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SGT. Squeaks
Jun 18, 2003

Two men enter, one man leaves. That is the way of the hobotorium!
Awesome of Epic.

http://www.joystiq.com/2012/06/03/big-huge-games-members-picked-up-for-epic-baltmore/

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Shalinor
Jun 10, 2002

Can I buy you a rootbeer?
On the one hand, it does kill any chance of Reckoning 2, but... I mean dude, that's awesome.

Faith in the game development industry, somewhat restored.

EgonSpengler
Jun 7, 2000
Forum Veteran

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.

DancingMachine
Aug 12, 2004

He's a dancing machine!
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.

Faith in the game development industry, somewhat restored.

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.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
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.

NextTime000
Feb 3, 2011

bweeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
<----------------------------
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.

xgalaxy
Jan 27, 2004
i write code

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?

NextTime000
Feb 3, 2011

bweeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeee
<----------------------------

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.

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?

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

Superrodan
Nov 27, 2007
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.

ceebee
Feb 12, 2004

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.

Hughlander
May 11, 2005

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...

Adraeus
Jan 25, 2008

by Y Kant Ozma Post

ceebee posted:

Seems like the new president of THQ who was formerly Naughty Dog president is making some SERIOUS cuts.
Jason Rubin cofounded Naughty Dog and served as Co-President for 19 years. (With Andy Gavin, he started the company as an artist and programmer. They were 16 years old at the time, and just a year later, they signed on with EA as contract developers.) He also founded Morgan Rose to publish two comics that he created and wrote: The Iron Saint (formerly Iron and the Maiden) and Mysterious Ways.

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

ceebee
Feb 12, 2004
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

Jan
Feb 27, 2008

The disruptive powers of excessive national fecundity may have played a greater part in bursting the bonds of convention than either the power of ideas or the errors of autocracy.

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.

EgonSpengler
Jun 7, 2000
Forum Veteran
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 :\

thefncrow
Mar 14, 2001

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.

SGT. Squeaks
Jun 18, 2003

Two men enter, one man leaves. That is the way of the hobotorium!
THQ San diego was working on UFC Undisputed 4 as well.

anime was right
Jun 27, 2008

death is certain
keep yr cool
x

anime was right fucked around with this message at 07:06 on Apr 18, 2017

EgonSpengler
Jun 7, 2000
Forum Veteran
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.

Diaghilev
Feb 19, 2005


The final argument of kings and common men.

Waterbed posted:

Aaaand that job got taken down. So I guess we're all out of luck v:shobon:v

They're totally blown away by our white-hot qualifications, I'm betting. It ain't over 'til the rejection form letter sings. :v:

BizarroAzrael
Apr 6, 2006

"That must weigh heavily on your soul. Let me purge it for you."
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)

GeeCee
Dec 16, 2004

:scotland::glomp:

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

Mega Shark
Oct 4, 2004

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.

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)

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.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

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).

Jan
Feb 27, 2008

The disruptive powers of excessive national fecundity may have played a greater part in bursting the bonds of convention than either the power of ideas or the errors of autocracy.

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

djkillingspree
Apr 2, 2001
make a hole with a gun perpendicular

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)

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

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)
So we're ok if we wait until the 6 minute mark to do that?

Phew.

Sigma-X
Jun 17, 2005

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.

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.

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.

nibe
Feb 23, 2008
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

Synthbuttrange
May 6, 2007

If it keeps your skillset in use, why not?

Diaghilev
Feb 19, 2005


The final argument of kings and common men.
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?

EgonSpengler
Jun 7, 2000
Forum Veteran

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.

SAVE-LISP-AND-DIE
Nov 4, 2010
Hi guys, I have a question regarding getting into the industry :shobon:.

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!

concerned mom
Apr 22, 2003

by Lowtax
Grimey Drawer
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!

Resource
Aug 6, 2006
Yay!

strange posted:

Hi guys, I have a question regarding getting into the industry :shobon:.

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!

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.

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

Resource posted:

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.
This, but also, learn Unity. Flixel is a fine starting point, but Unity will show better overall, demonstrate you can work in 3d, etc. Both can result in web games playable on your portfolio, too, which I recommend.

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.

Comrade Flynn
Jun 1, 2003

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.

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?
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

NINbuntu 64
Feb 11, 2007

Shalinor posted:

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.

Wait, whoa whoa.

There's a Steamworks plugin?

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Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

NINbuntu 64 posted:

Wait, whoa whoa.

There's a Steamworks plugin?
I know, right? :neckbeard:

(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

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