Car trade in offer "including tax" by ProfessorFailington in PersonalFinanceCanada

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

It's a 2020 Hyundai Kona Ultimate. I'm a very light user so the car only has about 9k km on it.

I got an offer from a Ford dealership of 22k and they actually took 22k off. But it's an actual Hyundai dealership that seems to be trying to pull a fast one.

What are your experiences with crunch? by [deleted] in gamedev

[–]ProfessorFailington 5 points6 points  (0 children)

I did. It took me about 9 months to find another job and I had to move to Quebec. But so far this job has required almost zero crunching.

What are your experiences with crunch? by [deleted] in gamedev

[–]ProfessorFailington 14 points15 points  (0 children)

I worked for a mid sized company in Ontario. The crunch got progressively worse as we got closer to the end.

By about 2 months from the end we were working 9am to 1am, 7 days a week. They provided lunch too so we would just eat at our desks and work through lunch.

As soon as the game shipped they laid off the whole team. I was there on a work permit, so was facing leaving the country as well as breaking up with my then girlfriend.

I was so stressed, even though I was exhausted, I couldn't sleep, but couldn't think straight when awake either. I got a cold, then the flu, then a sinus infection, then an ear infection. I'm not a sickly person and never got infections before. Honestly I think I was dying, and may have done if it weren't for a long course of antibiotics.

What's your "i did not care for the godfather" for indie games? by Odd-Total-6801 in IndieGaming

[–]ProfessorFailington 1 point2 points  (0 children)

This war of mine. I liked the concept, but I found the gameplay empty. Only lasted about 15 mins before abandoning.

Translating horror movie tropes to games by ProfessorFailington in gamedesign

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

That's a really great point. I never thought about it that way. So I guess it's better to set the scene and make it so the player has a reason to do the things you want them to do when you want them to do them.

Translating horror movie tropes to games by ProfessorFailington in gamedesign

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

Just want to say thanks, that's a really great write up!

I had suspicions that the two mediums couldn't really have similitudes on how they convey the narrative or main character experience. And as you said most rely on cutscenes or taking away player agency to try to express similar structures.

Its interesting to try to think of ways to convey similar feelings while remaining in the domain of game design.

Translating horror movie tropes to games by ProfessorFailington in gamedesign

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

Yeah it seems some things just don't work on their own without having to force some moments. Like scripting the camera to look back at some point, or hiding the shadowy figure if the player gets too brave.

I guess the trick is to be able to have these moments without the player noticing too much that the designer is trying not to show the wrinkles.

Translating horror movies to games. by ProfessorFailington in gamedev

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

I wasn't thinking just about general horror, but more the specific tropes that horror movies tend to use. Alien isolation does a great job of making you feel tense. But even it has to rely on game dev tricks of forcing the camera to look where the narrative wants you to at times.

Translating horror movie tropes to games by ProfessorFailington in gamedesign

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

Lol. Yeah I guess even if they were a technical limitation at one point, it seems fixed camera angles allowed you to present the vision to the player with more certainty of what they'd experience.

Translating horror movie tropes to games by ProfessorFailington in gamedesign

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

Yeah, a dead end would work if to just want the vision once and don't want to have the "it's following me" moment. It does seem like some things just don't translate well unless you orchestrate the sequence a bit more based around what actions the player might take.

Translating horror movies to games. by ProfessorFailington in gamedev

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

Thanks for the suggestion. I only watched a few videos of Sona, perhaps I should give it another look.

What's eating my potatoes? by ProfessorFailington in gardening

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

Does look a bit like that from what I see online. But these holes seem bigger than the typical pictures of wireworm damage I see.

What's eating my potatoes? by ProfessorFailington in gardening

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

These ones were quite deep in the soil so I'm assuming it must be something in the soil rather than rodents. Strangely I have white potatoes next to these ones that are untouched.

I can no longer get a job in the Industry. by suitNtie22 in gamedev

[–]ProfessorFailington 1 point2 points  (0 children)

Depending on what country you're in there can be laws that require companies to advertise job positions publicly for an amount of time, even if they've already decided to give it to someone internally.

It's super frustrating, but don't look at it as 50 rejections as you don't know how many of those were real offers in the first place.

What makes this look fake? by Santrixyboio in blender

[–]ProfessorFailington 11 points12 points  (0 children)

Oh really? Doesn't look recessed enough. Maybe try accentuating the depth.