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    3. fleabay

      rotating using trig functions

      You should get a book on OpenGL on the version you are using. Go through it and understand each chapter before you move on. Put the game down for a month and just learn. You have gaps in your OpenGL knowledge.
    4. phil67rpg

      plane game

      well I have made some progress on my problem void drawbullet_one() { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[2]); glPushMatrix(); glTranslatef(-5.0f, 0.5f, 0.0f); glBegin(GL_POLYGON); glTexCoord3f(0.0f, 0.0f, 0.0f); glVertex3f(0.0625f*cos(angle) - 0.0625f*sin(angle), 0.0625f*sin(angle) + 0.0625f*cos(angle), 0.0f); glTexCoord3f(1.0f, 0.0f, 0.0f); glVertex3f(-0.0625f*cos(angle) - 0.0625f*sin(angle), 0.0625f*sin(angle) + 0.0625f*cos(angle), 0.0f); glTexCoord3f(1.0f, 1.0f, 0.0f); glVertex3f(-0.0625f*cos(angle) - 0.0625f*sin(angle), 0.0625f*sin(angle) + -0.0625f*cos(angle), 0.0f); glTexCoord3f(0.0f, 1.0f, 0.0f); glVertex3f(0.0625f*cos(angle) - 0.0625f*sin(angle), 0.0625f*sin(angle) + -0.0625f*cos(angle), 0.0f); glEnd(); glTranslatef(5.0f, -0.5f, 0.0f); glPopMatrix(); glDisable(GL_TEXTURE_2D); }
    5. hplus0603

      Two volumes on same EC2 instance

      Note that "allocated to instance in EC2" and "mounted by the Linux kernel as a file system" are different states. A volume may still be allocated to the instance, but not visible through "df". However, you should not pass "/" as argument to "df" if you want to see all the volumes that are mounted. You can also find unmounted disks (usually) using the "lsblk" command.
    6. I would encourage you to give Adobe Fuse + Mixamo a try. Fuse lets you put together (not model) 3D models from existing assets and then you can export them to Mixamo, where they are automatically rigged for you. After that you can apply animations from Mixamo's library to them. Their animations library is quite extensive, it has categories like action, combat, sports, etc. You can tweak animations, i.e. make them animate faster or slower, etc, and then export into FBX (and other formats) for Unity. I use those in my game and they have been a lifesaver. Both Fuse and Mixamo are free right now. Also, like other people mentioned, OpenGameArt.org is a great resource for 2D, 3D, textures, and even sound effects. You can also make your own assets. People have already mentioned Blender for 3D models and animations. One thing I'd like to add is you can XBox Kinnect for low cost motion capture for more realistic animations. For 2D graphics you can use GIMP 2, it's free. And finally, you can try and find an artist to work with. If there is a game development association or an IGDA chapter in your area, you can join and attend a session or two, which would be valuable learning experience and there is a high chance you can meet an artist there that would work with you.
    7. Again, pick the lowest you're willing to offer if it's a gig you want to keep, knowing that they have little to no cash flow. If you want to be on the very low end then you'll have to pick something like 10 cents a word or less... Is this something you're okay with? You'll make $50.00 off 500 words. You also need to factor in how many words you think this entire game is going to take. If the story, quests, and everything amount to 50,000 words, and you're the 'co-writer' we can assume you'll write at least 20,000 words which means you'll make $2000.00 at 10 cents a word. I've paid well over a $1.00 per word on some projects, and I've paid a lot less such as 20 cents a word. One of my friends hires a writer for his blog and I wouldn't be surprised if it's between 3 - 5 cents a word. Considering they're open to negotiation, pick what rate you want such as 20 cents, and offer 30 cents a word and go down if needed. In my experience doing negotiations, the first offer is rarely accepted so I just aim a bit higher on purpose. You can justify a higher rate based on the quality of your work and expertise, but again if the company doesn't have two nickles to rub together it wont mean much because you'll either never get paid, or they will do an IOU for later...
    8. WolfHound Coder

      Demo Reels for programmers.

