This year we spent our second holiday ever, in Ibiza. It was awesome and it got us totally excited, which is why we published an Exposure to detail our adventures and – hopefully- equip other travellers with even better info than we had (and we had plenty). The Ibiza: In & Beyond the Party report is here (click the image to go there, it’s an external link):
The Exposure report was somewhat successful in visibility – we had 416 views so far – but only 9 Enjoys, out of which one for sure is mine (and yes, I am ashamed of kissing my own butt so to say). This Enjoy number is important since Exposure, a uniquely honest and up front service for photographers, chooses to feature certain pieces based on it, and if a piece is featured, it is brought forth especially to other Exposure users, amongst which some really great photographers that Sebi has admired for years. So Enjoying our stories helps us a lot, in two ways: professionally, since Sebi really IS a photographer and needs the… heh, exposure ;), and of course, artistically, since this tells us you like what we do and it intrinsically motivates us to do more of it.
“I won’t move for any less than 5000 Euros a month”, the programmer told me in a very convinced tone. He had a bit less than 2 years of working experience as a game developer in Romania, and he was interviewing for a job in Sweden, where your average Svensson makes about 33000 SEK a month before tax – that’s about 3600 Euro (4000 USD) for someone at least half way in his working life. This means you get about 25000 SEK in your bank account at the end of the month, which is about 2700 Euro (3000 USD). So the Romanian programmer was a bit off with his demands; suffice to say he did not get the job.
Having high demands is something admirable, but not knowing your value, or what and why you ask for, is not. Which is why I feel it’s necessary to talk a little bit about jobs in the video games industry, quite renowned for its international environment and frequent (and sometimes undesired) job mobility. We know about bankruptcies, about horrible layoffs and about game developers moving all around the globe to pursue their passion. Most of the stories that surface, though, are from the US, where it’s relatively common to move from state to state in case you find yourself without a job.
But what about Europe? And other parts of the world? And how do you go about planning your next move, literally? Most importantly, how do you know how to quantify your value, which is perceived differently from country to country, so you can ask a proper and fair salary? Continue reading
“Dear Laura, why the hell do you have a blog? You are a lazy bastard, very good at preaching, but rarely following what you preach.” True stuff. Let’s not do this anymore, shall we?
My life has been quite interesting lately, and I think it would be nice of me to share. I have always dreamed to be in the middle of a game development hub, and travel and meet lots of game devs, and learn, and do stuff. I am doing this now. Continue reading
At the beginning of this year, I’ve read an article called 6 Harsh Truths That Will Make You a Better Person. And it got stuck in my mind. In particular, this bit:
…let’s pledge to do fucking anything — add any skill, any improvement to your human tool set, and get good enough at it to impress people.
Which lead to me picking up my tablet, the trial of Photoshop CC from the Adobe site, and watching tutorials, especially Ctrl+Paint’s Digital Painting 101 and Andrei Țerbea’s Beginner’s Digital Art Tutorials (which are awesome and free, because some people, like these guys, are awesome).
Someone told me lists are fun, which made me think of GOTY-ing my 2014, but this was just the beginning. Here is my 2014 from several perspectives that are important to me. Continue reading
This article was originally posted on Gamasutra
Here is a set of game dev tips presented in a random order, and learned “the hard way” – I hope they help!
Today I calculated that I am famous. Not VERY famous, but somewhat, nonetheless.
Indeed, as of lunch today, Swedish time, I am the 1214th Steam Curator in the world, with the impressive number of 8 (EIGHT!) followers. Before lunch, I had 7 followers and was listed somewhere on place 1260th – ish. I forced a friend to follow me in order to obtain this amazing success (thank you, Joel!).
There are 9932 Steam Curators listed right now. This morning there were 8343. Today, about 1589 people in the world became Steam Curators. It’s an easy process, but not a trivial one. In order to be a Steam Curator, you must have a group, a tagline and at least 10 games you have to recommend, each needing a small description written by you (even if you can get away with just 1 character there).
I started to make some calculations after lunch today, when 9986 Steam Curators were listed. Here are my findings.
This is a personal post where I try to understand my sadness related to Mojang’s purchase by Microsoft.
The PCs were turned off, we exchanged heart crushing hugs and then we closed the doors for the last time. This is how my first – and hopefully last- layoff happened. To me, it was a welcomed end as well as a wake up call to seek new, more appropriate adventures. To others, it was sadness, loss, disorientation. Especially for those who have dedicated close to a decade to build a very particular kind of dream. Continue reading
Disclaimer: I did not try or buy any of these solutions… yet.
Nowadays, learning all the skills you need to make a game is not hard; there is a wide community of awesome game devs out there who are more than willing to help and are also great teachers. Here are just a few examples. But there is one thing you might not be able to get, no matter what: time. What do you do then?
You can buy the source code for your own game for less than 100 dollars. Granted, it will be a simple game, a clone of a successful product like Flappy Birds. And you will have to invest a few hours to follow a tutorial and perhaps reskin your little project. But for just a little bit of money, you can have your very own game in a day. Continue reading