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Torque isn

Torque isn
Name:Stephen Zepp
Date Posted:Jan 12, 2006
Rating:5.0 out of 5
Public:YES
Comments:YES
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Profile Page:View profile page for Stephen Zepp

Blog post
The Past
Historically, many of the opportunities that have become available on these forums are in the normal "indie" mode: join a team, perform your tasks working on a project as an indie developer for future royalties/credit, and along the way not only gain strong knowledge of Torque, but many of the team skills and experience needed for successful game development.

Some of the time the projects make it to publish, and studios such as Bravetree (now part of GarageGames), 21-6, Large Animal, MaxGaming Technologies, PocketWatch Games and many others have been able to generate income--in many of those cases continuing to work together as a studio to continue on the path to their dreams.

Please note that this post isn't intended to suggest this original paradigm is bad in any way...but things are quickly expanding!

Over the last 9 months GarageGames has been focusing on the marketing, technology, training, and services areas to make Torque extremely attractive as a development platform for markets other than indie developers: we have established companies in Military Simulation/Visualization, Casual Game Dev, A/AA/AAA Game Dev, and many others that are quickly finding out that both GarageGames as a company and Torque as a development platform are extremely attractive--great tech, excellent training (Torque Boot Camps), commercial support, and deep penetration into the educational sphere (we have more than 40 schools using Torque, and the number is growing exponentially).

The Present
I participated in a call yesterday from an extremely experienced studio that was researching all commercially available engines for development of a new funded title, and even I was surprised to hear the following:

Quote:


One of our selection criteria is availability of experienced developers and artists. Our research has demonstrated that the Torque Community provides a developer/artist pool of experienced individuals that rivals Unreal 2.


(Note: that's paraphrased, but the spirit of the quote is spot on)

Now, that's wonderful, but it got me to thinking: one of the (in some ways at least) downsides of being an experienced member of an "indie community" is that we see a lot of projects and job opportunities that simply don't pan out. That's not a bad thing honestly, but it does have an effect of having individuals looking for paying work to become jaded regarding both their expectations and their "belief" in things they see here on the forums and especially the "Job Opportunities" section of the community--everyone knows that these posts are going to be glowing, promising the world, and it becomes sometimes a bit difficult to take them seriously--just human nature.

One of Jeff Tunnel's biggest tasks this year is putting together a program to make sure Indie Developers and projects can coordinate, and get their projects published by providing organization, resources, and team building capabilities to help overcome the issues I mention above. I am extremely excited about this project, because it is sorely needed--we as a company are best situated to help tie together motivated and skilled Torque users into teams that can be successful.

However...there is another segment of the Torque developer market that doesn't really fit into this category: experienced (and jaded, see above) developers, artists, and designers that may be looking for a more traditional (or new generation) role in a non-indie company, using their experience in Torque to leverage success.

Disclaimer: the following list is absolutely not complete, and selected only to provide a spectrum sample of just some of the possible opportunities out there. None of these companies have asked, or even suggested they should be listed, I'm just picking a sample of the ones I am very familiar with, and/or have recently posted Job Opportunities on our website. The one randomly chosen criteria I used is that these are pay positions (not royalties/intern/percentage of profit), simply because that's the topic of this blog.

  • Valador -- Military, NASA, and Corporate Visualization, Simulation, and Training, looking for a Engine Coder/Script Programmer
  • Houston Community College-- looking for a Full Time Digital Gaming and Simulations Instructor and Artist
  • Roxor Games -- looking for a short term Experienced Programmer
  • Mind Control Software -- Looking for: Level Designer, Game Engineer, and Senior Artist

    These are just a few of the opportunites available out there (and just the ones that have publically notified the community, I know about a lot more that are coming down the road!)...as a community, you guys and gals are so respected in the marketplace now that even Electronic Arts has started posting positions in our Help Wanted forums for 13 positions!.

    The Future
    GarageGames will always be focused on our indie community, and Jeff T's initiative to make indies more capable and productive by tying together motivated and experienced team members and associated resources is extremely important--and something the entire company is excited about. Indies are our core mission: "To provide independent developers with tools, knowledge, co-conspirators - whatever YOU need - to make great games."

    However, as the title of this blog says, Torque isn't just for indies anymore--and we want to make sure those professional developers, artists, scripters, and anyone else with Torque experience are aware of the opportunities that exist. We as a company are going to continue to provide quality technology to all comers, as well as the training and support needed for the companies using our engine. You as a community are responsible for using your Torque expertise to meet your dreams...and if that dream is a position in a corporate structure that uses Torque, this is just a small selection of what is coming!

  • Recent Blog Posts
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    04/29/08 - Announcing TGB 1.7.3 Open Beta!
    10/18/07 - Transparent Development, Torque 2, and You!
    02/16/06 - Torque Boot Camp for Game Builder Announced!
    01/12/06 - Torque isn
    12/03/05 - I/ITSEC trip--(blog removed due to extreme photo content)
    11/23/05 - Torque isn't just for games any more!
    10/15/05 - Is that really Mars?

    Submit ResourceSubmit your own resources!

    Eugene Schaeffer   (Jan 12, 2006 at 19:47 GMT)
    You know I saw it happening in the posts, but it never really hit me until you put it in words. Thanks this just shows the value of investing in Torque. Soon a level I have been working on using Tim Aste's 2 content pack, the Soldier and modern weapons pack from Tridinaut, and the FF Digital: Urban pack will be feature in a new Game Design Commercial for the college that I graduated from. Once my obligations are complete I may apply for some of those position. That would be neat to say "Yeah I worked on the NASA simulation to mars."

    Jeremy Alessi   (Jan 12, 2006 at 19:54 GMT)
    Very good news! It's funny I was just mentioning to a friend yesterday that if he learned this stuff it wouldn't just help him work with me ... it could lead him to another profession also.

    Aaron Ellis   (Jan 12, 2006 at 19:55 GMT)
    Stephen,

    Great read. This growing attention to Garage Games just confirms what many of us have known for a long time -- Torque is a serious development platform for 3D applications of all types.

    Thanks for posting this.

    Eric Preisz   (Jan 13, 2006 at 01:02 GMT)
    One of the hardest parts of hiring a new employee is the learning curve hit that we take when we bring them on and they don't know our system. After posting the job ad, we already have a solid handful of options. Just having the option to contract work is something that I am not accustomed to.

    These advantages will help us (Valador) grow. Growing businesses like ours will only help contribute to the engine.

    This engine has legs!

    Nick Zafiris   (Jan 13, 2006 at 09:17 GMT)
    The new GG web site update made me look on the Jobs section very often. However, maybe you should consider splitting it up in 2 sections where you have the paid jobs in one section and the other section for jobs that offer royalties/credits/no pay, etc. What do you think?

    Nick

    MrPhil (Philip J. Ludington)   (Jan 13, 2006 at 17:20 GMT)   Resource Rating: 5
    Great idea Nick, you've got my vote.

    Andy Schatz   (Jan 13, 2006 at 19:19 GMT)
    (sorry to derail the topic a little farther) I think the job pane would be more useful if it listed the COMPANY and the specific position. RIght now, it's the position category and the specific position, which is a bit redundant. The company's name being over there will give a better pull for people to click on it.

    Vashner   (Jan 14, 2006 at 18:09 GMT)
    I think telecommunting in the game industry also has a future with torque as far as people working from home. Saves a ton of driving and office space costs. But also has issues. With my physical disablity it's my only option.

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