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Tom Sloper

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About Tom Sloper

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  1. Tom Sloper

    Do game demos usually cost a lot to build?

    It doesn't. Gamers are people who play games. Players are people who play games. Under your distinction, are gamers more competitive, or more obsessed, or...?
  2. I reworded your question so non-artists like myself can reply. 1. You need a degree and a great portfolio, and you need to live within daily commuting distance from the company you're applying to. You are studying in NH, but is that where you live? You can check New Hampshire in gamedevmap.com, but I don't suppose there are a lot of game companies there. 2. You need to be well versed in the software favored by the hiring company - some use Maya, some use 3DS Max. The software and the job requirements will be stated in job openings. Read FAQ 84. You might find some of my other articles helpful, too.
  3. Tom Sloper

    Game Development Reintroduction

    The portfolio should be on the web, with a simple easy URL, an intuitive user interface, and spectacular downloadable samples of your best work. You share the URL on your home page, your email sig, and your business card. You link to it in job application cover emails and in your resume.
  4. That kind of reaction is to be expected on Reddit. You can react in a number of ways: 1. Take it as criticism and ask for more detail so you can improve in the future. 2. Take it as trollism and ignore it. Whatever you do, don't get into an argument! When you argue with an idiot, it looks to other people like two idiots fighting.
  5. Vishal, as I replied on another site, I got the impression that your intent in pursuing the degree is to learn, more than to "get a job." And I think that's a wonderful reason. Also, I know that Indian culture values advanced degrees more than American culture does. I think this degree would be good for you, for those reasons and also for the excellent reasons you cited in that other site. If you want to just go for the job, you can do that. But you need to build a strong portfolio.
  6. Tom Sloper

    Ball physics

    This is not a Game Design question. Moving to another forum.
  7. Tom Sloper

    Game Development Reintroduction

    Having shown a teacher a thing or two does not equal a CS degree. Please forgive me for repeating something I said earlier. To get a programming job, you need more than what you have; if you want to pursue that route, you need to fill in the gaps. In the absence of a CS degree, you need an excellent programming portfolio. The route to Game Designer is no easier. To become a game designer, you need years of game industry experience, your name in the credits of numerous games, and the trust and respect of former teammates. You say you did game testing and tools testing. If you could get back into that, you could conceivably work your way up to designer eventually.
  8. Tom Sloper

    Fusion 2.5 automatic frame transition

    I don't know where this question belongs, but it doesn't belong in Career Development.
  9. I'm trying to understand this focus. You don't want to teach programmers or designers or artists - instead, you want to teach producers? Or you want to educate people as to how to produce? I'm a producer myself; I've produced 59 unique titles, and now I teach producing at university. Seems to me you should produce some games before you can teach producing.
  10. You need to go on the journey yourself, before you can lead someone into that new territory. Make at least one game yourself, as your first step. GameMaker if you use Windows, GameSalad if you use Mac. Or design a board game.
  11. Moving to the Lounge. I prefer my games to have a lot of depth and innovation, a rich playing experience, and crispy tree leaves I can examine with all their droplets and insect life. Oh, but not the arcade style. I had enough arcade style, so you can keep that part. Other than that, I'm saying that although you asked me "either or," it's a false dichotomy. I can have both... To an extent (I think your "molecules of water" is an exaggeration).
  12. Tom Sloper

    ESRB & Mobile Games

    Requirements depend on the platform. Each of those platforms you named may have their own requirements, so that's where to check on that. Offhand, though, I don't recall seeing ESRB ratings on the App Store, but I have observed that I am not particularly observant. ūüėõ As for benefit. Different audience segments draw conclusions (positive/negative) about ratings. Parents and grandparents may decide not to buy a game for young child if the rating is too high. Hardcore gamers might be turned off by a family-friendly rating. Those are just two segments, all I can think of offhand, where a rating might matter as to buying decision. You need to know which segments matter to your business, and satisfy that constituency.
  13. I assume you mean game development (not design, since you are asking about art and animation instead). Without a portfolio, a degree, or any game experience, check out our Hobby Project Classifieds section (under the Careers tab). Yes, but one needs a portfolio at the very least. Wow'em with your amazingly spectacular craftsmanship. Moving to the Career Advice board.
  14. Tom Sloper

    Scrum metodology

    This thread has gone way off track from the original question about scrum. Splitting is not an option anymore because so many threads weave in and out. Closing thread. Start new threads to discuss NURBS and whatever else anybody wants to discuss (including scrum).
  15. Tom Sloper

    Scrum metodology

    I tried branching further (after the "what is AAA" bit sprouted and got transplanted elsewhere) but it's too difficult to determine which posts to split off, and what to title that split. I agree that there's a lot here that is not about scrum, but I'm darned if I can figure out what it IS about!
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