jackebensteiner
AnimJack
jackebensteiner

The Slackers kill me.. I immediately quit any game in which someone writes the word. Though I'm sure I'm equally painful to play with for them since I tend to be the Save It For Last guy.

He was playing Scribblenauts one day, and wrote "Tactical 3rd person shooter" to solve a puzzle and Hybrid started playing.

It may be different at 5th Cell, but I've seen two different schedule structures at the few studios I've been at. One is that everyone generally gets in between 9:30 and 10:30, then puts in at least their 8 hours. The other is the "core hours" system where there are set hours that everyone needs to be in for (say from

You know, I actually haven't. You think it's still worth checking out? I'm sure I could get a title or two pretty cheap nowadays.

Haha okay good, thank you. I'm glad to hear that I'm not totally losing touch with music these days!

Well that's exactly it. It would have to be done very differently. It would have to be less about spectacle all of the time. It would actually have to have a deeper narrative to it rather than a series of loose reasons for you to run to the next big explosion. So my point was that it isn't necessarily the setting

Because it still sells. Being that CoD is practically the best (at least the fastest) selling game *ever* -unless we count all of the Sims games/expansions combined - no games today sell as well as it does.

Well you know what hasn't been done, as far as I've experienced thus far, in a military shooter? Making me actually care about the soldiers I'm with/playing as. There's already some charged emotions involved with modern military stuff, if they only took advantage of that and harnessed it, we could have a pretty

Is that actually dubstep? I swear I don't know anymore. It sounded to me like just some badass rock. I guess with all of the mish-mashing dubstep remixes of songs from a variety of different styles, it's all blending together at this point.

I don't think it necessarily needs to work fictionally just because it works great in terms of a gameplay element. If the eyes were above the mouth, you'd have a weird disconnect aiming because you wouldn't easily be able see what your teeth were connecting with. That and it wouldn't feel anywhere near as badass and

Hey, right on. If it's an ongoing thing meant entirely to expose silly fanfic stuff, I can get on board with that. I saw this as a one-off thing and thought it was intended as semi-serious. To be fair, I could only make it like a quarter of the way through it hah. Anyways, carry on.

Not trying to be an ass, but why's this an article? It's a weird mash-up, sure, but it isn't particularly well-written or anything. I guess that's all a matter of opinion, but it seems very awkwardly written and as others have said it even continually misspells a character's name. Is this a really popular fanfic or

Maybe I'm crazy here, but these don't actually look that mindblowingly awesome.. At least I didn't think they were near photorealistic.

Actually, good game development is usually very fluid. If you set everything in stone from the beginning, you set yourself up to make a bland product. You'll never have all of the best ideas and the solutions to every problem from the beginning, so you can't lock yourself in like that. If you plan out general pillars

Having more time/money than teams typically have today would be fantastic. Unlimited time/money is a terrible thing though. With unlimited, it's just too open. There are no limits to force your creativity to find solutions to. You no longer have the need to filter ideas because you have enough resources for all of the

I agree with all of this. I think one reason for his exaggeration is partly due to his position. As a producer, his whole purpose is based on time limits and due dates. Without them, he has no job.

I don't think that's what they meant. I think it was that if you have unlimited money, you get Lucas-disease. The original Star Wars were made on a much smaller budget than the prequels and therefore a lot of the decisions made were done so as creative solutions for their lack of money. In the new movies, he had an

Jeremiah will have some invaluable suggestions I'm sure, but I have a couple thoughts. I just graduated about a year ago but I've worked at a number of studios already (as an artist).

I'm only an artist, but from what I've seen, I think you'd be hard-pressed to find a studio that would take a risk on someone without prior experience simply because budgets for AAA games are way too huge. If a studio is going to spend 30 million dollars making a game, they're going to have someone with a proven track

I'm an artist in games. Could you clarify your question a bit? Do you mean at his studio specifically or generally? Because it depends on if there are openings. If you mean how plentiful are the opportunities, I can tell you that it's tough. There's quite a few artists, and not enough positions. That isn't to say you