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Post by Deleted on Feb 22, 2016 23:08:23 GMT
This will be a little Q and A section for you the members of the board to ask opaque some questions about us. Please remember to be polite when asking and nothing too personal, Try and keep it game and or work related. These questions will be answered by the staff currently here on this board and most likely not by outside members.
With all that said ask away and we look forward to your questions!!
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Post by idem on Feb 22, 2016 23:14:43 GMT
Oh I like this! Alright, let's get things started then...
So what got you into the games industry?
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Post by Deleted on Feb 22, 2016 23:24:59 GMT
Oh I like this! Alright, let's get things started then... So what got you into the games industry? Let's see this is actually an interesting question for me. I knew I wanted to get into games because I did a cert 4 in interactive digital media. After that I wondered how to best get into the industry so I went to a game developer event. It was there I got my first job as a writer for a website called Work In Beta. I started university doing my BA of programming and was working another job on the side as a web developer/sales person. So basically I spent a 7 months working 60+ hours a week in the industry. I was the head of the student council for my uni and decided just for fun to create an event. Instead of the 20 people I wanted I ended up crowd funding ect and 300+ game developers for the local community showed. This was how I met the lovely people at opaque bar emre and norman who I had known for much longer. 6 months had past and Opaque had heard that I was looking for work and hired me as their communications manager. I am currently being trained for that role as well as back end programming. That's how I got into games! My passion for old school classics and my love of connecting people solidified my need to be here. Creating stories for people enjoy!
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Post by idem on Feb 22, 2016 23:27:25 GMT
wow, 300+ people... go big or go home, right?
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Post by Deleted on Feb 22, 2016 23:28:43 GMT
wow, 300+ people... go big or go home, right? hahaha exactly!
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 23, 2016 7:12:58 GMT
How many people are/will be on the Genesis team?
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Post by 13thGeneral on Feb 23, 2016 15:02:35 GMT
What is the air-speed velocity of an unladen swallow? Ok, all kidding aside... Individually, or as a whole, which current VR system is the team most excited about, and why?
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Post by Spiderweb on Feb 23, 2016 16:15:18 GMT
How many people are/will be on the Genesis team? +1 And what are their roles.
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Post by eddiemonsta on Feb 23, 2016 20:28:42 GMT
Got any jobs going? in all seriousness, I have seen echocdelta I think it was mention something about testing for maximum time a session would be comfortable being involved in. What is your figure for that time and from your experience, is that enough time to gain the required emersion you need to make this a good game experience? As an aside, I find myself wondering if any discomfort experienced using VR headsets may be down to maximum resolution and eyes constantly trying to refocus. Thoughts?
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 23, 2016 21:34:38 GMT
Got any jobs going? in all seriousness, I have seen echocdelta I think it was mention something about testing for maximum time a session would be comfortable being involved in. What is your figure for that time and from your experience, is that enough time to gain the required emersion you need to make this a good game experience? As an aside, I find myself wondering if any discomfort experienced using VR headsets may be down to maximum resolution and eyes constantly trying to refocus. Thoughts? Maybe it also has something to do with the fact that in real life your body gets all kinds of feedback from certain motions that it is not getting when just looking at a display, leading to a discrepancy in what your body expects and what is really happening.
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Deleted
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Post by Deleted on Feb 23, 2016 22:07:03 GMT
How many people are/will be on the Genesis team? Good question Ba'al. I am not exactly sure on the exact amount but it is a project currently attached to something we affectionately call 20 % day. This means that 20 % of the companies resources get put into it once a week. If there becomes enough of a following and we flesh out the concept to an acceptable level then more resources will be put into it. echocdelta Would be the best person to answer for the exact numbers and elaboration, so I will ask him today!
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Post by 13thGeneral on Feb 23, 2016 22:08:29 GMT
Got any jobs going? in all seriousness, I have seen echocdelta I think it was mention something about testing for maximum time a session would be comfortable being involved in. What is your figure for that time and from your experience, is that enough time to gain the required emersion you need to make this a good game experience? As an aside, I find myself wondering if any discomfort experienced using VR headsets may be down to maximum resolution and eyes constantly trying to refocus. Thoughts? Great questions! I was considering asking about how/if they're thinking about feedback devices, as well. Maybe it also has something to do with the fact that in real life your body gets all kinds of feedback from certain motions that it is not getting when just looking at a display, leading to a discrepancy in what your body expects and what is really happening. This is the exact reason I'm sort of crap at drive games; I would consider myself a reasonably above average driver,but a large part of my driving abilities rely on the "feel" of the vehicle and environment (road, wind, etc.). I'm really I interested in how technology will solve this in gaming, especially now that VR/AR is finally a reality. {Spell check keeps correcting 'crap' to 'deal' for some odd reason. I'm often puzzled by predictive word suggestions.}
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Post by Deleted on Feb 23, 2016 22:08:34 GMT
What is the air-speed velocity of an unladen swallow? Ok, all kidding aside... Individually, or as a whole, which current VR system is the team most excited about, and why? Good question, I will ask them today and get back to you
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Post by Deleted on Feb 23, 2016 22:10:37 GMT
I will take these questions and get back to you today about them, I just want to make sure I give you all accurate information ^_^
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Post by echocdelta on Feb 24, 2016 11:50:25 GMT
Petra told me that there were great questions here! Sorry for the delay, I've been super busy with a number of stuff and we had some office heat related disruptions due to Tuesday being 40 degrees in Melbourne. First question: We have a large team at Opaque, 15 people are assigned to Genesis to work on specific parts/times - currently that number is 10 people, with the other 5 not being required for the time being. Second question: I'm most excited about the Vive. It's the platform that turned me from 'WHY THE F- ARE WE MAKING VR?!' to 'WHY AREN'T WE MAKING VR?!' Other ones are good, but Vive won me over. Third question: 4 artists (3D/Texture/2D), 2 AI programmers, 2 gameplay/engine programmers, 1 media/PR, 2 designers (including me), 2 character artists, 2 technical artists and I think some misc. personnel who specialize in certain stuff, but for argument's sake they both are UE4 programmers. I think I'm missing 1-2 people...? NOTE: People wear multiple hats but this is one-role for one-person, otherwise you can add me as an artist and AI/Gameplay programmers are interchangeable, our programmers can double up on QA/producer roles etc. Fourth question: We just had a round of hiring, unfortunately. We had amazing staff like Petra and new artists/designers come on board. If anyone is actually serious about sending a resume for us to keep on file, let Petra know! The time for VR immersion and VR comfort/ease of use are based in minutes for the Vive (from experience). First couple of minutes, you're immersed, it might take some repeated uses to get really comfortable. Target gameplay round per session, thanks to our designer (Mitch), is 30-40 minutes, as after 70 minutes it can become problematic. Note that we're also building with non-VR in mind, we've already made that concession really early on. Fifth question/point: Lack of tactile or proper feedback, or stop of motion on hitting a VR-object, is what causes most disconnections. However, if the game is designed 'right' or is immersive, you might find that your brain is scarily adaptive. Like, I'm super comfortable navigating upside down or in 360 degrees of movement now, and for my brain that is a totally unnatural skill to develop. Sixth question/point: I wasn't great at VR archery, but I'm a total ninja spider monkey moving around in VR and also I can accurately hit a tree on a mountain with a house at many kms away > VR has a really immersive tendency to train your skills, as it has pretty good depth perception. Eye-strain on the Vive is still apparent after an hour.
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