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Did Campaign And Unreal Engine 4 Just Get Announced Silently?

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#121 Imperius

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Posted 01 October 2016 - 03:34 PM

View PostHunka Junk, on 01 October 2016 - 03:32 PM, said:

We'll ask a mod to do it.

Fup,

I don't want any complicated language.

ED is winning narrowly in polls on a forum that most of the community doesn't even know exists, let alone that there are polls there.

The greater community isn't going to vote the same.

It's like comparing a primary to a general election.

I vote no for ED

#122 Hunka Junk

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Posted 01 October 2016 - 03:37 PM

View PostBLOOD WOLF, on 01 October 2016 - 03:27 PM, said:

http://mwomercs.com/...r-good-measure/

made a new poll. One that is more on point with what ED is actually supposed to be in charge of doing.


And please tell me you understand that is not THE poll, right?

#123 Bud Crue

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Posted 01 October 2016 - 03:39 PM

Another thing the current ED polls fail to account for is the evolution of ED itself (1.0 to 5.0) and the communities response to it. I for one was all for it in iteration 1 and 2. It didn't seem to affect my game play that much, and I figured I'd get used to it in the same manner as I did with ghost heat. In testing the more recent iterations however, I can say I am no longer indifferent. As it currently stands: I don't like it. The polls don't account for that potential of changing views over time, which has occurred as ED has changed.

Edited by Bud Crue, 01 October 2016 - 03:39 PM.


#124 Hunka Junk

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Posted 01 October 2016 - 03:42 PM

View PostHunka Junk, on 01 October 2016 - 02:59 PM, said:


OK, how about this?

When ED gets released on the real servers,

a) If it's popular as you claim, I'll stop posting for a month because I was wrong about ED popularity.

b ) If it's not a welcomed change, you'll stop posting for a month because you were wrong about ED popularity.

We'll base this on a poll in the GD forum and not tucked away in the support section.


#125 BLOOD WOLF

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Posted 01 October 2016 - 03:46 PM

View PostHunka Junk, on 01 October 2016 - 03:42 PM, said:


I deleted it, dude relax.

Edited by BLOOD WOLF, 01 October 2016 - 03:47 PM.


#126 Hunka Junk

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Posted 01 October 2016 - 03:48 PM

OK. I have to remind myself of who I'm dealing with.

#127 Bishop Steiner

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Posted 01 October 2016 - 03:48 PM

View PostRestosIII, on 30 September 2016 - 08:33 PM, said:


Oh lord I can see it now. MechCon announcement. Mechwarrior: Mobile. Lord help us all.

Just glad they didn't ask for Unity... we'd probably be getting a rebooted MW:T for mobile, or something.

#128 BLOOD WOLF

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Posted 01 October 2016 - 03:50 PM

View PostHunka Junk, on 01 October 2016 - 03:48 PM, said:

OK. I have to remind myself of who I'm dealing with.

apparently you don't.

Edited by BLOOD WOLF, 01 October 2016 - 03:50 PM.


#129 TKSax

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Posted 01 October 2016 - 03:56 PM

View PostMcgral18, on 01 October 2016 - 01:59 PM, said:

  • Iterative Balance changes



View PostBLOOD WOLF, on 01 October 2016 - 02:12 PM, said:


Well, depends on what you mean by that. I consider the changes they are currently doing on the PTS to be interactive.


Iterative Interactive

I would not read anything into the Job Posting as several have said Scaleform is cross platform. (World of Warships/Tanks uses sacleform for their UI). A lot of tools people use outside of the engine are not engine dependent, so if someone has done UI in Unreal there is a chance the could do UI design for Cryengine pretty easily, or PGI is willing to train them on the tools for CryEngine so the simply are not limited there job applicants by saying Cry Engine only.

