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Superrodan
Nov 27, 2007
I just read this:
http://gamecareerguide.com/features/963/porn_elves_and_other_offenses_of_.php

I suggest Game Jobs Megathread #3: No porn elves or anime. EVER.

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Superrodan
Nov 27, 2007

Sigma-X posted:

Ignition Games in Austin is apparently dead. Boo-urns.

Wait, what?

Are they just moving their staff to cali?

http://gamasutra.com/view/news/35438/Ignition_Games_Opens_New_California_Office.php

Superrodan
Nov 27, 2007

Irish Taxi Driver posted:

arcadey

It's probably just a side effect of the games I have worked on and the companies we pitch designs for, but I've used some variation of this word in probably 95 percent of the design documents I have written/proofread.

Superrodan
Nov 27, 2007

MustardFacial posted:

Getting my first ever Design credit in a video game :smug:


I know it's kinda petty and meaningless over where your name shows up, but it's still pretty cool to see your name up there.

It's not petty at all. Enjoy it, and I hope it is on a project you're proud of!

Superrodan
Nov 27, 2007

Monster w21 Faces posted:

Get back on that horse mister.

Some people don't want to. I've heard programmers that work with me state that this is fun for now but they just want to do it for five or six more years to get it out of their system and work on other kinds of software.

As a designer that's not something I can really relate to, but it hardly seems like an unusual sentiment.

Superrodan
Nov 27, 2007

MustardFacial posted:

I fully realize I bring it on myself, to be fair though it's not "OMG I work in games!" as much as it is "No, we are NOT shipping with that. gently caress it, I'll fix it myself."

It's sort of frustrating when in response to that attitude, someone above you says "No, don't fix it."

It has happened to me. To be fair, it happened for reasons I technically understand but also don't think are good enough reasons to avoid fixing something that is sub-par.

Superrodan
Nov 27, 2007

mastermind2004 posted:

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.

I played Orcs Must Die at E3 and it is pretty sweet. I'm not looking for a job right now, but if I were you guys seem great.

Superrodan
Nov 27, 2007
Re: Game Design Degrees

The actual degree is a piece of paper. Saying you're qualified to make games becauuse you have one is what makes it a joke, since it isn't really that hard to get on if you just stick it out long enough.

Instead, make the experience behind getting it count. Meet good people and constantly make things. I am a designer who got my job because I was a dedicated and competent partner in school projects, and someone in my class got into a position where he was asked to recommend people.

I got really lucky in the sense that the job found me, however. I would recommend you work on some ideas and pick something to start with you can make in a simple engine like Unity or Flash. Don't try to create a 200 or so page MMO design document stating you're going to change MMOs forever, however.... That just gets your resume passed around as a joke.

Superrodan
Nov 27, 2007

Nagna Zul posted:

Well, I've been working as a Gameplay Programmer for 6 months now.

I initially wanted to get a design job, and I spent months sending out applications and going to interviews for entry level design jobs. I ended up taking a programmer job thinking I'd eventually move sideways into a design job after a while.

But at this point I'm starting to think that might not be the best idea. I'm starting to get used to working as a programmer, and I actually quite like it. I'm beginning to think I should just forget about making the switch and just stay as a programmer.

I have a programming background, meaning five years of studying computer science. I have no formal game design training, and while I have designed games and read a lot about game design, I'm a lot less confident in my design skill than in my programming skill.

Plus, after seeing what designers have to do on a daily basis, I'm not sure I could handle it. It seems like a lot of arguing and running around. My current job can be pretty stressful at times, and I don't know if I really want a more stressful daily life.

I don't know. Play it safe as a programmer, or ask for a design job and possibly regret it?

If you enjoy it, then keep doing it.

If you still have an itch to be a designer at this point then try to make something in your free time.

A lot of what designers do is taking a feature that a programmer implements (with all of the necessary functionality) and actually tweaking and tuning it to get as much fun out of it as possible. When you make something in your free time and it has all of the features that it should have but just doesn't "feel right" yet, then the designer stuff begins.

Superrodan
Nov 27, 2007

BovineFury posted:

P.S.
A GameStop employee is to the game industry is as a lunch-lady is to education.

Lunch ladies are pretty involved in day to day activities at the school and still make decisions that affect the students' school day somewhat. If they all went on strike it would have a large effect on the school day.

I'd say that a Gamestop employee is to the game industry as a binder manufacturer is to education.

