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Vartivas

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  1. Thanks war :) Actually, as it stands, I have a decent amount of education in animation, management, and design. I've even made quite a few little indie games in groups, with friends, in jams, and on my own, both of the digital and non digital varieties. But when I first started out, the thing I realized was that I didn't like asking a programmer for an engine that could handle physics or a musician for a score without fully understanding both what I wanted, and what I was asking.   Currently, the game I'm wanting to prototype out is like Castlevania if anything. I know a few programmers who could do it, and that's fine, and if worst comes to worst I could just look for someone in various forums, but as I designer I want to be able to make an example on my own :D   This particular reply is in hopes that someone else interested in design will read this: if you want to be a designer, while you don't need to learn everything, it's not a bad idea. You don't need to be a master programmer in eight languages and capable of 5k lines of code a day, AND be a master of everything else that goes in a game. But as a designer, just the small amount of programming I've done in Python has helped me TREMENDOUSLY when it comes to talking with a programmer, articulating my needs, and understanding the scope of a project :) I feel it's what separates good designers from the best.
  2. That is a fantastic answer which pretty much gives me the info I need :) Sweet and simple, thank you sir :D
  3. Hello dear GameDev :)   I've been on here before in various forms with various questions, but I have a feeling my current endeavor is going to require me to call upon these forums more than I've needed to in the past.   Long story somewhat condensed, I've got a real problem when it comes to game design: first, I feel that as a designer I should have a thorough understanding of all the fields involved in a game project, and second I have trouble asking someone for something I can't do myself. The two last disciplines I need to learn are programming and music, and I've just started learning Python as my very first language. Huzzah.   What I'm curious about is how far Python can go in terms of programming a game - all of it, including physics, display, everything. I'm aware this sort of question gets asked a lot in many different ways, people ask about learning python vs C/++, what's been done in Python before, and so on; I hope to get a more fine-tuned answer by phrasing it as follows:   If I wanted to, could I recreate Contra in Python and have it run just as well? What about something more like Street Fighter? If I wanted to get crazy , could I recreate something as graphically heavy as FF7 and have it run as smoothly? What about an early PS2 game like Unreal Tournament, or even something like Morrowind? Specifically, at what point does a game built in python become noticeably less viable than a game built in a compiled language such as C and its variants?   The reason being that, if I've learned anything about making games, at least a good 70% of what anyone would call good "graphics" is based on visual design rather than 98x buffered triple anti subsurface tessellated omfg quantum engine capabilities; I strictly want to know if its possible to make a good performing game on par with PS2 graphics entirely within the Python language. If so, then I can work on learning Python for more than it's scripting uses. P.S. I know Blender is written in Python. Is it all in Python, or does it rely on other languages as well for rendering or something? Side curiosity.
  4. Now that's useful. To answer Acharis, i'm looking to fill either role. Interestingly enough, this post alone has garnered some attention through private messages from this site, and it's very exciting indeed. Both through offers for art specific jobs as well as those offering influence on design as well. What's been most fascinating though is the niches available through the internet. At the 2012 Global Game Jam in my city, we attracted roughly 30 people. I would say about 70% of them were coders, the rest artists. So, from this group that was interested enough in game creation to come to an event, none were able to do outside projects. In the grand scheme of things, 30 people isn't very many. However, when considering the number of people on the internet, odds truly are higher it seems for you to get your voice heard. What this experience has taught me is that you have to talk first. That all being said, I would like to take all that I've seen and heard from you guys (in a single day no less) and redirect back into the forums as a bit of advice. Luckily, Lithos phrased it perfectly: "Essentially, you want to get to the point where you're not an unknown stranger." I want to thank all of you for taking the time to respond, because you did show me a few valuable things and now I know more of what I need to do in order to get ahead. With any luck I may be a colleague in the future, and I hope to hear from you all as much as you'll end up hearing from me As a last sort of shameless bit of self advertising, if you read anything that peaked your interest about me, please feel free to send me a message.