#130 Imperius

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Posted 01 October 2016 - 03:57 PM

View PostTKSax, on 01 October 2016 - 03:56 PM, said:





Iterative Interactive

I would not read anything into the Job Posting as several have said Scaleform is cross platform. (World of Warships/Tanks uses sacleform for their UI). A lot of tools people use outside of the engine are not engine dependent, so if someone has done UI in Unreal there is a chance the could do UI design for Cryengine pretty easily, or PGI is willing to train them on the tools for CryEngine so the simply are not limited there job applicants by saying Cry Engine only.

True, but why not list all the other top engines?

#131 TKSax

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Posted 01 October 2016 - 03:59 PM

View PostImperius, on 01 October 2016 - 03:57 PM, said:

True, but why not list all the other top engines?


Becuase CryEngine and Unreal are the 2 most popular, and most the others popular ones are Game Company proprietary

#132 Hunka Junk

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Posted 01 October 2016 - 04:03 PM

Is PGI actually giving whole-hog rights to HBS?

Or could they also use their models as the basis for a turn-based tablet game or some such?

#133 BLOOD WOLF

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Posted 01 October 2016 - 04:03 PM

View PostTKSax, on 01 October 2016 - 03:56 PM, said:





Iterative Interactive



go read what I said again. I never said the words are = although the do have practically the same meaning.

I said It depends on what he means by it, and then I stated that I find the changes to be interactive. I didn't like is use of wording, that's all.

Derp

Edited by BLOOD WOLF, 01 October 2016 - 04:05 PM.


#134 A Shoddy Rental Mech

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Posted 01 October 2016 - 04:05 PM

Quote

RESPONSIBILITIES:
  • Conceptualize and prototype interface functionality and aesthetic with the Art and Design team
  • Develop feature design briefs, logic flows and screen wireframes within evolving technology, business, and time constraints
  • Author and own clear, concise and complete documentation including diagrams, visual content, and prototyping
  • Interpret existing style guides, and execute visual design work while adding appropriate visual ideas
  • Take ownership of user and product stories and balance user-centered design practices with business requirements
  • Ensure user interface is usable, aesthetically pleasing, efficient, and where necessary, falls in line with the given IP
  • Work with UI Engineers to ensure correct implementation of designs
  • Involved in building UI screens and components as required
  • Attends software reviews and supports production and marketing as subject matter expert and user advocate for their product areas
  • Producing Detailed Wireframes including locked designs, consistent interactions, optimal user flows and final copy
  • Responsible for UX consistency and ensuring that Process is adhered to
  • Demonstrate a keen understanding of the target audience, personas and the motivations that lead to deeper consumer engagement
  • Collaborate with Interface Designers to translate architecture into the look-and-feel of UI and own UX Style Guide
  • Sharp, analytical, and thoughtful--thoroughly thinks through problems to come up with solutions.
  • Simplifier that can also get the bigger picture, takes smart risks, is innovative, a visionary and can think outside the box
  • Prepare assets for production and working closely with engineers throughout implementation
REQUIREMENTS:
  • Minimum 2-4 years of UX design experience in a production environment, preferably in the gaming industry
  • Bachelor's degree in Interaction Design, HCI, Human Factors, Cognitive Psych, or similar field, or equivalent experience
  • Expert abilities in Flash, Photoshop, Illustrator and motion graphics
  • Strong typography, colour, iconography and layout skills
  • Hands-on experience on at least 1-2 different products (apps, video games, social or location based services) and at least one product with significant online functionality
  • Experience with wireframe prototyping as well as creating high-fidelity mock-ups
  • Experience with multiple prototyping, presentation, and documentation methods
  • Capable of working with little instruction to resolve demanding tasks, as well as work with internal teams
  • Self-driven and able to work effectively in a small team environment
  • Excellent written and verbal communication skills
  • Excellent organizational and interpersonal skills
  • Effective at problem solving skills, group brainstorming and problem solving / iterative design
  • Must have experience working with research
  • Experience with multiple prototyping, presentation, and documentation methods.
  • Expert attention to detail and knows what it takes to improve engagement and retention
ADDITIONAL QUALIFICATIONS:
  • Experience working with Unreal Engine 4, CryEngine 3 or Scaleform
  • Understanding of game production pipelines
  • Knowledge and appreciation of a wide variety of game genres and art styles in both PC and Console development environments.
  • Interests and desire to contribute to gameplay and game design
  • Illustration skills or experience managing 3rd party illustrators
  • Worked in collaborative, cross-functional environments
  • Project management experience
  • Understanding of today’s front-end technologies
  • Traditional art skills
  • Marketing experience
  • Web design experience
  • Previous experience with the development and shipment of AAA titles
  • Familiarity with casual games on iOS and Android platforms
  • Relevant education in related discipline or technical equivalent




and if you have none of them you can be president of PGI?

