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 Game Development in Malaysia, Who is doing it and how does one start?

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TSDogma18
post Jan 10 2011, 12:28 AM, updated 15y ago

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Sup gamers! Not sure if there is anyone here that can answer these questions but i'll try my luck anyways.

Recently, I've been playing so many PC and console games and started thinking how the gaming industry has evolved to such great extents, so much so that games are being pushed out so fast and the quality and story of a game is comparable to even that of movies and TV series. There are so many great game developers now and some new ones are coming up in the indie scene. Which leaves me thinking, when is Malaysia ever gonna reach that level?

With that in mind, how does one actually start out? What do you need? How much will it cost to run a game company?
And if we already have local game developers, why have they not earn a place alongside big names like Obsidian Entertainment, Visceral Games, Naughty Dog, and so on. Don't get me wrong, developing a game involves tremendous amount of hard work and patience. But I think Malaysia has some brilliant minds and if given the opportunity, could reach that level some day, if not sooner. Not to mention that some of our colleges and universities are already offering courses in game designing, 3D development and what not.

Anywho, just thinking out loud. Would appreciate the opinions shared here. And who knows, maybe opportunities might be made here and that one day, a game development company could be formed, and we'd come up with an awesome game that the whole world will know of. Just sayin' tongue.gif
rattan
post Jan 10 2011, 12:44 AM

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RM2 million cash wil be enough to start a company designing games.

Call me if u hv the cash.


Tx

This post has been edited by rattan: Jan 10 2011, 12:45 AM
noobfc
post Jan 10 2011, 01:09 AM

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we do have a local codemaster team here, but they focus on the art side

and local devs would need to start small with indie games before they join the big boys
Andrew Lim
post Jan 10 2011, 01:22 AM

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I program iPhone games for a small company. Always wanted to work in the games industry.

If you want to go Indie (one or few developers) you can save a lot of money. But it's also tough, you need to be talented and make an original interesting game to make money.
TSDogma18
post Jan 10 2011, 02:16 AM

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QUOTE(Andrew Lim @ Jan 10 2011, 01:22 AM)
I program iPhone games for a small company. Always wanted to work in the games industry.

If you want to go Indie (one or few developers) you can save a lot of money. But it's also tough, you need to be talented and make an original interesting game to make money.
*
And how long does it take for you to develop an iPhone game generally? I know the duration and scope of work depends on the game itself. But just need an estimate. I too have wanted to work in the games industry. Perhaps now is a good time.


Added on January 10, 2011, 2:17 am
QUOTE(noobfc @ Jan 10 2011, 01:09 AM)
we do have a local codemaster team here, but they focus on the art side

and local devs would need to start small with indie games before they join the big boys
*
Yeah I do see that trend going on. And that's probably the most practical way. Considering that path at the moment.

This post has been edited by Dogma18: Jan 10 2011, 02:17 AM
PartyPooper
post Jan 10 2011, 02:23 AM

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I'm trying my luck too.. I already have a company..kinda..
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post Jan 10 2011, 02:26 AM

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QUOTE(Dogma18 @ Jan 10 2011, 02:16 AM)
And how long does it take for you to develop an iPhone game generally? I know the duration and scope of work depends on the game itself. But just need an estimate. I too have wanted to work in the games industry. Perhaps now is a good time.


Added on January 10, 2011, 2:17 am

Yeah I do see that trend going on. And that's probably the most practical way. Considering that path at the moment.
*
For mobile gaming, devs usually have to have a shorter turn around time. They probably develop games in a month or so the most. The games are sold at a very low price point hence they have to keep development costs low and development times short. It's just the nature of the mobile gaming market.


Added on January 10, 2011, 2:32 amThere is a reason why the west has so many good game designer. They make games. End of story. By the time they think about setting up their own studio they would have got a lot of experience and know how. It is extremely vital to just start making games. And no...it's not that difficult. As long as you have some basic programming knowledge you can pick up some pretty easy to use tools to make games. What's difficult is... well, you'll see for yourself when you start making them. I don't want to spoil it for you.

This post has been edited by frags: Jan 10 2011, 02:32 AM
H@H@
post Jan 10 2011, 04:34 AM

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Here's the thing, you can't start up a games development house just by thinking "I want to make games". You gotta have a plan beyond just the idea of just making games.

You gotta have direction, purpose and proper management to make sure that you can develop a game because it IS a serious undertaking.

So far, I think the only local studios that have done anything original was Phoenix Studios (Of Fung Wan Online) and they have since long closed shop.

I hear so many people say they want to make games but when asked for details and other pertinent information, they just come out blank.

All it needs is an idea and the desire to execute that idea. If you don't have that then your brand new Malaysian games studio will just be destined to do kiddie ports for big games or asset production.

So, the obvious route would be, the indie route. Plan out the game you intend to make. Think of the tools and platform you're going to be using and then see if you can do it yourself or hire someone if need be. The point is TAKE INITIATIVE. Nobody's going to hold your hand to make a game and if you want to be a proper games development house, you HAVE to start at the individual level first. Just look at notch (Minecraft) and Chris Park (AI War). Both these fellas started out solo, but once they became established, then sought to expand their efforts into a proper business.

Alternatively, there's always the modding method (Which is very high risk with little reward). Start a mod team. Again you'll need to have a game in mind to make before embarking on this as well... Except that since you're building a mod, its a lot easier and cheaper since you don't have to pay anyone. Make one that's successful enough and then you've got a shot at commercializing it. Just ask Tripwire (Red Orchestra, Killing Floor) and Black Cat Games (Alien Swarm).

Wanting a game studio for the sake of having a game studio to your name just sounds foolish... You'll need far more than that... Get that, then you've got a good headstart over everyone else.
Edison83
post Jan 10 2011, 08:25 AM

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heh, H@H@ may sound harsh, but its the truth buddy

alot famous game maker start their game merely as hobby
Game like indy doesnt need to be graphic wise, just need "unique-ness"
dazealot
post Jan 10 2011, 08:46 AM

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QUOTE(noobfc @ Jan 10 2011, 01:09 AM)
we do have a local codemaster team here, but they focus on the art side
*
Only them I think, bless them. Ubisoft went to Singapore. So close, yet so far.
Andrew Lim
post Jan 10 2011, 09:20 AM

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QUOTE(Dogma18 @ Jan 10 2011, 02:16 AM)
And how long does it take for you to develop an iPhone game generally? I know the duration and scope of work depends on the game itself. But just need an estimate. I too have wanted to work in the games industry. Perhaps now is a good time.
Around 3 months from proposal, testing then conception. Do you have any programming experience by the way?

This post has been edited by Andrew Lim: Jan 10 2011, 09:20 AM
sasaug
post Jan 10 2011, 10:26 AM

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I always wanted to do game programming but got stucked with normal software programming. Normally I work alone on my projects but for game project, I can code but I cant draw so its pretty much nothing as well..even the coding part, I think I can make 2D games only especially I'm still stuck with VB.NET(actually it also can make quite good game) and now my 1st year degree, only I started to learn C++.

Another thing was the idea. I happen to came out with a idea of making multiplayer minesweeper. Not just people fight for score. Its like turn based. In a game, you can choose to bring like 4 special skill to the better ground. You can plant new bomb where enemy duno it but you know where is it. So its like see who make the wrong step 1st etc. It was built with multiplayer in mind so I finished the login and game lobby part(with the server console as well. It actually running with ability to retrieve current game, chat in game lobby and login with correct user/pass) and no more than that (Was thinking how to make the minesweeper game with so many picture boxes I need to put). It is my 1st time trying to program game and finally I failed. Dream too big, maybe had to start with single player game with online scoreboard.

This post has been edited by sasaug: Jan 10 2011, 10:27 AM
Andrew Lim
post Jan 10 2011, 10:36 AM

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Yeah game programming is hard. It's not easy to create a fun game with good graphics.

It's good to start out with simple games. I started out with Tic-Tac-Toe then progressed to making an AI to play Minesweeper Flags. Although these projects were small, they helped buff up my resume and nail a game programming job. smile.gif

But now I want to do my own indie game because working for a company has a lot of disadvantages.
Mr.Botz
post Jan 10 2011, 10:56 AM

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currently I'm working on my coursework project creating games for directX 9 , hell so many things need to learn about this API =.=! not yet dx11 lol.

my alpha build screenshot lol..

» Click to show Spoiler - click again to hide... «


This post has been edited by Mr.Botz: Jan 10 2011, 10:57 AM
TSDogma18
post Jan 10 2011, 11:01 AM

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QUOTE(H@H@ @ Jan 10 2011, 04:34 AM)
Here's the thing, you can't start up a games development house just by thinking "I want to make games". You gotta have a plan beyond just the idea of just making games.

You gotta have direction, purpose and proper management to make sure that you can develop a game because it IS a serious undertaking.

So far, I think the only local studios that have done anything original was Phoenix Studios (Of Fung Wan Online) and they have since long closed shop.

I hear so many people say they want to make games but when asked for details and other pertinent information, they just come out blank.

All it needs is an idea and the desire to execute that idea. If you don't have that then your brand new Malaysian games studio will just be destined to do kiddie ports for big games or asset production.

So, the obvious route would be, the indie route. Plan out the game you intend to make. Think of the tools and platform you're going to be using and then see if you can do it yourself or hire someone if need be. The point is TAKE INITIATIVE. Nobody's going to hold your hand to make a game and if you want to be a proper games development house, you HAVE to start at the individual level first. Just look at notch (Minecraft) and Chris Park (AI War). Both these fellas started out solo, but once they became established, then sought to expand their efforts into a proper business.

Alternatively, there's always the modding method (Which is very high risk with little reward). Start a mod team. Again you'll need to have a game in mind to make before embarking on this as well... Except that since you're building a mod, its a lot easier and cheaper since you don't have to pay anyone. Make one that's successful enough and then you've got a shot at commercializing it. Just ask Tripwire (Red Orchestra, Killing Floor) and Black Cat Games (Alien Swarm).

Wanting a game studio for the sake of having a game studio to your name just sounds foolish... You'll need far more than that... Get that, then you've got a good headstart over everyone else.
*
Well said. And I fully agree, so this isn't just some passing statement. I wanna research as much as I can and what is needed. Hence the topic.

I unfortunately, don't have the skills to program a game. What I do have is an idea. A few actually. That's why I need a team.
But it's the intricacies of starting out a game company that I'm ignorant about. And I'm not afraid to admit that. Which is why I'd be grateful for any advice given.

Koross
post Jan 10 2011, 11:03 AM

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I only have one thing to say ...

Don't try it in Malaysia.
TSDogma18
post Jan 10 2011, 11:03 AM

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QUOTE(Andrew Lim @ Jan 10 2011, 09:20 AM)
Around 3 months from proposal, testing then conception. Do you have any programming experience by the way?
*
No I don't. I'm planning to source out some.


Added on January 10, 2011, 11:05 am
QUOTE(Koross @ Jan 10 2011, 11:03 AM)
I only have one thing to say ...

Don't try it in Malaysia.
*
While I appreciate your participation in this thread, I would rather you explain to me why I shouldn't try it in Malaysia and not just simply saying it.

