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  3. robert.briscoe

Posts by robert.briscoe

  • 2008 Game Developer Salary Survey

    • robert.briscoe
    • May 1, 2009 at 12:58 AM

    if they only supplied a steady stream of high quality hookers i'd be satisfied, but instead what do i get? overtime food!!

  • 2008 Game Developer Salary Survey

    • robert.briscoe
    • April 30, 2009 at 8:39 AM

    The results are in: http://kotaku.com/5233490/so-how-much-d ... opers-make

    As an artist I have to say I feel rather depressed now... Any artists here getting $69,532 a year?!

  • Happy bday buddy

    • robert.briscoe
    • April 27, 2009 at 11:30 AM

    you're a big boy now, time to stop shitting the bed!

  • IGDA Discussion Over "Crunch Time" Development

    • robert.briscoe
    • April 13, 2009 at 9:54 AM
    Quote from Jetsetlemming

    Completely unpaid? Or no extra pay? Because not even getting your normal salary would cause me, personally, to not come in at all. If you're gonna work for free, might as well do something you have a personal investment in in your own time.

    Unfortunately that is the standard practice for most companies, many promise 'compensation' as either owed time off or a bonus but you're lucky if they actually deliver on thier promise. I know people who were promised both and what they got in return didnt come anyhwere close to 'compensating' them. After over 400hrs of overtime and all they got was a week or two extra off. Hell, 'they' even had to fight to get vacation time off.

    To me these kind of practices are worse than forcing crunch, it's verges on exploitation of peoples trust so that just they can push for even more weeks of free labour.

  • IGDA Discussion Over "Crunch Time" Development

    • robert.briscoe
    • April 10, 2009 at 11:20 PM

    lol wow, they certaily are up for some kind of humanitarian award in my book, telling them to go home at 2am..... :roll:

  • IGDA Discussion Over "Crunch Time" Development

    • robert.briscoe
    • April 10, 2009 at 11:08 PM

    Just want to add that my experience shouldnt be interpreted as a reflection of the industry as a whole, (I've had many good experiences also!) it's just the people who take such a casual attitude to think that it's o.k. to work their employees to an unpaid early grave

  • IGDA Discussion Over "Crunch Time" Development

    • robert.briscoe
    • April 10, 2009 at 9:14 PM

    I agree with Hourences 100% - It's because of people like Capps that I am taking a break from it all in the coming months, crunching drove my health, motivation and sanity to the brink of despair and it's become obvious that despite what people promise you for your hard work at the end of the day it's 99% BS most of the time.

    I think what really stinks is the attitude you get from 'execs' or 'management' like Capps when you complain about it: "It's a tough industry" "This is what it's like" "If you have a passion for it, it shouldnt feel like work" (or the classic "you should be paying us! har-de-ha")etc. Usually because he's sitting on his fat ass counting money and playing solitare while others do the real work.

    Ah there are so many more complaints and stories I could say but I dont want to be unprofessional

  • Bioshock 2!

    • robert.briscoe
    • April 10, 2009 at 4:17 PM

    I was hoping they might do a prequel at one point because I was always intriqued as to what the city looked like before it all went to hell. Looks, ok, more of the same, but then I dont mind that so much with Bioshock

  • IGDA Discussion Over "Crunch Time" Development

    • robert.briscoe
    • April 10, 2009 at 2:49 PM

    Source: http://%7boption%7d

    LingNoi writes

    Quote

    "Arguments between members of the International Game Developers Association (IGDA) have been red hot over recent controversy because of a "Studio Heads on the Hotseat" panel video: http://%7boption%7d (skip to 21:00). The fighting started when IGDA board members (that also happen to be studio executives) which were taking part in the discussions made clear their favor for 'crunch time,' a method of doing overtime on a game to make very tight deadlines. It has been seen as hypocritical that an organization whose goal is to create a better quality of life for developers is lead by studio executives who are happy to overwork employees. The IGDA released a response which didn't take sides on the issue."

    What do you guys think of this? I know we have a lot of industry folk here so i'd be interested to see others feelings on this. After watching this clip I feel like Capps came off as a bit of a tool; so you "tell" people you have to do shitloads of crunch so they can notify their families they wont be home for the next few weeks, and that makes it ok? I like the idea of the company sharing profits as a motivator to pull together but I dont think anything can justify insane crunching on any level. I expected crunch when I came into the industry but it really saddens me when I see people exploited because tools like Capps think it's an acceptable part of the job to sacrifice any or all social life to work in the games industry.

  • Scene from a Movie - Aliens

    • robert.briscoe
    • April 6, 2009 at 10:26 AM

    Congrats guys! had my doubts about this, but it came a long way in a short amount of time! Good luck!!

