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  • Four Key Traits for Designers | Thomas Grové's Blog
    this could be squeezed into similar traits for a technical solutions provider software architect lion says April 26 2012 at 11 32 pm Other traits that are important but which I didn t include An Eye for Quality Designers should be bothered by bad performance bad ergonomics bad aesthetics etc Maybe this can be a sub point of Right Attitude Be Smart I have a few spacial reasoning and algebra questions on my design test Getting them correct doesn t determine if a candidate passes but it doesn t hurt Being smart may also be a prerequisite for knowing what is essential tom bentz says April 27 2012 at 6 33 pm Totally agree that these are fundamental lion says April 29 2012 at 3 56 am I ve been cross posting my blog on Gamasutra A reader there had a question that I responded to I will duplicate that exchange here Geoffrey Kuhns Those key points are pretty safe to say since I don t know who d disagree But the breakdowns are insightful Of course designers need to provide solutions but the suggestion for offering three complete with pros and cons is good advice Also insightful are the brief comparisons between the skillsets of different team members under Communication Thomas you said These are the traits that I look for when hiring designers What have you found to be the most effective ways people exhibit these traits Thomas Grové First candidates take an aptitude test Then they interview Then they have a two month probation during which they do about two weeks of training So we have a few opportunities to see if the candidates fit our needs Some of these traits are hard to prove but I ll try to outline some of the ways that we look for these to be exhibited Know What is Essential Have a candidate play some games and then ask them to suggest removing some graphical elements or features and why they chose those elements Hopefully they don t suggest anything core to defining the game Communication We can see the quality of their writing in the test their speaking in the interview and there are also some opportunities for diagraming labeling in the test If we are unclear on a point we can ask them to explain in more detail to us Sometime I ask them to show me what they mean on a white board Right Attitude This one will come out in the probation period for sure But you can also get some sense in the test or interview if they might be lazy For instance I don t think any of the test questions are very difficult but sometimes people leave them blank I d like to see that they at least gave it a solid try There is one question that is difficult for a lot of people but can be solved by almost anyone if given enough time If it was done incorrectly I ll

    Original URL path: http://www.lion-gv.com/blog/four-key-traits-for-designers/ (2016-04-26)
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  • Seven Steps for Better Documents | Thomas Grové's Blog
    is organized well The main parameters I adjust are the spacings above and below paragraphs and the fonts styles I don t like my headings to be italicized Depending on the program you may also need to adjust the font sizes I also try to remove any double line breaks from my text at this point opting instead for achieving my desired line spacing in the style definitions Step 6 Visual Clarification What points of your document are hard to explain in words Maybe a diagram can explain your point more clearly My preferred tools for most diagrams are either pencil and paper use a scanner to capture the image or Adobe Illustrator The reason I like Illustrator more than Photoshop is that it is easier to move your elements around and it encourages a design that can work in silhouette You can make notes about what kind of visual support you will need as they come to mind Here s an example IMAGE include a screenshot of X here If you plan on using Powerpoint or Indesign for your final presentation then you don t need to include those images in your word document If you plan on making your final presentation in Word or Open Office then you can start to include those supporting images in line at this point Don t worry too much about the placement or text wrapping mode save that detailed alignment for the Page Layout stage Step 7 Page Layout Don t worry about the layout of your document until your table of contents your document outline is close to complete If you move into the layout stage too early you will avoid making changes to your content since a change in content will likely mean a change in page layout too Once you are happy with the content you can begin to format your document using something like Word Powerpoint or Indesign Because you ve already used text styles creating a consistent style in your layout will be a lot easier I recommend Never edit the formatting of text directly always edit the paragraph style that the text s formatting derives from If you do edit the text directly be sure to update the style from the selected text right away to ensure that you don t have miss matched styles down the road Depending on the Length of your document you may choose to remove your table of contents once you ve reached the Page Layout stage An Alternate Method An alternate method to the one presented here would be to write an outline first In my method the ToC becomes the outline and changes over time An outline first method would be good when You have a strict set of points that you need to cover your boss or client gives you a list of topics they are expecting to see covered The kind of document you re working on is new to you and you don t know where

