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J. Faraday

Member Since 24 Sep 2013
Offline Last Active Yesterday, 10:23 PM

Topics I've Started

What would you be willing to trade to get your ideal job in the gaming industry?

Yesterday, 02:41 PM

What would you be willing to trade in order to get your ideal job in whatever field you wanted in the gaming industry? Would you pay? If so, how much? Work for free? Move across the world? Leave your friends behind? Quit gaming so much?


I am curious to see how bad people want to be in the industry, because I know that I would have done almost anything to make games because that is what I've wanted to do since I was a child. It will put things into perspective of what you are willing to do and how far you are willing to go to get into the field you want. 


Be creative, it could be anything and a combination of things.


The following are examples:


  • I'd give up playing video games to be able to make them.
  • I'd pay XXXX dollars to be able to get and keep a job in the game industry.
  • I'd give up partying.
  • I'd give my life savings to get a job in the game industry
  • I'd spend as much time as it took to do whatever it took to get the job.
  • I'd move across the world.
  • I'd give up my friends
  • I wouldn't give up anything I'm doing to get a job in the industry.
  • I'd give up meat.
  • I'd go to college


For me, I would probably: Move across the country, pay half of my life savings (as long as I was guaranteed to eventually make it back), or pay like $75 a month forever or something, I'd ditch MOST of my friends (they probably need to be ditched anyway), I'd learn a new language, I'd start from the bottom and work my way to where I needed to be, I'd work 12+ hour work weeks, and probably amputate one of my little toes, in order to get the job I've always wanted in the game industry.

Compile Error C2065: 'identifier' : undeclared identifier, C++ Scope Problem (I...

07 January 2015 - 02:20 AM

Hey everyone. The following problem is from my Map Editor in C++ with SFML. I was using Visual Studio 2010 and SFML 2.1 for my Map Editor but was forced to switch to Visual Studio 2013 with C++ 11 (probably for the best) in order to use SFGUI. Previously, the application would compile fine with Visual Studio 2010 before encapsulating most of the contents of resources.cpp into namespace resourcemanager, but when switching over, I am unable to compile and I believe the errors are Scope related (although I am not really sure). I've searched the error on multiple websites but it is time to post my problem in hope of an answer.


I know that unique_ptr and map are both supported by 11 so that's not a problem.


I tried solving the problem based off of: http://msdn.microsoft.com/en-us/library/ewcf0002.aspx (Compile Error C2065): 


Anyway, here's the compiler error I've received. I don't understand why it says the unique_ptr is an undeclared identifier. I want to start here before going on to why std::map doesn't work either, just in case fixing one will automatically fix the other. But I need everything fixed. If anyone can explain how I can fix this error as well as why, I'd greatly appreciate it.



1>------ Build started: Project: SFML_Project, Configuration: Debug x64 ------

1>  main.cpp
1>c:\users\joe\documents\visual studio 2010\projects\sfml_project\sfml_project\resources.cpp(69): error C2065: 'unique_ptr' : undeclared identifier
1>          c:\users\joe\documents\visual studio 2010\projects\sfml_project\sfml_project\resources.cpp(71) : see reference to class template instantiation 'resourceholder::ResourceHolder<Resource,Identifier>' being compiled
1>c:\users\joe\documents\visual studio 2010\projects\sfml_project\sfml_project\resources.cpp(69): error C2974: 'std::map' : invalid template argument for '_Ty', type expected
1>          C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\map(69) : see declaration of 'std::map'
1>          C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\map(69) : see declaration of 'std::map'
1>          C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\map(69) : see declaration of 'std::map'
1>c:\users\joe\documents\visual studio 2010\projects\sfml_project\sfml_project\resources.cpp(69): error C2059: syntax error : '>'
1>c:\users\joe\documents\visual studio 2010\projects\sfml_project\sfml_project\resources.cpp(69): error C2238: unexpected token(s) preceding ';'
1>c:\users\joe\documents\visual studio 2010\projects\sfml_project\sfml_project\resources.cpp(69): error C2039: 'unique_ptr' : is not a member of 'std'
1>          main.cpp(50) : see reference to class template instantiation 'resourceholder::ResourceHolder<sf::Texture,Textures::ID>' being compiled
1>c:\users\joe\documents\visual studio 2010\projects\sfml_project\sfml_project\resources.cpp(69): error C2275: 'Resource' : illegal use of this type as an expression
1>          main.cpp(50) : see declaration of 'Resource'
1>          C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\map(69) : see declaration of 'std::map'
1>          C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\map(69) : see declaration of 'std::map'
1>          C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\map(69) : see declaration of 'std::map'
1>main.cpp(260): warning C4244: 'argument' : conversion from 'double' to 'float', possible loss of data
1>main.cpp(264): warning C4244: 'argument' : conversion from 'double' to 'float', possible loss of data
1>          main.cpp(301) : see declaration of 'Resource'
1>          C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\map(69) : see declaration of 'std::map'
1>          C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\map(69) : see declaration of 'std::map'
1>          C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\map(69) : see declaration of 'std::map'
1>main.cpp(338): warning C4244: '=' : conversion from 'float' to 'int', possible loss of data
1>main.cpp(339): warning C4244: 'argument' : conversion from 'int' to 'float', possible loss of data
1>main.cpp(341): warning C4244: '+=' : conversion from 'float' to 'int', possible loss of data
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

