Re: OT: Demo suggestions
"Martin Bell" <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
I have to agree with Stephen mainly. A complete game is *many orders* harder to write than a flashy demo. A demo also won't require anything *near* an art production pipeline either. Probably though, flashiness will help, especially I would think in the shallower console market. ----- Original Message ----- To: "Multiple recipients of list OPENGL-GAMEDEV-L" <[email protected]> Sent: Tuesday, March 01, 2005 9:46 PM > Stephen J Baker wrote: > > > > Personally (and I'm not in the games industry - just an > > amateur tinkerer > > with games) - a flashy demo doesn't impress me much. > > Gee, that's such a ringing endorsement of what matters to game > developers. Free clue: flash will help your cause with game developers, > no matter what aesthetically unaware non-game-developers may say. > > > The thing about writing a demo is that you get to put in the > > things that are flashy and easy - > > Who the @!#$#@!!#@$ believes that it's easy to be flashy??!? Do you > know anything about getting an art production pipeline done? > > > but anything that's actually difficult can just be > > left out - you aren't forced into making these flashy effects > > work with the rest of a large and complex system. > > Let's translate Stephen's words for the home audience. "I'm a > Simulations guy. I work at L3Com/Link Simulation & Training. I'm > impressed by the kinds of things I do at my job, and am not terribly > aware of the difficulties of things outside the scope of my job. I > expect everyone to do what I do, if they want me to be impressed." > > > IMHO, a complete, playable game would be more impressive than > > a demo of a few very fancy-looking canned effects. > > Sure it would be. But the issue is what's needed to get a job, not > promising people the moon. Substantive demos can certainly convince > employers to hire. It shows you can get something done, and that you > have talents. > > > If you are looking for a way to stand out in the crowd, I > > would concentrate > > on being really good at Physics, Networking and Shaders > > because those are the hard parts right now. > > Assuming your ambitions in game development are programmer-centric. > Don't forget about art, audio, game design, and all the tools and > technologies that go into supporting those efforts. The important thing > is not doing Physics, Network, or Shaders because some guy like Stephen > said so. The important thing is to do *something* well. And while > we're throwing around programmer-centric areas one could concentrate on, > I'll toss in AI. > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Martin Bell INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).