Yeah I know you work really crazy hours and you don't play the game all day ( but if there was a job for that = AWESOME! ). Ok thanks all for posting! I might take a better look at this....though I am quite young...
Yeah I know you work really crazy hours and you don't play the game all day ( but if there was a job for that = AWESOME! ). Ok thanks all for posting! I might take a better look at this....though I am quite young...
[charsig=http://lotrosigs.level3.turbine.com/0b20c000000172a05/signature.png]Amdur[/charsig]
Can you tell I hate the farmer crafting profession?--^
Wingol - Warden - Vilya - L32
Gilhath - RNK - Vilya - L11
Helglas - Captain - Vilya - L8
"Nothing makes you feel epic like a pile of corpses at your feet." Stormwaltz, 1st gen AC1 dev
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I used to work next to the Blizzard headquarters. I didn't know this at first, since they didn't even have a sign on their building - they deliberately tried to obscure who/where they were. I started noting a ton of people in the area wearing black WOW shirts, though, and finally commented on it one day while in line at the local Starbucks with a co-worker ... along with a bunch of young guys ALL wearing WOW shirts. I thought there might be a convention in town or something.Imagine my surprise when I was told they were here to work!
Anyway, like a bunch of people who enjoy gaming, my thoughts immediately turned to flights of fancy. "Do what you love, and it's not work," was my first thought. It seemed like a match made in heaven, so I would strike up random conversations in the parking lot or at Starbucks to see what the WOWers thought of the place.
Most of the people I spoke to were game testers - which of course, sounded ideal! Let me tell you, it's not.Once I learned more, I grew to respect the QA testers a ton, and of course realized I'd rather keep my current job and play like normal!
What they told me was this: a lot of their time was spent chasing down obscure bugs in a repetitive trial and error process to diagnose corner cases. If you don't like the "grind" in LOTRO now, keep in mind it's still a beginning-to-end process where you play through an instance or complete a quest or something. QA people are the ones who have to keep chugging away at one micro-issue (like, uhh, trying to run along cliffs/buildings to see if you can get there when not supposed to, or where you get stuck when you are supposed to be free) without actually completing anything. Put another way ... it's work! Not always fun. I am sure they do get the fun part of truly testing out the beginning-to-end raids/instances/quests at some part of the development process, but it's probably not a daily thing.
So let me take this moment to tip my hat to the QA testers of LOTRO! Thanks for spending so much banging your head on some obscure corridor or bug, a TRUE grind if there ever was one, so I didn't have to.Great job!
No, but is a reality I would caution any gamers of. When you step out of the purely playing aspect and get into QA, closed door testing, alphas, betas, etc. you can easily find the fun factor can slide. Can, not will. Bare in mind that if you've also been playing a game for like 3-9 months (or longer) before release, it can really dampen enthusiasm after launch (especially when a developer doesn't toss you a copy for free). There are some games I've tested thoroughly, enjoyed, but after release, I just walked away from them.
Obviously a companies' attitude towards game longevity will factor, as once things leave a test environment, the developer mindset can change greatly. There's a myriad of factors, but genre's will be an obvious one. If you're buying an annual sporting title, it's a much different post-launch support structure than an RTS or MMO. Some developers respect their fans - others rEAlly don't. Pow!![]()
Last edited by ArcticAurora; Mar 05 2011 at 01:23 AM.
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Color me strange but this is why I love being invited into Alpha/F&F testing. I love finding those kinds of bugs and re-discovering more after every update.
In the old days, many F&F testers were REQUIRED to fill out and snail mail paper-based forms/reports on every bug they found...every detail...and then were assigned to check them whenever the games was updated. I amassed hundreds of bugs that I would have to retest with every build. This suits me fine...I actually find this fun...this is the kind of grind I enjoy.
Turbine and a few other game developers also know that their testers will find things that are not part of the game, especially out in the "FIX ME" areas. Or quest text that make you chuckle or item descriptions that are either really strange or poking fun at the other Devs. So they leave little teasters/discoveries which help make testing games more enjoyable. I fully encourage every game developer to do the same, to break the "work" <spit> aspect of testing games! -)
Remember, when working for any large company, you will meet very cool people and really dreadful people. Turbine is the same. From those I've virtually met/tested for in the past, I would say that Turbine is about 70% cool and 15% uncool. The other 10% are those who are really strange and hard to figure out! -)
The operative word is WORK. You will be working under deadlines, stress, and pressure. You will have free access to the WALL OF SODA. Your performance will be reviewed on a quarterly or sooner timeline, depending on what the project entails. You will be required to wear many hats, not just the one you were hired to wear. Successful game companies' employees share positions/responsibilities across the board. Just because you are an Artist doesn't mean you won't be required to make the coffee in the morning or help setup a display at an event. You will be entering a well-oiled close-knit machine of people. Do your best to ensure that your 'cogs' mesh with the rest of the crew, putting your general bias and attitudes outside on the doorstep! -)
TQQdles™,
Dolnor Numbwit
Eternal Newbie
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Quick question in reference to the jobs you listed, I am currently studying Game Art, modeling and such, and I was just wondering if games such as this still look for game artists, or is it more likely to for a Game Artist to find a job with a game that is in the process of being created? (I checked the Website with the job listings, and mostly just saw Programmer jobs, none looking for Animators or Artists)
I dont want to sound rude but i think people have forgot something
People work because they get money, with those money they support their family and more
People get to work because of that, if for example none of the Turbine team wouldnt get paid or at least get paid less money(because i am sure they get a lotand thats fine but i am just saying) then no one would work
Indeed, but everyone has to work to get money
I would like not working twelve hours a day(sometimes three long days in a row) but i do that only just because i want to get paid so i can support myself and family
And i am sure he gets paid for that
When people work more than the normal shift hours then simply they get paid more, if the dev wouldnt get paid more for the extra hours then he simply wouldnt be working those extra hours
What i have said already![]()
Last edited by Dankanthegood; Mar 05 2011 at 04:51 PM.
