Laeth said:Most of that is so completely wrong, but I've honestly lost the will to post anymore. This thread has knackered me out. I'm sure someone else will step in .
That makes two of us brotha
Laeth said:Most of that is so completely wrong, but I've honestly lost the will to post anymore. This thread has knackered me out. I'm sure someone else will step in .
Majority of developers wouldn't touch that mail, due to legal mumbojumbo, at least if it was a 'complete game'. Code samples yes.Make a complete game, even a simple one, from scratch in your spare time. Submit the source code for said game with any resumes you send for a coding position. This will make it 100x more likely you will be hired for an entry level position.
Iaido Sword said:A guy who has no idea how to draw art will learn how to draw art and be "talented". If you disagree, tell me what is talent.
Crazymoogle said:I don't think you can counter that point with a single instance, though. He's right. If you know somebody working at a studio, you have an "in". You can get your resume referred and make sure HR knows about it. You can find out about jobs that likely aren't even posted.
Sure, people can get hired without knowing people already inside. That's how it happened for me. But I can tell you right now, you'll have a much better shot overall when you can talk directly with an employee - even if it's HR - compared to just submitting through an online form or catch-all address.
It is in their best interest to keep you in school and make you think that your money is being well spent.Am I going to listen to anonymous posters, which I'm not saying some of you aren't the real deal, I rather listen to my instructors that I personally know and can talk to in person with the credentials of many games under their wing.
XiaNaphryz said:*snip*
+1Alski said:That makes two of us brotha
A working code sample is always more valuable than a snippet that doesn't even compile and run. A complete project of ANY sort demonstrates much more initiative than some random C++ file.element said:Majority of developers wouldn't touch that mail, due to legal mumbojumbo, at least if it was a 'complete game'. Code samples yes.
Calen said:Make a complete game, even a simple one, from scratch in your spare time. Submit the source code for said game with any resumes you send for a coding position. This will make it 100x more likely you will be hired for an entry level position.
Oh I totally agree with your statement in terms of that is far more impressive and would increase your chances of being noticed. I'm just saying that some companies might be leery about having unsolicited code.Calen said:A working code sample is always more valuable than a snippet that doesn't even compile and run. A complete project of ANY sort demonstrates much more initiative than some random C++ file.
You don't tell artists to not submit complete drawings in their portfolio, right? I'm speaking from experience here, based on what WE want when we hire entry level people.
Depends on the coding position. If you worked on a NES game and applied for a network programmer, they might scratch their head a little. If you apply for a game system or generalist programmer that would be better.What if I design an RPG (think NES Final Fantasies) and applied with a company that does shooters and platformers? Will game type matter or is more the fact that I have done coding and seen the project through?
Would you be applying for a coding job or a design job?prodystopian said:Thank you.
What if I design an RPG (think NES Final Fantasies) and applied with a company that does shooters and platformers? Will game type matter or is more the fact that I have done coding and seen the project through?
element said:Oh I totally agree with your statement in terms of that is far more impressive and would increase your chances of being noticed. I'm just saying that some companies might be leery about having unsolicited code.
Depends on the coding position. If you worked on a NES game and applied for a network programmer, they might scratch their head a little. If you apply for a game system or generalist programmer that would be better.
The Friendly Monster said:Would you be applying for a coding job or a design job?
I'm pretty sure programmers make good money, i think having the time to spend it is the problemDate of Lies said:Yes absolutely everyone in CS wants to grind and get overworked for meager pay. Just cause we like games so much we're ready to sacrifice everything including our social life.
I know you like games, but think ahead a bit too.
You believe this, huh? Wow. Thankfully the VFS grads I've come across - meaning the ones that actually get hired - don't have that sort of attitude at all. I hope you take the time between now and graduation to check yourself. Good luck.If something is wrong, designers have to pick it up and find a fix, and if they didn't pick it up and the problem goes on retail, it's ultimately the designers fault for not picking it up. Programmers and artists have a set job to do. They do the work designers hand them. They could pick up mistakes, but literal programmers (whom are mainly those who have no experience in games) won't pick it up and let the mistakes slide through.
Thing is, if you're sending a resume and portfolio to a company in response to a job posting on their website, it's not unsolicited.element said:Oh I totally agree with your statement in terms of that is far more impressive and would increase your chances of being noticed. I'm just saying that some companies might be leery about having unsolicited code.
NC and FLSpeevy said:Are there any game industry jobs in Georgia or the surrounding states?
For me, it's more that you've done the coding and seen the project through. If you can match a simple game to the genre specific to the companies you're applying for, though, all the better.prodystopian said:Thank you.
What if I design an RPG (think NES Final Fantasies) and applied with a company that does shooters and platformers? Will game type matter or is more the fact that I have done coding and seen the project through?