      Lead with your newest stuff for sure. I loved the fluid simulation. Blew my mind, have been meaning to do that, but there is always more to learn. Mine is 7:15 minutes. Longer than I hoped, but now I have one up. The first thing about demo-reel is actually having one to show off. Mine doesn't have music, over all the games, I wanted to show I put some thought into audio. I try to put at least one sound effect and some music on most into my demos. That open source music.
    9. New video on game music -- Coherent Situational Music in Undertale | Game Audio Lookout https://www.youtube.com/watch?v=4G5AsGBnYew In this episode, we’ll look at how the very special RPG “Undertale” creates a coherent atmosphere by situational music. Introduction “Undertale” was originally released in 2015. It is a cleverly made RPG with bullet-dodge shooter mechanics in enemy battle encounters. The game was nearly entirely developed by one person, Toby Fox. In case you haven’t played “Undertale” yet, I try not to spoil any of the story for you since it lives from the wonderfully crafted characters and story twists you encounter along your way through the underground filled with monsters. But I assure you it’s very much worth playing and “Undertale” is one of my favourite games to date. -- Alex
    10. zxretrosoft

      Genetic Tic-Tac-Toe

      Genetic Tic-Tac-Toe are classical game, original in that they have not been pre-programmed, but are based on genetic algorithms that have been learned by gradual learning. This results in the fact that they play more humanly than machine and are less predictable. The game also allows you to start from the random layout of the 3 first elements. There is also the possibility to move forward and backwards (replay). There are 7 levels of difficulty.
    11. If I'm guessing your question right you would do this once your project is loaded. I made some screen shots: You will need to reference your include and library directories (See the BOLD): or you can do it at a project level: and Once your directories are referenced you will need to go to Link -> Input Keep in mind some libs are for DEBUG and RELEASE only and you will need to set the configuration at the top left to those modes before adding your additional dependencies. DEBUG: RELEASE: Static linking would be done like so: (Don't worry about the below as the above should be enough to get you going!) If you want to work with the .DLL manually then you need to checkout these in the order I listed: https://docs.microsoft.com/en-us/windows/desktop/api/libloaderapi/nf-libloaderapi-loadlibrarya https://docs.microsoft.com/en-us/windows/desktop/api/libloaderapi/nf-libloaderapi-getprocaddress https://docs.microsoft.com/en-us/windows/desktop/api/libloaderapi/nf-libloaderapi-freelibrary Read up on this more here: https://docs.microsoft.com/en-us/windows/desktop/Dlls/about-dynamic-link-libraries https://docs.microsoft.com/en-us/windows/desktop/dlls/using-dynamic-link-libraries
    12. phil67rpg

      rotating using trig functions

      when I use the trig matrix I get various identity matrices. I am however trying to draw a polygon that I want to rotate around a point in the coordinate system.
    13. Well, they are also paying me a fixed amount and not just through a % of revenue. That is kind of why I'm trying to gauge the amount to ask for. They are also very open to negotiation and have a demo finished already.
    14. IceCave

      Visual Studio Add Reference to Project

      Thanks for the Reply, can you tell me how to add a .dll to a C++ Project in Visual Studio then? The only tutorials I can find a are for older versions. I tried this one https://stackoverflow.com/questions/809948/dll-references-in-visual-c but Visual Studio is still marking my include's red. I don't get it at all.
    15. fleabay

      Visual Studio Add Reference to Project

      I find it easier to build each library separately and link to the .lib/.dll from my project instead of having multiple projects. You are going to have huge problems for every library you want to add as a project, at least this has been my experience.
    16. Septopus

      Robot #2

      Meet the Mark1 ArmBot... yeah, I'm working on the name too. This one will specialize in, well, carrying things and making obnoxious faces with its two digital displays. These ones probably won't be available as playable characters. I'm sticking to humanoid PCs since I don't want to duplicate all the animations for obnoxiously custom rigs. I'm thinking that these will be command-able units, set them about collecting and/or moving your goods, could also be easily fixed with weapons for defensive/offensive purposes. Just a few moments ago, I realized that I've been using blender for a few years now, to create animated characters... That I've NEVER rendered as animations in Blender.... smdh.. So, yeah, the animation sucks and the quality is crap, but I wasn't going for a final product either. Anyhow, every bot type in the game will have at least some interchangeable parts so that upgrades and props are easily modeled once(mostly). So, with this latest addition I think I've finally built myself a functional pipeline that will get these different character concepts into the game without taking ALL of my time. Yay! Now, the next item that's burning the back of my mind. How to incorporate the concept of coding into the game. So, so far, the game is about robots, the characters are all robots. All the props are robots or robot parts. There has to be some "programming" involved in the game play... I really want the game environment to allow emergent behaviors to appear and I think an easy way to blow the roof off that would be to simply give the players more access to the non-player character behaviors. I initially thought I should embed some kind of scripting language or something into the game... But, that's just too much I think. At least for now.. I think I'm just going to give every bot an access panel with the same configuration of switches and whatnot to give players access to basic things, everything needs a panel with an off switch. MAYBE a little screen with some dropdowns or something that have settings for different character attributes, so a guard bot can be extra vigilant..etc.. MAYBE some more advanced behavioral programming via this same methodology as well. Still working all that out. If anybody has any suggestions I'm all ears. Also, if anybody is feeling creative, I need some more ideas for somewhat specialized robots that fit this general idea. Androids, or robots with android parts are the aim. It's the future, humans are even more lazy, robots do everything... such as? I need a few more interesting ideas to get things going... Thanks for reading!
    17. jb-dev

