So... many of the CBP team members have been involved in the industry in some way or another. Some people like to know how, and I rekon this is a good place to just give a brief explanation of how you got your foot in the door
****************************************
My story is pretty simple really and probably not the most inspiring . I just made UT maps really.
I studied "Resource & Environmental Planning" at University for about a year and a half of the four years I was meant to (the half year was spent more making UT levels on my flatmate's PC probably why I left). Then I worked at a chicken farm for half a year, bought my own PC, and made more levels... then thought I had better do something a bit more civilized, and went to study again - this time "Information & Communication Technology" (just IT, really)... again, for a year and a half of the 3-4 years I was meant to, learnt max during this time so I could make custom 2k4 stuff... before deciding I should do something a bit more related to what I did in my spare time.
So I started a course in Multimedia (modeling, animation, film...). Less than two months into this course, I got rang up by the boss at Perception in Sydney (thanks Plutonic!), who asked if I wanted to go and work for them. Even though the course I was on cost a bit - it was a chance to work with Unreal engine and the starting salary they offered me was insane (in a good way) by New Zealand standards, so I didn't have to think about it really, and went over there.
I spent two years working on Stargate, one year as "console lead", just because of my editor knowledge really and I was one of the original two level designers there, until it got canned and everyone got sacked Then went back to New Zealand quite homesick and got a job almost immediately at Sidhe Interactive, thanks to the recommendation of a game designer who previously worked at Perception. Sidhe didn't really have the money to blow on Unreal, and were using Renderware, Gamebryo. No editor that was really useful, so I mainly used Maya.
I worked there for two years, completing Jackass (PSP, PS2), Gripshift (XB360Live), Speed Racer (Wii, PS2). These games actually didn't involve a hell of a lot of "level design" per se, so I assisted with a lot of game design, made collision for the environments, wrote some MEL scripts...
I've just recently left Sidhe as I write this, and am currently taking a break from the commercial game industry, doing a website for my brother's sports store, and just generally relaxing for a while as long as my money lasts, doing a whole heap of stuff that I've been meaning to do for a while. Sidhe was actually a good, realistic, well-managed company - just not great for a level designer who really doesn't want to step deeper into game design. Also, I felt I'd lost touch with the stuff I actually like doing best - modeling etc, creating levels from the ground up with a bit of art involved.
So for now, it's back to a hobby for me, and I sense some fun times ahead
****************************************
...OK, so that was a bit more than brief! Would be great to hear some of the other guys' stories (*looks at Rob*).
****************************************
My story is pretty simple really and probably not the most inspiring . I just made UT maps really.
I studied "Resource & Environmental Planning" at University for about a year and a half of the four years I was meant to (the half year was spent more making UT levels on my flatmate's PC probably why I left). Then I worked at a chicken farm for half a year, bought my own PC, and made more levels... then thought I had better do something a bit more civilized, and went to study again - this time "Information & Communication Technology" (just IT, really)... again, for a year and a half of the 3-4 years I was meant to, learnt max during this time so I could make custom 2k4 stuff... before deciding I should do something a bit more related to what I did in my spare time.
So I started a course in Multimedia (modeling, animation, film...). Less than two months into this course, I got rang up by the boss at Perception in Sydney (thanks Plutonic!), who asked if I wanted to go and work for them. Even though the course I was on cost a bit - it was a chance to work with Unreal engine and the starting salary they offered me was insane (in a good way) by New Zealand standards, so I didn't have to think about it really, and went over there.
I spent two years working on Stargate, one year as "console lead", just because of my editor knowledge really and I was one of the original two level designers there, until it got canned and everyone got sacked Then went back to New Zealand quite homesick and got a job almost immediately at Sidhe Interactive, thanks to the recommendation of a game designer who previously worked at Perception. Sidhe didn't really have the money to blow on Unreal, and were using Renderware, Gamebryo. No editor that was really useful, so I mainly used Maya.
I worked there for two years, completing Jackass (PSP, PS2), Gripshift (XB360Live), Speed Racer (Wii, PS2). These games actually didn't involve a hell of a lot of "level design" per se, so I assisted with a lot of game design, made collision for the environments, wrote some MEL scripts...
I've just recently left Sidhe as I write this, and am currently taking a break from the commercial game industry, doing a website for my brother's sports store, and just generally relaxing for a while as long as my money lasts, doing a whole heap of stuff that I've been meaning to do for a while. Sidhe was actually a good, realistic, well-managed company - just not great for a level designer who really doesn't want to step deeper into game design. Also, I felt I'd lost touch with the stuff I actually like doing best - modeling etc, creating levels from the ground up with a bit of art involved.
So for now, it's back to a hobby for me, and I sense some fun times ahead
****************************************
...OK, so that was a bit more than brief! Would be great to hear some of the other guys' stories (*looks at Rob*).