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From: Matt N. <mat...@ni...> - 2003-06-06 14:36:43
|
> <stir> >=20 > In the EU you can't work more than 37.5 hours, in Spain you=20 > have siestas.=20 >=20 > </stir> I don't think the regulations say you *can't* work more than 37.5 hours, = they say you can't be *required* to work more than 37.5 hours which is = rather different. So you can't be sacked for refusing to work more than = 37.5 hours but if you choose to work more hours that's fine. Matt.=20 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.487 / Virus Database: 286 - Release Date: 01/06/2003 =20 |
From: Toni <to...@4d...> - 2003-06-06 14:14:03
|
Wayne Coles wrote: >You have Spanish women though, please don't tell me that's a misconception >;) > >Wayney > > No, no, that's true :) but dunno why spanish men find sexier non spanish women :o Toni Lead Programmer insideo.com |
From: Wayne C. <wc...@re...> - 2003-06-06 13:55:27
|
> No no,. that's a missconception :) we don't have siestas excepting, > probably the weekends, and man, i work much more than 37.5 hours (over > 50-60 /week). That 37.5 is only appliable to non computer related jobs i > assume. You have Spanish women though, please don't tell me that's a misconception ;) Wayney -Virus scanned and cleared ok |
From: Toni <to...@4d...> - 2003-06-06 13:42:42
|
><stir> > >In the EU you can't work more than 37.5 hours, in Spain you have siestas. > ></stir> > > No no,. that's a missconception :) we don't have siestas excepting, probably the weekends, and man, i work much more than 37.5 hours (over 50-60 /week). That 37.5 is only appliable to non computer related jobs i assume. Toni Lead Programmer insideo.com |
From: Toni <to...@4d...> - 2003-06-06 13:40:03
|
Javier Arevalo wrote: >Developing games in Spain has advantages and disadvantages: > > - Lower total cost for salaries (furnishing / equipment is probably >similar). > For my experience in the university, most of wannabe game developers flee to DB programming, both for non good graphics topics and the little possibility to work in they industry and the low salaries (when i went to an international game company to work as student worker (sorry, dunno the word in english) they offered me 3'60 euros/hour, and ubi is at 1 hour from my home, it was out of Barcelona). I have to say that at least that company, that i won't say the name, plays with the illusion of people for making games, and that's not serious. > - Less competitors hiring potential candidates or grabbing your own people. > Well, i've found that people is not prepared, and due the situation of game industry in spain (big comanies are only in madrid and barcelona, you force people to move, and people doesn't like to move here) > - Impossible to compete with offers from US/UK job opportunities. > Obviously, i would emmigrate if i didn't own my own company :) > - Less candidates, and less experienced ones (designers & producers in >particular). > As i've stated above, people here is educated to do "serious" software. I asked a professor once why we didin't get Real Time graphics in our university, the answer was that there wasn't demand. Seems that only universities and hospitals can do graphics here!, I'm talking only about graphics, i think CS carreer is good enough in other topics (at least my univ, can't talk for others). I will talk about producers below. > - Public perception of pursuing a videogames career is *even* worse than in >other places. > Well, teenagers think it 's cool :) but that's all... but it's normal. This is a profession you have to do because you like it, no because you want a lot of money... you don't earn a lot of money here... the above international company payed 900 euros/month to game programmers, and... well... that's a crap to be honest. > - Less opportunities to leverage game skills in another job makes the >career less safe. > - "National" tastes, cultural quirks, and licenses are not viable in the >global market. >by them as potentially more cumbersome. > - Insufficient (and piracy-ridden) local market, it's tough for new studios >to start small and grow from there. > ok, i will answer this 3 together. As Gonzo stated past March in barcelona, there's no national market here, due piracy. That's a big truth, but Javier, you can't expect everybody buys good games when they are so expensive, perhaps 50 euros doesn't seem high enough for some of you, but it is for the mean income of spanish people. So what they do? they pirate them, I don't say you have to low the games to 20-30 euros but, they're too expensive, and that's a fact. It's not a excuse, but if you want a game because is cool and you can't afford it (and most teenagers can't afford a game each 