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Ask a Game Dev

@askagamedev / askagamedev.tumblr.com

I make games for a living and can answer your questions.
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Anonymous asked:

I've been employed as a senior game programmer for two years but I really need a new job and I don't think I'm good enough to compete as a senior, if took a salary decrease I wouldn't receive much less a year after tax. I don't wanna be stressed out being expected to do things I can't do effectively. How would you recommend getting a new job at a more junior position? My heart is no longer in this profession I don't have love for it anymore. I just want a job to provide for my family.

There seems to be a lot to unpack here. I'm reading several different elements that each warrants its own response. Here's what I'm seeing:

  • You aren't feeling job satisfaction with what you do any more

This happens from time to time and likely needs some soul-searching to seriously answer. If you just want to provide for your family, there's nothing wrong with doing what is expected of you and no more. If you really don't like game dev anymore, you could always try finding a job in a game-adjacent field - simulation, gambling software, user experience, education and training software, and so on. Most technical problems are fairly fungible.

That said, sometimes all it takes is a reminder that there are players out there who really do appreciate what we do. I get a tremendous amount of job satisfaction seeing players enjoying the parts of the game I made.

  • You're feeling some imposter syndrome in your current job

Imposter syndrome is very normal, especially for where you are in your career. It never really goes away, and it will always tell you that what you're doing is scary and that you can always give up and go back. If you're really concerned about your performance on the job, you should talk to your manager about it. Ask for a one-on-one and discuss it. If you're doing fine, your manager will tell you so. If you aren't, your manager will also tell you and likely suggest ways to improve. And, if you really want to take a more junior position, your manager should be able to help you transition to one of those too.

  • You want a new job with less responsibility

There's nothing wrong with this per se, but accepting a demotion will probably take a toll on your long-term career. At the very least, it is likely that you will be asked about it at any job you apply for in the field, and you may get passed over for roles because the hiring managers consider you too senior for it. This may not matter to you but you should probably consider your long-term vs short-term goals and what it is you want to do with the rest of your career and life. If you've taken the time to consider the ramifications (especially with your family) and still feel like it is the best choice, by all means do it. I caution against making such a long-term decision hastily.

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Anonymous asked:

Let’s say someone becomes a game developer, but realizes the gaming industry is not for them for whatever reason. What opportunities there for game developers, particularly designers, outside of the video game industry? I imagine one of them is your former job at the gambling industry.

You are correct in that it is possible to transfer that body of knowledge over to the other gaming industry that is casino machines. Beyond that, here are some other roles that game design skills could transfer to.

Tabletop, board, or card game design. It's still game design, just not in video games.

UX design. Crafting experiences is a useful skill for any user-facing applications. Figuring out what the intended experience should be and adding/modifying/removing elements of the application to improve the user experience is something many game designers can do.

Interior/exterior design. This role is mostly for level designers. Being able to take a space and turn it into a place that makes those who enter it feel a certain way is a valuable skill. Laying out the floorplan for an event, arranging a home or office space to make the environment intuitive to navigate is a big deal. Also, doing architecture for theme parks falls in this category as well.

Simulation/Training/Educational design. There is plenty of crossover with game experiences here, but the goal isn't to get the user to have fun but to train them and teach them stuff. Crafting an experience here involves figuring out how to teach the proper information in an intuitive way.

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Anonymous asked:

So Final Fantasy VII First Soldier (a battle Royal game) is shutting down after just over a year. You have talked about how publishers/devs will rush into a new genre to see how large the potential market is. What is it like developing a game for a genre when it becomes clear mid development that the genre you are building a game for has reached the ceiling for the number of games/players there are for that niche?

This kind of question fits in with the greater metric known as morale. Morale is the word used to describe the general attitude of the overall team towards the project. When the team is in good spirits, trust each other and their leadership to do their jobs, and believes in what they are doing, morale is high. When the team is unhappy, distrust each other or their leadership, or don't believe in what they are doing, morale is low. Morale acts as momentum - good morale can carry successes into further successes, while bad morale can keep a struggling team from stabilizing.

In most teams, people will fall into one of three major camps. The idealists will continue to believe in the project and work to improve things. The cynics will quietly begin looking for work elsewhere, disengage from the work, and generally put in the minimum effort. The realists will make an internal calculation - what the chances are of hitting their targets, and whether it is worth staying on like the idealists, or looking for an exit like the cynics. The team's morale will have the heaviest influence on the overall distribution of the team between idealists, cynics, and realists. The higher the team's morale, the more idealists there will be. Likewise, the lower the morale, the more people will slide into the realist and cynic camp.

Feeling like the future of the project is in question will pull morale in a negative direction. If too many people on the team pull toward the negative, it can cause a vicious cycle where the others on the team and team morale will sink even further, which disillusions even more members of the team, and so on. Similarly, success and positivity can cause a virtuous cycle, pulling team morale upward, which persuades more people to the idealist side of things, which begets more successes, which pulls morale even further upward, and so on.

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New Hire Advice - Don’t Self-Crunch to Prove Yourself

It’s Labor Day today, so I thought I would share a bit of “work wisdom” from a veteran. Even though I’ve been working on games for almost twenty years now (with time off for good behavior), whenever I start a new job I still feel the desire to prove myself to my new team and new boss. This is normal - I want to show my new employer that they did not make a mistake in hiring me. I want to show that I am a contributing member of the team. There are a variety of ways to do this. However, one hard-earned bit of experience is to resist the brilliant idea of working extra hours (that is, doing a self-imposed crunch) at the start. As a hiring manager myself, I implore you not to do it.

The key word here is “extra” - if you feel comfortable keeping a specific pace all the time, then you can disregard. But if you’re pushing yourself and thinking “after I prove myself to the team, I can scale back to a sustainable pace”, you’re doing both yourself and your team a disservice. If you do this, you’re setting yourself up for failure. 

The biggest problem here is that no one, least of all your boss or team, is psychic. We cannot know your thoughts or your reasoning. All we can do is observe from the outside. What we’re going to observe in this situation is that you set a baseline productivity out of the gate and then your productivity has fallen. From my perspective as manager, maybe you’re losing engagement or you’re having troubles or something. It likely will not occur to me that it is because you set unrealistic expectations from the start by burning the candle at both ends, and that you are scaling back to a more realistic schedule.

This also puts additional pressure on your teammates. If you’re working extra hours, you also exert social pressure on your teammates to also match your pace. Most of the veterans will resist because we know better, but other new hires and less experienced teammates can easily get pulled along for the ride. It can easily turn into an unhealthy race to the bottom as you try to one-up each other while boasting about “passion” and how much you love game dev. 

This, of course, generally results in burnout and exhaustion. This is one contributing reason why so many bright-eyed and bushy-tailed newbies leave the industry within a five year span. We’ve already got an industry-wide problem with overwork and crunch as imposed by our leadership and that’s got its own set of issues to work through. There is no reason we should also add more fuel to the fire ourselves in order to try to prove our worth. 

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Anonymous asked:

Hey Dev! I love your blog and you inspired me to get into game development. I have a masters degree in psychology and some basic knowledge on game design. Could this be enough to get a job as a game designer in the industry?

Maybe? It entirely depends on what comprises "some basic knowledge on game design". The psychology is tangentially useful, but it's still icing unless we're  specifically hiring for a psychology consultant. Game design skills are the cake hiring managers are looking for, and those are the skills you’ll have to demonstrate in order to get hired as a game designer. If you want a job in video games, you need some kind of specialization - at least one field where you’re good enough to ship content. This can mean level design, item design, encounter design, combat design, system design, narrative design, etc. A generalist must be able to create shippable content in multiple fields.

If you want to get a job as a game designer, you need to demonstrate to the hiring manager that you can design game content. This starts by analyzing and understanding what makes existing game content good and bad, and then takes the crucial step beyond by extrapolating those skills into creating new content that provokes a new intended experience in the player. This is a lot harder than it seems from the outside; there are tons of armchair designers on various forms of social media who can spend hours picking apart game designs but lack the ability to come up with new designs that resonate with players.

A good designer can use game development tools to craft an experience for the players who engage with that content. That’s what we’re looking for when we look to hire somebody. This often means showing a good understanding of how all the little pieces fit together to form a cohesive intended experience - mechanics, visuals, timing, rewards, numbers, colors, tension, incentives, goals, teaching, and so on and so forth. A designer uses all of the pieces to build a story for players to experience. The better the designer, the more compelling and consistent the story.

