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Member Since 18 May 2014
Offline Last Active Oct 19 2016 08:26 PM

Posts I've Made

In Topic: portfolio link on Resume?

18 October 2016 - 08:05 PM

Well ya,

customize, customize, customize. 

In Topic: portfolio link on Resume?

18 October 2016 - 11:00 AM


I'll likely keep them in.


Well, the thing is, I was told I gave too much info, that they could just look at my resume and go yes, or no if he's a good fit.


Orymus3 told me a similar thing, when he gave me feedback.


Information overload.


I had links to all the projects I do, the publications I've wrote, the interviews I've been in.


Told to dial it down a bit, so they had reasons to ask me to come in and explain what those things were. (instead of just showing them off the bat, before they even meet me.)


Maybe I'll just do linkedin, and my current project?



linkedin has everything tho...

In Topic: Should I pursue game Development?

12 October 2016 - 09:14 PM

I guess I should also include that I also prefer to work in small groups. My most successful job was actually in a small team of about eight people. I was absolutely able to delegate, teach, and learn from my team at that job. Included in this is that I already have a small team in place to help create any projects I get off the ground. I have multiple professional quality musicians and graphic artists that I have already spoken to and worked with in the past. My partner is also incredibly intelligent and tech savvy. If I can get any projects off the ground to a point where talking about marketing efforts becomes realistic I am confident that between them and myself I will be able to get my game in front of a lot of eyes.



I'm not quite sure how to take this information.


On one hand, you did answer the question satisfactorily, and sounds like you're doing well. But  on the other, you've now introduced a plethora of unknown details and people to us that  are critical for us to have known about, and honestly far beyond are ability to fathom and weigh, since we have no idea who these people are, their skills your relationship to them, how long you've worked with them, and how good they are.


If you ask us about you + them, you've crossed into another territory all together. Which would require a more extensive analysis, which is honestly beyond the information and trajectory of this topic.


You see the issue here?


For the sake of advice for this topic, I'd set all those people aside for right now.


And yet,

Your attitude and certainty that "if you get something off the ground" they will jump on and make successful, we have no idea about. maybe yes? maybe no?

The thing is, what does "off the ground" mean?


Why is it  all on your shoulders to make happen? shouldn't they be pulling their weight during production?

You do realize, going to market and marketing are all in post production?

Once you have some progress to show the public, maybe not play, but show.


The impression I got from the earlier info is you had a day job, a passion for games, but no portfolio under your belt. I was operating under those givens....


Regardless, the point is, "get off the ground", your unclear what that means specifically.


Q: How are you in your 1st 100 hours on your 1st project, and yet have 8 people (game connections?) and a partner that you didn't mention before? Are they on your current team? Were you part of another team before that you didn't start, so it's not quite your "1st project" lead by you? (1st project usually refers to 1st ever project)



Or, are you saying your partner in your day job? or a business partner?


The details are confusing and don't add up.


I honestly have not looked into the legal fees associated with game development. I assume you are talking about trademarks and copyrights? Any idea what those costs might look like? Or have a link for me to check out? I can definitely do the research myself if need be.



Ya, an often looked over aspect of gamedev, best advice, get that in on the ground floor, at minimum you need a contract to assign IP rights to you (as leader) that's a whole rabbit hole, Tom would be the best to get you up to speed. there is tons of legal tho, so only look into it if your serious, and if you have made progress on your game, a huge headache if you've not made any actionable progress.


Contracts are needed for if your working with more than just you, or ever intend to work with more people on a project.


I could refer you to my lawyer and his resources. But to get his kit and sample contracts, it's $300.

with 10-20% off 1st 10 hours of his time.

(I don't think your there yet tho)


If you want your own IP, then you'll need to start your own company, and shoulder all that legal and leadership responsibility, as a sole proprietor or with a partner. 

(Finding the right partner or partners is one of the hardest things to do, from personality, to dedication, to life circumstances. to skill trade offs, and so much more.)


Video Games have always been a big part of my life. Every person I am close to is a gamer and it is the thread that connects me to my family and all my friends. I absolutely love playing, sharing, and talking about games. Games create incredible moments of pure joy. From the rush of finishing an especially close match in a game like rocket league or league of legends, to the slow and steady satisfaction of completing an epic RPG like chrono trigger. Or the raucous fun of sitting down with a group of people and smashing each other off the stage in Smash Bros. I have had the pleasure of each of these sorts of experiences throughout my life and sharing them and enjoying them with my family and friends has been one of, if not the best part of my life.


That's great and all, but it sounds like you have a passion for the social potential. So do I.

I have a passion for the social and research potential, and how we can get closer to life's big questions.


But will you have a passion for the process of creating games? (before all the polish, before all the potential money, and long before the social rewards?)


IDK, it's definitely clear  you don't know enough to answer that, that is what going into games really needs.


Sure, it's great to have a passion for the finished polished product, but do you have a passion for all the therebetweens?


I interviewed Mark Skaggs, I'll paraphrase 2 things he said.


It's almost like games don't want to be made, if all this would stay on track, then we'd be golden.


ya, making games is like playing games, in the sense that your playing the same game over and over and over again, but it's broken. (I'd add, and it's your responsibility to fix it)


For the full interview and direct quotes, find the articles I wrote on here.(they are really really long tho, so be warned)


I absolutely do. I discuss game design with my closest friends and family constantly. On a daily basis in fact. Its pretty much always on my mind.


Good, so you do have notes, diagrams, sketches, etc.?


Somehow I read this response as avoiding the question a bit, and just telling me again how passionate you are. 