15 days) you will pirate it. Obviosuly this degenerates in: "Why i have to buy a single game if i can download it with eMule or www.warezthelatestgamesforfree.com?" and that's the situation here. This ends in: a) Producers won't invest in your game if it's not a world-wide targeted game, so little studios can't develop little products for national market b) As you can only make international titles all the national tastes, as you say must be ripped out, for example one can't add national jokes or so to the game, even when would be funny to see Maria Teresa Campos in a video game ;) > - Knowledge and practice with the English language is still very scarce. > We do our best, but english is hard, at least speaking it without accent and correct pronounciation Javier, English have a lot of strange phonemes ;) >That probably covers 90% of the issues. > > Yep, and i'm totally agree in 90% of the 90% ;) Toni Lead Programmer insideo.com |
From: Gareth L. <GL...@cl...> - 2003-06-06 13:12:19
|
> Developing games in Spain has advantages and disadvantages: > > That probably covers 90% of the issues. > <stir> In the EU you can't work more than 37.5 hours, in Spain you have siestas. </stir> |
From: Javier A. <ja...@py...> - 2003-06-06 12:53:37
|
Toni wrote: > Obviously publishers won't gave the same ammount of money to develop a > game in spain as int USA... at least i don't think you can fool them > that way :) > So perhaps we will get a 1/15 fraction of the ammount of money you > (USA) can get from a publisher... > I don't know it for sure, as i don't work on games directly Developing games in Spain has advantages and disadvantages: - Lower total cost for salaries (furnishing / equipment is probably similar). - Very direct and close contact with local press. - Less competitors hiring potential candidates or grabbing your own people. - Impossible to compete with offers from US/UK job opportunities. - Little software product development overall, people who want to do it have less options. - Less candidates, and less experienced ones (designers & producers in particular). - Public perception of pursuing a videogames career is *even* worse than in other places. - Less opportunities to leverage game skills in another job makes the career less safe. - "National" tastes, cultural quirks, and licenses are not viable in the global market. - Longer distance to big guys (publishers) and events. Process is perceived by them as potentially more cumbersome. - Insufficient (and piracy-ridden) local market, it's tough for new studios to start small and grow from there. - Knowledge and practice with the English language is still very scarce. That probably covers 90% of the issues. Javier Arevalo Pyro Studios |
From: Mickael P. <mpo...@ed...> - 2003-06-06 11:58:11
|
>> Sure, but arithmetic still applies: >> Expenses for 3 usa coders == expenses for 15 coders from Spain. >> Actually, you do not need as much as 15 coders for writing >> industrial-quality game engine in most of the cases, >> so you may spend extra money to something more interesting - saving >> blue whales, whatever :) >> > Obviously publishers won't gave the same ammount of money to develop a > game in spain as int USA... at least i don't think you can fool them > that way :) > So perhaps we will get a 1/15 fraction of the ammount of money you > (USA) can get from a publisher... > I don't know it for sure, as i don't work on games directly Found the company in USA then, and make the job done by spanish dudes ;) Mike |
From: Toni <to...@4d...> - 2003-06-06 11:46:32
|
Ruslan Shestopalyuk wrote: >T> Well, you have to take into account the living prize, a person can live >T> decently with 20k euro/year in spain (of course if he/she doesn't want >T> to buy an appartment ranging from 210k to 300k euros in mean), i supose >T> usa living cost must be higher than spain's one > >Sure, but arithmetic still applies: >Expenses for 3 usa coders == expenses for 15 coders from Spain. >Actually, you do not need as much as 15 coders for writing >industrial-quality game engine in most of the cases, >so you may spend extra money to something more interesting - saving >blue whales, whatever :) > > > Obviously publishers won't gave the same ammount of money to develop a game in spain as int USA... at least i don't think you can fool them that way :) So perhaps we will get a 1/15 fraction of the ammount of money you (USA) can get from a publisher... I don't know it for sure, as i don't work on games directly Toni Lead Programmer insideo.com |
From: Ruslan S. <si...@gs...> - 2003-06-06 10:11:57
|
