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Willie Tomg posted:I am noticing the throughlines that Steam was only brought up by one of the developers, I wouldn't call that a throughline.
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# ¿ Oct 19, 2019 21:13 |
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# ¿ Apr 25, 2024 06:40 |
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al-azad posted:They don't really need to fund games, just offer them a dedicated platform separate from the eventual Russian rip-off of your game and Simpsons Tap poo poo. If I had a game and was thinking about making a mobile release and Apple was like "we'll put it on Arcade" there doesn't seem to be a reason not to take that offer. If they are not funding the development of the game it all comes down to how revenue is worked out. A reason to not take the offer would be if you dont stand to make any money
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# ¿ Oct 23, 2019 21:53 |
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Studio posted:Sounds like the UK works 42.5 hours a week , and that should be lower imo No, as Akuma said above 37.5 or 40 is the norm in the UK. If I started somewhere with a 42.5 standard work week I would a) want to know why and b) make sure I was being paid accordingly.
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# ¿ Jan 26, 2021 12:07 |
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Red Mike posted:On that note, I've always wondered what the "diamonds buried in the mud" games are, because every time I've tried getting examples out of people or finding some myself I've only found three things, which directly correlate to the types of failures a game dev project might run into that isn't practical like running out of money/time: Might be handy to give some examples for your 3 categories. I tend to agree with you that there isn't this massive pile of buried overlooked classics that are just sitting there waiting to be discovered. You do get the occasional one though - most recent example being among us.
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# ¿ Mar 15, 2021 12:38 |
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leper khan posted:Number of hours worked per person per week is not a metric that has a linear correlation with the quality of the final work. 100% this. 'Magic' from a team usually comes from a team caring enough about their product to put in is more accurate
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# ¿ Mar 17, 2021 10:25 |
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leper khan posted:Cult followings don't necessarily make money. Companies follow the things that sell, not the things some group of fans says they like on the internet. EA are currently making another Skate
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# ¿ May 2, 2022 14:51 |
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Popoto posted:Hey thread, me again. Portfolio is online (and happy that the two industry insiders that I personally know thought it was quite decent and didn't look amateurish (my -biggest- worry)), LinkedIn is updated, and I've settled on trying to discover "Technical Designer" as the researched title. Hopefully, somewhere out there, an entry level post will pop up. Now, I wanted to ask: what are the current avenue for searching for work, other than going directly on a company's website? There's linkedIn, of course, then also indeed.com. What about monster.com, is that still a thing? Depends on where you are. In the UK there are 3 or 4 dedicated games industry recruitment agencies in addition to LinkedIn and going to studios directly.
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# ¿ Oct 1, 2022 15:57 |
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# ¿ Apr 25, 2024 06:40 |
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Reasons not to use a sound library recording of a car Not high enough quality/bit rate, channels Not the right range of revs Not the right range of audio elements ( it's not just the engine you want, turbos, gear change, braking, different acceleration patterns, suspension etc) Library only has internal recordings, you might also want external, drive bys Not the exact model or year you need Licensing restrictions from the library Licensing restrictions from the manufacturer You need to train your audio team on capturing methods and equipment Efficient to capture multiple cars in one session at one location (cost and time)
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# ¿ Oct 21, 2023 00:49 |