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Member Since 18 May 2014
Offline Last Active Oct 23 2016 07:44 PM

#5315378 portfolio link on Resume?

Posted by on 15 October 2016 - 07:19 PM

1. So, usually I put it on, but I recently talked to an HR professional who's been in HR (not games but general HR) for at least 10 years.


He said to take hyperlinks out of my resume, since most links and hyperlinks aren't looked at.

Since resumes are usually printed, copied and copied over and over, after  Applicant tracking system (ATS), it won't be seen, nor do they have the time to look in the 1st place.


Wondering how true that is in the industry, and if I'm applying for other industries, would it be good or not to have my games portfolio/ current project link on my resume?


my current solution is just to have my public linkedin on the top, so if they want to see it, and other stuff, they can.


He basically told me it was overkill and too much information, to have hyperlinks on resumes, want to leave employers hungry for more, and give it if they ask.


2. He also said to bring in samples of work, which I do. Printed out and all.


But all my stuff is best electronic. (and in some cases too much of a hassle to print hard copies)


How appropriate is it to just bring up your portfolio on a phone, or give them the link for  them to view on the computer? or even a USB?


I've never heard of anyone doing that.


When I review applications for my project, I expect digital links and samples of work, but then again we;re in games, and all work remotely.

(on the other hand, I'm in Houston TX right now, and people are super backword on tech (from what I've seen)

It's weird, they use tech in their churches fine, but other places not so much.)


I'm going back to the bay area tho, so maybe I'll just leave it on?


Most of the time interviews don't take place in rooms with computers for use, nor do people want to spend precious interview time looking at a digital you, when your meant to be right there selling yourself.

#5314921 Should I pursue game Development?

Posted by on 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)

#5314061 About the relation between the author and his creation

Posted by on 05 October 2016 - 08:25 PM

Your issue is actually fairly common.

Be glad you have the self awareness to realize this yourself, before others point this out to you.

The latter would be concerning, if others see you in your work before yourself,  and if you  agree with them or not.


So, in general, no, it should not be concerning, nor surprising.

(Unless you didn't know you knew yourself that well)


Depending on the details, it may not matter, unless they deal with problematic, dangerous, or otherwise concerning issues that need to be addressed in your personal life.


In fact, uncovering deep aspects of one's self, either consciously or unconsciously are why people practice artistic mediums, and writing in particular. 


The Real Question you should be asking, is how will you react  when others react to your work?


How will you feel:

If people like it?


If people hate it?


If people critique the hell out of it?


If your praised?


If it needs to be changed?


If others change it?


If others reject it?


What will you do? How will you act?

Will you learn? Will you grow?

Will you get depressed?


It takes a lot of life experience to write what and who you don't know convincingly.


And the more you know, the more authentic your writing could get.




The real issue is you uncovered something that you've been trying to hide for a long time, and you wounder how apparent is it in your writing.


A. If it can be actually traced back to you.


B. If you even realized you put it down in the 1st place.

#5312550 Help Choosing College Path

Posted by on 25 September 2016 - 03:00 PM

Well, it's not just do what you like, but do what your good at.

Which discipline are you also told by others your good at?


The issue with trying to pick by which is most employable, is that markets change. Especially in the games and tech industries an new tech comes online, and older tech becomes obsolete.


How will you know that if right now, lets say, artists are in demand, that they will still b n demand 2 years from now when the program is done?

You don't.


If you do good work with good people, that will help you find the right path.


Alternatively, from my experience, Good  reliable animators are the hardest to find.

For some reason they seem to be the most eclectic of all the game dev  fields.


IDK why. Maybe since it's a skill that is more bound to reality than any other artist.


That's my advice.

#5302030 Perspectives On Mod Makers?

Posted by on 22 July 2016 - 03:18 PM

I'm curious to see the general perspective on what people in the Industry think when it comes to modders.


Sure, the best case, dream scenario would be what happened with Long War and Xcom 2 and no doubt if your modding for a specific company's games, that company will likely look favorably on your efforts.


But how do other companies view the moddders of another? (In general?)


I know Blizzard doesn't seem to care, unless you’re doing it for them. (I was told this directly by one of their recruiters, "Great passion, great experience, but it's not for our community".


