|
Shalinor posted:No, the horrible secret is where the catered food on crunch nights comes from.
|
# ¿ Jun 4, 2011 01:18 |
|
|
# ¿ May 16, 2024 12:14 |
|
C# is generally used for tools. The core game programming will be in C++, unless you're doing iPhone, which will be in Objective C. Social games will generally be PHP/ActionScript.
|
# ¿ Jun 6, 2011 01:24 |
|
Robot Entertainment is hiring! We're still looking for programmers, and we've also opened up a UI designer/artist position. We're a smallish (<50 person) independent studio located in Plano, TX, and we're working on Orcs Must Die!, and some other unannounced projects. If you're interested and have any questions, feel free to PM me.
|
# ¿ Jul 13, 2011 15:30 |
|
Welcome to the world of scoping, where sometimes the features that everyone loves and wants get sacrificed on the altar of "we have a schedule to keep".
|
# ¿ Aug 20, 2011 18:13 |
|
striff posted:Longtime lurker, first time poster.
|
# ¿ Aug 31, 2011 01:47 |
|
Isn't the CoD codebase still the same tech originally based on Quake 2 or Quake 3?
|
# ¿ Sep 26, 2011 00:49 |
|
Senso posted:Not that I am currently looking for a job, I am happy working for this game company in SE Asia, but I'm curious to see if there exists Python programming jobs in the game industry. Maybe for scripting engines, or for production-related tools?
|
# ¿ Sep 29, 2011 02:33 |
|
OneEightHundred posted:Python is largely useless for game development outside of hobbyist stuff, but it's very closely related to Lua, which does see quite a bit of use. Wikipedia posted:Both the server and the client software for Eve Online are developed in Stackless Python, a variant of the Python programming language.
|
# ¿ Sep 29, 2011 07:17 |
|
Personally I would go for the readable answer with a comment showing the faster version. I prefer to get something in that works and is understandable first, and then go back and optimize later if it's slow.
|
# ¿ Oct 11, 2011 04:11 |
|
Waterbed posted:To whoever the guy(s?) here that was working on Orcs Must Die. Congratulations on taking a game genre I absolutely despised and making it actually fun. You guys deserve a lot of respect, really awesome game Also, that seems like an excuse for a shameless plug. If you're a programmer, Robot Entertainment is hiring. We just launched Orcs Must Die!, and we've got more in the pipe that you could be working on.
|
# ¿ Oct 16, 2011 08:20 |
|
Category Fun! posted:So my university teaches us that we should learn both, because we have a 50/50 chance of applying for a job with a studio that uses either, but I just want to settle an argument with my classmates.
|
# ¿ Jan 22, 2012 11:58 |
|
Anyone have any suggestions for a good book on x86 assembly? I'm not looking to become an assembly wizard, it just would be nice to have a little better understanding when I end up digging through the disassembly when I'm looking at a crash dump.
|
# ¿ Feb 14, 2012 05:25 |
|
http://www.robotentertainment.com/studio/photos Head on down to the April 2010 section to see photos of what our office space looks like. It's open, but everyone has their own space. Our desks are also all on wheels, so that we can rearrange easily when people change game teams.
|
# ¿ Mar 31, 2012 20:23 |
|
wodin posted:As a side note to Chainclaw's point, I can't imagine why you wouldn't give your employees two monitors in this day and age - the sheer volume of data it allows you to process is worth every penny, and given how much the person is going to cost over the course of the year an extra $300-500 for a decent second monitor is going to pay for itself in productivity in like a week or two at worst. Three with a portrait vertical one is probably pushing it since you start having to upgrade graphics cards to drive that kind of stuff, but two should just be standard issue.
|
# ¿ Mar 31, 2012 22:30 |
|
Despite us having unlimited soda in the fridge, I've finally managed to get myself onto a 1-2 can a day habit instead of going through probably at least 6 cans a day of Dr Pepper. I've supplanted it with tea instead (although it's still sweetened), and it's definitely helped. I've also started buying the cane sugar Dr Pepper for home, since if I only have one a day max, it's not so horribly expensive, and it's so much better.
|
# ¿ May 9, 2012 21:55 |
|
My desk is covered in Legos (mostly Harry Potter, my space shuttle is somewhere else in the office), and I have a small arsenal of Nerf guns behind it. It's been a while since I did an inventory, but at one point I had enough Nerf guns to go through about 100 rounds of ammo simply by using each gun until it ran empty, then throwing it away, and switching to a new gun. I also have the talking Portal turret plush on my desk, although it has to stay off at all times, because it's really annoying when the motion sensor is actually turned on.
|
# ¿ May 20, 2012 04:29 |
|
quote:Steam Greenlight is a new system that enlists the community's help in picking some of the next games to be released on Steam.
|
# ¿ Jul 9, 2012 23:58 |
|
You know, build engineering can be pretty boring and involves sitting around waiting for servers to do things (to discover that you screwed up your change, time to check in a new one and wait another 2 hours to see if it works), but when you realize you've gotten it to the point where you can build, package, and deploy a new build of the game with a total of 3 clicks, it feels pretty good.
|
# ¿ Jul 24, 2012 01:38 |
|
Tricky Ed posted:I'd just like to pop in here and tell anyone in charge of naming anything in an ongoing game to never ever name any system "new X," because eventually that thing will no longer be new, and you'll have to replace it. cConfigUseFinalLogin cConfigUseReallyFinalLogin (There were also no less than 4 different layouts for the login screen)
|
# ¿ Aug 3, 2012 17:06 |
|
I always call those Heisenbugs.
