On the topic of demos:
The demo needs to show off what you want people to see. If you're interested in physics, then maybe you should do a demo of some character you can mess around with (ragdoll?), or an environment where almost everything reacts to physics (i.e. just a small area. Doesn't have to look good). If you're interested in rendering then maybe show some interesting lighting technique, or some cool shaders. If you're interested in AI then do something where you can show off lots of interesting interactions between your AI entities.
Nailing the area of interest is key. Show them that you can accomplish the goal you set for yourself, not that you can make a whole bunch of stuff half-work.
Get Into: Front door entrance in the industry
I don't work in the games industry so dont take this advice as gospel ;)
but, the way I see it, if you want to get in the games industry as a programmer then try to create the best example, perhaps a 'tech' demo or a set of small 'tech' demos of what YOU can do, also your going to have to show you have a very good understanding of 3D mathematics.
Make sure your code looks absolutely 'beautiful' when someone looks at your work - nothing worse than having a complete mess, with plenty of comments and 'meaningful' names for methods, variables etc...
again, some people may disagree with this, but in your demos try to re-create a different emotion in each one, such as fear, happiness etc... to show them your understanding of what makes a good gaming experience etc...
perhaps learning a scripting language like Lua (many companies use this with their games, such as Warhammer Online, Crysis and S.T.A.L.K.E.R) will give you even more points to get in the industry.
as I say, I don't work in the industry so hopefully someone will provide first hand advice!
good luck!
but, the way I see it, if you want to get in the games industry as a programmer then try to create the best example, perhaps a 'tech' demo or a set of small 'tech' demos of what YOU can do, also your going to have to show you have a very good understanding of 3D mathematics.
Make sure your code looks absolutely 'beautiful' when someone looks at your work - nothing worse than having a complete mess, with plenty of comments and 'meaningful' names for methods, variables etc...
again, some people may disagree with this, but in your demos try to re-create a different emotion in each one, such as fear, happiness etc... to show them your understanding of what makes a good gaming experience etc...
perhaps learning a scripting language like Lua (many companies use this with their games, such as Warhammer Online, Crysis and S.T.A.L.K.E.R) will give you even more points to get in the industry.
as I say, I don't work in the industry so hopefully someone will provide first hand advice!
good luck!
Quote: Original post by tsloperQuote: Original post by JorenJoestar
Is a problem that I am italian and I do live in Rome??? (For me is not a problem going in other countries...)
The fact that you have work experience is a plus. I assume you have a university degree. You need to research game companies in Italy first, Europe second. Then if the companies are outside Italy you have to research visas, immigration, etc.
Good luck!
A citizen of an EU country requires no visa or work permit to work in any other EU country. In theory this makes getting a job in another EU country almost as easy as in your home country (assuming you speak the language).
Thanks again guys...I'm doing my game, thinking of it and not to the engine,
and it begin to take shape!
Step by step I'm introducing stuffs that let me create what I have in mind...
Being a rookie 3d modeler with 3D studio I've done an importer from the 3D studio format to my engine, so I can build my meshes with it...but now is all clear: the engine serves the game.
After some games (as you suggested) I will see the common functionalities that can be extracted and that are more general.
It's an hard work, but gives me great satisfaction, having some textured meshes going around and be handled by me...hope to post some screenshot soon!
and it begin to take shape!
Step by step I'm introducing stuffs that let me create what I have in mind...
Being a rookie 3d modeler with 3D studio I've done an importer from the 3D studio format to my engine, so I can build my meshes with it...but now is all clear: the engine serves the game.
After some games (as you suggested) I will see the common functionalities that can be extracted and that are more general.
It's an hard work, but gives me great satisfaction, having some textured meshes going around and be handled by me...hope to post some screenshot soon!
---------------------------------------http://badfoolprototype.blogspot.com/
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