EDIT: In more personal industry news, I just finished writing a pitch I really like but I am highly pessimistic about the possibilities of it being made. Hell, there's a 50-50 chance of it not even making it in front of the people with the money as we have two pitches that the company higher ups will choose between before going in for a meeting.

This is probably the thing that most if not all of our company would have the most fun being paid to made, so wish me luck.

Superrodan fucked around with this message at 03:40 on Jul 31, 2011

Superrodan
Nov 27, 2007

Amrosorma posted:

It's funny you mention that considering the last couple weeks!

http://content.usatoday.com/communities/gamehunters/post/2011/08/activision-exec-jabs-ea-over-mudslinging/1

I think I might have actually finally gotten something right in the industry predict-athon....

Does anyone know who was running that? It started in the last thread.

Superrodan
Nov 27, 2007
This image, passed along by a programmer, made me think of this thread:

Superrodan
Nov 27, 2007
When my small company was contracted to do work on an MMO, we were credited as a company rather than as individuals, so stuff like that happens too.

Superrodan
Nov 27, 2007
The worst thing about that video is his email is wrong at the end.

EDIT: After searching his site for the real one I emailed him letting him know, so hopefully he can fix it soon.

Superrodan fucked around with this message at 19:23 on Sep 19, 2011

Superrodan
Nov 27, 2007
I just read this article, linked in another thread:
http://www.starcitygames.com/magic/misc/22786_To_My_Someday_Daughter.html

It takes a look at many problems with the way women are treated in gamer culture and somewhere around the halfway point it brings up video games as well, and why the author was ashamed to share his passion with his spouse. I found myself realizing that a lot of the issues they're talking about with gamers apply to the people I sometimes see working in the industry as well.

With regards to the sexist character designs or concepts and such, I've not yet been made to work on something I've thought went down that path, but many companies fall trap to pushing forward character designs that do fall into that category so I was wondering if anyone here had any stories about the things that they've worked on and how that came to be. I remember reading in the DotA 2 thread that Valve has been really good about that and how they purposely didn't put "sexy" characters in skimpy clothing into DotA 2 even though they got feedback regarding that. It's kind of cool that they made that decision, and I sort of wish I could know more about their philosophies.

Does it seem like a problem that stems more from the knowledge that "sex sells" (which it does) with our target audience, or does it sort of seem like a reflection of the people that make the games? Or would you say it is an unfortunate combination of both?

I know there was a topic discussing minorities and sexism in video games and that this is a pretty serious turn of discussion for this thread, but I was more interested from a developer standpoint where WE think it stems from. I'd like to discuss it as unheatedly as possible, though, if we could. I also understand that some people might have to be extremely vague as not to stir up an real life trouble.

Superrodan
Nov 27, 2007

Black Eagle posted:

I've seen worse from teams who could afford to license the Unreal Engine. Robot Entertainment's launch website just had a logo and an e-mail address. One of my friends, Jim Buck, launched his first company DepthQ with this website. Respawn Entertainment didn't even have a website. I think you should find a more appropriate criteria.

All of these things that you listed are better than the website linked in this thread, by far. Those people knew that if you didn't have anything to make a website about, you keep it super simple or don't even make one. The DepthQ site is from 2001, which wasn't that much further beyond "hampster dance" times on the internet.

I believe that much of what people are laughing at are the personal bios and their job openings. Have you looked at the page? This is one of their job opportunities:

- Graphics Adjuster

I understand that you don't think we should be making fun of people that want to break into the industry, but we're just teasing them about how much their website screams "I'm a kid who wants to make the next Call of Duty". At some point many of us were that kid, and we ALSO know how to make fun of ourselves for the crap we did back then.

Superrodan
Nov 27, 2007
My old boss used to tell me that the thing he heard most after saying he was a game designer was "Oh yeah"? I have an idea for a game". And then, invariably, their idea would always be some variation of what they do for a living. "It's a game where you're a cop and..." or "It's a game where you have puzzles about doing taxes...".

I usually get the Grandma's Boy question.

Superrodan
Nov 27, 2007
My father didn't like the fact that I played so many games as a kid, but at some point (I don't really know how) my stepmom got hooked on Doom 2.

Then, my dad bought her a Playstation for Christmas after having seen some Doom game for it in the store. They hooked it up and when I showed them the games on the demo disc that came with it, they both got hooked on Tomb Raider 2. Now they play games together all the time.

They were almost more happy than I was when I got a job in the industry. It's nice to not have to explain a bunch, but I do deal with "It would be awesome if you made a game like Tomb Raider" sometimes.

