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Dogcow posted:A question for UI people: is the hybrid UI designer/developer really a thing? Yeah, this is theoretically a real position if you are very skilled at both. Though as Jan pointed out, probably just in smaller studios where people wear multiple hats. I'm a generalist artist who's been lately focusing on UI design; the engineers on the team jokingly suggested they should teach me how to code... I'd totally be up for it (as I have some experience in HTML/CSS, XML implementation and am fairy tech savvy), but I think the reality is that I wouldn't be as fast as a true engineer in implementing my stuff. Not for a while, at least. It'd come down to the speed/efficiency thing at the end of the day. I might be more confident if I was still working with Unity, where I was implementing most of my stuff anyways, with very limited functionality that ultimately needed some engineering time. I'm now working with a proprietary engine that I know basically gently caress all about, so.. It is something I'm interested in, but I accept that I probably will not be able to code to the level of someone who's been doing it for much longer than I.
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# ? Feb 3, 2015 19:29 |
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# ? Jun 6, 2024 14:30 |
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If you're a hybrid UI implementation / design person, there may be jobs where you are implementing in Lua or Flash, but your implementation is going to live in a layer disconnected from the game code and will require programmer support typically. Much like web development, it has been my experience that the person driving the look and feel is separate from the person who is designing the back end. At Volition we had a programmer exposing things to artists who would script in our custom language. At RAD we had an artist making pictures and a scripter tying them into the game. The scripter would rely on gameplay to expose UI variables to him (or sometimes do it himself as he was capable).
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# ? Feb 3, 2015 22:31 |
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theflyingorc posted:This is a good point, and why I find highlighting Bayonetta as this incredibly complex system is weird - as I recall (I haven't played it in a few years) Bayonetta was a number of easily spammable short combos that allowed you to just straight up win. I seriously don't recall the complexity, which seems to indicate that you could route around whatever complexity was there if you wanted to. ... and I know people like to mention God of War here too, but dammit, it isn't as good It's got a lot to it, and it was good for the time, but DMC / Bayonetta kick its butt.
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# ? Feb 4, 2015 03:53 |
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KingKapalone posted:I've been looking at the West Coast because that's where they all seem to be. I would guess that you're at Take-Two? I'm in the Midwest. I am not at Take-Two. But if you are at Kellog or a similar MBA feel free to PM me and I can give you more information.
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# ? Feb 4, 2015 04:58 |
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Shalinor posted:Witch Time is a simple system that adds a tremendous amount of depth to the whole thing, given how it lets you interact with particles, attacks, pretty much everything. Add on there combo choice and a few other mechanics, and it's one of the only action games that can match the likes of Devil May Cry. Maybe I'm just not remembering it. I'll have to give it another go, but I'm still skeptical about it one-upping the sheer glee I get from the Batman titles combat.
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# ? Feb 4, 2015 06:42 |
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Counterpoint: DMC and Bayonetta are niche games and their combat system is designed around players who want a very specific experience. Batman, Shadows of Mordor and Assassins Creed have simpler combat systems that are much more accessible and are also much more popular games. (That isn't the only reason, but it's an important one.)
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# ? Feb 4, 2015 06:46 |
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What are good resources for tracking all the parties and other stuff going on during GDC week? Also any suggestions for things to do over a weekend in SF if I've never been there before?
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# ? Feb 4, 2015 06:56 |
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It's my two year anniversary at CDP, where has the time gone? (into a video game)
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# ? Feb 4, 2015 10:39 |
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Chainclaw posted:What are good resources for tracking all the parties and other stuff going on during GDC week? Also any suggestions for things to do over a weekend in SF if I've never been there before? Look for a facebook group called "the fellowship of GDC parties"
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# ? Feb 4, 2015 17:03 |
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theflyingorc posted:Maybe I'm just not remembering it. I'll have to give it another go, but I'm still skeptical about it one-upping the sheer glee I get from the Batman titles combat. Batman's success is in having a really simple combat system that has tons of beautiful contextual animations on top of it while providing the player with a great flow inside of a multi-person battle. Batman's system is super elegant and approachable, but not particularly deep or complex from a system level. At the basest of principles One Finger Death Punch has a fairly analogous system.
