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Lateralis

Member Since 08 Oct 2012
Offline Last Active Nov 11 2012 06:31 AM

Posts I've Made

In Topic: What is important in a game engine?

10 November 2012 - 09:25 AM

I've worked on quite a few commercial games that worked that way. There's a lot of proprietary engines used by big companies besides Unreal/etc -- most companies have their own engine that you've never heard of, and will probably never see the toolchain for.
The last console game I worked on, Maya was used as the "level editor". In-game, you could write test/debugging tools in Lua so that you've got extra controls in-game -- e.g. mid-game I could pause the action and enable an IK GUI overlay that shows a whole bunch of rotation axis on the screen, or enable a menu for overriding AI actions, etc... We didn't have an "editor" for our engine at all, just a decent debugging layer built into the game, and a toolchain connected to our regular (non-engine-specific) art/programming tools.

Every engine worth it's salt support real-time reloading of game data and script-code these days anyway, so if you want to iterate on a texture, or some game logic, you just edit it in your art/programming tools, and the game updates on the fly while you're playing.

I didn't know that at all. Thanks!

In Topic: Do you need a company for you're first game launch?

09 November 2012 - 07:58 AM

I asked a guy who used to go to my university and started up his own business (which is now pretty successful) a similar question, and he said that there is no point in worrying about the business side of releasing your first game until it is completed, because if you spend time learning about the intricacies of the business side of releasing your game while developing it, you're going to waste a lot of time. He said his team spent 10 months researching and taking care of business issues before their product was done, and said the time would've been much better spent perfecting it, releasing it, making money, and THEN using the money to hire lawyers and advisors whose daily job it is to take care of those things.

I've no experience in actually releasing a game (though I will soon, which is why I asked him), and this is second-hand information, just to point that out.

In Topic: Master or "Diplom" ?

09 November 2012 - 06:40 AM

I think the Bachlor is getting the common degree, because it´s not easy to even get into the Master. a Diplom would be better, because i know that I will have my 5years.

I'm studying in the Bachelor/Master system because Hesse (where I live) got rid of Diplom years ago, but don't you still have to do your Vordiplom before finishing your Diplom? I thought you had to reapply for your Diplom like you do for your Masters.

That being said, like someone said before, it really doesn't matter. If you're worried about transferring later on, then the Master's program might open up more options, it might not. That really differs from university to university because in some places the transition from one system to the other has gone well, and in others... not quite so well, so it's impossible to say what's universally better. You'd probably be best off talking to the Fachbereich of the university and getting their opinions, they'll be able to give you information a lot better than we can.

EDIT: @DonaMartz, I don't know much about companies outside of the games industry, but they could never say that a job can ONLY be filled by someone with a degree from the Masters system, because that would exclude everybody who studied before that. Within the games industry, from what I've seen, they usually say "Bachelor/Masters in computer science or equivalent training", so if you say "I studied computer science for five years in Germany, here is my German diploma", everybody should understand. Germany isn't some exotic country that has no reputation within computer science (or the technology in general).

In Topic: Industry's look on tattoos etc.

09 November 2012 - 06:30 AM

Every art team I've seen has had at least one guy with tattoos visible in a t-shirt, in my experience in the webdesign, animation and games industry. Sure, there might be some stuffy people who think tattoos make an applicant worth less, but in my opinion they aren't very good human resource people then. Human resources should be on the lookout for people who will benefit the company, why should they deny someone who has a great portfolio or experience, just because he has a tattoo, earrings, weighs a trillion pounds or has long hair?

In Topic: What is important in a game engine?

09 November 2012 - 06:09 AM

I don't understand either. If a game engine - especially a 3D one - is supposed to be used for a project with multiple people, how is having a visual editor of a sort NOT necessary? Sure, you can have everything built in 3DSM or Maya and just import the scene, but it'd be impossible to directly test game logic and the graphics within the game engine.

EDIT: obviously most of these things would be expected of a "real" commercial game engine, but I suppose you're asking more in terms of, which of these things should you focus on for your thesis, right?

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