  • Off Limits!

    • robert.briscoe
    • April 1, 2009 at 11:18 AM

    well easy mistake I guess, I am also leaving Dice in June to depart for my motherland to be a fat lazy hippy and work on a mod!

  • Off Limits!

    • robert.briscoe
    • April 1, 2009 at 9:15 AM
    Quote from FrieChamp

    Good luck Wesley, not only with Off Limits but also your other projects (Dear Esther)! I hope you won't spend the entire Belgian summer in front of the PC though!

    Lol I dont know whether to laugh or cry at being mixed up with Wes!

  • Looking for concept artist for last ever mod project

    • robert.briscoe
    • March 29, 2009 at 11:55 AM

    Yeah you are spot on with these issues and it is something i'll be fixing and much improving upon during the redesign, when im done with it I hope it will be a really cool experience. Right now I just need some concepts to help give me ideas on how I can flesh out the Journey better for it to be more interesting.

    Willows is on hold, I dont want to work on it right now with all the zombie craziness going on out there. It's ready for me to pick up again if I ever decide to, but right now I want to do something that's a little off the beaten track.

  • Looking for concept artist for last ever mod project

    • robert.briscoe
    • March 28, 2009 at 1:37 PM

    Hi guys,

    Im looking for some help with what will most likley be my final major mod/map project. Starting June im taking time out from my full time work move back to the uk, relax and primarily work on a small project for around 6-7months which I hope to represent the culmination of everything i've learned over the past 5 years of working in the Source engine, environment art and level design.

    I spotted a little-known mod called Dear Esther a few months ago which was oozing potential and originallity but had been pushed from the limelight due to it not forfilling it's potential. It is sorely lacking in the art side of things and needs a lot of polish in it's design but I have been in talks with it's original creator and have decided to take the mod and bring it up to the quality it deserves.

    To describe the mod is kinda difficult. It's steeped in mystery and hidden meanings but follows the last journey of a dying and disturbed man who has stranded himself away from the world on a small island. I think the best way to really get a feel for it is to play the 'alpha' version for yourself (just squint your eyes and use your imagination a bit for the parts that are lacking) You can download it here http://%7boption%7d.

    Right now im working on the design, pacing and preparing the geometry for much cleaner displacements for the terrain in source. However at this stage it would be really nice to get some Paintovers on some of the existing areas to get ideas on how and where the visuals can be enhanced and fleshed out. I dont really need anything super cool looking just anything to help stimulate the imagination and get an idea of the direction the art could take.

    If anyone fancies lending a hand i'd greatly appreciate any help I can get with this stage! Not sure if we have many concept artists here but if anyone know of someone who might be interested in helping out, please get them to drop me a line!!

    Thanks

  • Project Offset

    • robert.briscoe
    • March 27, 2009 at 2:34 PM

    Their site has been updated and they have two new stunning videos on it:

    http://www.projectoffset.com/index.php? ... &Itemid=12

    Still looks like a (beautiful) tech demo though I really want to see some gameplay footage!

  • What is Crysis Warface!?

    • robert.briscoe
    • March 24, 2009 at 10:09 AM

    [Blocked Image: http://www6.incrysis.com/screenshots/cryengine3_trailer1.jpg]

    [Blocked Image: http://www6.incrysis.com/screenshots/cryengine3_trailer2.jpg]

    Looks a bit mingin to me, but then it is for consoles. Just a bit confusing they called it cryengine 3

  • Wolfenstein

    • robert.briscoe
    • March 22, 2009 at 4:05 PM

    The gametrailer-trailer looks better, apart from the green stuff.

  • Wolfenstein

    • robert.briscoe
    • March 21, 2009 at 4:04 PM

    argh, alien bugs? Did Wolf' just go all Indy 4 on us? Btw are those sandbags a flat polygon with a normal map on it?

  • making money with custom maps !?

    • robert.briscoe
    • March 20, 2009 at 4:45 PM

    I hope you wont turn into a diva now your rich and famous!

  • Unreal Engine 3 updates

    • robert.briscoe
    • March 18, 2009 at 11:38 AM
    Quote from Sentura

    uhm... bsp is just a way of storing visual clusters... i am wondering what format you people are using if you're not using bsp, because you make it sound like you've found a better way to store clusters...

    Most modern engines are based on deferred rendering which is different to BSP methods that Source quake and other older engines use. For unreal BSP is kind of a bridge between the UE2 and UE3. In Unreal 3 you really dont need BSP at all if you dont want it which is probably why the BSP feels neglected.

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