Top products from r/gameDevClassifieds

We found 7 product mentions on r/gameDevClassifieds. We ranked the 7 resulting products by number of redditors who mentioned them. Here are the top 20.

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Top comments that mention products on r/gameDevClassifieds:

u/firestorm713 · 6 pointsr/gameDevClassifieds

TL/DR: Know what you want to be paid, be specific, show off your work, your resume isn't graded, and interview the company as much as they interview you.

Got my first industry programming job by posting on here about a year ago. I'd just graduated uni and was looking for a serious gig.

It took three or four posts over two months before I finally was starting to get decent offers. The ads that failed were generic, didn't market my skills well, and weren't specific enough as to what I actually needed, thus I got lots of Rev-Share-only offers, lots of $400 a week offers, and lots of "exposure" offers. There were a few offers for positions I was in no way qualified for, either.

For reference, this and this were my unsuccessful ads, this was my successful one.

I'm actually just now starting to look for a new job (my contract is up), and revamp my portfolio site, and my general advice is:

  1. Know your worth up front. Figure out what your time is worth to you, and then ask for a little more than that (because you'll probably settle for less than your up-front offer). Make it clear what you won't accept, too. On my ad one of the things my boss said had caught his eye was that I was extremely explicit that I was looking for a job, not a quick gig. I have loans to pay off, a family to support, and rent to pay. Rev-share-only was not okay, nor were tiny $400 a month contracts. He could tell I was more than just a student looking for a meal ticket, but that I was ready to start my career.
  2. Market a particular specialty, not general expertise. A character artist or engine programmer will get way more targeted offers than someone who markets themselves as a generalist.
  3. Words mean nothing. Visuals are everything (or sounds if you're an audio/music/sound person). Have demos on your website (get a website for free on github.io if nothing else) that people can see, touch, play with. This is whether you're a programmer, artist, designer, or sound person. If you can point to a project, talk about what you worked on, and point to specific things you did in an interview, all the better. If you're a programmer, make public projects on GitHub.
  4. Don't sweat your resume. More specifically, don't feel like you're a slave to one format or another. It's not a paper that's going to be graded by a teacher. It might spend 5 minutes in front of a recruiter or potential employer, so you want to get the most important information up front. If you're not super experienced, functional resumes are a great asset, because you can list unpaid projects (like ones you did at school, or just for fun), and forego unhelpful work experience like that retail job you had for five years that has no bearing on your programming/artistic/musical/design ability.
  5. Interview the Interviewer. They need to be happy with you, yes, but you need to be happy with them. Ask lots of questions. Show interest. Listen. Find out their scope, and whether it's the right amount of work for you. Make sure that your expectations and theirs are crystal clear.
  6. Finally, one third of Kickstarter projects succeed. Let that sink in. While your chances of successfully Kickstarting a game are nonzero, and there are tons of things you can do to affect the outcome of your Kickstarter to give yourself a better chance of succeeding, it should be clear that you should not accept "payment after Kickstarter" as a possibility, unless you're confident that you can get paid (or okay with not being paid).

    Bonus: If you're a programmer, get "Cracking the Coding Interview". It is amazing and will help you figure out what potential employers are looking for.

    edit: ._. oh. This is a bit old. Oh well. Hopefully someone'll see it and get something from it.
u/drakfyre · 1 pointr/gameDevClassifieds

If you have an NVidia GPU, I recommend checking out NVidia Shadowplay

Do the videos jitter before you upload them to YouTube? I am assuming they do, but if they don't my solution below likely won't help.

If the problem is the typical problem (Recording jitter due to competing resources for capture and running the game simultaneously) the best solution is a hardware solution:

http://www.hauppauge.com/site/products/data_hdpvr2-gaming.html

I have one of these and would be happy to capture video for you if you'd like in exchange for that $50. But it would probably be a better deal to just buy one yourself for ~$140.

http://www.amazon.com/Hauppauge-Gaming-Edition-Definition-Capture/dp/B008ZT8QKO

u/DarkDev · 1 pointr/gameDevClassifieds

I'm in the same situation as you and can recommend some good books I started reading:

The C++ Programming Language

Effective C++

Effective Modern C++

You can also find other good books here -> http://stackoverflow.com/questions/388242/the-definitive-c-book-guide-and-list

u/DinofarmGames · 0 pointsr/gameDevClassifieds

It's a small print run right now, and I (obviously) don't have the money to do a book tour, but I am talking to the publisher (CRC Press) about other ways to promote the book. Here's the amazon link, I think it becomes available in just a few hours.

http://www.amazon.com/Game-Design-Theory-Philosophy-Understanding/dp/1466554207/ref=sr_1_1?ie=UTF8&qid=1344010206&sr=8-1