View Full Version : Trials & Tribulations; Article Research
DanMarshall
03-17-2005, 08:15 AM
Hi guys--
I've been reading these forums for some time now, but have only just thought of something to write about...!
I'm creating a series of articles about Indie Life, and was wondering if anyone has any embarrassing/ funny/ interesting stories about fitting in game programming with real life.
I once got caught in a very very dull meeting not paying attention, instead sketching a great big new gun design for my game, complete with stats for refire rate, hit damage etc. Try explaining that one.
Anyone got anything they'd like to share?
Cheers,
Dan
ManuelFLara
03-17-2005, 08:25 AM
Does trying to explain 'how games are done' (being asked) counts? That usually is an embarrasing situation, as _any_ correct answer will make you look weird :)
ggambett
03-17-2005, 08:33 AM
When getting too involved with certain features, I start having weird thoughts. They last fractions of a second but are really weird. Such as looking at the sky and thinking "nice clouds, I wonder if these are volumetric or billboards". Same with shadows at noon : "edges are well defined, must be stencil shadows".
A very recent one, I was having my hair cut yesterday, and looked at the ceiling, which had some shallow holes (sorry, I don't know what it's called in english) and a very close light, and I automatically thought "bump mapped".
Yeah, I'm sick :)
DanMarshall
03-17-2005, 08:52 AM
Hah. I think we've all been there. Useful, though: on several occasions I've been struck by an impressive bit of real-world lighting and thought to myself "That looks nice. I'm nicking that..."
Coyote
03-17-2005, 09:02 AM
I know at one point I got so involved with a couple of adventure games that in real life I found myself thinking out of habit that I should save my game first before trying something.
One of the coolest experiences in my career as a full-time game developer was when I was working on our first two games, and I got pulled into a late design meeting to work out the details of the four "Canyon" bosses for the Playstation game "Warhawk (http://psx.mobygames.com/game/sheet/gameId,7690/)" We ordered dinner, I think, and the meeting went for about three hours.
I remember thinking at one point, "Holy crap. Here I am, in a nice office conference room, with a bunch of professionals in an earnest discussion about laser bolts and missile launchers and eye-rays." Ah, the honeymoon phase of working for a game company... :)
Raptisoft
03-17-2005, 09:04 AM
I once got caught in a very very dull meeting not paying attention, instead sketching a great big new gun design for my game, complete with stats for refire rate, hit damage etc. Try explaining that one.
Hahaha, I had the exact same thing happen to me. Except my sketch was a wacky looking dinosaur for Eggsucker, with his tongue hanging out, and throwing eggs.
After the meeting: "John, can you step into my office for a moment?"
ggambett
03-17-2005, 09:26 AM
And another recent one : after playing too much Enemy Territory, I go through real life wanting to use the binoculars whenever I look at something distant.
BantamCityGames
03-17-2005, 03:31 PM
I often try to imagine what algorithm God uses to generate things, like tree placement, people's personality "subroutines", weather, etc. Putting a programmer's spin on theology I guess.
papillon
03-17-2005, 04:42 PM
I tend to respond to *any* wacky thing anyone says (or photograph they post) with "And I would make a game of this by...." which tends to annoy people trying to talk to me.
Partially it's just desperation, though. I also greet physical objects with "Can I sell this on ebay?"
I tend to in public, if I can avoid it, not say I make games. I tend to go with "I'm a software developer", as really, who wants to know what a software developer does. :D. Can you tell I'm anti-social? :D I used to, and if some guy visits our office and asks I tell them (yeah, try to explain the arcade machines, gaming tables, toys), but it's a lot of work. :)
Surrealix
03-17-2005, 07:54 PM
After extended peroids of typing or drawing on the computer, I'll go to write a short note , or do some sketching on paper, and find myself wondering how to "Ctl+Z" when I make a mistake.
Sharpfish
03-17-2005, 11:21 PM
I too, often get caught up comparing real-life to graphics technology. I am forever commenting on shadows, specular reflections, refractions etc to my fiancee'.. started off as a joke "wow, look at that lightmapping" in a supermarket, but sadly it stuck and now I seriously do see real world lighting in gaming terms for a split second.
Also had quite a few "surreal" game related experiences working where I do at the moment (Codemasters UK) but I'd best not mention them due to NDAs... :D
And another thing, DREAMS.. I dream about games in development, I used to dream about the levels I designed, and sometimes the dreams have helped me overcome a problem. I have even seen the design of things in my dreams that I had been struggling over in real life. Bonus!! ;)
DanMarshall
03-18-2005, 01:00 AM
I remember reading a C++ primer, and the guy mentioned something about programmers in lifts frequently getting off a stop early as they were accounting for offset...!
Anthony Flack
03-18-2005, 01:21 AM
Does trying to explain 'how games are done' (being asked) counts?
It's not just me then. I guess everyone here gets asked this a lot. "You make games? Wow. How do you do that?"
Happens every time. What are you supposed to say? "Er, I type them in"? What kind of response are they expecting? I've never figured it out.
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