#career-chat
1 messages · Page 6 of 1
thank you ❤️
Oh, since you're a tech artist, which tools do you use outside of unreal during your workflow?
Also, while I'm assuming the material editor and Niagara cover a lot of ground, are there other UE features you would suggest knowing about?
hi, I think beside UE, I use source control software, like P4 and Github. You will also need to have basic knowledge of a DCC like Maya or Blender, and how to write tools in that
about the UE features, I think it depends on the tasks you are working on. In my view, Tech Arts have to learn a lot, so there are no fixed answer for this question. For example, I didn't do much about Niagara before, but recently I have a task about VFX optimization, I have to learn about Niagara and its components, just to understand how it works, I don't need to learn to make a beautiful effect like an artist
and so, when I learned the basic, I see that the way our artists making VFX is not good, for example, they use lots of unnecessary ribbon, instead of a simple mesh, etc..
It's from my exp, and I think having a good lead/mentor is really important too
May I ask why you want to move away from the tech artist path? It sounds like an interesting job
I want to be a Graphics Programmer from beginning, but in my country we don't have that type of job, so I have to start as a Tech Art
quite different imo though
GP will focus a lot more on in depth code and performance
so if you don't know c++, definitely the first thing to do
I would then look into rendering libraries, learn to understand and use DirectX for sure
OpenGL if you want and Vulkan if you are daring
if you want to be unreal graphics programmer, also start looking at the source code of the whole rendering system of the engine
but a good base would be to write some custom render engine stuff using library API's directly
(so outside of UE)
dislaimer: I'm not a graphics programmer
thank @woeful iron , as a graduated CS student I think I can code at intermediate level, I'm planning to follow the game engine series of The Cherno after I finish The Book of Shaders, do you think it's a good starting point for a G.P
It's a start, but you should really also try to do something without tutorials
following tutorials, especially videos, puts you in a trap of exactly doing what the instructor is doing and not thinking or trying for yourself
there's also an interesting book called "Introduction to 3D Game Programming with DirectX 11" by Frank Luna, I really enjoyed that one
DX12 exists now, but 11 is easier to get into if you don't have GP experience imo
(same book exists for 12 btw)
I've struggled with job as whenever I mastered that role, I'd get bored and start looking for other jobs that keep challenging me. Should I pursue programming?
yes I learned from that book too, my first book when learning about CG, but it uses its own framework, if I remember right, I can't learn much about DirectX because it has source code inside and the framework just supports me well. Did I just learn that book the wrong way
depends on how you define mastered lol
As in i can't learn any more.
you can't learn any more or you think you can't learn any more
you've chosen the right industry my friend. programming is great if you have an unsatiable thirst for knowledge.
can you share me the way you learn that book @woeful iron
how much experience do you have
It's hard to tell you cause I read it in conjunction with college :p I just found the book on its own interesting as well
I can make landscapes in UE5 😂
is that your peak for learning
For now, yes. I want to learn everything
haha okay, thank you @woeful iron. I love that book too, I will take a look at the Dx 12 version
Are we talking about past jobs or what I'm learning now?
the thing that you say you have mastered
are you just starting in programming?
or were your previous roles in the same direction
because with programming in general, there pretty much is not limit
but of course a certain job can have its limits
Yes, I'm new to programming. though i taught myself python a few years ago
most of the challenge of programmer jobs will not come from the programming aspect though (with some experience), the real challenge is the problem solving
if that is something that interests you, programming might be an interesting carreer move
I like a good problem to solve. Everything gets boring when you do the same thing all the time
again, that can really depend on the job you have though
my first job was programming, but still very repetitive
Hmmm.. it's an option. my parents want me to renew my Network+ certificate again. But i didn't like IT industry.
What do you think about when you program? Is it implementing new rendering techniques? Do you think about how a player will interact with the game? Is it optimizing data structures and making things faster? They're all programming, but they touch different parts of the game.
I like thinking about how the player feels and how they interact. Thus, I enjoy being a gameplay programmer
there's also programming outside of games
I've always been interested in artificial intelligence
plenty of jobs for that atm
there's a difference between AI hype and having a job in AI though
speaking outside of games here, to clarify
IDK if it's hype. But even as a kid i was fascinated by them.
well you can try it out and see if you like it
you say you already did python, can be useful for AI stuff
again, outside of games
in games, AI is different
I learned the basics of python and was starting to learn machine learning. But i stopp when I realized I didn't know what I wanted it to do. So i shelved the idea for a while. It's why I started learning Unreal engine. It was so i can create a world to test AI.
