OT: (sort-of) getting in to game dev

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Paul Griswold

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Jun 17, 2013, 7:42:22 AM6/17/13
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Hi guys,

My daughter's boyfriend has expressed an interest in getting into game development.  He's just a teenager, so he really doesn't have much of a focus yet other than "I want to get into games".

But I told my daughter I'd get some recommendations on things like what he should study, good colleges for careers in games, different job descriptions, good entry-level positions, etc.

So, I'd love to hear what you guys have to say.  Any advice at all would be great.


Thanks,

Paul

Sebastien Sterling

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Jun 17, 2013, 8:13:19 AM6/17/13
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Small but very informative vid, part of a much larger series which is equally excellent and accessible.

Make sure he understands what exactly a Dev does. It often gets tossed like a blanket statement to cover a vast number of disciplines. (coder, director, writer, art director...)

Early exposure to game engines and especially languages (c#,c++,java script, python) serves the dual purpose of letting you discover if this is something you like doing, and gives you a head start when entering a related curriculum.

Finally I'd say don't sugar coat it, its going to be hard, its a very competitive path to take in life.

Daniel H

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Jun 17, 2013, 8:38:30 AM6/17/13
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He should be directed to download all three of these game engines. Digital-Tutors has training on all three engines, and Eat 3D has training for Unreal and CryEngine.

Free edition of Unreal Engine 3
http://www.unrealengine.com/udk

Free edition of CryEngine 3
http://mycryengine.com

Free edition of Unity 3D. Unity is primarily used to create mobile and web games, but can also deploy games to consoles or the PC.
http://unity3d.com/unity/download/

Daniel
VFXM

Doeke Wartena

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Jun 17, 2013, 8:48:30 AM6/17/13
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I don't know what exactly he is interested in. Modelling, mapping, programming etc.
But i think it can be good to get involved in a mod team.
For the rest, i think unknown world are doing an interesting job.
They started with a mod for halflife 1 and now have a company of around 9 people so it's a small team. http://unknownworlds.com/ns2/

The game got in the top 25 shooters all time by pc gamer at a position of 15. It's coded in lua script which allows a lot to be done with less code. But if he's interested in programming i think a good start is learning processing.
It's a dialect for java which allows a lot to be done quite easy. They have huge friendly community.

hope that helps.




2013/6/17 Daniel H <vfx...@gmail.com>

Nasser Al-Ostath

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Jun 17, 2013, 8:52:34 AM6/17/13
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I recommend full sail university ... they are specialized in game dev

Graham Bell

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Jun 17, 2013, 8:53:00 AM6/17/13
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He should look at the polycount website - http://www.polycount.com/
There's lots of good info there, especially on the wiki pages. There's lots of information there about the industry, getting in, folios, roles, etc.


G


From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Daniel H
Sent: 17 June 2013 13:39
To: soft...@listproc.autodesk.com
Subject: Re: OT: (sort-of) getting in to game dev

He should be directed to download all three of these game engines. Digital-Tutors has training on all three engines, and Eat 3D has training for Unreal and CryEngine.

Free edition of Unreal Engine 3
http://www.unrealengine.com/udk

Free edition of CryEngine 3
http://mycryengine.com

Free edition of Unity 3D. Unity is primarily used to create mobile and web games, but can also deploy games to consoles or the PC.
http://unity3d.com/unity/download/
Daniel
VFXM

On Mon, Jun 17, 2013 at 7:13 AM, Sebastien Sterling <sebastien...@gmail.com<mailto:sebastien...@gmail.com>> wrote:
http://www.penny-arcade.com/patv/episode/on-game-schools
Small but very informative vid, part of a much larger series which is equally excellent and accessible.
Make sure he understands what exactly a Dev does. It often gets tossed like a blanket statement to cover a vast number of disciplines. (coder, director, writer, art director...)
Early exposure to game engines and especially languages (c#,c++,java script, python) serves the dual purpose of letting you discover if this is something you like doing, and gives you a head start when entering a related curriculum.
Finally I'd say don't sugar coat it, its going to be hard, its a very competitive path to take in life.