 And here's the code:



#include <stdlib.h>
#include <iostream>
#include <cstdlib>
#include <map>
#include <vector>
#include <string>
#include <SFML/Graphics.hpp>
#include "resources.cpp"
#include "Game.h"
//#include "tinyxml2.h"
namespace std {
#include <cstdlib>
using namespace resourceholder;
: mWindow(sf::VideoMode(800, 600), "Map Editor")
, mPlayer()
, mSprite()
, mIsMovingUp(false)
, mIsMovingDown(false)
, mIsMovingRight(false)
, mIsMovingLeft(false)
, mIsMouseLeftDown(false)
, mIsMouseRightDown(false)
, moveScreenRight(false)
, moveScreenLeft(false)
, moveScreenUp(false)
, moveScreenDown(false)
, mTexture()
, mTexture2()
, TimePerFrame(sf::seconds(1.f / 60.f))
, PlayerSpeed(100.0f)
, windowX(0)
, windowY(0)
, tile()
, tileTex()
, numTiles(0)
, numSprites(0)
, objects()
, numObjects(0)
, addToMap(false)
, zoomIn(false)
, zoomOut(false)
, save(false)
//create a texture resource manager
resourceholder::ResourceHolder<sf::Texture, Textures::ID> texHolder;
//load a texture under the name Character and set its position
texHolder.load(Textures::Character, "Media/tiles/tent.png");
mTexture = texHolder.get(Textures::Character);
mPlayer.setPosition(100.f, 100.f);
//load the map tile menu
//load the logo for the top left
texHolder.load(Textures::Logo, "Media/logo.png");
mSprite.setPosition(20.0f, 20.0f);
mTexture2 = texHolder.get(Textures::Logo);
//mSprite.setTexture(texHolder.get(Textures::Logo)); (Doesn't work this way)
//the sprite list holds the map objects
int q;
spriteList[0] = &mPlayer;
spriteList[1] = &mSprite;
numSprites = 2;
/*this should be used to load all local resources
 this may have to change considering it's static and we're
 going to have to load and unload resources constantly
 but then again, this is only a map editor
 also, should use parse_file.cpp to load the filenames into the texHolder
void Game::run()
//make sure the frames are rendered equally
sf::Clock clock;
sf::Time timeSinceLastUpdate = sf::Time::Zero;
while (mWindow.isOpen())
timeSinceLastUpdate += clock.restart();
while (timeSinceLastUpdate > TimePerFrame)
timeSinceLastUpdate -= TimePerFrame;
void Game::handlePlayerInput(sf::Keyboard::Key key, bool isPressed)
if (key == sf::Keyboard::W)
mIsMovingUp = isPressed;
else if (key == sf::Keyboard::S)
mIsMovingDown = isPressed;
else if (key == sf::Keyboard::A)
mIsMovingLeft = isPressed;
else if (key == sf::Keyboard::D)
mIsMovingRight = isPressed;
else if (key == sf::Keyboard::Right)
moveScreenRight = isPressed;
else if(key == sf::Keyboard::Left)
moveScreenLeft = isPressed;
else if(key == sf::Keyboard::Up)
moveScreenUp = isPressed;
else if(key == sf::Keyboard::Down)
moveScreenDown = isPressed;
else if(key == sf::Keyboard::Return)
addToMap = isPressed;
else if(key == sf::Keyboard::Z)
zoomIn = isPressed;
else if(key == sf::Keyboard::X)
zoomOut = isPressed;
else if(key == sf::Keyboard::C)
if (save == false)
save = true;
void Game::handlePlayerMouse(sf::Mouse::Button button, bool isPressed)
if (button == sf::Mouse::Left)
mIsMouseLeftDown = isPressed;
else if (button == sf::Mouse::Right)
mIsMouseRightDown = isPressed;
void Game::processEvents()
sf::Event event;
while (mWindow.pollEvent(event))
case sf::Event::KeyPressed:
handlePlayerInput(event.key.code, true);
case sf::Event::KeyReleased:
handlePlayerInput(event.key.code, false);
case sf::Event::MouseButtonPressed:
handlePlayerMouse(event.mouseButton.button, true);
case sf::Event::MouseButtonReleased:
handlePlayerMouse(event.mouseButton.button, false);
case sf::Event::Closed:
if (event.type == sf::Event::Closed)
void Game::update(sf::Time deltaTime)
sf::Vector2f movement(0.f, 0.f);
sf::Vector2f screenMove(0.f, 0.f);
if (mIsMovingUp)
movement.y -= PlayerSpeed;
if (mIsMovingDown)
movement.y += PlayerSpeed;
if (mIsMovingLeft)
movement.x -= PlayerSpeed;
if (mIsMovingRight)
movement.x += PlayerSpeed;
if (moveScreenUp){
screenMove.y -= 200;
if (moveScreenDown){
screenMove.y += 200;
if (moveScreenLeft){
screenMove.x -= 200;
if (moveScreenRight){
screenMove.x += 200;
//added mouse follow
if (mIsMouseLeftDown)
sf::Vector2f texXY;
texXY.x = mPlayer.getGlobalBounds().width;
texXY.y = mPlayer.getGlobalBounds().height;
sf::Vector2f mouseXY(sf::Mouse::getPosition());
//set mPlayer's sprite as the tile clicked on
for (int counter = 0; counter < numTiles; counter++)
if (((mouseXY.x - mWindow.getPosition().x) > tile[counter].getGlobalBounds().left)
