Poll: Anyone here thinking about a career in gaming?

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GeneralFungi

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I'm trying to get into graphic design, as it's one of the things I believe I'd enjoying doing. I also love video games. I'm going to pursue my career path and try to become an artist in the industry, but I won't be too heart broken if I have to use my craft outside of video game creation.
 
Mar 9, 2010
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ThriKreen said:
So, what are you doing to make yourself more attractive to the game studios? Sitting around posting on forums, or picking up Unity3D or UDK and learning how to use it?
Does dolling myself up in a pretty dress and shoes help at all? If not then good because I'm not sure I'd be able to pull off women's clothing. Glad this "there is no ideas guy" was near the start of the thread.

Back when I was deciding which uni to go to the only open day seminar I attended was about a degree in games design. I didn't really do my research well and figured games design was going to be actually making them. Turned out it was the closest you can really get to ideas guy; leading the project, keeping things spinning and making calls on what would happen in the game and essentially what boiled down to 'game theory'. The guy speaking even said that chances are it would be a long time before anyone actually got into being a part of the development process and most would end up in games journalism and we all know how honest that job is, though The Escapist runs a pretty factual ship website wise from what I see. The first thing the guy said was that we wouldn't actually be learning how to make the game itself.

That's when I decided to quit that path and took a course in animation for 3 years with an option to do a year in the industry. 5 months on and I don't regret the decision. The only change is that I've went from wanting to focus on video games to thinking about film too.

Long story short, if I get off my lazy ass every now and then I'm already headed down that road.
 

Ashhearth

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May 26, 2009
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Currently going to college and majoring in Game Design so its a pretty safe bet about what I plan on doing. My college focuses on the programming base first and the more technology aspect of the job so that I would be able to get a job elsewhere at this point.
 

Krantos

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I'm a software developer. I had originally thought about getting into the industry, but... yeah, I heard some things....

Anyway, I had to stick to an area with no convenient developers nearby(except Stardock), because of my wife's job. Looking at the industry now? I'm glad I didn't go into it. It's a slaughterfest. I want job security and there is none (or next to none) in the Games industry right now.

Besides, I enjoy my job now, so why take a chance on an extremely uncertain industry?
 

NightmareExpress

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Dec 31, 2012
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As an indie dev, perhaps.
Have to get more done to make that into a "job", though.

As it stands, I disagree too much with the big names to be part of them (and happy).
I'd much rather be a journalist pointing out all their bullshit, or part of a small team that can afford to be creative even when crafting a sequel (not shackled by EA or Activision to make a profitable product to please everyone).

captcha: they ate it
Is this the fate of Episode 3?
 

Gun Animal

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Aug 19, 2012
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Personally, I'm getting a 3-year 3D modelling and Animation degree. Hoping to do games, but I could do movies or advertising if I was desperate enough.

I hear modelers make fruit rinds, but I'd much rather do that than anything else in the pipeline... I guess *everyone* would rather do that, and that's why they make bread crumbs...
 

Trivun

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Dec 13, 2008
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[HEADING=1]Anyone who wants to collaborate with me and has skills at digital art or programming, read on. Anyone else... read on anyway![/HEADING]

Okay, apologies for the highlighted text, that was just to get people's attention. Been a long-ass time since I've used the header code on here...

Anyway, to answert he question of the thread, I have thought about it. I actually wanted to go into it as a serious career at one point, working in level design ideally (after an entry-level position somewhere and developing my skills, of course), especially when I found out that the gaming industry is screaming out for mathematicians and I happened to do a degree in maths. My first-time-failure and second-time success (meaning I do now have a degree, but not a great grade) helped put paid to that, not to mention the places in the UK I applied to mostly weren't interested. For the record, here in the UK there are a lot of game developers based in Leamington Spa, which is maybe an hour's drive from my home in the Midlands, and a fair few also in Leeds and Bradford (I went to university in Leeds). My current career path seems to be heading in the direction of construction, though, specifically in the commercial side as a quantity surveyor, so who knows what will hppen, eh?

My reason for the header above, then, is because I still have an interest in making games, and also have a strong interest in writing (something I do a lot of). I've written short film scripts and stories before, and some of you may know me well for my current Katawa Shoujo fanfiction, retelling the game from Hanako's point of view. Recently, though, I came up with an idea for a game that would effectively be a different way of telling a story, while also acting as a standard puzzle-based adventure game (with horror elements). It sounds complicated but has a unique premise at the heart of it - not only are there multiple endings, but each puzzle has multiple solutions and those solutions don't just change the game story going forward, but also directly affect the backstory as well, and all the multiple endings are canon.