T> Well, you have to take into account the living prize, a person can live T> decently with 20k euro/year in spain (of course if he/she doesn't want T> to buy an appartment ranging from 210k to 300k euros in mean), i supose T> usa living cost must be higher than spain's one Sure, but arithmetic still applies: Expenses for 3 usa coders == expenses for 15 coders from Spain. Actually, you do not need as much as 15 coders for writing industrial-quality game engine in most of the cases, so you may spend extra money to something more interesting - saving blue whales, whatever :) |
From: Toni <to...@4d...> - 2003-06-06 09:20:43
|
Ruslan Shestopalyuk wrote: >jz> Unless you work in China, where programmer salaries are about $8k a >jz> year:-) > >Or in Ukraine where its about 5k. > > > Well, you have to take into account the living prize, a person can live decently with 20k euro/year in spain (of course if he/she doesn't want to buy an appartment ranging from 210k to 300k euros in mean), i supose usa living cost must be higher than spain's one Toni Lead Programmer insideo.com |
From: Ruslan S. <si...@gs...> - 2003-06-06 07:40:06
|
jz> Unless you work in China, where programmer salaries are about $8k a jz> year:-) Or in Ukraine where its about 5k. |
From: Neil S. <ne...@r0...> - 2003-06-05 18:55:48
|
> > Ouch. > ;) > Well, I accept all of the above, I never asked you to say "We once used > UbahEngine and it sucks, never use it". But by saying "In our experiance > uber engine, which we used 2 years ago, a few problems arised which made > buying the engine not worthwhile. The problems were foo and bar but might > have improved, as we gave the vendor a very detailed explination on what we > didn't like" could possibly help someone in the future. I'm not completely against naming the engine, but I didn't want to do so in my original comment because I wasn't trying to make a point about that engine at that time (we were talking about cost), and any point I would make about it would have to have all the necessary context to make it a fair comment. > I'm sorry you took it so badly, I didn't intend that. I just gave my > opinion, which is valid. For example when you guys picked that engine, > wouldn't you have been happy if someone with experiance with that engine had > pointed out some of said flaws ? Well, I didn't take it _that_ badly, but you did effectively accuse me of cheating everyone here out of something, which I don't think was very fair. A more gentle approach wouldn't have hurt. As for when we picked the engine, well, I wasn't there when it was bought, and my heart sunk after looking at it for a few hours because I could already see some of the problems we would have with it. But yes, I would have been happy if someone had told the guys who did choose it about the flaws before they parted with the cash. - Neil. |
From: <phi...@pl...> - 2003-06-05 17:49:32
|
> Right now, it's somewhat small, since I've just created it; OK, so you've spammed a number of working game development communities, to advertise a new game development community, of which you're the controller, and likely only member. Way to make friends and influence people. Yeesh, Phil |
From: jason z. <ja...@vi...> - 2003-06-05 16:56:40
|
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From: Gareth L. <GL...@cl...> - 2003-06-05 13:18:40
|
Is there a reason you felt that you needed to cross post that email to every single game's related mailing list ? This is probably the only one of those lists that your post isn't offtopic. A good way to tell if you should post something or not is if you feel the need to put "OT" at the start of the subject, it's better that you don't post it. Regards, Gareth "The Police it seems" Lewin > -----Original Message----- > From: Nalin Savara [mailto:ns...@vs...] > Sent: 05 June 2003 09:05 > To: gam...@li... > Subject: [GD-General] OT - Game Development Professionals Network > > > Hi, > > This is Nalin Savara here. > > I"ve just created a network on Ryze.com (see: > http://www.ryze.com ) which is > a premier business network site that's called "GameDevPros" > or the "Game > Development Professionals Network" to serve as an online > meeting place for > game development professionals of all backgrounds to network, meet and > discuss and exchange ideas and opportunities and support each other in > meeting challenges. > > Right now, it's somewhat small, since I've just created it; but your > participation I guess is the only thing it's waiting for. > > Do check it out and become part of it. > > This network has game designers, programmers, digital > artists, animators, > producers, audio engineers, and management & marketing specialists as > members. This is where experts feed their minds with ideas, > discussions and > contacts and discuss new gaming methods, technologies and > business models. > > Regards, > Nalin Savara > CEO and Technical Director, > Darksun Technologies Pvt Ltd. > http://www.darksuntech.com > ns...@da... > > Ph: +91-9811109407 > > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Etnus, makers of > TotalView, The best > thread debugger on the planet. Designed with thread debugging features > you've never dreamed of, try TotalView 6 free at www.etnus.com. > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Gareth L. <GL...@cl...> - 2003-06-05 11:24:47