&& ((mouseXY.x -mWindow.getPosition().x) < tile[counter].getGlobalBounds().left + tile[counter].getGlobalBounds().width)
&& ((mouseXY.y - mWindow.getPosition().y) > tile[counter].getGlobalBounds().top)
&& ((mouseXY.y - mWindow.getPosition().y) < tile[counter].getGlobalBounds().top + tile[counter].getGlobalBounds().height))
mPlayer.setTexture(*tile[counter].getTexture(), true);
//12/17/14  -- edit 1
currentTileName = tileNames[counter];
//end edit 1
mPlayer.setPosition(mouseXY.x -mWindow.getPosition().x - texXY.x/2, mouseXY.y -mWindow.getPosition().y - texXY.y/2);
//add the object in its current position to the map
if (addToMap)
if (numObjects > 0 && objects[numObjects-1].getPosition() == mPlayer.getPosition())
objects[numObjects].setTexture(*mPlayer.getTexture(), true);
objects[numObjects].setPosition(mPlayer.getPosition().x, mPlayer.getPosition().y);
objects[numObjects].setScale(mPlayer.getScale().x, mPlayer.getScale().y);
//set the tileName to the record
mapTileName[numObjects] = currentTileName;
std::cout << "added " << currentTileName << '\n';
save = false;
//add the sprite to the current position
if (zoomIn)
mPlayer.setScale(mPlayer.getScale().x * 1.05, mPlayer.getScale().y * 1.05);
if (zoomOut)
mPlayer.setScale(mPlayer.getScale().x * .95, mPlayer.getScale().y * .95);
//move the player with ASDF
mPlayer.move(movement * deltaTime.asSeconds());
//move the object tiles
for (int i = 0; i < numTiles; i++)
tile[i].move(screenMove * deltaTime.asSeconds());
void Game::render()
for (int i = 0; i <= numObjects; i++){
for (int i = 0; i < numSprites; i++){
for (int i = 0; i <= numTiles; i++){
void Game::spriteMenu()
int top;
int left = 0;
resourceholder::ResourceHolder<sf::Texture, std::string> sprites;
resourceholder::ResourceHolder<sf::Texture, std::string> sprite2;
//sprite2.load("House2", "Media/tiles/house2.png");
//12/17/14 -- edit 1 cont.
//replace all of these textures::name with "strings"
//then for each tile loaded, save its name to a name list called tileName[]
//this will be stored in mapTileName[i] (referring to objects on the map in order position i)
//and the texture of the current mouse is currentTileName
//so that we have the names of the textures in order
//end 1
makeTile("House", "Media/tiles/house1.png", sprites);
makeTile("House2", "Media/tiles/house2.png", sprites);
makeTile("House3", "Media/tiles/house3.png", sprites);
makeTile("House4", "Media/tiles/house4.png", sprites);
makeTile("House5", "Media/tiles/house5.png", sprites);
makeTile("Grass", "Media/tiles/grass.png", sprites);
makeTile("Altar", "Media/tiles/altar.png", sprites);
makeTile("Bridge", "Media/tiles/bridge.png", sprites);
makeTile("Market", "Media/tiles/market.png", sprites);
makeTile("Market2", "Media/tiles/market2.png", sprites);
makeTile("Table1", "Media/tiles/table1.png", sprites);
makeTile("Tent", "Media/tiles/tent.png", sprites);
makeTile("Tent2", "Media/tiles/tent2.png", sprites);
makeTile("Tent3", "Media/tiles/tent3.png", sprites);
makeTile("Building", "Media/tiles/building1.png", sprites);
sf::FloatRect tileRect;
for (int i = 0; i < numTiles; i++)
tile[i].setScale(.5, .5);
tileRect = tile[i].getGlobalBounds();
top = mWindow.getSize().y - tileRect.height;
tile[i].setPosition(left, top);
void Game::makeTile(std::string tileName, std::string fileLoc, resourceholder::ResourceHolder<sf::Texture, std::string> &sprite)
//used with spriteMenu() to load all the tiles
sprite.load(tileName, fileLoc);
tileTex[numTiles] = sprite.get(tileName);
tileNames[numTiles] = tileName;
void Game::saveMap()
for (int i = 0; i < numObjects; i++){
std::cout << "\nInformation for map piece: " << i << '\n';
std::cout << i << "(left) = " << objects[i].getGlobalBounds().left << '\n';
std::cout << i << "(top) = " << objects[i].getGlobalBounds().top << '\n';
std::cout << i << "(scale x) = " << objects[i].getScale().x << '\n';
std::cout << i << "(scale y) = " << objects[i].getScale().y << '\n';
std::cout << i << "(texture) = " << objects[i].getTexture() << '\n';
std::cout << i << "(x) = " << objects[i].getPosition().x << '\n';
std::cout << i << "(y) = " << objects[i].getPosition().y << '\n';
std::cout << i << "(name) = " << mapTileName[i] << '\n';
int main()
Game game;
//using namespace tinyxml2;
void XMLTest()
//XMLDocument xmlDoc;
//XMLNode * pRoot = xmlDoc.NewElement("Item");
//XMLElement *pElement = xmlDoc.NewElement("name");


