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Annie C. VanderMeer

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About Annie C. VanderMeer

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    http://folderol.uselessopinions.com/

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  • Location
    my massive attack asteroid orbiting Earth
  • Xbox Gamertag
    Tricqueshot
  • Interests
    gaming (and lots of it), writing, ninjas, thinking cheetahs are awesome, webcomics, being a spaz

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  1. ::manifests in cloud of smoke and vapor:: Oh, sorry - wrong A-name developer. But um, no, he wasn't. It's been Mr. Tony Evans all the way for SoZ. Bye now! ::disappears in cloud of smoke::
  2. Wa-BAM! Reference! I would nae have been as hyper about it if there wasn't a specific place for them in the Forgotten Realms. Trust me, they fit well. And they're pretty and FUN. And the word "dinosaur" just makes the 3rd grader in me shriek with glee. If I had my way at these times, the game would be called Neverwinter Nights 2: ZOMG YOU GUYS DINOSAURS. Or even Dinosaur Dinosaur 2: Dinosaur Dinosaur Dinosaur. I think I've mentioned before how they don't let me name things.
  3. Oh yeah. We gots dinosaurs. They are SO COOL. You will not be disappointed. :D
  4. Well, when I started out, no, I didn't know how to program or script... sort of why I started out in an admin/PR position when I first got into the industry. Most folks - even those WITH programming and scripting skills - start out as testers, and I only sort of dodged that bullet. I did lock down my first job in that regard because I could speak and write (in a sense) "fluent Business-ese" - my early tasks over at Papaya included me working up a list of industry press contacts and helping the boss write business letters. Then I got moved onto writing fluff dialogue, then handling larger story stuff and working with sounds and 3D Studio Max, and yeah. By the time I headed over to Obsidian, I had very base familiarity with a 3D modeling program (which I say is handily replicated with a toolset like NWN2's), and some very rudimentary scripting knowledge, but I built my experience and my career from a writing base, yep. BUT - if you can help it? Do your best to study things like scripting and the whole game-creation-process thing (there's so much silly mystique about what we do it can be hard to really properly illustrate the details of it without actual investigation into the process), I very VERY highly advise it. It comes in quite handy.
  5. Well, knowing how to write well helps a LOT - not just creatively, but clearly and concisely (for all them design docs), and to not be afraid to iterate (many versions often makes for a stronger product - shake that tree 'til the junk falls out!)... I'd say college as a WHOLE is a positive thing, as it shows that hey, you can get into something long-term and stick with it until it's complete. Also when I was in college I did my best to study a wide range of disciplines in addition to English (wheeee liberal arts school...), but also to look at narrative structure... why what works for TV shows is not the same as movies, or books, or games, etc. You'd be surprised how much that's overlooked: so many people try to use the same sort of criteria for measuring games as they do for static art or movies or books, and none of it fits it perfectly - part of why I was like "WHEE I WIL TEECH ABOUT GAEMS LOL" was trying to push for an invention of criteria that WORKED. Thinking about structure and genre is good - how things adhere to it, how they defy it, pros and cons - all that jazz. Plus it helps for making "combination" genres like for AP and Aliens Also, just basic information searching and networking - you get the basics of that in college too, I think. If you're properly persistent, know how to be professional and word a cover letter accordingly (HINT: saying "OMG I WIL HAVE UR BABIEZ IF I CAN WERK 4 U" is not acceptable for a cover letter. I know, I know, I had to rewrite it myself), and search for new opportunities that work and fit your skills, you should be good to go!
  6. Don't stress - video games wasn't the initial focus of many of us in the industry - hells, I majored in English Literature and wanted to get my masters -> PhD to teach about interactive narrative (i.e. GAMES), and it was a scary thing to kind of abandon that path and start down a new one. But if you're down for it, I do have a couple recommendations: There are lots of factors to the process - including learning scripting languages (like Ruby, Python, or Lua), mod-making, work with existing toolsets (NWN2's, for example...), personal writing... etc. Basically I'd emphasize personal learning - that you're really unafraid to learn new tools, foster new skills, and improve old ones - and above all, persistence. This is a really hard industry to break into, and I know I'm one of the few who got lucky. Have a solid Plan B to keep you afloat while you work at improving yourself, and keep an eye out for opportunities - and don't get discouraged if they don't plan out how you want. Be sure to network as best you can, take constructive criticism well, and work to consistently improve yourself. But yeah. Not to sound sappy or whiny, but this is an industry that kicks the crap out of you, and you HAVE to love what you do - but if you really do find yourself irresistibly drawn to making video games, godspeed, good luck, and my hat is off to you.
  7. PhDs are in fact WICKED hot. Never let anyone tell you smart isn't sexy, for they are made of LIES. Pidesco is A #1 Sweetest SUPER ALPHA EX TURBO, for reals. I once had a very sweet and talented fan model Blue in 3D - just a quick version, like PSOne era - and the joy nearly made my brain explode. I both long for and fear how much awesome would be Blue being in AP, but alas, it's not meant to be. But seeing you bring it up makes me preen with nerdy pride. (Also, she could never make it, because her Metroid pet Booger couldn't accompany her) /talkingaboutmyownprojects
  8. "Nuanced and multidimensional" does not equal "all gots their PhDs." Oh, you'll see. They're fun.
  9. Actually, the "bagging the chicks" line was taken out of context (and of course I got all whiny about it myself like a big McWhinypants). There really is far more to how things are handled - I would love to go into specifics, my chickadees, but - 'tis not my place to say, alas, as much as I know hand-fluttering "trust us!" gets bandied about in this world of ours. Suffice to say I feel very confident in stating that the characters are nuanced, multidimensional, and completely radsome. ::wink:: Oh and also for you guitar fans ::second screaming guitar solo, unexpectedly sweet ballad-ey part, then ANOTHER screaming guitar solo::
  10. First comment, W00t! Anyways, I just thought I would drop by and say that Alpha Protocol sounds like it's going to be a great game.

  11. Agreement with Patrick. An "M" game that's about more than just shootin' dudes? CAN IT BE DONE?! We here at Obsidian don't just think so, we know so. ::screamin' guitar solo::
  12. Yea, the Feargusaurus Rex has great power. They didn't include him in Primal Rage because he would never lose.
  13. All I can think of is that you must love gorons. NIPPLES IN AN "E" GAME, KIDS! AIEEEEEEEEEE!
  14. SETTING: a dark living room. A man walks in - and is stunned to see a mysterious figure sitting in a chair, facing him. "Wha... who... who're you?!" "The person who's going to make you tell me everything you know." "Never!" "Oh yeah? I have here a transcript of a love poem you wrote to Jenny Simmons in eighth grade and never sent. Talk - or she'll find sitting in her MySpace email in ONE HOUR." "NOOOOOOOOOOOOO!" "Any more trouble and I'm uploading this video of you singing along to a Weird Al song to YouTube!" "AAAAAAAAAAAAAAAAAAAAH!" ...absolutely kidding, of course. But ah, I find such glee in being demented in games. (yes. in games.)
  15. Holy crap that is hilarious. First I started laughing, and then because I'm sick I started coughing, and then I nearly cough/laughed myself into a coma. HIGH FIVE!
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