No offense, but the people you talk to want to talk about it with your right?


At least in my experience, most people outside of this field have impressions that gamedev is child's play, even some tech people don't see games as "entertainment software"


It's usually a 50/50 with those in their 30s, and it just goes down from there the older they get.


(I'm not trying to offend your way of answering the question, we just need more certainty.)


There are also people who may think your all talk and no action, given the amount of talk to action ratio you've displayed so far.


Furthermore, there may be people that just will never get it. All they see is a person in front of a computer, and the implicit bias is your playing games, not making them.


Look, some of my family didn't know how impressive my work was till I showed them our closed Alpha, and it took us 5 years to get there. (we're doing a 3D RTS, one of the hardest and longest project types)


Before there is anything to show, it's all just your personal motivation and drive. Do you have the drive to go years with people not understanding or caring what you do? without seeing the transferable skills, without having anything substantive to show them?


If your lucky they will care, and will support you. if your not, they will try and undermine your life decision at every turn.

Do you have the resolve?


Do you have the passion to carry you through?



one of my team members regrets  going into game school. He went to Digipen, One of the,if not the top games university. 

He went in with a passion for  design.

He now has anxiety, depression and other issues, he said he will finish his last year, but he doesn't want to be in the industry anymore. It's too much pressure. He's going to veterinary school next.

(his original dream was to go into the military, he thinks that would have been easier, he now can't qualify due to his issues and the pressure at school that caused them.)


The game industry is great at PR, great at making things look and sound hip cool profitable, etc.

When they do interviews, they always have one person say: "it's great, I get paid for playing games all day."

That's the filter, (the inside joke), that's a test,to see who believes them, and see who knows better.

All of the people who really do gamedev understand that's a trap, know it's not that way at all.

(never the less, people of all ages and backgrounds fall for  it.)


Simple example? Go look into QA testing, there your playing games all day. See what they say, and how they are?

Hell, I've been looking for a QA lead for a few months now, and all the good ones want pay. They know it's work. they know it's not fun and games. Same as to why it's so hard to find decent business and management people, they all want to be on the teams,they all want to be the creative types.


There are few people like me, who actually love and want to manage, want to serve as a producer.


If you were deterred at your Dad making it sound impossible (regardless of what he actually knows), and you decided to go the other way, then on that alone, this isn't for you. Would you do the same thing now? older, and somewhat wiser?


You said this dream of yours didn't resurface until you saw successful games out there you enjoyed. Look, my creative director is a graphic artist, always was, always will be. game dev was his dream when he was a kid. and he just went for it. Self taught  all the way. He didn't listen to his family who said he'd never make it, he didn't listen to those who said he needed a specific degree to get in. Hell, He's in Louisiana right now, rebuilding his house after a historic flood that wiped out at least half his state, and ALL his non electronic stuff. Yet he still is trying, yet he still intends to get back to his work some day soon.


Another story from a entrepreneurial book I read:

This guy was late to his 1st day of statistics class, there were 2 problems on the board, he thought it was homework, he went home, solved them, and returned it to the teacher some time after.


They were 2 unproven theories in the field.


If your response to the impossible, to limits, and insurmountable odds  is to go the other way, and find the path of least resistance, then game dev is not for you.


Thank you so much for your reply. It was incredibly thoughtful and helpful. I cannot thank you enough. Between You, and Tom Sloper, and frob I am beyond impressed by the people of these forums. Thank you again.




Well thanks,

As a person who's not "officially" made it in the Industry yet, I'm always humbled at what I've learned from modding for 5+ years.


Also, in all my time on forums anywhere, I've never gotten a PM asking me to return to a thread before.


Your not the 1st to reach out to me tho, after I logic my way through their thread. 


Ad me as a contact if you like (I usually don't invite people to do that)


I would really appreciate if you tell me if you still feel this way after reading this reply.



Well hmm...

on one end, my gut says yes, on the other end, it's clear your passion is overflowing, and I want to say no, and yet, on the other end, I'm mainly a producer, and not a designer, so I can't really say.


How about this?

You don't know me that well, and I don't know you that well,and I'm also not nearly as successful as others here or officially in the industry, so..


I'll air  on the side of saying yes, and count on human nature having you spend your life proving me wrong.

(do you have the will, strength and courage?)


If not, it's ok,

maybe your meant to do something else, with a different and maybe better impact on the world?




ya, sry about the psychology thing, meant CS, my bad.

It's actually very bad that you said that the CS program was the worst in your school, yet you couldn't get through the basics. (no offense)

In Topic: separating Volunteer Experience from Prfessional Experience?

12 October 2016 - 07:08 PM

Hmmm, ya,

I'm told resume's are always seen to be with grains of exaggeration.


Which is what I'm not good at ironically. I tell it like it is.

And if it looks or sounds dam impressive, it was.


None of this making a mountain out of a mole hill business.


Maybe I should inflate my accomplishments a bot more to control for this variable?


My  Dad told me, a marketing guy once told him, Never lie, I just mislead.


The thing is, all my volunteer positions were way more successful then my paid ones...

In Topic: Trafic And Activity To The Forums Are Lower?

12 October 2016 - 06:26 PM

oh, lol.

While I do apologize from my short term observation, and a jump to a conclusion, I was browsing the sections I frequent, and found my month old post on the top, along with other old topics,  and was naturally a bit surprised.


well Orymus, you do seem to have a certain style that makes things more palatable... xd\\


I retract my statement, and lock this if needed.


I jumped to a conclusion with limited information, and a small sample of data, I should have known better.