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# ? Feb 4, 2015 19:27 |
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Brackhar posted:Batman's success is in having a really simple combat system that has tons of beautiful contextual animations on top of it while providing the player with a great flow inside of a multi-person battle. Batman's system is super elegant and approachable, but not particularly deep or complex from a system level. At the basest of principles One Finger Death Punch has a fairly analogous system. Yeah, part of it is that I find almost all complex combat systems (outside of fighting games), usually have a best case solution to combat - a handful of tools that work in almost all situations, and more complex combos that I primarily end up doing not because they provide a new form of utility, but rather that I just want to see something different happen on screen. I've rarely been impressed with real depth in single-player-game combat.
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# ? Feb 4, 2015 19:56 |
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Brackhar posted:Batman's success is in having a really simple combat system that has tons of beautiful contextual animations on top of it while providing the player with a great flow inside of a multi-person battle. Batman's system is super elegant and approachable, but not particularly deep or complex from a system level. At the basest of principles One Finger Death Punch has a fairly analogous system. It's a big enough cost sink that it'd have to be your one and only "thing."
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# ? Feb 4, 2015 22:30 |
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What's the best way to put mod work on your resume? How do you convey the work that went into it and the skills you've learned to a recruiter who's probably never done any modding themselves (I'm looking for any programming internship I can get, games or software, and this is really the only project I've done)?
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# ? Feb 4, 2015 23:25 |
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Shalinor posted:it's one of the only action games that can match the likes of Devil May Cry. Same designer, which helps
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# ? Feb 4, 2015 23:53 |
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Sam. posted:What's the best way to put mod work on your resume? How do you convey the work that went into it and the skills you've learned to a recruiter who's probably never done any modding themselves (I'm looking for any programming internship I can get, games or software, and this is really the only project I've done)? I had a section called "Projects" when handing out my no-games-experience resume, which listed stuff I did on my own time along with bullet points of specific things I've accomplished. Not much else I can say really, other than put that poo poo in. EDIT: Any video game recruiter/HR person worth their salt would know what mod work is; in case they don't or if they're a general software recruiter, that's what the bullet points are partly for. ShinAli fucked around with this message at 02:23 on Feb 5, 2015 |
# ? Feb 5, 2015 02:21 |
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Shalinor posted:This is also why trying to replicate it as an indie is dangerous. Something like DMC or bayonetta gets by on system depth, but Batman? That's only fun if you have that super rich, complicated animation suite. Your argument here is that Bayonetta/DMC are feasible as indie designs because they have deep and complex systems with lots of moves, but Batman is not feasible because it is a simple system with lots of animations? And that the fun of batman is coming from the animations? I have to respectfully disagree and I think you're making some gross assumptions about these because neither can exist in a vacuum and both rely on context. To say batmans combat system only works because of the animations an can't be fun otherwise because it is too simple would invalidate a lot of other games combat systems that are proven successes.
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# ? Feb 5, 2015 02:26 |
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Sigma-X posted:Your argument here is that Bayonetta/DMC are feasible as indie designs because they have deep and complex systems with lots of moves, but Batman is not feasible because it is a simple system with lots of animations? And that the fun of batman is coming from the animations? Bayonetta/DMC have, comparatively, a very, very limited moveset. DMC 1 especially. Bayonetta's widens a bit when you add in all of the super hair attacks and punishers, but neither are core to what makes that combat system work, and both could be down on a lower budget (ie. Godhand). You can do a heck of a lot with those moves, but there isn't some huge set of blend animations to make it all flow - most of the time you hard pop, arcade style, between each movement. It's the kind of thing an indie could nail pretty respectably with a relatively limited animation set. Really, someone should have mentioned Godhand in here too. It's definitely in the DMC/Bayonetta calibre of combat systems, and is how "that" looks on a pretty dang low budget. Godhand is definitely something an indie in Unity/UE4 could achieve with minimal budget. It's the "flowiness" that costs a ton. Could you do Kung Fu Circle Flow combat without that, and still have it be fun? I'm voting "no." It's the AAA Corridor Shooter of melee combat styles - it's only fun because of how much budget/content you've thrown at the problem to assure tons of variation despite limited actual gameplay variance. EDIT: Ooof, that got long. Don't mean to imply Kung Fu Circle Flow combat is bad, mind. I LOVED Shadow of Mordor. I just think almost all that fun comes from the great animation set, and would pretty much vanish if you lost that. Though to be fair, you might be able to do an equivalent with a bunch of IK / procedural animation - something like how Gang Beats worked. Shalinor fucked around with this message at 03:06 on Feb 5, 2015 |
# ? Feb 5, 2015 02:59 |
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I don't disagree, but you are assuming that limited animation content is a project constraint.