I did set up a thread a short while ago with more details, but unfortunately it's fallen by the wayside with little interest. Here it is though, in case anyone wants to take a look (unlikely I know, but still...): http://www.escapistmagazine.com/forums/read/9.400214-Something-A-Bit-Different

To cut a long story short, I want to develop my indie game, and do it properly (I've been involved in too may projects where people have dropped out and the idea has fell apart because of no funding or no interest). I want to put a team of people together with skill and ideally experience (though the latter isn't necessary as long as they have passion about the project and the right skill set to get involed). I want to make a proper conceptual trailer, maybe a short gameplay demo, and a proper pitch, and put it up on Kickstarter. I want to get proper funding and make sure that everyone involved knows they're working towards something that will benefit them as well as be a great game. And I want to get it developed fully and up on Steam, or elsewhere on the internet, and have people buy it and enjoy it. That's why I made that header up there, and that's why I'm asking here for people to look at my other thread and get in touch if they want to take part.

Right now I need programmers and artists, but anyone else who can think of something to bring to the table is welcome to get in touch. Especially anyone who knows their way around Unity or Source. Either way, let me know!
 

Brainwreck

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Dec 2, 2012
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Nah. I have no skills of any sort besides being a lazy bum. It'd be a wonder if I were to have a career in anything whatsoever.
 

Erttheking

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Actually I'm a decent writer, but considering that doing that would result in a 90% chance of anything I ever worked on being described as a piece of shit and being criticized by Yahtzee...I'll pass. If this website has taught me anything, working on videogames is a thankless task.
 

Rariow

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Nov 1, 2011
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I'm not planning to go into it (I don't want to "see the magic"), but if none of my other career plans work out I might try to become a writer for some gaming company (I have no idea how realistic that working is, but there it is). That IS my very, very last option that I actually want to do, though.
 

thesilentman

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Jun 14, 2012
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bananafishtoday said:
How far are you in your C++ studies? (I'm also learning C++ on my own. It's fascinating, but tough!) If you have a good grasp on pointers, object-oriented programming, and the rest of the foundational stuff (not just knowing the syntax but understanding how/when to use things), you can use a library like Allegro or SDL to do most of the heavy lifting for you.

I've been learning Allegro, and I'd recommend it as long as you know C++ well enough to use it properly. (I don't mean this as self-aggrandizement. I say it b/c I started before I knew C++ well enough, so I'd often just get depressed and frustrated and give up because I lacked the skills to solve my problems. Situations like throwing shit in the main method b/c I didn't know how to fit it in a class, then later finding out it made my code essentially impossible to expand. The problem I wasn't "I can't learn this," but "I have absolutely no idea what I'm supposed to learn, or even how to find out what to learn.") You do need to understand the fundamentals of OO design, but if you do, Allegro removes a ton of barriers. Allegro handles graphics, sound, I/O, puts it all in an event queue, and generally makes all that stuff very easy to work with. (link [http://alleg.sourceforge.net/])
I'm right at pointers. As for additional libraries, I tried to get the Boost libraries to link with my editor, and it failed. I'm currently taking a break as I was getting frustrated way too easily while making some C++ programs sometimes. I'm going to go back to C++ in a bit, along with maybe a little Python and JavaScript, as I recently downloading the Unity engine.

(Tbh I still think I'm prolly out of my league though. I'd love to find something more like GameMaker or Unity, but I refuse to use anything but free [as in speech] software b/c I'm obstinate about the politics of it.)
Might I ask why? I use CodeBlocks and it's really working out for me so far. If you mean free as in freeware, true, but some open source software can easily hold its ground against proprietary software. I'm just interested in your views as I usually share my programming experiences with Linux users in real life. Some range from liberal (in terms of accepting paid software) to downright Stallman-like. >.>

Also, my coding is done on both Windows and Linux, and I need an editor that runs native in both. Ditto for all the programs that I'd like to use for making a game's components.
 

ResonanceSD

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Dec 14, 2009
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kman123 said:
I've thought about it, but then I realize I rather not turn gaming into a job for me.

I love gaming and it's a great hobby. I rather do something else for a job.

Exactly this, it's a hobby, which i'd soon stop enjoying if it was a job.
 