#pragma once
//Game class
class Game;
class Game
void run();
void processEvents();
void update(sf::Time deltaTime);
void render();
void handlePlayerInput(sf::Keyboard::Key key, bool isPressed);
void handlePlayerMouse(sf::Mouse::Button button, bool isPressed);
void spriteMenu();
void makeTile(std::string tileName, std::string fileLoc, resourceholder::ResourceHolder<sf::Texture, std::string> &sprite);
void saveMap();
sf::RenderWindow mWindow;
sf::Sprite mPlayer;
sf::Sprite mSprite;
sf::Texture mTexture;
sf::Texture mTexture2;
bool mIsMovingUp;
bool mIsMovingDown;
bool mIsMovingLeft;
bool mIsMovingRight;
int counter;
const sf::Time TimePerFrame;
const float PlayerSpeed;
bool mIsMouseLeftDown;
bool mIsMouseRightDown;
bool addToMap;
bool zoomIn, zoomOut;
int windowX;
int windowY;
//for trsanslating the screen
bool moveScreenRight;
bool moveScreenLeft;
bool moveScreenUp;
bool moveScreenDown;
bool save;
sf::Sprite* spriteList[30]; 
sf::Sprite tile[100];
sf::Sprite objects[100];
sf::Texture tileTex[100];
int numTiles;
int numSprites;
int numObjects;
//store names of textures
std::string tileNames[100];
std::string mapTileName[100];
std::string currentTileName;

