Absolute truth here. One thing I can tell you is never work for or with your heroes.
Never 'for' because it makes you exploitable.
Never 'with' as the real human will spoil any love you had for their work. #gamedev
The games industry takes the "dream" energy of young employees and milks it. You work long hours, accept unpaid overtime or low wages because you hunger to be part of that dream.
You are easily exploited and discarded once you wake up or are burnt out.
Instead aim for companies and teams that you feel will support and mesh with you, that will care to some degree about you.
This is why I suggest starting with established indy if you can, rather than throwing yourself into the AAA machine.
The best experiences I have had in over 25 years of gamedev all over the world have been smaller teams.
I have been at Ubisoft, Rocksteady, I have been in a company that went from 5 people to hundreds... and honestly the best gamedev happens when a handful of people vibe.
Rather than aim for a dream company, look for a dream lifestyle.
If you love games and love making games, then find people who wanna help you do that.
The worst thing that can happen to you is you fulfil your dream.
It's great looking up at the mountain peak, but if you get there you learn that it's cold, there is no air and there is no shelter.
Find your village.
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Okay so lemme just drop a serious lesson about game design for this whole trending thing.
Why is this the ideal design and can we boil it down further.
Yes, we can.
This design is simply a difficulty slider.
That's it.
You have a choice at every single stage to make your life harder or easier by picking a direction.
With dungeon levels, the idea is that the deeper you go, the deadlier it becomes.
As you press on, your opponents get harder and your resources are used up.
Reversing your direction takes you back to a safe space with resources.
The comments fall into three main categories.
A) people naming games that do this.
B) people saying they enjoy the fuck all bits because holding down a stick is fun.
C) people who do not understand what a joke is and are very angry about the lack of detail in my diagram.
This is, brace yourself, not a complete game design document.
But if you want a complete one I offer reasonable rates for design :)
I mean, a complete one would need at least a few dots on it with things like "rock you clip through here" and "npc encounter that fucks up if you approach from wrong direction".
And if you like Elden Ring I could copy paste a few bosses and slap on a red fresnel shader.
My hand sculpted oldschool chaos dwarfs are returning to production!
@FenrisGames in the UK will be releasing the entire range, including the unreleased variants.
Shipping from the UK in the top quality resin you expect from Fenris.
I am currently working on adjusting the masters taking advantage of the new material- (so the flag poles will be sturdy and modular).
I had to stop production on the original metal models because shipping from Australia suddenly became ridiculously expensive and the majority of my customers where in Europe.
Now you can grab ultra light models from the UK. :)
To give you an example- poke your finger into your hip joint at the side and move your leg around, find where the joint in a human is.
Okay so what you have no doubt discovered it it is near the outside of our leg, not the middle.
But this is because of how our bones work...
Human bones are curved, so they can absorb shock. You don't want a straight bone as the force will run down the length and shatter it. See how our hip socket is actually deep, comes out then bends down.
BUT 3d bones are a straight line between two pivots.