|
> Well, some of us don't like to shoot our mouths off before > thinking about > it. Ouch. > It would not be prudent of me to name said engine here because: > > a) We were not talking about the shortcomings of particular engines. > b) Our experience with this engine is just that: our > experience. It may have > proven more than suitable for other people's projects. > c) Our experience of this engine took place over two years > ago, and it may > have dramatically improved in those areas in which we found > it to be lacking > (for our purposes). Naming it at this stage would be very > unfair to the > engine vendor. Well, I accept all of the above, I never asked you to say "We once used UbahEngine and it sucks, never use it". But by saying "In our experiance uber engine, which we used 2 years ago, a few problems arised which made buying the engine not worthwhile. The problems were foo and bar but might have improved, as we gave the vendor a very detailed explination on what we didn't like" could possibly help someone in the future. Again, that's just my opinion, please take it with a bag of salt. > So please don't tell me who I am and am not doing a disservice to. I'm sorry you took it so badly, I didn't intend that. I just gave my opinion, which is valid. For example when you guys picked that engine, wouldn't you have been happy if someone with experiance with that engine had pointed out some of said flaws ? |
From: Gareth L. <GL...@cl...> - 2003-06-05 11:19:48
|
> Or it makes your first game cheaper, quicker, and finished -- > thereby making your second (and subsequent) games /possible./ Good to know I'm not the only one with that opinion > > A maxim from a guy who has tried it both ways: "Never > attempt to create new technology for your first first-person > title. License for title one while building tech for title two." > > (http://www.avault.com/articles/getarticle.asp?name=magicm) |
From: Gareth L. <GL...@cl...> - 2003-06-05 11:19:16
|
> Unless you work in Spain, where programmer salaries are only > about $20k a > year. Fair enough :) |
From: Nalin S. <ns...@vs...> - 2003-06-05 07:58:23
|
Hi, This is Nalin Savara here. I"ve just created a network on Ryze.com (see: http://www.ryze.com ) which is a premier business network site that's called "GameDevPros" or the "Game Development Professionals Network" to serve as an online meeting place for game development professionals of all backgrounds to network, meet and discuss and exchange ideas and opportunities and support each other in meeting challenges. Right now, it's somewhat small, since I've just created it; but your participation I guess is the only thing it's waiting for. Do check it out and become part of it. This network has game designers, programmers, digital artists, animators, producers, audio engineers, and management & marketing specialists as members. This is where experts feed their minds with ideas, discussions and contacts and discuss new gaming methods, technologies and business models. Regards, Nalin Savara CEO and Technical Director, Darksun Technologies Pvt Ltd. http://www.darksuntech.com ns...@da... Ph: +91-9811109407 |
From: Paul R. <pa...@so...> - 2003-06-05 01:21:03
|
> Me too, and the main reason we had to ditch it completely was because we > couldn't use just the functionality we wanted from it and do the other bits > ourselves. With the middleware we are starting to see now, this seems to be > less of a problem. Which swings back to the original topic (sort of). The architecture of the engine itself is a huge factor to consider for price. Our middleware is incredibly monolithic with an "all or nothing" approach. It has super high level abstraction to support several different platforms with super tight coupling to it's subsystems' interfaces. Along with very little flexibility for customization. For a PS2 only game that will never ship on another platform, this is not good. Especially when the interfaces are most obviously catering to a "von Neumann" machine, it's really bad news. (Don't ask me, I wasn't working here when they bought it.) We have a lot of tech on top of the middleware. But it's mostly hacks to get it to do what we want it to do. This is the last project we'll use it on and a lot of our technology will be rendered