ERIN ALI
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Wednesday, October 14, 2009 |
Comments (4)
POST BY THIS AUTHOR (1)
COMMENTS BY THIS AUTHOR (9)
"you maybe have a Careers counselor you can talk to? They might be able to help work with you on mock interviews or give advice.
Also, something that's helped me is something I was once told. Yes when you go into an interview people are deciding whether or not you're who they want. However, this is also your time to decide whether or not THEY are who YOU want to work with. Somehow, turning it around like that has helped me with my confidence when going into interviews. I suggest you maybe think of it that way as we"
Friday, December 11, 2009
"Nick, if you ever have any suggestions for topics you'd like to see in the future - always feel free to let us"
Sunday, November 22, 2009
"a! Borderlands and Uncharted 2 are going to be my Everests this Winter. I'm with you on that A"
Monday, October 26, 2009
"vid I don't think that's necessarily true. I grew up loving games for a few different reasons, but nevertheless I loved them and loved playing them.
But there's a difference between playing them and making them. Don't think though that becoming a developer has made me regret going into development though. You also have to have a passion for the process that goes into creating such great works. It definitely can be a different taste, but most if not all people in this industry are all here because we love games. I still enjoy playing video games, I just find myself looking at them in a different light sometimes.
And the process of making them is enjoyable, it's hard, and it's so gratifying when you see a project come off the ground.
Follow your passion! Wherever that may"
Saturday, October 24, 2009
"x: HenleyFenix
PSN: HenleyFenix
Looking to get Demons Souls"
Tuesday, October 20, 2009
"Who wouldn't want an excuse to go home from work? Or play Halo 3 for that matter?
HenleyFenix o"
Tuesday, October 20, 2009
"say think about why you're feeling that way. Are you stressed at school because you just need to get the work done? Are you not feeling like you're working on subjects you'd currently be interested in drawing? Or are you thinking more and more you'd really just see what you're doing more as work?
I was that way with modeling where it was fun the first few times around, but I knew in my heart I couldn't do it for 8 - 12 hours at a time. And I felt like if I was going to make this my career I should at least be happy doing it.
With production though, I have those days. Where one day I'm really happy and loving what I'm doing. But yeah, there will be times when I really don't want to come to work or I feel like what I'm doing is just chore-like. It can sometimes be hard to trudge through and I am working towards figuring out why I feel that way.
In all honesty it was really hard moving from one subject to the next in school because I was scared I wasn't going to find anything I'd enjoy. But I found that when I took a look at the things I did and really got into, I discovered just what it was I'd want.
So take a look at yourself and what you enjoy. See what that can bring to the table in the industry. And really try to see why you're not liking figure drawing as much as you did before. It might just be that you're stressed with everything else right n"
Saturday, October 17, 2009
"k opportunities within your school is one way to go. If you're at school for game design, chances are you're in a college where there are a good number of people with the same goal. Find people who are serious about getting a project off the ground. Seek guidance from counselors or even a developer should you know one. The most important part of building a project is to be serious about it's success. Don't just bring friends on because they are your friends - understand building a project is also building your portfolio and if you have buddies on the team who aren't pulling their weight, it affects you.
You can also jump into communities outside of your school, like ModDB (http://www.moddb.com/) - amazing community and there's always a group looking for more help. What's great about ModDB is it's a community built off of projects (now for any platform really). There are tutorials like "Starting a Project and 'Not' Letting the Project Die (http://www.moddb.com/members/ninjadave/tutorials/starting-a-mod-and-not-letting-a-project-die)," help with textures in certain engines, and more. And there aren't just aspiring game developers in this community - there are definitely people in industry that are involved. COR has been on ModDB since we started the project and people today still see it. It's an amazing place to"
Friday, October 09, 2009


This is a fairly interesting view towards women in gaming. I myself have been in the industry for the past 2+ years.
To be frank, this is a subject I’ve typically refrained from addressing or inserting my opinion on because I’ve seen the splitting of women’s opinions on the matter and it’s not very pretty. There are women who will try to address the subject so aggressively, they typically take a very ‘girl power’ stance that seems to exclude males even in the equation (defeating the purpose altogether). Then there are the women who don’t approach it altogether, but still are unhappy with the results they see. I can be categorized as one of these women primarily. Truth be told, any stance regarding women in gaming is a difficult choice to make. And due to it being so segregated in views women have on the situation for our industry it’s a hurdle for bringing about any kind of change.
I’m one of those ‘exceptions’ referred in the article of women who love the big dumb guy appeal games of Uncharted 2, Gears of War, Halo, and so-on. I grew up in a male-dominant household. I went to college primarily for game design and sat in rooms with an 8:1 Male to Female ratio. I knew I wanted to be in video games since high school. The difference between Rachel and I is really what happened during our paths. My Dad encouraged me to do whatever I wanted and my relationship with my brother was really strong due to our shared love of video games. So when it came to making that decision to move forward in Games, despite being told “you should focus on your music or take up law,” I kept going in the direction towards the game industry.
I’ve always had a very lackluster attitude towards being a female in the games industry. I take offense to being told I should utilize my gender to make myself known in industry and only ever want to be acknowledged for the job I’ve done, not because I have the second X chromosome. Because of this, I’ve never really been treated like a special case. No one comments on my being a female and most certainly treats me like one of the guys. To me, it’s the best way to be in the industry. Women are exceptional, but for different reasons than why men are. Because of that, there’s something we can all bring to the table in development, but it shouldn’t be treated that there’s a deficiency because of it.
This leads to a point Rachel made that should really be one of our focal points if getting women into development is a large concern and that is appealing to them at a younger age. As I understand it (blurry fact coming-in), children between ages 8-10 primarily make their decision of whether they will take a technological path in life or not. And if we don’t reach them then it becomes increasingly harder to do so. Also, going back to the why I became an ‘exception,’ the idea behind the games industry being a poorer career choice compared to other industries also is something we need to overcome as a whole. Because as much as someone wants to be in the industry (male or female) – they very well could be deterred by parents, teachers, and other external views.
Does this mean that we should gear all children’s games to a specific goal to reach women? No. It does mean if a goal of ours is bringing in more women developers then we need to determine what’s working currently and how to capitalize on it. Truth be told, I’ve never seen an article that really addresses today’s women developers from development to community to administration and makes the ties of what really brought them in. If we haven’t started there, maybe we should.
On the flip-side, if there is a deficiency in our industry of the female touch and how it could change gaming, I don’t particularly see what those changes could be (at least not yet). Yes, maybe the visual aesthetics of women not being so busty might be a focal point, but is that going to change gameplay? I personally love the character development of Chloe Frazer and Elena Fisher in Uncharted/Uncharted 2. Their busts didn’t reach a Double-D and they both seemingly had minds of their own which played really well into their interactions with other characters in-game. To me, that’s progress. But if there were more women in development today, what are we supposedly adding to the table? I’m totally all for having women in game development, don’t get me wrong. I just want to make sure we’re doing it because we honestly believe there’s a reason for it. Otherwise bringing women into development just to say it’s a gender-neutral industry is a bad reason, in my own opinion.
@C-urtn_y – To be honest, development tools for games today isn’t just an issue for bringing people in but has been a subject at which is a deterrent for development as a whole. Because engines are all separate and under separate licenses, the toolsets being utilized are all built in-house or licensed out. My former Creative Director gave a great presentation on how this is one of our largest issues in development today and help attribute to why the industry has to ramp up employees and creates a large development curve from pre-prod to prod. But that’s probably another long winded response from me for another day."