Re: Interesting.
Posted by DesPlesda on
Sat Jun 12th 2004 at 1:21am
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Occupation: Student
Location: Tasmania, Australia
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!
Re: Interesting.
Posted by 7dk2h4md720ih on
Sat Jun 12th 2004 at 1:27am
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Oct 9th 2001
Should have a website up too... but hey, at least he can spell. He's already aeons ahead of most people. :smile:
Re: Interesting.
Posted by 7dk2h4md720ih on
Sat Jun 12th 2004 at 1:55am
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I hope you did that on purpose... going to give you the benefit of the doubt. :biggrin:
Re: Interesting.
Posted by wil5on on
Sat Jun 12th 2004 at 3:32am
wil5on
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Location: Adelaide
Why is this person looking for people who map using 3ds max here? How many people here can use 3ds? 2 or 3?
Re: Interesting.
Posted by 7dk2h4md720ih on
Sat Jun 12th 2004 at 3:42am
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It didn't do any harm posting it, so what does it matter? There are a
small few who can model here, although I can't recall anything
noteworthy being created.
Re: Interesting.
Posted by JFry on
Sun Jun 13th 2004 at 6:36pm
JFry
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I find it surprising that they plan to release a full game (I'm assuming their first) in a little over half a year. Even with a source engine this would be quite a task.
Re: Interesting.
Posted by KungFuSquirrel on
Sun Jun 13th 2004 at 7:54pm
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Occupation: Game Design, LightBox Interactive
Location: Austin TX
You assume the source engine could do this? It'd take even longer because of the art content needed to make a game on that tech.
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. :-\
Re: Interesting.
Posted by 7dk2h4md720ih on
Sun Jun 13th 2004 at 8:20pm
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Was it you that worked for 4D rulers Andrew?
Re: Interesting.
Posted by KungFuSquirrel on
Sun Jun 13th 2004 at 10:27pm
Posted
2004-06-13 10:27pm
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Occupation: Game Design, LightBox Interactive
Location: Austin TX
It all depends on what you want to put into it. If you are only aiming small, a short dev cycle, whether in mapping or full game development, is not necessarily bad. However, holding onto something can be just as damaging as rushing it, if not moreso.
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. :wink:
Re: Interesting.
Posted by SumhObo on
Mon Jun 14th 2004 at 7:31am
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<DIV>Hmm, that's probably my main problem. Namphibian and I have trouble making really good maps - usually because we get bored with the old one before we jazz it up some, or because we suddenly realise that a large part of the architecture has to be changed and really cant be stuffed redoing everything. As such, we've taken to making a map individually until one of us is completely bored with it, then passing it onto the other to add detail and texture prettiness. It seems to work.</DIV>
Re: Interesting.
Posted by ReNo on
Mon Jun 14th 2004 at 9:55am
ReNo
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Occupation: Level Designer
Location: Scotland
I sort of know the guy who posted the news, he was a coder for
something I was working on (possibly ELVA, before we got wanderer? I
forget). He is a good enough coder and a nice guy, and last I heard was
making an FPS.
While I don't doubt he is a decent programmer, what he was making
before was a free game as opposed to a marketable one, and I doubt that
it COULD get published. This is especially true for the Xbox, as
getting the Xbox development kit is near impossible if you aren't
a fully fledged development house, let alone getting the final thing
published (particularly if its an FPS, considering the Xbox is the
console of choice for this genre and so has plenty of good ones as is).
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 :smile: