Yeah one of the reasons I got hired was my ability to model and design.
So...how do you go about getting a job.
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Another Question: How long can you work in the development and what comes then? I think some people may catch the train and work then for the publisher but that won't last forever as well, will it? I think - seriously, how many game developers out there are older than 40? a hand full. how many are older than 50? maybe 2, 3. and how many are over 60? no one.
So yes, what comes after the big career? And who would be willing to employee a 50 year old game-designer?
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Well, since this industry in its current form only exists for about 7-10 years its kind of logical that theres no one of 40-50 around?
So hard to say what will happen when there are plenty of 50 year olds in the industry but on the other hand, I dont see the movie industry having problems with 50 year olds and as far as Im concerned the movie industry is the thing that comes closest to what we are doing. Most important thing is what you do and how you do that, how good you are, and 50 year olds are suppose to be good at what they do after so many years so...I wouldnt fire such person..
It is a very frustrating industry tho, way too much passion involved. Ive only been working for a few years in the industry but can already understand why you ever want to do something different.
The games industry as a whole is also way too immature. If you ever want to grow up as an industry then working over should not be considered normal for example.
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There is one thing that we all need to take into account, it's that the industry as a whole is extremely young, and will evolve so much in the coming years and decades that it isn't exactly clear what direction it'll take.
Projects cost way too much these days, so many major licenses simply aren't selling well at all, and in many cases don't make any money for their developers.
There is also a problem with publishers, some of which will be taken over or going bankrupt before long (Atari,...) and the new prospects from Steam and the like (EA will soon have their own platform) open completely new business models.
The really successful game companies are from Asia. They have a completely different market and many exclusive games that would put to shame any EU/US company.
It won't last forever, when you consider the sales figures for the next gen war, the PS3 isn't going to lead the industry forward, and the X360 has already shown it'll most likely go the same way as the xbox (35-40 million units at the end of its life), but more importantly the consumer market for it is extremely different. In the US it's xbox live that's driving the console, whereas only 2% of EU consumers are registered on Live. And it's also completely inexistant in Japan.
The way I see this going, major western companies will all have to resort to outsourcing development in emerging countries (India for instance), the way Ubi has already moved most of its development from France to Romania, Morocco, Canada and China. Canada being the only "western" country in the bunch, but the deal with the Canadian government helped filling the financial gap.
Next gen projects require more staff to make, and/or longer development time, but since they don't sell more than older games, something's gotta give.
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Quote from ReNo
Your point is one I agree with almost entirely, but I just thought I'd mention that its complately at odds with why I got my job. I was hired due to being a programmer AND a designer, and having good knowledge (if not necessarily ability) in all areas of game development. I'd say this is not gonna be the case for 90% of people out there - most companies are in need of somebody with a specific job in mind - but as I joined a small company the scenario wasn't quite the same.
Yea as I said "most big projects". How big is Outerlight and how long did the development on the ship take? Beside the fact that it's a great game, it's probably not your typical "triple A" title. Both in size and expenses, so small projects/companies are definitely an exception to the case. The more complex the next games become, the more people need to be hired, the more specialized their fields of expertise will get though

ferret, may I ask if you actively model/texture a lot of stuff in your levels?
Furyo, I see this happening more and more too. There is a reason why Crytek recently opened up a studio in Kiev - mainly for outsourcing purposes.
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I think a lot of it comes down to the strength of currency - if the dollar can't buy twice or three times as much as it would at home then I don't see a reason for people outsourcing as much - as has been said, it's a very fickle industry that is effected by many other uncontrollable outside variables.
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Quote from Rick_D
I think a lot of it comes down to the strength of currency - if the dollar can't buy twice or three times as much as it would at home then I don't see a reason for people outsourcing as much - as has been said, it's a very fickle industry that is effected by many other uncontrollable outside variables.
No other reasons than currency strength? The guys in China who do props for my levels get payed about 1/10th of what I do. And that's not because I get payed a lot.
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You want check here; DaveJ has a good article covering modding yourself employable… http://%7boption%7d
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Quote from Zacker
No other reasons than currency strength? The guys in China who do props for my levels get payed about 1/10th of what I do. And that's not because I get payed a lot.
Well, I was just wildly speculating - but that's how things are in various other trades I've worked in: if you can get something cheaper and of roughly equal quality (sometimes just cheaper <_<) then you'll do it. When it becomes too expensive to keep in-house or in the same country then you look to other sources. That only remains true until it costs you an equal amount of money to outsource it, after that then why bother?
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The one thing that keeps some industries in their home countries is the cost of shipping. If the shipping cost equals the savings you'd do by establishing your production abroad, you're most likely going to stay home.
And that's one thing that will never be true with the software industry. Viva the Internet

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