This post has been edited by Dogma18: Jan 10 2011, 11:05 AM
skylinegtr34rule4life
post Jan 10 2011, 11:39 AM

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haha generally malaysia workforce still way lack of the knowledge in game designing n 2 make matters worse,,,job opportunity 4 graduates with game development degree is very slim here...that is also the reason y we dont c malaysian representative in CES bcoz we just dont have the skill set 2 develop new gadgets while competing with the big boys...if only we can make high quality local made cellphone,,,i long ago ardy throw my nokia phone 2 the dustbin dy laugh.gif rclxms.gif shows u y there is no nokia phones in japan n korea bcoz their local phone is way better than foreign phones n their people r big supporter of their local made cellphone...this also apply 2 games haha my 2 sens

This post has been edited by skylinegtr34rule4life: Jan 10 2011, 11:40 AM
TSDogma18
post Jan 10 2011, 11:48 AM

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QUOTE(PartyPooper @ Jan 10 2011, 02:23 AM)
I'm trying my luck too.. I already have a company..kinda..
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What problems have you faced so far? And how long have you been doing it?
Cheesenium
post Jan 10 2011, 11:49 AM

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QUOTE(Dogma18 @ Jan 10 2011, 11:01 AM)
Well said. And I fully agree, so this isn't just some passing statement. I wanna research as much as I can and what is needed. Hence the topic.

I unfortunately, don't have the skills to program a game. What I do have is an idea. A few actually. That's why I need a team.
But it's the intricacies of starting out a game company that I'm ignorant about. And I'm not afraid to admit that. Which is why I'd be grateful for any advice given.
*
Then, get some programming, artistic or management skills. You cant just run a development team, as you have no skills at all. I worked with mod teams before (in DoW1 community), every single leader(compiler in IDH mod, thudmeizer in AI Mod,mastrorobertus in SL Mod) in the community have some amazing skills like programming, hacking, modelling or something. If you dont have any skills, how you gonna lead the team if you dont even know how things works.

Developing a game isnt as easy as you think and it is not the same as playing a game. Playing a game is fun, but developing isnt the same, as you are looking at that small aspect almost everyday, trying to debug it or code new features. I was with AI testing, where i have to play a race(which was Imperial Guard, as it's AI is very broken, and i was good with them in multiplayer) daily, just to figure out what build orders to implement for the AI. If not, i usually just run a script that force the Player 1 of the game, to be run by the AI, where technically im watching how the AI play to find how many face palming actions the AI is doing like the AI decides to spend the rest of the day building infinite bunkers for some weird reasons. So that another Polish guy, Larkin can code or debug the AI.

I have almost no programming skills, which means i cant code lua scripts, where i just stuck as a AI tester, sucks in a way, but it gives me an eye opener where game development isnt for me. It's not that fun coding the AI, as it's pretty tedious due to the amount of probabilities and the amount of time needed for testing. At the end, you got a pretty similar to human AI, where it micros, retreat dying units, have multiple build order, uses every single thing in the game and so on. It feels damn natural and it wipes typical players all over the floor. It does feel damn good, but im not keen about having game development as my future career. Thats why i say, games are fun to play, but developing it isnt the same as playing in almost every way.

Also, the way you write the post, it makes me feel as if you just woke up one day and say:" OH YEH, im gonna make a game. lulz". Seriously, the way you are now, i think i'll salute you if you have some sort of semi working alpha as i really have no confidence that you will achieve anything, without any skills at all. Ideas alone wont get you anywhere, as you can see in various modding community(not just DoW, also applies in UT, Total War and so on), where people with ideas only, but no skills, they wont get anywhere. You need skills, to bring your ideas into code.

I think, what you should do now is, get some programming skills and start the work yourself as an indie or better, join a mod team, as they always need people with skills. Then, slowly build whatever you are thinking to do, at the same time, decide whether this is for you or not.

Btw, long live, Imperial Guard!!!! biggrin.gif biggrin.gif biggrin.gif
Yuki Ijuin
post Jan 10 2011, 11:59 AM

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In Malaysia, there are plenty of companies doing asset development for bigger games, even Codemasters Malaysia is the same. They're only doing asset development here as the costs are lower for the workforce. That's why during their presentation over at Comic Fiesta they've only stated explicitly that they need 3D modelers and animators.

As for companies that are actually developing games at the moment I can only think of one which is a mobile game/DS game development company. Not very good ones at that, but they seem to be surviving.

Regarding advice for starting a games development team. I would suggest to start small like many others have stated, a mod team should increase your exposure to various foundations of games design and other factors. While indie games will force you to think out of the box or build something with that needs a really big box.

As to gathering insight into the gamesdev scene? Pay attention to GDC, look up the past years' highlights, nothing gets lost in the Internet. DevDiaries is also a great place to start for people who wants to have a basic knowledge of how certain games achieved their aesthetics, since I know and have watched devdiaries from... Let's see: Capcom, Bethesda, Lionhead, Bioware, Silicon Knights, Codemasters, Bungie, Microsoft Games, EA, Insomniac, Sucker Punch, SCEA, SCEJ, Epic Games... and etc etc. Lastly, blogs can be an amazing source of insight as well. Platinum Games runs a great blog with lots of details from Sound to After Effects for games like Bayonetta/Vanquish and etc, Valve blogs usually brim with information after a new game release* (Until the stupid hats got released anyways.), Lionhead also tends to communicate with players plenty. Their official forums are also usually an alternative source for development insights.

*:Also, developer's commentary also provides good insights into games design.
Andrew Lim
post Jan 10 2011, 12:06 PM

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I have to agree with Cheesenium - having an idea is not enough. Everybody and his brother has an idea. "Hey, let's make a game like <insert famous game here> but with <revolutionary innovative fun game mechanic>!" I've met many people who have had ideas, not only in the games industry. I was in the banking industry for a while too. And I can say those people who have no development experience tend to over-estimate how much they can accomplish and underestimate the amount of resources they need.

Even if you want to go Indie, most of the Indie game developers are people who know how to code. They know the limitations of what a machine can do, and how hard it is to implement so-and-so feature.
PartyPooper
post Jan 10 2011, 12:31 PM

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QUOTE(Dogma18 @ Jan 10 2011, 11:48 AM)
What problems have you faced so far? And how long have you been doing it?
*
hehe..I only have my company name registered..so far..it's only me and a couple of people.. it's kinda embarrasing really.. I thought it would be easy.. boy,was I wrong..
H@H@
post Jan 10 2011, 01:56 PM

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QUOTE(Dogma18 @ Jan 10 2011, 11:01 AM)
Well said. And I fully agree, so this isn't just some passing statement. I wanna research as much as I can and what is needed. Hence the topic.

I unfortunately, don't have the skills to program a game. What I do have is an idea. A few actually. That's why I need a team.
But it's the intricacies of starting out a game company that I'm ignorant about. And I'm not afraid to admit that. Which is why I'd be grateful for any advice given.
*
Ok aspiring game developer, here's some tips for you despite having zero programming skills:
1 - Pick up a simple game development tool like Yoyo's Game Maker. With it you can make simple top down old school JRPG games. Its designed to allow people with very little programming skill to do game development. Its not very powerful (Though some really good stuff was made with it), but it will at least serve as a good stepping stone to help you get familiar with game development
2 - If you're feeling more adventurous and gutsy, try Unity3D. Its definitely more programming centric, but its not impossible to pick up even if you don't have a background in programming (Since this was designed with that in mind). This is something you can really sink your teeth into if you're willing to dedicate the time since this software suite is good enough for production level quality games (Like Arcen's AI War and Tidalis). There are tons of tutorials for you to use for this. Another alternative is Unreal Engine, but that's a lot harder to tackle as a starter project. The plus to these two dev tools is that they're free to be used for indie developers, so if you want to press on with a proper release, you can.
3 - Learn a programming language... Simple as that. You're not looking for a career in IT, so you don't need to spend years perfecting it, but you just need enough to be able to at least understand how it works, so at the very least, when working with a team, you won't bombard your coders with stupendous requests. But even as a solo effort, programming knowledge will definitely be a boon. Picking up a programming language is all about whether it "clicks" with you. If it does, you could probably be able to master the basics in less than a week... If it doesn't a whole month wouldn't be enough and even then, its a real uphill struggle to fully understand it. My recommendations for languages is just C++ (Both procedural and Object Oriented Programming concepts) as that alone will give you enough tools and understanding to get around to using it.

Most game designers these days don't have programming skills (The kinds that graduate from "game designer" courses), but that's ok in Western countries since the pool of game programmers, coders and developers is so large there that you don't really need it. That's not true here and so you have to get down into the trenches for it. Don't focus too much on "I need a team" and instead try to do it yourself first... Only when you realize that you need help do you go sourcing for others.
Edison83
post Jan 10 2011, 02:15 PM

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QUOTE(Dogma18 @ Jan 10 2011, 11:03 AM)
While I appreciate your participation in this thread, I would rather you explain to me why I shouldn't try it in Malaysia and not just simply saying it.
*
I think he meant piracy problem in Malaysia...

and i also say stay with this motto

"Make a game from a dream/vision of a man, not a coorparate company who make money"

This post has been edited by Edison83: Jan 10 2011, 02:32 PM
Deimos Tel`Arin
post Jan 10 2011, 02:19 PM

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can consider making flash games.

if you are really good, you can get nice sponsor monies from flash games websites.

i think gemcraft got about usd 18k sponsor money from armor games.


super meat boy started out as meat boy flash game also.
H@H@
post Jan 10 2011, 02:23 PM

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QUOTE(Deimos Tel`Arin @ Jan 10 2011, 02:19 PM)
can consider making flash games.

if you are really good, you can get nice sponsor monies from flash games websites.

i think gemcraft got about usd 18k sponsor money from armor games.
super meat boy started out as meat boy flash game also.
*
Based on what I read about Flash development is that its highly esoteric... Meaning that its hard to translate all the skills you learned in Flash (Or ActionScript which is the name of the language used) for use in other game development tools. So, unless you plan to do only Flash games, not really recommended as its a very big time investment and it severely limits your scope. Again, its not impossible, but it doesn't sound easy.

I think case in point would be the time difference between Meat Boy and Super Meat Boy's release times.
TSDogma18
post Jan 10 2011, 02:36 PM

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QUOTE(Mr.Botz @ Jan 10 2011, 10:56 AM)
currently I'm working on my coursework project creating games for directX 9 , hell so many things need to learn about this API =.=! not yet dx11 lol.
It's a start! And I applaud you for your efforts in this.


QUOTE(Cheesenium @ Jan 10 2011, 11:49 AM)
Also, the way you write the post, it makes me feel as if you just woke up one day and say:" OH YEH, im gonna make a game. lulz". Seriously, the way you are now, i think i'll salute you if you have some sort of semi working alpha as i really have no confidence that you will achieve anything, without any skills at all. Ideas alone wont get you anywhere, as you can see in various modding community(not just DoW, also applies in UT, Total War and so on), where people with ideas only, but no skills, they wont get anywhere. You need skills, to bring your ideas into code.

I think, what you should do now is, get some programming skills and start the work yourself as an indie or better, join a mod team, as they always need people with skills. Then, slowly build whatever you are thinking to do, at the same time, decide whether this is for you or not.

