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Author Topic: Minimal Experience  (Read 5873 times)

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Offline Baldakus

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Minimal Experience
« on: October 26, 2016, 13:40:08 »
What are the minimal requirements and experience to join the development team ?
For exmaple: Level Designer or Video Editor.
Also what is the best way to take need experience?
« Last Edit: October 26, 2016, 14:19:38 by Baldakus »


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Offline Diamond Lee

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Re: Minimal Experience
« Reply #1 on: October 26, 2016, 14:33:46 »
Perhaps you should refer to the Shinobi Life Online Recruitment board on the forum. There is some info there.
Good luck if you plan to apply
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Offline Mars

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Re: Minimal Experience
« Reply #2 on: October 26, 2016, 14:47:23 »
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Offline Baldakus

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Re: Minimal Experience
« Reply #3 on: October 26, 2016, 14:51:50 »
Perhaps you should refer to the Shinobi Life Online Recruitment board on the forum. There is some info there.
Good luck if you plan to apply
I know how to try it, but i don´t want miss my only chance, if i am not ready.



Perhaps you should refer to the Shinobi Life Online Recruitment board on the forum. There is some info there.
Good luck if you plan to apply
And also i saw only 2 people trying it. That article doesn´t answer me.
« Last Edit: October 26, 2016, 14:57:16 by Kai »
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Offline Vreg

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Re: Minimal Experience
« Reply #4 on: October 26, 2016, 14:57:19 »
If you have to ask you're probably not qualified (not to mention you're only 15 years old).
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Offline Baldakus

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Re: Minimal Experience
« Reply #5 on: October 26, 2016, 15:00:47 »
If you have to ask you're probably not qualified (not to mention you're only 15 years old).
Yeah but i am asking on the option how can i qualified myself and for others, which aren´t sure. If i want to join team I write to leaderboard. If i write here to learn something. But anyway can you at least write example, what i must know how to do it? And if hate my age can you do at least for others, please?
« Last Edit: October 26, 2016, 15:09:21 by Baldakus »
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Re: Minimal Experience
« Reply #6 on: October 26, 2016, 15:15:08 »
Honestly you're better off googling this kind of stuff than asking in any one game's particular forum.  You don't go to the doctor to ask him how to become a good doctor....well i guess you could but it'd be awkward.

Anyways reddit is another great source as not only will it have resources it also has a community that can critique your work: https://www.reddit.com/r/leveldesign/

When you feel you're competent enough you apply for a position (not just here but anywhere). If you're not accepted you go back and figure out how to improve or ask your community (reddit) what you can work on.
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Offline Baldakus

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Re: Minimal Experience
« Reply #7 on: October 26, 2016, 15:29:45 »
Honestly you're better off googling this kind of stuff than asking in any one game's particular forum.  You don't go to the doctor to ask him how to become a good doctor....well i guess you could but it'd be awkward.

Anyways reddit is another great source as not only will it have resources it also has a community that can critique your work: https://www.reddit.com/r/leveldesign/

When you feel you're competent enough you apply for a position (not just here but anywhere). If you're not accepted you go back and figure out how to improve or ask your community (reddit) what you can work on.
AAH I see now . Thanks man for explaining situation. I waited for answer of that kind. But if i can add some more explain from my side. I never mean it like: How be Level Designer? I mean it like: How good I have to be?
You know. If is basic enought or i have to be professional. That is the reason why so want example project. To know how good I have to be.
« Last Edit: October 26, 2016, 15:50:12 by Baldakus »
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Offline Dragon6624

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Re: Minimal Experience
« Reply #8 on: October 26, 2016, 17:20:00 »
@Baldakus You shouldn't expect to be capable of helping with much of anything if all you're going for is the basic route. And while it is true that *the traditional* route more often than not will accept a learning writer/designer/programmer/artist, et cetera, something like these smaller Indie games require a far more professional team, because they simply don't have the time to be mentoring new members *while* attempting to create the product. (There might be someone patient enough to be doing that, but in general, I believe my information is correct on this)

If you've got a fairly good idea of how to get into the traditional game-design market, basic is 'okay' to start off with.

If you're attempting to assist in the creation of a game with a far smaller budget (and thus, fewer chances to screw up or lag behind the spotlight), you might think about improving your skill-set to the point where you're confident that you know what you're doing for the team and the product. Of course, this path will obviously require a lot more time -- but as far as I can tell, there's a lot more information out there in the ethernet that has been written specifically for people who find this path more appealing or convenient.