useless. Aside from my tinkering, we don't have an in house effort to build an engine from scratch (that government idea sounds interesting...). So now we're likely going to dive into a new middleware solution. But this time we're battle scarred, seasoned shoppers. So they'll have to show they're fancy demos to some other doe-eyed n00bs. :op Just be aware that if the engine supports multiple platforms, there's a high probability you'll want to get to the guts and optimize for your specific game (that's right) on each specific platform. So easy paths to customization is a factor as well. Like Neil mentioned, any middleware that's been around the block and used by more than a handful of teams, will likely have these features by now. // Paul Reynolds // Lead Programmer // ICQ: 102704602 // AIM: pbreynolds // Yahoo: reynoldspaul |
From: Neil S. <ne...@r0...> - 2003-06-05 00:39:48
|
> Another thing to consider is what's adding value to your studio/business. If > you only ever use everyone else's technology and IP, you won't have any > assets of substantial value. Other than your human resources which aren't > really OWNED by the company, although it seems that way sometimes ;o). > Whether you're looking for new contracts, to be acquired, or venture > capital, you have to provide something of value to the people giving you > money. I think the business debate on this issue is a pretty grey area, and there are as many business reasons for buying an engine as there are for writing your own. Publishers will, on one hand, see the use of an established, bought engine as a risk minimisation and, on the other hand, see the lack of proprietary technology as a potential weakness in the developer, both of which are unfounded because it is possible to buy an inappropriate engine and it is certainly possible to build a great game using just the technologies provided by bought engines. And of course, there's the cost aspect which has already been discussed. One thing that wasn't mentioned is that it is possible for developers to obtain govenment R&D grants for engine development, which may offset some of the cost. This, of course, wouldn't be available for making engine purchases. ;) But there are also many technical reasons that should be considered when making a choice. If a developer has a limited supply of highly technical people, but lots of great ideas for their game, they may have no choice but to buy in technology, and could easily thrive in this manner. For a developer with a good supply of 'engine gurus', there are many benefits to writing their own stuff, such as having the agility to adopt new techniques without having to wait for an engine vendor to provide similar features, which every other developer using that engine would then have access to. Graphics, in particular, is far from a 'solved problem', and a clever developer can make their mark by using techniques that have not (or will not) hit the mainstream yet. > Besides the reduced labor costs (which is extremely debatable), wisely > chosen middleware can actually add value to your company. Perhaps because > you build your technology on top off the middleware or create a highly tuned > branch of the middleware's source. If you pick a popular middleware (ie: > Renderware), just being knowledgeable and experienced with the software is > valuable. Yep, I think this is true, and when you add it to the risk-minimisation I mentioned earlier, buying an established engine and becoming familiar with it can look very good to publishers. Building technology on top of middleware is also a good approach, because you can get the best of both worlds. I think the general trend in middleware these days is to provide components that you can use as needed, rather than the 'this is a game engine and you must work the way it does' approach, which means you can provide your own (or someone else's) solutions to areas where your middleware falls short. > I've only been heavily exposed to one particular middleware package and I > have not had very positive experiences as a result. But, YMMV depending on > the software and what your goals are. Me too, and the main reason we had to ditch it completely was because we couldn't use just the functionality we wanted from it and do the other bits ourselves. With the middleware we are starting to see now, this seems to be less of a problem. - Neil. |
From: Paul R. <pa...@so...> - 2003-06-04 23:43:15