I don't think machine learning in unreal is very common though
Well I was going to involve machine learning for a game. But it evolved into an actual game with a story
Can anyone explain me the paying system of ue?
I dont get what per quarter 3000 mean?
Can anyone give me a full explanation
When i have pay this?
Once your game surpasses total gross profit of 1 million USD, You'll start paying Epic 5% of your game's gross profit after $10K per end of quarter (March, June, September, December)
I'd recommend contacting epic rather than asking here. They will be more than happy to help you pay them correctly
So, how do I get my foot in the door? Just keep doing tutorials and apply for jobs?
If you are at the religiously needing tutorials for unreal stage you aren't ready for a job with unreal
It also depends on what you want to do.
For an artist position following tutorials and such and applying for jobs is great but you probably won't land a job unless you make a portfolio that shows good technical knowledge
That makes sense. And yes I religiously need tutorials atm lol, I know it's not a short term thing. I'm used to doing hard things though so I'm ready to commit to learning enough to be independent.
ye but first let me give you a 20 minute life story, then tell you about my sponsor and not actually cover the topic of the video properly
what about patreon?
Also fill > 60% of the video with you either fumbling around or say nothing as you struggle through the editor
Not going to name him, but I know a creator that repeatedly do that in his videos, and it's infuriating to even watch it out of curiosity.
i watched a video today that was a "tutorial" with no speaking but they had notepad open and typed it out instead. watching them fumble through typing it out and making typos and backspacing and retyping was more cringe than i can take
Does it have 009 Sound System music in the background, and Unregistered Hypercam 2?
no there was no sound at all and i didnt see any watermarks. it was just a shit video
What is this? 2006?
...that was a joke btw
because "tutorials" with typed notepad section were common in early YT videos
i feel like even tutorials in 2006 were better
I forgot to thank you for this input!
This was really helpful to know - I currently don't have a great grip on Blender, but I'm sure I can get to learn that with a bit of time.
And how to write tools in Blender essentially boils down to python, right?
Do you think Houdini is a necessary for a junior? Or is it just a "plus" if I know it?
hi, I think Houdini is great, but it depends on whether your company is using it or not. And yes, you should start with Python, because 3ds max and maya tools can be written using Python too (pymxs and pymel)
a coder friend of mine offered to make me a script I always wanted.
Lead programmer-level, published many games.
after two hours of scripting in max (max-script back then) he send me the script and started a video call.
he flipped both middle fingers at me and said "never again, luos, f**k max-scripting" and ended the call XD
can never take the name pymel seriously
as a dutch person, me neither XD
max script is a pain, I only use that when I have to write tool that need to process on huge objects/vertices
Do you know how to pronounce this phrase? )
ØDGRØD MED FLØDE
that's danish though
^
Maybe interesting for people that don’t know possible jobs in games https://creative-assembly.s3.eu-west-1.amazonaws.com/inline-files/GamesIndustryCareers_Cribsheet_2022.pdf
sorry about the commands mod, wasn't working.
i wanna code in only bp and make 6 figures
or maybe learn verse when it comes out
just no cpp
Well before fully dedicating yourself to only BPs you should think about your long term future
With BPs only you don't really have any opportunities outside UE
If you learn C++ then you have a whole lot more options
i would wanna be a game designer but i dont wanna work a whole lot on animation
and art rlly
cuz my art skills are shi
i may want to be a programmar if verse comes out
A lifetime of employment and a lifetime of frustration!
I wouldn't be relying on Verse for long term
When it comes out, if it comes out as a general purpose language, it's gonna be a very long time before it sees large scale adoption
Compared to something like C++, imo not learning C++ is a mistake
i dont think verse will be used outside of unreal
The kinds of problems you solve don't depend on language, after a while the language becomes somewhat irrelevant, it's the problem solving and building that is the key skill and interest
i would learn cpp if i wanted jobs outside of just unreal
could happen ig
if i wanted to be a software developer i would learn lua
i mean maybe i will learn lua one day
when you learn C++ any other language is easy mode from there
cpp is not a language anyone should start off with
No but waiting for verse is not a good starting point either
People use Python more than Lua.