winmail.dat

Raffaele Fragapane

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Jun 17, 2013, 8:57:25 AM6/17/13
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Saying "I want to get into games" is like saying "I want to have something to do with buildings". Laying the bricks, engineering anti-seismic structures, or decorating the interiors? :)

First thing I'd try and push him for is to form some rough idea of what he likes in a game and how he feels he'd like to contribute (code, art, assets, level design etc.).
If he says he wants to be the one that comes up with the ideas (lead game designer), then I think you're allowed to slap him in on the neck repeatedly. If he wants to become a producer you need to change your daughter's mind in regards to this boy :p

--
Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!

pet...@skynet.be

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Jun 17, 2013, 10:24:16 AM6/17/13
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Dissuade him - advise him to get a medical degree.
Your daughter will hate you for it short term, but thank you long term - when paycheck has more importance than some childhood disillusion.
 
If she stays with him, that’s the long term, so you win.
But i
f she breaks up, that’s the short term – her hate for you dissuading the boyfriend will turn around when she breaks up anyway.
 
Eventually - if he sticks with the medical degree – once he’s established a profitable practice, he can just buy a games company and ask his new employees to show him how things work.
 
I’m sure Bradley can give some helpful pointers for where to get a medical degree.
 
Sent: Monday, June 17, 2013 2:57 PM
Subject: Re: OT: (sort-of) getting in to game dev

Eric Lampi

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Jun 17, 2013, 10:30:35 AM6/17/13
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I think you need to be brutally honest with him about the nature of
the business, game development and visual F/X. I have some contact
with students who go to my alma mater, Pratt Institute. I've been very
honest with them about how our industry is changing and how tough it
might be to make a career of it over the long haul. I've gone so far
as to encourage them to look at other areas where they can use their
skills in a different industry. It's simple economics, the amount they
have to pay back is staggering and I do not envy anyone just coming
out of school this year. I think the number one issue a lot of
students aren't considering before they choose a school and a career
is ROI - Return On Investement. There was a student I knew who wanted
to be an architect, and she was considering a school that cost around
$40-$50k per year for a 5 year program. I asked her if she knew what
kind of money Architects made and she didn't. Knowing many architects
personally, I told her what she could expect and explained how long at
that salary range it would take to pay back those loans. Before our
discussion, no one ever bothered to point this out, and she went away
wiser for it.

We've all seen the news, the studios closing or moving to other
countries where labor is cheaper, or there is a subsidy to be had. The
last several years has been especially tough for freelancers, we tend
to really feel the effects of these things faster since our work is
solely driven by demand and we're the first to go when things slow
down.

I think for young people looking to our line of work as being exciting
and fun, which it is, but you have to also have them take a good long
look at what it takes these days to get your foot in the door. An
honest assessment of their skills is also important. Far better to
wound their pride a little now rather than leading them down a path
where they will find themselves unemployed or so saddled with debt
that they regret the decision, maybe both.

Not trying to be doom and gloom, but I see what's happening in VFX to
be eerily similar to what happened in IT about 10-15 years ago. I'm
just not sure how it's going to pan out.

On the subject of schools, I haven't heard many good things about Full
Sail. Do a quick google search and you'll find a lot of unhappy people
who went there.

Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work

Williams, Wayne

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Jun 17, 2013, 11:59:01 AM6/17/13
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>From what I've seen, many of the kids coming out of schools these days are expecting to get a job handed to them right out the door because they have a piece of paper which states they're competent. Yay for competency, but employers want to see passion too. They want to see people who are cranking away and really into what it is they're doing, not someone who has a shiny new degree and completely devoid of clues.

Honestly, I would avoid college altogether. One of the many unintended consequences of subsidization is the bidding up of tuition prices to the point the 1 trillion dollar student loan bubble in the US is on the brink of bursting. All the distortion that has occurred in the pricing will eventually get washed away by the incoming tide of reality, regardless of what anyone wants or says, or how benevolent the motivations were for the subsidization in the first place. Cue le sadface.