Iaido Sword said:If something is wrong, designers have to pick it up and find a fix, and if they didn't pick it up and the problem goes on retail, it's ultimately the designers fault for not picking it up. Programmers and artists have a set job to do. They do the work designers hand them. They could pick up mistakes, but literal programmers (whom are mainly those who have no experience in games) won't pick it up and let the mistakes slide through.
If an artist screws up and puts in the wrong colour, the designer with proper training will be able to pick it up. If there's a bad sound effect at a certain stage, then the designer has to be able to hear the problem and fix it with the sound effect designers.
I think that is a great thing to do. Make it clear that you won't go sue the company or something.If he or she is that worried about it, it'd also work to send a sample with a note making it very clear that the sample is part of a complete, working project that is freely available for review.
High five!bishoptl said:You believe this, huh? Wow. Thankfully the VFS grads I've come across - meaning the ones that actually get hired - don't have that sort of attitude at all. I hope you take the time between now and graduation to check yourself. Good luck.
prodystopian said:If I do go this route, it will definitely be for generalist or gameplay (my current preference) coding.
This thread (despite its beginning and arguing) has provided me with some good insight about what I should do between now and the next time I apply. I really need to try some real coding to see if I actually would be interested in doing this. Thanks for the info, GAF.
Edit:
Coding. I am currently programming but in VHDL.
I didn't go into deep detail in a working team community, so spare me the insults if I didn't write a whole essay about what designers do.bishoptl said:You believe this, huh? Wow. Thankfully the VFS grads I've come across - meaning the ones that actually get hired - don't have that sort of attitude at all. I hope you take the time between now and graduation to check yourself. Good luck.
Most studios are looking for specific roles or positions. So if you apply for a design position and include music, that might confuse them.Totz said:About portfolios, would it be confusing if it was mixed? Say I send a portfolio with some written stuff and some music. Would that tip the hiring balance to my favour or would it be confusing as in "What does this guy want?"?
Pretty sure Bish's point is that this is not anywhere remotely close to how it actually works in the real world. If this is what they're telling you at school, then I really don't know what to say except that you're in for a shock once you land at a real company.Iaido Sword said:I didn't go into deep detail in a working team community, so spare me the insults if I didn't write a whole essay about what designers do.
I do find it strange you would call me out on this because it's based on what I'm learning at school, and I heard about a designer on your Turok team is a graduate from the exact same Art Institute program I am in.
Calen said:For me, it's more that you've done the coding and seen the project through. If you can match a simple game to the genre specific to the companies you're applying for, though, all the better.
By demonstrating any ability in this area at all, you'll elevate yourself over 90% of the other applicants before you even show up at the office. Trust me.
Wollan said:
element said:Most studios are looking for specific roles or positions. So if you apply for a design position and include music, that might confuse them.
Also I see lots of people talking about 'writing samples', when really those design jobs really are hard to come by. If you are interested in design, fire up CryEngine 2/Unreal Editor/Hammer and create a compelling combat encounter, because that is what you would be doing far more then writing dialogue or story.
Tell me that to the lead designer of some company I will not name, he taught me that.Calen said:Pretty sure Bish's point is that this is not anywhere remotely close to how it actually works in the real world. If this is what they're telling you at school, then I really don't know what to say except that you're in for a shock once you land at a real company.
Let's use CryEngine2/Crysis as an example. You can create a scenario where you fight with the AI. You can setup how the AI reacts to the player and what not. How you wire the encounter and how the AI react to the environment and the player is key.prodystopian said:Can you elaborate by what you mean by that? Creating enemies to fight against? or modding stuff that is already there? I haven't used any editors yet, so I'm not sure what this means.
Speevy said:Are there any game industry jobs in Georgia or the surrounding states?
Torquill said:Good luck to you. I find the industry general has it's head up its ass regarded internships as in, they never have them. That doesn't mean you shouldn't look, just be prepared for a difficult search.
twinturbo2 said:Okay, is there any good literature on Lua that I should look at?
Iaido Sword said:Tell me that to the lead designer of some company I will not name, he taught me that.
Artist draw the art, modelers make the models, programmers code, and they could put in their ideas for the game. Some ideas may be good, some might not make it.
The designer makes it all work together with the mechanics, and if something doesn't work, they go back to the source and find the fix for it.
element said:Let's use CryEngine2/Crysis as an example. You can create a scenario where you fight with the AI. You can setup how the AI reacts to the player and what not. How you wire the encounter and how the AI react to the environment and the player is key.
Which designer? You have level designers, you have level scripters, you have technical designers, you have content designer, you have design director, you have system designer, not to mention others.The designer makes it all work together with the mechanics, and if something doesn't work, they go back to the source and find the fix for it.
