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Geek Culture / adive for someone looking to break into the game industry.

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wind27382
19
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Joined: 10th Feb 2006
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Posted: 15th Nov 2010 04:12
I have been on the foumns for a while and wanted to ask a question. I wanted to know if anyone here is actually in the game design field. and If they had any advice to others looking to break into the business.

wind
PAGAN_old
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Joined: 28th Jan 2006
Location: Capital of the Evil Empire
Posted: 15th Nov 2010 05:10
i think most people here are hobbyists considering that DB is not a serios language. at least its not taken seriosly in the industry.
but personally if i had to be a programmer, id rather be a game programmer than any other kind of programmer. well not a game programmer in particular but a programmer of something fun.

dont hate people who rip you off,cheat and get away with it, learn from them
Jeku
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 15th Nov 2010 09:10
What advice are you looking for? Actual game design? Programming? Art? Testing?


Senior Web Developer - Nokia
wind27382
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Posted: 15th Nov 2010 13:29
sorry from an artist stand point mainly modeling

wind
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 15th Nov 2010 13:49
Work on your resume, enter established competitions, provide media for the TGC store, and be awesome.

Quote: "i think most people here are hobbyists considering that DB is not a serios language. at least its not taken seriosly in the industry."


I'm sure that most people here hold no expectations that they'd use DBPro as a professional programmer, for one thing, 99% of programmers in the industry would get no say in what engine they use. DBPro is used by some developers to prototype ideas - it allows designers to illustrate what they hope to achieve without needing years of programming experience. To say it's not taken seriously in the industry, just because they don't use it as an engine is fairly presumptious. Is anyone under the illusion that soloist Unreal developers are taken seriously?

The most important thing when choosing an engine, is choosing one that is most likely to lead to a finished product.

People have, are, and will use DBPro to make commercial games, I know this because I'm working on my third commercial game in DBPro. There's AppUp now too, which is potentially a great income provider for indi developers like us. DBPro is a manageable platform for solo developers, unlike most other systems which really require more personnel to get anywhere.

Health, Ammo, and bacon and eggs!
PAGAN_old
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Location: Capital of the Evil Empire
Posted: 15th Nov 2010 16:27
sorry Van B. i actually like DB more than other languages i tried

dont hate people who rip you off,cheat and get away with it, learn from them
sprite
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Posted: 16th Nov 2010 01:54
If its modelling then VanB post is a good start.

Get others to look at your work. Simply put when it comes to our own work we all want defend it. Even if that designs legs are too bulky ect. The people who offer advice aren't there to insult you and don't take it as such. Deciding what you do to it in the end is you choice. Take it on board or leave it is your art.

Some good places to put your competition art are 3d world and 3d artist. They run a competition where art posted can be put in the mag itself. Your have to ask them about the rules.

For work the TGC store is a great places to go for. A game ready bin may not get you a mag cover but that £1 or two equals beer money or new toy money.

I'll add something later on.
Jeku
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 16th Nov 2010 04:09
Your best bet would be to ask an artist who is in the game industry. We can all offer our advice but they're mostly just guesses. If you're a programmer I could point you in the right direction, however.


Senior Web Developer - Nokia
MMM
16
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Joined: 21st Jan 2009
Location: NSW, Australia
Posted: 16th Nov 2010 05:54
It was just shy of a year out of college before anyone in the games industry bothered hiring me - and even then the work was contract based. So while I'm a game designer and not an artist, I'd still suggest being somehow 'prepared' for unemployment with casual work in something else entirely. For example, I invested in assets.

As an artist you have more work possibilities than a designer but a lesser chance of a good pay rate. Artists tend to do well with contract work once they have developed their own 'style' too. Believe it or not, you're better off in America and Canada for this than anywhere else. They also skip the whole 'personality' test issue, which is a good thing.

While unemployed, be sure to keep working on your own material ala VanB because working for 'no pay' says more about an artist than any measure of employment ever will. Just 'who' you will get a job with is always a matter of chance - so make as many 'chances' for yourself as possible. Be opinionated and let people know what you want - there's always respect to be had where one isn't affraid of making enemies.

Jeku
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Location: Vancouver, British Columbia, Canada
Posted: 16th Nov 2010 07:15
Quote: "because working for 'no pay' says more about an artist than any measure of employment ever will."


That's messed up and plain untrue. For the most part, a proven track record of employment is much more valuable than random freebies here and there.


Senior Web Developer - Nokia
Master Man Of Justice
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Posted: 16th Nov 2010 17:28 Edited at: 16th Nov 2010 17:35
Jeku is wise.

Now, wax on, wax off. Now young grasshopper.

MMM
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Posted: 16th Nov 2010 18:38
Quote: "For the most part, a proven track record of employment is much more valuable than random freebies here and there."



Previous employment is used only as a CV culling tool in games these days - it means nothing if your work is truly of professional quality. I've seen too many underdog intakes amongst the layoffs for this not to be true. Recruiters are brutally honest when no one else is watching though so this doesn't really make getting a first job any easier.


*que list of people who think their work is of professional quality who are unemployed*


You will not find employment as a game artist if you don't work when you're unemployed. The basic fact is that you will spend most of your initial time unemployed. At this base level, you need to keep up the pace and not fall behind the rest of the industry. In addition to the portfolio you'll accrue by doing so, it speaks novels about your attitude towards work in general. Anyone will work for a dollar but only 1/100 people will continue to produce professional quality material under their own steam.

Be one of those people, make professional quality game assets and you will find employment when a position becomes available.

Jeku
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Posted: 17th Nov 2010 20:37
I just don't think making free things for people makes you look any better than making a portfolio full of fake companies. You're not going to be winning any brownie points. I could be wrong though, I'm not an artist. As a programmer I would much rather build my skills with my own projects than work for others for free.


Senior Web Developer - Nokia
Master Man Of Justice
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Posted: 17th Nov 2010 23:34
I think MMM is just saying, keep adding to your portfolio while in work, and while out of work.

Slayer
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Location: CA
Posted: 18th Nov 2010 04:25
@Jeku im right now am doing lots of learning and would love to do more of helping people with free stuff, not only dose it help to build an understanding of what some people and some others want in models but also helps with communicating with any kind of persons in the gaming world.

Me when i'm not to busy I like to through in some help to not only sharpen my skills but to also to put my skills to a friendly test, I rather test and learn my skills with people other then with an employer, theres an old saying "Fight while you practice and practice while you fight" all that is done now is for the benefit of my future employer.

@wind27382 alls I can say is learn, because all this is an art and anyone may learn to paint but not everyone can paint a beautiful picture.

I dont know how to spell

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