cdlord, on 31 January 2013 - 09:36 AM, said:
I'd say apply for the jobs they are offering and get some first hand knowledge.
I suspect they would want me to relocate to theyr frozen end of the world. I did refuse that for 2 compaies already. Not ready to change my mind

(I
hate cold

)
Quote
I'm sure there are lots of corporate snags along the way and for any corporate decision takes weeks potentially. I'm sure if all it was was a dozen or so people, they'd be cranking this out, but they got more people pulling their strings including a caveat that any art and model may need to be approved not by PGI and IGP, but FASA as well. That alone could take months....
I agree. Still it would have to be several months of "corporate snags" for every major asset to fit the development time

The fact that they have to have everything approved by 'FASA' is a speculation though, right ?
Joseph Mallan, on 31 January 2013 - 09:38 AM, said:
No really They have said they are hiring. if you are as good as you say you are, then man, you are everything the DEVs are looking for!
What makes you (all) think any of us want to work at Piranha ?
Besides you dont really have to be super "good" to be able to create something like MWO in the time given above. Thats considered "normal" in most game companies I know.
Heeden, on 31 January 2013 - 09:42 AM, said:
Also with the modelling, are you including the time for concept sketches, consultations, redesigns etc. because personally I think the art-style in MW:O is utterly fantastic and I don't think the time-scale you're allowing would lead to such a brilliant aesthetic that manages to keep the resemblance to classic battle-tech but with a modern feel, let alone the animation which is pretty top-notch.
1. I dont think the MWO art is "fantastic". Imo it all looks pretty blank and uninteresting. definetly compared to curent topselling games.
2. the concept sketches dont take as much time as you imagine. Also I think all the designs in MWO are based on tons of ilustrations that already exist in Battletech franchise for years. Not even counting the notion that they (quite surely imo) used all the assets and artworks they had done for MW5. And not even counting that they arelady had very good base for designs in previous MW games

They didnt really need to pre-viz anything. (Im writing this just to inform how things usually work. And not.)
Thontor, on 31 January 2013 - 09:43 AM, said:
And clearly you and your friends are wrong and missed something in your "estimation"
Its maybe clear to you, but can you clarify for me where did we go wrong ?
Vechs, on 31 January 2013 - 09:49 AM, said:
Well I'm a level designer so I'll toss in my two cents.
If I know EXACTLY what to make, I can get the work done pretty fast.
You seem to be doing a time budget for just recreating what they've already made.
If I had a hard drive failure and had to recreate and area, that's one thing.
But being assigned to create an area from scratch involves planning, testing, and just... time.
Hi to fellow level designer!

I agree that if you are making a big, intricate level for a real FPS, with tons of checkpoints, areas, scripted and unscripted AI enemies, maybe several interchanging environments and hihg level of detail, then it takes a lot of planning, pre-viz-ing and maybe even whiteboxing 1st.
The levels for MWO are basic, small, empty, non-interactive, low-detail, have one simple environment ... dont need to continue

I just cant imagine making a dozen of artworks just to make the blant 'Frozen city' map.
Bryan Ekman, on 31 January 2013 - 09:51 AM, said:
It takes
2 Modellers
2 Animators
1 Concept Artist
1 Texture Artist
6 people x 1 Month to make each BattleMech.
Who the .. did you hire ?

Especialy: "2 Animators" ? What did they animate ?

The only things that move in the game are the player-driven robots and Im guesssing that most of the robots animations are either code-created (legs, torso twist) or physics simluation (death).