Btw, long live, Imperial Guard!!!! biggrin.gif  biggrin.gif  biggrin.gif
*
Actually, I've always had the dream of making an awesome game for years, so it wasn't just a revelation I had one day. But seeing that now we have the technology and access to development tools so easily, I figured that we as Malaysians should step up in the industry. While I've dabbled with some programming before, my skill sets fall into marketing mostly. But I understand fully that I need to have the skills to bring my ideas to fruition. Thinking of trying out Unity3D as H@H@ mentioned.

PS: I prefer Eldar, Warp Spiders ftw smile.gif


QUOTE(Yuki Ijuin @ Jan 10 2011, 11:59 AM)
As to gathering insight into the gamesdev scene? Pay attention to GDC, look up the past years' highlights, nothing gets lost in the Internet. DevDiaries is also a great place to start for people who wants to have a basic knowledge of how certain games achieved their aesthetics, since I know and have watched devdiaries from... Let's see: Capcom, Bethesda, Lionhead, Bioware, Silicon Knights, Codemasters, Bungie, Microsoft Games, EA, Insomniac, Sucker Punch, SCEA, SCEJ, Epic Games... and etc etc. Lastly, blogs can be an amazing source of insight as well. Platinum Games runs a great blog with lots of details from Sound to After Effects for games like Bayonetta/Vanquish and etc, Valve blogs usually brim with information after a new game release* (Until the stupid hats got released anyways.), Lionhead also tends to communicate with players plenty. Their official forums are also usually an alternative source for development insights.

*:Also, developer's commentary also provides good insights into games design.
*
Yes, I think what you said about reading up developer diaries is important. At the moment, I've only seen developer's commentaries and videos pertaining to the development of the games I've played. So i'll get on that then. Thanks for the tip.


QUOTE(H@H@ @ Jan 10 2011, 01:56 PM)
Ok aspiring game developer, here's some tips for you despite having zero programming skills:
1 - Pick up a simple game development tool like Yoyo's Game Maker. With it you can make simple top down old school JRPG games. Its designed to allow people with very little programming skill to do game development. Its not very powerful (Though some really good stuff was made with it), but it will at least serve as a good stepping stone to help you get familiar with game development
2 - If you're feeling more adventurous and gutsy, try Unity3D. Its definitely more programming centric, but its not impossible to pick up even if you don't have a background in programming (Since this was designed with that in mind). This is something you can really sink your teeth into if you're willing to dedicate the time since this software suite is good enough for production level quality games (Like Arcen's AI War and Tidalis). There are tons of tutorials for you to use for this. Another alternative is Unreal Engine, but that's a lot harder to tackle as a starter project. The plus to these two dev tools is that they're free to be used for indie developers, so if you want to press on with a proper release, you can.
3 - Learn a programming language... Simple as that. You're not looking for a career in IT, so you don't need to spend years perfecting it, but you just need enough to be able to at least understand how it works, so at the very least, when working with a team, you won't bombard your coders with stupendous requests. But even as a solo effort, programming knowledge will definitely be a boon. Picking up a programming language is all about whether it "clicks" with you. If it does, you could probably be able to master the basics in less than a week... If it doesn't a whole month wouldn't be enough and even then, its a real uphill struggle to fully understand it. My recommendations for languages is just C++ (Both procedural and Object Oriented Programming concepts) as that alone will give you enough tools and understanding to get around to using it.

Most game designers these days don't have programming skills (The kinds that graduate from "game designer" courses), but that's ok in Western countries since the pool of game programmers, coders and developers is so large there that you don't really need it. That's not true here and so you have to get down into the trenches for it. Don't focus too much on "I need a team" and instead try to do it yourself first... Only when you realize that you need help do you go sourcing for others.
*
Great advice man. I think I'll try out Unity3D. There's quite a lot of support material there!

This post has been edited by Dogma18: Jan 10 2011, 02:37 PM
frags
post Jan 10 2011, 02:43 PM

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QUOTE(Dogma18 @ Jan 10 2011, 02:36 PM)
It's a start! And I applaud you for your efforts in this.
Actually, I've always had the dream of making an awesome game for years, so it wasn't just a revelation I had one day. But seeing that now we have the technology and access to development tools so easily, I figured that we as Malaysians should step up in the industry. While I've dabbled with some programming before, my skill sets fall into marketing mostly. But I understand fully that I need to have the skills to bring my ideas to fruition. Thinking of trying out Unity3D as H@H@ mentioned.

PS: I prefer Eldar, Warp Spiders ftw smile.gif
Yes, I think what you said about reading up developer diaries is important. At the moment, I've only seen developer's commentaries and videos pertaining to the development of the games I've played. So i'll get on that then. Thanks for the tip.
Great advice man. I think I'll try out Unity3D. There's quite a lot of support material there!
*
Erm try game maker. Unity is still a step up if you haven't really had programming experience. Plus it's 3D. You can make 2D stuff but game maker is way easier to use to do that. It has stuff like animating sprites etc. Easier to do that in game maker than in Unity 3D. You want easy to understand tutorials check out the TiG Source forums. Lots a game maker devs there.
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post Jan 10 2011, 02:44 PM

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Didn't we have Gamebrains here as well? Not sure how are they doing now.
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post Jan 10 2011, 02:55 PM

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talk about mod.... it took me about 1 month to finish a l4d2 level (not campaign) and still alot thing to fix and i start lose interest and giv up.
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post Jan 10 2011, 02:57 PM

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And wth man. I posted all these resources and links in the Game design stickied thread here. Take a look at it. rclxub.gif
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post Jan 10 2011, 02:58 PM

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QUOTE(SweetPuff @ Jan 10 2011, 02:44 PM)
Didn't we have Gamebrains here as well? Not sure how are they doing now.
*
Gamebrains were the dev studios that I lumped under "Doing kiddie ports of big games". That being said I think they were planning an original release during the Xbox and PS2 era, but nothing materialized from it I think. Yeah I haven't heard about them in years though (I think they moved to Singapore or something)

Googling them shows that they are still in Malaysia but are now full on "Doing kiddie ports games for mobile devices"

This post has been edited by H@H@: Jan 10 2011, 03:11 PM
TSDogma18
post Jan 10 2011, 03:06 PM

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QUOTE(frags @ Jan 10 2011, 02:57 PM)
And wth man. I posted all these resources and links in the Game design stickied thread here. Take a look at it.  rclxub.gif
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Bleh....totally forgot that it was there. Thanks. Will be doing quite a bit of reading now.
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post Jan 10 2011, 05:45 PM

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Just to add since everyone has great points:

1) Have a good team of talented individuals. The problem for Malaysia is that we are lacking good programmers. We have more 3D artists but the tried and tested ones ... not so.
2) Contacts, contacts, contacts. If you want to start, you must have a hook somewhere to get your first project. If you don't, sorry.
3) Your greatest enemy is piracy and the mentality of Malaysians (as in why should they buy it if they can get it for free or better).

Off course there are more if you want to get right into it.

This post has been edited by Koross: Jan 10 2011, 05:46 PM
TSDogma18
post Jan 10 2011, 05:53 PM

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QUOTE(Koross @ Jan 10 2011, 05:45 PM)
Just to add since everyone has great points:

1) Have a good team of talented individuals. The problem for Malaysia is that we are lacking good programmers. We have more 3D artists but the tried and tested ones ... not so.
2) Contacts, contacts, contacts. If you want to start, you must have a hook somewhere to get your first project. If you don't, sorry.
3) Your greatest enemy is piracy and the mentality of Malaysians (as in why should they buy it if they can get it for free or better).

Off course there are more if you want to get right into it.
*
But why limit ourselves to Malaysia only?
Andrew Lim
post Jan 10 2011, 06:19 PM

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You don't have to just sell games in Malaysia. This is 2011, the era of digital distribution. You can create a website like Minecraft's and sell via paypal. If your game is good enough, you can send a demo or copy to Valve and if they approve you can sell it in Steam.

This post has been edited by Andrew Lim: Jan 10 2011, 06:19 PM
dazealot
post Jan 10 2011, 06:29 PM

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QUOTE(Dogma18 @ Jan 10 2011, 05:53 PM)
But why limit ourselves to Malaysia only?
*
I suppose if you sell it through the internet instead of retail it will definitely reach out internationally.
But thats all I can say. The job of "making" games is out of the question for me, my career path leads elsewhere. I just buy and play whatever people make, an entertainment when I'm bored or when I want to relax.
ChcGamer
post Jan 10 2011, 06:32 PM

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If any of you are interested in developing MMORPG let me know and i will share my experience and knowledge with you

One thing i can say is that you will need foreigners expertise and experience to help you out if you're thinking of developing a MMORPG. The mentality and culture here just won't be sufficient
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post Jan 10 2011, 06:35 PM

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QUOTE(ChcGamer @ Jan 10 2011, 06:32 PM)
If any of you are interested in developing MMORPG let me know and i will share my experience and knowledge with you

One thing i can say is that you will need foreigners expertise and experience to help you out if you're thinking of developing a MMORPG. The mentality and culture here just won't be sufficient
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WTH Are you TalKiNG about?!!!!!! I pLay thE Best MmmORPG Ever Created! DoTA!
fat cat
post Jan 10 2011, 07:23 PM

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QUOTE(Mr.Botz @ Jan 10 2011, 10:56 AM)
currently I'm working on my coursework project creating games for directX 9 , hell so many things need to learn about this API =.=! not yet dx11 lol.

my alpha build screenshot lol..

» Click to show Spoiler - click again to hide... «

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Looks like the scar from killing floor.
justinlee999
post Jan 10 2011, 07:32 PM

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start indie

dont be too ambitious

get creative yet realistic


Added on January 10, 2011, 7:36 pmalso its a good idea to make 2d games first, cost is cut ALOT


Added on January 10, 2011, 7:39 pmAnd this might sound ridiculous but, make a game in RPG Maker or Game Maker, sure you may know nothing much about serious programming languages like C++, but at least you'll be able to design your games with a good knowledge of how its going to be implemented.

This post has been edited by justinlee999: Jan 10 2011, 07:39 PM
Mr.Botz
post Jan 10 2011, 08:13 PM

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QUOTE(fat cat @ Jan 10 2011, 07:23 PM)
Looks like the scar from killing floor.
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bingo! it is, i took it and turn it as a sprite for the alpha build
fat cat
post Jan 10 2011, 08:49 PM

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QUOTE(Mr.Botz @ Jan 10 2011, 08:13 PM)
bingo! it is, i took it and turn it as a sprite for the alpha build
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smile.gif, always nice to know kf is useful other than to kill stuff lol.
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post Jan 10 2011, 09:25 PM

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QUOTE(Andrew Lim @ Jan 10 2011, 12:06 PM)
I have to agree with Cheesenium - having an idea is not enough. Everybody and his brother has an idea. "Hey, let's make a game like <insert famous game here> but with <revolutionary innovative fun game mechanic>!" I've met many people who have had ideas, not only in the games industry. I was in the banking industry for a while too. And I can say those people who have no development experience tend to over-estimate how much they can accomplish and underestimate the amount of resources they need.

Even if you want to go Indie, most of the Indie game developers are people who know how to code. They know the limitations of what a machine can do, and how hard it is to implement so-and-so feature.
*
oh damn. I agree with this. Everyone want to do the game design, and not programming. that one of the problem I see here.

