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Diplomaticus posted:What do Interviewers Look For?? http://www.mainlyaboutgames.co.uk/2010/06/tips-for-game-design-interviews/
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# ¿ May 31, 2011 18:22 |
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# ¿ May 15, 2024 23:43 |
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Category Fun! posted:Apparently there's still trouble with the Principal and Vice Principal being suspended, and all kinds of senate hearings and lawsuits flying around. I think to say it had no effect on the day to day running would be naive, there must be people who now have more on their plate than they otherwise would have had.
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# ¿ Jun 1, 2011 18:12 |
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Better to find out where the office is, then work out where the nearby bars and places to grab lunch from are, then hang out at those places. You'll spot the game devs, they'll be wearing their industry uniform.
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# ¿ Jun 14, 2011 11:41 |
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Alterian posted:What? T-shirts with the name of the company and games they've worked on or from software they use?
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# ¿ Jun 14, 2011 13:28 |
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This latest outburst actually made me look at the Train2Game website for a bit to see what they were up to these days. They're doing a QA degree. Dear God. Oh, also all of their stuff is apparently TIGA awarded now, which seems well dodgy to me, given that they're supposed to be representing the games industry.
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# ¿ Jun 22, 2011 17:26 |
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Amrosorma posted:http://www.theaveragegamer.com/2011/06/24/friday-feature-you-dont-want-to-work-in-the-games-industry/ Eurgh. I am not a fan of that article. Working in a big studio won't give you the time to learn, but working in an indie will? Eh? Indies have just as much pressure to perform, moreso if it's one that you set up and borrowed the money for yourself. I've never heard a single person ever say "oh sure, once I set up my company I just sat around all day doing whatever. Could barely fill an 8 hour day with things to do." But hey, I guess his HUGE amount of experience at a number of different companies gives him great perspective.
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# ¿ Jun 24, 2011 16:32 |
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I heard Criterion had quite a high rate of turnover during the Burnout Revenge days, so you're probably fine - whoever's interviewing you is probably from Paradise / NFS: Hot Pursuit.
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# ¿ Jun 27, 2011 17:34 |
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Monster w21 Faces posted:What is happening to the UK!
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# ¿ Jul 1, 2011 16:34 |
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I got bored somewhere around "it's a 2d metroidvania fighting game with ninjas". Nothing about your design excites me as a designer. You gloss over the potentially interesting bit of the non-linear world, and spend pages listing controls and weapons and nine different types of health pickup. You have stuff like "A shapeshifting fox, try to trick the player and then attack." How does it try and trick the player? What does it shapeshift in to? "A powerful youkai" what's a 'youkai' and what does this mean for the design? "An obake hopping around on one foot" tells me literally nothing about the design of this enemy (such as how they attack and what makes them different from the other enemies), all I know is art are going to make it hop. And "target platforms are everything that has DD" but then you don't say anything about platform-specific design. Are you expecting to put exactly the same game on PC and DS? Are there any DS-specific controls you're going to do? What's going to be on each screen? Oh and you have B button doing jump and also "Attack with Side weapon / Use Item". Plus what that last poster said about the easily caught typos (missing spaces etc). As a design document it's short and missing a huge amount of design. As a pitch document it goes into unnecessary details and doesn't sell the USPs to me.
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# ¿ Jul 1, 2011 17:27 |
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Amrosorma posted:since Zynga is actually bringing some money in My concern if I was Zynga would be how to become independent of Facebook without losing our paying customers.
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# ¿ Jul 1, 2011 18:21 |
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Fl0yd posted:Don't put crates in rooms that are bigger than any of the door into that room.
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# ¿ Jul 1, 2011 20:42 |
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Some self-pimping for a Sunday. gently caress it, why not? http://www.next-gen.biz/features/going-mobile
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# ¿ Jul 3, 2011 13:00 |
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Solus posted:tl:dr = Protips on game design entry path over the next 2-3 years I'm at University studying my Anthropology/Geography degree?
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# ¿ Jul 3, 2011 13:02 |
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Mango Polo posted:Gameloft is absolutely
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# ¿ Jul 4, 2011 07:59 |
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In my experience tech artists are programming shaders, writing simple plug-ins for Max / Maya, and doing visual fx programming - particles etc.