ThriKreen

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thesilentman said:
Any tips on how to actually get the ideas out of my head? I've been learning to program in C++ for a while, but I haven't really done anything yet besides some terminal programs. I just had a game idea, but not only do I have no idea where to start and how to get myself into the mindset of making a game.
I'd say pick up Unity and start on something small, a throwaway to bite your teeth on how the various systems interact. You can see my progress here [http://thrikreen.com/unity/]. Notice how I start off with one feature (camera look) then add another and so on. It should be pretty obvious I have a particular goal in mind, but the game design is VERY small in scale, something that can be thrown away. And as I learn more about how the various systems interact and get more proficient in C#, I often end up rewriting what I did for a better design and move one step closer to my actual goal.

Currently learning how to do a finite state machine for object behaviour and redirecting function calls right now for easier AI management.

The Unworthy Gentleman said:
Does dolling myself up in a pretty dress and shoes help at all? If not then good because I'm not sure I'd be able to pull off women's clothing.
Did that before, trust me, it doesn't help. ;)

(Shame, I do look super cute in said pink dress too)

Glad this "there is no ideas guy" was near the start of the thread.

Back when I was deciding which uni to go to the only open day seminar I attended was about a degree in games design. I didn't really do my research well and figured games design was going to be actually making them. Turned out it was the closest you can really get to ideas guy; leading the project, keeping things spinning and making calls on what would happen in the game and essentially what boiled down to 'game theory'. The guy speaking even said that chances are it would be a long time before anyone actually got into being a part of the development process and most would end up in games journalism and we all know how honest that job is, though The Escapist runs a pretty factual ship website wise from what I see. The first thing the guy said was that we wouldn't actually be learning how to make the game itself.
Yeah, those types of courses aren't that useful, because rarely to people get into a senior/lead game designer position straight out of school. You're probably better off learning how to code instead, or at least script, that way you can work your game design ideas into a prototype.

That's when I decided to quit that path and took a course in animation for 3 years with an option to do a year in the industry. 5 months on and I don't regret the decision. The only change is that I've went from wanting to focus on video games to thinking about film too.
Yeah, that's the one problem with aspiring devs is that they "want to make games" but not realize there's tons of disciplines within the industry that's all valid in "making games":

- 2D concept art, textures, materials
- 3D modeling, animation, cinematics - also remember in-game and FMV/prerendered are totally valid fields too
- programming graphics, systems, engine, network, tools, tech art (like me!)
- writing story or dialogue
- environment modeling, level design,
- systems design, combat design
- QA testing, QA tools
- Advertising, PR, marketing
- production (scheduling, etc).

That's the good thing about games, you're not tied to one particular area for life after all, and the more broad your skillset, the easier it is to integrate other aspects into your work.

Like making environment? Great, but if you also knew about combat design, you'd start thinking as a level designer too, making sure your models account for and laying it out for combat to flow better. Like making sure cover is always this high, there's enough space between walls, etc., transitioning to a level artist+designer. This also reduces the cycle of creating a level and requiring testers, you know what they're testing for and can design the level to factor that in, reducing iteration time.
 

bananafishtoday

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Nov 30, 2012
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thesilentman said:
I'm right at pointers. As for additional libraries, I tried to get the Boost libraries to link with my editor, and it failed. I'm currently taking a break as I was getting frustrated way too easily while making some C++ programs sometimes. I'm going to go back to C++ in a bit, along with maybe a little Python and JavaScript, as I recently downloading the Unity engine.
Hahaha... I actually had problems getting Boost to work too! I don't remember what I did to fix it. :( Allegro was pretty straightforward to set up though.

I get where you're coming from though. For what I want to do (relatively simple SNES-style RPGs... without a combat system even) it seems like using C++ is just way too much effort, and maybe I'd be better off finding something simpler b/c it's not like I need the raw power. I dunno what though. It'd have to be something I can pick up relatively quickly though, since if it'll take me a while to learn it... I may as well just spend that time working on C++.

The other big stumbling block I've run into is trying to integrate Lua for scripting stuff. Trying to figure out how to go about it is frying my brain.

thesilentman said:
Might I ask why? I use CodeBlocks and it's really working out for me so far. If you mean free as in freeware, true, but some open source software can easily hold its ground against proprietary software. I'm just interested in your views as I usually share my programming experiences with Linux users in real life. Some range from liberal (in terms of accepting freedom) to downright Stallman-like. >.>

Also, my coding is done on both Windows and Linux, and I need an editor that runs native in both. Ditto for all the programs that I'd like to use for making a game's components.
I think you may have misunderstood... I meant that I won't use unfree software. I think a development environment like GameMaker would prolly suit my needs better than trying to lash everything together myself. But I'm not going to use proprietary software; I'd like to have the option of releasing whatever I end up making under the GPL. I'm not strict in practice (hell, I dual-boot Windows), but I'd side with RMS over ESR on philosophical issues. (I try to keep my Linux "clean" though... my 5 un-free packages haunt me!)

