Student building porfolio seeks advice
by James Ford · in General Discussion · 06/20/2006 (4:25 pm) · 26 replies
I know many people use t2d as a hobby and also independent projects they hope to sell on their own, and I think Torque and T2D are ideal for that function. However, I am a student, and my goal is to build a portfolio which will hopefully lead to an internship and/or a job in the game industry.
"But how impressive will a game you have made in torquescript be on a job application?"
All programming positions require examples in c++, which brings the question,
"Should emphasis on a portfolio be put on c++ examples or torquescript-examples?"
What is on ones portfolio will of course depend on the position sought after, and I understand there are many positions within "programming". If you will be writing a game engine of course you will need to demonstrate exemplary c++. In fact, I am not interested at all in making a game engine and one question I have,
"Will all programming positions involve working on making or modifying a game engine--at least partially?"
Because what I am really interested in--right now--is script programming, doing what I have enjoyed so far with T2D, but since I dont see "script programmer" as a job position anywhere
"Is this a job that is divided between both level designers and the engine programmers?"
I am also somewhat interested in level design (I have to get more experience to tell),
"So would my best bet be to learn a few level editors and apply for a level designer position?"
Also I am only really aware of job positions that are listed by companies on gamasutra or local game company websites (dallas,tx / gearbox / id soft).
"Maybe I would be better placed in a smaller perhaps independent game studio, which would be more likely to do scripting than engine building."
In fact I noticed the jobs forum here at GG, but are there really paying jobs?
"Maybe just staying with torquescript could work out? What do you think?"
"But how impressive will a game you have made in torquescript be on a job application?"
All programming positions require examples in c++, which brings the question,
"Should emphasis on a portfolio be put on c++ examples or torquescript-examples?"
What is on ones portfolio will of course depend on the position sought after, and I understand there are many positions within "programming". If you will be writing a game engine of course you will need to demonstrate exemplary c++. In fact, I am not interested at all in making a game engine and one question I have,
"Will all programming positions involve working on making or modifying a game engine--at least partially?"
Because what I am really interested in--right now--is script programming, doing what I have enjoyed so far with T2D, but since I dont see "script programmer" as a job position anywhere
"Is this a job that is divided between both level designers and the engine programmers?"
I am also somewhat interested in level design (I have to get more experience to tell),
"So would my best bet be to learn a few level editors and apply for a level designer position?"
Also I am only really aware of job positions that are listed by companies on gamasutra or local game company websites (dallas,tx / gearbox / id soft).
"Maybe I would be better placed in a smaller perhaps independent game studio, which would be more likely to do scripting than engine building."
In fact I noticed the jobs forum here at GG, but are there really paying jobs?
"Maybe just staying with torquescript could work out? What do you think?"
About the author
http://jamesdev.info
#2
other than to get a job.
without the big picture it's hard to give the correct feedback.
but lets say you want to be in a development position to keep it simple.
then having a clear understanding of "Programming" coupled with experience are what get's the job.
unless you mean graphics development, which you seem to be leaning to as well.
well then the field is Really big if you include both in your first go.
Pick between programming or art as the job, keep the other as a hobby.
Major on your choice.. Obviously.
be it self taught or school educated the focus remains simple.
so to be more precise, you want to be a Game Programmer? than knowing lots of neat math good Object Oriented understanding and c++ skill's are what it takes.
you then ask how do you provide this in example format?
if you want to get a job, then you need to show your ability to work with other people's stuff
(code programs whatever)
if you can showcase how you have tackled and completed small projects aimed at gathering knowledge of a given code base, that is the type of stuff you do. that looks good in a portfolio. Skill expertise and application.
Just my 2
06/20/2006 (5:39 pm)
Hmm the Biggest problem here bud, is that you did not describe what you Want to do.other than to get a job.
without the big picture it's hard to give the correct feedback.
but lets say you want to be in a development position to keep it simple.
then having a clear understanding of "Programming" coupled with experience are what get's the job.
unless you mean graphics development, which you seem to be leaning to as well.
well then the field is Really big if you include both in your first go.
