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Member Since 24 Jul 2012
Offline Last Active Sep 19 2012 06:55 PM

Posts I've Made

In Topic: Abstract Data Type in Java

13 September 2012 - 08:06 PM

I'm a little confused as to what I should have written still.

In Topic: Updated List of free 3D Models?

29 August 2012 - 01:09 PM

I understand what you are saying. None of these are arguments, because quite frankly there is nothing to argue about reality is reality. This is further what is confusing to me.

Secondly -- putting aside particularly simple games -- many projects require multiple artists (unless they're willing to wait a very long time to get the art made), and while they often try to recruit multiple programmers only one is really needed.

I guess I'm thinking more about a single "game demo" or for experience to understand how everything works to be employable in game development. Not a full game.

The way I see it is:

I want to make an RPG or FPS or some other sort of game. I want a level, or a demo. In order to do this I need say 1 model that's animated for a main character, and 1 model that's animated that I can clone for bad guys. I will need 1 gun modeled, or one sword modeled.

I do not necessarily understand how the art side works, but I would have thought that would be a fairly common set of things that people modeled for a portfolio to prove that they can "create an RPG FPS 'package'" or for animators "to create a character to function in an RPG or FPS world."

Thirdly, a programmer who wants to make a portfolio that is suitable for the games industry will either need to work with an artist or find some other alternative.

That is the exact problem I'm running into. I can't use characters that people have made and fully rigged and animated because most of them are characters like "mario" or "zelda" that are protected IPs or someone ripped from a disk. I however, also cannot afford to pay someone hundreds to thousands of dollars to create a small demo within Unity.

Do you have any suggestions?

Perhaps this question is better suited for the "Breaking into the Industry Section" but:

If I made a game with mix and matched objects that didn't fully mesh together since they were not designed to be, would that be looked down upon in a portfolio? Or would the person look past that and just look at how the objects are programmed?

In Topic: Updated List of free 3D Models?

28 August 2012 - 08:23 AM

I guess I'm missing the reason why 3D artists and animators are removed from the process so much. Why is it standard that I'm paying for models or animations but they aren't paying me to make all these things come together?

I'm not just trying to complain, I just genuinely don't understand how everyone doesn't benefit from collaboration.

In Topic: From XNA 2D to Unity to XNA 3D

28 August 2012 - 08:15 AM

I am currently finishing my second game in XNA and doing now after taken a good 20 hours of tutorials in Unity I'm ready to start learning more by actually making something.

That being said the industry standard is C++ and unless I can have someone tell me that AAA studios would hire me as a programmer with lots of Unity experience rather than moving to C++ at some point I feel I need to get there.

In other words, I need to learn 3D with some hand holding of Unity at first, and then moving toward the real stuff. I guess I'm using Unity as a set of training wheels to get there.

Like I said though, I only am basing this on what I've heard here.

In Topic: Question on colleges's computer science programs

27 August 2012 - 07:51 PM

Sounds to me like you know which the best school is... but this is my OPINION.

I would however remind yourself that money is an issue. I have friends that went to a private engineering school and paid 5x out of pocket what most students paid for going to my school. What did they pay for? Networking, prestige, etc. So unless you have a college fund, scholarship, or someone willing to pay your way you need to consider your financial future whether or not you think it matters right now.

So it seems like your decision is, do I want to go to a school with a degree based around game design, or do I want to go to a computer science school and focus on programming.

I'm a firm believer the school is only as good as the student and sites like these, and others are available for material your school may not cover. If you feel you need a structure of a school to push you into game design, and don't mind being a little financially unstable after graduating I would go to UM.

If you feel you can work hard and become a good programmer at another school that costs $15,000 a year less and push yourself into learning game design on your own then I think you can go somewhere else and become financially more secure.

Either way you will need to study material not covered in the classroom. Either the time your school spends on game design you will need to probably do some self study on programming practices and frameworks, whereas in the other more general schools you will need to spend your self study time on game design. I don't any software engineering job will hire you without good programming skills, but I do know software engineering jobs that will hire you without game design experience.