#135 MauttyKoray

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Posted 01 October 2016 - 04:06 PM

View PostI Zeratul I, on 30 September 2016 - 10:02 PM, said:

Its just an ad for a full time user interface engineer.

Previously their part time interface engineer was featured on developer blogs.

I seem to remember him having some nice arm tattoos.

This, hence why the expanse of knowledge is requested because being a UI engineer can be a heavily multi-purpose job. Experience on as many platforms/coding bases as possible for that and similar jobs is extremely useful to adapt to any environment and work on whatever is needed.

Who knows, maybe we'll get an MWO app that lets us look at stuff like the FP map, store, events, etc?

#136 Imperius

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Posted 01 October 2016 - 04:08 PM

View PostTKSax, on 01 October 2016 - 03:59 PM, said:


Becuase CryEngine and Unreal are the 2 most popular, and most the others popular ones are Game Company proprietary

Unity is quite poplar too... just saying both of us are speculating and neither is right or wrong at this point.

#137 TKSax

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Posted 01 October 2016 - 04:14 PM

View PostBLOOD WOLF, on 01 October 2016 - 04:03 PM, said:

go read what I said again. I never said the words are = although the do have practically the same meaning.



Interactive does not have practically the same meaning as Iterative, especially when talking about balance changes

Interactive is what they are doing by having a PTS server and making changes based on Community input, however, those changes they have been making on the PTS from version to version are not always Iterative. The certainly have not made Iterative changes to balance in live because there is far to much time between each balance changes, and they seem to make a lot of huge changes to stuff, instead of small Iterative steps.

#138 BLOOD WOLF

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Posted 01 October 2016 - 04:17 PM

View PostTKSax, on 01 October 2016 - 04:14 PM, said:


Interactive does not have practically the same meaning as Iterative, especially when talking about balance changes

Interactive is what they are doing by having a PTS server and making changes based on Community input, however, those changes they have been making on the PTS from version to version are not always Iterative. The certainly have not made Iterative changes to balance in live because there is far to much time between each balance changes, and they seem to make a lot of huge changes to stuff, instead of small Iterative steps.

that's just your viewpoint. When I look at different dictionary definitions they pretty much have the same meaning.

Just a matter semantics at this point

Edited by BLOOD WOLF, 01 October 2016 - 04:21 PM.


#139 Deathlike

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Posted 01 October 2016 - 04:18 PM

View PostThe Nerf Bat, on 01 October 2016 - 04:05 PM, said:

and if you have none of them you can be president of PGI?


Technically, you just need money, and a will to continue creating questionable minimally viable products while having "friends" that are more than willing to screw you over (especially if they have money).

#140 Deathlike

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Posted 01 October 2016 - 04:22 PM

View PostBLOOD WOLF, on 01 October 2016 - 04:17 PM, said:

that's just your viewpoint. When I look at different dictionary definitions they pretty much have the same meaning.


Oh boy.

"Iterative" is the process of doing incremental changes. For instance, we could have multiple patches in a row just tweaking the damage values (including the lame crit chance) of the MG. That would be considered "iterative".

"Interactive" in this current context is the process of reacting to feedback. For instance, if someone said that the IS ERPPC needed to be distinct... one change could be increasing its damage. Another change could be increasing the projectile speed. Another change could be adding splash damage to it. It depends on what is decided upon, but essentially interactive implies responding and interpreting feedback.

These things are not mutually exclusive, but they are not the same thing.

Please stop trying to butcher the English language.





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