Pick between programming or art as the job, keep the other as a hobby.
Major on your choice.. Obviously.
be it self taught or school educated the focus remains simple.
so to be more precise, you want to be a Game Programmer? than knowing lots of neat math good Object Oriented understanding and c++ skill's are what it takes.
you then ask how do you provide this in example format?
if you want to get a job, then you need to show your ability to work with other people's stuff
(code programs whatever)
if you can showcase how you have tackled and completed small projects aimed at gathering knowledge of a given code base, that is the type of stuff you do. that looks good in a portfolio. Skill expertise and application.
Just my 2
#3
06/20/2006 (5:45 pm)
Um... I don't think you actually answered any of my questions... And I did say what I wanted to do, script programming, unless that is not realistic in which case I am interested in level design.
#4
but there some common sense things to bare in mind.
Assuming you want to be a programmer....
Scripting is useful - but not exactly a big issue, if know C++ - it shouldnt be too hard to pick up a scripting
language. Mastering a specifc scripting language is probably a waste of time....but
being able to state you have used scripting language X,Y,Z .. can do no harm.
The key i think is to focus on an area - for example say you want to write graphics code..learn C++ and
Opengl and/or Direct3D - create some mindbending maths heavy tech demos + write some tutorials and
well comment your source. The tutorials arent essential, but they will give the employer an indication of
your communication skills.
Most jobs nowadays are none generic - you arent a programmer, your a "game programmer", "a.i
programmer", "sound programmer", "graphic programmer".....blah blah blah...
The only post that is generic to some extent is "game designer" - you need to know a fair amount about
everything...
Im guessing from what you have written that you want to be a general games programmer - despite this,
pick a specialist field - a.i, physics, sound, graphics - having an area of expertise is important..how often do
you see art jobs were they ask for an "artist"? - probably never - usually its broken down into the following
areas - "concept", "modeling", "animating" - which are sometimes broken down even further....
"Decide what you want to focus on"
heh..anyhoO - thats how i see it...im probably wrong ;)
06/20/2006 (7:22 pm)
Ok first up im not the one to be handing out advice..i dont work in the industry + never have..but there some common sense things to bare in mind.
Assuming you want to be a programmer....
Scripting is useful - but not exactly a big issue, if know C++ - it shouldnt be too hard to pick up a scripting
language. Mastering a specifc scripting language is probably a waste of time....but
being able to state you have used scripting language X,Y,Z .. can do no harm.
The key i think is to focus on an area - for example say you want to write graphics code..learn C++ and
Opengl and/or Direct3D - create some mindbending maths heavy tech demos + write some tutorials and
well comment your source. The tutorials arent essential, but they will give the employer an indication of
your communication skills.
Most jobs nowadays are none generic - you arent a programmer, your a "game programmer", "a.i
programmer", "sound programmer", "graphic programmer".....blah blah blah...
The only post that is generic to some extent is "game designer" - you need to know a fair amount about
everything...
Im guessing from what you have written that you want to be a general games programmer - despite this,
pick a specialist field - a.i, physics, sound, graphics - having an area of expertise is important..how often do
you see art jobs were they ask for an "artist"? - probably never - usually its broken down into the following
areas - "concept", "modeling", "animating" - which are sometimes broken down even further....
"Decide what you want to focus on"
heh..anyhoO - thats how i see it...im probably wrong ;)
#5
Of your two possible paths:
If we were interviewing for a Programmer Position we wanted C++ skills. Anything else is nice, but without a solid C++ we weren't really interested. Second game solid vector maths understanding (for us at least, if you are developing for the PSP that may not be as important)
If an CV came in with demo programs all in Dark Basic, or VB or some scripting language (like TGB) then they probably wouldn't even get to come in for the test
IMHO: Providing a game in TGB would not impress me if you wanted to be hired as a coder
If we were interviewing for a Level Designer, we expected demo levels (Playable is great!). If the level designer had scripted some of their level too, say in TGB, then that would be a hell of a bonus. That meant not only could they design levels on paper, but they understood limitations of third party software and work with it to produce a final product
IMHO: Providing a game in TGB would help a lot if I was looking at you (a "finished" playable game would certainly make you stick in my mind) but I'd prefer if you used tools we did. For example, are we an Unreal Engine house? (ie do lots of our games use Unreal licensed engines?) then a level done in that editor would peak my interest
With regards to the fact you have more than 1 option, pick one. Nothing is worse than having someone come in saying they are a Programmer/Animator/Artist/Game Designer... If *you* don't know what you want to do with your life then you come across as indecisive, a bad trait for an employee.