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All great points. Seems like this thread has drifted into the topic of middleware versus in house tech... Another thing to consider is what's adding value to your studio/business. If you only ever use everyone else's technology and IP, you won't have any assets of substantial value. Other than your human resources which aren't really OWNED by the company, although it seems that way sometimes ;o). Whether you're looking for new contracts, to be acquired, or venture capital, you have to provide something of value to the people giving you money. Besides the reduced labor costs (which is extremely debatable), wisely chosen middleware can actually add value to your company. Perhaps because you build your technology on top off the middleware or create a highly tuned branch of the middleware's source. If you pick a popular middleware (ie: Renderware), just being knowledgeable and experienced with the software is valuable. I've only been heavily exposed to one particular middleware package and I have not had very positive experiences as a result. But, YMMV depending on the software and what your goals are. // Paul Reynolds // Lead Programmer // ICQ: 102704602 // AIM: pbreynolds // Yahoo: reynoldspaul -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Jay Woodward Sent: Wednesday, June 04, 2003 3:22 PM To: gam...@li... Subject: RE: [GD-General] Prices of well-known 3D engines Or it makes your first game cheaper, quicker, and finished -- thereby making your second (and subsequent) games /possible./ A maxim from a guy who has tried it both ways: "Never attempt to create new technology for your first first-person title. License for title one while building tech for title two." (http://www.avault.com/articles/getarticle.asp?name=magicm) > -----Original Message----- > From: Tom Forsyth [mailto:to...@mu...] > Sent: Wednesday, June 04, 2003 4:30 AM > To: gam...@li... > Subject: RE: [GD-General] Prices of well-known 3D engines > > > My tuppence: > > Buying an engine makes your first game cheaper & quicker, and > your second (and subsequent) games more expensive. > > > Tom Forsyth - Muckyfoot bloke and Microsoft MVP. > > This email is the product of your deranged imagination, > and does not in any way imply existence of the author. ------------------------------------------------------- This SF.net email is sponsored by: Etnus, makers of TotalView, The best thread debugger on the planet. Designed with thread debugging features you've never dreamed of, try TotalView 6 free at www.etnus.com. _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7 |
From: Jay W. <woo...@Ro...> - 2003-06-04 22:21:46
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Or it makes your first game cheaper, quicker, and finished -- thereby = making your second (and subsequent) games /possible./ A maxim from a guy who has tried it both ways: "Never attempt to create = new technology for your first first-person title. License for title one = while building tech for title two." (http://www.avault.com/articles/getarticle.asp?name=3Dmagicm) > -----Original Message----- > From: Tom Forsyth [mailto:to...@mu...] > Sent: Wednesday, June 04, 2003 4:30 AM > To: gam...@li... > Subject: RE: [GD-General] Prices of well-known 3D engines >=20 >=20 > My tuppence: >=20 > Buying an engine makes your first game cheaper & quicker, and=20 > your second (and subsequent) games more expensive. >=20 >=20 > Tom Forsyth - Muckyfoot bloke and Microsoft MVP. >=20 > This email is the product of your deranged imagination, > and does not in any way imply existence of the author.=20 |
From: <phi...@pl...> - 2003-06-04 21:46:18
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> Remember that a worker costs a lot more than their gross salary so that is a very low estimate. Actually I was sort of thinking about people like CroTeam on that one (and in a fairly flippant manner too, no offence intended), but I'm sure it's applicable to unsigned bedroom teams as well. You've got to have a fairly experienced team to make good use of a third-party engine. Plus the fixed costs involved tend to mean you recquire / expect a certain level of success / sales from your first title. To be fair, if I had 6 months to knock out a 3rd or 1st person, action-game license with a newly formed team of professionals, I'd use a 3rd party engine in a shot. Doubly so if I was working on contract, or otherwise, expected to move on after completion (like if I found myself working for someone with a reputation for laying off teams straight after gold-master). However, given the same team, and two years to create a new studio with a long term dedication to original titles, I'd have to weigh my options more carefully. For example: Personally speaking, I might license a good physics engine, as I find that stuff about as fun as pulling my own teeth, but if one of the team had physics experience, and was still enthusiastic about it, and I thought they could carry it, I'd probably keep it in house. Cheers, Phil |