I always encourage game design candidate hopefuls to get their hands dirty and create game content of some kind. Make your own D&D module/campaign, create a quest using Skyrim’s creation kit, create a board game, create a card game, create a map for Portal/CS:GO/TF2/etc., Twine narrative adventure, or whatever. Create something that others can play. Then let them play it and see how it worked out. Think about what worked, what didn’t, and what you can improve. Then repeat that process until you start to get a feel for how all of the pieces fit together for a good player experience. That’s game design. Those are the kind of skills we’re looking for in a candidate. I wish you good luck.

The FANTa Project is being rebooted. [What is the FANTa project?]

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Anonymous asked:

You once mentioned that you worked outside game develpoment for a while, but you were not satisfied with your alternate career and returned to game development. You mentioned it in two short lines while answering a different question and it got my attention. Game development is a, let's say, volatile environment at times and not everyone is cut out for this. So my question, when you left game development for a while, what did you miss so much that made you return to that environment again?

It is difficult to distill a multi-dimensional problem like job satisfaction into one single factor or answer. There wasn't one single thing about game dev that I missed, but rather a convergence of several factors in my life at the time that made going back to game dev the right choice for me. Had some of those factors been different at the time, I may not have returned to game dev.

I've said before that I find most of my job satisfaction in building something engaging for the player. I really like creating experiences for them, thinking about all of the little details and coming up with all of the ways to improve on each iteration. It's what I find most engaging about my work. I want to feel reassured that I'm building something that someone will enjoy. During my employment outside of video games, I worked in a games-adjacent field (casino games) and it was very much not player-driven. Casino games are highly regulated by the local and federal governments here in the US - casino gaming legal requirements are a lot like the console certification process on steroids. The majority of the development process is not to make a good or fun product for the players, but to meet all of the government certification requirements.

Beyond this, the company I was working for was also located in a small town (pop: ~20,000). I grew up in a fairly large city (pop: ~1 million); I grew up thinking a town with 100,000 residents was small. As you may expect, there were some elements of culture clash there. I was not used to dirt roads and lack of options when it came to food and entertainment. The city had two total movie theaters - one with four screens and one with six screens, so if neither showed a new movie I wanted to see, I would have to drive to another city. There wasn't a lot of option for other things to do there either; a lot of the locals did the wilderness thing - hiking, hunting, fishing, camping, etc. I was not (and still am not) really into those pastimes.

In addition to these two major factors (and perhaps most importantly), I was also still single and did not have any major responsibilities that might have kept me there. I did not have a mortgage, I did not have a family to provide for, I did not have a romantic partner who may have had a hard choice to make whether to stay with me and move or stay with their job. I did not have children who would have to leave friends, I did not have a house to sell, I did not have local obligations to fulfill.

It was the convergence of these factors that made it possible for me to decide to look for work elsewhere and go back to proper game dev. There was active pressure to leave from an environment I didn't like (the small town and lack of options), lack of pressure to keep me there (no attachments or responsibilities), and the work was not engaging to me (all cert, all the time). I bided my time, looked carefully for a good exit strategy, then took my leave when the right opportunity presented itself.

The FANTa Project is being rebooted. [What is the FANTa project?]

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Anonymous asked:

I’m well into my 30s but considering a change in career and would love to move into games. However I have zero direct experience and no relevant degree/training - best I have is some experience of roles (project / product management) you also find in games studios but in totally different fields. How hard would it be for me to break into the industry without resorting to graduate/entry level roles and taking a huge pay cut?

Let me reframe the question. You must have some idea of what it is we in the industry do - at a high level, you know that programmers write code, designers create content, artists create art assets, producers grease the gears by managing schedules and tracking progress for other developers, QA tests for bugs. How much supervision do you think an unproven (but talented) new hire with zero direct experience and no relevant degree or training would need in order to be productive?

Aside from gauging a basic competence level, the most important question I really need an answer for is “How much hand-holding do I think this candidate would need from more senior team members in order to do the job?” This is my primary criteria when I am evaluating potential candidates - I don’t give a simple thumbs up or down, but I gauge how much supervision I think they would need in order to be a productive member of the team. Juniors require a lot of supervision, mid-levels require minimal supervision, and senior level provide the supervision. If the role we are looking to fill isn’t suited to the amount of supervision a particular candidate would need to be productive, we move on to the next candidate.

I should point out that supervision here doesn’t just mean direct management and tasking, but also entails the amount of time a more senior dev would need to spend answering questions in order to keep the new hire productive. If the new hire can figure things out on their own in a timely fashion, that’s less time the senior dev has to spend explaining and more time the senior dev can spend working on their own assignments. If you believe that you can perform your duties while requiring minimal supervision on a dev team, then you are probably good for a mid-level position. If you believe that you are good enough to teach others how to do the work then a senior position is probably for you. And if either of these kind of situations feels daunting, then you probably need a junior role just to earn the experience and grow into these more autonomous roles.

The FANTa Project is being rebooted. [What is the FANTa project?]

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Anonymous asked:

Hi Game Dev! I took your advice on breaking in to the game industry. I spent years gaining experience in software project management. I am now set to begin my first game job as a producer! What advice would you give to someone starting their first production role?

Congratulations on joining our ranks. I’m proud of you and I hope it works out. Here’s some advice that I think is applicable to anybody starting in game development.

Learn as much as you can.

You’ve spent a lot of effort to get here, but this isn’t the end of the game. It’s only the beginning. A lot of us have been doing this for a long time. We’ve done a lot of things, made a lot of mistakes, and learned from all of those mistakes we made. Listen to us when we tell you about possible consequences of a specific decision. You don’t always have to do exactly what we say (unless we’re your boss) and you can push back on things, but you should really recognize that there’s a lot to learn from those with more experience than you.

Pace yourself. Don’t throw yourself into extra hours if you don’t have to.

A lot of fresh faces in the industry will want to throw themselves into the work to prove their passion. This takes a [pretty major toll on you, mentally and physically, in the long run]. It’s great to be passionate. By all means, put that passion into your work. But you need to take care of yourself or you’re no good to us when we do need those extra hours. Self-induced burnout helps nobody.

Be prepared to kill your babies

The longer you stay in the industry, the more of your beloved ideas you’re going to have to kill. It might not work within the theme of the overall game, or it might need too many development resources to get done properly. The technology might not be there, or the team leadership might decide to go another direction. Early in development, there’s just so much potential that would be awesome if we can get the resources to execute on it, but we’re always limited in our time, our expertise, our team size, our budget, and so on. Just because an idea is good (or even great) doesn’t mean it will get made. Don’t get too attached to any one idea or feature.

… But don’t be afraid to defend your ideas

We’re smart and experienced, but we’re also human and therefore not infallible. Bring your perspective to the discussion and defend the ideas you think are worth defending. Maybe we didn’t consider something you did. Maybe there’s less work involved than we thought. But don’t just defend something blindly, you also look at things critically. Maybe there’s another option that can get 90% of the way to the idea with a much lower resource cost. It’s worth fighting for the ideas you think are worth defending, even if you don’t win that fight.

Not every part of the work is going to be fun

That’s why it’s called work. I love what I do, don’t get me wrong. Coming up with engaging and interesting content for players is one of the most fulfilling things I’ve experienced and I’m pretty good at it. But it isn’t always the fun part. Sometimes I’m working on the plumbing and the back end instead, laying the groundwork and doing the mundane tasks like keying in data, creating stub files, or digging through pages and pages of old code and documentation to try to figure out why my stuff isn’t working. As a producer, you might have to do some more menial tasks as well - getting people software licenses, ordering food for the team during crunch, or even procuring controllers and cables for somebody who needs them. These aren’t glamorous tasks but they are necessary ones.

I wish you all the best. Good luck.

The FANTa Project is being rebooted. [What is the FANTa project?]

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Anonymous asked:

In your answer to the question about hiring a programmer you said: "My team went looking for a senior gameplay engineer for the better part of eight months without much luck. We eventually settled for a mid-level engineer that we felt could grow into the role." Did this person grow into the role? Was their compensation adjusted once they had?

Some studios are better about promotions than others, but it’s not super simple. A lot of it just has to do with timing. Like many tech companies, most dev studios I’ve worked at have some annual performance review and we get promotions, salary increases, bonuses, etc. based on a combination of our performance and the company’s performance for the past year. Joining the company as a new dev near review season might mean that you won’t get a serious evaluation for over a year. Changing managers may also affect promotion, since there’s usually some sort of “getting-to-know-you” period where the manager doesn’t feel good about evaluating your performance since she wasn’t observing it at the time.

That said, you can bypass a lot of this simply by going to another studio. That basically forces an immediate evaluation of your skillset, current title, and compensation package, and it often results in a title bump and pay increase. Somebody on the discord recently said that there’s a long-running joke at Ubisoft - the fastest way to get a promotion is to go work at EA for 18 months. It’s definitely true - I’ve personally gotten many promotions and pay increases because of job changes myself.

The studio itself also has a large effect on things. Studios that have a higher turnover rates tend to have increased promotion rates as a means of trying to retain more talent. Shortened dev cycles are also good for career advancement. It was fairly common for developers at EA Sports, for example, to get promoted fairly quickly because they shipped a new game every year and earned a lot of experience that way.

The FANTa Project is currently on hiatus while I am crunching at work too busy.

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Anonymous asked:

Where i live there isn't any game company and i am trying to get a entry-level job as a producer, but every single company offering a job in other states demands at least 2 years of experience (if there was any game company where i live, i would work as a volunteer to get the experience, but there isn't). What should i do? (That's a important matter to me, so if you can, please respond. I don't know what to do and i really need some advice)

You basically have two main options. You can either try moving to a different state and going for the entry level producer job you want, or you can stay where you are and try to get a job that will help you get the experience you need to get the job that you want. They are both viable ways into the game industry, but the risk/reward ratio is very different for each choice. 

Most of the time, the “minimum 2 years experience” bit is more of a guideline than a hard and fast requirement. My first industry job also “required” two years of experience, but I had never had a full-time industry job before then either. The hiring manager counted the project work I had done while in school towards that experience in terms of being willing to give me a phone interview. So… if you truly believe you have what it takes to do the job and you’ve got some project experience from school and such, then you could take the risk of moving to a state like California or Seattle without the safety net of a job, and hoping to find one after arriving there. You could also try finding a job doing QA or customer service and try to transition into an associate producer role. I know of a few producers who have managed to do that. Of course, doing this could also end very badly for you as well - you could be stranded far away from your friends and family without a job.

The other major option is to get some project management experience in a software development environment. Find a job as a producer or project manager at a software or app development studio locally. Most cities will have some sort of project-based developer of something. Find a job doing that, ship some products, and try to learn as much as you can. You can also get certified with Project Manager Professional (PMP) certification to help establish your skills as a producer. Then, once you’ve established yourself as being able to manage a schedule and ship software successfully, you can try switching industries and aim for a position in the game industry. This is a safer option than the previous one, but it also requires you to play the long game. This choice will require some serious patience.

Ultimately, it’s a question of balancing the risk you’re willing to take with how soon you want to try to get the job you want. The more appealing a candidate you are, the more experience you have, the less risky a blind move becomes. You could also try something like applying to some game companies and footing the bill for your own interview and relocation expenses if you really want the job, and then moving only if you get an offer. Unfortunately, most studios just aren’t willing to pay to relocate an entry-level employee. Your only real options when separated by geography are to foot those bills yourself, or to become a candidate worth relocating.

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Anonymous asked:

Since I want to be a game designer in the future, I've been debating whether or not I should aim for a college like digipen. The tuition is expensive and I would have to move states in order to attend. Is there a difference between going to a school that offers a game design degree in my state, or going to a school like digipen or fullsail that specializes in it?

Ok, so… game schools. This can be a bit of a tricky subject. First, I suggest you read this old post I wrote [on game schools from some time ago]. Then, let’s discuss the finances, because that’s kind of a big deal.