resources.cpp (full file)

I've also tried removing the namespace resourcemanager to see if that had anything to do with it, but I received the same error.

#include <iostream>
#include <cstdlib>
#include <map>
#include <vector>
#include <string>
#include <SFML\Graphics.hpp>
template <typename Resource, typename Identifier>
class ResourceHolder;
namespace Textures
enum ID
//generic resource manager
namespace resourceholder
using namespace std;
template <typename Resource, typename Identifier>
class ResourceHolder
public: //functions
void load(Identifier id, const std::string& filename);
Resource& get(Identifier id);
private: //vars
std::map < Identifier,
std::unique_ptr < Resource >> mResourceMap;
template <typename Resource, typename Identifier>
ResourceHolder<Resource, Identifier>::ResourceHolder()
template <typename Resource, typename Identifier>
void ResourceHolder<Resource, Identifier>::load(Identifier id, const std::string& filename)
std::unique_ptr<Resource> resource(new Resource());
mResourceMap.insert(std::make_pair(id, std::move(resource)));
template <typename Resource, typename Identifier>
Resource& ResourceHolder<Resource, Identifier>::get(Identifier id)
auto found = mResourceMap.find(id);
return *found->second;

These are all of the files that are being used. Also, here is an image of my environment and the actual files included within my project although considering the fact that the exact project compiled in 2010, I do not think there would be an issue that the Game.h and resource.cpp are indirectly included in my project.



In Search of 2D Artist(s) Looking for Experience in Upcoming Top-Down View Independent...

22 December 2014 - 10:39 PM

Hey Artists,


I am the Owner, Lead Developer and Game Designer of AO Infinite, a brand new, independent, online gaming company whose goal is to use innovative and brand new technologies to bring the Indie Gaming Scene to a whole new level. AO Infinite is about to get its feet off the ground and wants your help. In development is a brand new, currently untitled small Online Fantasy Dungeonlike RPG style PC game. I am in search of motivated 2D Artists willing to work as an intern that are interested in advancing their skills as well as getting involved with a brand new company to grow with and help be a part of an immersive, fun, and unique video game.


You would be working as an intern and given full credit for your work. Then when the game begins earning, you could have the opportunity to be hired with pay.


[ADDITIONAL CONTENT REMOVED BY MODERATOR -- Please use Classifieds for recruiting]


J. Faraday

How much do I pay someone for coming up with some ideas for my game?