Note: *NO ONE* is all those things and great at all of them, there will be lots of other people applying for those positions who are fantastic at one of them and suck at the rest, guess who they will hire :)
I don't think you really have to refine your self down to a "left handed, AI programmer for Belgium Troop movements in 1364" - Programmer or Level Designer are fine. Artists tend to break down a bit more into Animators, Modellers and the like though
Lastly: *EVERYONE* is a Game Designer. I never interviewed a *SINGLE* person who didn't think that perhaps being a game designer would for them or was their eventual goal in the industry. Much like every single waiter in California is an Actor I imagine.
Very, very, very rarely does any company hire a game designer (especially if they never sold a game). That's a cherry that is usually plucked by the senior staff
Game Producer on the other hand is the same thing without the creativity :) Probably easier to get into too since *no one* wants to spend all their waking hours watching Excel spread sheets slow fill up
EDIT: Just a last not on "script programmer" -> We expected the artists and level designers to be able to stuff things into script. I mean, it's script. A programmer was expected to *create* the script engine not use it :)
06/20/2006 (8:29 pm)
I've done a lot of interviews for Game Dev job applicants over the years, so here's my couple of cents.Of your two possible paths:
If we were interviewing for a Programmer Position we wanted C++ skills. Anything else is nice, but without a solid C++ we weren't really interested. Second game solid vector maths understanding (for us at least, if you are developing for the PSP that may not be as important)
If an CV came in with demo programs all in Dark Basic, or VB or some scripting language (like TGB) then they probably wouldn't even get to come in for the test
IMHO: Providing a game in TGB would not impress me if you wanted to be hired as a coder
If we were interviewing for a Level Designer, we expected demo levels (Playable is great!). If the level designer had scripted some of their level too, say in TGB, then that would be a hell of a bonus. That meant not only could they design levels on paper, but they understood limitations of third party software and work with it to produce a final product
IMHO: Providing a game in TGB would help a lot if I was looking at you (a "finished" playable game would certainly make you stick in my mind) but I'd prefer if you used tools we did. For example, are we an Unreal Engine house? (ie do lots of our games use Unreal licensed engines?) then a level done in that editor would peak my interest
With regards to the fact you have more than 1 option, pick one. Nothing is worse than having someone come in saying they are a Programmer/Animator/Artist/Game Designer... If *you* don't know what you want to do with your life then you come across as indecisive, a bad trait for an employee.
Note: *NO ONE* is all those things and great at all of them, there will be lots of other people applying for those positions who are fantastic at one of them and suck at the rest, guess who they will hire :)
I don't think you really have to refine your self down to a "left handed, AI programmer for Belgium Troop movements in 1364" - Programmer or Level Designer are fine. Artists tend to break down a bit more into Animators, Modellers and the like though
Lastly: *EVERYONE* is a Game Designer. I never interviewed a *SINGLE* person who didn't think that perhaps being a game designer would for them or was their eventual goal in the industry. Much like every single waiter in California is an Actor I imagine.
Very, very, very rarely does any company hire a game designer (especially if they never sold a game). That's a cherry that is usually plucked by the senior staff
Game Producer on the other hand is the same thing without the creativity :) Probably easier to get into too since *no one* wants to spend all their waking hours watching Excel spread sheets slow fill up
EDIT: Just a last not on "script programmer" -> We expected the artists and level designers to be able to stuff things into script. I mean, it's script. A programmer was expected to *create* the script engine not use it :)
#6
- no offense, and as i said before im not in a strong position to argue..but...
