Posted by DesPlesda on Sat Jun 12th at 1:21am 2004
DesPlesda
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Posted by 7dk2h4md720ih on Sat Jun 12th at 1:27am 2004
Posted by Wild Card on Sat Jun 12th at 1:45am 2004
| ? posted by Alien_Sniper |
| Should have a website up too... but hey, at least he can spell. He's already aeons ahead of most people. |
Your thinking of me arent you![]()
Wild Card
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Posted by 7dk2h4md720ih on Sat Jun 12th at 1:55am 2004
Posted by Wild Card on Sat Jun 12th at 2:10am 2004
Wild Card
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Posted by fraggard on Sat Jun 12th at 2:27am 2004
| ? posted by DesPlesda |
| Well, I'm reading the front page, and I notice this little job offer. As much as I am intriguied by the idea of a game development company looking for mappers on a community site - how much has this happened before? - I'm deterred slightly by the fact that the contact email address is a Hotmail account. If you've got paid positions available, why are you using a free email service? Surely you've got some sort of infrastructure? I mean, a domain name from GoDaddy is $10US! |
The last time there was an argument about a seemingly n00bish mod, everyone started yelling and Cassius and Vash left... Maybe no one wants to go there again. /me couldn't care too much anyway
fraggard
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Posted by KungFuSquirrel on Sat Jun 12th at 2:49am 2004
| ? quote: |
| I'm deterred slightly by the fact that the contact email address is a Hotmail account. |
My project lead for the current title I'm working on (contract basis) uses a Hotmail account.
General advice, though, is never to sign up for any project that offers payment details down the road. If you get no figures and promises of payment after the game releases, you should probably re-think things. If it's a paid gig, you get paid either regularly or as you complete certain milestones for assets.
Too many people try and have tried to take advantage of loopholes like this in the past, so just be cautious of any 'paid' deal. It may be legit, but it's always the second you let your guard down that you get burned.
KungFuSquirrel
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Posted by wil5on on Sat Jun 12th at 3:32am 2004
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Posted by 7dk2h4md720ih on Sat Jun 12th at 3:42am 2004
Posted by $loth on Sat Jun 12th at 6:24am 2004
| ? posted by DesPlesda |
| I'm deterred slightly by the fact that the contact email address is a Hotmail account. |
Not all hotmail accounts are free
Depends on wether you want a bigger mail box than 1 meg, on lycos i think it is they are now offering 1 gig mailbox's
$loth
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Posted by JFry on Sun Jun 13th at 6:36pm 2004
Posted by KungFuSquirrel on Sun Jun 13th at 7:54pm 2004
Newer tech doesn't make games happen quicker. Newer tech means more and more people taking longer and longer to get games completed due to the complexity of the new things.
The company I used to work for got to make a 6 month budget game. They won it because they were able to create an engine that looked like it could do all the Doom3 features. Except it couldn't. And they wasted all the time on the shoddy tech, and the game turned out to be the worst game EVER and on top of that looked like ass, even with a supposed 'next gen' engine.
Short dev timeframes are -not- a good sign if there is a publisher involved. :- [addsig]
KungFuSquirrel
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Posted by 7dk2h4md720ih on Sun Jun 13th at 8:20pm 2004
Posted by Yak_Fighter on Sun Jun 13th at 9:49pm 2004
| ? posted by KungFuSquirrel |
| Short dev timeframes are -not- a good sign if there is a publisher involved. :- |
I totally agree, but short development times are never a good sign no matter what. Just look at mapping. There are people who can crank out tons of above average or average maps quickly, but they'll never be able to make a truly great map in that short amount of time. That's why many authors choose to spend a good amount of time on one map to make it as perfect as they can instead of making three or four average maps in that same timeframe. Looking at myself, when I was making prefabs at one point I managed to make like 4 prefabs a day, and they really suffered because of it. I decided to slow down and make more complex things and managed to make good prefabs. There's no point in artificially rushing yourself if you have no deadlines. Take the extra time to make great maps!
Yak_Fighter
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Posted by KungFuSquirrel on Sun Jun 13th at 10:27pm 2004
The reason I added the "if there is a publisher involved" is that it's very possible for a group of people to get together and make some great small projects in just a few months to a year. However, this same team with a publisher involved should expect that if the publisher is only willing to ride with them for 6 months, odds are they won't bother wasting their time with you for even 1 more afterwards.
The biggest problem with short dev time games (or maps) is that many of them aim to be much more than they have time to be (the previous example I gave, if you will). If you make a small independent game with 2 levels, 3 weapons, and very simple gameplay, 6 months may be enough. 18 can even be enough for a decent game with a fairly small amount of content artwork. The teams that -can- pull off this sort of short schedule are the ones who are working on much bigger and more long-term projects, because they can get those done, too.
There's nothing wrong with taking your time, but if you're capable of making -exactly- what you made in 2 years in 6 months, you need to re-examine your priorities.
KungFuSquirrel
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Posted by Yak_Fighter on Mon Jun 14th at 2:39am 2004
| ? posted by KungFuSquirrel |
| There's nothing wrong with taking your time, but if you're capable of making -exactly- what you made in 2 years in 6 months, you need to re-examine your priorities. |
Particularly good point. ![]()
Yak_Fighter
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Posted by SumhObo on Mon Jun 14th at 7:31am 2004
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Posted by ReNo on Mon Jun 14th at 9:55am 2004
If you really want to know more, search for "sprocket interactive" at Gamedev, and you can read his posts there. Or alternatively, email him I suppose
[addsig]
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