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# ¿ Jul 4, 2011 20:42 |
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SGT. Squeaks posted:Then when they acquired The Climax Group (Renamed Black Rock)
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# ¿ Jul 7, 2011 08:21 |
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Bert Wednesdays http://blog.bertwednesdays.com/Site/Welcome.html For pricing, I think you can charge different amounts depending on your game. For example, I know of a 4X space game that I found incomprehensible, but apparently makes the author decent cash because it's pretty much the only decent one on iOS. If you're going to make a match 3 game you need ridiculous polish and / or brand recognition to allow you to sell at that price.
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# ¿ Jul 7, 2011 15:47 |
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MustardFacial posted:At work however, it doesn't matter at all and I'll wear that poo poo like it's going out of style (in many cases it did decades ago ) Some places do seem to spend some effort in making nice designs though. It's the ones that are just the box art that I don't like. I used to work with a guy who wore a company t to a bar. At the time one of the company's games had just been banned, and in the same week some other, completely unrelated, five year old game by a totally different co. had been found to contain a video clip related to a famous murder case in the UK. Anyway, some random woman comes up to him in the bar and starts shouting about how he's making child killing simulators and whatnot.
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# ¿ Jul 12, 2011 07:50 |
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Aliginge posted:Speaking of moving, I spent the last seven years at and after uni in Middlesbrough. And now I get to move to Leamington Spa Shalinor posted:"oh you know, like a week of QA,"
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# ¿ Jul 16, 2011 09:56 |
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Monster w21 Faces posted:In the last 3 days I've been offered to interview for a position with Ubisoft in Paris and one for a company I won't name in London that's offering me 40k. Spuckuk posted:Anyone need an tech/artist for mobile/iOS. gently caress it, at this stage I might have to go back to testing, my portfolio is asssss, despite* years of working on big licenses.
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# ¿ Jul 19, 2011 15:16 |
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Roundcube and ShortRound. Might be too small to be hiring yet, but it can't hurt to fire off emails. Relentless also have jobs going according to their site, and have just put out a new iPhone game.
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# ¿ Jul 19, 2011 16:10 |
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How is that kid on the IGDA mailing list? How as a game developer am I going to find that kind of unfiltered noise useful?
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# ¿ Jul 26, 2011 17:33 |
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There's an interview somewhere with the guy who does that, it's a really interesting read.
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# ¿ Jul 27, 2011 18:03 |
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Vino posted:I just put in an application at Rockstar San Diego. If anybody has the ear of the HR people there I'd really appreciate a recommendation. Which job did you apply for?
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# ¿ Jul 28, 2011 08:28 |
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Super Slash posted:Also not the most outstanding one, but I've come to the conclusion that my portfolio blows dicks (http://lee-hodges.co.uk/). I clicked the sandtrapped link and was told about the story and where in Halflife 2 the mod takes place. There was nothing at all about the level design. Which I thought was pretty odd for a level design portfolio. Also there's some fullbright map in there somewhere. Never show that. quote:In short; "Skill Atoms" are the process of how a player learns to control a video game, and to express this the level was built to accommodate the control systems a beginner player would be comfortable with, as well as the advanced maneuvers an advanced player would use I looked at some of the UT stuff and there's more description of process there, but it's all "we thought this", "we wanted to do that". Which may well be the case, that everything was a group decision. But I'm not hiring your whole class, so I don't care. Tell me exactly what you contributed to the whole. Tell me your decisions, show me your work. I don't think you're a bad level designer; but it's impossible to tell, because the screenshots and videos I saw weren't hugely impressive visually, and you don't talk about the thoughts that go in to your design process at all. That's why you're not getting interviews - there are neither words nor pictures that tell me how good you are. FreakyZoid fucked around with this message at 08:26 on Jul 29, 2011 |
# ¿ Jul 29, 2011 08:16 |
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Akuma posted:How is that not a loss? Other people suggest that there's a class of "2nd hand" gamers who will never buy new, but who would if that was the only option available to them. As far as I know there have never been any hard figures produced to prove or disprove either theory though. You'd need to survey people leaving shops and find out what they did buy, or why they didn't buy, and what they traded in etc. (Oh and also the idea that if someone plays, say, Assassin's Creed 2nd hand and enjoy it, they may turn in to a day 1 customer of the sequels, or you may get DLC purchases etc. from them.)
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# ¿ Jul 29, 2011 10:31 |
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Black Eagle posted:I want to switch gears a bit and ask why. Why do you want to apply a very narrow definition to "video game industry"? Sure, it could be a more general purpose thread where Gamestop employees bitch and moan about their dumb customers as well. But it isn't that thread.
