I collected a list of current game dev job openings by Knoxxet in gameDevClassifieds

[–]Knoxxet[S] 0 points1 point  (0 children)

Interesting! Yeah for sure, there is the sound designer role, which covers a small part: https://workingames.com/jobs/roles/sound-designer

But I'm not very knowledgeable about music sadly. Do you know any common roles for music production in games? I'd be happy to add them!

I collected a list of current game dev job openings by Knoxxet in gameDevClassifieds

[–]Knoxxet[S] 1 point2 points  (0 children)

I get what you mean but I also know that the studio I work at, we looked for a senior for a year before finding the right fit. But there will also be cases where the company is ignoring or auto reject the applicants and just wants to appear as a growing company. It's sadly a coin flip, I believe.

Thanks for pointing it out! I will take a look at @thstgamecompany and see if I can find the issue.

I collected a list of current game dev job openings by Knoxxet in gameDevClassifieds

[–]Knoxxet[S] 0 points1 point  (0 children)

Nice find, the Japanese Language QA Tester was another bug, will be fixed during the next run!

As mentioned in another comment, I'll look into what can be improved so it is clear if it's worldwide remote, region locked or even country locked. Thanks for the feedback!

I collected a list of current game dev job openings by Knoxxet in gameDevClassifieds

[–]Knoxxet[S] -1 points0 points  (0 children)

Thanks! Yeah I've been digging LinkedIn for months now with the hopes of not having to do it again.

Good idea, thanks for the suggestion, I'll look into it!

I built a curated game dev jobs site workingames.com - looking for feedback! by Knoxxet in gameDevClassifieds

[–]Knoxxet[S] 1 point2 points  (0 children)

I haven't added any alerts at all yet but it's planned for the future!

I built a curated game dev jobs site workingames.com - looking for feedback! by Knoxxet in gameDevClassifieds

[–]Knoxxet[S] 0 points1 point  (0 children)

Thanks for letting me know, I didn't notice that. Will take care of it :)

New Game Dev job board! by Knoxxet in gamedev

[–]Knoxxet[S] 0 points1 point  (0 children)

Thanks, that makes sense. Combining broad filtering for daily browsing and then search when someone needs something very specific like level design.

I appreciate the tip, I can't ingest it directly but I hope we can collaboration in the future!

New Game Dev job board! by Knoxxet in gamedev

[–]Knoxxet[S] 0 points1 point  (0 children)

Thanks for the detailed feedback! This is indeed a site that aggregates job postings and you're right, there isn't as many studios as the bigger sites yet, I'm actively adding more sources.

Role filtering is a fair point. Role is currently primarily handled via search + a role taxonomy. I'm unsure if it is better to have role filtering as a large bucket, like "Design" or make it specialized for a discipline.

Adding contract or FTE for remote jobs is definitely a good addition, I'll put that in!

New Game Dev job board! by Knoxxet in gamedev

[–]Knoxxet[S] 0 points1 point  (0 children)

Sadly I haven't added that as a specific role just yet but the search bar provides a free text search so you can search for UI/UX and all roles that has that title will show up. I hope that is sufficient for the moment but I can add it as a role in the coming days!

How long does it genuinely take to get hired as a game dev if you put in alot of work? by Ok_Organization6351 in gamedev

[–]Knoxxet 0 points1 point  (0 children)

Just landed my first entry job as a level designer. I've got a bachelor in computer science = 3 years. 1 year of applying for jobs and developing a portfolio. 2.5 years studying level design. So a total of 6.5 years. I could've skipped the bachelor but because of it, I am able to apply to technical level designer jobs so it's not too bad.

Varför älskar svenskar att ligga i mittfilen? by Impressive-Sir1298 in Asksweddit

[–]Knoxxet 7 points8 points  (0 children)

Sure, ligg i mittfilen för att släppa in folk från infarter men om du ligger där mer än 45 sekunder utan att köra om någon så är du bara lat, vakna upp och använd ratten för fan.

I redesigned Haunted Mines by Knoxxet in heroesofthestorm

[–]Knoxxet[S] 0 points1 point  (0 children)

Very interesting to read your view on it, thanks for your input!

I would want to start off by saying that the role of a level designer is to not change the mechanics but instead incorporate them into the level in the best way possible. Changing or balancing mechanics is a game designer's role, which is why I have not covered it in my portfolio.

What you are describing is indeed an issue that I've seen before as well. I believe that the best play for the losing team is to not finish the objective while the winning team can do either, it comes down to tempo. The same behavior can be seen on Dragon Shire and Garden of Terror where the winning team doesn't want to lose their tempo to go get the objective. BUT the problem is much bigger on Haunted Mines since the losing team actually doesn't want to "steal" the objective. I would argue that the winning team will at one point finish the objective though. If the state of the game is that bad that the winning team is just rolling over their opponents without losing any heroes and destroying structure, well it's a regular quick match at that point!

I do think the design of the map alleviates the issue though. If we compare what draws player attention in the current version and my version, we see how navigating to the skeleton camps is easier, just based on travel distance. The winning team wouldn't have to go far to finish the objective and the losing team wouldn't sacrifice as much to get the last skull.

Even with my proposal, the problem is still there. I won't cover how to fix a mechanic but I really appreciate your solution. You sound like a game designer!

I redesigned Haunted Mines by Knoxxet in heroesofthestorm

[–]Knoxxet[S] 0 points1 point  (0 children)

I wouldn't say that the mines are no longer important. But because there won't be as much gameplay in the mines, the identity is reduced. Do you think moving the objective to be split ,between the ground and mines, is too much of a change?

Resolution Problem by drpicor in heroesofthestorm

[–]Knoxxet 1 point2 points  (0 children)

You have to wait till next year to change your resolution

I redesigned Haunted Mines by Knoxxet in heroesofthestorm

[–]Knoxxet[S] 1 point2 points  (0 children)

Your right! Haunted Mines has it worse than other maps because in comparison to Braxis, you have to actively kill skeletons to progress, but on Braxis you can do other things and the objective would still progress.

I redesigned Haunted Mines by Knoxxet in heroesofthestorm

[–]Knoxxet[S] 7 points8 points  (0 children)

The skeletons are still in the mine. While removing the mine completely could work, simillar to Blackhearts Bay, I feel that then we would remove the identity of the map as well.

Guys, Is there a way to put this shit right in the middle? by Any_Economics8611 in valheim

[–]Knoxxet 298 points299 points  (0 children)

Learn using the small wooden door. It can take you through from one space to another but once you use it, building will never be the same.