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Tom Sloper

Member Since 20 Jan 2006
Online Last Active Today, 04:58 PM

#5316361 Degree or no Degree

Posted by on 23 October 2016 - 01:49 PM

I am 30 years old. College is just a tad harder now

Of course. That's why I asked. It is not expected that a 30-year-old go back to college. What you need to
do now is build a portfolio, work on some indie projects with other people, build some contacts, and do
some networking. There are articles on sloperama and here in this forum's FAQs.

a wife that cant be left alone at home due to some medical issues.

Are you saying you need to work from home? You mentioned "employers." Employers don't hire people to work
from home.

#5316337 Degree or no Degree

Posted by on 23 October 2016 - 10:58 AM

Moving to Job Advice.

In order to have some success (i.e. employers to look at you) is it necessary to have a formal College
Degree in the field?

It helps a lot! Is college a problem for you? Or maybe I should ask how old you are.

Or Is it possible to build a portfolio out of experience

Anything is possible. But you may be using the word "experience" incorrectly.

and apply with that only?

Applying is easy. The hard part is getting the interview and the job. You should read this forum's FAQs.

What has been you all's experience?

As one who received and filtered resumes, I can tell you that the degree is important, if you don't have
professional experience.

#5316171 Estimating the performance of my application a priori?

Posted by on 21 October 2016 - 10:43 PM

But I somehow need to get an estimate, of how the performance might behave when scaling up the simulation
and what I probably could do as a designer to draft the subsystems in such a way that the performance is
running at an optimum level.

As a designer, you just say what kind of "performance" you require. Let the engineers figure out how to
do it. Be prepared to propose alternate scenarios if they tell you it can't be done.

#5316095 Unsure of What is Intellectual Property in Games

Posted by on 21 October 2016 - 10:24 AM

I really like the idea of jumping below a block and hitting it with your head to make some sort of
bonus item sprout from it. Now this is directly what is done in Mario. Am I allowed to do this in my
game or would I be stealing their intellectual property?

Nintendo's IP is Mario's name, Mario's look. Nintendo owns the copyright of Mario's look, and Nintendo
owns the trademark of Mario's name. But the "idea of jumping below a block and hitting it with your
[character's] head to make some sort of bonus item sprout from it" is not protected. People will know
you got the idea from Mario games, but Nintendo can't sue you for using it.

You should read up on copyright, trademark, and patent. Google those terms, and read this forum's
FAQs, and read these:

#5315464 Got my first game-dev job. Now what? Request for career planning/pathing advice.

Posted by on 16 October 2016 - 02:46 PM

Short-term: get acquainted with what you're supposed to do, and with your coworkers.
Mid-term: work efficiently and don't expect people to pat you on the back and tell you what a good job
you're doing.
Long-term: figure out what the company's overarching purpose and goals are, and get on board.

If that doesn't answer your question, you'll need to be more specific. By the way, congrats.

#5315218 Holistering and unholistering gun?

Posted by on 14 October 2016 - 10:24 AM

Most first-person shooting games: if the hand is seen without the gun, then the hand moves down
offscreen and returns holding the gun. If the hand needn't be shown when not holding a gun, then when
the gun is equipped, the hand just comes up from below screen holding the gun.
But you mentioned an NPC. For an NPC, there needs to be a drawing-the-gun animation.

Edit: This is a programming forum. Is your question about programming?

#5315180 Couple of questions for game art designers/animators

Posted by on 14 October 2016 - 08:19 AM

The artist and sound designer I bring on board will be taking no risks as an entrepreneur.  They won't
be paying for anything, and I'll be doing all of the time investment for everything except their own
work (art and sound), unless they want to take on some extra work (but it is optional). They can leave
the business and games at any time, but will only be paid the revenue on the games they see through to
completion (I'll give them a smaller revenue share if they do a lot of work on a game they leave).

You aren't listening, or you're in denial, or you're twisting the definition of financial "risks."
Yes, the artists are not investing money - they're investing their time and talent. And "only" being
paid "the revenue on the games they see through to completion" means they'll probably never receive
a dime. That IS risk. One's time and talent is worth money. Pay the man (to quote Judge Milian).