Financing school is probably one of the most important decisions of your life, because most school loans are permanently stuck to you until you pay them off. As far as I know, they are the only kind of loan that can’t be discharged via bankruptcy. They will affect your credit, which will affect your ability to buy a car, a house, apartment approval, and even job prospects. And, as you said, tuition can get super expensive. The federal government hands out student loans, but does not directly fund tuition for any individual university (though they do pay for university research, which isn’t quite the same thing). So here’s a quick primer on how school tuition works.

Private Schools

Private schools do not receive funds from the government for education, and are entirely funded by private sources (usually tuition and donations). These include for-profit schools like Digipen and Full Sail, as well as established private universities like Stanford, Harvard, and Notre Dame. It does not matter to a private school where you are from; the cost is the same. Digipen charges around $30,000 per year in tuition and fees for a four-year Game Design degree. Full Sail charges around $32,000 per year for a 2.5 year Game Design degree. For comparison’s sake, USC has a pretty good game design track and charges ~$50,000 a year.

Public Schools

Public schools receive government funds from the state to help defray the costs of tuition. If you are a legal resident of the state, you are entitled to the subsidized tuition costs. This can be a substantial amount of money - I went to a public university in California that is currently charging ~$14,000 a year for in-state students and ~$40,000 a year for out-of-state students. The university in the city I’m in right now (top in the state) charges ~$10,000 per year for in-state and ~$35,000 per year for out-of-state. So… keep this in mind - in-state public school is often far cheaper than a trade school.

Post-Graduation - Getting a Job

There is another piece to this puzzle, of course - you need to get a job after you finish school. Most for-profit schools have placement rates - the percentage of graduates who go on to find work in the field. [According to Full Sail], about 38% of their Game Design bachelors’ students go on to get a game designer job, while 70% of their Master’s graduates find jobs. [Digipen has a much higher placement rate of 80%] for game design bachelor’s degrees. Placement rates are harder to find for major universities like USC or MIT. 

If you come out of Digipen with $120,000 in debt with a 5.0% interest [Perkins student loan], you’ll have to pay $644 per month for 30 years. For a [6.8% interest Stafford student loan], that number jumps to $782 per month. If you want to be a game designer, you should also consider your earning power - the median salary for an entry level game designer is not very high. Most junior designers only earn from $35,000 to $50,000 per year. If you live in California and start at $50,000, you’ll take home about $3100 a month after taxes. If you pay $1500 monthly for rent, food, and utilities (super cheap for California) and $782 per month for your student loans, that leaves you with $818 a month for everything else - entertainment, household needs, medical expenses, gas, car payment, insurance, etc. In comparison, $40,000 debt from a strong in-state university is much more manageable at $262 per month in student loan repayment (though still for 30 years).

Further Reading:

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Anonymous asked:

I'm a 3d animator, but I've only worked with films and TV. What should I animate if I want to get into the game industry? Specifically, what are certain conditions walk cycles, jumps, attacks, idles, etc. need to meet for them to work properly in a game?

For reel specifics, here are a few suggestions: 

  1. Standing idle into light melee attack
  2. Standing idle into heavy melee attack
  3. Some movement/standing cycle that transitions into a movement cycle of your choice
  4. The same movement/standing cycle that transitions into a different movement cycle (e.g. running vs walking)
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The core focus of any game animator is crafting motions that can (and will) be performed an infinite number of times (or for an infinite length of time). This usually means standing, crouching, climbing, walking, running, jumping, and attacking, but also means transitioning from a given cycle to another all the time. You need to show your potential boss that you can do these things, and that you can do them within a reasonable frame budget. Think short cycles of around 1.5 seconds at most, with each full motion being around 2.5-5 seconds at most.

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Most games with any kind of melee combat will have light and heavy attacks, and any lead animator will expect to see attacks that both read well and could be useful in a game setting. I wouldn’t worry too much about setting up some sort of combo attack, unless you can demonstrate your ability to vary when one motion can transition into another. Game developers try to take as little control away from the player as possible, and that usually means that every attack must correspond to a button press. That second button press can occur at practically any time during the first attack, you’ll need to be able to set up a window during the animation to allow it to transition into the new attack while still occurring within a handful of frames (~8 frames at most, assuming a frame rate of 60).

