And On That Note
#495 posted by scar3crow on 2015/01/09 05:31:52
I was laid off today. If anyone is aware of a project that could benefit from some remote QA, be it game, site, service, program... 6.5 years experience, 70+ games with over 50 developers and 12 platforms. Basic test execution, on up through test engineering and managing the testing of an entire title. Been on everything from Angry Birds to Ryse.
If you just need some additional eyes, or want a full test plan, a suite of cases, and even standardized bug formats for your community and beta testers, I can help you out.
Sorry To Hear That
#496 posted by
starbuck on 2015/01/24 13:42:24
but impressive resume! best of luck finding something
#497 posted by gb on 2015/01/29 20:16:50
Also, nothing demotivates a team like uncreative work - recreating someone else's work. No matter how much you love it.
I think Remake Quake got remarkably far, in hindsight. A lot of creative levels, a pile of new QC and things like BSP2 came out of it before it evaporated. Sure, there was a lot of hubbub about it, because we released too much stuff in a pretty early phase of development and there was just this wall of nope. It died before things had a chance to mature and be ironed out. Think how much other games changed between their early phases and the eventual release.
There is room for creativity there. Lots of Quake and Doom map remakes exist.
The entire team just needs to be aware what exactly it is they are going to make from the start. Otherwise you get several people trying to make different games. Remake doesn't mean the same thing to everyone. To some it means "spiritual successor" (but agreeing on what the spirit is in practice is hard), to others it means "same gameplay with different graphics/monsters/levels." And I think there are more possible definitions than that. That's why it's hard to do a remake and yeah, it is probably not a smart thing to get into, all things considered.
Doing a "game in the vein of" is much more realistic, but the trap there is that you're attempting to capitalize on the nostalgia/retro thing and that might not generate as much interest as you think (how many people actually play Quake?), unless you have a prototype or something that is actually good and can stand on its own.
I'm interested to see how e.g. RetroBlazer and Strafe will do on kickstarter.
PS. Trying to recreate 30 levels is gonna be suicidal no matter what. How many games have 30 levels today. A dozen is already a high mark to hit.
Depends On The Game
#498 posted by
ijed on 2015/01/30 19:44:51
I just submitted one with 131 levels ;)
#499 posted by gb on 2015/01/30 19:56:55
Procedurally generated?
I Guess...
#501 posted by
JPL on 2015/03/07 22:31:20
... you gonna apply fo the job offer ;)
If Someone Here Ends Up Working On Strafe
#503 posted by
starbuck on 2015/03/08 16:00:49
I'll be 100x more interested. Cool to hear they're serious about getting same real old-school mapping experience on board!
And that jobs page is the first example i've seen of web 3.0. It changed my life.
Surprisingly Enough
#507 posted by
adib on 2015/08/05 23:11:53
think I got what "neue B�ro in Frankfurt" means.
Pass Up You Out, Mfx
#508 posted by
Spirit on 2015/08/05 23:14:05
You want but not go for the hounds
It Shall Be So:
#512 posted by
ijed on 2015/08/06 19:14:13
Old Devs feel unrespected but soldier on.
New Devs are enthusiastic but are surprised at crunch.
Management are regarded as idiots but experts at somehow bumbling through.
#515 posted by
Lunaran on 2015/10/18 04:57:30
I think we create more shit posts shitposting about spam than the spam does
how about we just ignore spam from now on?