I start off learning C/C++ as a kid.
that's not entirely true, depends
It should definitely be on your to learn list
It teaches you a lot of low level concepts that you won't learn in other languages
Other languages will start making a whole lot more sense after knowing C++
Yeah, i think c++ can get beginners lost in the weeds rather than in some of the higher level stuff. Just slows the process slightly imo. But Noone will argue it was a bad language to learn at any point
if you know C++ you can pick up any other language within a week
I'd argue starting by learning C/C++ makes using other language a matter of getting used to the syntaxing
Even if you do end up hating the new language's syntaxing
is cpp kinda ez
quite literally lol
i didndt think so
ue6 better come out with a feauture that allows us to tell it what we want to do then it makes the code for us 🤣
one of the most difficult languages you can learn, but that's the reason why it is a good language to start with
As we said, it makes everything else easy
No disagreement
first i think i would atleast try to get decent at blueprints
every ue user should try to know bp
BPs are great if you wanna get familiar with the engine's framework and API
even if they learn cpp later on
and you should learn it
Consider that there's more Unity jobs than it is with UE jobs with even intermediate C++ skill
if im a game designer im guessing they use it to prototype
Good luck in the competition, though
anyone who touches UE will touch BP basically. I think the points being made above though if your intent is to get interesting in programming, it's quite a limited tool with very limited application
also ive seen ue programmar jobs and some say to just be good at any object oriented language
And that's what knowing C++ gets you^
Almost every game engine is written in C++
And C++ is one such language.
but they say any object orientated language so theroeticily i could just learn python and apply??
i dont get it
I'm not sure BP is the type of language those roles are implying. You'd have much more success with python, c# or ofcourse, c++ when the wording for the role is like that.
Don't worry, it's not super easy to wrap your head around
ik
but like i could learn python and apply and maybe get hired but the engine doesent use python??
well what about lua
or java
Why not learn C++ and then branch out to scripting languages like those you mention?
i'd take a python dev over a BP only dev. But the c++ dev is head and shoulders above because a better understanding of the memory model and some of the gotchas of pointers is something that can speed up getting productive in the role
What's holding you? The pointers?
what if i do learn but i find myself not bein able to understand it even after several months
or years
ok
ok
Also don't expect you're gettig good at it in one night, you'll shot yourself in the foot if you try speedrunning it
i am aware
Expect anywhere between 6 months and 1.5y before you become somewhat competent in C++ with 0 previous programming experience
true
there is a public college in a neighborhood city. I think I'm going to contact a professor there, he is the head of a 3 years degree in game design. I'm not interested in the course, but in finding contacts
game design seems very competitive
what do designers do rlly?
i just have fine motor skills and cant rlly do visual arts
like drawing
well ig there are multiple types of game designers
what type of game designer primary focuses on like mechanics?
not art
If you want a ballpark for being a hirable applicant if you started learning c++ fight now, I'd say 2 years. That's 2 years learning pretty much every day, writing programs. Tutorials like learncpp might take you a few days, then after that you start reading through unreal code and making stuff
in magic the gathering they have the guys who care about competitive, a team for creative process, another for fine tuning mechanics and balance.
If you ready have a solid programming foundation and you already know c++ it gets cut down to maybe 6 months learning unreal
i have no experience with programming
i wanna be creative but without art or animation
See you in 2 years
i mean id prolly be doing a little of those
Game development is a great creative outlet but it's not ezpzlmnsqz
tf
easy peasy lemon squeezy
if u mean easy i know its not easy but its not the hardest thing ever
still kinda hard prolly
well generally much harder than regular software development
Level designer, I guess.
i wanna make 6 figures
Then work on anything else
senior level designers could make 6 figures i bet
Learn pottery
if i dont do gamedev id do software dev and i wanna learn lua for that
technical artist or senior C++ programmer in UE is where you can expect 6 figures
But expect a very long time to pass till you get there
And I mean loooong
Out of curiosity, what's really holding you from learning C++? Time it takes to learn? Pointer mystification?
