Yes those are the only roles.heyheysg said:If so what job and why? Assuming you got a chance to get a job in game development. Here are the roles
Artist - Draws stuff, concept art, uses 3d modeling to create environments
Programmer - Programs stuff
Designer - Think about ideas, plan levels, determine stats.
Producer - Plan stuff.
So basically, long hours, average pay but working with something you love.
ALTERNATE SCENARIO
If you had to go to school for a year to train, would your answer change?
I wish there wasn't.BlindMessiah94 said:There is no such thing as a creative director
This is your arse -> .Viptorian said:Independent contracting is a pain in the ass.
Of course, but then again there are also games like Eternal Darkness, Okami, Shadow of the Colossus and such, that had GOOD ones and helped make the games as imaginative as they are.RhomCo said:I wish there wasn't.BlindMessiah94 said:There is no such thing as a creative director
I swear the ad for a CD job must go along the lines of "Are you an arrogant, bitter, caustic prick? Are you convinced you're the only creative talent on the planet and everyone else is shit? Do you enjoy crushing creativity, lateral thinking and initiative? Is your heart a cold, black lump that only exists to pump the liquid spite that passes for your blood? Yes? BECOME AN CREATIVE DIRECTOR TODAY!"
Now just imagine 5 years of it.RhomCo said:This is your arse -> .Viptorian said:Independent contracting is a pain in the ass.
This is your arse after your first year freelancing -> O
That's correct. I mean about not having to have some official training in order to be hired. I know it surprised me when i found out i got the job, since i had no previous experience or training as a level designer (not even as a hobby), and at university i studied control engineering and computer science (lots of programming, automation, stuff like that). I also know some other people that got hired then, that where in the same situation. Then again, level design is a bit of niche job, unlike programming or 2D "artistry". The only place you can get previous experience is another game company, i think.RhomCo said:Involvement with the mod scene and working on completed mods that highlight your skills is always a good thing when looking for an in to the industry. For a lot of people working on a mod is the closest their going to get to working on a published title, at least before they snare an industry job.-Samurai- said:Actually, you'd be surprised how easy some of it is. I've been in modding communities with people that submitted portfolios to various companies, and got hired to do 3D modeling/texturing/"skinning" for some [then] upcoming games. I knew a guy that did modeling work for the "Spiderman: Web of Shadows" game, where he met people that did the character work for "Star Wars: The Force Unleashed". No schooling needed. They were all self taught. Its rare, but it does happen. Going to school for it only gives you a better chance at getting that job.
For artists wanting to give themselves a bit of an edge, look for opennings as texture artists because almost everyone HATES doing texture work.
Naw, after the first 12-18 months your ringpiece is as thrashed out as it will get. Sure, clients will still try and fuck you but you're so used to it by then they're not even touhing the sides.Viptorian said:Now just imagine 5 years of it.RhomCo said:This is your arse -> .
This is your arse after your first year freelancing -> O