I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
Foundry 42 Ltd is looking for a talented UI Artist to work on Star Citizen.
- Work within the UI team and assist in defining the look/feel of key user-interfaces and styles, engaging in all aspects of the design process.
- Construct menu systems, buttons, and other necessary UI assets as well as integrate those assets, iterating directly within the game engine to achieve desired results.
- Work with engineers and other team members in understanding the functionality necessary for implementing various interface/interaction solutions.
- Present UI mock-ups and design solutions to the rest of the UI team.
- Proactively engage in the collaborative process and provide feedback and suggestions to fellow team members.
- At least three or more years of experience in designing user-interfaces for games and/or other related software mediums.
- Experience with software development processes, and working within production deadlines.
- A portfolio showcasing exceptional design skill and affinity toward clean and modern visual aesthetics.
- Moderate to high degree of experience in Photoshop, Illustrator.
- Experience working with version control software (Perforce, or similar).
- Ability to clearly articulate reasoning behind design decisions.
- Internally driven and proactive, harbouring a deep passion for establishing and maintaining great user experiences and stunning visual design.
- International travel may be required as part of the role.
- Experience in After Effects, 3D rendering software (e.g. 3DS Max, Cinema4D, etc.), Flash or other motion graphics software.
- Knowledge in ActionScript and / or similar scripting language.
- Experience developing for VR devices.
- Experience working within CryEngine.