      Vaporwave Roguelite

    18. Great list, unfortunately some of the positions are not available maybe its time to refresh it? Currently Im working on FPS like Project Warlock so I'll use couple of tools that you mentioned. Thanks
    19. Koobazaur

      Headliner: NoviNews

      Short media bias adventure where YOU control national news and its impact on your career, society, and family. Control the News, Control the Truth. Share your story, and see what the Headliner before you did. Genetic sickness plagues Novistan. Conspiracy brews among people. You are chief curator of national news channel. You are the HEADLINER. Public opinion rests in your hands. A city that changes and responds to your media influence Cast of believable characters with their own struggles Numerous outcomes and unique endings Randomized events and articles enhance replay value
    20. For voxels I would just store the diffuse lighting. To compensate specular light energy you can use same trick that UE4 use for fully rough materials. This way also metals contribute for GI. We also use this trick when rendering reflection captures. #if FORCE_FULLY_ROUGH // Factors derived from EnvBRDFApprox( SpecularColor, 1, 1 ) == SpecularColor * 0.4524 - 0.0024 GBuffer.DiffuseColor += GBuffer.SpecularColor * 0.45; GBuffer.SpecularColor = 0; GBuffer.Roughness = 1; #endif
    21. I am new to C++ and Visual Studio. I downloaded a library that consists of multiple Projects in one Project Folder(? my Version is not in english - basically multiple Projects summed into one) and some of those Projects are example programs using other Projects in the Project Folder as references. I was trying to build my very own test Project in this Project Folder and added the other Projects in the "reference settings". However they do not Show up in the external references list in the Project Explorer window and Visual Studio is also marking my "include" red, telling me it can't find the files I am referencing. Does somebody know what I am doing wrong?
    22. ajmiles

      wavefronts in-flight

      I once wrote a shader to try and measure this and got numbers of around: K$ (Constant Cache): ~16 cycles L1 Hit: ~116 cycles L2 Hit: ~170 cycles
    23. Unite Los Angeles 2018 started today, but even if you're not attending you can still catch up on the latest talks through the Unite LA livestream: Watch the livestream for Day 1 here: View full story
    24. Unite Los Angeles 2018 started today, but even if you're not attending you can still catch up on the latest talks through the Unite LA livestream: Watch the livestream for Day 1 here:
    25. ObjectivityGuy

      how is character creation usually done?

      i'm using unity, im looking mostly for ways to change the face and hairstyle, changing the body wouldn't be bad but its optional
    26. WolfHound Coder

