NVision 08
category: general [glöplog]
yep, that's also true.
And I second Bonzaj's round table proposal, as long as vodka, whiskey or anything not being beer is accepted too ;)
And I second Bonzaj's round table proposal, as long as vodka, whiskey or anything not being beer is accepted too ;)
bonzaj: first of all, let me have that dozen beers of yours, second, well, *virtual burp* this is pouet so, ...
count me in :)
bonzaj: Actually, a large number of the demoscene (design) trends comes from the motion graphics and advertising industry as well.. but we do have microcosmos-trends, like hypnoglow and duck.3ds etc. :)
hexagonal cones! \o/
by the way, on a slightly related note, i'm sometimes wondering how people like smash, chaos, keops, etc don't get tired of it - i mean, aren't your jobs *very* much like democoding? how's it doing GL all day and then doing even more of it at night? afaik curly brace does something with databases and suit-wearing buzzwords, which sounds like a much cooler job, somehow, to me - for a healthy part because it helps keeping work and hobby separate. did you ever consider such things when becoming a game programmer? am i right and are you guys just madly addicted to doing realtime graphics? or is there a sea of difference?
by the way, on a slightly related note, i'm sometimes wondering how people like smash, chaos, keops, etc don't get tired of it - i mean, aren't your jobs *very* much like democoding? how's it doing GL all day and then doing even more of it at night? afaik curly brace does something with databases and suit-wearing buzzwords, which sounds like a much cooler job, somehow, to me - for a healthy part because it helps keeping work and hobby separate. did you ever consider such things when becoming a game programmer? am i right and are you guys just madly addicted to doing realtime graphics? or is there a sea of difference?
cones? i said cones? i meant columns. hexagonal cones suck.
skrebbel: I didn't consider such things when I became a game programmer, and it's true that I don't code that much at home anymore. But still there's this certain kind of crazy motivation to still produce demoscene stuff.. I guess it has to be related to being artists slave at work and then the artist yourself when you get home. Also, being a game programmer isn't exactly the most rewarding job in the world.
But lately I've been getting tired of it and doing other things. My guitar playing is progressing nicely :)
But lately I've been getting tired of it and doing other things. My guitar playing is progressing nicely :)
quit the guitar, it's such only a pathetic oldschool trick to seduce girls.
and adopt the manly keytar \:D/
and adopt the manly keytar \:D/
for a change, zest has it all right. it'd look good on you, preacher.
I actually have a Yamaha SHS-10.
Respect.
gloom: and again there's a sizeable overlap between the people involved in both. it's probably not by coincidence that we have a quite "motiongraphics"-alike style and also several of the people who work on our demos are in the advertising/motiongraphics/animation industries.
skrebbel: its pretty much what preacher said - i get to be the artist myself, have total control and so on. code-wise its just great to be able to try stuff and ditch it if i feel like it, hack stuff for a certain one-off situation (like what keops said!! :D) etc. at work you're supposed to pick a task, make sure it's feasible and then follow things through to the finish, make it all clean and releasable and so on. :) it takes a lot longer to do something for work than for a demo for those reasons.
if anything, doing graphics stuff at work often opens up more questions and things to try in your spare time - there's simply not enough time to do everything at work (for the reasons i mentioned). also dont forget the benefits of being in a creative environment all day long, working with artists etc. provides a lot of inspiration.
skrebbel: its pretty much what preacher said - i get to be the artist myself, have total control and so on. code-wise its just great to be able to try stuff and ditch it if i feel like it, hack stuff for a certain one-off situation (like what keops said!! :D) etc. at work you're supposed to pick a task, make sure it's feasible and then follow things through to the finish, make it all clean and releasable and so on. :) it takes a lot longer to do something for work than for a demo for those reasons.
if anything, doing graphics stuff at work often opens up more questions and things to try in your spare time - there's simply not enough time to do everything at work (for the reasons i mentioned). also dont forget the benefits of being in a creative environment all day long, working with artists etc. provides a lot of inspiration.
myriads of different ways to do ribbon effects. :P
ps, you're so last year.
Anyone got any sort of email back from nvision.scene.org? I've heard some people got a "Please show us who you are/previous work"-style email, is there a "we got your registration" email as feedback? I got nothing.
LiraNuna: That sounds like a good sign for you then. :)
LiraNuna: My bet is that once Gargaj gets back from Breakpoint he'll have time to continue sifting out the rest of the fraudulent demobox requests.
Preacher: sell it to me.