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Tom Sloper

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About Tom Sloper

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  1. Making Certain themes accepectable

    Why do you want to make a game about a controversial theme if you know you are likely to be attacked for screwing it up? You need to be not ignorant of the issue.
  2. Which grad school should I look at?

    By whom? Someone in the industry, in the US? Or someone not in the industry, or not from the US? Not important. The main thing is, while it might or might not get you a US job, the degree will be an eye opener as well as a doorway to a likely interesting future.
  3. Making Certain themes accepectable

    Additionally, consider why you're tackling a sensitive subject. You may have a deep connection with the subject, or you may have strong feelings on the subject. Either way, you're making it personal - which is validating in and of itself. It's probably best to include a mission statement or manifesto somewhere in the game or on the game's site. Games that address social issues have a rough road ahead, but there are support groups, like for instance G4C, Games For Change. Look it up, check it out. Maybe get in touch with other devs who've entered that particular swamp, see what they went through.
  4. Making Certain themes accepectable

    How careful should you be? As careful as you need to be. There have been discussions about games with controversial topics, here in Writing and also in Game Design. Be mindful of the alligators and sinkholes as you enter that swamp. Be prepared to respond meaningfully to criticisms that you have impinged on some audience segment's sensitive areas.
  5. Which grad school should I look at?

    Where did you hear that? I'm not saying it can't work, but where did you get the understanding that grad school is "the best and shortest way" to up your chances? Okay, so you have narrowed your choices down to 2. Having only 2 to choose between will make it easy to make a decision grid. Maybe too easy. You could add 1 or 2 from that Princeton Review list. Make sure "proximity to how many game companies" is a high-weight part of your decision, since your ultimate goal is "break into the industry in the US." Choose the school with the most game companies nearby, provided that the school also satisfies your other requirements reasonably well. Since it's not uncommon for schools to misuse the term "game design" in order to attract students, you need to dig deeper and look at course titles and syllabi to make sure GD is really taught at the candidate school. Grad school can possibly lead to a job, but only if you pay attention to the details. And if you're lucky. Be prepared with an alternate plan if job offers don't come. One more thought: look at the length of the program (in years) and see when you might finish the degree. Will you finish the degree under the current anti-immigrant administration, or is there a chance there will be a new president by then? And if there is a new president, will the new guy/girl have had time to undo the current administration's anti-immigrant policies?
  6. Gameplay Canadian GameDev going American !HELP!

    Bradley, as was mentioned above, Bachelor degrees (4-year degrees) are preferred over Associate degrees (2-year). The holder of a 2-year degree is seen as having only half the stick-to-it attitude of someone who's gone the whole four years. When your resume is stacked with a bunch of other applicants who have 4-year degrees, you don't stack up. Best to see how many of your 2-year course credits count towards a 4-year degree. Fairly standard practice to go to cheap local college for 2 years, then transfer to a 4-year school, to keep costs down.
  7. "making programs" is not what the Game Design forum is about. Moving to For Beginners.
  8. Why did you wait 3 months to answer the first question?
  9. GDC from career perspective

    Join the IGDA LA Facebook group so you get notifications. The event is at Butcher's Dog, 11301 W Olympic Blvd, from 6 to 8. You feel wrongly. You just need to have a business card and you need to be a good listener. You need to be ready to "receive information." Nobody is expecting "info and knowledge" from you, other than your name and what you do.
  10. Markings,Names,Mechanics etc.

    Good reply from scouting ninja. Also see the article I wrote on using IP that belongs to not-you.
  11. GDC from career perspective

  12. GDC from career perspective

    That depends. It's expensive, and as kylotan said, you need to have a purpose for going. The talks can be very informative. Meeting people can lead to good things, but you shouldn't expect that. That I can wholeheartedly recommend. Planning to go to the event on the 15th? Why do you think timing is a factor?
  13. Game Audio Programmer Interview questions/topics/tips.

    crossposted to Careers board. That one got a reply, so this one is locked. Please don't crosspost.
  14. Where I can discuss game promotion here?

    moving this there. You can ask us marketing questions, but don't try to market to us.
  15. What do you look for in a hobby concept art request?

    If I was a freelance artist, and if I was willing to do work for no pay, I would absolutely need the game concept to be intriguing to me. And I would want my name in the credits even if you didn't wind up using my concept art. I would not trust promises of money after the game sells, unless you gave me a lot of evidence that shows you know how to turn a game into money.
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