Overall, the biggest difference between game and film is that you really have a lot fewer anticipation frames to work with. The player isn’t going to sit around and wait for a beautifully animated windup; the player is going to get really annoyed that it takes forever for the move to come out after pressing the attack button. This means that you need to shave as many frames off of the anticipation frames of most motions as you comfortably can, and you need to do it in such a way that it still conveys the anticipation phase of the motion because the player still needs to see it. I heavily suggest picking some really strong key frames and favoring those more than smooth in-betweens.

Finally, your animations are never going to remain pristine. There will be engineers and designers bending and breaking them in order to make them fit the gameplay. You can make the prettiest arcs you can make, but somebody is going to speed it up or slow it down or chop frames off or whatever in order to make it work with the new system. A designer is going to tell you that you have to keep all of the motion within a 4 square meter box on the ground, and you’re going to have to rework the motion until it fits. Remember, games are a collaborative process. Nobody works in a vacuum. If all this sounds like something you find appealing, I wish you good luck.

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Anonymous asked:

Hello game dev, I'm in a development team and we are planning to make a game with a very controversial theme and much violence (we intend to make it so extreme that it seems funny-comical). It is our first game and some of the team members worry about how a bad game could affect our careers given the controversial theme of the game. How do you think an indie game could affect an individual if it receives bad criticism based on the content (given there are no other probs like glitches)?

I wouldn’t worry too much about it. Plenty of industry veterans have bad or critically panned games on their resumes, myself included. I’ve never had a potential employer hold it against me. They’ve always been much more interested in what skills I can demonstrate and what I actually did on the project. What they are really looking for is the ability to finish and deliver a product, and that’s what having a shipped title means. Many developers never get to pick and choose what they work on, especially when there are all sorts of other factors involved with determining your career (where you live, your family/financial situation, job availability, other priorities, etc.). Under most circumstances, having a shipped game (even if it is bad) is far superior to having no shipped games at all.

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hi!,I know that you've been asked this a lot but I want to make sure I get this right. From what I gathered CV is crucial and I loved your replies to other people and changed my accodingly. I went to many seminars given by people who work in Game Development Companies and saw that one of the best ways to show your work as a programmer is to have a blog of some sorts. My question is mainly about how a programmers' blog should look like from a gamedevs perspective. Thank you.

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Remember the trifecta of things that I, the hiring manager, am looking for:

  1. An objective showing that you want to do the thing
  2. Experience showing you have done the thing
  3. Training showing you know how to do the thing

A blog can show me all of these elements if you structure and populate it with the right content. For a programming blog, what I primarily want to see are things that help reinforce all three of these qualities. As such, I would like to see:

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  • Programming problems you have solved, and how you solved them
  • Project progress reports - what you are currently working on, how it is going, etc.
  • Post-mortem style retrospective breakdowns of solutions you have actually done, along with a critical view of what went right, what went wrong, and how you wish you could have done it in hindsight
  • Interesting programming principles you have learned about, why they are interesting, and how you would use them
  • News/events in the world of software engineering and what you think about it
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Anonymous asked:

do you have any recommendations for online animation courses? I know animationmentors is highly recommended, but I'm looking for others, but not sure how to tell which ones are viewed favorably or not. Preferably something game focused instead of movie or advertisement kind of things. Thanks!

Animations for games are a little bit different in the specifics than traditional animation techniques and principles, though you should definitely have a strong grasp of animation fundamentals before knowing how and why to break those rules when needed. For the uninitiated, I really recommend [Art Eater’s post “Darkstalkers and the Twelve Principles of Animation”].

Game animation in particular differs from traditional animation because of how interactive games are. Traditional animators almost never need to worry about changing or blending on the fly, because they have established shots and camera angles that are effectively set in stone. The length and duration is already known, so they can spend their time making the animations look their best from the angle of view, while games often have to be viewable from many angles, and need to be able to read well while easily getting interrupted through various means and effects like initiating another action, which means familiarity with things like partial animations and creating assets for animation blending. Game animators often also need to work to clean up motion capturing and work within the constraints of limited rigging while still making things look good.

That said, you asked for animation courses and not just a basic primer on how animation differs from traditional. I’m not an artist, but I did ask some artist friends about this and the general response are the game animation workshops at iAnimate.net.