#5315176 How the hell do you even get people to play your game? Tired everything!

Posted by on 14 October 2016 - 08:05 AM

Moving this to Business. You're not asking a development question but a marketing question. Marketing is business.

#5314776 Couple of questions for game art designers/animators

Posted by on 11 October 2016 - 08:47 PM

Is Game Art Designer what you are called? I

Doesn't sound right to me. A sampling of artist titles, and some links to more info on artist titles.
2D Artist
3D Artist
Environment Artist
Texture Artist
Vehicle Artist
Character Modeler
Effects Artist

#5314474 "Self-taught" 18yo programmer asking for carrier advice. Seriously.

Posted by on 09 October 2016 - 06:14 PM

I need to choose a university (or work/set up company?)...
I have been learning programming since I was 7 and, as you can imagine, I managed to learn quite a lot
through this time. ...
Now I work in my own indie team with a few other guys...
I read through programming curricula of a few unis in my country (Poland) and it turns out that there
is little I could learn from them. Seriously. So I'm wondering, if instead I could pick a very
different degree just because I'm interested in some other stuff too and then work in gamedev anyway.
So, I'm really asking whether I could get a programming job after my own studio failed coutless times and I'd need money....
I don't have a nice portfolio built up. ...
So what would you recommend? Doing the programming degree, that probably won't teach me much, or doing
something else while building my portfolio? Or maybe I should get an internship somewhere? ...

While you believe that you have nothing to learn from the programming courses at university, employers
might disagree (especially after they give you a programming test). I concede that it is possible you
already taught yourself everything, and it is possible you would pass a programming test - one way to
find out is to apply, and take a programming test.
I don't know if Polish employers are as insistent on degrees as US, Canada, and UK employers are. One
way to find out is to go ahead and apply for an internship or for a full-time job. The big problem
might be your portfolio.
As for the other options you mentioned, it doesn't sound like you're quite ready to start up your own
company just yet (you wouldn't be asking, if you were). Taking a non-programming degree is a
reasonable option. Maybe a Business or Management or Marketing degree (especially if you're going to
start your own company).

#5314356 Best way to be a game developer?

Posted by on 08 October 2016 - 02:14 PM

1. I have many questions and I thought the best way to get honest answers was to go and ask actual game developers themselves.
2. So as many of you who live in America might know, college is expensive. Super expensive. ...
Are my opinions of needing to go to college for game development wrong?
3. Am I capable of learning game design on my own effectively?
4. Next question is indie vs studio game development. The main reason we become game developers is to make that idea in your head a reality.
5. Which is better? Working studio without control of what you're doing with stable pay or working indie with potential for heart crushing failure?
6. Should I prioritize game development on mobile platform for lower risk or aim high for higher capability, but much more risk?

1. This is the place! You'll find lots of experienced people right here.
2. It depends. If you want to get a studio job, you need college. If you want to go indie and teach yourself everything from programming to business management to marketing, go right ahead.
3. We can't tell that from your post.
4. Yes, so now we're talking "get a job" versus "start my own company and I'll be the boss."
5. "Better" is subjective. Different people here have wildly different views on this very question. You have to decide this for yourself. One good way to make an important life decision is the decision grid. http://www.sloperama.com/advice/m70.htm
6. Sounds like you're leaning towards going solo indie. Maybe this thread should be moved to the Business forum, where many before you have asked and discussed the question you're asking. Whether this thread gets moved there or not, you should read the Business FAQs. And while you're at it, you should read the Job FAQs too.

I guess where I want to be is making my own game by myself or with a small team, so indie. But at the
same time I feel like studio experience would be invaluable. What do you think about this?

Studio experience would prepare you very well indeed for the startup path.

