I'm the programmer, so no, he did not quit. = DDid your programmer quit? D: Or do you just need more support?
Hopefully someone will join up quickly.
So, it *just so happens* that my company, Iridium Studios, has a job opening. As of, like, today. If you're interested, forward a cover letter and resume to iridium@playiridium.com. We're looking to hire as soon as we can. I know there's lots of talent in this thread, so I wanted to post this here. = D
LEAD GAMEPLAY PROGRAMMER
Location: Burbank, CA
Description: Take over lead gameplay development on There Came an Echo, a voice-controlled real-time strategy game. We use the Unity engine. The candidate will organize and manage the primary codebase, navigation mesh traversal, AI design, battle mechanics, and overall structure of the game. He or she will work closely with the designer, artists, and sound team to create an intense, narrative experience.
What It's Like Working Here: We're an indie studio, so we don't have crazy perks, but we're a highly passionate team working on something genuinely new and exciting. We all share the same room, so "meetings" aren't really a thing here. We work cleanly and efficiently as a small team. All employees are encouraged to assist with design in all aspects (especially on Level Design Mondays!). We're also all NeoGAF members, and browse the site occasionally throughout the day. Just occasionally, mind you.
We're a chill group, and we get along extremely well with each other.
What We're Working On: There Came an Echo is highly narrative driven. The cast is AAA caliber, led by nerd icon Wil Wheaton playing the lead role of Corrin. You can check out our old Kickstarter pitch here, our vertical slice video here, and some recent cutscene stuff here. All very early, of course.
Compensation: We're indie, but we're not asking you to work for cookies and paper clips. We're offering reasonably competitive industry rates, especially if you've got some experience. THAT SAID, this is not a guaranteed position past August 2014 or so. We'd love to keep you on after the completion of the project, but it depends on how the game does financially.
Hardline Requirements
- Be really, really good at Unity
- Be a pretty cool person
These Are Really Really Good Things to Have
- 2+ years experience in the gaming industry, having shipped a final product
- Significant shader design experience
- Significant AI design experience
- Significant experience with 3-D animation and 3-D games in general
These Would Be Nice
- Bachelors Degree or Higher
- Experience with Mac and Linux development
- Experience with designing for VR (Oculus Rift)
- Experience with the Kinect/System.Speech libraries, or other form of voice recognition software
Just a reminder to those who would be interested: Ludum Dare 28 is this weekend! Great chance to come up with some new ideas or take a quick break from your existing projects.
I am a Unity programmer, but I am probably no better than you. I could point you to someone in the Wii U dev program who likely is, however (although he has his own company, so might not be available).I'm the programmer, so no, he did not quit. = D
Just looking for someone better than me, and to help speed development up!
Just a reminder to those who would be interested: Ludum Dare 28 is this weekend! Great chance to come up with some new ideas or take a quick break from your existing projects.
Just a reminder to those who would be interested: Ludum Dare 28 is this weekend! Great chance to come up with some new ideas or take a quick break from your existing projects.
What We're Working On: There Came an Echo is highly narrative driven. The cast is AAA caliber, led by nerd icon Wil Wheaton playing the lead role of Corrin. You can check out our old Kickstarter pitch here, our vertical slice video here, and some recent cutscene stuff here. All very early, of course.
/QUOTE]
That's a very cool idea! Will be keeping track of this one
Will PM for Dudecandy position ASAPI meet none of your requirements and I can barely program at all. But I'm really, really sexy. I can be the dudecandy around the offi-- err, room. LET ME KNOW!
Seriously, though, good luck, is this going to strain the budget or what? What brought you to this decision after all this time?
Well, feel free to ask. = DI am a Unity programmer, but I am probably no better than you. I could point you to someone in the Wii U dev program who likely is, however (although he has his own company, so might not be available).
Will PM for Dudecandy position ASAP
Uh, let's just say I won a lotto scratch-off, or something.
Well, feel free to ask. = D
what are the themes(the final 5)?
Darn, I'm going to miss it again! One of these days my schedule with line up with the event, sounds like it could be fun.
I'm the programmer, so no, he did not quit. = D
Just looking for someone better than me, and to help speed development up!
I said fuck it and Cutie Face was never made.
Does anyone have a problem finding this thread in their history, because they type 'independent' instead of 'indie'? :| Constantly!
Ludum Dare theme is "you only get one".
What ways could this be manifest in a game design that'd be interesting to me, as a core, classic type designer without much interest in experimental gameplay?
Hmm.
Hooray!Transitioning into full time project lead / designer then Feep? Seems to be your forte.
I think you have it round the other way. You are supposed to interest the others!
Who/where/how do you guys get music? Always wanted to do video game music but idk even where to start.
I don't usually make something if it doesn't interest me... It's very very hard. I'm not wired that way.