Lua is more a scripting language embedded in applications AFAIK. Not much actual software is written in it AFAIK. It should just be another tool in your toolbox, not your primary language IMO
Sounds like you need to sit down and decide what you really want to do, then you can look up the skills you will need for that job.
ez
Factorio mods?
and roblox uses itr
I was close
Roblox industry is a shitshow, and surely not worth hiring to many
i rlly wanna use verse for unreal but what if it never comes out
or unreal gets deleted in the future
Can you answer this?
#career-chat message
i still dont know if i could ever pick it up well enough to use it full time
I feel you are approaching this from an entirely wrong angle. The fundamentals of programming apply to all languages. Theres no need to wait for a language to be released. Get started with any language and you should be able to move to another one without great difficulty. Especially if you have the grounding of a language like C++
ok
I mean lua is a nice scripting language to use, I just wish it had more features. But then it gets bloated and becomes just like every other scripting language
But... Roblox?
I wouldn't hire someone who only knew how to make stuff in roblox
what if you were hiring specifically a roblox dev?
i wouldnt have my full time job be robloxd
I wouldn't do that either lmao
I mean, you could have a completely unrelated daytime job, and if you're lucky you'd have spare time to learn C++ outside the daytime job
like what software enginners use lua
Lua is just a scripting language
do software engineers at companys have to know a specific language or can they know any language to apply
ok
To know Lua is one thing, but to make implementation of Lua in the C++ program is a different thing
By chance, are you in a desperate position and under financial crisis?
Then you'd have time learning yourself C/C++
I understand if you're under desparate position and you're piling up debt, honestly that'd be something I ask out of panic.
But if you're not under crisis, take your time piling up the skills for programming
Especially if you're still under life security for the next couple of years
Hello, sorry kinda new to this; I am working on a small commercial project I would like to simply call "Deathblow", but recently discovered upon some research that this name also belongs to a pre-existing IP in the form of a Marvel/DC comic book character. I am not sure on the legality of this or how to proceed, can I simply break it into 2 words like "Death Blow", or expand into like "Project Deathblow", or should I just use something else entirely? I don't want like a "Elder Scrolls vs Scrolls" situation
Trademarks are tricky subjects and vary somewhat by country. A simple change like adding a space is unlikely to work. There's generally a "reasonable person" test in court cases to see if it would cause confusion to a reasonable person. If you can't talk to a lawyer about it and look into securing your own trademark, best bet choosing a new name.
Trademarks also fall into a number of categories so a name in one category such as books may not be applicable in another category, like software. But again, best bet is talking with a lawyer
a trademark also isnt worth the money unless you can enforce it.
This is primarily why I asked but was not sure, thank you for the info
somewhat, but it can be helpful to stop you losing the name and all associated SEO and promo work you have done at the last minute
true
FWIW you had better time renaming the project to avoid trademark clash
💯 It's easy to get attached to a name, so it can be painful. But if the project is any good, a new name is not the end of the world
I know I'm late to the party, but this is pretty much a pipe dream, in games making 6 figures is already a feat, but doing that with just BP is going to be impossible. While BP is valuable while working in unreal, if that is the only thing you can do, you don't really bring very much value to the company. Doing BP often goes in combination with something else, like level design, game design, or with c++ programming, but on its own it's not going to be worth much.
there's not really a single discipline where BP is the main focus imo
also going to add that if you are already paying one or more people 6 figures who can do different roles (eg programming, animating, modelling), as well as their BP counterparts, why tf would i pay you 6 figures to do only BP?
Hello guys. I'm 23, want to be a Game programmer and im now at the end of my Game Programming degree and the last days I've been asking for myself if it's worth to get in CS degree and spend 3-4 more years on college. Besides that, I'm currently doing a 1 year course related to IT that teaches(or at least tries to) java, C, SQL and web programming too, basically it's a course to get u to get a job faster but I really want to be a game programmer and I'm doing a lot of personal projects, mainly in c++ on UE(I try to use BP only when necessary) but I know Unity related stuff too. Basically I'm afraid that if I don't get a CS degree, I won't find a job. Do I need to get CS degree?
not really, but it could help
Necessary, no. Worth it, yes. A degree helps get your foot in the door in early career, but I went to uni for compsci in my late 20s after working for a few years, and I can definitely confirm that some of the algo and math courses levelled up my skills
and you'll learn people skills. how to deal with a team-member that performs worse, or has an attitude, how to finish assignments on time, networking, dealing with critiques, leadership, etc
is this "Game Programming degree" you mention already some college/uni thing?
