• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

AmitOfer

Members
  • Content count

    63
  • Joined

  • Last visited

Community Reputation

259 Neutral

About AmitOfer

  • Rank
    Member

Personal Information

  • Location
    Israel
  1.   I looked at a lot of linkedIn profiles for programmers in positions I want to reach and many of them started with an internship then continued working as juniors for the same company. So I'm not sure that my experience is better than a graduate with an internship. In the meantime I get a lot of rejections from companies saying I don't have the right industry experience.
  2. So I should just continue to try to apply for junior/mid level positions and work on some kind of showreel\portfolio website?   I thought the fact that I'm a MSc degree student is a good excuse for trying for an internship.
  3. 1. Sure, you can apply. 2. You're still early twenties? And you haven't worked in the game industry? You're not too old or experienced. 3. It varies. There is no black or white yes or no answer.     I'm almost 31, I'm from Israel so I had to be in the army for 3 years, then 4 years of software engineering. I started I started working full time as a software developer when I was 26-27, first two years were not game related, the last two was doing mobile game development.   p.s is there a way to change the thread topic? now it just looks weird :)
  4. Thank you all for your responses. I think I don't need to worry about the problems mentioned as unreal will take care of most of them for me. The player's ship is using a low poly mesh for collision, basically in unreal its called 18DOP simplified collision, I'm attaching the screenshot so you can see what I'm talking about. I have an event called "Event Hit" which gives me 3 vectors: hit location, hit normal and hit impulse. so I guess I can use these instead of the vector calculations you mentioned. Also I assume this event is generated at the right time that the hit occurs as its also set by the engine to block, so that when the objects collide the ship will not get inside the cube.   So I guess that what I need here is to change the position and velocity vectors so that the ship will bounce and I guess also rotate the ship to its new direction. the problem is that I think I can't just do these instead instantaneously right? I will need to do it according to delta time right?   I haven't tried anything yet, I tried to use physical material but I still haven't got the right results so I think I want to do it mathematically like you suggested.
  5. This is kind of on another subject but I didn't want to open a new thread for it. Do you think I can apply for internships with 4 years of software development experience in other fields or mobile games? As I understand many people start from internships and I don't mind working for a few months for a lower salary in order to get to where I want, but I'm not sure if I'm not too old or too experienced for an internship as usually its for new graduates (I'm doing a MSc degree though).   Anyway, when game companies offer internships, are they usually paid internships? or do they ask the interns to work for free? I had an argument with my girlfriend about it, she comes from illustrations and she said that internships are usually with a salary.   Thanks
  6. I guess junior or mid level, it didn't have a title.
  7.   That is usually a very short time in a job hunt.   Sometimes companies take multiple weeks between contact.     Also, don't wait for them to call you back, statistically they won't.  But if they do contact you, don't be surprised if it is two weeks, three weeks, even six weeks out.   Companies go at their own speed.  Often there is a multi-week window of getting information from potential candidates then handing it all over from HR to the people on the team. They wait for a while, prune the list down to the five or so the are interested in interviewing. Then HR conctacts all those people, and interviews take place scattered over anything from a single day to multiple weeks.  Then anywhere from the same day to few weeks later they make their decision and start the serious negotiation.   If you are doing a traditional resume-based job search (protip: don't do that) The vast majority of the time you contact many companies, only a small number call you back.  You talk to the HR people and never hear from most again.  Then you talk to the dev teams, and probably never hear back or maybe get a generic email.   If that's the process you're using, go read the book "What Color Is Your Parachute". It has been updated every year for decades, so you can usually find one from the last few years at your local libraries or used book stores.     What do you call a resume-based job search? I guess that what I'm doing. What are your suggestions? I'm trying to find the book you mentioned...
  8. The company is located around Frankfurt, its been almost two days since I replied and I didn't hear from them.
  9.   That's the sort of statement that should NEVER be made in an interview.  It can be a personal motivation during the interview and salary negotiation process, but there is zero benefit to making it a public declaration.     ok, lesson learned :)
  10. Thanks, I saw this 2 minutes after I replied them. Basically I told them that I'm excited about the opportunity and looking forward to taking their test and I told them how much was my last salary and that I'm not sure what to expect because I haven't done the research yet and not sure about the position offered and what is common to pay there. I also mentioned that if the number is way out of the range they usually pay in that area I can be flexible and I care more about finding the right fit professionally than getting the highest salary.   Maybe my answer wasn't the best but it was honest and I'll try to give a better one next time :)
  11. Hi, my name is Amit and I'm a software developer from Israel. I'm currently looking for a job as a game developer in Europe and I just received an Email from a studio in Germany (part of a big global game company) in which they asked me to perform a small programming test (24/48 hours), but they also asked me about my gross salary expectation. I tried to do some research and it seems that software developer salaries in Israel are higher and I'm not sure what number I should give them.   Basically its more important for me to get a job in a big studio and the money issue is less important but I don't want to give them a low number either.   Does it make sense to tell them how I make here, and mention that I know that the salaries are different here and I'm willing to make less than what I do now if the number is too high? I'm starting to research more on Germany but I don't want to keep them waiting and I want to reply as fast as I can so I can start the programming test.   What do you think would be appropriate to write back?   Thanks
  12. Thanks, I will try it. BTW I'm using UE4 and not unity
  13. Hi, I'm trying to create a simple game prototype from the Flying template provided with unreal engine 4 (3rd person spaceship game). Basically I just took the Blueprints version of the template and change the control schemes of the spaceship to suite my needs. Now I'm trying to figure out how to handle collisions with obstacles, in the template these are handled by changing the speed to 0 which of course is not good enough. I'm thinking that destroying the ship would make the game too hard so I figured I could reduce the health and bounce the ship into some direction. The problem is that I'm not sure what the right way to approach this from physics perspective, in what direction and what force would you bounce the ship? maybe divert it on the other direction in yaw axis? or maybe in a direction which is perpendicular to the surface it hits?   I can't think of a good example for a game that implements this mechanic but I guess there are many, I just can't name one right now, maybe rogue squadron?   Anyway what do you think would work best here? how would you go and implement this mechanic?   I'm working in UE4 blueprints though I might convert it to C++ so the implementation doesn't have to be UE4 specific, I'm just trying to figure out how to approach it.   Thanks,   Amit
  14. Which game engine source code would you recommend for learning about Scene graph, game objects etc.?
  15. I'm actually reading the book you mentioned now and I love it. I finished the chapter on the Rendering part and I was referred to those two books from there :) Jason's book is basically a really good overview on how a game engine is built, I'm looking for something that is a little more in depth on rendering. For example, how to design your scene graph, mesh, animation classes etc.