Superrodan
Nov 27, 2007

Waterbed posted:

Oh man I'm signing right up. Where do I put all my money into this seemingly flawless operation?

Into this here toaster.

Superrodan
Nov 27, 2007

RoboCicero posted:

Hey, your project really caught my eye. I don't have any appreciable or tangible skills, but I can look at things and make things better. My friends have often come up to me and said "man, you really have an eye for refinement". I'm thinking I can come in two hours a day and look over your things and tell you what you can improve. Does that sound good? I don't need to work for much, just give me 20% share in the company and pay for food, transportation, rent, utilities, furniture, computer upgrades.

Don't be tricked, this project is a ripoff of my work!

I came into an interview a while back for a design position with these guys and pitched my idea for a multi-user, free to use but microtransaction based Waffle Iron! I brought my 223 page design document that outlines all of the different waffle stats and what they affect and the different locations that the player can take the waffle iron to (It makes double fluffy waffles in Japan)!

Now they've obviously stolen my idea, changed a few things around and called it a toaster. I demand compensation! I was told by SO many veterans of the industry that this could never happen and that ideas are a dime a dozen but here we are! I should have NEVER listened, this could have made me so rich!

I COULD HAVE BEEN THE IDEAS GUY.

Superrodan
Nov 27, 2007
My answer is usually a variation of:
"Programmers are the ones who write the code to make the game function but I am responsible for putting everything together to make the game fun."

Usually the question that prompts it is something like "so you write computer programs?", which is sort of why I have to clarify that.

Superrodan
Nov 27, 2007
It's kind of surreal to see a game I was one of the main designers on (Dude Perfect) reach number 6 in the Android market but to know I basically did no work on the port. It feels like it's not really my game somehow, since it had to be ported, but the iOS version that I did work on didn't do nearly as well.

Anyone have any kind of experience with ports? I mean I wonder if someone who worked on GTA3 still feels like the iOS version is the game they made.

It's just a weird disconnect, is all.

Superrodan
Nov 27, 2007
Wow, sad to hear about all the layoffs at THQ.

I recently applied to Vigil through a recruiter and nobody got back to either of us at all, and I guess now I know why. If anyone worked there or Relic, I'm sorry to hear it.

Superrodan
Nov 27, 2007

wodin posted:

January was THQ, February was the Blizzard 600, and now March is Vigil/Relic.

Vigil and Relic are both THQ as well.

They're just basically having a really crappy last couple of years. They've closed what looks to be 7 studios since 2010 and are down to 5 including Vigil and Relic.

Their stock also apparently dropped below a dollar. I think Saints Row 3 and Darksiders 2 are all they have left to rely on, basically.

Superrodan
Nov 27, 2007
Just applied somewhere that isn't going to lay a ton of people off before I hear back from them.

Although if a major major studio suddenly cuts most of their staff, I guess the only good news to come out of that might be that I officially know that I'm the problem!

Then I can hold this entire industry hostage by threatening to apply to places... Muahahahaha.

Superrodan
Nov 27, 2007
I don't like posting in here about this because I feel like the best course is usually to wait and see, but on Friday I had an interview and I think I sort of bombed it just from a combination of not being fully ready and being in a different mindset towards how the interview was going to play out as opposed to how it did.

I've never been in this situation before as I usually do pretty well in interviews and this job sounded amazingly awesome, so it kind of bums me out.

How horrible would it be, if I haven't heard anything back by next Monday, to email the recruiter that set up my interview, since she was the one who got me excited in the first place and made the job sound like a perfect fit for me (and said that I seemed like a perfect fit for them, but that just might be her job talking) and sort of candidly admit I don't think I did as well as I would have normally?

I know the reasons I messed up the interview were my fault in the first place, but I also feel like it wasn't a 100 percent representation of who I am or who I would be if I was working for them, and instead was sort of a more pressured, less solid-answers version of myself.

I guess I made this post both to rant at myself and sort of see if there was any precedent for saying "I think we got off on the wrong foot, can we try again" in the interview process.

There is also the chance that I am being overly critical on myself due to having my hopes up pretty high when hearing about the position, which is why no matter what I am going to do, I am going to wait to hear back about the job first.

Superrodan
Nov 27, 2007

Diplomaticus posted:

Everyone bombs an interview from time to time.

Is the recruiter an independent third party recruiter, or in-house HR?

It was an in-house HR person that got me set up. I was recommended by someone that works there, so I sent in my resume and they almost instantly contacted me.