since you're 23 I would guess so
I would say if you want to work in games that would be enough tbh
see if you can find a job and you'll find out soon enough 😄
i might be a game programmar in the future
but im not gonna take computer science or ap physics
Yeah, it's a normal university course, the difference is 2.5yrs and CS is 4 years
in college i will major in a game development thing
that can be perfectly valid though
depending on what they teach
having "some" degree and formal eduction is important though imo
but if you already have this you could probably find a job if you wanted
I did a 3 year game dev college thing myself and got started in games and went to "normal" swe after 2 years
They talked about a lot of subjects that CS degree has, but most of the things I know is from self teaching.
I love coding in c++ and since I was a kid I knew that I wanted to create games or work with.
IMO you can weaponize your degree to get jobs easier than those who don't have any college diploma
But yeah, looking for game dev jobs without any degree is basically going for the hard mode.
And you better finish that damn CS degree while you have the opportunity.
but he is about to have a degree though
if I understand correctly
the question is whether to start a second one for CS
Yeah, I don't think a second degree would help, but I have to consider what people in the industry think.
experience will always overshadow degrees
having any is a good starting point
you just need a good portfolio
show what you can do
I looked up the game design degree in a college near me. 5 semesters of computing, one semester of teology, 2 semesters of 3d modelling, etc etc.
no idea. "Introduction to teology", maybe it's about philosophical ideas and concepts
there is the name of the instructor but no description
seems that it's part of all degrees there. Catholic University
wild
So you will be finishing up education when you are almost 30 with no experience, facing off against younger people with half a decade of experience more than you, I would not personally.
30 is still young, right everyone? 🫣
dam. I feel very fortunate to have been able to switch careers at 33 then
It's quite late to be starting a career in this industry. I started when I was 30+, but I had already been working as a designer in another industry since I was 19.
switching is not starting though
switching is still hard, but starting at that point is harder
at least when switching you can keep all soft skills and stuff
I would say only do the extra degree if you really care and want to learn about what is taught
😅 so are you saying it's not worth it?
the extra degree? yes, not worth it imo
Nah I meant the "just starting a career" part. Unless I missed some part of the conversation
do you think it's "suicidal" to apply without meeting the req? Epic has position for level design but what I have as a portfolio is a site with a lot of text and levels for unreal engine 1
Worst that will happen is your application gets ignored. You won't get blocklisted for not passing their criteria
sent emails to three professors from three different game design schools, one studio of two guys in my state, some guy with a phd in physics who moved to lead a game design blog and another studio in the same city as me. 18 hours later, no answers
And to think some local companies blacklisted me after getting rejected smfh
"You're rejected, now get the f||uck|| out of our sight."
Well, they don't say that of course, just ghosting me, but FWIW once they reject me, they pretty much reject me forever.
blacklisted? Does it mean a permanent rejection?
As in they reject me for future applications after rejecting me once, even if I had improved ever since.
I don't understand. It sounds like you violated the law for them. To blacklist you out of nowhere?
I don't know what they were thinking, but it is what it is.
I guess it's more common to do so for employers on my local? I don't really know tbh.
As far as law goes, I don't think there's any law siding with the workers.
I'm creating an acc in linkedin
Not to mention those that get me to interview, they ghosted me after interview, apparently this is uncommon?
never heard of ghosting outside toxic relationships
Ghosting is super common on the initial steps, where you would send your resume
But after interview, apparently it's uncommon to ghosting after that
Also on that note, 18 hours is too short of a wait, typically you'd get back in a couple of weeks
If in 2 weeks you get no response, FWIW you're rejected.
hehehe, I've sent during the overnight (after 0:00)
I mean, usually there's just a better candidate, not usually a red flag to say "DEFINITELY NOT THIS CANDIDATE". it's too much hassle to block people from reapplying. especially as people tend to improve over time. What is a rejected applicant in 2022 could be exactly what you need in 2023.
yeah no response is typical unfortunately
it's very common to just never hear back about applications. it's rare to get an actual rejection, unless you've gone to the next stage like interviews
now this makes a lot of sense
That's the MOST i've heard of, unless theres legitimate red flags. Reapply in 6-12 months allows you to expand portfolio and skillset. I've not really heard of 1 rejection turning into a permanent rejection, again unless there's extenuating circumstances
again unless there's extenuating circumstances
so just registered at linkedin and they allow 125k characters to post articles. I can copy whole pages from my site to linkedin
do people read linkedin articles
except for all those annoying sales and coaching people that are just pretending they are important and like eachother
And recruiters!