Another problem is, most "game company" in Malaysia top priority is making money, not good games. so after joining a company, you will end up doing flash/java ... etc game base on client crappy design.

I was quite into game development last time, but after changing job to my new company. I am doing more post production for tv now. I guess I will start to develop my own game really soon using my free time.
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post Jan 10 2011, 09:57 PM

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QUOTE(mclelun @ Jan 10 2011, 09:25 PM)
oh damn. I agree with this. Everyone want to do the game design, and not programming. that one of the problem I see here.

Another problem is, most "game company" in Malaysia top priority is making money, not good games. so after joining a company, you will end up doing flash/java ... etc game base on client crappy design.

I was quite into game development last time, but after changing job to my new company. I am doing more post production for tv now. I guess I will start to develop my own game really soon using my free time.
*
I want to do programming..as long someone provide a superb idea...and sprite then i make 1 =D
mclelun
post Jan 10 2011, 10:16 PM

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QUOTE(sasaug @ Jan 10 2011, 09:57 PM)
I want to do programming..as long someone provide a superb idea...and sprite then i make 1 =D
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no worry. not pointing at you smile.gif

I used to see alot of people that post something like this in other forum
"I want to make a RPG, looking for programmer, game artist , desginer. music composer"

then, the dude didnt show what he can do or what he had done in the past. just expecting someone to do his game.

sasaug
post Jan 10 2011, 10:51 PM

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QUOTE(mclelun @ Jan 10 2011, 10:16 PM)
no worry. not pointing at you smile.gif

I used to see alot of people that post something like this in other forum
"I want to make a RPG, looking for programmer, game artist , desginer. music composer"

then, the dude didnt show what he can do or what he had done in the past. just expecting someone to do his game.
*
lol I mean one of the stuff that make me stay away from game is graphic and as well of vb.net limitation(well i believe it can be done just more time testing around). I coded a lot program with 1 running 1 year and still maintaining and with stuff like those store where people buy stuff. Its a program which uses gaming as its element. It's something like Rapidleech service but the whole user system is based on gaming where you gain exp for stuff you download, buy items like double exp or unlimited link for free server etc. Few days back, i just added a pack where you can buy with points to get random icons. These icons can be crafted to form new one and unlock some icons which is not available in the pack. Well just for fun since it doesnt cost any cash to get it and those icons are displayed in chatbox for visual effect only. I like to take gaming element into it but yet I cant program a game xD I just taking c++ up,currently in degree 1st year 2nd sem so they just teach those pretty lame console based program so I still stick to VB.NET for my project
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post Jan 10 2011, 10:54 PM

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In Malaysia, being successful as a game developer has its own restrictions. I've spoken to a counselor in my college and he said that the gov gives the green light for games that have moral value and are non-violent. For example, if you want to create a WWII FPS based on the Japs against the locals to promote nationalism, the presence of blood, bad history and weaponry are no-nos, due to elements of violence

The joy of completing a game is rewarding, but the processes are grueling. Depending on the architecture, the main focus is usually on the core; programming.

AFAIK, the only international and legalized GD company is Codemasters(?)

This post has been edited by UserU: Jan 10 2011, 10:55 PM
mclelun
post Jan 10 2011, 11:04 PM

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Well I guess the goverment green light only true when you are applying grant from the government. You can still do violent and nasty game if you want tongue.gif
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post Jan 10 2011, 11:05 PM

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QUOTE(mclelun @ Jan 11 2011, 12:04 AM)
Well I guess the goverment green light only true when you are applying grant from the government. You can still do violent and nasty game if you want tongue.gif
*
Yup. Like digital distribution.
Kidicarus
post Jan 10 2011, 11:52 PM

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Hate to contribute to malaysia's brain drain, but if you want work with a proper development studio, you have to be prepared to relocate overseas.

Try getting some back issues of the Edge, you don't have to get a current issue. That magazine is chock full of ads from developers looking for people with certain skills. You may not have the skills now but it's a good guide if you're looking to further your education with a focus towards game development.

Actually, scratch that - just check out http://www.next-gen.biz/jobs for the type of specialist skills they are looking at. The magazine itself is still pretty good as the back pages are full of articles on development studios who are basically advertising for talent. AFAIK if you're ambitious you can aim for it.

Just make sure you actually have a portfolio when you do apply.
Bunkerer
post Jan 11 2011, 08:53 AM

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QUOTE(sasaug @ Jan 10 2011, 10:51 PM)
......

I like to take gaming element into it but yet I cant program a game xD I just taking c++ up,currently in degree 1st year 2nd sem so they just teach those pretty lame console based program so I still stick to VB.NET for my project
*

Refer to the words in bold, IMHO there is a reason why they only teach "lame console based program". Most likely the course is to introduce concept of Object Oriented Programing (OOP). Add in fancy Windows GUI will confuse the students further more. That is the reason why they stick to the simple and trusted console based program. hmm.gif
Andrew Lim
post Jan 11 2011, 10:01 AM

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QUOTE(sasaug @ Jan 10 2011, 10:51 PM)
I just taking c++ up,currently in degree 1st year 2nd sem so they just teach those pretty lame console based program so I still stick to VB.NET for my project
*
Nowadays it's very rare to find couses that teach GUI programming in C++. Most of the time the teachers in Universities also don't have experience with it. I had to teach myself C++ graphics and Win32 programming by myself many years ago.

Nowadays it's slightly easier to do graphics in C++ thanks to GUI libraries like SDL, wxWidgets and Qt. These libraries have OpenGL bindings so it's possible to do 3D graphics too.

Cheesenium
post Jan 11 2011, 10:10 AM

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QUOTE(Dogma18 @ Jan 10 2011, 02:36 PM)
Actually, I've always had the dream of making an awesome game for years, so it wasn't just a revelation I had one day. But seeing that now we have the technology and access to development tools so easily, I figured that we as Malaysians should step up in the industry. While I've dabbled with some programming before, my skill sets fall into marketing mostly. But I understand fully that I need to have the skills to bring my ideas to fruition. Thinking of trying out Unity3D as H@H@ mentioned.

PS: I prefer Eldar, Warp Spiders ftw smile.gif
*
Dreams alone wont make it a reality.

I think you need skills before you even start your own game.

Would be better if you try some game that use lua, as it's quite easy to use. At the same time, you get to experience game development yourself to see whether is it suitable for you or not. You can be filled with enthusiasm now, but after you actually get your hands on it, you might not enjoy it. The main thing is, you must enjoy making games, so that you can make awesome games. That is also why the Western developers make better games generally because they love making games. If not, look elsewhere, like i am in engineering now, as i like solving problems in running analysis.

This post has been edited by Cheesenium: Jan 11 2011, 10:11 AM
Eventless
post Jan 11 2011, 10:47 AM

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QUOTE(Andrew Lim @ Jan 11 2011, 10:01 AM)
Nowadays it's very rare to find couses that teach GUI programming in C++. Most of the time the teachers in Universities also don't have experience with it. I had to teach myself C++ graphics and Win32 programming by myself many years ago.

Nowadays it's slightly easier to do graphics in C++ thanks to GUI libraries like SDL, wxWidgets and Qt. These libraries have OpenGL bindings so it's possible to do 3D graphics too.
*
These days you could probably skip learning C++ in order to do games. Python is used in creating Eve Online for example. It can also use the libraries listed above.

LittleBro
post Jan 11 2011, 10:49 AM

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Wah, all talk into making games. What about selling them? Selling is more important than making them.

If doing games, I suggest going into small apps with short development like facebook aps. Selling games especially PC games = suicide cause sure pirate like mad. Promoting outside like awareness campaign oversea is really expensive. Malaysia is like Free to Play model. In Japan, this so call (doujin) amateur game makers actually makes money because piracy in Japan is a taboo. "Recettear" sold over 100k copies because of "Japan" brand. No point spending time,effort and especially money into something that would go down the drain. If sell in Malaysia price would be around RM 10 - RM 25 would be reasonable.

I suggest being amateur is better, you keep your job. At night or weekeend spend sometime doing it with a group. Almost capital free btw.
Cheesenium
post Jan 11 2011, 10:53 AM

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QUOTE(Eventless @ Jan 11 2011, 10:47 AM)
These days you could probably skip learning C++ in order to do games. Python is used in creating Eve Online for example. It can also use the libraries listed above.
*
Python is a great language. Extremely easy to learn, and still as good as C++.

QUOTE(LittleBro @ Jan 11 2011, 10:49 AM)
Wah, all talk into making games. What about selling them? Selling is more important than making them.

If doing games, I suggest going into small apps with short development like facebook aps. Selling games especially PC games = suicide cause sure pirate like mad. Promoting outside like awareness campaign oversea is really expensive. Malaysia is like Free to Play model. In Japan, this so call (doujin) amateur game makers actually makes money because piracy in Japan is a taboo. "Recettear" sold over 100k copies because of "Japan" brand. No point spending time,effort and especially money into something that would go down the drain. If sell in Malaysia price would be around RM 10 - RM 25 would be reasonable.

I suggest being amateur is better, you keep your job. At night or weekeend spend sometime doing it with a group. Almost capital free btw.
*
IMO, you need to know how to make games first before selling them. If you cant even make anything, how you gonna sell it even though you have great marketing.
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post Jan 11 2011, 10:56 AM

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QUOTE(Cheesenium @ Jan 11 2011, 10:53 AM)
Python is a great language. Extremely easy to learn, and still as good as C++.
IMO, you need to know how to make games first before selling them. If you cant even make anything, how you gonna sell it even though you have great marketing.
*
Great marketing? You can sell things without the actual product. Its call scamming.
Cheesenium
post Jan 11 2011, 11:11 AM

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QUOTE(LittleBro @ Jan 11 2011, 10:56 AM)
Great marketing? You can sell things without the actual product. Its call scamming.
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Im not keen with scamming.

There are enough scamming in the gaming industry.
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post Jan 11 2011, 11:16 AM

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QUOTE(LittleBro @ Jan 11 2011, 10:49 AM)
Wah, all talk into making games. What about selling them? Selling is more important than making them.

If doing games, I suggest going into small apps with short development like facebook aps. Selling games especially PC games = suicide cause sure pirate like mad. Promoting outside like awareness campaign oversea is really expensive. Malaysia is like Free to Play model. In Japan, this so call (doujin) amateur game makers actually makes money because piracy in Japan is a taboo. "Recettear" sold over 100k copies because of "Japan" brand. No point spending time,effort and especially money into something that would go down the drain. If sell in Malaysia price would be around RM 10 - RM 25 would be reasonable.

I suggest being amateur is better, you keep your job. At night or weekeend spend sometime doing it with a group. Almost capital free btw.
*
Welcome to the internet age, where you can sell your games everywhere not just the country you live in. There are people out there who believe in paying for products. They also happen to live in countries with higher currency exchange rates. So it is possible to make a living from making games.

Recettear didn't sell just because of its a "Japan" brand name, it pretty unique and good as well. Wasn't there a game called Amnesia that sold 200k which is not Japanese in origin?

Money should not be the only driving force when creating a game. If you can make good games, the money will come.
LittleBro
post Jan 11 2011, 11:47 AM

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QUOTE(Eventless @ Jan 11 2011, 11:16 AM)
Welcome to the internet age, where you can sell your games everywhere not just the country you live in. There are people out there who believe in paying for products. They also happen to live in countries with higher currency exchange rates. So it is possible to make a living from making games.

Recettear didn't sell just because of its a "Japan" brand name, it pretty unique and good as well. Wasn't there a game called Amnesia that sold 200k which is not Japanese in origin?

Money should not be the only driving force when creating a game. If you can make good games, the money will come.
*
True, the gaming industry is something you can't get serious in Malaysia.

Recettear is a bit overrated, its the power of perception. If Recettear is made in Malaysia, you think can same success? I don't know how The Star manage to pick this news up. Walau, game from some Muslim country? Already minus points and very difficult into making into headlines. Must be too many otakus. Can make games here, but need publish elsewhere. For example most of our CG cartoons. The truth is Upin and Ipin will never catch on other parts of the world.

Minecraft is something new. But i haven't try Amnesia.
Yuki Ijuin
post Jan 11 2011, 12:28 PM

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Who the hell puts made in Malaysia or America or Japan in their product description for games? With DD services, you publish internationally, so no problems there either.
LittleBro
post Jan 11 2011, 01:15 PM

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Well, i concede. Make sense now after reading this article.

http://en.wikipedia.org/wiki/Independent_v...ame_development
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post Jan 11 2011, 01:48 PM

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QUOTE(Eventless @ Jan 11 2011, 10:47 AM)
These days you could probably skip learning C++ in order to do games. Python is used in creating Eve Online for example. It can also use the libraries listed above.
*
Honestly speaking, if you can, don't skip C++. Yes, its old and fairly backward compared to the newer fancier languages, but the best thing about C++ is that its a great everyman language since it teaches you the two main programming paradigms (Procedural and OOP) and is similar enough in syntax to just about every modern programming language (The only exception would be VB.NET, but even then, its just syntax as fundamentally they still function the same).

I say this because you should never view programming languages as just an esoteric skill where you only master one language when its fairly easy to master quite a few if you're willing to put the time into it. Besides, you never know what language you'll end up using in the end due to various factors, so its better to not put all your eggs in one basket.


TSDogma18
post Jan 11 2011, 03:36 PM

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QUOTE(Cheesenium @ Jan 11 2011, 10:10 AM)
Dreams alone wont make it a reality.

I think you need skills before you even start your own game.

Would be better if you try some game that use lua, as it's quite easy to use. At the same time, you get to experience game development yourself to see whether is it suitable for you or not. You can be filled with enthusiasm now, but after you actually get your hands on it, you might not enjoy it. The main thing is, you must enjoy making games, so that you can make awesome games. That is also why the Western developers make better games generally because they love making games. If not, look elsewhere, like i am in engineering now, as i like solving problems in running analysis.
*
I couldn't agree more. It needs patience, hard work, and most importantly, initiative. And it's true what you said about enjoying making games. So i'll have to get into it first before I can make decision to get things moving. Reading up on YoYo and Unity3D now. But what is lua?


EDIT: Ok I googled lua already. Which games uses lua?

This post has been edited by Dogma18: Jan 11 2011, 03:37 PM
UserU
post Jan 11 2011, 04:38 PM

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QUOTE(Dogma18 @ Jan 11 2011, 04:36 PM)

EDIT: Ok I googled lua already. Which games uses lua?
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Garry's Mod. It uses LUA files
Andrew Lim
post Jan 11 2011, 06:28 PM

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Many Valve games use Lua to some extent. World of Warcraft also used to use Lua files for configuration. Not sure if they still do.
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LUA scripts are used very extensively in most multimedia works. They're used in everything from 3D animation, event scripting, configurations, AI and other stuff... So, its not really limited to games really.

But LUA scripting isn't a development language per se... Its more of a skill that helps development that kind of thing. Yes, its great to pick up but I'm not sure of how useful it is in terms of bottom up development.
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post Jan 11 2011, 07:22 PM

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QUOTE(LittleBro @ Jan 11 2011, 10:49 AM)
Wah, all talk into making games. What about selling them? Selling is more important than making them.

If doing games, I suggest going into small apps with short development like facebook aps. Selling games especially PC games = suicide cause sure pirate like mad. Promoting outside like awareness campaign oversea is really expensive. Malaysia is like Free to Play model. In Japan, this so call (doujin) amateur game makers actually makes money because piracy in Japan is a taboo. "Recettear" sold over 100k copies because of "Japan" brand. No point spending time,effort and especially money into something that would go down the drain. If sell in Malaysia price would be around RM 10 - RM 25 would be reasonable.

I suggest being amateur is better, you keep your job. At night or weekeend spend sometime doing it with a group. Almost capital free btw.
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If you game is good , you dont even need to worry on how to sell them.
You only need to worry when your game is crap.
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post Jan 11 2011, 07:26 PM

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QUOTE(mclelun @ Jan 11 2011, 07:22 PM)
If you game is good , you dont even need to worry on how to sell them.
You only need to worry when your game is crap.
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Not necessarily true.
justinlee999
post Jan 11 2011, 09:52 PM

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QUOTE(frags @ Jan 11 2011, 07:26 PM)
Not necessarily true.
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True, bad games sold well and good games may be in the darkness.

Also I like to design games, but so do most people, however, as long as I got the money to ask people to do it, why not?

I'll just be the publisher and design games.

Programming is hard to do, but easy to master.

But design is easy to do, but hard to master.
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post Jan 12 2011, 04:06 AM

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QUOTE(justinlee999 @ Jan 11 2011, 09:52 PM)
True, bad games sold well and good games may be in the darkness.

Also I like to design games, but so do most people, however, as long as I got the money to ask people to do it, why not?

I'll just be the publisher and design games.

Programming is hard to do, but easy to master.

But design is easy to do, but hard to master.
*
I do programming for a living and I'm pretty sure you have that backwards.


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post Jan 12 2011, 11:11 AM

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It's all on how you advertise your products. The problem with going Indie is that you do not have the luxury to properly market them. Unfortunately, if you don't market them, no one is going to hear about it. Forget about comparing your product with the success of Minecraft, because to get that lucky and successful as an indie is rare. True that it is possible to get to that height of popularity but to count on it happening to you is unrealistic.
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post Jan 12 2011, 11:42 AM

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QUOTE(Koross @ Jan 12 2011, 12:11 PM)
It's all on how you advertise your products. The problem with going Indie is that you do not have the luxury to properly market them. Unfortunately, if you don't market them, no one is going to hear about it. Forget about comparing your product with the success of Minecraft, because to get that lucky and successful as an indie is rare. True that it is possible to get to that height of popularity but to count on it happening to you is unrealistic.
*
Indie is a good way to start from, since it involves a lower budget compared to starting a company. Many university students are doing that as a start.

I don't really agree with that. Minecraft also didn't gain popularity from the beginning; until a year later when people begin to discover it. When Steam came into light, it then shot up to fame. Even if someone doesn't have the cash to market it widely, simply creating a website or a video is sufficient enough to get people into trying out the game.

Another thing is also waiting for a suitable publisher for the game. It can first be distributed freely or with a micro-payment system, until a good publisher comes by and handpicks it(like Steam buying the patent rights of Minecraft).

This post has been edited by UserU: Jan 12 2011, 11:43 AM
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QUOTE(UserU @ Jan 12 2011, 11:42 AM)
Indie is a good way to start from, since it involves a lower budget compared to starting a company. Many university students are doing that as a start.

I don't really agree with that. Minecraft also didn't gain popularity from the beginning; until a year later when people begin to discover it. When Steam came into light, it then shot up to fame. Even if someone doesn't have the cash to market it widely, simply creating a website or a video is sufficient enough to get people into trying out the game.

Another thing is also waiting for a suitable publisher for the game. It can first be distributed freely or with a micro-payment system, until a good publisher comes by and handpicks it(like Steam buying the patent rights of Minecraft).
*
Wait, what?

Steam own Minecraft? Source?

Plus, Minecraft picked up marketing speed after the alpha launched (Prior to that it was just a free alpha that was very different than how it was when the actual "pay to play" alpha launched) and word of mouth started spreading. It hit its stride around the time RPS started posting on it, or it was briefly mentioned in a TF2 blog post.

But yeah... Minecraft is still indie dude.

So your history of Minecraft's success isn't really right.

And you DO need marketing. Just looking through the list of games in TIGSource and that should tell you that you have a TON of competition and so you need to market yourself well to set yourself above a lot of the other crapware indie games.

Looky here for probably THE best guide to indie marketing
http://gillen.cream.org/wordpress_html/?page_id=693
frags
post Jan 12 2011, 11:55 AM

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QUOTE(UserU @ Jan 12 2011, 11:42 AM)
Indie is a good way to start from, since it involves a lower budget compared to starting a company. Many university students are doing that as a start.

I don't really agree with that. Minecraft also didn't gain popularity from the beginning; until a year later when people begin to discover it. When Steam came into light, it then shot up to fame. Even if someone doesn't have the cash to market it widely, simply creating a website or a video is sufficient enough to get people into trying out the game.

Another thing is also waiting for a suitable publisher for the game. It can first be distributed freely or with a micro-payment system, until a good publisher comes by and handpicks it(like Steam buying the patent rights of Minecraft).
*
Minecraft went viral. It's the user videos. And the attention it got. 99% of devs/publisher could never have planned that. You heard of NightSky before?
UserU
post Jan 12 2011, 12:07 PM

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QUOTE(H@H@ @ Jan 12 2011, 12:52 PM)
Wait, what?

Steam own Minecraft? Source?

Plus, Minecraft picked up marketing speed after the alpha launched (Prior to that it was just a free alpha that was very different than how it was when the actual "pay to play" alpha launched) and word of mouth started spreading. It hit its stride around the time RPS started posting on it, or it was briefly mentioned in a TF2 blog post.

But yeah... Minecraft is still indie dude.

So your history of Minecraft's success isn't really right.

And you DO need marketing. Just looking through the list of games in TIGSource and that should tell you that you have a TON of competition and so you need to market yourself well to set yourself above a lot of the other crapware indie games.

Looky here for probably THE best guide to indie marketing
http://gillen.cream.org/wordpress_html/?page_id=693
*
My bad. Guess that I've overlooked into the Steam thingy. But I've to agree that marketing plays a huge role in generating customers.

About the Minecraft history, I've read it from PCGamer. It stated that Markus started a blog and posted a video of Infiminer(which came out as Minecraft later) in 2009

@frags: Nope

This post has been edited by UserU: Jan 12 2011, 12:08 PM
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post Jan 12 2011, 12:12 PM

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QUOTE(UserU @ Jan 12 2011, 12:07 PM)
My bad. Guess that I've overlooked into the Steam thingy. But I've to agree that marketing plays a huge role in generating customers.

About the Minecraft history, I've read it from PCGamer. It stated that Markus started a blog and posted a video of Infiminer(which came out as Minecraft later) in 2009

@frags: Nope
*
Duuuuuuuuuuude, wrong again. Infiniminer inspired Minecraft, it isn't the same game. Infiniminer is from the guy behind Zachtronics Industries (Who just released the truly excellent indie puzzler, SpaceChem).

Seriously, you need to reread your Minecraft history.
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post Jan 12 2011, 12:50 PM

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QUOTE(UserU @ Jan 12 2011, 12:07 PM)
@frags: Nope
*
I disagree. Minecraft is a cult hit, and cult hits usually don't get much followers. The cult hit status stopped and minecraft exploded prolly when RPS/Kotaku started having so f***ing many posts dedicated to it.
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post Jan 12 2011, 12:53 PM

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QUOTE(UserU @ Jan 12 2011, 12:07 PM)
My bad. Guess that I've overlooked into the Steam thingy. But I've to agree that marketing plays a huge role in generating customers.

About the Minecraft history, I've read it from PCGamer. It stated that Markus started a blog and posted a video of Infiminer(which came out as Minecraft later) in 2009

@frags: Nope
*
Exactly. They have a website and a trailer for the game. Yet you haven't heard of NightSky. yet...


Added on January 12, 2011, 12:54 pm
QUOTE(Yuki Ijuin @ Jan 12 2011, 12:50 PM)
I disagree. Minecraft is a cult hit, and cult hits usually don't get much followers. The cult hit status stopped and minecraft exploded prolly when RPS/Kotaku started having so f***ing many posts dedicated to it.
*
What were they posting about? It's those ridiculous user made videos.

This post has been edited by frags: Jan 12 2011, 12:54 PM
Yuki Ijuin
post Jan 12 2011, 01:12 PM

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I meant I was disagreeing with UserU when he said NOPE to you. Not disagreeing with you frags.
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post Jan 12 2011, 02:24 PM

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QUOTE(Yuki Ijuin @ Jan 12 2011, 01:12 PM)
I meant I was disagreeing with UserU when he said NOPE to you. Not disagreeing with you frags.
*
Yeah my point is that the big sites like Kotaku started featuring them a lot because of the viral user made videos. Completely out of the hands of the developer. You could argue that maybe the design of Minecraft accommodated such viral videos, but I know even Notch never expected all this.

Not agreeing or disagreeing with you. Just adding to the conversation.

Point is, marketing your game is very important. Just as important as designing and coding an awesome game.
justinlee999
post Jan 12 2011, 02:53 PM

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QUOTE(H@H@ @ Jan 12 2011, 04:06 AM)
I do programming for a living and I'm pretty sure you have that backwards.
*
Perhaps I should have said "easier" it certainly isn't easy to master, but designing has lots of things to do, but almost anyone can do designing, just how good it is. From what I've seen, my programmer friends took quite a while to learn the language, but once it sets off its fairly easy to code properly provided you have good coding habits.


Added on January 12, 2011, 2:55 pmoh and notch made a decent game and just happened to be lucky
And maybe he attracted people who liked to spread the news?


Added on January 12, 2011, 2:57 pmAlso, I'm certain Notch has a connection with magazines like PC Gamer, causing them to repeatedly talk about minecraft all day long

This post has been edited by justinlee999: Jan 12 2011, 03:01 PM
Yuki Ijuin
post Jan 12 2011, 06:30 PM

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He's just lucky to have his game going viral, people test to see the hype. Get hooked, Notch gets profits.
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post Jan 13 2011, 07:17 PM

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My few cents.
From what I know, try starting small with the games by experimenting from codes to how the game behaves and what type of game segment you're aiming for. You can have 2d RPGs, 2d action shooters and some storyboard games like Sam & Max, who knows maybe later you may be one of the guys who made some big azz titles.

Development of the game needs alot of analysis and requires you to do alot more homework than before. From financial point of view to time, resource and skills which is obvious.

For coding, using the right prog language is important in my opinion. Bugs usually cause by human error though.

For Marketing, depending on what audience are you aiming at. Hardcore or casual or super casuals ? Having lots of ads for the game doesn't prove much success when the market is full of the type game you have to offer.

It doesn't necessary to be like big budget titles.

Personally I'm not very good at any prog languages (learned C++, Java), never good but decent also I'm more of an art guy.

However this doesn't stop me from making new maps with home-brew functions on it for games since these days you can easily find editors or getting free SDKs to make your own stuffs with a little of coding knowledge.
sasaug
post Jan 13 2011, 10:13 PM

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What made a programmer very happy? 1, manage to solve a problem. 2, people actually using his software or playing his game. Dont talk about money but when I do program, this 2 is what that make me super happy and especially when people give comments about it and when some people say thank you, I can smile the whole day.

I dont know what makes a good game but if there is people actually playing your game and like it, its enough for me. That is how we programmer get our spirit to continue coding, coding ,coding xD
LWRNCH6550
post Jan 15 2011, 01:50 AM

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QUOTE(sasaug @ Jan 13 2011, 10:13 PM)
What made a programmer very happy? 1, manage to solve a problem. 2, people actually using his software or playing his game. Dont talk about money but when I do program, this 2 is what that make me super happy and especially when people give comments about it and when some people say thank you, I can smile the whole day.

I dont know what makes a good game but if there is people actually playing your game and like it, its enough for me. That is how we programmer get our spirit to continue coding, coding ,coding xD
*
There's alot of people who is money minded and they don't care whether you do it for passion or the love of doing it.
They just want money from the stuffs you do else they'll paste a "wasted time" over your back just because it's their opinion, which is sad.
But then again, doing programming for getting food on the tables is another matter, money really matters here though.
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post Jan 15 2011, 03:45 AM

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QUOTE(justinlee999 @ Jan 12 2011, 02:53 PM)
Perhaps I should have said "easier" it certainly isn't easy to master, but designing has lots of things to do, but almost anyone can do designing, just how good it is. From what I've seen, my programmer friends took quite a while to learn the language, but once it sets off its fairly easy to code properly provided you have good coding habits.
*
The bolded part: Programming language, just like our normal everyday language, gets trickier & more complicated the further & deeper you venture. Perhaps your friends find it easy to code properly later on due to the fact that they were just using the basic functions such as "for" looping & so on? I'm pretty sure it gets more intense when it comes to big projects, since I've experienced that during my final year project & industrial training. sweat.gif

QUOTE(sasaug @ Jan 13 2011, 10:13 PM)
What made a programmer very happy? 1, manage to solve a problem. 2, people actually using his software or playing his game. Dont talk about money but when I do program, this 2 is what that make me super happy and especially when people give comments about it and when some people say thank you, I can smile the whole day.

I dont know what makes a good game but if there is people actually playing your game and like it, its enough for me. That is how we programmer get our spirit to continue coding, coding ,coding xD
*
What you mentioned there are stuffs that you'll normally experience when you've just completed a workable program / game. However, the headache comes when you're squeezing your brain dry trying to come up with improvements & additional stuffs that can make the program / game better.
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post Jan 15 2011, 11:09 AM

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QUOTE(Yuki Ijuin @ Jan 12 2011, 01:12 PM)
I meant I was disagreeing with UserU when he said NOPE to you. Not disagreeing with you frags.
*

i'm pretty sure UserU wrote that in response to [bold+underlined]
QUOTE(frags @ Jan 12 2011, 11:55 AM)
Minecraft went viral. It's the user videos. And the attention it got. 99% of devs/publisher could never have planned that. You heard of NightSky before?
*
programming language (in my case is C++) for start is pretty easy, but it went hard as i'm learning it and implementing it. essentially programmers/devs should be someone who can stay calm in various situations, have critical and analytical skills, experimental biggrin.gif, will/eager to learn new stuff, open to suggestion and critism, realistic, good personal and interpersonal skills, stress tolerant..etc etc.

i'm agree with majority whom reply here saying that ambition and ideas alone wouldn't survive in gaming industry, especially if its a small time dev. both two combined with programming skills are essential. one also need to understand the flow of how games are created from scratch to 1 solid software. then comes the capital and marketing strategy along with that.

long short story, a (game) dev should be a master in >2 dev aspects and at the same time knows as much as possible in every other aspects. one wont come out as a master right away, it took time, effort and exp. smile.gif


as for TS, learn 1-2 language. start with simple cmd games, then slowly implement GUI. dev multiple genre of games..one with words and texts (hacking games for example), puzzle games. then slowly add new rules and ideas to yours games. see and feel how it grows. 1 year should be enough to acquire those skills. from that point, expand skills to even broader aspect. mix and match them all. learns as much language, libraries and softwares during this time period. enjoy it, and it'll be fun i promise laugh.gif



p/s: i stop at C++ midway sad.gif and thats the only programming language i learn.

This post has been edited by Invince_Z: Jan 15 2011, 11:42 AM
areszues92
post Mar 8 2011, 12:03 AM

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So very hard to get job even if you have game dev degree?
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post Mar 8 2011, 05:41 PM

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hi there , I'm from local Indie Games Development team Ammobox Studios. I'd like to share a bit of my 2cent about games development in Malaysia.

I think it is a bit misrepresented that Malaysia only have Gamebrains and Codemasters or that Phoenix Games Studios ( creator of Fung Wan ) has 'closed shop'.

Firstly, Malaysia have many other games/animation related company, just to list you some ( other than codes/gamesbrains ), Streamline Studios, Sage, Titoonic ( now Citizentree ) , riverwalk, Cubiinet , Igloo,
there are a bunch of other more.

I don't particularly think it is hard to get job in any of those company as long as you have a solid skill that you're confident with . Be it programming or art , or sound.

However, if you want to make game, you don't have to work for a game company. Of course it helps by providing you more experience and contact, but bear in mind because you work for games company doesn't mean you get to work on a game that you like.

The statement that it is impossible to go into gaming industry in Malaysia is a bad idea is such a wrong statement. Always remember this, starting indie team in ANY part of the world is same. With internet available we are equipped with the very SAME knowledge that is available to any americans, Europeans, or anyone else for that matter. Everything that can be learn there can be learn here. Most indie development teams have no studio experience. I can testify to that as half of our development team at the moment are not from Malaysia and they work on our game because it is a game that they like and they believe in the team behind it. None of them have studio experience.

It is true however that Malaysians are suffering from Brain drain, everybody knows that. There are better paying job in other countries, thus they're all being leeched internationally.

However, to get back on topic, for those who really want to start their hands into the games development industry. Picking up a specialization , and joining and indie team is the best way whether it is a modding team or a commercial team. Don't be trapped by the idea that Indie team are a bunch of hobby-ist having too much time in their hands and are people who live with their parents up to 30 years old. Indie teams are not just that, some indie teams are seriously capable of producing AAA quality games today due to the tools that are available at very low cost.

