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Thread: Five months of work has lead to this.

  1. #51
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    Default Re: Five months of work has lead to this.

    Well, being someone who also graduated from Full Sail's game development program, I am probably the most qualified on this forum to give you feedback so here it is: your game is solid, but not mind-blowing. It seems better than most of the final projects I saw at Full Sail when I was there, so unless the bar has really been raised I'd say you should be proud of your work. Too bad you'll probably never read this because the shitheads that post on this forum derailed the thread with retarded bullshit.

  2. #52
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    Default Re: Five months of work has lead to this.

    Quote Originally Posted by Graveworm View Post
    Well, being someone who also graduated from Full Sail's game development program, I am probably the most qualified on this forum to give you feedback so here it is: your game is solid, but not mind-blowing. It seems better than most of the final projects I saw at Full Sail when I was there, so unless the bar has really been raised I'd say you should be proud of your work. Too bad you'll probably never read this because the shitheads that post on this forum derailed the thread with retarded bullshit.
    Oh, it was never meant to be mind-blowing from a design perspective. My first attempt at final project tried to do something relatively innovative, but trying to keep a coherent design together when you have no authority and a dozen other 20-somethings able to overrule you is near impossible. The second time through, I'd just played through Dead Space 1/2 and figured aiming at that was a decent goal. It let us concentrate on the tech and artwork without getting too bogged down in roundabout design discussions about what type of game it was.

    All in all, it turned out to be one of the best final projects the school has seen, and we got consistently great responses from the staff and testers. Yeah, I'm a bit proud of it.

    If I may ask, when did you go to Full Sail? What was your project?

  3. #53
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    Default Re: Five months of work has lead to this.

    I graduated in 2007 (I think September but I'm not sure). Our project was a rail shooter called Wings of Adoro. It was pretty solid and I heard they starting using our work as an example in class but I'd imagine they have different games to show you by now. Sadly the game is no longer available on the internet (back in MY day we had to host our own website to get our project online and I only kept it up for two years). I'm curious: what are class sizes like now, and how many people did you have on your final project team?
    Last edited by Graveworm; 08-11-2012 at 06:13 PM.

  4. #54
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    Default Re: Five months of work has lead to this.

    Did both of you guys get a job in the gaming industry post Full Sail? Just curious.
    "Doubt is not an agreeable condition, but certainty is an absurd one." ~ Voltaire

  5. #55
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    Default Re: Five months of work has lead to this.

    Quote Originally Posted by Graveworm View Post
    I graduated in 2007 (I think September but I'm not sure). Our project was a rail shooter called Wings of Adoro. It was pretty solid and I heard they starting using our work as an example in class but I'd imagine they have different games to show you by now. Sadly the game is no longer available on the internet (back in MY day we had to host our own website to get our project online and I only kept it up for two years). I'm curious: what are class sizes like now, and how many people did you have on your final project team?
    I might've seen a few screenshots around. It sounds familiar.

    Our class started at around 40-50 people, but quickly shrunk to about 12-15 core students. We'd pick up a few people every month, but usually lose them again. My final project team started at sixteen people (eight programmers, seven artists, one producer), but we lost three along the way. However, that team was enormous and, had there been more than one producer at the start, I guarantee we would've been split into two.

    Did both of you guys get a job in the gaming industry post Full Sail? Just curious.
    I personally didn't, but I know quite a few people who did. One of our artists went to work for Turbine, an old producer of mine now works at EA Tiburon, a programmer works for Volition, and a few other members went to work for various indie studios. Quite a few people I know also went into the simulation industry, working for military or scientific purposes.

    I chose to take a rather cushy job doing applications work in Ohio, but I'm thinking of getting out of here because there's not much room for advancement and it's not an energetic workplace.
    Last edited by Ero Elohim; 08-11-2012 at 07:27 PM.

  6. #56
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    Default Re: Five months of work has lead to this.

    Do they use student artists again? When I went through they had just started using the lab assistants from computer animation for everyone's project because they had issues with the students being unreliable. We had 6 people plus an instructor overseeing the project, and even that only happened because they last group of 4 didn't want me and I didn't want to work with them. Of course, their project was a fucking disaster because they were full of themselves and overambitious for a project involving 4 programmers. My class was around 60 at the start and I think we dwindled to about 30-some. What company do you work for, if you don't mind saying? One of my classmates has a job at a software company in Ohio.

    @Zavon: I ended up deciding that a career in game design wasn't going to work for me, for a few reasons. First and most importantly, the social skills required for networking are not something I excelled at (shocking, I know). I also was lazy and didn't look for a job right out of college, so by the time I did my skills were rusty. The only company I ended up applying to was Big Huge Games and I did terrible on the skills test they sent me. After that I got a non-paid offer to work with some of my classmates trying to start their own company and did that for a while, but when my dad died I re-evaluated where my life was going and decided to forget about a career in game design. That being said out of the few people I am still friends with on Facebook, most of them at the very least got jobs working for software companies (the ones that don't are more of a reflection of themselves than their eduction), and at least one has been fairly successful in the game industry. He DID get a job at Big Huge Games where he worked on Kingdoms of Alamur: Reckoning, and has moved on to Red Fly Studios where he has worked on Star Wars: The Force Unleashed II (Wii), Thor: God of Thunder (Wii), and Metal Gear Solid HD Collection (Vita).
    Last edited by Graveworm; 08-11-2012 at 11:40 PM.

  7. #57
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    Default Re: Five months of work has lead to this.

    Quote Originally Posted by Graveworm View Post
    Do they use student artists again? When I went through they had just started using the lab assistants from computer animation for everyone's project because they had issues with the students being unreliable. We had 6 people plus an instructor overseeing the project, and even that only happened because they last group of 4 didn't want me and I didn't want to work with them. Of course, their project was a fucking disaster because they were full of themselves and overambitious for a project involving 4 programmers. My class was around 60 at the start and I think we dwindled to about 30-some. What company do you work for, if you don't mind saying? One of my classmates has a job at a software company in Ohio.
    Yeah. We used student artists. The faculty is extremely strict on them these days. Two of our artists failed out because they refused to lower their own standards and produce art quick enough (the third fail was our producer, who refused to take charge of anything.)

    I work for a company called Automation Software and Engineering.

  8. #58
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    Default Re: Five months of work has lead to this.

    Ah, my classmate works for a different company. When I went through we also didn't have student producers, we had on of the instructors or lab assistants overseeing each project.

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