Sam: “It’s like in the great stories, Mr. Frodo. The ones that really mattered. Full of darkness and danger they were. And sometimes you didn’t want to know the end, because how could the end be happy? How could the world go back to the way it was when so much bad had happened? But in the end, it’s only a passing thing, this shadow. Even darkness must pass. A new day will come. And when the sun shines, it will shine out the clearer. Those were the stories that stayed with you, that meant something. Even if you were too small to understand why. But I think, Mr. Frodo, I do understand. I know now. Folks in those stories had lots of chances of turning back, only they didn’t. They kept going because they were holding on to something.”
Frodo:“What are we holding on to, Sam?”
Sam: “That there’s some good in this world, Mr. Frodo. And it’s worth fighting for.”
I think I can speak for myself on this one. Wrong on all counts. If I post at 11pm or I post at 5:45PM on a Saturday it's because I choose to. My paycheck doesn't change one cent.
I'm old enough that I probably should be much more jaded, but when you love what you do it doesn't feel like work.
Eruanne - Shards of Narsil-1 - Elendilmir -> Arkenstone
www.kithrup.com/~djheydt/
oh k, i didnt want to sound rude, i was just simply talking from my experience in my job and what i know in general about all jobs
In my job i get paid per hour, if i stay more will get paid more, if i stay less will get paid less
Anyway good to know that you like ''working'' on this great and fantastic mmo, LOTRO
Keep up the good work with LOTRO,
and i just wanted to say that i just watch the new session play and i have to say bravo,
because it seems that you guys are working on improving the draw distance, it looks really good in this vid on the hill with the great black stone, you can see the forest and the scenery looks better
Apart from that i have to say that it looks very easy, i mean fighting the orcs but i understand that the main reason for session play is just for the story, so its good on that i guess
Sam: “It’s like in the great stories, Mr. Frodo. The ones that really mattered. Full of darkness and danger they were. And sometimes you didn’t want to know the end, because how could the end be happy? How could the world go back to the way it was when so much bad had happened? But in the end, it’s only a passing thing, this shadow. Even darkness must pass. A new day will come. And when the sun shines, it will shine out the clearer. Those were the stories that stayed with you, that meant something. Even if you were too small to understand why. But I think, Mr. Frodo, I do understand. I know now. Folks in those stories had lots of chances of turning back, only they didn’t. They kept going because they were holding on to something.”
Frodo:“What are we holding on to, Sam?”
Sam: “That there’s some good in this world, Mr. Frodo. And it’s worth fighting for.”
Many higher level (and higher paying) jobs, which tend to be jobs requiring college educations or high levels of experience, are salaried. The pay is the same every week and hours are not tracked though you are expected to be professional about how long you work. In the U.S., you are generally expected to work 40 hours a week but if necessary you work longer to get the job done without additional pay. Salaried workers generally are not covered by U.S. minimum wage/overtime laws.
Turbine,
Is this how the "Thunderdome" works at the headquarters concerning update ideas?
I would suggest keeping an eye on this one! -)
Here is the plan:
http://files.droplr.com/files/10191/tNWg.janes-game.jpg
Here is the explaination:
http://files.droplr.com/files/10191/7omu.Janes-game.mp3
Enjoy!
P.s. Why does Fantus' name pop into my head with this? I don't know either! -)
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Sell your soul to the devil, and you're set! : )
j/k of course.
One of the most vital skills to have as a game developer... is being able to write tons of documentation. Sure, its not very sexy, but it has to be done. Spread sheets and design documents, lots o' them.
For me, as a game developer, the creative part of it was fun, exciting, challenging, enjoyable--but it also demanded a lot of writing. An intrinsic, vital part of game development is good, thorough documentation. A lot of folks pine for game developer jobs without realizing the necessary "paperwork" that the job demands. Make sure you're really good at and really comfortable with being able to write detailed documentation. Technical writing skills is a definite plus.
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*chuckles* You would be amazed at the hours game developers spend--unpaid hours, salaried hours. Game development is known for high work hours. And much of it has to do with milestones, deadlines and (thankfully) intense passion for the work one is doing. As for myself, I can very clearly recall spending 14-16 hour days at work--and I don't regret any of that time spent, because it was what I loved doing.![]()
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web develoeprs
That exactly represents my take on this website/forums =)
Absolutely! One of the most important things I look for when hiring testers is the ability to document. It doesn't matter how good a gamer or how creative you are, if you can't describe it in a way a developer can reproduce it, then you are worthless as a tester. I will take a terrible gamer that can describe what they're doing over someone that can finish a game faster than anyone else. Besides, terrible gamers will often find issues that other bypass completely.
And Istien, I did mention there are exceptions. I have a few games that I've tested that I can can go home and play for hours.