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DigitalNomad

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About DigitalNomad

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    |artist|
  1. DigitalNomad

    Where to start with first 3D game

    There are a lot of tutorials out there. You can check out C++ tutorials from gamecodeschool.com, cprogramming.com, or tutorialspoint.com.   And those were just the basics found in a general Google search. There's a lot out there, you just have to spend the time to look for it and to read reviews by others who have taken those tutorials. I'm sure with a little bit of work and effort you'll find exactly what you're looking for.    Good luck though with this new game design frontier.
  2. DigitalNomad

    Should i buy a Macbook or Windows laptop?

      Agreed. Find out what software is being used in the course first, then you can make the decision. Ultimately Mac is better for design, but if you aren't a fan of programming in iOS, then there's a huge point for PC merely because of the comfort factor. But being able to keep up in your course will be the first task. So again, check out the course software first. 
  3. DigitalNomad

    Save animation in flash (.swf)

    By the same logic it could have been a test to see how professional the artist is, as most professional artist would sabotage there own work by handing it over in a inferior format.   Also that describes a drone not a team player. :) Don't get me wrong I appreciate people that keep to the work, however communication between artist and client is important. If your client revokes the contract because you pointed out that they are using a deficient file format, then just be glad you dodged that bullet.   The only time it's better to just sit back and watch a project burn is when you are getting payed more than double the standard rates, and you know for a fact that there is no way that the failed project could harm your reputation.     A artist lives and dies by there reputation.     I don't think anyone was suggesting to watch the project burn. The suggestion was to do as was requested and to mention that another format might serve the needs of the project better, but to still follow the application instructions. This isn't being  a drone, it's doing as requested in a job application format. Again, that doesn't mean you can't mention other ways to accomplish this task, but you also don't blatantly dismiss their request and go in with a "I know better than you" mentality.   You're right, reputation is everything. And no one would want to hire someone who can't follow simple instructions. I think often showing that you are flexible and easy to work with, while also willing to put in helpful ideas (aka "this would be a better format for your project") goes a longer way than merely assuming the employer doesn't understand the project and the needs of the project as well as you do.  
  4. DigitalNomad

    15 Good DAWs

    You're right, a trial is only really as helpful as being able to compare the software or product with something else. So you would recommend checking out Studio One then? 
  5. DigitalNomad

    Save animation in flash (.swf)

      You are free to disagree but my words come from experience. :) Lets say you deliver the assets as .swf files and the client rips any kind of data from it but the tool used for ripping fails to translate all the data. The client notices the error and instead of thinking that it was the riper they use, the artist gets blamed. They contact you informing you there is a mistake in the animation and don't bother to upload a image showing it, now you look like incompetent, because you can't find the mistake.   Even when working with professional game developers you will quickly realize how little they know about art assets, when something goes wrong the artist will be blamed first. You already have very limited control over a asset once it is uploaded, adding a lot of extra variables is not a good idea.   A other problem is with size, the average 2D game when completed is about 250 mb with most of data being sound and images. The master files for such a project ranges anywhere from 500mb - 800mb, that is without a insufficient padding of all the animations;   Optimization of all assets is a problem the artist has to deal with, you see this often in indie games where the indie game runs lower than 30 fps when AAA games have more than double the content. The huge scenes you see in AAA games is thanks to the hard work of professional artist and programmers, doing what ever optimization they can.     The worst is when you noticed the developer making a huge mistake in using the art assets, then not mentioning it because you don't have the backbone and don't want to lose the job, only for the problem to snowball to a point where it destroys the project.   Now all your hard work means nothing, you have a black spot in your portfolio where you have to explain that the game you worked on was a failure. A mad developer who is blaming everyone and everything, who has to give you a letter of recommendation.   Everyone feels bad after a project like that, it only gets worse when you know you could have prevented it when the project first started. :unsure:     Even if that is the case, you still never tell a company that you are hoping will hire you why what they are doing is wrong and why what they are using isn't good. That might be part of the test, to see what you can do within the parameters that they have set, even if you are going to be a team player and do as requested, or if you're going to be a hot head and tell them that you know better.    When submitted you can mention that you don't ordinarily use this software and that you were happy to have the opportunity to experiment with it. And if you are worried that something might go wrong with the data translation, then you can be an over achiever and submit two files. One if the format you're comfortable with, and one in the format that they request. And you mention you submitted both to cover your bases or whatever.    I would say after you land the job and are building up a good reputation there, then you can then ask why they use certain software and then voice your opinion as to what you find to be particularly good to use. But doing this in the interview phase is a great way of ensuring that you don't get the job. UNLESS they ask you what you think about the software....at that point you can be honest and explain. But otherwise, you follow the instructions that they outlined to you. 
  6. DigitalNomad