I only boot into Windows to play games and use Photoshop (I cannot for the life of me get used to Gimp, haha), keep all my dev stuff in Linux. I use gVim and g++.
 

an annoyed writer

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Jun 21, 2012
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Currently self-training in 3D modeling and animation, map making, voice acting, writing, and bits of coding here and there. So yes, obviously. I lurk around on various modding forums getting feedback as necessary. Right now I'm capable of making a car model on par with those from Forza. Doesn't hurt when you've got a couple of friends willing to work with you to do that kind of stuff either.
 

thesilentman

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Jun 14, 2012
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bananafishtoday said:
Hahaha... I actually had problems getting Boost to work too! I don't remember what I did to fix it. :( Allegro was pretty straightforward to set up though.

I get where you're coming from though. For what I want to do (relatively simple SNES-style RPGs... without a combat system even) it seems like using C++ is just way too much effort, and maybe I'd be better off finding something simpler b/c it's not like I need the raw power. I dunno what though. It'd have to be something I can pick up relatively quickly though, since if it'll take me a while to learn it... I may as well just spend that time working on C++.

The other big stumbling block I've run into is trying to integrate Lua for scripting stuff. Trying to figure out how to go about it is frying my brain.
I feel that too. I'm seriously thinking of dropping down to a language like Python and trying to learn something else to fully understand the fundamentals of programming. Every few weeks however, I come back to C++ due to the power it offers me. And I'm still in terminal programs!

I think you may have misunderstood... I meant that I won't use unfree software. I think a development environment like GameMaker would prolly suit my needs better than trying to lash everything together myself. But I'm not going to use proprietary software; I'd like to have the option of releasing whatever I end up making under the GPL. I'm not strict in practice (hell, I dual-boot Windows), but I'd side with RMS over ESR on philosophical issues. (I try to keep my Linux "clean" though... my 5 un-free packages haunt me!)

I only boot into Windows to play games and use Photoshop (I cannot for the life of me get used to Gimp, haha), keep all my dev stuff in Linux. I use gVim and g++.
Ah, sorry. That would be my fault. I use CodeBlocks, but I may reconsider as I found gVim to be a good alternative. I have GIMP, Blender, and Sketchup (a Google architecture modeling program not exactly by Google) which I'm using for my other programs. All I need is a good substitute for Sketchup, and I'll be good.

ThriKreen said:
I'd say pick up Unity and start on something small, a throwaway to bite your teeth on how the various systems interact. You can see my progress here [http://thrikreen.com/unity/]. Notice how I start off with one feature (camera look) then add another and so on. It should be pretty obvious I have a particular goal in mind, but the game design is VERY small in scale, something that can be thrown away. And as I learn more about how the various systems interact and get more proficient in C#, I often end up rewriting what I did for a better design and move one step closer to my actual goal.

Currently learning how to do a finite state machine for object behaviour and redirecting function calls right now for easier AI management.
That's pretty cool progress there! One step at a time it is...

Thanks for all the help. Hope to work along you someday. :)
 

Mikejames

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Jan 26, 2012
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I love the idea of it, but I have no marketable skills beyond the ideas for what I'd like to make.
 

RicoADF

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Jun 2, 2009
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ThriKreen said:
Aw, no option for "Already have one"? Been there, still there for that matter.

The biggest thing you have to ask yourself is: what do you want to be doing, and what specific skills can you bring to the table?

The most common mistake from aspiring developers is saying you want to come up with ideas and have someone else implement them. That doesn't have a lot of weight as the industry as heard of a vast majority of them already. Neither do we care about what graduate school you went to for some piece of paper. We do care about results, actual portfolio samples, game demos - to see you actually do the work to implement said idea.

So, what are you doing to make yourself more attractive to the game studios? Sitting around posting on forums, or picking up Unity3D or UDK and learning how to use it?
Personally I'm in the latter.

OT: well I so some modding for the fun of it but if the opportunity arose I'd jump on it in a heartbeat.
 

omega 616

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May 1, 2009
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Arnoxthe1 said:
See title. I've been wanting to go into this industry more and more these days.
Define the question.

In the typical sense no, I'm not creative, don't like the idea of "crunch", don't like the idea of office work (sat at a screen all day). I also wouldn't want to "peek behind the curtain", the wizard in the wizard of Oz was great and powerful... Till his lie was exposed, I don't want to know how games are made, just as much as never watch the behind the scenes extras on dvds.

In another sense I do but any more information on that could be considered as advertising and I don't want another green blob on my health bar.