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# ¿ Jul 29, 2011 10:37 |
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BizarroAzrael posted:Another good suggestion: don't make games people will want to trade in within days of release.
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# ¿ Jul 29, 2011 11:12 |
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Project 10$ / Online pass etc. isn't meant to have an effect on Gamestop, it's just an attempt to see some money from 2nd hand sales. That players end up paying more is down to Gamestop not lowering their 2nd hand prices for games - that's really between them and the customer. I've got no problem with it, I think it's pretty healthy and I haven't heard anyone outside of gamer internet forums complain about it.
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# ¿ Jul 29, 2011 16:24 |
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Monochrome posted:I'm not sure how you get from 'We implemented this pricing structure which results in consumers paying more than if they bought the game new' to 'It's Gamestop's fault for not lowering their prices in response'. Also I don't think I've seen any DLC that's been "buy new or pay $10 to be able to beat the end boss", that's just a crazy straw man.
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# ¿ Jul 29, 2011 17:40 |
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Monochrome posted:Why did you reduce the value of the game? Monochrome posted:I didn't post anything that even remotely claimed this exists. Shalinor posted:Online Passes in online-focused shooters are effectively this - you can't play the core of the game without the DLC. Shalinor posted:It isn't much of a straw man. Companies willing to lock out online in that way are likely going to try locking out single-player content as well, eventually, and it will be just as dirty. Shalinor posted:Kotick's already stated he wishes he could push shooters into a subscription model.
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# ¿ Jul 29, 2011 18:25 |
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Must admit I don't find LinkedIn particularly useful. I've never seen a decent conversation in any of the groups (just endless "as game professionals, what is your favourite colour?" type crap). And I've seen plenty of recommendations of people who I know are insufferable tools (and / or borderline incompetent with destructive and negative personalities) from their co-workers Yet still I keep my profile up to date. Why is this?
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# ¿ Aug 2, 2011 18:07 |
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"I'd take weeks, we'd have to re-write the entire file structure" Or block the player from manual saving while an auto-save is happening, which would take about half an hour. Also not sure what the problem is with that class d/suggestion that the level isn't red enough. That's what suggestions are for. Close it, move on. Probably took long to hit reply and type it here. About 50% of all the "omg the QA here r so dum" stories I hear are developers being whiny bitches.
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# ¿ Aug 20, 2011 09:01 |
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Vino posted:After a lot of thought I've decided that if I've made it this far then they're not testing me technically anymore - they already know they can do the job and they want to see what kind of person I am.
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# ¿ Aug 28, 2011 10:11 |
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Project Oni posted:I wonder if I can still reference my Dark Souls work even though I won't be credited.
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# ¿ Aug 31, 2011 21:39 |
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Sigma-X posted:I don't know that anyone outside of Blizzard would be able to pull that off
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# ¿ Sep 1, 2011 17:22 |
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Also don't rely on XBLIG as your business plan, because outside of a few breakaway successes hardly anybody seems to make any money on it.
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# ¿ Sep 7, 2011 09:27 |
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hailthefish posted:Yeah, poo poo like this is never attractive or professional-looking, if you ask me: (This is a joke, by the way. I think you all must work in very different game studios to the ones I've worked in. And if someone's interviewing you and turns you down because you're wearing the wrong type of shirt - well you probably got a lucky break because that person sounds like a mental, power-hungry, oval office to work underneath, who has a bizarre set of values about what is and what isn't important in a games programmer.)
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# ¿ Sep 11, 2011 09:46 |
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GetWellGamers posted:it's a privilege earned by having passed the interview. If you're conducting interviews with the mindset that these plebs would be lucky if you judged them worthy of a job with you then yes, you are a power hungry oval office, and I'm glad to not work under you. Your company isn't as good as you think it is, you should be trying to sell the idea of working there to me.
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# ¿ Sep 11, 2011 13:55 |
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# ¿ May 15, 2024 23:43 |
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Jagermaestro posted:Let's assume you have one job opening and two candidates that have a similar skill-set and similar experience. Both interviews go extremely well. One hasn't shaved in a week and is wearing a wrinkled t-shirt, the other is cleanly shaven and has a collar. Who do you think gets the job?
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# ¿ Sep 12, 2011 00:17 |