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sensee

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Everything posted by sensee

  1. The boy in the red sweater is a fucking pussy for just standing there and watching his friend getting beaten up.
  2. I checked out her resume and found something very interesting:
  3. the sprite pearl is so mario 64 love it
  4. I thought that would work?! Can't you just compile a map with HDR and then play it in your mod? I wish to see some of the Ep1 features and entities available for mapping and moding soon.
  5. Don't worry there will be a real Half-Life 3 after Episode 1-3. Nobody lets such a great (and great selling) franchise down.
  6. I would recommend buying it by Steam. More money for valve, no money for EA No seriously, I think Steam is a great platform for small independent game devs (Darwinia, Shadowgrounds...) and should be supported.
  7. sensee

    Ouch...

    you said commercial game. that's the point. mods shouldn't have that kind of slimy PR. by the way, I saw once DaveL beating a little kitten, I swear!
  8. sensee

    Ouch...

    you find tons of people like DaveL in the middle management of professional game studios.
  9. sensee

    Ouch...

    I thought only hl2world.com toddlers make fake screenshots with garry modded models. :roll: For god's sake you're not gonna sell that thing, so why do you guys need such cheesy PR? Why does a mod need PR anyways? This is crap just like the whole NDA thing mod teams have. What's next? Having a "marketing department" or a "human resources department"?
  10. a physics bug. hahahaha so funny :roll:
  11. I was more thinking about the general settings and the main objective (to kill someone) In Splinter Cell you're that boring American uber agent who saves the world from the evil terrorist bla bla... and the settings aren't as interesting as in the latest Hitman game. I just wished I could play some kind of evil Sam Fisher who can do all the nasty things that Agent 47 does. (maybe Splinter Cell 4 will be something like that) Don't get me wrong, Hitman is a good game and maybe it's just me, but the gameplay just doesn't feel "smooth" enough. I easily get frustrated by too much try and error.
  12. I hate to say this but I never liked the Hitman games and I don't like the newest one either, although it's certainly the best title so far. What I really dislike about Hitman is the whole try & error gameplay and I often come into situations where I'm urged to think "What does the leveldesigner want me to do now?" Hitman missions and settings combined with Splinter Cell controls and AI would be the game of my dreams.
  13. sensee

    Bizarre

    Oh my bad! I just checked out their website, The Club sounds very interesting: http://www.bizarreonline.net/page.php?p=about&f=theclub
  14. sensee

    Bizarre

    sounds very cool! any chances that some of you guys might actually get a job there? although I think it COULD get kinda boring modeling cars and racetracks every day. or maybe not.
  15. I guess the best way is to become someone whose imput can't be replaced by a noob that easily. Maybe aim for leading design position? Of course that takes a lot of perseverance & talent and also hoping that the producer or director isn't just some dickhead who got his position by a stupid business school degree, but someone who really acknowledges your skills.
  16. 2 things I often hear about the industry: - There a big demand for employees (almost every publisher/developer has lots of job openings on their websites) - Companies treat their employees rather bad (overtime, low salaries, no creativity) How do these two things go together? Shouldn't companies try to attract more workers with good salaries and good working conditions? Or does nobody want to work for the game industry because of the present conditons? Are managers at game companies just plain stupid or are there other reasons for this obvious contradiction?
  17. From what I've heard it's about 10-20% less than in other software industries. That's for programmer, I don't know about 3d artists.
  18. As far as I know Rockstar has to pay those guys the regular salary for some time because labour laws in Austria are very strict and you can't just fire people over night. They used the security guards for keeping the employees away from their computers so they wouldn't steal any assets. Stupidity :roll:
  19. I don't know if or how many years of industry experience the guy who wrote that comment actually has. Maybe he just worked in the wrong company or maybe he's a starter who got frustrated because nobody at the studio gives a damn about his leet game ideas. hehe, that made me smile
  20. Maybe some of you know this article from the escapist magazine: http://www.escapistmagazine.com/issue/40/23 I found an interesting and also kind of depressing post in the comments: Is this the common life of an avarage game developer or just an extreme case? For those of us, who aren't industry yet: Do such articles (and there's been lots of them lately) scare you? Maybe scare you away? Discuss
  21. looks very good. how did you make that floating river effect?
  22. I agree with the simple props, that makes sense. Also using automatic tools like speedtree is ok. I was more talking about the stuff that takes creativity. I can't imagine that Bungie for example would ever consider to outsource the level design/art of the Halo games to a team in India or something like that. It just wouldn't work. Outsourcing concept art is unfortunately becoming more common, although I think it can be a big mistake not having modeler and concept artist work together in one room (or at least in the same building). Freelance artist are one solution.
  23. outsourcing scares me, but on the other hand a AAA developer can't outsource all the production. maybe you can outsource the sound departement or even the engine programming (i.e. buying an engine) but you can never outsource the art creation and especially not the game design. maybe it's possible for crappy GBA carton licence games, but never for next-gen AAA titles.
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