Superrodan
Nov 27, 2007
Well, doing poorly in my interview led to me not getting a job I was excited about. That's sort of what I expected, and I'm sure I'll do better next time, but it's still a bummer.

In the meantime at least I have steady work as a design contractor, and although it has been a while since a game I worked on was actually released in some fashion, it seems like I finally have a chance to work on something that will eventually see the light of day.

That feels nice.

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.

Superrodan
Nov 27, 2007
https://www.youtube.com/watch?v=ph60iKWmtos

For the record, it was on page 67 and it was made by Podunkian (but posted by Shalinor).

Superrodan
Nov 27, 2007
I have usually been very vague about what I do and where I work, but in the one case that I have talked about a game I worked on I tried to sort of take the criticism, acknowledge it, and explain my thoughts on why the sort of nonsensical features they asked about existed without taking it personally.

I'm working on a few things now but I get extremely hesitant to talk about anything specific simply because the things I work on tend to have a pretty significant chance of never seeing the light of day. Especially my personal pet project, which although it is playable and taking shape and therefore I feel the need to show it off to pretty much anyone that could ever care, I have resisted as it is both unpolished and being made at an admittedly very slow pace for how simple it is. Once I mention something and try to get any interest in it I feel pressured/obligated to go full steam on it which I really don't have the resources to do.

I have seen a TON of "Hey check out this thing I am working on in my spare time" projects and while some have been cool, none of them ever got finished. I'm hoping that instead I can be the guy who says "Hey check out this game we will be releasing on X date" or "Hey, I made a game, check it out".

Superrodan
Nov 27, 2007

Chernabog posted:

Speaking of X-com, I saw this on my FB feed today:
https://www.youtube.com/watch?v=T1pyJxcETmc

This is pretty fun. I always wonder whose idea these types of videos are when they come from a big company like this. Marketing? Or the people involved take it to marketing who approve?

Superrodan
Nov 27, 2007
Wow. I can only hope this creates a cold war of MOBA championships. The International 3 better beat it, then Riot better come back and make the next LoL championship better and so on.

Superrodan
Nov 27, 2007
Two MMOs I worked on parts of are closing down today. It was kind of sad to go in and play the games that I helped design for what I know to be the last time. Luckily, I have video proof that they existed for my portfolio, but still. Luckily I got ahold of another guy that worked on it with me so I had someone to play against (they were both multiplayer games).

Superrodan
Nov 27, 2007

concerned mom posted:

Which are those? It's always a bit sad when MMOs close down.

SOE's Free Realms and Clone Wars. The company I worked at created the racing game portions of each, as well as a few of the other minigames.

Here's a video someone else took:
https://www.youtube.com/watch?v=A87hr2PPdL4

Superrodan
Nov 27, 2007

Shalinor posted:

We studied your racing games - both of those specifically - for a solid month at LEGO Universe, trying to guess at what you'd done to make it so latency-tolerant. So freaking huge congrats on that.

(EDIT: It was the car to car interactions/side-swipes we struggled with, specifically - I'm still not entirely sure how you made that work without massive desyncing)

I was a designer, so I don't remember a lot about the latency related math in the code. I do recall us trying a few things to fix that same issue you were talking about.

I think our ultimate solution was a combination of a lot of experimenting with mass/gravity/friction tweaks to make the cars easier to push around in general, and more importantly, designer-tuneable additional force on both sides of the sides of the vehicles that helped the physics out a bit. It might have even added more pushing force on the harder collisions because momentum alone wasn't enough. It's been a long time, and I can't quite remember, honestly.

We also made the demolition derby game, and that involved a lot of colliding so it was something we had to address for two projects. I seem to recall different phases in both games along the way, including "Us A.I. can push everyone into walls and there's nothing you can do about it, you dirty human" and "If two players touch on either side they get stuck and are forced to adventure together in a forward path until they reach the inevitable conclusion".

I think there was also the short lived "designers are having too much fun phase" where cars would just send one another into orbit with even the slightest collision.

Anyways, I'm glad someone enjoyed it on a technical level, because we did a lot if work to make it on a short timeline and I'm pretty proud of how it turned out in general. We had missiles that home in on you like the red shells in Mario Kart, but if you timed your jump right then would go under you and start aiming for the next person. We tried to make it so that if the first place guy jumped it, it would go a ways, then do a 180 then come back (so you could jump it again and it would start traveling backwards through the ranks) but we had a lot of trouble with the turning part so we scrapped it.