It seems like there are so many haters and dreamer on the subject Verse. And here is my postulation. What if you can toggle between Verse and BP? Would that make everyone happy?
From what I know, Epic is making a new visual scripting language. It was little bizarre that they are working on yet another visual language. And all of sudden it all made sense thinking that it would allow an instant toggle between Verse and the new BP.
It's not about hating, this is about not being able to form a long stable career on Verse or BPs alone
Yeah, exactly that's my point. You can choose one and never have to look at the other.
The new BP will instantly turn it into Verse if you wish and vice versa.
That is my postulation and I think it will make everyone happy.
I don't think you will be able to convert from one to the other tbh
but you will be able to use them both at the same time most probably
It's not easy but it's certainly possible.
Otherwise, why would they be making a new Visual Scripting Language?
It's wishful thinking but I think it makes sense if you think about it.
Verse is Text based.
yes
I would be more convinced at the idea that they would be overhauling BPs than making a new visual scripting system
Here is the workflow I envision. Let's say you start with a new BP class and want to switch to Verse. Verse file will be created instantly and switch to Verse mode.
And you start editing Verse and want to switch to BP. It will update BP respecting the old node position and such, so that the toggling between BP and Verse won't reposition the nodes every time.
BP nativization is totally different.
It was an after thought project and it is much harder to generate readable C++ code.
Anyway, like I said, it's a postulation.
What if it's true, won't it make everyone happy?
well, free housing would also make a lot of people happy, doesn't make it true
but we'll see
There is no such thing as free you think about it. There is a cost but well spent in this case. ^^
I just wanted to share my ideas.
my point is not about the "free" lol
but yes it would be cool if it was interchangeable, but I personally don't think it will be
I hope the new Visual Scripting Language is really a new Visual Scripting Language, not just the old BP make-over.
Cheers!
Well, then, it will make the toggle even easier. ^^
Why do you think it's visual? just curious.
you keep calling it the new visual scripting language
They are two separate things.
Epic sent out a job description looking for a programmer who can work on the new Visual Scripting Language.
From what I know, they are working on a new VM that both the new Visual Scripting Language and Verse will depend on.
Its normal to wait a few weeks for a reply, especially longer in holiday seasons (ive been on Christmas break for 3 weeks now and wont be checking my emails until next week), 18 hours without a response is nothing, thats not even 1 day.
wher? now I'm curious
Hmm I have a feeling this is going to try to make a visual editor for verse
so in that case I guess it would "toggle" between verse and this
Haha, glad that I convinced one person.
still not from bp to this though
I think BP will be there for the backward compatibility.
I guess the old BP will phase out eventually.
But I'm sure Epic will provide migration paths.
I'm betting on BP overhaul, it wouldn't make sense to have yet another visual scripting language
Especially considering how tightly integrated BP's are into the engine
Yeah, who knows? It will be interesting to find out.
We'll see
Also it's getting off topic for this channel, probably better suited for #lounge
I want a 6 figure career in this new language though /s
That's gonna be a thing when Verse eventually gets released
I'm not sure why they are so rigid about having a new channel opened.
Nope, it isn't
You mean year 2024 as Epic is saying?
Oh BTW, are you the one who made Blue Man Vehicle Physics on the Marketpalce? Just curious.
literally in his discord bio
Haha, I see. I wonder why you stopped working on the plugins.
Vehicle AI is something I would buy.
Main reason is that I got a full time job in the meantime and got no time to work on the plugins
With that said vehicle physics is getting a complete overhaul within a month or 2
Yeah I agree, lets move any further discussion to #lounge
Ok, thanks man. I'll if I have to.