You can get Crysis for $30. The tools come with the game. Same with UT3 and HL2.prodystopian said:Is that free to develop on?
element said:Which designer? You have level designers, you have level scripters, you have technical designers, you have content designer, you have design director, you have system designer, not to mention others.
Your example is really cut and dry, and really not how it works in the industry.
You can get Crysis for $30. The tools come with the game. Same with UT3 and HL2.
Game designers.element said:Which designer? You have level designers, you have level scripters, you have technical designers, you have content designer, you have design director, you have system designer, not to mention others.
Your example is really cut and dry, and really not how it works in the industry.
You can get Crysis for $30. The tools come with the game. Same with UT3 and HL2.
There are some great tutorials out there for Hammer (HL2), CryEngine2, and UE3 on the web.prodystopian said:Awesome. I have all three. I'll be looking into that stuff. I guess I should check my program list sometime instead of just the executable on the desktop. Thanks!
Keep dreaming. Games are far to complex for a designer to do everything. Your idea of a 'designer' seems to be in the idea of someone like Jaffe or Kojima.The designer should be able to do all that you mentioned.
That is more of an ideal situation then the norm.If a designer was assigned to make a UI for the game, he or she would have his or her little team with an artist and a programmer to make it work. They're always leading a team of some sort because they are the drivers.
element said:Most studios are looking for specific roles or positions. So if you apply for a design position and include music, that might confuse them.
Well the other aspect of 'game stories' is what you write really hardly ever ends up the same by the time the game is complete.I know writing positions are even harder to come by than design positions, but what if I can prove I can write a (hopefully) good story and accompany it with some (hopefully) good music? Wouldn't that show I can do more than just one thing?
Totz said:I know writing positions are even harder to come by than design positions, but what if I can prove I can write a (hopefully) good story and accompany it with some (hopefully) good music? Wouldn't that show I can do more than just one thing?
I said designers have to know how to do all that you mention. I didn't say they are suppose to do everything. I don't know how you make up that stuff.element said:Keep dreaming. Games are far to complex for a designer to do everything. Your idea of a 'designer' seems to be in the idea of someone like Jaffe or Kojima.
That is more of an ideal situation then the norm.
Wow, so don't even goto elementary because you can learn basic English on your own.Alski said:The reason your teachers might tell you that hard work will get you the job and not talent is because schools only make money if they have students. If they were honest with all their students and told them the truth about needing talent or they dont have a chance, they would loose their enrollment rate and wouldn't make any money.
I personally know a lot of very hard working individuals that didnt get jobs out of university; because even though they have amazing work ethic and busted their asses (like Im sure you do), they couldnt help push the dev team forward.
Belief can alter observations; those with a particular belief will often see things as reinforcing their belief, even if they are untrue. I hate to be a party pooper but thats the cold hard truth and the truth can really hurt.
Iaido Sword said:Tell me, why would an EA lead modeler, who makes a shitload of money, get a teaching job at some school? Definitely not for more money because he already makes a ridiculous amounts. They love doing their job, they want to teach people how to do their job.
What a company would typically do is have a UI DESIGNER, who understands usability, flow, context, and ease of use. They wouldn't put some random level design and say 'hey go help make UI now.'Iaido Sword said:If a level designer can't switch to make a UI, he's screwed. There are no designers that do a specific job all the time. Designers have to be versatile.
Well for one, I highly doubt this 'lead modeler' makes ridiculous amounts of money, because if he did he wouldn't be doing anything. People don't take two jobs because they have too much money.Tell me, why would an EA lead modeler, who makes a shitload of money, get a teaching job at some school? Definitely not for more money because he already makes a ridiculous amounts. They love doing their job, they want to teach people how to do their job.
element said:There are some great tutorials out there for Hammer (HL2), CryEngine2, and UE3 on the web.
http://www.crymod.com has some amazing professional tutorials on basic level construction to some AI interaction for CryEngine2
http://www.3dbuzz.com has some AMAZING tutorials for Unreal 2004 and UE3. They go into some really hardcore details in their tutorials.
Best thing to do is start small and work your way up.
Keep dreaming. Games are far to complex for a designer to do everything. Your idea of a 'designer' seems to be in the idea of someone like Jaffe or Kojima.
That is more of an ideal situation then the norm.
Iaido Sword said:Tell me that to the lead designer of some company I will not name, he taught me that.
Artist draw the art, modelers make the models, programmers code, and they could put in their ideas for the game. Some ideas may be good, some might not make it.
The designer makes it all work together with the mechanics, and if something doesn't work, they go back to the source and find the fix for it.
If something is wrong, designers have to pick it up and find a fix, and if they didn't pick it up and the problem goes on retail, it's ultimately the designers fault for not picking it up. Programmers and artists have a set job to do. They do the work designers hand them. They could pick up mistakes, but literal programmers (whom are mainly those who have no experience in games) won't pick it up and let the mistakes slide through.