(Edit: Note, the amount of time it'll take to get to that point of "Professionalism" --at least, so far as I can tell-- may also depend on your affinity with the various options; Maybe you've got the patience for programming, or the witticisms of the writer's pen, or even the delicate eye and hand of the artist. Take what most interests you and improve yourself with its functions -- otherwise, you'll probably just get bored of pursuing the path you 'think' you have to take, instead of the one you actually 'want' to take.)
« Last Edit: October 26, 2016, 17:25:54 by Dragon6624 »
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Offline Baldakus

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Re: Minimal Experience
« Reply #9 on: October 26, 2016, 18:30:07 »
@Baldakus You shouldn't expect to be capable of helping with much of anything if all you're going for is the basic route. And while it is true that *the traditional* route more often than not will accept a learning writer/designer/programmer/artist, et cetera, something like these smaller Indie games require a far more professional team, because they simply don't have the time to be mentoring new members *while* attempting to create the product. (There might be someone patient enough to be doing that, but in general, I believe my information is correct on this)

If you've got a fairly good idea of how to get into the traditional game-design market, basic is 'okay' to start off with.

If you're attempting to assist in the creation of a game with a far smaller budget (and thus, fewer chances to screw up or lag behind the spotlight), you might think about improving your skill-set to the point where you're confident that you know what you're doing for the team and the product. Of course, this path will obviously require a lot more time -- but as far as I can tell, there's a lot more information out there in the ethernet that has been written specifically for people who find this path more appealing or convenient.

(Edit: Note, the amount of time it'll take to get to that point of "Professionalism" --at least, so far as I can tell-- may also depend on your affinity with the various options; Maybe you've got the patience for programming, or the witticisms of the writer's pen, or even the delicate eye and hand of the artist. Take what most interests you and improve yourself with its functions -- otherwise, you'll probably just get bored of pursuing the path you 'think' you have to take, instead of the one you actually 'want' to take.)
It is realy nice answer. I think you win a price in the most motivation text on this webside.
But if I can add my experience. Not always are Indie Games based on professional team, that is the reason why lot of them is unfinished. It may seem that I am totaly unexperienced but it isn´t totaly true.
Anyway some of the Indie games accept guys like me. In that reason are indie games best for portfolio. Yeah i know that project isn´t for beginner. But i am good in learning.
I learned .NET, C-sharp, python, java and currently I studying on IT school. Problem is there: this project doesn´t accept programmers.
I hate webdesign. In that mean I need to learn something new. I make videos before for my elementary school and made a tons of games in unity.
So I know how is a level design important and how to make basic videos. I was also in few Indie teams, but i don´t like talking about that.
Problem is my skill set. I have a experience, but there is nothing so good for my portfolio. That is reason why I want to know what is here currently preffered in portfolio. I need just some stuff to create. Some inspiration. That is think what I am writing whole time.
Btw I realy hate, you talk to me like 12 years old kid. It is your choice, but it is strange.
Last thing I am not so stupid writing here wihout experience.
Also I  try to stop write, but every your reaction forcing me to clear up unexplained things.
« Last Edit: October 26, 2016, 18:37:15 by Baldakus »
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Offline Dragon6624

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Re: Minimal Experience
« Reply #10 on: October 26, 2016, 19:23:57 »
@Baldakus Well I apologize, but you could've said all the above in the first place. And from the way you were writing, you didn't seem like you had much confidence to begin with Baldakus; As Vreg has said to another potential candidate: "First impressions are everything."

If you really don't believe you're at a professional enough level, then don't apply until you're mostly sure that you know what you're doing. And in terms of "What can I get as an example", well...I honestly don't know, that's all up to Vreg&Friends. Think of it like this though, if you make that effort to get onto the team, and you pass the test Vreg/Dev Team put out for you, then you know where you're at give or take; If you don't pass it, then you *again* know where you stand. Getting onto the team isn't really the matter at hand here -- understanding where you lie is far more valuable for your time spent completing the application process.

(Edit: Note...you should know all of this already, especially if you've "taken the plunge" to put the time and effort into learning the above.)
« Last Edit: October 26, 2016, 19:29:24 by Dragon6624 »
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.   .   .   .   .   .   .Valued Virtues.   .   .   .   .   .
  ~{Empathy, Confidence, Wisdom and Wit}~
.   .   .   .   .   .   .~~~~~~~~~.   .   .   .   .   .

 

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