    15 Good DAWs

    When it comes to music, I'm a Sony fan. I'm currently interested in Sound Forge Pro 11, though I know that it will set me back a little bit. But the suite is loaded with features and tools. Acid Pro 7 is also a good option and a little cheaper. Both offer a 30-day free trial, but I'm not really sure if that is long enough to really test out the software. Thoughts? Is anyone using either software? 
  7. DigitalNomad

    How do you finish a game!

    Like most have already said, finishing a game - or anything for that matter - requires a lot of patience, determination, and strong will. You need to be dedicated and willing to push yourself to work on it, sometimes even when you don't feel like it anymore. Starting a project you always have a lot of drive and determination, which tends to fizzle out as you go along. You need to fight against this.    You also have to accept a point when you and your team say it's done. That is another important thing. Perfectionism is often a killer of completion. You want it to be functional and as perfect to what you have in your mind as possible, this is true, but once you get to that point and are still fiddling with minor details......it might be time to consider it finished and move to the next step. Otherwise you can fiddle for years. 
  8. DigitalNomad

    Advice on where to start?

        Agreed.  I would recommend learning some C++, C#, Java, and perhaps a little Python. If you still need to learn the basics, this is a great article outlining coding basics and also mentions a few options for learning coding online for free or for a minimal price. Might be worth it to check it out. 
  9. DigitalNomad

    I need English speakers' advice for my game's title.

        This is what I wanted to say. Poseur or Poser, has the connotation of someone faking something. Meaning all of your heroes are faking it and aren't actually heroes. And I'm pretty sure that's not the idea you're going for.    This word is problematic and I wouldn't use it in a title. People will misunderstand this. 
  10. I second Bfxr. Here is an article on audio tools to give you an idea of a few others.
  11. DigitalNomad

    How long would it take to get good at game art?

    Practice and refine your skills through education. That's the only way to get good at anything. But you also need to have the confidence in what you are doing. Recognize that you are at the beginning of something and headed for improvement. Thinking less of your abilities isn't in any way helpful or productive and don't lead to improvement.    You have a desire and goal, so stay motivated to achieve it. I would recommend classes in visual arts and graphic design. And again, practice, practice, practice.    Good luck!
  12.   Seems a little like your focus is very scattered. From programming to graphic design to music. I would say where you need to start is to narrow down your focus to what you actually want to do. Since you are an artist and you say programming is actually quite a feat for you, then perhaps your angle is to excel in graphic design and work with a programmer to design games.    Not that I would ever discouraging you from learning programming. If you want to learn, then don't let it be program based, like what you suggested. You will only limit yourself. It's more a question of programming language. I would say focus on C++ and Java, and if you're interested C#. You can learn the basics from online tutorials and reading, but what do you have against a formal education in this area? That also goes a long way to helping you land an actual job - paid or unpaid. I would suggest getting a degree in graphic design (in which you will learn programming), or otherwise taking courses and getting certifications. 
  13. It's already been said, but Google Glass is not functionally on the same playing field. Plus, there's something more immersive about a helmet. Google Glass is designed in a way that you are still aware of and seeing your complete surroundings. A good VR experience is completely immersive. 
  14. DigitalNomad

    Trump Style

    The game is appear to be human and win the presidency 
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