One of the team that I know is
http://www.interstellarmarines.com/



so well.. that's my 2 cent.





areszues92
post Mar 8 2011, 05:55 PM

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What! Didn't know IntMar were created by indie guys..I got one question, if now i take Bsc in computer games development, will i be accepted by big developers when i graduate?
Jas2davir
post Mar 8 2011, 06:13 PM

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QUOTE(areszues92 @ Mar 8 2011, 05:55 PM)
What! Didn't know IntMar were created by indie guys..I got one question, if now i take Bsc in computer games development, will i be accepted by big developers when i graduate?
*
matters on your work quality and also matters on your dedication.
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post Mar 8 2011, 08:09 PM

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QUOTE(areszues92 @ Mar 8 2011, 05:55 PM)
What! Didn't know IntMar were created by indie guys..I got one question, if now i take Bsc in computer games development, will i be accepted by big developers when i graduate?
*
There are no BIG developers in Malaysia other than Codemasters. Unless you want to go into 3D art production or thinking of going overseas, you'll have to look for smaller local companies. You can also get a job in other industries so it's not much of a detriment to the course itself. Corporations just want people who are good at coding. You can find a job anywhere if you're good at that.
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post Mar 8 2011, 10:03 PM

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Will the local devs be able to be like Square-Enix one day? I have always wanted to work there.
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post Mar 8 2011, 10:53 PM

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QUOTE(frags @ Mar 8 2011, 08:09 PM)
There are no BIG developers in Malaysia other than Codemasters. Unless you want to go into 3D art production or thinking of going overseas, you'll have to look for smaller local companies. You can also get a job in other industries so it's not much of a detriment to the course itself. Corporations just want people who are good at coding. You can find a job anywhere if you're good at that.
*
not quite true, Streamline Studios is enormously big too, they did artwork for UE3 and plenty of other big titles. It's just that they're an art outsource company. But then again , the local codemasters here are also focusing on art-only too.


Regarding areszues92's question,
it all depends on how good your coding is and what are the work that you have done. I'd dare to bet if you have several indie titles in your portfolio that the interviewer can actually play; doesn't matter whether it's commercial or not, it'll worth many times more than a PhD. I'm very very sure, the industry is always looking for quality people, people who ALREADY know what they're doing and can jump right into production. I just doubt they're willing to spend time to train. IMHO, That's how the graduates are now suffering from Lack of Experience ---> No Job ---> Lack of Experience ---> No Job .. it's a spiral. I can't exactly speak for the whole industry, but as for us, when we were hiring some time ago, we realized there is hardly any room for 'junior' programmers in the team. Lead Programmer got no time to train, it's faster to do it himself than to train. There is hardly any grunt coding to do . Time cost too much in the development. Next thing, we were even taking unpaid interns. And the worse thing is, the cost of time ( for training them ) isn't worth the little work that they are producing. It isn't like traditional software development where you can do smaller modules. End up we simply cannot take inexperienced programmers ( which most fresh grads are) . That's because we tend to have a very Malaysian mentality of 'study first, work can come later'. If you're really interested to get a job in big companies, the ULTIMATE leverage is having a playable game which demonstrate your ability to work right away.
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post Mar 8 2011, 11:06 PM

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Ok ic..

This post has been edited by areszues92: Mar 10 2011, 05:12 PM
Killy
post Mar 13 2011, 04:30 AM

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QUOTE(frozenfire @ Mar 8 2011, 10:53 PM)
not quite true, Streamline Studios is enormously big too, they did artwork for UE3 and plenty of other big titles. It's just that they're an art outsource company. But then again , the local codemasters here are also focusing on art-only too.
*
anyone knows where streamline is located in malaysia?
Jas2davir
post Mar 13 2011, 06:25 AM

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QUOTE(frozenfire @ Mar 8 2011, 10:53 PM)
not quite true, Streamline Studios is enormously big too, they did artwork for UE3 and plenty of other big titles. It's just that they're an art outsource company. But then again , the local codemasters here are also focusing on art-only too.
Regarding areszues92's question,
it all depends on how good your coding is and what are the work that you have done. I'd dare to bet if you have several indie titles in your portfolio that the interviewer can actually play; doesn't matter whether it's commercial or not, it'll worth many times more than a PhD. I'm very very sure, the industry is always looking for quality people, people who ALREADY know what they're doing and can jump right into production. I just doubt they're willing to spend time to train. IMHO, That's how the graduates are now suffering from Lack of Experience ---> No Job ---> Lack of Experience ---> No Job .. it's a spiral. I can't exactly speak for the whole industry, but as for us, when we were hiring some time ago, we realized there is hardly any room for 'junior' programmers in the team. Lead Programmer got no time to train, it's faster to do it himself than to train. There is hardly any grunt coding to do . Time cost too much in the development. Next thing, we were even taking unpaid interns. And the worse thing is, the cost of time ( for training them ) isn't worth the little work that they are producing. It isn't like traditional software development where you can do smaller modules. End up we simply cannot take inexperienced programmers ( which most fresh grads are) . That's because we tend to have a very Malaysian mentality of 'study first, work can come later'. If you're really interested to get a job in big companies, the ULTIMATE leverage is having a playable game which demonstrate your ability to work right away.
*
i have to disagree with that, because when i met and spoke to ivon smith from codemasters(technical art trainer) he actually said that they are recruiting people who are competent enough to design game's, people who are able to learn and be thought and are able to change their art styles, he even mentioned that they will train new graduates/new comers who have some skill set in games development. He said this after someone asked if we need to be able to produce AAA quality before applying, he strongly disagreed with that, even went as far as to say that if your portfolio is decent enough they might even hire you.
SUSgtasaboss
post Mar 14 2011, 06:45 AM

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dont want to be rude, but i dont think theres money to be made if a gaming company in malaysia creates a hi end video game that could rival the graphic and quality of AAA games or even a simple game that is.

the answer is easy, how many people's gonna buy the product? malaysia only have a population of 28 million, its a democratic country with a yearly capita of $7000 per person, and video games piracy is treated by law as non serious.

if i were you guys, and im good at making video games, i just going to create simple ones just for the fun of it. and then use the games i develop as part of my resume so i can work overseas.
Killy
post Mar 14 2011, 09:30 AM

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QUOTE(gtasaboss @ Mar 14 2011, 06:45 AM)
dont want to be rude, but i dont think theres money to be made if a gaming company in malaysia creates a hi end video game that could rival the graphic and quality of AAA games or even a simple game that is.

the answer is easy, how many people's gonna buy the product? malaysia only have a population of 28 million, its a democratic country with a yearly capita of $7000 per person, and video games piracy is treated by law as non serious.

if i were you guys, and im good at making video games, i just going to create simple ones just for the fun of it. and then use the games i develop as part of my resume so i can work overseas.
*
its been said many times in this thread, but why'd you have to sell it ONLY in malaysia??
frags
post Mar 14 2011, 12:30 PM

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QUOTE(Killy @ Mar 14 2011, 09:30 AM)
its been said many times in this thread, but why'd you have to sell it ONLY in malaysia??
*
Some people don't realise the changes in the video game industry and the trends. They are just casual observers. So they still think making a game/product means selling in that region.
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post Mar 14 2011, 11:12 PM

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QUOTE(Jas2davir @ Mar 13 2011, 06:25 AM)
i have to disagree with that, because when i met and spoke to ivon smith from codemasters(technical art trainer) he actually said that they are recruiting people who are competent enough to design game's, people who are able to learn and be thought and are able to change their art styles, he even mentioned that they will train new graduates/new comers who have some skill set in games development. He said this after someone asked if we need to be able to produce AAA quality before applying, he strongly disagreed with that, even went as far as to say that if your portfolio is decent enough they might even hire you.
*
I'm strictly referring to coding. There is hardly any grunt work in coding. In Art, you can always start with props etc. In coding there is no props. areszues92 was asking about coding specifically. Btw, you have to double check what they meant by the word 'decent'. Because I'm pretty sure he meant what I think he meant, 'portfolio' .... that's what I've been talking about as well. Most students only have Final Year Project as portfolio and very little of nothing else.
Killy
post Mar 16 2011, 09:26 PM

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QUOTE(frags @ Mar 14 2011, 12:30 PM)
Some people don't realise the changes in the video game industry and the trends. They are just casual observers. So they still think making a game/product means selling in that region.
*
yep... can sell internationally nowadays... provided your game is good enough to make it tongue.gif

QUOTE(frozenfire @ Mar 14 2011, 11:12 PM)
I'm strictly referring to coding. There is hardly any grunt work in coding. In Art, you can always start with props etc. In coding there is no props. areszues92 was asking about coding specifically. Btw, you have to double check what they meant by the word 'decent'. Because I'm pretty sure he meant what I think he meant, 'portfolio' .... that's what I've been talking about as well. Most students only have Final Year Project as portfolio and very little of nothing else.
*
saw your team's game on moddb.. looks pretty sweet, keep it up man smile.gif
SUSgtasaboss
post Mar 18 2011, 01:23 AM

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1:plan to make fps game about japan's invasion in malaysia/previous military crisis
2: put a lotta patriotic themes in it
3:pitch game to gomen saying its 1malaysia, etc
4:get fund
5: hire programmers, codemasters, 3d artists, etc
6:set minimum wage to rm1600
7:create game
8:port it to consoles
9:sell to whole south east asia, pop est: 593,000,000
10: notice gaming piracy in malaysia
11:force gomen to take action as the industry has been set locally.

whats left are only guts and diligence. anyone else dare to take the challenge?
kairin85
post Mar 18 2011, 01:32 AM

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==post deleted==

This post has been edited by kairin85: Mar 18 2011, 01:35 AM
frozenfire
post Mar 18 2011, 01:35 AM

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there's no need 1Malaysia or political agenda in pitching a game.

we pitched for a fully western game and still got a grant in building the game. it's not a full grant but a prototype grant, enough to get us started.
I don't know about the rest, MDec and Cradle is indeed genuine in helping the industry.

we already took up the challenge; it's not easy and are hoping more Malaysians with relevant skill would come on board with us.

This post has been edited by frozenfire: Mar 18 2011, 01:36 AM
Luftwacko
post Mar 18 2011, 03:10 AM

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QUOTE(gtasaboss @ Mar 14 2011, 06:45 AM)
dont want to be rude, but i dont think theres money to be made if a gaming company in malaysia creates a hi end video game that could rival the graphic and quality of AAA games or even a simple game that is.

the answer is easy, how many people's gonna buy the product? malaysia only have a population of 28 million, its a democratic country with a yearly capita of $7000 per person, and video games piracy is treated by law as non serious.

if i were you guys, and im good at making video games, i just going to create simple ones just for the fun of it. and then use the games i develop as part of my resume so i can work overseas.
*
*cough*democratic?*cough* Constitutional monarchy is a more suiting term to describe our government.

Also, internet works wonders when it comes to game publishing. Not every copy comes with a physical box.
meetxj9
post Mar 18 2011, 10:50 AM

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QUOTE(Jas2davir @ Mar 13 2011, 06:25 AM)
i have to disagree with that, because when i met and spoke to ivon smith from codemasters(technical art trainer) he actually said that they are recruiting people who are competent enough to design game's, people who are able to learn and be thought and are able to change their art styles, he even mentioned that they will train new graduates/new comers who have some skill set in games development. He said this after someone asked if we need to be able to produce AAA quality before applying, he strongly disagreed with that, even went as far as to say that if your portfolio is decent enough they might even hire you.
*
This is somewhat of a lie. I know so because i know the dirty little secrets in Codemasters here. It is an incompent company with one of the worst managment ever. They proclaim that they are looking for people with talent but in true nature they don't give a shit. Its not because they don't want to hire talented individuals, its because talented individuals don't want to work for them (there is a reason). I have heard one too mnay things coming out from that studios and most are just pure BS. If they ever had a chance to produce a good game, they will ussually end up short. Our Codemasters here only knows how to make racing games, and they should just do that and only that.

