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JPFortner

Member Since 22 Jan 2011
Offline Last Active Apr 13 2012 11:21 AM

Posts I've Made

In Topic: Two-Parter: Placeholders and Artists

13 April 2012 - 10:37 AM

Well, I generally asked #2 because we're evidently new to the business aspect of what we do. I was hoping to receive some tips and methods on the whens and hows of acquiring art or artists. I wanted a general overview of the big picture rather than simply, "Go to the classifieds." Likely as not, I won't use the classifieds unless I know more about some of the ins and outs. I would likely just make a colossal mockery of the whole thing, and I doubt that's what anyone wants.

I originally chose Game Design because the heart of my question was about the game design process as a whole rather than just where to hire and what to pay them. It's not a hard-and-fast question, again because I have too little knowledge to benefit from a hard-and-fast answer. I need broad insight.

I'll wait for any further answers someone might have for me.

In Topic: Two-Parter: Placeholders and Artists

13 April 2012 - 08:58 AM


I apologize if this is the wrong forum for this, but it seemed appropriate.


I disagreed, so I moved it to Visual Arts.


Thank you. :)

In Topic: Creating retractable wings in 3DS Max

27 January 2011 - 06:02 AM

you can do it with "bones" ("system" -> "bones" if I remember correctly), you can do it by simply transforming the "pivot" ("hierarchy" or something tab next to the modify tab in the right menu column) then rotate around that pivot by setting "parent" or "local" in the little drop down menu in the main toolbar. Sorry, I haven't used MAX for a while, so I can't be more specific.



That's perfectly alright. Your words give me a concept to explore. :D

In Topic: im out of high school and i want to make it big but...

26 January 2011 - 11:52 AM

I'm attending a school that offers a couple of useful courses for game development. The biggest thing I'm getting out of this is a paper degree that is required as a basis for most jobs - no matter how skilled you are, some companies will never even look at you if you don't have a college degree. I've also discovered a penchant for 3D modeling that I didn't know I had, so college is also a good place to discover hidden talents. It also teaches you how to be professional and function with members of a group - assuming the college is worth its salt. To be a professional, you must learn to put aside your differences and work towards a project. Sometimes, this means compromising for the better good, and sometimes it means standing firm on a concept until it bears fruit.

You will get out of college whatever you put into it. A lot of your peers there will be lazy, only interested in obtaining a passing grade and always complaining about class, teachers, lessons, labs, exams, the works. Therefore, you also have the opportunity (if you realize it) to *not* conform to the negative surroundings you may be plunged into. Professionalism and efficiency in the midst of laziness and discord is what you will need to succeed - and even exceed.

If you can afford it, go ahead and go to college. Learn to become a communal person and work with others. While there's nothing wrong with plunging directly into, say, a Video Game Design degree (start to finish), make sure you obtain at least one specific proficiency and an understanding of everything you're not specialized in. For example, I know I'm never going to be a coder, but I'll have enough of a grasp of programming to interact with the programming department, and I'll never be a natural artist and be able to draw amazing works like some others, but thanks to Rapid Visualization I will be able to quickly and efficiently express (or flesh out) what is in my head.

Remember: Like anything else, what you put into it is what you get out of it.


In Topic: Creating retractable wings in 3DS Max

25 January 2011 - 12:28 PM

I'm still learning - still "playing with it" for lack of a better term - but I'm learning to develop models for games. That is, I want them to be functional in a game.

I guess mechanical would be the best term for it? Am I looking for a broader spectrum of training? I've just began to delve into modeling this last month.

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