I know it sounds all touchy feely warm fizzlies inside but things like persistence/perseverance, practice and passion. Those things will get him a looooooooong way towards accomplishing his goal. There's absolutely no reason he can't learn what he needs from forums, online tutorials and the like( eat3d, 3dmotive, 3dtotal, gnomonworkshops, zbrushworkshops, etc). It's far cheaper and will help determine if he's really passionate about this pursuit. If it's something he REALLY wants to do he WILL spend whatever amount of time it takes to accomplish the goal of breaking into the industry in whatever area it is he's most interested. Figuring out what that passion is....that's the hard part.

This is advice coming from someone who followed that path though. It's not a methodology cut out for everyone. Some people need the structure and that provided by a classroom setting. Other people are very self-motivated and like "making video games (or vfx or whatever else)" and learn about it in their free time because it's fun and something they enjoy doing. Do that long enough and before too long he will have a job in the industry. It might not be Lead Designer at the outset but he will get a job doing something, I can guarantee it. From there he can spread his wings and fly towards whatever area it is that interests him most.

-Wayne



-----Original Message-----
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Lampi
Sent: Monday, June 17, 2013 10:31 AM
To: soft...@listproc.autodesk.com
Subject: Re: OT: (sort-of) getting in to game dev

Paul Griswold

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Jun 17, 2013, 12:14:48 PM6/17/13
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Haha, yes I have friends who went into medical school and they're a lot better off then pretty much everyone I went to film school with.

But saying he wants to get into game development is a lot better than what he said the first time I asked what he wanted to do with his life.  He said, "dunno... haven't given it much thought yet..." - this is an 18 year old saying this to the father of his girlfriend when asked about his future plans....  So hearing any sort of direction was a big plus for me!

-Paul



Matt Lind

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Jun 17, 2013, 1:14:15 PM6/17/13
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That’s a broad question.

 

Having worked in the games industry on and off since the mid 1990s, I can say the industry is going through a lot of change right now, but the overall picture for somebody coming out of high school, the path isn’t too different than it was back then.

 

What he needs to do right now is get his feet wet with the concept of what game development really is.  If he wants to be an artist or animator, then it’s simply a matter of learning to make art, but with an emphasis on being organized and efficient with the output (eg. Make Rome from pocket lint).  If he wants to be a producer or designer, then it’s a matter of understanding how games are built and going from there.  In the latter cases, they usually start in QA and work their way up.  Those aren’t positions you take directly out of school.

 

Education costs have risen significantly, but a lot of the cost is unnecessary.  For example, in most programs your first 2 years are spent on satisfying pre-requisites and other base courses which feed into your major for junior and senior year.  Therefore, no need to spend $40K per year on that stuff.  Go to community college which would allow money to be saved.  That’s what I did.  I only had to take out a loan for my last 2 years of school and was able to pay it off within 4 years of graduation.  There’s nothing (relevant) about games development that a college can teach that requires you be in the program for 4 years.  In fact, I’d argue to say that a college cannot effectively teach games development as there are no standards and the technology changes too quickly.  The best that can be done is to teach students how to think and be efficient with their work.

 

Since students will be doing grunt work their first few years in the industry, spending the extra $$ on game-specific programs won’t pay off as they’ll be obsolete before the information can be used.  That said, avoid game-specific schools like FullSail.  What I’ve seen from those programs is lack of fundamentals from students.  They know the buttons to push that they were shown, but they tend to lack attention span and critical thinking – both of which are highly important in games development.  Not saying that there haven’t been success stories, but the trend is not encouraging.  The other point I’d like to make is as technology and methods change, those who went to a more traditional school tend to fare better because they have the fundamentals to fall back on to allow them to adapt.  Basically, game-specific programs are like high stakes poker.  You’re going ‘all in’ expecting a quick payday whereas with traditional college you’re taking the slower route of building up your wealth over several hands.

 

The ones who do best have critical thinking skills and are good at not getting caught up in the hype and crap from the ADD folks who surround them.

 

 

Matt

Tim Thorburn

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Jun 17, 2013, 8:43:31 PM6/17/13
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As others have said, he should decide what about games he really wants to do first.  I'd suggest you point him to some free/open source tools - Blender, Unity3D, etc.  These programs will often have a vast amount of tutorials or user forums available to assist in the learning curve.  Have him start with those and see what he can come up with - no, he won't be making Final Fantasy his first try, but he might at least get a basic matching game working first.

