Work at Splash Damage: Artists, Programmers, Producer Wanted


(kamikazee) #21

[QUOTE=metal_head25;341151]Please take time to act on this constructive citicism[/QUOTE]While your post appears valid, this isn’t the right thread to post it in…

But as we are talking about anyway, since you are software developer, tell me how you like forced deadlines. How often do you get something 100% working when you have no say in said deadline?


(king_troll) #23

why would splash recode most of quakewars engine if they didnt have a plan on using it like a open licence, like valve done with HL2 and source engine which is idtech2 or 3

the only thing that might hold brinks idtech4 back for future use is 32,000x megatexture size all quakewars maps are a unit size of, which is probaly the limit, they might always be able to get some new code off of id for 2 or 3 times bigger max unit size, id will always keep the maximum megatexture size to themselves

they can employ a dedicated openGL wizard, and get them to sit in the corner making 1000`s of render prog files to manipulate and be added to all materials for extra shine


(Mustang) #24

Considering the effort that went into making Brink multiplatformable I think it’ll be the starting point for their next venture
Not to mention everyone knows the code and engine inside out


(king_troll) #25

idtech4 is already multiplatform, idtech has always been able to run on windows/linux/mac, idtech4 Q4 got xbox and PS3 if PS3 is all of the #ifdef xenon bits of code in the driver

most code is all the same, outside of cpu architecture, if a game uses openGL

idLib/precompiled.h is included in all /game/.cpp files and runs on compiler defines and includes platform compiler <includes> for time and strings etc


(Mustang) #26

I don’t dispute your statements
What I would add is that I’ve watched and read numerous developer interviews stating that it was a challenge for SD to move into multiplatform (with reference to Xbox and probably more specifically PS3), which is where the source of my post stems from


(king_troll) #27

still, outside of cpu architecture code. and some stupid little things in the main platform includes tzset and _tzset and other random stuff, most of the code is the same

the real challenge is finding info on platform code changes for all of the main includes, MSDN is a breeze compared to linux info and random forum posts all trying to work out the same thing

which in a function you

#ifdef COMPILER

#elif ANOTHER

#else

#endif


(Fabzil) #28

Hi there !
Quite a passionate debate :slight_smile:

I just wanted to say that I tried to send some CV & stuff to the adress : jobs@splashdamage.com
and all I got was a nice & shiny

Delivery Status Notification (Failure)

This is an automatically generated Delivery Status Notification.
Delivery to the following recipients failed.

Any guess ?


(metal_head25) #29

Well I don’t like forced deadlines but thats what industry is all about; if you don’t have them then the rate of innovation significantly decreases. Furthermore why move the deadline forward a week if it wasn’t ready?


(SphereCow) #30

Honestly, are you guys are going to do a sequel in the vein of Quake Wars?

Having played Q3A and ET a lot before that game I was a serious hater of vehicles because how hard they dominated infantry combat in a lot of games, but ET:QW was really such a good balance of different things.

You guys should get on a sequel. ASAP. : O


(kamikazee) #31

[QUOTE=metal_head25;345731]Furthermore why move the deadline forward a week if it wasn’t ready?[/QUOTE]Maybe to give the game it’s own release week? I believe The Witcher 2 and L.A. Noire got released one week after, thus the beancounters might have concluded that it would be best to rush the release as well as the game.


(badman) #32

[quote=Fabzil;345217]Hi there !
Quite a passionate debate :slight_smile:

I just wanted to say that I tried to send some CV & stuff to the adress : jobs@splashdamage.com
and all I got was a nice & shiny

Any guess ?[/quote]
Is that the full error message? :o


(Fabzil) #33

Object : Delivery Status Notification (Failure)‏
Sender : postmaster​@mail.hotma​il.com
Message :

This is an automatically generated Delivery Status Notification.

Delivery to the following recipients failed.

   [email]jobs@splashdamage.com[/email]


and here copy of my original mess

I don’t think it was the joined files because they were just 2 and weight 23Ko each…

Hope it will help ! :stroggbanana:


(Fabzil) #34

Today, seems to work :slight_smile:


(.FROST.) #35

Small selection of my Portfolio.

http://msc-frost-msc.deviantart.com/gallery/

There is more on my FB page. Link below.

Everything is done with real colors and brush and pencil and ink. But I also have some experience with PS and Maya.


(Verticae) #36

[QUOTE=.FROST.;360298]Small selection of my Portfolio.

http://msc-frost-msc.deviantart.com/gallery/

There is more on my FB page. Link below.

Everything is done with real colors and brush and pencil and ink. But I also have some experience with PS and Maya.[/QUOTE]

While that’s some amazing work, it seems to be mostly illustrations, rather than concept art. :B


(.FROST.) #37

I can adapt :slight_smile:


(tokamak) #38

What would be requisites for a producer job, besides the obvious experience in other production positions.

They want you to be able to conjure impressions on concepts, styles and details really fast. You sure have talent so try to prove you can easily create lots of original work.


(Crytiqal) #39

[QUOTE=Loffy;340051]A rolling stone gathers no moss - the SD Machine keeps on moving forward
:stroggtapir:[/QUOTE]

Actually, I thought this was proven to be incorrect.

EDIT:
Well, seems Mythbusters have confirmed it tho…


(tokamak) #40

From a layman’s perspective the Unreal engine really seems far more favourable. Especially for environments like in Brink. If they’re going for vehicles and terrain again, then IdTech 5 seems a better choice.


(Indloon) #41

I doubt that Splashdamage will use Unreal Engine.
Unreal Engine is not for SD games ^^
I would like to see Id Tech 5 on BRINK 2/ET:QW2/W:ET2.

‘Off Topic’
Only reason why I love Unreal Engine.
Is because it has Scaleform UI.
Its just amazing flash UI solution.
And I’m still waiting for API to include it to W:ET /o\