Do yall think such perspectives common or is this kind in-group behavior rare?


Sure there is a wide quality disparity in most modding communities, and of course, changing skins is no match to making entirely new assets. 


I guess the question is how much respect do mods of other, (not just rival) products get between companies?


Let's assume the mod in question is done right across the board.


I guess it all depends on the company culture?....

#5302022 QA/Cert job questions

Posted by on 22 July 2016 - 02:26 PM

AS for PC only indie devs, usually it's the internal team, as they don't have money to pay testers.

QA people aren't that expensive, but finding people who want to do QA itself, and not just as a stepping stone to a better roke is hard.


The other reason why indies and mods don't get a QA dpt. through public channels, since they just ask people they know informally from their community, which  makes full job posts unnecessary.


Furthermore, given the small scope and scale of most indie projects, a dedicated QA dpt. would be overkill. 


your post wasn't that long...

#5301409 Slavery, Include Or Not?

Posted by on 19 July 2016 - 02:34 PM

Well, the 1st part of ^ makes sense, but then you completely undermine it with the 2nd half of the sentence.


You can either treat a game as an artistic, philosophical lens to examine our world


You can say their nothing more than inconsequential pastimes of entertainment.


Each individual game can be one or the other, but saying a game is one, and then saying it's the other when thins get sticky is a very common misstep IMO

#5301275 Dear people who actually work at videogame industry:

Posted by on 18 July 2016 - 04:24 PM

So i´ve decided thanks to you guys that the best is to study in an university outside México. May I ask some suggestions? I mean, Im honestly totally lost at looking for universities. The world looks too big and i dont have idea of where to start looking. I mean, i would choose US, Canada or Europe, but i dont know. 


Suggestions :(


Thanks for everything guys :D


Hold on!

That would suggest that if we had told you that you to drop out of high school and pursue your dreams, you would have seriously considered it?



No matter the age, or education level, there have always been those who considered dropping out to pursue a dream job. before games it was acting....


It's easy to imagine how if only  everyone saw what a genius/ how talented you are, people would line up and pray for you to come work for them to make it big. But regardless of your actual abilities, dropping out of any level of school will set you back years, decades if your not lucky.


The thing is, this field is highly subjective, as is most things, but degrees are objective. Degrees are clear understandable, standardized benchmarks of accomplishment that anyone can understand.


writing an unpublished book, making a mod/ indie game, drawing art, composing music, programming a game, are all subjective accomplishments best understood by the creator. Trying to get others to understand, and seethe promise is the goal of getting paid for your work.   


As for what you should study in school: Everything:


I once told a new designer the same thing, but it can be shortened to:

The more you know, the more your game can be about.


Your asking random strangers on the internet what you should do with your life, make sure you figure it out through introspection before you decide to jump on a band wagon.


Also, keep in mind, your young, that will work against you now, but may work for you later, in that sense, you will see and be able to understand technologies that arn't even invented yet much easier then older people.


And indeed, as the others above said, the fact that your righting off subject of non interest is typical of your age, and it will get better in end of HS or college.


You never know what info will help u in the future, especially since it sounds like you don't know where you want to be on the future. 


Good luck.

#5301019 Name this causal game

Posted by on 16 July 2016 - 05:54 PM

Circle jerk.... sorry...


Seriously tho:

dotting circles

circle dotting




I'm sorry, but there's not much to go off of.

Making a super epic name for a super simple game will set expectations off.


And if you sell it, do we get a chip of the royalties for naming your game?

You the creator know your work the best, us naming it for you would not be really satisfying or advised, in my humble opinion.


But that's just a principle I'd live by, naming your own work.

#5301016 Slavery, Include Or Not?

Posted by on 16 July 2016 - 05:19 PM


If your looking for a historically accurate game, they need to be in.

If your looking for a business transaction game,they don't absolutely need to be in. (maybe theirs mango trading, and other fruits, do u really need multiple goods down to the detail if they serve the same functions, and are just another type of good?)


The question you need to ask yourself is do you want your game to have a message, or do you just want a simple light source of entertainment?


It all depends on your end goal in making the game, and what you want your player to take away from a session. (How deep you want it to be?)


Good mechanics and design reinforce messages and are consistent.


My suggestion:


What if  You make Slaves a wild card option? or an additional side mechanic?