If that makes his brain melt, maybe get him to try some game editors, or join a modding community.  Games like Torchlight II, The WItcher 2, etc are under $20 I believe and come with the same tools the game makers used to build the levels.  After he builds a few, and assuming his brain hasn't melted, have him put a few of his levels out for the larger community to play with and critique.  If the critique makes him roll up into a ball sobbing, this is a good sign he should re-think his career options.

After a month or so of trying each he's come up with absolutely nothing, again, time to re-think his career options.  Don't expect a fully working game in this time, unless its purely been copied from a tutorial; but it will at least open his eyes to see how much work is really involved, and how little glamor there is.

I too would caution against a too narrowly focused school.  I've had friends attend Full Sail, and while almost all raved about how amazing the program was, it seems that most studios would bring them on board as an unpaid intern to complete one small aspect of a game and then move on to the next years batch.  If he likes coding, suggest a computer science program where his skills can be used for any number of tasks, not just games.  If it's the art work he likes, then I'm sure you can offer him a variety of suggestions on where to go next.

If there are any game studios in your area, it might be an idea for him to contact one and see if he can arrange a tour or speak with someone there.  It was definitely an eye opener for me while attending University in Toronto to be able to go see two completely different animation studios.  The first we saw looked like the animation studio on every single behind the scenes DVD you've ever seen; the second had about 30ppl crammed into a tiny attic apartment converted to studio complete with render farms to make it 40 degrees inside in the dead of winter.

Today he also has the option to self publish any games he creates.  For a one-time fee of $25 he can begin selling Android games almost immediately, or for $99/yr he can sell games on iOS (though be prepared for many, many arbitrary rejections from Apple).  I'm not sure how things are on the Xbox side of the world, but Sony has been making a number of pushes to get Indie game developers on PSN.  Nintendo and Sony have both made commitments to bring Unity support to their consoles - can't say for sure, but I imagine Microsoft would have something similar as well.

Again, none of this will make him rich or have typical 8hr days, unless he's incredibly talented and incredibly lucky.  As long as he understands that clearly and still has passion for it - let him loose and see what he comes up with.

Marc Brinkley

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Jun 17, 2013, 10:08:43 PM6/17/13
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Tim certainly has some good thoughts. Let me throw a penny onto the pile.

 

Best piece of advice I would give these days…don’t be a CG artist. I know…given this list…but I have been in games for 16+ years in the art field and the single most important role in a studio is a software developer and then maybe creative. I hear it all the time, its easier to outsource the art than it is to outsource the development and its mostly true. Talking with recruiter friends of mine, its pretty scary out there for art. You have tons of seasoned top notch guys getting laid off and these for profit schools (Full Sail, DigiPen, AI, and the like) turning out brand new artists at high volume and no one can get a steady job. You need to have serious art chops. I really don’t see this getting better.

 

Even if you are not in games, a software developer for the most part will be in demand. I as noted to a friend recently, there really isn’t much of a plan B for a character artist\animator\rigger\lighter. Heck, I don’t know a single artist that has “retired” from the CG industry. But there are a ton more options for a decent dev. I know of a number of really good game devs that just left all together and have completely different careers. One friend was a lead graphics dev and after the last layoff he went to Nokia working on NavTeq stuff. Happily employed and taking care of his family.

 

My Plan B is to grow parsnips.

 

_______________________________________________________________________________

Marc Brinkley

GO GO GO

Microsoft Studios

[Fun]ction Studio

marc.brinkley [at] microsoft.com

 


Sent: Monday, June 17, 2013 5:44 PM
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Chris Chia

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Jun 17, 2013, 11:07:46 PM6/17/13
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+1

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Nasser Al-Ostath
Sent: Monday, June 17, 2013 8:53 PM
To: soft...@listproc.autodesk.com
Subject: Re: OT: (sort-of) getting in to game dev


I recommend full sail university ... they are specialized in game dev
winmail.dat

Raffaele Fragapane

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Jun 17, 2013, 11:24:46 PM6/17/13
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To no-one in particular:

Software development, thinking cooly, is ALWAYS going to be a safer choice in terms of future proofing your arse than most content work, and a good chunk of the artistic work.
It simply gives you a much broader range of skills and a much higher level of portability of efforts the more you do it at almost any level.
If you've worked in an RnD department in a film shop for years, or did work on a game engine, chances are in a pinch you can move to mobile development in no time if needed, or web development, with just some minor language adjustments.