Superrodan
Nov 27, 2007
So the game I am a Space Butt Designer on was released for iOS and Android today.

http://spelltorn.com/

We're in that "Well now that it's out we just gotta get hundreds of thousands of players to play it" phase, so... this oughta be fun. Regardless, it was a long development process and it's not over yet as hopefully this gets enough of a following for us to continue releasing content for it. I'm just taking the day or so off in celebration, sharing it everywhere that I personally can, and will probably start seriously thinking about getting it in front of as many faces as possible come Monday.

Does anyone have any advice?

Superrodan
Nov 27, 2007

devilmouse posted:

Super frank answer: "Is your LTV > CPI? If so, spend money! If not, fix it so it is and THEN spend money." That's every F2P learning boiled down into one pithy and VERY difficult piece of advice. This is a massive topic, but if you've already released in the US without a marketing/UA plan for a F2P game, you're going to have a very large hill to climb (it's not an impossible one, just a very hard one).

Do you have your key metrics implemented (so you can see when people are churning out, retention, revenue, install tracking, and so on)? That's your first hurdle! Then you need people to stick around (retention). THEN you can worry about getting them to pay you. THEN you can figure out how to spend money to acquire more of them.

After a soft launch in a few countries that did not go very well we sort of stepped back and realized some things weren't working and that there were flaws in retention. After a big revision to our onboarding process and a second soft launch in a few other countries we felt those issues were fixed hence the decision to go worldwide. We have a LOT of metrics and trackers and APIs and all that jazz (One thing we did right from the start so we had a good idea of our problem areas), and I'm confident that my bosses have the business plan down when it comes to spending money to make money.

Honestly, I am looking to see if there are any things that I can do to help boost the number of hands it gets into. I personally spent a long time getting to this moment and am really close to the project. We're not a huge company by any means so I tend to wear a lot of hats and I guess I'm just looking for a hat to wear at the moment that helps me get people to play what I made. I thought about approaching reddit or trying to seek out review sites, or do anything else. Hell, posting it in the iOS thread would be a few more views than I had otherwise.

I think it's just a case of "The game is out now how can I help make the numbers go up" because I don't want to feel like I didn't do everything I should have done. I watched Indie Game: The Movie for the first time last night and the thing that resonated with me the most was when one of the devs behind Super Meat Boy said something along the lines of "I don't want to check the numbers because if I check the numbers then I'll keep refreshing the numbers every few minutes". I guess I'm at that point.

As for the advice from Zeryn about the trailer... We do also have a gameplay trailer that I put together... I made it rather than the professional guy we hired to do the game intro (which is the work we have on the site) so it's not as flashy. If it works better I can probably get the one on the website switched out:
https://www.youtube.com/watch?v=Wpngby33LQ8

Superrodan
Nov 27, 2007

Shalinor posted:

You're in mobile F2P. Sorry to say, but none of that matters now. When you're in Premium space on desktop, all that stuff you see in Indie Game: The Movie applies, because of all the ways you have to access your customers, and the relationship gamers have with devs there. It works.

On mobile, for F2P? Effectively none of your target market will ever go near a forum. They don't read Touch Arcade. They barely know what reddit is. They go to YouTube exclusively for cat videos. They are not gamers in any traditional sense, and thinking of your customers as reachable as gamers is immediately damaging - if you try and optimize your acquisition processes to the sort of people you talk to here or anywhere else, you will lose.

What devilmouse said earlier is it. Is your LTV > CPI? Then you buy installs. You buy advertising. For F2P mobile games, that's your strategy, period, full stop. Good reviews on TouchArcade matters a lot, but only because that's how you get an Apple featuring. So now your goal is: buy customers, glad-hand your way to an Apple contact and get in close with them for consistent featuring (ditto for GooglePlay, don't bother for the other markets). Nothing else is really going to matter for you.

I appreciate the honesty and advice. Like I said, my bosses have plans for how to spend the advertising money and such. I guess all I can do is sit back and wait.

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Superrodan
Nov 27, 2007

theflyingorc posted:

In what context are you asking? Valve's hardly a powerhouse "great game" studio right now with all their time being devoted to Steam, and Riot makes one game. WoW still pulls in tons of money(though less than it used to) and Starcraft 2 has done fine, I'm not sure what metrics you'd compare them to each other on.

DotA 2 is doing gangbusters, CS:GO seems to be extremely popular, and it's well known that Left 4 Dead 3 and a new Source Engine are coming sometime in the next few years. I would say Valve is as much a game studio as Blizzard.

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