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19 Jun '03 14:09:53
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Yes i'm sad, i'm sat watching neighbours (i'm a student) and about 10 minutes into today's episode is a sceen where harold bishop stands holding some sort of a catalog with an ad for the Xbox. How much did microsoft play for this?
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19 Jun '03 14:13:51
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Harold would never endorse such an un-Godly item. Unless he was planning to hollow one out and turn it into a Salvation Army Shelter for homeless kangaroos.
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19 Jun '03 14:20:44
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Blerk wrote:
Harold would never endorse such an un-Godly item. Unless he was planning to hollow one out and turn it into a Salvation Army Shelter for homeless kangaroos.
And thats just the controller, Imagine what they could fit in a hollowed out Xbox Console.
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19 Jun '03 14:53:06
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>i'm a student
I'm not sure that counts as an excuse. I like killing brain cells and causing myself pain is a beter one.
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19 Jun '03 15:12:09
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My excuse is that i've finish my final exams and i'm busy trying to find a job as a game designer, it's just on in the background.
monsta
Ps I've been told that i should have so example desgns ready. I have loads of ideas (i know that they will never use themm but just to show that i do have an imagination), but i need to know if there is any standard way in which they should be presented. Any hints would be useful
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19 Jun '03 15:32:03
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Some people will tell you a 300 page design document is a good start. I think (hope and pray) that that was just a fad some designers went though. From what I read (and have picked up) it seems to be very different from company to company but as everything goes more commercial you need to at least have everything important on paper. You're unlikely to start off with 2 pages and expect people to ask you about the details.
If you haven't already then check out http://www.gamasutra.com /">Gama. Good resource for most things and when you sign up you'll get the newsletter to point out all the new content (most of it is worth a read if you understand it).
I wish you all the luck. One day I'm going to have to try and break into the industry proper but for now I'll keep on building up the debts from a non relevant education and keeping my foot in the door doing this and that.
I know a few people who got good experience through QA and I'm told that is your best bet at getting a foot in the door if you can't get to design positions immediatly. Also if you are working on building a resume then amateur work (mod development) can help but make sure your team can be trusted (try and find local talent with enthusiasm with regular face to face meeting over things like LANs) and that you don't turn out some 3rd rate unoriginal mod.
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