#5313661 Do I need a patent

Posted by on 02 October 2016 - 10:09 PM

1. running a video game on kickstarter, should I get a patent before I do this?  
2. Also I would like to keep my real name confidential if I do apply for a patent,

1. You should copyright your art and your design. You can trademark your game's title and character
names and logo after your game is in the marketplace making money. But it would be unusual (as said by
the others above) to patent your game.
2. That's very suspicious. You can't have an anonymous copyright or trademark or patent. You could try
forming a company and having the company own the copyright or trademark or patent, but then lots of luck
keeping your name disconnected from the company you own. Talk to a lawyer about how or if you can do

For example mailing a letter to yourself with the story of the game and keeping that letter sealed.

The "poor man's copyright" is not that useful. Copyright is automatic. Just keep documentation of the
creation of your copyrightable material.

#5313468 Two game concepts I can't decide between.

Posted by on 01 October 2016 - 08:09 AM

I don't think this is a matter of deciding which to do, but a matter of deciding which to do first. The easy
answer is "do the easier one first." It'll teach you stuff that'll help you tackle the harder one later.

You could also make a decision grid to choose. http://www.sloperama.com/advice/m70.htm

#5313226 How do desginer design their game to be fun?

Posted by on 29 September 2016 - 06:44 AM

1. While doing my platformer game, I realise that the game isnt fun. It was fun when I was thinking it but on actual game its just boring. Right now I cant design anything that is fun at all.
2. Say for example, if I want to design a puzzle game, do the designer anticipate every move a player can do?
3. Do the designer have to know every posible solution on the puzzle?
4. For a platformer, does every placing of platform means something?
5. or does the designer randomly place such things?
6. How do you design a fun and engaging game yet the mechanics are simple? As a designer how can you limit your game in your desired scope yet make it fun?
7. How to make the game move from easy to hard for example level 1 is easy yet still fun to play until level 20 hard, challenging and fun.

8. I guess this is the hardest part of game development. Its making the game fun.
9. I dont have anyone to play test my game not because I dont have friend but because most of them doesnt even enjoy playing computer games.
10. And im pretty sure if you are the one developing your game you dont find it fun. Same like when you are drawing something you think its not good

1. Don't kick yourself like that. Don't exaggerate so much. You took one small failure and horriblized it to "I am such a failure." That's no way to live life.
2. You should try to anticipate those moves, yes. But people will surprise you.
3. You should know every correct solution, so you don't unfairly prevent a player from completing the puzzle.
4. Yes. There should be a reason for placing each platform. Put some thought into the player's experience. Some platforms should be easy to reach, some platforms could serve to mislead the player (not lead the player to the goal), and platforms that lead to bonus items should be harder to reach but attainable. It's called "level design."
5. No, random placement shows that the designer is not putting work into the design, and is not being considerate of the player or the player's enjoyment.
6. Most beginner designers are guilty of the opposite of simple - adding unnecessary complications. Simple is best. Imagine players playing it. Play it yourself.
7. Layer on the difficulty while making the goal attainable.
8. Yes, and this is why a professional team is very picky about who they trust to design the game.
9. You shouldn't use friends as playtesters anyway. You should recruit strangers to playtest your game.
10. Not true. Not all artists think all their work sucks. Not all musicians think all their original music sucks. One of the greatest joys for a game designer is to get the chance to play his or her design for the first time, to discover what works and doesn't from his/her perspective.

#5313020 I am alone

Posted by on 28 September 2016 - 08:21 AM

So, here is the designer question. How do I get affiliated with good connections in the game
designing world?

The way most do it is by long experience working in games, developing trust over time by persistently earning it.

I can draw anything I see perfectly. I can write down all the game ideas. these are 2
major parts to game making, right?

The writing is one major part of designing games. Illustrating one's designs is a small part of designing games. Creating art for use by programmers is a major part of game making.

how do I pair up with a programmer for my designs? The only plan I have is to kick start
the ideas and pay the programmer. You have other ideas?

If you pay the programmer, you're the business owner. If you're the business owner, you're not merely the designer but someone with a lot more to deal beyond just designing a game (and this therefore would not be a Game Design question but rather a Business question, and should be asked in the Business forum). Attracting talent for your project is hard, and it's a lot harder in the indie world, and it's even harder if you don't have a track record of successful published games to point to.