Poll: Out of curiosity, do any of the escapists present work for a game developer?

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Eclectic Dreck

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[quote="Cleril" post="9.256568.9623205
Oi, third time with this. It has no use to me really as I don't make 3D games because I'm not made of infinite hard drive space 3D stuff will require. I plan to make games for four years at minimum while in college, 182 GB won't last for jack squat if I made 3D things for four years. :p

Besides, in college I'd use more professional stuff anyway in due time.[/quote]

There really isn't a necessary correlation between 3D games and absurd drive space. Indeed, given that a model is mathematically little more than a series of points, these tend to be quite small. My contrast, the high resolution textures in common usage are far, far larger. In the case of Fallout (as an example) a male raider's model (body and armor) is right around a megabyte while the necessary textures generally exceed 10 megabytes.

But then, most problems are easier to solve in 2d than 3d. Simple algebra and trigonometry are sufficient to produce a game engine and are quite easy to visualize. By contrast, a 3D engine requires far more complex interpretations of both and the use of linear transformations becomes necessary for optimization. Each of these is more difficult to visualize as a concept and thus more difficult to implement (from my perspective at least).

Of course, the simple fact that there exists a ready made platform for 2d gaming that requires little knowledge of how to make things work at the very granular level (Flash) is more than enough reason to avoid 3D. Still, it might be worth your time to try producing 3D assets and then simply translating them into the appropriate sprites when the time comes. Not only because of the useful experience in producing models and the like but also because such a process is often simpler than simply working in 2D the entire time.
 

omicron1

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lolwut @ "3D takes a lot of HDD space"

3D models are one of the more efficient aspects of videogame content, with a low-polygon object measured in tens of kilobytes. It's the textures that take up more space (and those are a whole other kettle of fish to make) and the sound that takes up the rest. I have four years' worth of Blender model files in one folder (thousands of individual models); the whole thing takes up just 11 megabytes.

Anyway... I'm an aspiring developer just looking for somebody to offer me a steady paycheck and not require "3+ years of industry experience." (Gee... I wonder where I might acquire such a thing...)
I've been working on my own for about eight years now, and I have put together more than a dozen projects. I mostly go for world-building, graphics coding, and various designs that end up being far beyond my capacity to complete as a lone developer.
I'm currently using the Ogre engine for graphics and oh, look; here [http://img15.imageshack.us/img15/1671/meetblockman.jpg]'s a screenshot of my current project. (Thoroughly in dev-test mode; the blockman is there to test animations, and the background world is scaled down 4x on each axis (from 160 square miles to 10) so it'll load faster)

Edit: Geeze, this looks like a half-done cover letter. Ah didn't mean to ramble so...
 

Hader

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I have a friend who works for a small but successful game company that works with Sony. And it might be a possible future employer of mine, temporarily likely. But I have quite a while to wait before then, if it even happens.
 

mindlesspuppet

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Cleril said:
kek13 said:
Cleril said:
I work for myself being an independent developer. I'm only in high school so it's not a business, just crafting a portfolio for when I will get a job in the industry. Though my indie name is Cleril Calamity Studios.
Sweet, what kinda position are you looking at?
I'd like to be hired by Bioware and be a full time writer. As to my knowledge they're one of the few companies that do that. Otherwise I can certain do anything regarding:

3D animations, though the lack of any free animation software is an issue but I've used 3D Max before so I know how to animated full things, don't know about rigging but that's more about facial animations which motion capture does anyway.

Storyboarding, gameplay concepts, voice acting (more so if the part needs a modulated voice as I know how to sound before audio editing takes place to make it sound proper), audio editing (I've edited music, my own voice acting for my games, etc.).

If you want an example of the voice modulation: http://www.aviary.com/artists/Cleril/creations/extreme_demon_voice_test <-- That was originally me whispering. Line was just whatever I randomly spouted, was just testing as the file says. Practice.

Level design, world builder, audio editor (music engineer I think would be the more exact term, I can do basic audio work, due to me just having a basic program), and I think that would be it regarding what I could do given the proper programs.
As quite a few have mentioned there's Blender.

Also, Maya used to have a a Personal Learning Edition which was a very basic version of the full program, but free. They since got rid of it and replaced it with a 30 day trial for the retail program, but you still may be able to find a download for the PLE.

Daz 3D also has animation, it's free. It's a program similar to Poser, so pretty limited.
 

JoJo

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snowbilby said:
I like how you assume these people have jobs, instead of them being over-weight, basement-dweling 17 year olds
*cough* troll *cough*

OT: To be honest I wouldn't want to, I'm not the sort of person whose dedicated to giving up lots of their free-time for overtime work, which I hear is common in the games industry. Also I know nothing about coding.
 

Trivun

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I don't work for one, but I'm in my final year of university, am working part-time on an indie RPG project with some other members of this fine site, and will soon start applying to plenty of developers in the UK for when I graduate this summer. I want to be a developer, particularly working in level design, and have some limited experience with Python (programming) and with various word-builder tools including Terragen and isometric tools for 2D level design. And I have some experience with Game Maker, so I'm not entirely new to the world of game development. I just don't work for a proper developer at this point, merely an indie group.
 

radioactive lemur

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I have 0 computer skills other than actually playing games, but I'm a good writer. Being the next Hideo Kojima would be awesome! Anyone looking for writers?
 

DBHGamer

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I have filled in the last papers to start a new game studio (called 12 O' clock Studios) together with a bunch of friends from the university, so yeah, I'm in. My profession is sound designer, but I'm having a go at the business side since I had so much fun doing that with my last company, which was an outsourcing firm doing sound design and composing for digital media and games. On my free time I make indie games, and that too will be developed into a company when the time is right.