It doesn't mean anybody can do it though. Not that's beyond people's intelligence, but because not everybody has the aptitude or interest, or is willing to put up with the relatively steep entry fee, much like not everybody is up for the gruelling years it takes before being able to do half decent concept design

It's a mistake to think this is purely related to development work. It's just development work tends to cater to a certain type of individual more frequently than most other roles (but you'll also find plenty fossilized one-trick-pony developers that didn't survive some bubble or other bursting).

A big problem with our industry is that it's always encouraged too many and too much in the middle ground of button pushing and hacking together culture, and now large amounts of people find themselves with skills and mentalities that have absolutely zero portability whatsoever, because they focused on tools and procedure, and never on fundamentals and concepts.
The way out of that is encouraging a healthy and curious approach to disciplines, whichever they are, that has little to do with one's previous employment, and a lot more to do with what you learned, how and why.

When all you do is pull levers and push buttons in some exotic software, with little knowledge of cause and reason, you shouldn't be surprised when you find out they'll replace you with a monkey the moment they invent a machine with less and better levers. Just make sure you learn more than pulling levers and pushing buttons and you'll be a lot more likely to have a plan B, and possibly a healthier outlook on employment in general.

If you're pointing a kid in some direction in his life at the present and uncertain times, don't start showering him in horror stories about the field (because you can dredge up many of those in practically ANY line of intellectual work), just make sure he doesn't become a monkey.

Szabolcs Matefy

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Jun 18, 2013, 3:29:21 AM6/18/13
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It depends on where he/she lives…Honestly, my son wants to get into the game-dev as well…overseas there are lot more options than here, in Hungary. I’d recommend to forget about it. The current changes to the industry (the free-to-play stuff, mobile platforms, etc) are not really helping the game developers living. They need less art-time so the payment is less. I meet ads where payment is depending on sales. However nowadays sales are not granted. Sometimes I considering moving into tattoo or photography, and leave game development at all…or go back to programming office management programs…eh…

 

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Tuesday, June 18, 2013 5:08 AM
To: soft...@listproc.autodesk.com
Subject: RE: (sort-of) getting in to game dev

 

+1

 

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Nasser Al-Ostath
Sent: Monday, June 17, 2013 8:53 PM
To: soft...@listproc.autodesk.com
Subject: Re: OT: (sort-of) getting in to game dev

 

I recommend full sail university ... they are specialized in game dev

Tim Leydecker

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Jun 18, 2013, 4:47:04 AM6/18/13
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Hi Paul,

so you pressed that poor 18 year old boyfriend of your daughter
into giving you a reliable and realistic plan of the future?

He had to come up with something at least related to your field,
if only to make you feel more comfortable because you wouldn�t
question a decision similar to yours, of course.

Kids are clever, even if they just look plain slothy at a glance.
It takes a lot of brains to skip homework and not get caught.

Now that you�ve been pulled in to do the research and give him
a headstart (for the love of your daughter) how about questioning
the future in general?

Your girl is around 18, so is her boyfriend.
Expect some surprising changes in the situation.
Part of growing up should be the right to change mind
and try things instead of locking on on version one.

That said, I would not recommend jumping to conclusions too much
in terms of judging the current economic situation in VFX and Games
as the only measure of being able to make a living with artwork.

BUT.

It�s a very limited market with lot�s of competition and only too
few shops to go to. This depends on the country of course, here in
Germany, we have 3-5 film VFX shops, 10-25 postproduction boutiques
and 3-5 Games facilities. I�m skimming off the top of the crop but
on purpose. This boils down to some 30 options to start with, taking
an average 10% rule, that makes 3 empty slots to fill for an average guy.

