Has a new programmer do you people really write that much buggy code?
Like I when I write the only time I have bugs is from memory leak or simply doing something that is stupid. Like lets be real memory leak is not hard to fix and if you use Java or anything besides c/c++ there is garbage collection 'magically'. Also like who uses a editer that does not have built in debug so you know before you compile that its not going to work.
Haven't worked in industry, but in my classes, I have worked in teams. I think the problem stems from people (me included) writing code fast rather than "correct". Pretty sure I speak for the whole team when I say I don't understand the underlying game engine, but I will exploit the heck out of C++ to get it to do what we need.
Never thought of that. I have not worked in a team for programming yet. Different people doing different things I could see how it go wrong. I was thinking solo stuff.
I am to getting my 2 year done this fall and looking for a 4 year school now. How far along are you buddy?
I don't give a **** , not like I'm getting a percentage of the profits or anything so I'll commit artistic crimes on par with ******** on the mona lisa.
Just do your 'good' projects at home, and as the big, bulky, dumb companies fail, move in to fill the gap in the market.
Look at that the (good) indie games are doing to the gaming market.
Look at what Git did to the version control software market.
Small web dev studios still dominate the market, b/c they make their products with craftsmanship and care, not for some big, sluggish company.
Actually, they would probably test one from a whole batch and use that to judge the quality of the entire batch.
Lots of companies use that method cause it's impractical to actually test every single product. especially for consumables and other products that need to be at factory perfect settings.
Yeah, that was what I implied. But what i meant was the models of the dildos: large dildos, fat dildos, cat dildos, horse dildos, dragon dildos, minion dildos, etc.
I dont know, I like writing and fixing code myself. I like knowing that something is running smoother because of something I did, no matter how much **** I had to do to get it there.
And you can add in **** into long that no one will ever see, like naming variables "dicks" and "nipples".
If you've got a **** ton of money to keep yourself alive while you're making the game. And enough money to afford proper marketing, or else nobody is going to buy it (Although with Steam, this problem isn't as big anymore).
The more you work, the less time you have to make the game, and if it takes too long to make you'll either lose interest or it will get extremely outdated (Duke Nukem forever).
have you ever tried making a game as an indie? a proper working game would take years to complete including time spent on education also there's no guarantee it'll bring food on the table, especially while in development but i guess follow your dreams bby boi
Doesn't have to take years. It could take as long as a single weekend. Depending on the type of game your going for. Alot of successful games out there are pretty simplistic to make. Take flappy bird for example, that took a single weekend. And that guy got 50,000 a week.
Im in college getting a degree in CompSci with a certificate for game design. When you do something like this, you have a much higher chance of being recruited into a company that creates games. My goal is Riot.
1) Get computer science degree.
2) Get graphical design degree.
3) Spend a year designing some stuff.
4) Make a portfolio.
5) Go to game companies.
6) Drop off your portfolio.
7) Wait anywhere up to 3 months for a reply.
8) Review offers.
9) Attend interviews.
10) See what you get.
Yeah, you're right, there are a lot of people that just grow up with video games and then think "hey, I wanna make video games, too!" despite not having any qualifications or experience beyond "well, I played them for a while."
Above is what I did to get my job at Ubisoft and, yes, it took about 5 years - but that's what getting the job you want to get takes.
Definitely your portfolio. Start straight away and just put anything you think is good in it. Have a physical portfolio to show work-processes and end results and, if you can, have an online one with screenshots and short captions so that your potential employers can just look at that if they want to.
Just spend like 30 minutes a day developing your own skills in anything - do a small project, work on presenting your work, just learn to write, whatever you feel like. The biggest hint I can give you is one that most people don't really like doing because it is kinda difficult, but learning a second language (anything really) almost triples your employability.
I can't really give more specific help than that since I don't really know anything about you
Ive done a lot of work in C++ with small projects, and with oracle databases which i manage for my uncle's company (dont get paid for it though)
Havent worked with any actual game engines like unity or source that much. Worked with flash though.
Ive done some model work in blender and 3d studio (only recently got 3d studio so still practicing) and can do visualisation artwork pretty well.
The main question is what exactly should i include in the portfolio? Since im not yet sure if i want to go for the aesthetic or code (or both) side of game development, im not sure if i should just chuck everything in or make 2 seperate folios or what. Do companies get pissed if you put too much stuff not directly relevant to the job youre applying for into your folio?
**rampagindragon used "*roll picture*"** **rampagindragon rolled image** Implying older games didn't also have a ton of bugs despite the programming being trivial compared to what's released today.
Bigger companies use random people online as free testers frequently but you then have the problem that the people who sign up are super hardcore fans with no sense of reality.
So often they are more concerned something doesn't look like the source material than if entire parts of the game don't function.
In my case, they get **** for punishing me for something that isn't even against the rules, or in one case, getting demodded and then banned because I spoke up about the owner giving a disliked user admin status... because she had a crush on him. This actually happened.
It was for a server, not a full game, a pretty popular one back then too.
Again, I AIIIN'T saying what game it was. It went to **** soon after I left, so GG to the gal who owned that place.
Once when I was working as a programmer for my friend I had one game breaking bug, basically whenever player tried to look for secrets in the final level the system ran out of memory and it crashed, so there was no way to explore the level because going out of the path caused crashes.
Fixing the glitches caused insta crash on launch, so we decided to put an NPC saying that greed will kill you and a monster called The Beast Of Avarice that haunts the player down when he goes out of the main path.
You are right. Well, I was a little nooblet back then, 4 years ago, delocating some of the unused content and deleting all the useless decoration would indeed make the game not heat up your computer when rendering garbage, I didn't really think that through, if I was more experienced then maybe I would do that but it was only my third or fourth game I ever developed.
The game was a complete scam to begin with, with them claiming they don't have enough money to add features they advertised the ******* kickstarter with even after they got more money than the kickstarter set.
But Dina was a huge filthy feminist of the worst social media badgering type with all the "Why isn't the main character of your game a woman? Are you sexist?" ******** . She got hired because her "BF" worked there. She banned people in masses because she's extremely irritating and lolsorandom. Then, when gamergate started, she was blocking people on twitter and banning them from the forums of the game they paid to support just for being pro-GG. She finally left the company shortly after she threw a fit and started demanding people pirate the game because she hates them so much.
The fact she lasted so long while failing so dramatically at her job made pretty much everyone who isn't an SJW lose all faith in the project. Now, Mikami's latest kickstarter is failing to make enough money.
Worst of all though, the game just looks bad. Really unimpressive **** .
that's why you become one of the lead developers and boss these ******** round. it's your ******* idea anyways. why the hell is that story guy able to cram what he wants into it? is that concept artist ******* everything up? well go goddamn tell 'em.