      Student looking for advice finding a placement

      You need a demo reel or a portfolio link. Having links to the games is nice, but some large popular companies want to see what you can do with a button click.
    27. Magogan, If you take a contract it could lead to others, better paying ones. You can finish your game much faster if you could afford to pay the best on your team full time. If you get a contract, and an advance or milestone payment (50%), you can afford to pay them. With more people you may be able to finish your game in the next year or so. But see how many people are not employed at the moment, land a contract saying "we have X people in our company." Where X is the number of people who work for free, and who could be employed right away. Larger companies get larger contracts. Superman fighting games made by Blizzard were made in 3-5 months. They only had 10 people. If you do not pay your volunteers, they're going to find work eventually, then your project will be hurt by having to bring new people up to speed. Your people could be poached. But if you pay them, even minimum wage, they will stick around. This will cost you time. Time is money. Game developers flock to money like dwarves to gold. They're attracted to success. Land the contract and then pay or hire people you've worked with before. Do not underbid the contract, or you will be working at a net loss. Once you have the contract, you can subcontract work. Like how a building renovator contractor, subcontracts the electrical and painting. You only need to guarantee you can manage a small game project, deliver on time, with your company, freelancers, and subcontracters. And be accountable for the work, behind schedule, on schedule, at or below expected quality. Speaking of quality, provide the minimum features expected for contract projects, no point in adding features, for free, you won't be compensated for. You never know, you could get a contract that is so good you can afford to hire new people. Have you tried retargeting animations to speed up production? You only need a male and female walk cycle, for example. You can also find people at game jams. This might be a good way to get a feel for how long an animator take to complete their work. You do not need a 3D modeller to take 3 months to do a simple prison cell, and an animator 1 year to do a horse walk cycle, for example. You've been working on this project for 4 years, how many more years can you afford to do the lions share alone? Everyone in the industry gets old. You have one plus for you're company, you're a computer science major, not a non-coder, you can do the work yourself and attract people to work with you. That is a big plus. You've managed to inspire these people. Using Unity3D you can finish contract projects fast, and move back to your game. Companies have not reduced the contract rates of getting their 3D minigames done, although your cost has reduced by using Unity3D. Just don't make the mistake of hiring unproductive people, unreliable or insubordinate egos. They will cost your company money, and your contract reputation. The biggest mistake you can make after getting the contract is hiring, or subcontracting to unreliable people. I think it is time to put on another hat besides producer and director. You're going to need to put on a suit, practice a sales pitch in the mirror, walk into a room with a computer, plug it into a projector, play a demo reel, and land a contract. Selling without fear. Think of what you can gain for your team, paid employees, an office for them, and an employee kitchen stocked with icecream, pop, pizza Fridays. Happy hour Tuesdays. Wolfhound
    28. noizex

      how is character creation usually done?

      I think that's how it's usually done. I managed to set this in Blender using drivers, and it kind of worked, then exported this as "shape key" data and did vertex morphing in my engine. Proof of concept worked, I think it poses a lot of challenges when it comes to armour because armour has to scale with the body properly, which I think means you have the same amount of sliders and you work with 2 extremes for armour too? For face it's probably more suitable to use bones instead of morph targets.
    29. lawnjelly

      how is character creation usually done?

      There's probably a lot of ways of doing this, especially clothes, and it will be highly dependent on what engine you are using, what are you using? Just to give an example (which may not help too much) in my jungle game I was creating simple native variations by: starting with a base model, boning and skinning as usual in blender, then I duplicate the mesh and modify it to get extremes (fat, thin, muscular etc) without change the vertex count / connectivity, only modifying the positions of vertices (you may also be able to help do this with shapekeys, it is a while since I used them so I cannot vouch for this) Then export each of these skins, and in the engine you can either pre-blend between them by relative weights, or do it on the fly in game. I also do a mix and match of texture UV islands from a set of similar UV maps with different clothes etc. You may also be able to blend between different blend weighted rigs, which might help in some situations - I didn't do this If you are relying on a third party engine, first call would be to see whether it has direct support for this kind of thing (or an addon), if not you may have to add support yourself, which may be challenging to attempt if you are really a beginner.
    30. Hello, I am currently drawing an FFT ocean into a texture including Dx, Dy and Dz. As i need the real height at a point for another algorithm, i am passing the points through a vertex shader as following: #version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec2 texCoords; // Displacement and normal map uniform sampler2D displacementMap; uniform mat4 MVPMatrix; uniform int N; uniform vec2 gridLowerLeftCorner; out float displacedHeight; void main() { // Displace the original position by the amount in the texture vec3 displacedVertex = texture(displacementMap, texCoords).xyz + position; // Scale vertex to the 0 -> 1 range vec2 waterCellIndices = vec2((displacedVertex.x - gridLowerLeftCorner.x)/N, (displacedVertex.z - gridLowerLeftCorner.y)/N); // scale it to -1 -> 1 waterCellIndices = (waterCellIndices * 2.0) - 1.0; displacedHeight = displacedVertex.y; gl_Position = vec4(waterCellIndices, 0, 1); } This works correctly (it writes the correct height at a given point). The issue is that some points due to the Dx and Dz displacement will get outside the clip space. This points should instead wrap around as the ocean is a collection of tiles. As you can see in the attached file the edges fit together perfectly inside white square if they would wrap around (this is the clip space dimensions from RenderDoc). Is there any way i could wrap around this texture (in reality wrap around the clip space positions) so it stays all inside the viewport correctly? I tried to wrap around in the vertex shader by checking the boundaries and wrapping around but it doesnt work when a triangle has a least one vertice inside of the viewport and others outside. Many thanks, André
    31. I made some mistake, and ended up in a nonworking EC2 lamp/game server. Fortunately I had made a snapshot, and I used this instruction to restore my EC2 server https://www.techrepublic.com/blog/the-enterprise-cloud/backing-up-and-restoring-snapshots-on-amazon-ec2-machines/. I followed the steps in "Restore a backup snapshot by mounting on an existing EC2 machine", as I didn't want to launch another EC2 instance. My EC2 lamp server now works again, but I'm running with two volumes. I've not done the final steps "copy files" and "clean up", because I didn't need to copy any files. My old, non-functional volume, is still there, but I guess that I'm running on the snapshot volume because my server works again. I've tried to remove the lower (old) volume but then I think that I couldn't do that because it was a boot partition (if I remember correctly). This is from my console: df / Filesystem 1K-blocks Used Available Use% Mounted on /dev/xvdf1 8123812 1931360 6092204 25% / I don't know what's going on. Someone that can help me out?
    32. ObjectivityGuy