Personally, I studied graphics design and can recommend it for the broad
set of influences I came in touch with, even if completely unrelated to
what I currently do, the studying gave me the time to build up a more
extensive set of skills and also made me learn basic project management
and budgeting skills.

The most important thing is the friends I made there, people tend to
stick together and remember each other. Graphics design really isn�t
my field of work but the artsy types are sort of the same feather.

I would recommend getting a degree.

It gives you access to options you can�t have all by yourself.

Cheers,


tim

P.S: There�s a lot of freedom in all the big, impossing players going
down the drain,even if it shows the button pushing concept doesn�t work.
Unfortunately, they try to be cheap with artists again and again.
I can�t recommend trying to do artwork/design/quality for such a business people...

Stefan Kubicek

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Jun 18, 2013, 4:54:18 AM6/18/13
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> But saying he wants to get into game development is a lot better than what
> he said the first time I asked what he wanted to do with his life. He
> said, "dunno... haven't given it much thought yet..." - this is an 18 year
> old saying this to the father of his girlfriend when asked about his future
> plans.... So hearing any sort of direction was a big plus for me!

LOL! Well, it's not all about farmers, carpenters, and cooks anymore, is it? Preofessions have become so diverse, abstract and hard to describe that most kids are overwhelmed when asked to make a choice. The only smart answer to the question about future plans a 14 year old can give these days is: "What are my options?". An 18 year old could know better, but from what I can tell, most actually don't.

To me, and as others have said, it's about finding out what he's really interested in. You won't make it far if you don't really love what you are doing. If it's the (3D) art side of things he might be better off going into Film, TV or commercials work, especially if he's not so techically minded. At least I always felt that creating CG for movies and the likes was more straight forward and less convoluted than making art for games (depending on size of company and specialisation of individual work places there, the smaller the company the broader your
skills will need to be, including wrangling congiguration files and bug fixing models that would render fine but just don't live up to the restrictions and technical requirements of the game engine). An art related job in a games studio usually pays less than a similar position in a film studio.

The best thing would be to get him into a games company for a few days or better weeks (the shop I worked for used to temporarily hire testers now and then) so he gets an understanding of what positions exist and what they actually mean and do. After that he should have understood...

1) ...that making games is not about playing games!
2) ...that making games is time consuming and requires excessive attention to detail and technical knowledge in pretty much any position.
3) ...what position he finds most interesting and what he will need to learn in order to get there.

My 5 european cents.

Stefan





>
> -Paul
>
>
>
>
>
> On Mon, Jun 17, 2013 at 10:24 AM, <pet...@skynet.be> wrote:
>
>> Dissuade him - advise him to get a medical degree.
>> Your daughter will hate you for it short term, but thank you long term -
>> when paycheck has more importance than some childhood disillusion.
>>
>> If she stays with him, that’s the long term, so you win.
>> But i
>> f she breaks up, that’s the short term – her hate for you dissuading the
>> boyfriend will turn around when she breaks up anyway.
>>
>> Eventually - if he sticks with the medical degree – once he’s established
>> a profitable practice, he can just buy a games company and ask his new
>> employees to show him how things work.
>>
>> I’m sure Bradley can give some helpful pointers for where to get a medical
>> degree.
>>
>> *From:* Raffaele Fragapane <raffsx...@googlemail.com>
>> *Sent:* Monday, June 17, 2013 2:57 PM
>> *To:* soft...@listproc.autodesk.com
>> *Subject:* Re: OT: (sort-of) getting in to game dev
>>
>> Saying "I want to get into games" is like saying "I want to have
>> something to do with buildings". Laying the bricks, engineering
>> anti-seismic structures, or decorating the interiors? :)
>>
>> First thing I'd try and push him for is to form some rough idea of what he
>> likes in a game and how he feels he'd like to contribute (code, art,
>> assets, level design etc.).
>> If he says he wants to be the one that comes up with the ideas (lead game
>> designer), then I think you're allowed to slap him in on the neck
>> repeatedly. If he wants to become a producer you need to change your
>> daughter's mind in regards to this boy :p
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>


--
---------------------------------------------
Stefan Kubicek ste...@keyvis.at
---------------------------------------------
keyvis digital imagery
Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
Phone: +43 (0) 699 12614231
www.keyvis.at
-- This email and its attachments are --
-- confidential and for the recipient only --

Angus Davidson

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Jun 18, 2013, 5:37:07 AM6/18/13
to soft...@listproc.autodesk.com
Having had to just replace a geyser I suggest he becomes a plumber. There
will never be a shortage of work as people always have to drink, bath
(some folks more then others) and they definitely need to use the toilet
fairly often.