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# ? Feb 5, 2015 04:41 |
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Heyyyy game people. I was wondering if you all had an idea about the distinction between gameplay engineers and technical designers? Is it a fuzzy area of "programmer who designs" vs "designer who programs"? I'm trying to get an idea of the kinds of tasks each would perform.
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# ? Feb 5, 2015 04:44 |
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Varies from studio to studio, but you can imagine that a gameplay engineer is going to be building designer-facing features and tools while a tech designer is going to be a subject matter expert in using said features and tools to create player-facing gameplay systems and content.
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# ? Feb 5, 2015 04:47 |
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Seluin posted:Heyyyy game people. I was wondering if you all had an idea about the distinction between gameplay engineers and technical designers? I've interviewed for both lately - gameplay engineers usually aren't writing design documents, and technical designers usually do more prototyping and rough implementation than fully featured things. Some gameplay programmers/engineers really aren't doing any design at all, they're just coding actual game systems, not networking/graphics/physics/UI/Whatever. Also, I'm pretty sure the GPPs are paid more than the TDs.
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# ? Feb 5, 2015 07:31 |
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Shalinor posted:Kung Fu Circle Flow For what it's worth you're right though. The pacing of the "Flow" systems in Batman etc. is quite slow. Those gaps have got to be filled with something, and pretty animations is really the most appropriate. One Finger Death Punch is much much faster paced to get around that, but it means it doesn't capture the same feel, even if it is mechanically similar.
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# ? Feb 5, 2015 10:19 |
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I'm not sure where else to post this. I have the weirdest bug in Unity with importing fbx's. I expect it (tried a variety of settings) and when I import it in to unity (or reimport) the uv mapping is totally screwed on certain parts of the mesh, mostly along triangulated parts. However, if I put a tessellate modifier on the mesh then export and import, it's fine. Obviously I don't want to do this as, but maybe it means something is wrong with the mesh itself. Anyone ever have that problem before?
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# ? Feb 6, 2015 09:48 |
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concerned mom posted:I'm not sure where else to post this. I have the weirdest bug in Unity with importing fbx's. I expect it (tried a variety of settings) and when I import it in to unity (or reimport) the uv mapping is totally screwed on certain parts of the mesh, mostly along triangulated parts. However, if I put a tessellate modifier on the mesh then export and import, it's fine. Obviously I don't want to do this as, but maybe it means something is wrong with the mesh itself. Anyone ever have that problem before? I've never encountered this, it sounds really odd. What software are you exporting from?
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# ? Feb 6, 2015 11:18 |
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floofyscorp posted:I've never encountered this, it sounds really odd. What software are you exporting from? 3DS Max so pretty standard. Might need to reinstall Max eh..
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# ? Feb 6, 2015 11:24 |
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concerned mom posted:3DS Max so pretty standard. Might need to reinstall Max eh.. Does the FBX look borked in any other programs or if you reopen it in Max? Could at least help you narrow down where the misinterpretation is occurring. E: or is that what you mean by reimport?
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# ? Feb 6, 2015 13:58 |
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concerned mom posted:3DS Max so pretty standard. Might need to reinstall Max eh.. It could be something to do with your FBX exporter(what version are you using? THERE ARE SO MANY) or some inconsequential-sounding setting or some oddness in the geometry or something you forgot to flatten in your stack or some weird Unity quirk etc etc Have you tried exporting as an OBJ and seeing if that has the same problem?
