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Active: 12388 users

Graduation project game artist, and a new start.

Blogs > SupplyBlockedTV
Post a Reply
SupplyBlockedTV
Profile Blog Joined September 2011
Belgium313 Posts
Last Edited: 2013-08-06 21:19:06
August 06 2013 19:47 GMT
#1
The presentation does not show much of the gameplay and all the scripting that actually went into making this prototype. Was made in the cryengine, enjoy. (should make a better video...but this grad project has so many horrible memories linked to it, of weeks without any sleep, trying to find bugs in my code until my eyes started to bleed, external software failing because the school didn't have decent servers, crydev going offline a week before my presentation..etc...to afraid to open the project again)



Need to note that this course was only a 1 year course (i graduated top of the class, only 2 out of the 12 students that made it to the last trimester passed the course). And considering the different kind of toolsets we learned its pretty damn nice. I know this is still a far cry from what students doing a full 3-4 year course deliver as grad project. But at least i got the basics now to continue learning from.

Also starting my own project now with a few other artists.

If intrested check it out:

www.goldenoakstudios.net


if intrested in teaming up with us check this for more information:

http://www.gamedev.net/classifieds/item/2253-golden-oak-studios-is-recruiting/

Also, i have one question:

What do you guys think are the design factors that make or break a competitve shooter?

Extra: As part of my grad project i interviewed a veteran artist/designer from the gaming industry (and also a CEO, but i still need to translate that from dutch to english)

Marko Jelen, game designer with cliffhanger studios (also worked as level designer on games like gothic and risen):

1. What skillsets are the most important in the game industry? (i.e Creativity,..)

Creativity and being able to focus is never wrong (which I think applies to all jobs).
Being a teamplayer sounds somewhat clichéd but is pretty important. And by being a teamplayer I mean the ability to deal with and value the ideas of others and work together to solve a problem. The sooner you learn that this i no one-man show, the better.
Most imporantly, don't be an asshole.

2. What would be the best way to get noticed or find a job in the game industry? (i.e by making a awesome portfolio, finding a internship,...)

If you have an internship the industry already noticed you. This is usualy the first and hardest step - once you're in, you're in!
Most people I know got their position via their portfolio. Especially as an artist this is of utmost importance. Show your best work and only just the best. You may be proud of all your stuff but it is better to show one great thing than several mediocre ones. Also, really put time and effort in your CV and cover letter.
Your best bet is to get involved, especially if you're a designer or programmer! Do stuff (by which i mean games) - start coding or to mod, use engines and editors, write design documents... just create and learn. Don't forget to share the games you create! Put them out there. Only this way you can receive valuable feedback, iterate, and gain experience.
You'll probably not going to get your dream job right away, but nobody I know did. Don't give up!


3. Which part of the production cycle of a game is the most critical to the success of the final product? (i.e Concept Development, Preproduction, Development, post-production, post-release)

You could say the sooner in the production cycle a stage is the more important it's impact, as failure there can, and will, impair following stages.
But actually they kind of all are critcal for a viable product (you want to be proud of your game, won't you?).
If you mess up in concept or prepro you gonna get a shitty game. If you mess up in development (which isn't that uncommon with tight schedules and publishers) you gonna get a unfinished, buggy game a.s.o.
Slacking off during any stage of production isn't going to happen.


4. What do you like the most about game development and the industry?

I'm into games because I find interactive media a great way to express yourself and share experiences with others. Creating games others can have fun with is a very rewarding notion and kind of a dream job!
What I particularly like about the industry is the team feeling. Working together on the best possible product or simply the instant bond when game devs or fans meet. Games bring people together (yeah, sounds pretty cheesy)!

5. Do you think it is important for someone working on games to play a lot of games?

Why playing games surely is optional for some jobs in the industry you just have to know a lot about games when applying for a design career. As designer you have to know whats currently happening, how game XY solves a problem, what mechanics are currently popular... Knowledge you only get by playing and analyzing games.
On the other hand I once had a colleague who did not play any games at all but was the lead programmer of a AAA title.

6. Would you describe your job more as a creative or technical job? (or both?)

Being a game designer is both a creative and technical challenge depending on the current phase of the project. Being initially more creative the focus shifts during development to a more technical phase since game mechanics, balancing, and such often involve a bigger deal of mathematics and statistics than some might expect (hell, even more than I expected!). However the creative part never disappears or becomes less important.

7. If you could choose, between a large and well known company or a small company, which do you prefer the most, and what are the pros and cons?

Having only worked in small companies (~20 people teams) I can't really give any advice on that. The general understanding is that in a small company you'll have to fullfill a bigger diversity of tasks and will sooner carry responsibility, whereas you can really focus on one particular task in a big company (modelling just characters, designing only combat,...). Also team size often determines project scope.
I'd probably choose the large company out of curiosity and to see how it works out for me.

8. If you could give advice to a newbie who just graduated, what would this be?

Working in the game industry isn't a walk in the park as you might think. It's competitive, exhausting, and (sadly) often about making money. Oh there will be overtime, lots and lots of overtime. But you will find that it's pretty rewarding and awesome doing what you love! Just don't give up.

****
PEW PEW PEW
SupplyBlockedTV
Profile Blog Joined September 2011
Belgium313 Posts
August 06 2013 21:17 GMT
#2
Added a interview in the OP with a game industry veteran. Enjoy
PEW PEW PEW
ETisME
Profile Blog Joined April 2011
12348 Posts
August 07 2013 06:51 GMT
#3
that project looks quite nice :D
I think for a competitive shooting, it must have a smaller amount of players, CS , Quake and CoD all have not a big amount of players
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
SupplyBlockedTV
Profile Blog Joined September 2011
Belgium313 Posts
August 07 2013 12:14 GMT
#4
On August 07 2013 15:51 ETisME wrote:
that project looks quite nice :D
I think for a competitive shooting, it must have a smaller amount of players, CS , Quake and CoD all have not a big amount of players


Yes that is very true.

I think one of the reasons are, that in a team orientated shooter like CS, a 5-man team is perfect, it allows for strategy (positioning etc), but at the same time each player carries enough weight to win or lose a round. You don't have that in a 32 player battlefield game, it wont matter much if you get a few kills more or less. (i am sure a die-hard battlefield fan will claim otherwise :D)

Also with fewer players you can adapt yourself to the play style of your enemy. If they keep rushing or camping the same route/spot, then you can react to it. If they keep buying the AWP, then you can buy smoke to counter it (for example).

Once again, you just dont have that in large scaled battles.

Graphic-wise and immersion-wise large scale battles are far more interesting, but in a competitive setting i feel it just doesn't give the many interesting options and high skill ceiling a game on a smaller scale does.

PEW PEW PEW
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