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Posted

How was your first days/weeks working in gamedev ?

this is my third week and now i feel like shit, every time i do smth, my lead technical artist kick the shit ouf of me and my model. He is nice guy, but he is wayy more expirienced than me, and some times i can spend louds of time on smth he doesn't even notice, but he will point that small shit that i wouldn't even think about. After today i feel like zero, and like some non skilled child. Ehh i'm no great but still i was sure i can do some stuff.

Have you gys had some hard times like i do, or you are just hard bad ass motherfuckers ? :)

Posted

What's the guy called? Give us his name and we'll take care of the problem. At some point in the future we might ask you for a little favour in return though.

[attachment=0]don-corleone.jpg[/attachment]

Posted

it was raining and the editor crashed every 10 minutes ... than i came home and my new (retarded) room mate broken one of my frieng pans ... bad times

i was way better at everything game related than anyone around me at that job though pretty much from day one ... :oops:

Posted

I felt super uneasy being between all these experienced people. Everything was overwhelming. But my lead was nice though, said I shouldn't feel any pressure to deliver and just take it easy at first. But that didn't make things easier, I still wanted to deliver a lot :P He showed me flaws in my designs, and I corrected them or we had some interesting discussions, my first days were very nice actually. But not easy, wouldn't say that either.

Don't know what it would be like for art though, I can imagine there's a lot of technical stuff that you easily overlook.

Posted

What's the guy called? Give us his name and we'll take care of the problem. At some point in the future we might ask you for a little favour in return though.

[attachment=0]don-corleone.jpg[/attachment]

:lol:

Posted

It was pretty cool. After work we went to a bar and the lead artist paid a comedian guy dressed as woman to sit on the producer's lap who got super mad and went home :lol:

Coincidence or not the lead artist was fired 2 weeks after that. I'd say the producer's grudge with him started that day. Some people just can't take a silly joke... It was really a shame, that guy was the funniest dude I've ever met emot_shakehead.gif

Posted

Well, you probably will learn super much so.

It's really crucial that you have the right mindset when taking feedback, especially in the beginning. Just try to listen to what people with a lot of experience say, quite often they tend to be right. But still filter out stuff... Don't do stuff that you really feel strongly is not right at all if you have a better way of doing it.

It can be really tough getting your stuff bashed for being unoptimized/ugly/both, but what separates a good artist (or someone wanting to be good) from a shit is the ability to learn and listen instead of behaving like a kid with ownership issues. So you will do fine if you just hang in, question stuff you feel is directly wrong and try to learn stuff you never thought about before.

Posted

Had a very nice start - advantage was however, that the team was still learning the engine and I was in many ways on the same level. Got me really excited when I was able to start writing tutorials and tech docs for the rest of the team and share some knowledge from my end.

Most important thing is to try to learn as much as possible. Every critique, every feedback is just a lesson you get for free. In my 16 months in the industry now I've learned more and faster than I ever did before (Mods, Uni, Self Learning). The nice thing is you get correction as you go. If you feel that you are getting feedback too late in the process (basically when you want to submit/sign off an asset or level) then try getting your lead to come check your stuff more often in between. If he's complaining about the shape, have him look at the first block-out before you go any further. If he's complaining about UV-Layouts, show him the asset before you texture it.

It's your responsibility to deliver, but it's also your right to ask for feedback on any step of the way :)

Posted

Editor was a pain in the ass, it was not hard to learn but hard to keep it stable. Some editors crashes when doing specific steps. Our editor crashed randomly on scaling objects or changing vars. I was the youngest guy in the studio, I felt like a kid there and people used to treat me like a rookie ;) Actually I was a begginer...

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