1] - specialism is important - i didnt mean down to some daft level..jst a general field..
2] - "Note: *NO ONE* is all those things and great at all of them" - a sweeping statement, and very narrow
minded - its possible that someone is very good at two or more areas..for sure its
not common, infact its rare..but its not impossible.
3] - "A programmer was expected to *create* the script engine not use it" - thats jst silly,
an engine programmer may not use scripting languages on a day to day basis, but i find
it hard to believe that a games programmer would ignore the benefits of scripting for
prototyping and none speed critical sections...
anyway..rant over with...
- listen to chris, he obviously has experience..im only stating opinion.
06/20/2006 (9:15 pm)
Hmmm...- no offense, and as i said before im not in a strong position to argue..but...
1] - specialism is important - i didnt mean down to some daft level..jst a general field..
2] - "Note: *NO ONE* is all those things and great at all of them" - a sweeping statement, and very narrow
minded - its possible that someone is very good at two or more areas..for sure its
not common, infact its rare..but its not impossible.
3] - "A programmer was expected to *create* the script engine not use it" - thats jst silly,
an engine programmer may not use scripting languages on a day to day basis, but i find
it hard to believe that a games programmer would ignore the benefits of scripting for
prototyping and none speed critical sections...
anyway..rant over with...
- listen to chris, he obviously has experience..im only stating opinion.
#7
1) Specialisation is useful (indeed I recommend it as far as pick a field, Programming, Animation, Sound etc) but most game companies will have you moving within your field all the time.
Someone who limits their job prospects to "Programming : AI" will find it harder to find work than some one who looks at "Programming" positions (And mentions they have AI experience)
2) I stand firm on this point. I was getting between 20 and 100 CV's a *DAY* (And we were a sucky tiny company!) - Someone who specalised in programming and applied for that position got the interview over someone who said they were a Artist/Programmer/Designer for obvious reasons.
If you *are* truly someone who can do tall that, then apply for three jobs at different places, under each speciality
3) Actually it was rare our programmers coded in scripts. The level designers did, they gained the benefit of prototyping new levels (and the rest) but if a coder was creating content (scripts are content) then you weren't using that coder to the best of their ability.
At the most coders may produce library functions in script for the level designers if they asked, but often level designers would end up doing stuff with the script engine that even the coders didn't know the engine did!
Remember, coders are expensive bastards. Scripters are much cheaper :)
06/20/2006 (9:39 pm)
My experience only really is "opinion" too though :) This is just how it happened to me. Not necessarly a right answer1) Specialisation is useful (indeed I recommend it as far as pick a field, Programming, Animation, Sound etc) but most game companies will have you moving within your field all the time.
Someone who limits their job prospects to "Programming : AI" will find it harder to find work than some one who looks at "Programming" positions (And mentions they have AI experience)
2) I stand firm on this point. I was getting between 20 and 100 CV's a *DAY* (And we were a sucky tiny company!) - Someone who specalised in programming and applied for that position got the interview over someone who said they were a Artist/Programmer/Designer for obvious reasons.
If you *are* truly someone who can do tall that, then apply for three jobs at different places, under each speciality
3) Actually it was rare our programmers coded in scripts. The level designers did, they gained the benefit of prototyping new levels (and the rest) but if a coder was creating content (scripts are content) then you weren't using that coder to the best of their ability.
At the most coders may produce library functions in script for the level designers if they asked, but often level designers would end up doing stuff with the script engine that even the coders didn't know the engine did!
Remember, coders are expensive bastards. Scripters are much cheaper :)
#8
(In a company that only needs one more programmer)
Spending 15 minutes discussing programming, 15 discussing art, 15 discussing sound and 15 discussing design principals?
Or spending a hour discussing programming and mentioning in passing (if asked) "Oh my demo game art? Yeah I whipped that together myself, just a bit of programmer art"
:)
06/20/2006 (9:47 pm)
Just a last note on the "multi-classing" person Programmer/Artist/Sound Engineer/Designer. As an interviewer looking to fill a Programmer position, which would you think would impress them more in a 1 hour interview?(In a company that only needs one more programmer)
Spending 15 minutes discussing programming, 15 discussing art, 15 discussing sound and 15 discussing design principals?