  5. Indeed, thank you all. I'm generally not a big forum goer, and this is one of my first posts seeking help, so I would like to address each person individually. For Kunos, the search function is the best. I love it an use it often, and if there's any legitimate reason why I have never really been an active forum user it's because, often, someone has already asked my questions before. During my OP this morning, two topics down was a post on the exact same [i]subject[/i] and I was keenly aware of that. A thorough reading of my post and my hopeful intentions should have shown that I [b]specifically[/b] made this post because I couldn't find the answer anywhere. My question was this: How do I find a team? It wasn't how do I make video games, how do i get into the industry, how do I learn how to program, or anything like that. It was about something much more subtle, and from my experience, something much more important - it was regarding how I make connections when I can't seem to find any viable local ones? That being said, and moving on to the next posts, I feel Acharis and Suspense were more close. They spoke of credit, and that to be a part of a team was plausible though being a lead designer was not. As I hoped I had touched on, i'm aware that the role of designer, especially lead designer, is one that requires a serious form of validation in order to get. Because I know, currently, I don't have that, I've done my best to become proficient in as many other skills as possible so that I can simultaneously improve my design skills as well as offering valid and good input in almost any field that needs my help. Art is my forte, animation specifically, as it's what I have a college background in. My goal isn't to work at EA, Ubisoft, or Blizzard. My goal, at least the first step in achieving my goals, is working for a small fun group that WILL get something done. I want to complete projects, and make connections with some people who are aware that I intend to be a designer and that design is my strongest trait. I liked Acharis' comment about getting a board game published. It's actually something that had never even occurred to me, but if I claim to be good at game design then surely a publisher would be a good test of that. And, worst case scenario, all I would lose is time. I was also pleased by Suspense's story, because it gives me hope that finding a small, driven, fun group is more possible than I may think. But I have to critique all of your posts for being off topic. Quoting Suspense: [size=4][font="arial, helvetica, sans-serif"]"[/font][left][background=rgb(250, 251, 252)][font="arial, helvetica, sans-serif"][color="#282828"]So my recommendation would be to find a team (even just one) of reasonable people to work with and just start making connections." This was exactly my question - I've tried doing this locally with other people who are interested in games, but none of them are able to commit time to a project. Please note that here and in my original post I never said [/color][/font][b]my[/b][font="arial, helvetica, sans-serif"][color="#282828"] project, I intentionally and specifically used the term [/color][/font][b][font="arial, helvetica, sans-serif"][color="#282828"]a project[/color][/font][/b][/background][/left][/size][font=arial, helvetica, sans-serif][color=#282828][left][background=rgb(250, 251, 252)].[/background][/left][/color][/font] [left][font="arial, helvetica, sans-serif"][color="#282828"]Perhaps, for the sake of those who have already responded or may respond in the future, I should as more specific questions:[/color][/font][/left] [left][color=#282828][font=arial, helvetica, sans-serif]Should I make posts in the classifieds section of this website looking for work / offering projects to work on?[/font][/color][/left] [left]Should I print ads in newspapers here in town in order to try and find the local game devs I've been unsuccessful with so far?[/left] [left]Should I randomly hope that if I go though enough people on chatroulette I will find the people to lead/become part of a team?[/left] [left]I quote myself:[/left] [left]"How do I find a team of people in order to make a project come to life?"[/left]
  6. All right, so my goal is to do this as simply and straightforward as possible, but while getting the most valid advice I can. So please bear with me through a short preface. It's just to ensure that I get what I need rather than misinformed advice [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I'm a game designer. I mean that in the sense that I've made quite a few actual, tangible, playable games. Much to my ego's joy, they've all gotten almost universal praise from the people who've played them as well, being called interesting, deep, and above all fun. The problem, as I see it, is that up until this point I've only made board games. I'm a huge fan of them, and there's nothing wrong with them, but I would love to make something a level more complex and enter the world of making video games. The biggest hurdle between that goal and myself is the question of manpower. I'm an avid participator at events such as the Global Game Jam and other local jams that happen around my town, so I've had the opportunity to work on video games before. However, these game creation jams always have a time constraint on them and of the other participants that I've approached, I can't find anyone who is able to dedicate extra time to a project outside of school or work. [b]Thus my question: How do I find a team of people in order to make a project come to life?[/b] I'm the sort of person who wouldn't dream of asking something of others if I had nothing to bring to the table. I'm an artist and animator, and am capable of 2D and 3D animation. I have a vague idea of how programming works, and can think in terms of variables, systems, functions and so on. I also used to play piano, can read music, and have done professional sound editing before. But i'm not gifted at any of these things, I only have enough experience and understanding to get by. Certainly not enough to make a fully functional video game. But when it comes to design, that's what I do best. And not the "idea-man" design that a lot of people think game design is about - I'm talking about that tedious design where you play test that one section, dissecting everything wrong with it, until at last you find what makes it just a little bit more fun. So when I can't offer any financial reimbursement, or any design portfolio short of mailing someone hand made board games, how would you advise I find artists, programmers, and musicians who are willing to say, "What the hell, i'll hear you out."