Re: OT: Demo suggestions
Gregor Brunmar <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Thanks for the responses everyone! I'm not really sure if we all agree on what a demo really is. As far as I see it, there are two types of demos. There are demos written at 24h demo coding contests with 8-bit music that only takes 64 kb in the finished binary. Then there are the demos I'm refering to, as a small engine running a demo loop of something (compares with an intro made in the engine of a game, say cut-scenes in Warcraft 3 (not the movie-like)) For me, this is almost a game, because it has all the same elements in it. Just so you can show and point out the cool stuff at a demonstration, without having to sit in front of the keyboard at the same time. Let's keep our fingers crossed that I don't get compability errors for some reason... I hate those ;) I'll see what I can come up with, thanks everyone! /Gregor Leath Muller wrote: >> 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. > > > Errr, working in both a Govt organisation & owning a private > games development company, I get both worlds -- and I have to > agree with Steve on this one more than not. > > The first thing I look for is shipped products. If you don't > have one, then something like a working game is next. It doesn't > worry me if it's not that flashy, as long as the person > demonstrates the skills they want to do. ie: if they want to > work on physics, write a cool physics engine, etc > > > Who the @!#$#@!!#@$ believes that it's easy to be flashy??!? Do you > >> know anything about getting an art production pipeline done? > > > From a programmer point of view, Art means squat. :) That's why > we have graphics artists. They do a much better job then > someone who is talented at writing neural network software. > > If the person is applying for an artist position, I want > flashy, otherwise I don't really care about that. If the person > writes something 'flashy' using a displacement mapping routine > they coded up themselves, then that's nice too, the artwork is > not the thing I am looking for in a programmer... > >> 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." > > > Lighten up would ya... Steve has been around quite a number > of years, and does know what he is talking about... and he > does have several games under his belt... :) > >>> 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 I have the choice between someone who presents a running > (canned) demo, or a game where they have shown graphics, sound, > input, basic physics, etc - the game will win every time if > it's stable and indicative of skills. > > Sorry mate, but demo's are quite easy to get finalised (to > debug etc) whereas games are easier to break, and will give > me a better idea of coding solidity when hiring a programmer... > >>> 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. > > > Uh, the exact quote from the original email was: > "I'm interested in joining the gaming industry as a programmer." > >> 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. > > > art = get an artist. > audio = use direct sound > game design = game designer > > shader = ? Need to generally write these and test them with 3rd > party tools > > physics = possibly use something like granny, etc, but can require > a lot of effort to integrate into custom engines > > Don't get me wrong, I understand your point of view, but I think > you were a bit harsh in the reply... :) > > Leathal. > ----- FAQ and OpenGL Resources at: > http://www.geocities.com/SiliconValley/Hills/9956/OpenGL > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Gregor Brunmar 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). 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