How easy/hard is it to get into the industry (talking even about back at Activision)? What kind of schooling/background is preferred?
The launch for the 360 was an absolute mess. I waited for the jasper processor to come out before getting my Xbox360, and it served me well. I bought a new Xbox360, the 60gb model, before the first one could die on me, because I wanted that extra storage for my 57 XBLA titles. That model is very reliable and I heard the slim model is also pretty good.gigastar said:As for my bias against the 360, it may be the stock excuse for PS3 users now, but its with reliability. I actually did have one back in 05, until it RRoD'ed. It got repaired under warranty, then it caught E47 after the NXE update, shortly after which it turned into a disc eater, at which point it had the unusual error of having a woodcutting axe logded in its motherboard.
If, a year from now, Swordcraft were to appear on Steam I would buy it to see if it lived up to what you wanted it to be. It doesnt sound like it has a reason to fail, it just has to get made and get noticed.
I agree that characterization plays a large part in a successful game narrative, and that writing well and being published isn't a guarantee that the writer will be competent in writing for a game. But it definitely helps if the person can show its interest in writing by actually being published, as opposed to only getting a degree in literature for instance. I believe more in actions than in words, and I think that school in itself is only a proof of patience and being able to sweet talk yourself to successful marks. But my opinion on this might be due to an incredibly frustrating inadequacy of education in Quebec.Freechoice said:I think most people don't understand that for however much writing can be an integral part of a game (hell, any medium with a narrative), it's usually very insignificant. Unless it's considered early on, it's like sticking a baseball card in the spokes of a bike.
But Sphinx, I would advise you to look for someone that understands the fundamentals of good literature (primarily, characterization) as opposed to someone that writes well; there's a very big difference. Crytek hired a published author to write for Crysis 2 and the story was still rather meh. It may be a characteristic of FPS, but most developers do not get or do not care about the "it's an interactive media" thing. It's either a single road that leads to the same end or many roads that lead to the same end with no real change in either the plot or the characters. Ultimately, the best you can do is create characters the player can sympathize with.
But if you do go for a dynamic narrative driven by gameplay, show the Extra Credits guys. And me.
Just trying to sell myself well.LordSphinx said:I agree that characterization plays a large part in a successful game narrative, and that writing well and being published isn't a guarantee that the writer will be competent in writing for a game. But it definitely helps if the person can show its interest in writing by actually being published, as opposed to only getting a degree in literature for instance. I believe more in actions than in words, and I think that school in itself is only a proof of patience and being able to sweet talk yourself to successful marks. But my opinion on this might be due to an incredibly frustrating inadequacy of education in Quebec.
Anyway, thanks for the advice, what you said does ring true to my ear.
Depends on what you have to say I guess. They've responded to two of my 3 emails.kaioshade said:They actually responded to you? I have been trying to get their attention for a while. no dice.BlindMessiah94 said:Anyhoo, my advice is watch Extra Creditz, and maybe even email them. They have actually been quite responsive when I've emailed them the past few times, and seem to really genuinely care about people in this industry.LordSphinx said:snip
Also you hiring? I worked on a game's music last year and it was a lot of fun
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I would gladly send you a portfolio if you're interested. I actually live in Vancouver, so I'm at least in the same countryLordSphinx said:Thanks for the advices, I'm trying to be careful but being the enthusiastic CEO of the company makes it hard to not sound like an advertiser! And besides, I do intend to contact them, but I want to have a little more to show beforehand.
Finding good music composers is pretty hard, and I intend to hire a full time sound designer/composer before the end of the year. I'd have to hear what you do before offering anything of course, but I'll definitely listen to your portfolio if you send it to meAside from that, you'd have to be willing to move out to Quebec, and speaking french or intending to learn the language would definitely help (but isn't a must).
As I stated earlier, I don't have enough work for a writer full time, so I'd rather find someone on the team who also have good writing skills than hire someone from the exterior for that purpose (there are a lot of game designers who actually have a background in literature). Besides, there a re a lot of people aspiring to writing for games, so someone who has a limited background wouldn't have much of a competitive advantage to make me consider them over the others. I guess I'd have to meet the person personally and know if I feel like I can trust them with the task.InnerRebellion said:I'll be honest, I'm damn impressed.
I don't really have a question... well sorta, I guess.
See, I like to write short stories and scripts... and it's been one of my dreams to write for a game. But, problem is, I'm only 15. So, I guess my question is, if an unpublished writer approached you looking for a job, would you take a look at some of his work and possibly hire him/her?
For now, the game is designed around 9 different powers. These powers can be leveled more than once, and you can't max out everything. You could, for instance, have a little of everything in the sword, or max out only a few powers and forget about the rest. Thus the game is meant to be short, but with a good replay value.gigastar said:Im actually curious about the level of customisation thats supposed to be available in the titular sword in Swordcraft.