Allow the player to decide if they want to have it in. Not in a sense that you poll your community, and abide by their wishes,


The other question is who is your target audience?


That will determine if it's an opt in or opt out situation.


Say that Adding in Slaves is a chaos variable that may or may not help the players.


This way you:

1. Allow people to play historically accurate in goods.

2.Allow people to just do resource management nd trade if that;s all they want.

3. Puts it in the player's hands to decide (Just because you provide the option, doesn't mean you endorse it as the right thing to do.). .


If done carefully and smartly, you could get the best of both worlds.


And wouldn't it as a wild card variable be also in it's own way historically accurate, as evidenced by this discussion alone.


The bible has Slavery written right in their, and  most good book people manage to live with themselves in owning a book that depicts the ills of humanity. We don't say bible thumpers endorse slavery by owning the book and saying it's the word of god.


The down side of course, is it's more work all around.

It's also well known that some games, and some players really like their chaos variables,so you have to be careful in how the mechanic is actually implemented. If a person decides to play with the slave mechanic over and over, just since it's a chaos variable, you might accidentally fall into a feedback loop, to where the base game without the Slave wild card becomes boring, significantly less exciting, or anything else that might get critical players thinking slaves is how the game is meant to be played, and no slaves doesn't compare. 

#5297639 Looking for a game developing team to join

Posted by on 22 June 2016 - 04:02 PM

I'd recommend putting  "Audio composer" or something in your title to better filter results.

#5297229 Need patriotic developers

Posted by on 19 June 2016 - 12:00 PM

1. When you say patriotic, do you mean give people a sense of US. patriotism, or go over historical examples of patriotism? or both.


2. We need more information as to what engine, what genre, 2D or 3D? etc.


4. Or, is it about critiquing patriotism, looking at examples, and turn them on the head?


5. or is it to just spread and inspire the patriotism you feel?


6. What are the issues you refer to?


7. If your US. specific,you might want to edit your title to reflect that.

#5296712 Looking for a Team

Posted by on 15 June 2016 - 01:53 PM

1. Welcome to the community,  hope you up your game here.


2, The best way to find like minded people, is to define a clear project, genre, theme, engine, etc.


3. I'm sorry, but if you got all these ideas, the best thing you can do is to write tehm down in a organized fashion, like a Game design document (GDD)


4. people make their dreams a reality, not those of others. By that i mean, don't expect to sit back, and tell people what to do, and have it turn out just like you imagined. Also, in order for people to work on the ideas of others, you need to inspire them to do so.  Get them invested, by letting them shape it with you. 


5. 2D or 3D?


Hope you find what your looking for.

#5287461 Contract for this situation?

Posted by on 18 April 2016 - 08:07 AM


 I got this issue settled, talked to a lawyer, and using his contract. 

thanks everyone.

#5285359 Contract for this situation?

Posted by on 05 April 2016 - 05:25 PM


So, I've been leading a "Mod" team  for a while now.

We're all unpaid volunteers, and been recruiting as such.


We're very close to Alpha, but am missing a lot of the animations. We've tried finding animators, and only got a few, not enough to finish.

So, now, I'm willing to set aside a budget out of my own pocket to pay to get us over the threshold on schedule.   (this summer)


I want to make sure I cover myself legally, and find a proper or get written a proper contract for this kind of situation.


I'm planning the budget for these 2-3 months, and will be sitting down with our creative director and lead animator to work out an exact schedule, and a per animation cost. (I won't be able to do per hour) that wood get too messy.


We're not a register company yet.


Is a contract even necessary for this?

Is there a type that covers this kind of situation, or will I need to get a custom contract drafted?

Would I be able to draft something myself and pass it by a lawyer? without a lawyer?


Any cost will come out of my own pocket, and if lucky, will be reimbursed by donations after we release the Alpha.

Any legal cost will also have to be coming out of the budget, decreasing what they all get.


What are the pros and cons of not having a contract in this situation?

I'll be having all the work checked before anyone is paid.


If I don't get this done on schedule I suspect we will drag for too long, and miss out on critical windows of opportunity. 


Are there any critical questions I should ask freelancers?


I'm new to managing paid people, how should I change my management style?


Thanks for your time and consideration,