Or spending a hour discussing programming and mentioning in passing (if asked) "Oh my demo game art? Yeah I whipped that together myself, just a bit of programmer art"
:)
#9
Do games that sell ever get made in just script?
Or, If a company was making their own scripting language for their level designers to use, how specific to their game would they make their scripting language?
Working with T2D I am not getting the feeling that what I am doing is incredibly simple, and I don't think someone without a programming background could just pick it up.
So I'm wondering if additions are often made to the scripting language specificly to simplify scripting their game?
Also, if programmers really don't do any scripting (thats not what they are payed the big bucks for), then does that mean programmers are basically just creating the engine, and laying the foundations for the game? Honestly, that sounds pretty boring, (which also might be why they are paid the big bucks). If that is really the case, then being a programmer, you wont create any of the game content / gameplay experience / anything you can point to in the final game ?? I mean, if I make a game in torquescript, can the GG programers say they made the game? They had nothing to do with what the game was about, what the gameplay was like, how fun it was.
06/21/2006 (7:05 am)
As I suspected, I guess scripting isnt really the programmers job... But how many projects/jobs are there were you will be working with a preexisting engine, say torque or unreal? In that situation they might only need to hire level designers / scripters?Do games that sell ever get made in just script?
Or, If a company was making their own scripting language for their level designers to use, how specific to their game would they make their scripting language?
Working with T2D I am not getting the feeling that what I am doing is incredibly simple, and I don't think someone without a programming background could just pick it up.
So I'm wondering if additions are often made to the scripting language specificly to simplify scripting their game?
Also, if programmers really don't do any scripting (thats not what they are payed the big bucks for), then does that mean programmers are basically just creating the engine, and laying the foundations for the game? Honestly, that sounds pretty boring, (which also might be why they are paid the big bucks). If that is really the case, then being a programmer, you wont create any of the game content / gameplay experience / anything you can point to in the final game ?? I mean, if I make a game in torquescript, can the GG programers say they made the game? They had nothing to do with what the game was about, what the gameplay was like, how fun it was.
#10
06/21/2006 (10:14 am)
It's practical to just learn C++. You''ll find a lot of scripting languages have similar syntax to it, and you'll have something that can get you a job outside the game industry. While game programming is your goal, you should probably be content with being a programmer period first, otherwise you're probably better off looking into some other career path. Scripting, while a little easier/funner than C++ coding for games, still requires a lot of the experience/know-how a C++ programmer acquires.
#11
06/21/2006 (10:41 am)
I actually already have experience with c++, i'm in my third year in college. The issue isnt if I need to know c++.. I never asked that.
#12
Now, I'll note that I work at Intel right now, not for a gaming company, but I don't know if the worlds are that different. In both cases you have a lot of competition for the job. And, in general, demonstration of C++ knowledge implies you can script if need be, but knowing how to script doesn't necessarily imply you can code in C++. Does that make sense?
06/21/2006 (12:47 pm)
^Okay, I misread a little bit. In general interviewers are going to be looking for more than just some classes because they don't really count for much. I'd recommend finding ways to add to your resume' to demonstrate you've programmed in real projects, be it via internships, projects outside of class, an MS thesis, etc. So the C++ heavy portfolio is the way to go. From personal experience, I've found scripting languages on my resume mean little, but stuff that shows I can program in C++ is what helps me get the job. :)Now, I'll note that I work at Intel right now, not for a gaming company, but I don't know if the worlds are that different. In both cases you have a lot of competition for the job. And, in general, demonstration of C++ knowledge implies you can script if need be, but knowing how to script doesn't necessarily imply you can code in C++. Does that make sense?
#13
Yes, that makes sense, but what about a scripting language like torquescript that is syntactically almost the same as c++? You can show object oriented programing, logic statements, loops/recursion, all in script.