Please keep in mind that these are four 11-week workshops, and they are not free. This is an actual online course to teach you these things, but they come at the recommendation of actual industry professionals.

In addition to iAnimate, there’s also 3DMotive.com, which has online tutorials and lessons about 3D art in general - modeling, texturing, animating, etc. They have a number of free lessons as well as paid.

Finally, you might want to check out ReAnimators.net, which is a great online resource for animators in general. They specialize in a podcast on various aspects of game animation, and have a forum where you can ask questions, discuss animation in general, and even hire animators or find work.

I hope this answers your question. Good luck on the animation front, it’s a challenging but rewarding field and highly in demand.

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Anonymous asked:

Say you're a programmer who is self-taught. What kind of metric or test would you measure yourself with, to determine if you were ready to apply for entry-level game programming jobs?

Were I you, I'd do two things.

First, I'd take a sample of some code I've written for a project and post it to a programmer-specific website like Stack Overflow, asking for critiques and readability. As a programmer, your number one responsibility is to write functional code. Your number two responsibility is to write portable, legible code - if you want to get hired somewhere, you're going to be working on a team, and that means that other engineers are going to have to be able to look at your code and understand what it's doing. Imagine taking over a game system from somebody... say a camera system, or an animation system. The last thing you want is to spend hours trying to puzzle out what exactly the other person was doing. This is why legibility is usually more important than squeezing out that last bit of performance. If you're the only one who can understand it by looking at it, the code loses a lot of value if you ever leave or are unavailable. 

The second thing I would do is either visit the book store, or look online for programming tests and programming job interview questions. There are a lot of varying opinions on the necessity or usefulness of a programming test, but the only programming positions I've ever gotten that *didn't* require a programming test were ones where the job was already basically guaranteed to me because I had worked there before and they wanted me to return. You should be able to adequately complete both written tests and the verbal interview-type questions. One of the books I suggest is Programming Interviews Exposed. It's a decent primer on what interviewers will ask about basic programming concepts, and I've seen quite a few interview questions like the ones in the book. I've also personally used programmerinterview.com as a supplementary site, though the overall content isn't as good as the book I mentioned. Finally, if you are aiming for a gameplay position in specific (which is my expertise), you should understand and be able to explain what vectors, dot products, and cross products are, and why they are useful.

I'll be the first to say that not all software engineers are trained that way. One of the senior software engineers who helped create the animation system in Tomb Raider wasn't a computer science major at all, but a physics major. The main issue with being self-taught is that you don't necessarily get the 'why' while learning the 'how'. Concepts like data structures and the four core principles of object-oriented programming are important to know (the why as well as the what), and it's very easy to learn to code without picking these up properly. These are the two ways I would suggest using to test whether you're ready for an interview. Best of luck.

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Hi there, I've been learning game development for a while and now I'm creating my own 2D engine. As I wanted it to be a learning experience and wanted as little as dependencies as possible I've written everything from scratch (even TGA loading code, I only rely on OpenGL and OpenAL as dependencies). Do you think that's a good thing to do or I'm just crazy as it sounds? Thanks in advance. :)

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I think it’s an excellent way to teach yourself concepts and have something to actually show for it. If you want to do indie development, you’re setting yourself up for something good. If you are hoping to get into the industry as an engineer, so much the better - sending code samples and examples of your work are sure to help differentiate you from other candidates who are seeking entry-level positions.

If you enjoy that sort of thing, you’ll definitely be an attractive potential hiring candidate should you decide to apply for a job. Engine programmers and those who are familiar with the concepts of building low level code are definitely in demand. If you just wanted a pat on the back, you’ve got it. Keep going, you’re doing fine.

If you want suggestions as to what to do next… I would suggest taking the next step and bringing this to 3D. Most 2D stuff is going away, mostly because of how much less efficient it is to draw each frame of animation, while 3D is more efficient for creating data, since you can utilize the model + animation skeleton for action and locomotion instead. It’s why we’re seeing games that are traditionally 2D done in 3D, but made to look 2D - the data generation savings are that big.

Still, I’m impressed you were able to build your own engine, and think that you’ve got a pretty bright future ahead of you if you can keep up that sort of work ethic and level of interest. Good job.

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