I'm an employed game designer; AMA

0 favourites
From the Asset Store
20 high quality click sounds, ready to improve your game's UI instantly
  • I'm afraid I don't, but I'm working in Qu?bec, Canada. I'm curious to hear what kind of mod was that?

    And no worries for the question, this is an AMA after all. :D

    Ah maybe he was in France, not sure... We worked together on the Make Something Unreal contest on a mod called Atlantis. Quite a while ago now...

  • I'm finishing scoring an mmo atm ( epic orchestra stuff ) and I'm looking for something wicked to do and this sounds awsome. Love dark synths and blues. dont have myspace ( besides i don't think i will - myspace sux). Working on my website atm. Havn't got anything like that to show you but

    can play you some prototypes of synth stuff thought, but would like to do a pitch for you :) Skype me on ultratronix, will have a chat and will show you some tracks.

  • That's cool! I'll PM you.

  • >

    > You should totally make some tutorials on that.

    Ya I'll probably set up a blog with that kind of stuff. Right now I'm fully into my project and loving it. I'm taking a break to come chat here :P

    YAYZ!

    No, but really now, that's great. Looking forward to that.

    Also, a question: how hard do you find it is to complete a project?

  • I think you made a mistake with your linkedin profile.Ubi Soft Montreal Made Surfs Up For the psp not UbiSoft Quebec if i am not mistaken.

  • Thts wierd.The official ubisoft site shows Montreal studios lol.

    ubi.com/UK/Games/Info.aspx

  • Thts wierd.The official ubisoft site shows Montreal studios lol.

    http://www.ubi.com/UK/Games/Info.aspx?pId=5457

    Basterds! Happens all the time.

    But no honnestly Quebec did all the handheld versions and I worked on all of them. Had a blast making all the Iceberg levels as well as a whale that had a very long intestine.

  • Also, a question: how hard do you find it is to complete a project?

    Professionally it's the hardest part, but also the most satisfying. Stuff that used to be crappy turns awesome, the team gets all energetic and work crazy shifts, often hyped (or depressed) by the gamer community first impressions. This is where the strongest bonds are build but also when the abscesses usually blow up as well. :S

    Personnally it's incredibly more difficult as time goes by. Never got the time! Forget about money, time is the most precious thing. So it's kind of like giving birth, I guess. Once I get something done it's just that amazing bolt of satisfaction that you quickly get addicted to, proving that you still got it. I highly recommend it! :D

  • Thanks for this thread, very informative and interesting! I'm curious as to how you would start a game in general? How many meeting are there before people actually start making it?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks for this thread, very informative and interesting! I'm curious as to how you would start a game in general? How many meeting are there before people actually start making it?

    Honor is mine! I have to take this occasion to congratulate and thank you guys for the colossal effort that brought Construct to where it is today. I hope Odin will grant me the opportunities to make great games with it. :D

    As for starting a game it varies extremely for each company and type of project. On one side you can have ports that are already late before announced, in that case pre-prod can last a month or two, just to figure out how the heck we're going to pull this through.

    Nowadays the tendency is to have longer conception and preprod periods to have the most solid base possible to build upon. I'm talking generally 6 to 8 months with a dozen full time devs. Once you start production, there is no question unanswered and you just start dishing out levels and assets as fast as possible on solid builds to be able to polish your product as much as possible. Most modern block busters are more about quality of execution than pure innovation, although that is be called to change soon to welcome the next generation.

    And at the other end you got endless conceptions... those are the worst. Insecurity to take risks leads to a vicious circle of uncertain designs, hopefully leading to small prototypes, a very long chain of validations, waiting for a mandate, trying again, changing direction... it can last for years and almost all the time ends badly.

  • This thread is so useful about game design experience :)

  • What about game length? What do you think, would be a good gameplay length for a single player game, not rpg, say side-scroller? Are there any statistics, how much time people spend playing daily, according to their age, and how long they usually stay with one game? And what's todays average player age?

  • According to this CNN article player's average age now is 38.

    You can read the article to see about the time player spend on games as well as a discussion about this article on whatgamesare offering a divergent point of view.

    All in all, it really depends on the type of game, the platform (you won't get my 58 yo father to play on living room console. But he regulary plays a few games he really likes on PC (mahjong, flatout2, some shareware shoot 'em up giving you commands of an helicopter,...)).

    So I'd say, there's nothing set in stone, and it really depends on the type of game and the audience target.

  • Thanks Gropwel for this great topic ^^

  • According to this CNN article player's average age now is 38.

    That's much more than I expected, I thought something around 20. Thanks for the links, interesting read. Like, 90% of gamers never finish their game <img src="smileys/smiley3.gif" border="0" align="middle">

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)