Is there something else that I need to show I know that I really cannot show in script? Like the basics of windows programming or graphics programming I suppose, but do you have to know those (or something else?) for every programming position?
06/21/2006 (4:33 pm)
Chris:Yes, that makes sense, but what about a scripting language like torquescript that is syntactically almost the same as c++? You can show object oriented programing, logic statements, loops/recursion, all in script.
Is there something else that I need to show I know that I really cannot show in script? Like the basics of windows programming or graphics programming I suppose, but do you have to know those (or something else?) for every programming position?
#14
How are they to know that you don't just click some GUI menus "make 2D shooter" and it writes the script code for you?
Chris J is perfectly right in in saying :
I expect every C++ programmer to be able to use any script language I throw at them, I don't expect a scripter to be able to code in C++
I also expect a game programmer I hire to be able to code in C++
I've also worked in thus situation (we were using a 3rd party multi-platform library).
Even here though, our coders wrote code (they enhanced the engine to do extra things we wanted to do) and the Level Designers scripted the game content. Using a 3rd party engine meant we could hire less programmers and hire more Level Designers.
Programmers (especially good ones) are more expensive than scripters which is one of the benefits of a 3rd party engine, less coder time
My last word on the matter. IMHO: A CV with a game written in TGB would give you a leg up when applying for a Level Designer position, but it wouldn't help you when applying for a Programmer position
06/21/2006 (4:50 pm)
James, unless the people you are showing your project too know and understand TGB, all they will see is "it's a game builder scripting thingy"How are they to know that you don't just click some GUI menus "make 2D shooter" and it writes the script code for you?
Chris J is perfectly right in in saying :
Quote:And, in general, demonstration of C++ knowledge implies you can script if need be, but knowing how to script doesn't necessarily imply you can code in C++.
I expect every C++ programmer to be able to use any script language I throw at them, I don't expect a scripter to be able to code in C++
I also expect a game programmer I hire to be able to code in C++
Quote:But how many projects/jobs are there were you will be working with a preexisting engine, say torque or unreal? In that situation they might only need to hire level designers / scripters?
I've also worked in thus situation (we were using a 3rd party multi-platform library).
Even here though, our coders wrote code (they enhanced the engine to do extra things we wanted to do) and the Level Designers scripted the game content. Using a 3rd party engine meant we could hire less programmers and hire more Level Designers.
Programmers (especially good ones) are more expensive than scripters which is one of the benefits of a 3rd party engine, less coder time
My last word on the matter. IMHO: A CV with a game written in TGB would give you a leg up when applying for a Level Designer position, but it wouldn't help you when applying for a Programmer position
#15
06/22/2006 (4:44 pm)
Thanks guys, lots of good info here. Unfortunately this information shoots my desire to learn torque in the foot.
#16
I'm also building a portfolio and i'd like to know what do you think about a website with some example works? The employer would considerate this?
Thanks in Avance,
Gustavo
06/22/2006 (5:17 pm)
Hi guys, I'm also building a portfolio and i'd like to know what do you think about a website with some example works? The employer would considerate this?
Thanks in Avance,
Gustavo
#17
I had one myself when I was looking for work, it was very useful to hand a card with the URL to someone I met in trade shows or in passing.
My feeling is a web site for artists is the most useful, but if you want to be *SURE* someone is going to look at your art and watch your videos, you'll really need a CD CV
Anything you can do the make the guy reading the CV's job easier, means you have more of a chance they will actually look at your stuff rather than throw into the "web site down, too large a download" basket
For programmers, a site with a downloadable level or game may be a good idea. But don't forget stuff like code dumps ("here's space invaders in 3D with code" or "here's an AI routine that handles flocking sparrows in 512 bytes, with a console app showing output")
Don't forget you may want to play with robots.txt type files to prevent spiders crawling your site and indexing it on Google, unless you are counting on a perspective employer accidentally stumbling onto your site. Don't expect that :)
Regardless, when you apply for a position, DON'T send a one page cover letter or even a CV and say "my examples are at http://wibble"
What happens if the site is down?