I wrote my own. It's really not that hard. Look into trackers or even garageband. Performing music is difficult, but setting notes to be played back is way less difficult! You just iterate until it sounds cool. There are a billion tools now too.
I found it to be the most fun of the whole process. Probably because it was so outside of what I normally do, (industry programmer by day).
i don't know...I feel like it takes a certain level of aptitude to layer instruments together, real or virtual, in a way that sounds pleasing to the ears. Maybe youve got a knack for it...Id hate for it to be something anyone can do well with the right tools.
Don't post much in this thread, but oh well - it's #ScreenshotSaturday, but instead I'll just leave this W.I.P. Vine video in here
https://vine.co/v/h2vnKztLhid
OK, the theme is "you only get one".
Not particularly keen on it, myself, but I'll see what I can come up with... 72 hours left! (Or 48 hours for you hardcore solo compo people.)
Someone make a QWOP game with one leg.
oh snaaaaap looks good!
So, it *just so happens* that my company, Iridium Studios, has a job opening. As of, like, today. If you're interested, forward a cover letter and resume to iridium@playiridium.com. We're looking to hire as soon as we can. I know there's lots of talent in this thread, so I wanted to post this here. = D
LEAD GAMEPLAY PROGRAMMER
Location: Burbank, CA
Description: Take over lead gameplay development on There Came an Echo, a voice-controlled real-time strategy game. We use the Unity engine. The candidate will organize and manage the primary codebase, navigation mesh traversal, AI design, battle mechanics, and overall structure of the game. He or she will work closely with the designer, artists, and sound team to create an intense, narrative experience.
What It's Like Working Here: We're an indie studio, so we don't have crazy perks, but we're a highly passionate team working on something genuinely new and exciting. We all share the same room, so "meetings" aren't really a thing here. We work cleanly and efficiently as a small team. All employees are encouraged to assist with design in all aspects (especially on Level Design Mondays!). We're also all NeoGAF members, and browse the site occasionally throughout the day. Just occasionally, mind you.
We're a chill group, and we get along extremely well with each other.
What We're Working On: There Came an Echo is highly narrative driven. The cast is AAA caliber, led by nerd icon Wil Wheaton playing the lead role of Corrin. You can check out our old Kickstarter pitch here, our vertical slice video here, and some recent cutscene stuff here. All very early, of course.
Compensation: We're indie, but we're not asking you to work for cookies and paper clips. We're offering reasonably competitive industry rates, especially if you've got some experience. THAT SAID, this is not a guaranteed position past September 2014 or so. We'd love to keep you on after the completion of the project, but it depends on how the game does financially.
Hardline Requirements
- Be really, really good at Unity
- Be a pretty cool person
These Are Really Really Good Things to Have
- 2+ years experience in the gaming industry, having shipped a final product
- Significant shader design experience
- Significant AI design experience
- Significant experience with 3-D animation and 3-D games in general
These Would Be Nice
- Bachelors Degree or Higher
- Experience with Mac and Linux development
- Experience with designing for VR (Oculus Rift)
- Experience with the Kinect/System.Speech libraries, or other form of voice recognition software
Like razu said.Who/where/how do you guys get music? Always wanted to do video game music but idk even where to start.
I'm curious, what are people using for task/project management, for small or single person teams?
I know Eclipse has great mylyn support built-in, but I'm using visual studio. VS's built in task panel is so rudimentary, I guess to push people toward team foundation server. I'm already using GIT for source control, so I don't need or want that feature of TFS. Also, while TFS's project management is really powerful, it's complexity is a problem, since the free version (TFS express) doesn't expose the actual tasks in a very user friendly manner (the board and My Work are paywalled). I can't really justify buying a full TFS license to use 10% of it's features.
For the last few months I've just been abusing //TODO: in my source files for small tasks, with a text file to list broader features I want to track. It's really not cutting it as a long term solution though.
Ideally I'd like something that allows you to create features or work items, which can then have sub-tasks added to them. I'd like to be able to assign priorities to both features and their sub-tasks. I'd also like to be able to assign features to categories, rather than a simple done/not-done status (i.e. planned, in-progress, done, bug etc).
I've given up on finding something with all that integrated into the IDE via an extension, and right now I'm looking at web-based services like Asana or Trello. Does anyone have any experience with those, or suggestions that might be more suitable?
I'm curious, what are people using for task/project management, for small or single person teams?
I'm curious, what are people using for task/project management, for small or single person teams?
Here's my 48 hour Ludum dare entry for the solo compo.
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29382
We're working on a pacifist gameplay mode whre you have to avoid floating mines, just need to add a start and end section
We're working on a pacifist gameplay mode whre you have to avoid floating mines, just need to add a start and end section
I love all the particle effects. And everything is so fluid - gives off a "flOw" vibe. Looks great!
Thanks everyone for their advice and Trello recommendations, it looks like I can set it up to do almost exactly what I needed. Much appreciated!