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Member Since 08 Apr 2014
Offline Last Active Oct 01 2014 02:12 PM

Posts I've Made

In Topic: Writing articles is good for "YOU".

23 April 2014 - 12:58 PM

An old saying, which is very true: If you can't explain something then you don't really understand it yourself.



That's one of the main reasons why i started my own blog when i decided to become a game designer; i have to actively talk about what i study in order to get a better grasp of the subjects i'm currently studying, it helped me when i used to teach database design and programming and it has definitely helped me as a game designer(but also you have to, like, make games :P).


Just last night i spent a whole bunch of hours researching and writing about "What is a game?" and it helped me to contribute with my own concept at the end of it(without it being the original goal of my blog post) and it has gained some traffic to my blog and a good response not just in my usual readers but also some referrals of people in the educational side of games. That kind of acknowledgement is a great motivator.


Hopefully i'll contribute something to GameDev someday, when i feel like my skills are up for it. 

In Topic: Anyone seen that "Indie Game" Movie?

23 April 2014 - 12:43 PM

That video pretty much let you understand what feelings any start up feel. It ain't easy or pretty, it is pure madness and still people do it because they just cannot stop it.


This. As a serial entrepreneur(with small amount of success to show for it) i can tell you that it's madness to the extreme, but it's like a bug some people have to strike on their own chord an answer to themselves, even if you say that you're developing products for an audience seriously you're just trying to please your interests first and see if they match your target. I think Tommy Refenes (the programming side of Team Meat) summarizes when he says that he refuses to make shitty games, and his definition of shitty(which i don't completely share but i get where he is coming from).


People think that when you go on onto the independent field of work, in any industry, you do it for the money, obviously that's some motivation, but the main reason is to pursue your own goals, at your own pace with your own vision; most of the startups that i've seen succeed are the ones that balance this strong intrinsic motivation with the standard practices that build a business. 


Now this could be said about some succesful indie devs, like Vlambeer for example. I'm kinda curious to see what Warhorse Studios can do with Kingdom Come, after following their kickstater I kinda see them as a middle point between pure artistic indie endeavour(that Indie Movie tries to emphasize) and traditional business studios. I'm sure there are other examples but that's the one that i can name of the top of my head

In Topic: Game Dev Study Group

23 April 2014 - 12:28 PM

This seems like an awesome idea, as a 3rd world aspiring game designer i don't have the chance to interact in real time with a lot of people in my same situation as me so yeah, that'd be awesome for me.


Count me in.

In Topic: Game a Week

10 April 2014 - 11:09 PM

I actually tried to do something like that my first weeks, but for me it has been mostly about learning to translate my experience of the business world to the game development world. It's kinda humbling to realize that you have so much in your head that wont be useful so i had to start from scratch and see what i could transfer from my background to my passion. 


So that's why i've decided to explore more of a technical side of things, like exploring Unity, and then learning about shaders, and about GameMaker or UDK or Allegro or Panda3D and learn the technical side of things in parallel to the theoretical side of game design.


I've been working with mostly sql(postgresql, oracle and microsoft sql server) and java for the past 10 years so programming as a game developer is a different kind of mind set that i have to learn.

In Topic: Game a Week

09 April 2014 - 03:44 PM

...it's important to be able to predict the amount of time it will take to work on something, whether it be contract work or reporting to your manager how much time you think a task will take.  



Two weeks tongue.png biggrin.png laugh.png