|
# ¿ Aug 3, 2012 22:01 |
|
It's amazing how much pain can be caused by missing a single $ in a regular expression... .*perf breaks the entire world horribly, but .*perf$ removes exactly what it was supposed to.
|
# ¿ Aug 22, 2012 07:48 |
|
The only part of our office that doesn't have the lights on is the pod full of artists. Everyone else here likes to work in the light.
|
# ¿ Aug 23, 2012 20:47 |
|
I've got the Lego London Tower Bridge, Lego Hogwarts, a Nerf Praxis (the disk gun), a mini Tiger tank, a Magic 8 ball, and a set of Buckyballs. On the shelf behind my desk is most of the rest of my Nerf guns: two Stampedes, a Raider, a Barracade, a Vigilon, and probably a Maverick. My Lego Space Shuttle is on a shelf in the office, and I'm using a spare empty desk to house my Nerf Vulcan.
|
# ¿ Nov 6, 2012 17:34 |
|
True, but the dev cycle on casual/mobile is a lot shorter, so you can talk about what you're working on a lot faster. With AAA you might be working on a title for a year or more before it even announces, where a mobile team might ship 2 or 3 (or more???) titles in that same year.
|
# ¿ Nov 17, 2012 09:36 |
|
Ah the joys of building unit tests (or something similar anyway). They're only as useful as you are good at being able to come up with the tests. They are also only as useful as you are at remembering your own assumptions in building whatever feature you're testing. Plus, you get the added benefit of people thinking that if they fix all of the test warnings there can't be any other problems, right?
|
# ¿ Jan 8, 2013 00:35 |
|
Irish Taxi Driver posted:Agreed. You didn't give him much information to work with, so he gave you a BS answer (I'm not defending his design philosophy, anyone who says that is a lovely designer). I get motion sickness in certain situations (a spiral staircase set it off last time), and you really have to give them as much information as possible. Different things set off different people.
|
# ¿ Jan 12, 2013 06:54 |
|
At least it's not a true rumor...
|
# ¿ Mar 5, 2013 20:04 |
|
Yeah, I'm a programmer at Robot and worked on OMD 1 and OMD 2. Sappers are giant jerks, brimstone traps are probably the easiest way to murder them as long as they are at the start of a wave. Also, it's always awesome to hear that people liked the games.
|
# ¿ Mar 5, 2013 23:09 |
|
Paradoxish posted:Is it? It seems like I very rarely hear about high profile failures at premium price points, especially with niche titles.
|
# ¿ Mar 15, 2013 16:34 |
|
Shindragon posted:drat didn't think AAA would look down on them. Considering SF were there is like 10+ moblie companies (all which I failed to get a interview with , ok a few I manage to but failed to impress) and maybe like one or two companies in SF.
|
# ¿ Mar 19, 2013 16:15 |
|
Uba Stij posted:After reading the OP I have a small, rather random question.
|
# ¿ Mar 21, 2013 00:56 |
|
I think the general concept is sound, and the awareness building is great, but I saw it as funding someone who wouldn't be able to go otherwise going, rather than funding someone who was going either way going. It just feels dirty to be using Kickstarter to fund doing something you were going to do anyway. It would be much better to use the money to fund a scholarship program to get more girls to go to events like this, and if that's what they actually end up doing with the proceeds, great. I also feel people like Richard Garriot and Peter Molyneux using Kickstarter is missing the spirit of using Kickstarter, if not the letter.
|
# ¿ Mar 26, 2013 00:43 |
|
devilmouse posted:Havok's physics and AI libraries were always good, I wonder how a whole engine by them will shake out:
|
# ¿ Mar 26, 2013 19:10 |
|
That Gobbo posted:Anyone with modeling experience in the industry, which modeling program is more commonly used: 3DS Max or Maya? From what I've heard it's split with a little more working in Maya, been working a bit in 3DS Max and was curious about whether I should switch and focus on Maya. Being able to work in either of them for free thanks to the Autodesk Student stuff has been awesome.
|
# ¿ Mar 30, 2013 19:58 |
|
Probably depends where you go to ask too. Here at Robot I'm pretty sure my just under 5 years in the industry is dragging the company wide average down.
|
# ¿ Apr 3, 2013 19:41 |
|
devilmouse posted:The rumored Bioshock: Infinite numbers are ... yeah. 100MM dev budget + 100MM marketing.
|
# ¿ Apr 11, 2013 16:01 |
|
Irish Taxi Driver posted:So, thats great and all, until p4 goes away for a week or two. Then its awful as hell.
|
# ¿ Apr 16, 2013 19:04 |
|
zolthorg posted:You're exactly right that a number between 0% and 100% is a wrong assumption because the percentage is negative. The Swiss Government commissioned a study showing the obvious:
|
# ¿ Apr 30, 2013 20:27 |
|
If we're sharing war stories, 26 with 5 years experience (if you count my internship at EA), and if not, just short of 5 continuous years, and on my second job overall. A bit under 2 years at EA followed by the last 3 years at Robot. I also happen to be a programmer with a humanities degree (Comparative Media Studies) from MIT.
|
# ¿ May 11, 2013 00:04 |
|
|
# ¿ May 16, 2024 12:14 |
|
Shalinor posted:EDIT: ^^ Believe me, you don't want me life drawing. I make paper cry.
|
# ¿ May 11, 2013 00:22 |