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MikeDev

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About MikeDev

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    Art

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  1. MikeDev

    Programmer looking for a project!

    If you're interested in working on a VR title in Unreal 4. We are a UK based 2 man team located in Greater Manchester working on a VR game. We are currently applying for private funding which will go into the development. It is a spare time project at the moment, but it is to change when we get funding. The game is in early development. It has basic interaction/gameplay, movement, concept art, look development and a vertical slice created in-engine. The team has 10+ years of experience working in games, primarily within art, on both AAA and Indie games. If you do not own a VR headset, there is possibility to borrow or work-to-own a headset. (If your PC reach the requirement to run VR. We are not able to sponsor a PC at this time) If you are interested or require more details, write: Jobs@Shapeshiftentertainment.com
  2. We only keep FBX and TGAs for our art. All the Maya, Photoshop etc. files are saved on my NAS.  If dropbox cause trouble, we could move our coding to bitbucket, but right now it seems Dropbox+Tortoise works quite well. We are a small team and we only have 1 programmer right now, so hopefully we won't see any trouble using dropbox for now.
  3. SVN+Dropbox was not my pref. choice. We started using Bitbucket, but uploading the project already took up 800MB. For some reason bitbucket said our repository was 1.8gb. So we need something bigger. Right now, I'm working on the project full time, which means I have no income what so ever. I did have a look at the SVN with large storage thread on the forum,  but paying $24 a month for like 5GB is just not anything I can afford, especially not as we estimate our project to be around 8GB. (It's a 3d Game) Ideally I wanted to set up SVN on my NAS, however I've spent an entire week on trying to set it up and I really don't wish to spend anymore time trying (and failing) setting up Source Control. I am not a programmer, and unfortunately most guides how to set it up are written by programmers - so command codes are thrown around and I don't even know where to input them, so most of the times I get stuck. Tortoise and Dropbox seemed fairly simple and easy for the time being. I'm an artist with production management experience, so my knowledge of any of this only extend to how to use production management software, now how to set it up. I appreciate all the feedback you guys have given me! Due to time differences it's very rare more than 1 person is working at the programming at the same time (lucky) so I hope none of these risks you all mention will happen. I appreciate you mentioning them, and I will definitely keep it in mind and create backup of our work frequently. For now, unfortunately we have to stick with this system until/if we get another person who's more experienced in Source Control into our team.
  4. Hey. I am relatively new to source-control. I previously had a Git-Ext and Bitbucket set up for our project, however with a limit of 2Gig we needed something larger and cheaper. I have set up TortoiseSVN using Dropbox as a repository. Now; whenever I commit or change a file it will instantly update in Dropbox. But same thing would in theory happen if I had changed or added files directly to a dropbox, as dropbox automatically update any recent files anyway. So right now, Tortoise feels like just doing the same thing twice, to get a file in a share dropbox folder. It doesn't exactly feel logic to me at the moment. A dropbox folder is automatically copied and stored local on your computer anyway, with a real time update. I understand Tortoise could perhaps help revert changed files, or hold back files you don't want to update yet. But at the moment I'm not entirely sure where the true advantage lies, using Dropbox and TTSVN together. Does anyone else use them together, and what are your experiences?  Also do you have any advise to give a newbie to Tortoise. I've only used Perforce in the past, but hasn't been involved in its setup. I am the only one on my team who has any (and it's very limited) experience using Source Control, so unfortunately at the moment I can't get much help from my team mates. Cheers.  
  5. MikeDev

    A little advice for a newbie

    Unfortunately In-House concept art positions are very rare to find I tend to find. Some companies with 50-100 employees sometimes only have 1 perhaps 2 concept artists, so it's not often positions open up. A lot of concept art is being outsourced to art companies like http://atomhawk.com/ You may find a better chance finding a concept art job in places like that, than in a games company. That does mean you will get to work on loads of different projects, both film, games, commercials and so on. As I am not a concept artist, I could be mistaken though.
  6. I would probably settle for bullet proof. I don't see any point to a contract if it isn't bullet proof, and suddenly ½ the budget is missing because of hiring someone who may never return any work.  Then no one would be happy :P I have seen some of the law links on the sub-forum. Where is a good place to start when it comes to contacting a lawyer to look through a contract? I could write several pages, but I wonder if he/she would look through it, and say "this is all crap." I have, luckily never had to work with lawyers before - so I am a bit unsure how to go around doing this.   
  7. Hey Gamedev    Contract   For about half a year I have been working on a PC game. We are looking to get some funding this summer not a lot, but hopefully a decent amount. I have been writing on a contract to try and insure everybody's interests have been covered. I am trying to avoid theft of assets, etc. meanwhile ensuring the people who work on the team won't feel like their work has been useless up till the point we get funding. (Working for free essentially - which I have been doing full-time) As I have no money left in the production right now, but I would like to create a bullet proof contract, how would I go about doing so? I've looked into having lawyers looking at documents, but the cost is absolutely insane and would essentially cut our entire budget used for software.   Are there any template contracts for indie devs out there, which can be modified to fit your project and your team? Does anyone have experiences writing, making or working underneath contracts and how was it like? Any value advise would be highly appreciated! I have my fingers crossed for a contract which doesn't screw anybody over, including myself, and one that allows the game to be secure.   Thanks.    
  8. RT @frenone: Another small #giveaway :) Just because I'm having so much fun drawing these :) RT & Follow to enter. Ends: June 16. http://t.…
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