# ? Jun 10, 2012 15:05 |
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strange posted:Hi guys, I have a question regarding getting into the industry . Nope. You are not insane. It sounds like you are doing the right thing. Complete some projects, make a portfolio, get your foot in the door somewhere. If you can show that you are motivated enough to do it on your own, you can talk about game design and convey your ideas, and you show some design skill, that's what is important. Your specific degree is not important. It's good for a designer to have experience outside of design.
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# ? Jun 10, 2012 16:13 |
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Resource posted:Nope. You are not insane. There's also the sense that Flash is a dying tech. Still a good learning too, just, try not to get exclusively embedded in it.
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# ? Jun 10, 2012 17:15 |
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Diaghilev posted:Phone interview Tuesday with Red Robot Labs. Hadn't heard of them before I was contacted by their recruiter--anyone have any insight into the place? Yes. Quite a bit. Mobile game developer formed by ex-CrowdStar executives located in Palo Alto. Have raised a bunch of money (~$16m if I recall) so they should be doing fine financially. First and only game so far is Life is Crime, which was basically a location-based Mafia Wars that sort of flopped. It got a ton of press, did well on Android for a few weeks, then dropped off the charts. The iOS port of it never really went anywhere and is currently floating in the 200s of the Top Grossing charts. I think there's a big question mark on whether they will actually be able to develop a hit game, as they've been around for nearly 2 years now and still only have that one title out there.
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# ? Jun 10, 2012 18:02 |
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Yikes. Looking in the Unity Asset Store is dangerous. It's like shopping when you're hungry. "Ok, I just need a way to do nested prefabs - oh hey, right there, $30. Well that isn't bad. Oh wait, but man, there's a sale on gesture inputs... I could get a library that parses them all? Swipes and pinches and everything? for $10?! Oh man, ok, maybe that too. OH MY GOD A STEAMWORKS PLUGIN." On the one hand, it feels like cheating. On the other, I know for a fact that it would take me waaaaaay longer than $10 of my time to get solid gesture inputs working, and waaaaaaaaaaaay longer than $30 for a clean, UI-powered solution that let me nest prefabs. I suppose I ought approach this just as I would libraries in C++. Which is to say - if I can find a thing that does the thing I need that's already solid, abuse the hell out of it. Shalinor fucked around with this message at 15:47 on Jun 11, 2012 |
# ? Jun 11, 2012 15:44 |
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Shalinor posted:Yikes. Looking in the Unity Asset Store is dangerous. It's like shopping when you're hungry. Wait, whoa whoa. There's a Steamworks plugin?
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# ? Jun 11, 2012 15:57 |
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# ? Jun 4, 2024 22:20 |
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NINbuntu 64 posted:Wait, whoa whoa. (yes, there is - and it's $300, but it supports everything, so t'would seem to be totally worth it) Shalinor fucked around with this message at 17:24 on Jun 11, 2012 |
# ? Jun 11, 2012 17:22 |