Should that be we paying he can in his spare time start playing with
things like unity, blender etc.

;)
> Alfred Feierfeilstra�e 3
> A-2380 Perchtoldsdorf bei Wien
> Phone: +43 (0) 699 12614231
> www.keyvis.at
>-- This email and its attachments are --
>-- confidential and for the recipient only --
>

<table width="100%" border="0" cellspacing="0" cellpadding="0" style="width:100%;">
<tr>
<td align="left" style="text-align:justify;"><font face="arial,sans-serif" size="1" color="#999999"><span style="font-size:11px;">This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. </span></font></td>
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Stefan Kubicek

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Jun 18, 2013, 7:14:11 AM6/18/13
to soft...@listproc.autodesk.com
I hear undertakers rarely run out of business too.
>>>> If she stays with him, thatᅵs the long term, so you win.
>>>> But i
>>>> f she breaks up, thatᅵs the short term her hate for you dissuading
>>>> the
>>>> boyfriend will turn around when she breaks up anyway.
>>>>
>>>> Eventually - if he sticks with the medical degree once heᅵs
>>>> established
>>>> a profitable practice, he can just buy a games company and ask his new
>>>> employees to show him how things work.
>>>>
>>>> Iᅵm sure Bradley can give some helpful pointers for where to get a
>> Alfred Feierfeilstraᅵe 3
>> A-2380 Perchtoldsdorf bei Wien
>> Phone: +43 (0) 699 12614231
>> www.keyvis.at
>> -- This email and its attachments are --
>> -- confidential and for the recipient only --
>>
>
> <table width="100%" border="0" cellspacing="0" cellpadding="0" style="width:100%;">
> <tr>
> <td align="left" style="text-align:justify;"><font face="arial,sans-serif" size="1" color="#999999"><span style="font-size:11px;">This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. </span></font></td>
> </tr>
> </table
>
>


--
---------------------------------------------
Stefan Kubicek ste...@keyvis.at
---------------------------------------------
keyvis digital imagery
Alfred Feierfeilstraᅵe 3

Marc Brinkley

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Jun 18, 2013, 3:29:12 PM6/18/13
to soft...@listproc.autodesk.com

Yeah don’t get me wrong. Its not like coding is the easiest thing ever. Just like art it is a skill that you need to perfect, master and work hard at and even then it still could be a stretch for people if their brain just isn’t wired for it. When I was in art school, one of the requirements was to do some graphics programming…in Turbo Pascal of all things. My classmate took to it instantly and is coding today on HALO of all things. It might as well been ancient Greek to me.

 

But Raf is spot on. It’s the portability of coding that can better insulate you from the churn in the CG industry. This kind of art is just harder to be portable.

 

I remember a long time ago saying that I didn’t want to be 40 and still an environment artist. Well, I am 40…I am not an environment artist but I am not as far along in my career as I would like.

 

J

 

_______________________________________________________________________________

Marc Brinkley

GO GO GO

Microsoft Studios

[Fun]ction Studio

marc.brinkley [at] microsoft.com

 

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Monday, June 17, 2013 8:25 PM
To: soft...@listproc.autodesk.com
Subject: Re: OT: (sort-of) getting in to game dev

 

To no-one in particular:

Rob Chapman

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Jun 18, 2013, 3:40:05 PM6/18/13
to soft...@listproc.autodesk.com
yeah but the step up or alternative is a manager or supervisor and to be found in production meetings and negotiations (or handing out shotgun tasks) all day and not doing any actual 3D 'art' anymore...    ;)

I'm with Carl Jung on this one.  “You are what you do, not what you say you'll do.”




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