    Original URL path: http://www.lion-gv.com/blog/seven-steps-for-better-documents/ (2016-04-26)
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  • Scranton Excalibur Interview | Thomas Grové's Blog
    animation and scheduling 6 When going into the gaming industry what would be the be the best strategy in starting with a company even if you ve just major in game design The best strategy is to have some finished games playable prototypes or visual prototypes on hand That means you already need to be a game designer before you can find work as a game designer Most companies don t want to take the time to train you up so it is up to you to prove that you already have what it takes If you don t have any of these prototypes then you ll have to start as a QA tester unless you happen to luck out and find someone willing to take a chance on you Programmers and artists are going to have an easier time getting work right out of school because 1 everyone seems to be in need of programmers all the time and 2 an artist has an easily assessed portfolio Of course I ve seen many bad artist portfolios and I d never give them any work 7 In your opinion what would you have to say game designers today lack in when making games 1 Knowledge of the process of making games how to mitigate risk find the fun and tune polish The secret sauce to game development is in many cases handed down from master to disciple and it is hard to find masters to learn from 2 Focus too many people focus on the story without getting the basic gameplay loops done right 3 Time ten months is not enough time to develop an original movie tie in game that can match up to Call of Duty 8 What would you say would be the most difficult part of being a game designer It is expected that you ll have to fight hard to prove the validity of your ideas that s fine but the most frustrating part of being a game designer is when you re working at a studio that is too egalitarian where an animator artist or programmer might not follow through on the direction because they personally disagree with it Design by committee doesn t normally work out too well Game development should be more of a meritocracy to avoid mediocracy 9 What would say makes a game good in such areas like the gameplay and the development A clear focus My friend David Sirlin wrote an article about Subtractive Design which would be a good starting point Furthermore in action games here are some things that make them good responsive and intuitive controls interesting yet somewhat predictable enemy behavior and interesting setups where the enemies are placed and events in the level design 10 What role do you think game design plays in society or the media Some think that games have the power to improve the ways in which we learn about complex systems or on the job training or elementary skills and

    Original URL path: http://www.lion-gv.com/blog/scranton-excalibur-interview/ (2016-04-26)
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  • Game Dev | Thomas Grové's Blog | Page 2
    Vienna Austria where we visited our friends Lev Christoph Claudia and Babsi While there we attended the Game City event and visited the swank Continue reading Posted in Game Dev Travel Unity 1 Comment A day of releases Posted on July 11 2008 by lion Yesterday was pretty eventful First of all the Game Career Guide was released you can get it here for free as a web viewable magazine or as a downloadable PDF It includes a top ten list for aspiring producers written Continue reading Posted in Game Dev 2 Comments Moving Media Posted on June 23 2008 by lion Dancing is a series of videos on wherethehellismatt com I found out about this on my friend Dan s blog These videos which have gotten progressively better are really amazing If you have time I suggest watching them in this order Dancing Continue reading Posted in Game Game Dev Motion Picture Philosophy Reviews Travel Leave a comment Studio Interrupt Rebirth Posted on May 3 2008 by lion The minimal website for Studio Interrupt my new venture went up earlier this week Studio Interrupt shares the name of a previous entity through which I used to collaborated with friends during university a name I continued to use as Continue reading Posted in Game Dev 1 Comment What Games Do Game Developers Look Up To Posted on October 26 2007 by lion Stormfront Studios sent out an email to their employees this week asking what games they respect for their fun creativity innovation and quality There will be a vote to determine the top four names which will be used to name Continue reading Posted in Game Dev Leave a comment Unite 2007 Event Coverage Posted on October 15 2007 by lion I have been keeping my eye on an

    Original URL path: http://www.lion-gv.com/blog/category/game-dev/page/2/ (2016-04-26)
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  • Note to Self… | Thomas Grové's Blog
    practiced in their art So this post is a call to arms to myself and to anyone else likewise afflicted by this delusion Stop trying to invent yourself as a genius and start thinking of yourself as a competent craftsman Further Reading I m reminded of this rant from Chris Hecker where he tells indies to fully explore their ideas Or Neil Geiman s commencement speach advising students to make good art no matter what s happening in their life Chris Hecker specifically calls out Jonathan Blow s Braid as an example of an indie game that fully explores the depths of a game mechanic It is incidentally a very polished product all around it isn t just the game mechanic Braid while seemingly a work of genius is actually a refined products crafted with attention to detail by hands well practiced in their art Like the Sistine Chapel it was a feat accomplished after many years of labor Or to put it another way genius is hard work And you know what if you just want to release a bunch of not fully explored ideas a bunch of experiments that s fine In fact if you re just starting out that s what you should do But please do something Do something and refine your craft This entry was posted in Game Dev Philosophy Bookmark the permalink Infinite Gratitude to Death The Professional Designer 2 Responses to Note to Self Sara Tharp Textoris says September 20 2012 at 3 31 am I enjoyed very nice Thomas Maria says December 21 2015 at 11 40 pm Comment s author 子青08 18 07 12 58 00 AM這樣啊 學長下次我陪你去旅行 健行好了我不知道你曉不曉得我剛到台灣讀書的時候 第一學期覺得自己快要收拾行李打道回府的時候是你一次又一次 一句又一句的鼓勵 讓我振作起來你一直是我的模範 榜樣如果 你認為一個處處真心待人 給予學弟學妹最真誠的建議 鼓勵成為很多人的模範引令別人走上研究道路的男人不帥的話 我可無話可說啊還有 如果手腦不協調還能以果繩為博士研究課題那肯定可以出一本非常勵志感人的自傳了學長 沒有正妹 那又怎樣 Leave a Reply Cancel reply Your email address will not be

