tag:blogger.com,1999:blog-28047759.post115034718324398379..comments2023-09-28T01:58:23.611-07:00Comments on Game Creator: Getting a game programming job – Tip 2 – Writing demosMark Popehttp://www.blogger.com/profile/10443487490891993842noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-28047759.post-1150904194926314142006-06-21T08:36:00.000-07:002006-06-21T08:36:00.000-07:00Good question.Sometimes demos are very clunky to p...Good question.<BR/><BR/>Sometimes demos are very clunky to play and are best played by the creator. In this case I'd go for screen grabs or a video on your website. This also saves the viewer the hastle of downloading, unzipping, worrying about viruses, getting the right D3D dll, uninstalling etc.<BR/><BR/>That said, if it's polished to the point that any user can easily run it and have a favourable impression, then an EXE doesn't hurt. I'd recommend getting a few friends with different machines to try it, and also give honest feedback on what they think.<BR/><BR/>Regarding concept art. The main thing I'm interested in is what the code can do. A little concept art to give context would be OK, but if the demo is really basic and there's a lot of art, it can come across as if the person is just dreaming of what the game could be, rather than implementing it. It's an easy trap to fall into. You spend 2 weeks making an intro movie in a 3D program, and then the game is two sprites with no AI, collision detection, sound, etc.. :)<BR/><BR/>Thanks for the post, and have fun coding your game :)Mark Popehttps://www.blogger.com/profile/10443487490891993842noreply@blogger.comtag:blogger.com,1999:blog-28047759.post-1150866822564925312006-06-20T22:13:00.000-07:002006-06-20T22:13:00.000-07:00What's the best way to present the content in your...What's the best way to present the content in your demo. Lets say i have a finished game with a story, multiple levels, tutorials, options screen, etc etc.<BR/>Is it better to hand over the entire thing or a "look, shiny!" version which showcases a single level demonstrating some of the game.<BR/><BR/>Also, are proof of concept demos worth including? For example I have a top-down shooter demo. However it only has one type of enemy, placeholder art and the multiplayer is a proof of concept in it of itself. The game basics are there (the player can move, shoot, the enemies head for the closest player, the bullets collide and do a health calculation, etc etc ) but the presentation and depth are rather lacking.Tsuhttps://www.blogger.com/profile/07164206434858366063noreply@blogger.com