Or the guy is in a cafe reading a stack of CV's without net access?
You'll get slipped to the bottom of the pile that's what, and you may not get another chance
When applying directly, always send your CD's or short example prints outs with the CV. Mentioning the web site for additional works wouldn't hurt of course.
06/22/2006 (5:38 pm)
Yes, a web site is a good idea (as long as you can make a decent one :) keep it simple if you aren't a web page designer) I had one myself when I was looking for work, it was very useful to hand a card with the URL to someone I met in trade shows or in passing.
My feeling is a web site for artists is the most useful, but if you want to be *SURE* someone is going to look at your art and watch your videos, you'll really need a CD CV
Anything you can do the make the guy reading the CV's job easier, means you have more of a chance they will actually look at your stuff rather than throw into the "web site down, too large a download" basket
For programmers, a site with a downloadable level or game may be a good idea. But don't forget stuff like code dumps ("here's space invaders in 3D with code" or "here's an AI routine that handles flocking sparrows in 512 bytes, with a console app showing output")
Don't forget you may want to play with robots.txt type files to prevent spiders crawling your site and indexing it on Google, unless you are counting on a perspective employer accidentally stumbling onto your site. Don't expect that :)
Regardless, when you apply for a position, DON'T send a one page cover letter or even a CV and say "my examples are at http://wibble"
What happens if the site is down?
Or the guy is in a cafe reading a stack of CV's without net access?
You'll get slipped to the bottom of the pile that's what, and you may not get another chance
When applying directly, always send your CD's or short example prints outs with the CV. Mentioning the web site for additional works wouldn't hurt of course.
#18
I'm just a bit worried about the website thing. I'm not a web page designer, so i ask to an friend to develop an nice page for me. If it will be getting much sofisticated, it can be a bad thing for me? I'm a programmer, but i made some level design, 3D modelling freelancer jobs.
Thanks for your help,
Gustavo
06/22/2006 (9:21 pm)
Thank you very much Chris. Your advices will be very usefull for me =) ^^I'm just a bit worried about the website thing. I'm not a web page designer, so i ask to an friend to develop an nice page for me. If it will be getting much sofisticated, it can be a bad thing for me? I'm a programmer, but i made some level design, 3D modelling freelancer jobs.
Thanks for your help,
Gustavo
#19
Unless you are applying for a Web Designer position, people aren't going to judge you too much by your web site as long as it's simple and has the information needed
I'd try and not make it too sophisticated. No Flash (Unless its a flash game), no Java (unless it is a Java Game), no BLINK tags, no black backgrounds, Keep to 2 fonts at most, use default fonts and professional colors (blues/white, green/white, black text/light grey)
There are several sites that have basic templates available for free that can give you some ideas
06/22/2006 (9:31 pm)
I'm not a web designer either. Getting someone to put together a page isn't a bad idea, but other than that, you could do a basic one yourself, just a title (Gustavo Boni's Online CV) with a short description and a couple of menus for code, and one for each example project perhapsUnless you are applying for a Web Designer position, people aren't going to judge you too much by your web site as long as it's simple and has the information needed
I'd try and not make it too sophisticated. No Flash (Unless its a flash game), no Java (unless it is a Java Game), no BLINK tags, no black backgrounds, Keep to 2 fonts at most, use default fonts and professional colors (blues/white, green/white, black text/light grey)
There are several sites that have basic templates available for free that can give you some ideas
#20
I think i got the point.
So, i would ask for a web page designer create some buttons in Photoshop for me, and a banner with my name (i'm a really bad 2d artist yet ^^), just to have some art on the website and not only text. What do you think about? (keeping it's simple)
Thanks again,
Gustavo
06/22/2006 (9:58 pm)
Thanks again Chris, you're helping me a lot! ^^I think i got the point.
So, i would ask for a web page designer create some buttons in Photoshop for me, and a banner with my name (i'm a really bad 2d artist yet ^^), just to have some art on the website and not only text. What do you think about? (keeping it's simple)
Thanks again,
Gustavo
Associate James Ford
Sickhead Games