      how is character creation usually done?

      yes that is what i meant, but how do i do it on blender do i use shapekeys and morph targets or what?
    33. Freelance work can be more profitable in various ways. There's the increased payout, but there's also tax benefits that you don't get with a normal salary (simply having a company can grant you some of those, but making revenue is a large portion of that). The total difference can easily be a factor of 3. Finding freelance jobs for business related applications (usually .Net and/or web based) shouldn't be that difficult if you check your local freelance websites. The payout can vary quite a bit, low range is below €40*, mid range is up to €60*ish and higher end can go up to about €100* (can go way higher for experts, but not likely to find through freelance websites). Getting those mid to higher end paying gigs can be difficult if you don't have any demonstrable experience. In my personal experience, hobbyist games/engines are way underrated by not only business people, but also programmers who don't have any first hand experience with that, so showing of your game might not be enough. A way to get around that is to offer a 'no cure no pay' solution, where they only pay you if you actually solve their problem. If you are confident that you can, there's little risk for you and more reason for them to take you on. Another way to increase your odds is by investing personal time to make a quick prototype of whatever is required to demonstrate you're the right person for the task, this comes with the risk of wasting your time, so be mindful of how much time you're willing to put in. * Based on my experience in the Netherlands
    34. Our project is a scifi game that takes place 50 years in the future, as humanity takes its first steps onto the galactic stage. We currently have progress in the Meta-game and Space Combat areas and are looking to expand our programmer team to fill out some other areas. Gameplay Programmer If you're interested in infantry and vehicle combat. As well as tactics and strategy. Planetary Programmer If you're interested in procedural planets, floating origins, double precision coordinate systems, and relative scientific accuracy. Volumetric Programmer If you're interested in gorgeous volumetric effects for engine trails, planetary accretion disks, and more. If one or more of these positions interest you feel free to contact me on discord at mushroomblue#0384
    35. Hamdani

      Potential Amateur Programmer

      Hello, I am also a beginner here. I already develope some games with my friends We can share talk and share our experience Good Luck
    36. "but I also need to work as much as possible to earn money. " (sorry but that means get a full time job). I gave relevance to the fact that several professional coworkers fund their indie games with full time jobs.
    37. JoeJ

      Bumpy World

      I tried it out with a very simple approach, but i'm not excited. The idea is to generate a field from curvature and diffuse it over the mesh, and then using the field directions to offset noise sampling. The unexpected problem: Usually you create a line field for curvature, so two vectors in oppositing directions along a sharp edge. But for the sample offset we have no use for two opposite directions, they would just cancel out each other. Using a vector field makes the vectors point to spots of high curvature, so the resulting field is twirly and not so nice Here are two images without and with the the field offset. (I have no nice noise function handy so multiplicated 1D gradient noise functions for each dimension, which is ugly, but we see how the field changes this.) Maybe tomorrow i will try something more advanced using trivial connections (paper on the same site). I expect this to look much better, and the runtime cost should be similar... (artifacts come from rendering many points instead using pixel shader)
    38. Moderation note: removed an off topic reply. Please stick to the topic at hand; consider the question, "is my response useful to the original poster"?
    39. From the original post: get a job. I know so many people that work at game companies and still go home at night to work/fund their personal projects. I know 4 coworkers plus myself do this.
    40. Fulcrum.013

      How To Make Games Without Programming

      Really graphical representation of code != no code. It just == other representaion of same/equalent code (that really is graphically represented AST than compiler built from textual representation to use in intrermediate processing). So it require a same background and same previous programming stages like mathematical figuring of task, analize of dependncies and so on. Really code implementation is a final and simpliest of stages of software development, but it can not be avoided. Any of "no code" systems just a tool to represent a code using some kind of block-schemes, that is worst possible kind of representation for modern coding techniques, especially for object-oriented, data-driven and declarative based ones.
    41. zxretrosoft

