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Rutin

GDNet+
  • Content Count

    964
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Rutin last won the day on October 19

Rutin had the most liked content!

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663 Good

About Rutin

  • Rank
    Advanced Member

Personal Information

  • Role
    3D Artist
    Business Development
    Programmer
  • Interests
    Art
    Audio
    Business
    Design
    Programming

Recent Profile Visitors

9864 profile views
  1. I wasn't able to sleep tonight so I thought I should at least work on my Frogger entry. I finished up the car model that will be used, and it's pretty rough but I'm okay with how it looks for this project. I'll change up the paint color to add some variation as I'm most likely not going to have time to make trucks, vans, ect... I modeled out the shell, tire with rim, and windows then textured it all. I'll be reducing my asset list a bit... My next task is to create a small speed boat model. Stay tuned! Prior Parts: PART 1
  2. No worries. I'm not sure how many gigs you've done prior to this, but I personally make it a habit to keep a certain amount I'm willing to go no lower than on services I provide, then pass up deals that are not in my range in most cases. You gotta put value in what you do otherwise nobody else will. Don't be afraid to walk away from a gig if it's not what you want, it most likely isn't life changing money. Apart from the IT industry, I run a legal services business and I get calls all the time from contractors that took bad deals, and didn't even get paid... They knew the company had a cash flow problem before starting and still went along, and even gave them a break on pricing but still got screwed. My advice is to calculate the amount you're happy with working at per word, then pass on that number and see where it goes. At the end of the day it doesn't matter if you charge an industry low or high if the company cannot pay you. Make sure you set terms as well and if they miss one payment I would suggest demanding a deposit that you'll hold on account.
  3. Freelance writers I've personally worked with bill by the word. However there are freelancers that bill hourly, and by the project. How much you charge can greatly depend on your customer as well... and what you're writing. Maybe someone else can offer more insight to billing as I'm not a freelance writer myself, I've only hired them.
  4. Still wishing for that Android and Steam release. I cannot wait!
  5. Welcome to the forums! How "Rev Share" usually works is that each member depending on their deal is provided a % of the income the game generates. Depending on your agreement this might be NET or GROSS. If the developer understands how finances work they will usually never provide a rev share deal based off GROSS earnings. You're not going to be asking for a dollar amount in such a deal, you should ask for a % and that % should be paid in perpetuity. Make sure you get everything in writing and signed, and make sure you have your payment terms clearly defined. I would suggest having a lawyer review the draft if you're new to this. Negotiating your amount depends on a lot of factors. How much negotiating power do you have? How many other people are asking for a % of NET earnings? As you're the Co-Writer, how much are you contributing to the project in comparison to other writers? What value do you put on your contribution to the overall success of the project? Nobody can give you consulting on what to ask for because we don't know anything about the project and the parties involved. I would suggest taking a higher salary and a lower % as opposed to lower salary and high % unless this studio has a track record, or the team has people with industry experience developing commercial titles. People can sometimes under estimate their true costs to acquire a sale, which can leave a company with a negative net profit regardless of high gross revenues, and that is if the game sells at all...
  6. Hopefully you can submit an entry.
  7. Awesome! I'm very glad there is an extension! @Awoken Now you have no excuses!
  8. Rutin

    Some New Tools, and Progress on the new Theme.

    Great stuff for sure. I really enjoy your updates.
  9. Rutin

    Requesting a code review

    Great point!
  10. The 8-bit part would refer in this case to the chosen style of game from that era. Not actually making the game for an 8 bit system. Unless I'm mistaken.
  11. By chance, do you actually program games? Or are you involved in some other form of software development? What field if so?
  12. How is a class room experience required to learn a new programming language? I had a big project I needed to do last year that required me to learn a new scripting lanagague to complete it... It was as simple as me opening up the reference documents and going through it all. I completed the project, got paid, and my client was happy... Never spent a dime going to school. Again, your opinions here don't hold true in the real world.
  13. You do realize experts in their respective fields publish things called books... right? Not to mention the countless resources published in audio, video, and even online now. If you honestly want me to believe learning can only be achieved in a formal institution, I wont bite, sorry! There is zero evidence to support that people are incapable in learning math outside of a formal education platform. If you required a "class room experience" to get through the fundamentals, then that's your scenario, and doesn't hold true for everyone else. Well I guess I'm not qualified based on such a standard... Only been at this for 18 years. I run my own IT company, among other businesses, and program daily as I'm working on a new title. There are many talented people out there that never stepped into a College or University and they're doing just fine, myself included. I don't see eye to eye with you on this one however, but either way you're free to have your opinion.
  14. The majority of people wanting to get into programming jobs are not going for master degrees as a requirement prior to getting hired in North America... Maybe somewhere else, but not here unless something has changed and I missed the memo. The industry has people without degrees and with undergraduate degrees, certificates and diplomas. When I say the "industry" I'm referring to anyone actually working in any capacity in Game Development or General Programming (employed, or self-employed). How is it impossible to obtain knowledge in math and other subject matters without stepping into a class room? That is an absurd statement. Do you realize the amount of time programmers put into maintaining and upgrading their skills throughout their careers which doesn't consist of going into a class room? I'm assuming you're a programmer yourself? Please correct me if I'm wrong. It might come as a shock to some, but you don't need to go to school for a masters degree, or any degree for that matter to become a competent programmer. It takes a lot of hands on experience and exposure that develops you, not sitting in a class room for a few years. What about all the self taught programmers out there? You seriously cannot make the argument that someone who doesn't go to school is going to be producing garbage code. All of the prerequisites to programming up to the advanced and beyond can be taught with the vast amount of books, videos, and speed courses available today. The rest gets developed on the way, and as needed. There is nothing wrong in getting a degree, and I do encourage people to get one if they can, but that degree isn't going to be some magic dust that transforms the individual into good programmer without working in a real environment and taking an active stance in their own development as required.
  15. You only have three options that I can think of: 1. Buy better assets (custom if needed) 2. Find an artist to work with 3. Learn to create visual assets You're in the same boat as majority of programmers that are trying to make games, so you'll have to work with what you've got available to you. I personally devoted a lot of time to becoming a graphic artist because I didn't want to depend on other people for my hobby projects. "Programmer Art" wasn't good enough for me. This would be the longest route, and could be a difficult road to achieve desired results in a quick period of time, but if you push through it will be well worth it! Blender is free and a great tool! You can model, sculpt, rig/animate, and more. You'll also find a lot of resources online. https://www.blender.org/
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