I caught a mention that specific attack types would get specific elements, but im more intrested in:
-How many elements you are thinking about implementing.
-If youre going to stick with the basic sword style. e.g. A blade, hilt and pommel with varying proportions and colors.
How I get around to obtain that money is the most difficult thing in the process of starting up the business, I can tell you that! But my business plan clearly shows that it's worth the investment, and by the end of the day, that's what they want to see. I also explained earlier how I build up my cash on hand by using each previous loan or grant to convince the next to pitch in. It's a very fragile build up where if someone gets out, everybody does, and that is a very stressful thing to manage. I'll probably spend more time running after the money than actually design the game on which the studio works. That's a compromise I am willing to make in order to bring my vision to life!gamer_parent said:wow... good for you!
just a question, do you have any plans on how you intend to raise your half a million? I'm actually trying to start my own gaming dev company as well. The venture capitalist groups I've spoken to generally will not start putting down the big money you've picked up enough steam by yourself. But one of the things that they said which stuck with me was that you need to be prepared to deal with your growing pains. Not that part where you go from 0 users to 100,000 users. That's peanuts. But rather, trying to break the 500K mark apparently is WIDELY expensive for a lot of start up tech firms. That is, you need sustainable growth.
Another question, do you do contractual works as just a dev studio? It seems like a lot of publishers now a days go the way of just contracting out dev jobs instead of develop their own team. But it seems you're playing both roles right now. Any chance that you would do contract dev work if it came to you?
We've just finished our prototype and are now starting development on the title. The other questions have already been answered in previous postsSecret world leader (shhh) said:What stage of development are you at in the game just now?
Will the game be in 2D or 3D?
Will you be releasing it on PC/steam?
Programmers are rare, they are sought after and anyone competent can find a job in game development if he looks around and pitch in at every opportunity. Just be confident in your abilities and start speaking to people. It's even easier if you got some experience in programming, no matter the field.REvolve said:I admire your boldness in this venture; not many people would do/have done what you're trying!
My question: If someone (i.e. myself) is interested in entering the game industry as a programmer or developer with an engineering degree, what would be the best way for them to do it? I find I satisfy all of the requirements for a job save industrial experience, and I don't know how to get that in the game industry if everyone is asking for it!
Best of luck to you and your new studio!
I don't want to force anything down the player's throat, but I will eventually make titles that have a strong narrative focus and thus I'll have to direct the player's attention to key moment. As for tutorials, I prefer an approach that completely separates the tutorial from the main game. Let those who want to instruct themselves about the game do so, without getting in the way of those who don't care. Besides, any tutorial feels artificial IMO, unless the notions are introduced in very, very, very small increments.omega 616 said:My question is, are you going to be listening to gamers in terms of annoyances?
Such as unskippable cutscenes, being forced listening to NPC's (mainly on the second or more play throughs), being forced into a training room (again on the second or more play throughs). You know, The kind of stuff all gamers don't like.
Well, from this thread I can definitely see a recurring interest in having this game on PC, and I do have dedicated PC gamers in my team. If I keep hearing it as often I'll certainly give more consideration to it. But I still have to strike a deal with Steam first, and that is a time consuming endeavor, so I won't start this process unless I'm sure that I can manage.Gunner_Guardian said:I also encourage you to release games on steam, a lot of hit indie titles have had the majority of their sales on that platform including Super Meat Boy and in general the platform is really friendly at exposing small but fun titles but whatever it's your company if your that afraid of pirates.
I'm a PC gamer and I'm interested in this sword game.
Sweet!LordSphinx said:I don't want to force anything down the player's throat, but I will eventually make titles that have a strong narrative focus and thus I'll have to direct the player's attention to key moment. As for tutorials, I prefer an approach that completely separates the tutorial from the main game. Let those who want to instruct themselves about the game do so, without getting in the way of those who don't care. Besides, any tutorial feels artificial IMO, unless the notions are introduced in very, very, very small increments.omega 616 said:My question is, are you going to be listening to gamers in terms of annoyances?
Such as unskippable cutscenes, being forced listening to NPC's (mainly on the second or more play throughs), being forced into a training room (again on the second or more play throughs). You know, The kind of stuff all gamers don't like.
So short answer: yes, we'll do our best to avoid annoyances, but we want to use the medium to say something meaningful rather than treat our products like toys, and that means that sometimes, we will need to direct the player's attention toward something else than gameplay.
Oh, its quite simple.LordSphinx said:So, is there anything you'd like to ask to the CEO of Nine Dots Studio?