    Original URL path: http://www.lion-gv.com/blog/note-to-self/ (2016-04-26)
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  • Threats to Ouya — You Win! | Thomas Grové's Blog
    Regardless of Ouya s potential success or failure in the marketplace both consumers and developers will come out on top Why developers win Market Defragmentation One of the biggest problems with Android on mobile phone is the wide range of resolutions interfaces aspect ratios and system specs This is called hardware fragmentation Only large companies like Gameloft really have the resources to properly support porting to a fragmented market While smart TVs Ouya and other consoles might not share standard controllers or hardware specs they will share the resolution and aspect ratio of HD television This is more than half the battle Many have critizised Ouya s chioce of Tegra 3 as being not powerful enough but I think it makes sense as a minimum system spec to target for small developers Make your game run well on Ouya and it will run well on any newer system that hits the market Differences in gamepad isn t a big issue as they mostly mimic the successful playstation controller Author Once Deploy Anywhere Back when I was the marketing manager for Unity we used the slogan Author Once Deploy Anywhere The idea is that a small or even large developer can create their content and then deploy to multiple platforms with a single click It isn t quite that easy as you do need to take differences in controller interface screen resolution aspect ratio and system specs into consideration If you re developing an iPhone game it might not make sense for you to port to more than the top 5 Android phones and Tablets but because Ouya leverages a Chipset OS combination that is widely used and because of the defragmentation mentioned above the market should be significant enough to warrant the relatively little effort to create the port especially

    Original URL path: http://www.lion-gv.com/blog/threats-to-ouya-you-win/ (2016-04-26)
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  • The Basics of Scrum | Thomas Grové's Blog
    Owner can determine what features a development team works on but not how the work gets done Development teams take the top priority features from the Product Backlog and determine what tasks need to be done to complete the requirements of said features They estimate how long the tasks will take to complete and they verbally commit to completing them during the daily standup meetings Because the how is in their hands and because they verbally commit to completing tasks members of development teams are more likely to become highly functional teams capable of solving complex problems The Contract Stakeholders agree not to interfere with a development team during the duration of a sprint if they have a new top priority item it can be added to the product backlog and worked on in the next sprint if it really is top priority and the development team commits to transparency and delivering value by the end of each sprint That means a working increment of the product composed of the highest priority features Implementing Scrum The easiest aspect of scrum to implement is the daily 15 minute stand up meeting In this meeting each member of the development team says What they finished since the previous stand up meeting What they plan on finishing before the next stand up meeting Anything that is blocking them from finishing their tasks You don t even have to be using Scrum to take advantage of this short daily meeting The rest of scrum is a lot more confusing For instance the classes and books don t really tell you exactly how to implement a Product Backlog nor the right way to do it for your organization My advice is to follow a kaizen process for all of this other stuff too Just start to make a Product Backlog Don t care about writing the perfect story or making the perfect estimate or doing the perfect grooming or the perfect prioritization Just get started and make adjustments as you come across problems Scrum is fairly open to tweaking so long as you don t do anything to reduce the three pillars of inspection adaptation and transparency By the way I ve talked a little bit about Product Owners and Development Teams but there is one more role in a Scrum Team that I have yet to mention the Scrum Master The role of the Scrum Master is that of a servent leader Their main responsibility is to ensure that the Scrum framework is being used properly that means educating the organization development team and product owner about Scrum facilitating the timeboxed events as needed and maintaining the artifacts as needed the team can do these things too Their other main tasks are to identify and remove impediments to the development team facilitate communication between the development team and the product owner and to otherwise be an advocate for the development team Further Reading The Scrum Guide PDF Agile Game Development with Scrum Amazon Scrum

    Original URL path: http://www.lion-gv.com/blog/the-basics-of-scrum/ (2016-04-26)
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  • Gameloft Vietnam’s First Game Jam A Success | Thomas Grové's Blog
    we had 8 teams competing most of them using Unity for the first time The results were fantastic Stefan and I spent our time split between helping the teams to solve their bugs and working on our own game entitled Roll Notes After the game loads you ll need to click on the web player once more to bring focus to it Controls left right arrow keys to move space key to jump This entry was posted in Game Dev Unity Bookmark the permalink MDTDS 14 Minute Presentation 9forthe90s Leave a Reply Cancel reply Your email address will not be published Required fields are marked Comment Name Email Website Search for Categories Acting 1 Articles 6 Asides 7 Business 3 Design 10 Dreams 1 Education 2 Events 5 Game 8 Game Dev 30 Life 11 Mac 1 Miscellaneous 6 Motion Picture 1 Music 7 Philosophy 29 Poetry 19 Politics 2 Reviews 5 Shugyo 7 Tek 8 Tools 4 Travel 9 Tutorial 3 Unity 8 Video 5 Recent Comments Lou on The Question http www krums1 com on Ghettonet The Internet Meets The Pony Express http www wendelltucker com on Game Marketer Points Finger at Developers http www wendelltucker com on

    Original URL path: http://www.lion-gv.com/blog/gameloft-vietnams-first-game-jam-a-success/ (2016-04-26)
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