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Than 
Good then, if people viewing that site already have your resume, then it makes sense to omit it there - also the precaching is not a big deal then, since the ppl visiting that site will most likely have a big-ass connection in their offices.

Best of luck with your applications! 
Speedy 
The shots of Rogue on the net are ANCIENT. I'm surprised that Rebellion haven't released a few more. Anyway, some of the maps look higher detail than others. There is a map in a forest that is afaik 50k+ polys on screen for the env alone.

We used to have really stupid poly limits on Dredd (4-8k polys, which used the same engine, but a much older version of it. These days the tech at Rebellion is actually pretty decent, and the tools are REALLY good (if you like Max for modelling).

As for sniper, I found that occasionally it is ok, and at least the sniping aspect is quite satisfying, but overall it feels really second rate and devoid of polish.

Graphically it is horrible, although there are one or two nice areas and touches in the game. 95% is really quite hideous though :( 
 
now make site flash-based

just to piss off shambler :) 
Btw 
I didnt know ps2 can chew that much
atleast most ps2 games look fairly low poly 
Speedy 2 
I forgot to reply to your comments about my stuff.

1. No in-game pics because I don't have the games I worked on, and in some cases I don't have the textures for the mesh I created. Rendering and photoshopping at least makes the images look good (imho).

Also, have you SEEN some of the games I worked on? Seriously, do I want to put images like that on my portfolio, or do I want to make the images look nice and presentable. Also, I think highlighting the work that I did is easier this way, since if I take a shot from the game, there is a lot of art that I didn't create.

Anyway, the wireframe images are there to hide the max+ps flash and show the stuff that I actually made at work, as well as showing that I can actually build tidy and efficient mesh.

2. Yes, it's a dialup killer, but it's intended to be looked at by people who are working in offices with fast connections. It's possible to hit stop and continue to browse the site normally, with each image loading as you navigate through them. I just wanted to minimise the delay for the people that will actually be considering employing me. 
Btw 
god, I am really spamming this thread today. Sorry...

Some ps2 games look amazing. I don't know if this is because they have great tech, or just really good assets. The PoP games for instance, and God of War are examples that spring readily to mind.

PS2 can push a lot of polys, but it has very little memory, so you can't texture those polys with many textures. Either that or you can't have large textures. 
Than 
Pretty much what everyone else said about the portfolio - a bit big, it's rather overdesigned, simpler would be better. Not that I can talk because mine is certainly a big pile of overdesigned arse and badly needs rebuilding, as well as updating.

Where are you going to be applying for jobs by the way, back in the UK or in other exciting parts of the world? 
Than 
Did you overlap with Matt Newport at rebellion? Small world and all that. 
Than 
Regarding your assertion that most people are on high-res desktops, I think you're right. However, I also think most people don't run their web browsers in fullscreen, unless their desktop is 1024x768 or lower. 
They Don't? 
Nearly everyone I know runs their browsers fullscreen, including myself, even at 1600x1200 or 1280*960/1024 and such. 
Of Course Not Really Representative... 
but here are the Quaddicted stats:
1024x768 45.79%
1280x1024 34.36%
800x600 6.85%
1152x864 5.33%
1600x1200 3.49%
If that helps you.

I like plain portfolios. Metl's is perfect for example. Just one site with all the info on it. 
Quake Expo And Quake Travail 
Travail was announced at the last QExpo and with 8 months to go, it would be sweet to have our mod released. Much work is complete and the momentum is strong on this project. 
1920000 
Hello my once-every-33-people brothers. 
Fullscreen Browser 
I don't. Never. The only program I run in fullscreen is my IDE. Yeah. 
Full Screen + Answers To Shallow And MWH 
I run Opera full screen most of the time, and my res is pretty high (1920x1200, as I am always bragging).

I have the sidepanels visible most of the time, although this is to take up a the extra space for widescreen, because there certainly aren't many websites designed with that in mind.

Answers to questions:
Shallow: First Japan, then the UK if I can't get a job here. Might talk to the gf and see what she thinks of going to the US, since there are a lot of good jobs going there, and the pay is better, cost of living lower (like, what the fuck?)

MWH: No, I don't think so. I was there from October 2002 until June 2005 and don't remember that name. There was only one other Matt I remember, and his surname was not Newport. Was he a coder or artist? Did he work at Rebellion or 2000AD? 
Done It 
Ok, I finally stopped pissing about with that damn portfolio and just applied for a job. I sent the link to the portfolio in the email, and I hope to god that the damn site works properly now.

Anyway, I added the ability to shift click an image and open it in a new window. I got fed up of messing about with it after that, so that's all I did. 
Bloody Hell 
I saw 28 posts in GA, and I thought "ooh, flame war".

And it turns out to be people just trying to help out than :( 
Pretty Cool Shambler Pic 
I like this "interpretation":
http://viaggg.free.fr/boulots/shambviag_low.jpg
http://www.besmella-quake.com/forum/viewtopic.php?p=3530&highlight=#3530

The claws are a bit too thin maybe but the rest is great in my opinion. 
What About Work Hrs? 
What are the usual working hrs in Japan and USA gamedev? (isnt it like 50 work hours weeks in the Land of the Rising Sun and constant crunch 100 hrs in the Land of Bush) 
Meh. 
Far too furry.
Claws too thin.
Teeth too sharp.
Not bulky enough.

Tis a nice picture though. People still aren't capturing the essence of the shambler I think. 
Than 
OK, can't remember when he left, was probably around the time you joined, or not that long after. He was a coder and worked for Rebellion (he worked on Gunlok, iirc). 
 
Stuff 
I like that Shambler pic, but yeah, what Shambler said. Still I think it kind of gets the essense of a Shambler, and does a better job than any other interpretation I've seen.

As for working hours, well, I think it's pretty much the same shit wherever you go. If you are on a project at the end of development, you are going to get pretty knackered. At the start of a project it can be fairly relaxed. I think hours depend more on the company and people there.

However, I've heard from some people that Japanese game devs can be cunts, and that the employees feel obliged to work their asses off for the good of the company. Having not worked in such a place yet, I can't really give any further comment.

I've also heard that people start work later here than in other countries, and work until later. That's fine by me, especially if it's flexitime style where you can show up between say 9 and 11 and work until between 6 and 8. 
Being A PC Gamer Is Shit These Days? 
Holy shit, I thought the horizon was looking pretty barren, but then someone sent me this...
http://www.adrianwerner.neostrada.pl/1/final.htm

Ok, so they aren't all guaranteed to come out this year, but there are still a fuckload of games that look awesome on that list.

I nearly wet myself when I saw some of the adventure games on there. UNF! 
Working In Japan 
I was working there for 3 months and my feeling was that the japanese people worked slow and not effective. Thus they had to stay longer at office to finish they duties. The same work done by a non-japanese was finished in half the time.
And also no one left work earlier then the boss :). Me and my friends could leave the office at 17.00 and it was a strange feeling because everyone was still sitting there and working very hard.
Japan was a great experience anyway. 
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