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About Oxeren

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  1. Steam Tactics is an RPG/Strategy about steampunk airships with tactical turn-based Fire Emblem-esque combat. Take on a role of a captain of a squad of airship pilots, acquire and upgrade new ships and weapons, level up your crew. Steam page Features Simple yet deep tactical combat. You don't have to wade through obscure marginal mechanics, the gameplay revolves around clear core rules. Vast space for creative decision making. It's up to you to decide how to equip your ships, how to level up your pilots and how to approach a particular battle. Varied progression system. Gather materials to upgrade your ships and guns, combine duplicate equipment to create more powerful versions of it, level up your crew. Little randomness. The victory depends on your tactical skill and wise management decisions. Small pinch of randomness just helps to keep encounters fresh. Suitable challenge for different skill levels.
  2. Yeah, I guess you're right, I've changed the topic title. Though I've actually heard term "full stack developer" applied to game development a few times, it is probably better to use something else to avoid confusion. Sorry for confusion (see above), I have little to do with web development, it was just awkward use of a term, I've been working only in games.
  3. Hey everyone. I am a game developer with 6 years of work experience. The thing is, I've always been a kind of multi-skilled guy, not focusing on one thing. During my career I've worked as a 3d artist, concept artist, programmer, also did game design and even wrote music. I've been working at companies and have also released a game that I've made almost entirely on my own (I even did the marketing for that one). Lately I've been pondering the usual "what's next?" question. When you look at interesting job postings, they almost always require some highly specialized people. I don't really want to specialize that way. And my work experience may seem weird or suspicious to recruiters ("why would anyone work as both an artist and a programmer?"). I can do a lot of things and I think I am pretty good at those, but people reading resumes often don't like that. So I wanted to ask for your advice, thoughts or experiences. What are the ways someone like me could go about their further career?
  4. Oxeren

    Grown out of playing games

    I've noticed a similar thing ago. But then I figured that it actually is not the case. It is just harder for me to commit to a new game then it was before. I often start playing something new, bear with it for like 40 minutes, and then just turn it off, because I don't feel like producing all the cognitive effort to get used to the game. Nevertheless, if I stick with the game long enough and overcome initial reluctance, I can enjoy it a lot and pour tens of hours into it.
  5. Oxeren

    Need an Interview

    Hey, if you're still looking, I'd be glad to participate, just email me (igorrashkuev at gmail.com)
  6. Oxeren

    Material for game developing

    Many beginner learning materials are engine-dependent, so pick up a tool (just go with whatever you feel like: Unity, Unreal, GameMaker, Construct) and just go through the official tutorials, there are plenty of those. It's harder with books. Most renowned stuff is game design books like Scott Rogers's "Level Up" or Jesse Schell's "The Are of Game Design". Those are great, but I would not necessarily recommend them as a starting point (they also are only about design, they do not cover anything else). There are also some tech/programming books, but from my experience they are often pretty advanced. I think the main thing is just to start making something (just grab any official tutorial from any engine). Then eventually you will figure out what you should learn next, what books to read, etc.
  7. Oxeren

    Starting Out

    Depends on what you want to achieve. If you don't really know yet, just start learning GameMaker or Construct, these are great tools for starting out. Or anything else, really. Nowadays almost every engine has some kind of visual scripting tools. Unity does not have a built-in one, but you can grab a free version of PlayMaker from Asset Store. To be honest, I don't even think it really matters which engine to choose at this point. It's better to not hesitate and just relax and start learning whatever you feel more like working with. You will figure out what suits you best along the way. The only thing I would not recommend in this case is CryEngine.
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