#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?
Looking For Level Designer
#524 posted by
Skiffy on 2016/02/03 01:04:32
Just tossing this out here but I am looking for some level designers to join our studio in Malaysia Kuala Lumpur to come work on a new game we are developing using UE4. Singleplayer FPS game that is more in line with what folks make here instead of the more present day shooters.
I've also got a post with details for general 3d going up at polycount. But consider level design one of the openings we have. :)
http://polycount.com/discussion/164120/streamline-studios-hiring-3d-and-2d-artists-looking-for-tons-of-character-artists#latest
Kuala Lumpur is a bit of commute, don't think I could do that every day from ol' blighty.
Plus being a ginger that close to the equator would mean instant death.
Can't wait to see what you're working on :)
#526 posted by
Skiffy on 2016/02/03 02:56:25
haha then again I hide indoors with AC all the time.
\o/
#527 posted by
adib on 2016/02/03 03:08:05
Skiffy, I tried to e-mail you, to know more, but you didn't registered an e-mail here.
Former Professional Level Designer
#531 posted by
adib on 2016/03/16 18:19:00
I see people here using this description a lot: Sock, Scampie, Warren, etc.
I'd like to know: why people quit level design jobs and where do they go after? What are they doing now for a living?
#532 posted by
czg on 2016/03/16 18:44:24
Professional game development is soul crushing no matter how good a studio you're at. Either it's quickly soul crushing or slowly soul crashing. Souls will be crushed no matter what.
Also the kind of level design that we associate with Quake/Doom/etc doesn't really exist in modern game design any more. It's all sectioned off into different departments so noone really gets to feel as if they own the finished product.
Indie Dev
Probably still has a lot of the gratification as old school game design
#534 posted by
Kinn on 2016/03/16 19:57:25
In my experience, the first two years were pretty much "OMG this is so cool I'm maeking games!!1", but around year 3 that illusion began to fall apart and I became aware of just what a burnt-out jaded husk of a man I had become, and how fucking empty the life actually was. My sentence was stretched out to 8 years before I found a sensible alternative career (I'm doing stuff in the music festival biz for now).
I think a lot of the problems stem from a culture where insane hours are just expected with no questions. "Oh you don't want to work evenings and weekends for 6 months straight? Well we'll just sack you and take on three enthusiastic kids fresh out of university whose combined salaries will be less than what we're currently paying you." (Yes they said this exact thing to a friend of mine).
The work itself almost never ever comes close to the fun of hobby work, because for most people they will be brick-in-the-wall types working on one aspect of the game that's unlikely to make them feel like they have much creative control or ownership. It can be possible to work yourself up to a key position where you have a lot of creative control, and - if you can do this whilst also avoiding becoming a lead - then that can be rewarding. (Being a lead usually fucking sucks typically because all your time is spent managing other people, and putting out fires).
It also doesn't help that the majority of people in the office are socially retarded manchildren.
Jesus Kinn
#536 posted by
kalango on 2016/03/17 16:32:38
That's exactly it. And it hurt my inner child...
Jesus Kinn
#537 posted by
kalango on 2016/03/17 16:32:42
That's exactly it. And it hurts my inner child...