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# ? Feb 6, 2015 14:18 |
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Make sure you are using the latest version of the FBX exporter. Unity uses version 2012.2 but even they say to use the latest and only fall back to their version if you are having problems.
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# ? Feb 6, 2015 16:49 |
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concerned mom posted:I'm not sure where else to post this. I have the weirdest bug in Unity with importing fbx's. I expect it (tried a variety of settings) and when I import it in to unity (or reimport) the uv mapping is totally screwed on certain parts of the mesh, mostly along triangulated parts. However, if I put a tessellate modifier on the mesh then export and import, it's fine. Obviously I don't want to do this as, but maybe it means something is wrong with the mesh itself. Anyone ever have that problem before? Yes, the guy who sits next to me had this exact issue. Tried all sorts of solutions, had our tools guys look at it, and nada. Ended up re-installing Max to solve it.
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# ? Feb 7, 2015 02:17 |
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Avshalom posted:MYFUCKING REUSME Unironically pretty much my resume.
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# ? Feb 7, 2015 13:11 |
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SGT. Squeaks posted:Yes, the guy who sits next to me had this exact issue. Tried all sorts of solutions, had our tools guys look at it, and nada. Ended up re-installing Max to solve it. Thanks guys for the help! #justmaxthings
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# ? Feb 7, 2015 13:40 |
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If anyone is in or interested in moving to the SoCal area, we have a ton of openings available at Red 5 Studios. http://tbe.taleo.net/CH01/ats/careers/searchResults.jsp?org=RED5STUDIOS&cws=1 There are a lot of opportunities available and we're looking pretty solid for the future. Shoot me a PM for more info. e: it isn't listed but we also need Senior Technical Artists with 3ds Max/MAXScript experience and the ability to build/revamp our Max content pipeline for modelling/rigging/animation and the many talented and qualified folks I know IRL are all happy doing this at other companies. Sigma-X fucked around with this message at 23:14 on Feb 9, 2015 |
# ? Feb 9, 2015 23:10 |
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Echoing the sentiments of the thread title: anyone happen to be looking for an Associate-level Producer? After about 2 years my startup is beginning to burst into flames. I write specs good and do other things too.
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# ? Feb 10, 2015 17:29 |
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Does anyone have or know of any good statistics for indie game sales on Steam? Because a game I contributed to finally got Greenlit and I'm just wondering what to expect.
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# ? Feb 10, 2015 18:10 |
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GetWellGamers posted:Does anyone have or know of any good statistics for indie game sales on Steam? Because a game I contributed to finally got Greenlit and I'm just wondering what to expect. EDIT: YOU SAW NOTHING Shalinor fucked around with this message at 04:43 on Feb 11, 2015 |
# ? Feb 10, 2015 18:30 |
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Shalinor posted:Check your PMs. Not really the kind of thing that can be posted in public. can I get a peek?
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# ? Feb 10, 2015 19:36 |
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Sigma-X posted:can I get a peek? Boo, she posted it here before but then edited it out. Edit: It was super interesting and I saw it and you didn't nyah nyah nyah!
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# ? Feb 10, 2015 20:29 |
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pants on fire.
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# ? Feb 10, 2015 21:41 |
We're hiring for: (priority) - Senior Producer - Creative Director - Design Director - Senior Systems Designer / Game Balance Designer - Senior (and/or Lead) Level Designer - Technical Producer - Art Director - Linux Systems Engineer - AI Programmer Full list here: http://www.gearboxsoftware.com/jobs Shoot me a PM or email akaikami@gmail.com if you're interested. We're in the Dallas, TX area. ceebee fucked around with this message at 03:02 on Feb 11, 2015 |
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# ? Feb 10, 2015 23:37 |
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# ? Jun 6, 2024 14:30 |
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Anybody going to GDC this year? Get Well Gamers usually hosts a good GDC dinner at Chevy's, not sure if he's doing that this year.
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# ? Feb 11, 2015 01:27 |