He's also lost contact with the community. If he can't handle the negative feedback for his map in the UT3 forums (There's about 15 pages worth of him arguing with us about our opinions) then his game will probably be **** since it's the customers opinion that matters, not his.
Wrong thread, I did argue that the map wasn't only designed for UT3 classic modes, but also to give the opportunity for many players to find a map that handles their various mutators. If you don't understand that and think, "ho it's quake style doh, what? it doesn't look and play like that , wtf??", than yes it's a very bad map. You may easy judge maps, but without considering the why it has been created... your judgement can't always be valuable.
As I mentionned, it was a test room... but a test room that made a Top 10 finalist?? wtf ...
Well, what I've gathered is that you visited a game design school. I don't know exactly what you learn there but from various friends in the game industry I've heard that they would take a mod guy over a game design school guy any time. Also I'm sure you know quite a bit about everything but I haven't seen something remarkably great from you (no discussion required here, it's just my opinion) which gave me the impression of "you knowing very little".
However what strikes me obviously most is that you think you could do something better than Bioshock, CoD4 or GoW. Dozens of people with likely everyone of them having multiple years in the game industry worked two, three or more years on these games. I know you don't want to say that you could do this alone but - and I don't want to insult you - these guys are better than you. Way better (I base this judgement on the stuff I've seen in these games and what you made).
Also, your starting big mentality implies to me that your leading skills are non existant.
I don't want to insult you and I hope I grew out of the age where I found flame wars cool, so again: this is the impression I have. It's not based on whether I like you or not.
As a result my suggestion is that you take such a job offer because franky I think you'll learn there in six months more than in any school and your plans become much more realistic than they are now (although doing another Bioshock, CoD4 or GoW is still unrealistic).
Oh and I totally agree with most of the post. I'm sure I would learn a lot, but the simple fact that we never worked together yet... many of these statements aren't valuable in my opinion. I do know a little bit of everything, we've been trained to know how other employees are working and what is their language to make easier the communication aspect. Artists and programmers are mostly on two opposite sides and the Level Designers are mostly making the link between them.
My specialities are Level & Game Design. Mostly Game Design, but it would be hard to prove it hey, with copyright issues and not having the time or chance to have a whole team to work on it, but whoever worked with me would tell you the same. I'm the kind of guy that is easy to go with, very quick at finding solution and making solid analysis, etc. My Game Design teacher [Game Designer at Ubisoft Montreal Studio], teaching the Game Design Formation at Montreal University told me I should get a job in Game Design and absolutely no need of the University formation because I was fully proficient in with the subject, but he had no influence on the recruiting so I would not be able to truly prove I'm proficient until I get the opportunity to get a Team... and that is true.
That's the hard step and it will always be... to get a foot in the industry. I do have a Game/ Level Design Formation, but I didn't learn any technical elements of Game or Level Design there that I didn't know so I mainly focus on a 1 year of making porojects and manage them the best I could.
It should be mentioned that on average people who have no prior industry experience (and/or only have training through a 'game design school') but who are ambitious have considered starting their own company from the get-go before. If you don't have the money to do that, that's a big problem, because you would certainly not have the credibility of being able to lead a studio at the age of 22, certainly not if you'll be dealing with almost only people who are at least more experienced (in work and life) and older than you.
Having that opportunity with Sony in Santa Monica is a great chance for you to get into the industry and gain some real 'frontline' experience of what it is like to work in the industry. Do that for a few years before you consider starting your own company and you'll have infinitely more perspective on the entire business, not to mention a more credible background.
On a side note, I looked at the Ubisoft Dream Team thingy and it looks like it's utterly preposterous. A marketing ploy to make people search for others who would be willing to relocate and then they pick and mix those who appear to be good at what they are. Or maybe that's just cynicism and they're really trying to willingly fly in people from all over the world to start a team there to work for Ubi.
Absolutely,
I didn't get a job at Santa Monica, it sounded more like an interview opportunity and it wasn't specified if it was for Game Design or Level Design. "Designers" is a large...
Working with experienced people in different specialities is one thing, but you can't compare a Game Designer to a programmer or a 3D Artist. I'm experiencing visual entertainment for 8 years now
[film, table games, video games , etc.] and I'm the rookie type who woke up telling himself.. hey I wanna make games. I've been deeply creating Dungeon & Dragons stuff for years
[map, npcs, quest, character creation, stories, new weapons, monster creation, new classe creation ,etc], the experience you get in that is something across Live Playtest and Game/Level Design creation.
I've experience deep enough gaming to truly understand what makes truly shine the Core Gameplay Mechanic of a game both for Multiplayer and Singleplayer, mostly what is going to be the next step; but that is "my weapon in the pocket". I played so many FPS that I came at the stage of not playing the game... just study it everyday deeper than if I was just playing. When you play a game you learn stuff, but your brain is way too focus on playing it that you can't fully benefit of a deep analysis & understanding. Same goes for efficient meditation [or any physical/ mental training] when you eat something two minutes ago.
Being a visionary... sorry but I don't find any formation for that except maybe.. practicing both your creative & anticipation skills. Being able to spot Game Design mistakes in the actual next gen games is one thing, but being able to find real & possible solution is another. So utlimately, the only thing I can say is... wait and see or come work with me once I've finished the GDD and see yourself.
But I must say that I find that kind of thread mostly amusing. Mostly because many pros (I'm not aiming at anybody here specifically) do think that new comers are completely ignorant of how things must be done and can be done. Veterans are mostly afraid of new changes too... even if it's for good.
I hope this thread may help many new comers too, there are many great advices and opinions that should be took in consideration.