Say what you will about my rant. If you have time, take a walk into their developent department, you will have a fine understanding of what i mean.
Yuki Ijuin
post Mar 18 2011, 12:17 PM

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Our Codemasters here doesn't even do games. They do assets development.
y3ivan
post Mar 18 2011, 12:29 PM

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Codemaster malaysia team, doing artwork, sound engineering and some minor roles. most of the work done by Codemaster UK team. U can check it in the credits in dirt 2, dirt3, F1
meetxj9
post Mar 18 2011, 12:32 PM

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QUOTE(y3ivan @ Mar 18 2011, 12:29 PM)
Codemaster malaysia team, doing artwork, sound engineering and some minor roles. most of the work done by Codemaster UK team. U can check it in the credits in dirt 2, dirt3, F1
*
aiyoh, all racing games, looks like i guess right. tongue.gif
Yuki Ijuin
post Mar 18 2011, 12:55 PM

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First, as noted. CODEMASTERS KL DO NOT PRODUCE GAMES. THEY MANAGE ASSET DEVELOPMENT. Sound and art assets to be exact. THEY DON'T. I REPEAT. DON'T MAKE GAMES ON THEIR OWN.

Secondly, Codemasters KL doesn't direct or produce the games directly. HOW WOULD YOU END UP MAKING A GAME SHORT OF IT'S EXPECTATIONS WHEN IT'S NOT EVEN MADE BY THEM?

Lastly, games development for bigger companies are already hell, it's a given in the industry. I'm not sure what stories you've heard, but if you're just going to come in here and badmouth a studio without appropriate proof, do it in a kopitiam instead of bringing nothing valid into a discussion.
meetxj9
post Mar 18 2011, 03:15 PM

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QUOTE(Yuki Ijuin @ Mar 18 2011, 12:55 PM)
First, as noted. CODEMASTERS KL DO NOT PRODUCE GAMES. THEY MANAGE ASSET DEVELOPMENT. Sound and art assets to be exact. THEY DON'T. I REPEAT. DON'T MAKE GAMES ON THEIR OWN.

Secondly, Codemasters KL doesn't direct or produce the games directly. HOW WOULD YOU END UP MAKING A GAME SHORT OF IT'S EXPECTATIONS WHEN IT'S NOT EVEN MADE BY THEM?

Lastly, games development for bigger companies are already hell, it's a given in the industry. I'm not sure what stories you've heard, but if you're just going to come in here and badmouth a studio without appropriate proof, do it in a kopitiam instead of bringing nothing valid into a discussion.
*
You already stated they don't produce games la. I just saying a part of the fact is that i claimed they did racing games more. And you just said they helped with asset from those racing games. Its about half truth. No argues there. But what i hear about Codemaster in KL is that it has some major problems, not only with management, but also in terms of "AHEM". Not sure when you know Codemasters or are you new there, but they have something in they want to keep secret.

Its already a close and shut case. But if you want to continue i can also. tongue.gif "Don't blame me if i start saying what comes to mind, its over, done"

But generaly, yeah, we don't have any chance in competing with any overseas studiuos when it comes to making games. Hell, even china beat us already. Grats to cheap ass studios who pay slave labour. Even a shop assisant also earn RM500 only less then a specialist in that feild.

Why do we fail in this? Because we have dumb ass bosses who go out and offer low rates to get business because they beleive it can be done. When the budget blow, they blame the staff (this is not Codemasters, other companies).

This post has been edited by meetxj9: Mar 18 2011, 03:31 PM
Killy
post Mar 18 2011, 05:40 PM

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meetxj9,

care to elaborate on the problem? im pretty curios about it tongue.gif

codemasters kl was setup around 2006, focussing mainly on art assets... but i heard they are trying to expand the role of the studio here
they did produce assets for other than racing games as well... operation flashpoint. currently also involved with bodycount, an fps
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post Mar 18 2011, 05:57 PM

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QUOTE(Killy @ Mar 18 2011, 05:40 PM)
meetxj9,

care to elaborate on the problem? im pretty curios about it tongue.gif

codemasters kl was setup around 2006, focussing mainly on art assets... but i heard they are trying to expand the role of the studio here
they did produce assets for other than racing games as well... operation flashpoint. currently also involved with bodycount, an fps
*
Its something i cannot say, but anyone who have worked for Codemasters for the past 2 years or so, will know what im getting at. The initail arguement i was getting at was there was no company in Malaysia that have the capability of actually making a full fledge game that will get praises. Maybe some FB games, or gambling games maybe. But never a AA title. The problem we face, is that we have texture artist and modelers by the hundreds, but not enough good animators. Modelers and animators are not the same people whistling.gif .2 different roles. Those who actually had the talent to make it are in singapore or overseas already, not willing to come back because of the ridiculous low pay.

The job is hard and satisfying, but if companies are not willing to accept the fact that its specialize profession, something that deserves way more then a pea size pay of RM2000 (Beginner), then whats the point? You guys will earn triple that amount or more outside. I quit production houses once i matured out of my naive state, that even a shop assistant with commision can earn RM2400 a month. A total embarassment to the creative field. And thats why the companies will never retain good talent. If they do, then i say the guy doesn't know the golden nugget is just a phone call away.

In short, we got independent talent, you will only earn 1/3 of what your suppose to get, you might aswell keep your college funds to yourself~ tongue.gif

Now before one guy say, "You don't deserve more because you are new" excuse. Here is what is happening, if you are willing to earn such a low pay, and still be happy with it, then its fine. But remmeber, even a noob in that industry, earns way more then a veteran here if your employed in AUS or Canada or etc. You are not suppose to be getting "monkey job" pay. rclxms.gif

This post has been edited by meetxj9: Mar 18 2011, 06:07 PM
frags
post Mar 18 2011, 06:38 PM

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QUOTE(meetxj9 @ Mar 18 2011, 05:57 PM)
Its something i cannot say, but anyone who have worked for Codemasters for the past 2 years or so, will know what im getting at. The initail arguement i was getting at was there was no company in Malaysia that have the capability of actually making a full fledge game that will get praises. Maybe some FB games, or gambling games maybe. But never a AA title. The problem we face, is that we have texture artist and modelers by the hundreds, but not enough good animators. Modelers and animators are not the same people  whistling.gif .2 different roles. Those who actually had the talent to make it are in singapore or overseas already, not willing to come back because of the ridiculous low pay.

The job is hard and satisfying, but if companies are not willing to accept the fact that its specialize profession, something that deserves way more then a pea size pay of RM2000 (Beginner), then whats the point? You guys will earn triple that amount or more outside. I quit production houses once i matured out of my naive state, that even a shop assistant with commision can earn RM2400 a month. A total embarassment to the creative field. And thats why the companies will never retain good talent. If they do, then i say the guy doesn't know the golden nugget is just a phone call away.

In short, we got independent talent, you will only earn 1/3 of what your suppose to get, you might aswell keep your college funds to yourself~ tongue.gif

Now before one guy say, "You don't deserve more because you are new" excuse. Here is what is happening, if you are willing to earn such a low pay, and still be happy with it, then its fine. But remmeber, even a noob in that industry, earns way more then a veteran here if your employed in AUS or Canada or etc. You are not suppose to be getting "monkey job" pay. rclxms.gif
*
That's the whole point of outsourcing.
meetxj9
post Mar 18 2011, 07:03 PM

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QUOTE(frags @ Mar 18 2011, 06:38 PM)
That's the whole point of outsourcing.
*
Exactly biggrin.gif The illusion we have here is that many believe that they are getting what they deserve, but in reality, your earning is no better then a braindead employee working at a perfume counter. Welcome to real world!! rclxms.gif

This post has been edited by meetxj9: Mar 18 2011, 07:06 PM
y3ivan
post Mar 18 2011, 07:18 PM

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QUOTE(meetxj9 @ Mar 18 2011, 07:03 PM)
Exactly biggrin.gif  The illusion we have here is that many believe that they are getting what they deserve, but in reality, your earning is no better then a braindead employee working at a perfume counter. Welcome to real world!! rclxms.gif
*
what to expect when your are the outsource team. if u demand alot, management will just abandon your team and seek out alternative teams. Similar case with Intel leaving MY. When it come to Globalization, Malaysian seem to be uncompetitive.

At least codemaster decided to provide jobs in MY. From what i know, not even 1 foreign AA game titles dared to touch MY. All i have seen MY game development team is only for MMORPG.

@killy

operation flash point:DR is not done by any MY team. or it wasnt listed in the credits. not too sure about the new one.

This post has been edited by y3ivan: Mar 18 2011, 07:28 PM
meetxj9
post Mar 18 2011, 07:26 PM

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QUOTE(y3ivan @ Mar 18 2011, 07:18 PM)
what to expect when your are the outsource team. if u demand alot, management will just abandon your team and seek out alternative teams. Similar case with Intel leaving MY. When it come to Globalization, Malaysian seem to be uncompetitive.

At least codemaster decided to provide jobs in MY. From what i know, not even 1 foreign AA game titles dared to touch MY. All i have seen MY game development team is only for MMORPG.
*
True, but here is icing on the cake. I manage to get a nice glimpse of figures and a few overheard conversations about our so called outsource profits. It would seem the cost to produce a project here, is 65%-70% of the original cost. So im pretty much geussing , if you actually have a chance to work on something good, but your pay is bad, you might wanna look at your CEO and how deep his pockets have gotten. Its not because he can't pay you more, its because why would he pay you more? rclxms.gif
Killy
post Mar 18 2011, 08:06 PM

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QUOTE(meetxj9 @ Mar 18 2011, 07:03 PM)
Exactly biggrin.gif  The illusion we have here is that many believe that they are getting what they deserve, but in reality, your earning is no better then a braindead employee working at a perfume counter. Welcome to real world!! rclxms.gif
*
i think if you decide to work in MY, no game company would pay very well as compared to overseas... we're usually the low cost sweatshop laugh.gif
if you dont have the option to work overseas, what other choice is there?
i do agree that the wage situation is quite embarassing lol

what are you doing now that you're not in production?

QUOTE(y3ivan @ Mar 18 2011, 07:18 PM)
@killy

operation flash point:DR is not done by any MY team. or it wasnt listed in the credits. not too sure about the new one.
*
i'm pretty sure MY team was involved in OFP, not sure which one as there are several. some codies here in the forum have said as much...
i've also heard from Max, who was general manager there that they were involved. he was one of the mentors during my internship with MDeC
meetxj9
post Mar 18 2011, 09:17 PM

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I moved on to another job line in the advertising industry. Its a pretty okay job, and they have a solid ladder for you to climb if you actually do good. tongue.gif Will never go back to working for Production houses unless they don't mind to outsource to me as a freelancer. But still im improving on what i learn to make sure i don't fall behind.
Riolis
post Mar 30 2011, 01:11 PM

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Dang, this thread is too depressing to read.

QUOTE(Killy @ Mar 18 2011, 08:06 PM)
i think if you decide to work in MY, no game company would pay very well as compared to overseas... we're usually the low cost sweatshop laugh.gif
if you dont have the option to work overseas, what other choice is there?
i do agree that the wage situation is quite embarassing lol
Maybe for westerns game companies. In Japan, sweatshops with a higher cost of living. I tried overseas, it ain't heaven. I guess there is no such things in a game company.


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