16 December 2014 - 09:14 PM

Hello friends,
If you want to cut to the chase, just scroll down to "The Problem". But here is a little back story regarding the issue I am currently facing.
I am in the process of developing a small online video game using C++ and SFML. Right now I am finishing up the map editor and will then be coding content and searching for artists, etc. It has taken me about 15 years of my life to hone the decently large skill set I need to create the game of my choosing: Advanced C++ and Programming in General, Game Engine Architecture, AI, Game Design, Physics, Advanced Math, TCP/IP, Oracle/SQL, etc. I am a Computer Scientist, and have also spent many thousands of hours reading books on video game development, technology, etc. You get the picture. 
So for a lot of my life, my best friend and I would come up with ideas, and he would sit next to me while I coded the entire thing. I used to need him there specifically to get things done and to talk things through with, and we would always say back then we would split it 50/50 even though I would do almost all of the work.  I am talking about things like social networking sites. Most of these have ultimately failed of course, but it was always fun to pump ideas out.
Since my earliest memories, my goal was to create video games. That is why I became a Computer Scientist, and that is why I do most of the things I do like spend endless hours coding and reading books and researching my dream. His dream is to become a quick billionaire by pitching someone an idea, someone creating the entire project, something that takes no longer than a few days usually, and when it is released it would hopefully pick up like Facebook and make billions, and we would split it. We have talked about making games in the past, but he NEVER wanted to put in the time to learn to code himself, nor pursue it due to the large workload involved with creating a video game independently, and at times wanted me to stick with quicker easier ways to make money and abandon the video game industry. 
Note that the art used in this is not mine, it is only for testing purposes and not for commercial purposes. I am in the process of looking for Artists. If you are looking to do art work similar to this for a game, contact me.
The Problem:
I finally have my graphical map editor and most of my engine complete. The game is in sight, and it has a lot of people excited. Since I am planning on using an idea that we both came up with for the premise of the video game, he is expecting half of everything we make. When I say we came up with it together, that means we both just talked for a little bit and came up with a conclusion based on various different games. We talked, no writing ideas or anything. I was the one who later did that. However, there is no way in HELL that I would allow him to get anything remotely close half based on what I put into this, solely for some input. As the game progresses and receives a little bit of money (hopefully), I would not mind hooking him up considering he did play a small role in the idea of the game, but considering the amount of time and effort I have exhausted to get to the point I am at, his input of ideas is worth such a small amount in comparison to all the effort I have put in. To me, the time I put in is not just the time I spent programming the map editor and such. I consider that a very small part. I look at the amount of work and dedication, sweat, and tears I put in over the years, the belief when no one believed in me, the staying inside when all of my friends were partying, the searching for information before it was readily available etc., That is what is worth the most to me. Since this is my baby, this game has a sweet spot in my heart. It would never be worth that much to him.
But anyway, with all things considered, how much money do I give him? Do I give him a percentage? Do I give him a fixed amount? I do not really want to change my idea completely, but also if you guys think that is the best advice, I will do that. I already know that this will hurt his feelings, so I may as well give it to him straight. Keep in mind that he is my best friend, but as they say: "What's right is right." Does anyone have any experience with this type of thing? 
I appreciate your help! And by the way, I will be making a post within a few weeks regarding this game of mine smile.png so you all can see what I am trying to protect.
J. Faraday

Student Game Programmer Looking for Mentor.

09 August 2014 - 04:08 PM

Hello everyone,


I am seeking a mentor that can help me to develop my video game development skills and help me to be successful with your experience.


I am a computer science student at Rutgers University and am a Junior as well as a Straight A student. It has been my life's task to become a game developer / programmer as well as to just envelop my life in anything video game related. Since I was 3 years old, playing Atari, I knew that I had to make video games.


Over the past few years, I've experimented with OpenGL, Ogre3d, SFML, as far as graphics libraries are concerned. I have pretty solid skills with C++ and Java, and SQL and Oracle Servers, and starting programming at 10 years old. Lately I've been reading many different books. Some of these are on Algorithm Efficiency, Game Design, Game Engine Architecture, Immersion, Networking, Haptics, OpenGL, Ogre3d, SFML, and am trying to put this knowledge into practice. Other materials I've read are some of the GameDev magazines, and a lot on these forums.


My first Game Design Expo was in Phili at the Greater Philadelphia Expo Center back in '09 or '10 I believe. My first video game published was called Urban Riot, and was a text based, browser based, online game back from '06 to '08 that had about 10,000 active users. Me and one buddy created it with PHP and SQL. It is no longer live.


By now I have a pretty solid overall picture of the game development process.


One of my hobbies is reading up on how to make my ideas and dreams into a reality, how to gain mastery in a skill, goal setting, etc. I would do anything to become a successful game developer.


Currently, what I think I want to do is to create a video game from scratch, or work from an existing engine to create something. However, I am not sure if this is the route I should go. I do not know if I should make an engine from scratch, work on a popular existing one, join someone else's game project, etc. I need help directing my talent and networking.


I am looking for someone who has experience in the video game industry. There are many of you on here that I believe would be able to help me. Some of you are obviously masters in your field, or close to it. I would love to get to know you personally and to be directed with my decisions and where I use my time. I guess my goal is to be able to be hired from some video game company by the time I graduate next year (if possible).


Thanks for your consideration.


J. Faraday