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Developers Corner

Developers Corner 

Help Wanted  » I need a 3d animator, modeller, and Texturizer

7 posts found
  TearReaver

Novice Member

Joined: 10/27/07
Posts: 34

 
11/03/07 12:05:59 AM#1

Employees for the Crimson Wings co.(www.crimsonwings.org)

1 programmer

1 modeller

1 texturizer

5 dvelopers

1 mapper

0 animators

 

 

Help, we need more non-developers, we need actuall working, right now I have 10 games and 3 jobs to do, help me please!

  Plasuma!!!

Novice Member

Joined: 9/19/05
Posts: 1874

There's a formula for everything, even famous quotes.

11/04/07 5:13:41 AM#2

Well, "developers" are the same as any of the positions you have listed there. If you mean "designers", then you'll find plenty in these forums who are willing to share ideas and methods.

If you plan to get any work done on a game with a team, you need to know or be someone who can do everything to some degree to act as a producer and director.

To get people to join, you need to work on the game solo and come up with a suitable representation of what you and your current team can do. If you plan to be an arm-chair general, I have extreme doubts that any person, save any talented friends you may have, would join your team.

Usually, a development team has these positions that need to be filled:

  • Design Department
    • Lead Creative Designer (Design Producer)
    • Creative Developers
    • Systems Engineers
    • Economists
  • Art Department
    • Lead Artist (Lead Art Producer)
    • (Lead) Character Designers
    • (Lead) Level Designers
    • Concept Artists
    • 3D Modeling Artists
    • Texture Artists
    • Animators
    • Cinematics Director (rarely on small teams)
  • Programming Department
    • Lead Programmer (Programming Producer)
    • (Lead) Software Architects
    • Software Engine Programmers
    • Scripters
    • Interface Programmers
  • Quality Control
    • Lead Producer (Executive Producer)
    • Game Testers

The hierarchy is in no specific order except that producers and designers are on top of the lists. Of course, this does not include the PR and marketing departments, which I believe have little to do with the game's development, only the release.

Don't let the list intimidate you, those are just the names of positions and you can have a very small team with a few members filling multiple positions. You can have one or two people fill the positions of the entire art department, and the same goes for the others. As you get a larger team or join a company with one already hired, you'll see that multiple people fill just one position in those departments to speed up the development process.

With this in mind, and your current dev team prepared, you should get to work on your first project and start producing a video or downloadable demo of your game in action at it's current state. Regardless of it being a massive and well-constructed 3D adventure with a few missing pieces, or just a character walking around in a world devoid of details, showing something is better than nothing at all and people will join (for free, even) if you have something to show.

  Harafnir

Hard Core Member

Joined: 2/18/04
Posts: 1246

11/04/07 5:21:16 AM#3

Reading that homepage was hilarious. Funny funny stuff...

"This is not a game to be tossed aside lightly.
It should be thrown with great force"

  Piers

Novice Member

Joined: 9/02/04
Posts: 38

11/04/07 5:23:23 AM#4
This looks very promising. I would deffinately play your game when it releases.
  Plasuma!!!

Novice Member

Joined: 9/19/05
Posts: 1874

There's a formula for everything, even famous quotes.

11/04/07 6:51:56 AM#5

Fantasies of a youngster, really. Can't blame him, I was there once.

Just find a direction and go with it. I found that art was my forte, so I went with that and joined a novice team; eventually we split up and got hired by different companies after we showed our demo to a bunch of them.

Not a bad way to break into the industry, I think.

Anyway, you need to act on your ideas or you won't go anywhere. Learn as much as you can about everything relative to games, go to college and learn to capitalize on your efforts, and get out there to show the world what you can do. Go to things like the GDC and IGF for design tips and to get your efforts known.

  TearReaver

Novice Member

Joined: 10/27/07
Posts: 34

 
11/04/07 1:50:12 PM#6

Right now, I am not just a "designer" I also do the texturizing, some programming, mapping, and a few 3d models.

  khanstruct

Novice Member

Joined: 2/28/07
Posts: 367

11/04/07 2:13:28 PM#7

By "mapping" I assume you mean creating uv maps for the models to be textured... not level/world design. And by programming, I assume you mean scripting, as the pre-fab engines you're using don't actually require programming.

Anyway, my original purpose here was to say... fix your website. At the very least, remove the part that says "Place your content here."

Also... I'd appreciate it if you didn't put the word designer in quotes as though it were some secondary work. It's arguably one of the most important positions on any good team. Poor graphics can be replaced (and often times forgiven), poor sound can be replaced, poor design kills a game forever. Also, programmers, modelers and composers can be trained; designers can only be born