I'll second that wolfy.
Posts by 2d-chris
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barnacles!!
haha, these vehicles are full of so much character they actually become the character for me.
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Hey,
Thanks for the kind words all. The info about rendering is also much appreciated, cheers HP. I'm very new to the whole model art thing, sure I've been using maya for quite a while but it was only for very low poly environment construction!
Who knows, art is fun so I might keep going with it!
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Always interesting the interview room tactics, really just be yourself and do a little background check. You don't need to have indepth knowledge of the company or the products they have developed (unless your job requires that! *cough marketing*) but a little knowledge of their history is useful.
Know your job for sure, but remember if it's your entry into the industry they will not expect you to know everything about it, so the more info you give the better. Don't overdress or take things seriously, game development is relaxed and often funny, nice people.
If you get an interview you've pretty much proven your work is good enough, interviews are more about getting on with people and being social. Be confident with your ability. it is afterall just another job.
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They could keep everyone happy with a few preset colour correction options like UT3 has.
I'm wondering if it was done on purpose to build hype, look how much it's got everyone talking about it.
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Yo all,
I decided to put together a quick scene for my portfolio, to show some basic modeling skills, I discovered mental ray and got all excited, so i made this sucka. If anything stands out as really stupid let me know

Took me about 8 hours from start to finish, but i'm not really quick with maya yet

[Blocked Image: http://img104.imageshack.us/img104/1148/render7sh0.jpg]
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the cartoony look surprised me too, hopefully they will slap a moody filter on it

If not i'll just open my gfx colour settings and saturate it to hell.
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[Blocked Image: http://myzerogear.com/spacebunny.jpg]
BRILLIANT!
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Epic laughing out loud momment, you know I'm surprised it's taken this long for a "con" like this to happen.
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Oh great work for a 5-6 month development cycle with half a dozen people. Might I remind negative posters who diss Uni projects it usually takes a good year for professionals in much larger groups to make modern games, consering your often starting from no experience at all.
That being said, I think these broad and generalized course's can be useful, but then you don't really spend long enough doing a single aspect to stand out in a world full of so many talented modders. This is why usually a released modification far outweighs the importance of a game course, not always though I guess it depends how old school and clued in the developers are.
My suggestion to any "general" game development school would be to split the 4 year cycle into 2 phases, the first year would be a genral outlook of the different jobs commonly seen in game development, art, animation, design and programming. Then after that year you decide which aspect of development interests you the most and the following 3 years are spent learning that skill to a compitent level, certainly enough to get a job as a junior. The biggest downside to a system like this is the amount of special teachers you would need.
That way, you could potentially team up and make something really good, it's far better speaking from some experience than having everyone in the group think they should design, make art and code
What a royal mess.Anyway, bravo.
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Such is with the term "Money isnt everything" but then it sure has quite a big chunk

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You Know, I worked on a game that was being published by Sony that was dropped just before full development started, It wasnt 2.5 years work but at least a year. Like Klein said though some good can come out of it if you use content for your personal portfolio. One talented artist I know has worked in the games industry for 6 years and still didnt have a published title :X now that is rotten luck?
I'm not dissing Sony particually, as canned projects are common before full development, but that far in it really must suck.
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Much love to the core!
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Hey Zaphod,
Love the work you two have done on this project, visually it looks great and I remember watching a video of the test game play and it looks damn fun. I'll be getting it also

Theres something to be said about working on a project that really appeals to you, and being able to find others who can help you realise it, it's always more rewarding doing what you want rather than being told what to do.
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Oh cool stuff, nice work proccess you have

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Very good video indeed, not much to say really other than I agree. Give it maybe 10-15 years when the art form of games reaches a more "mature" general outlook, that's from everyone including parents and politians then we will see a good use of sexual content.
Just look at how long it's taken TV and films to get past all the button up visuals and the fuss it created in doing so
It requires different generations to change opinions, that takes time. -
It's a shame when titles so many developers have worked on get canned
Chances are I know a few of them. -
falloutLooking hot

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Dux hit it right on the nail, I LOVE the colour without all the de-saturated + brown and super dirty look most visually impressive games do these days.
Great work everyone
I'll be getting it for sure.