      Variatonix

      Puzzle games have spawned to be even more diverse than they were before. Variatonix is a lightweight puzzle game that will help you relax and challenge your mind at the same time. The premise is simple, move the cubes with the arrows so that it will collect all the symbols shown at the bottom of the screen.
    42. Manvydas Viliunas

      [UNPAID] Concept Art for Mobile Card Game

      It's a multiplayer card game. Similar to Dixit or Cards Against Humanity, in terms of players choosing the winner, not the computer. And we would be using PhoneGap for that.
    43. zerex

      [UNPAID] Concept Art for Mobile Card Game

      Hey, Could you please tell more about the game. And what tools you are you using(unity, etc)?
    44. pcmaster

      wavefronts in-flight

      Indeed, we shouldn't think about this. To understand the parallelism on the AMD GCN CU SIMDs, it helped me realising that there's a fixed number of registers (let's say 256 of 32-bit 64-wide VGPR) and all wavefronts executing on one SIMD (the smallest unit) occupy a fixed portion of those. So if your shader needs 60 VGPRs, the GPU can schedule 256/60=4 64-thread wavefronts in parallel (out of the maximum of 10). That means that WF0 will occupy registers 0-59, WF1 registers 60-129, ... WF3 registers 180-239. Registers 240-255 will remain unused unless a different shader's wavefronts are ready to squeeze in in parallel. To each individual WF, the registers locally look like VGPR0-59 (each one worth 32-bits of memory, fitting 1 float or int, for example). An important observation is that the wavefronts don't get swapped in or out of the register array. At each clock step, only one of the 4 scheduled wavefronts (in our 60 VGPR case) actually executes instructions. Put differently, they don't really run in parallel on that SIMD. However as soon as WF0 hits a memory instruction which is gonna take many hundreds of cycles, it will be paused and WF1 can start executing its instructions. That's the parallelism latency hiding. Other CUs' SIMDs, of course, run in parallel to this and have their own register arrays. On one of the consoles, there's for example 2 shader engines, each SE has 9 compute units, each CU has 4 SIMDs and each SIMD can schedule up to 10 WFs. So the GPU is actually executing only 2*9*4=72 instructions at each clock step (however each of the 72 instructions on the GPU is run for 64 threads at once!), however up to 720 wavefronts can be in flight, because many memory requests are also in flight in parallel. If I made an error with the numbers, please excuse me If you're bandwidth-bound, your overall speed will depend on the amount of data and the ALU is almost for free. But if you add many more expensive ALU, actual execution of the instructions of different WFs can get serialised (depending on the scheduler) because each WF has stuff to do instead of waiting for the memory. The above concerns individual instructions. Scheduling of the individual wavefronts is handled by a circuit (shader processor input, SPI) which has some maximum throughput and is shared between the CUs. That means that it isn't able to schedule a new WF every clock cycle but I believe this isn't usually a bottleneck. I wanted to post a PDF with the details but I can't find it
    45. I’ve done some freelancing in my spare time, and what I noticed is that none of the best contracts Ive had were contracts that I have “applied” for, but rather invitations from companies who found my profile and liked my portfolio. i don’t know if that’s a typical thing, but that’s my experience. Either way, you probably want to start building a portfolio if you would like to get into freelancing. Another thing that I noticed: It was waaaaay easier to find a job during my time in Australia. Not so much luck in Germany for me personally. I’m not sure if it’s because the market is perhaps smaller here, or if it was simply because of a generally more “strict” attitude here... (I don’t have a degree, just a portfolio.)
    46. Dead Chronicles

      Dead Chronicles

      Album for Dead Chronicles
    47. Finalspace

      Demo Reels for programmers.

      The first time i ever heard of a demo-reel. This is much better than my video-showcase of ~60 minutes Also you can show off your video-editing skills this way. Awesome, i think i will may make one for my next job application. )
    48. Well, that's a hard position. I reckon you've already looked at all the online market places (Upwork, Guru, etc). 'Bigger' game jobs don't come every day but sometimes they do. Keep looking. You sure realise that doing a random anonymous 'freelance' outsourcing job won't necessarily be less time consuming than contracting on-site or off-site work for a 'serious' company. Possibly but you'll compete with cheap labour from around the world. I'm out of advices, good luck, man!
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