Heyyyyyyyyyyyy 🙂
what has cereal ever done to you
love it, just had some earlier
tbf so did I 😄
cereal is unfortunately not part of my career, so can't discuss it in this chat
what is part of your career?
yes
Should probably move to #lounge if not on topic though, don't want to anger scary mods
what is the topic :D?
for example, if I have a Job I'm looking to fill, can I post it herE?
no, that would have to go through the job board
see #instructions
this chat if for discussing working in the industry, getting a job and so on
mostly people asking how to get hired, or needing advice on career directions / college and all that
? linkedin erased my article. I was going to edit it, but closed the window and now the text is gone
You should always write content in an offline editor or at least one with a good autosave and recover function like 365 or GoogleDocs
well, I didn't lose anything. I copied it from my own site, but for some reason linkedin made it blank. The article is there but with no characters
Cant you just paste the content back in then? Why are you posting this in career chat?
this post is ruining his career clearly
was searching for why my article was blanked out of nowhere. Found some guy complaining that he has lost everything blablabla, linkedin supposedly banned him. Then I look at the comments and many ppl accusing him of doing a clickbait because all his articles were there, nothing deleted.
The real problem here is, you're using LinkedIn.
is there an alternative do linkedin?
do recruiters think the same?
and you refused?
pasted 10 articles in my profile and then, I have no nothing more to add. Except for "dropped out of college"
All a profile might do is make somebody notice you, but beyond that you need the skills.
"how do I get a job?" "get good lmao"
Sorry the first part should read "how do I make the big bucks ?"
I'd probably fail. I should look up interview questions or something
Depending on the questions, it can be a roll of the dice honestly. I would probably fail some brain teaser questions honestly. Those are dumb.
Lol
But if you fail fizzbuzz...well....
I've heard some good questions can be situations that the current team struggled with and solve already just to see what they come up with
I think I'd fail a lot of interviews. I don't have broad enough knowledge in a lot of areas and I don't have specific enough knowledge in other areas. My solution was to just make my own business lmao
Could lead into a problem where you don't know how to vet potential candidates though.
So could be a curse in disguise 😅
Ye absolutely. I'm not claiming to be an expert who sucks at interviewing. I would absolutely hire myself but I also need to start my career at some point
Now I know what was wrong with my other project. https://i.postimg.cc/zGyCyxmm/new4.jpg https://i.postimg.cc/YSptXstZ/470955111.png I was attempting LD and Env Art at the same time, made a huge mess and I just couldn't continue it.
collected a bunch of references but I lacked skills for both LD and EA, this was doomed to fail.
for the first project to put in my portfolio I'm going for env art. I think it better resonates with my already existing maps for the old unreal.
Hi, any tips for entering game industry as UI/UX designer? Currently finishing my PhD and looking for opportunities to get some game-related experiences (I have general UI/UX experiences already). Remote cooperation seems to be problematic for junior/internship positions.
I have started with some small UE5 UI demo, but that will take some time and not sure if that will help.
no idea other than looking for portfolios of ppl who do that
I do not mean where to get inspiration, I am thinking about where to get some project/job.
yups
So. I need some career advice. I am looking to pivot away from Game Dev and maybe look into simulation support for companies who need them. How would one transition into that career field? I've been playing around in Unreal's VR Template for the last few days and I find it engaging.
Depends on the role, but for most, applying directly and without any specific preparation works.
Shared skillset is perfectly transferable between two
How would I find these opportunities? I know they exist, but I don't know how to search for them aside of googling, which hasn't been very effective for me.
Which position ?
Just VR developer except works for some company that isn't games.
yee I doubt such thing as VR developer exists.
Maybe I should reach out to a recruiter.
There are quite a bit of VR developer roles for non-games (especially U.S. military related)
you can find a few on linkedin
I work in non-games and lead a team of designs/developers doing a lot of VR. Most companies outsource this type of work, so you need to focus on who are the big suppliers rather than companies themselves.
Linkedin is a good source for figuring this out, especially if you are following the main Enterprise players at Epic, see who they are conversing with and with whom they are writing articles about etc.
Gotcha. Ty
This is spot on in my experience
One client even said quite clearly "we aren't interested in doing this in-house, it's not our core business or speciality. We'd prefer to hire a studio that does other jobs too and brings that expanded knowledge and skillset to our next project"
Indeed, our clients are quite big too including people like Ikea, Volvo, Polestar, Electrolux but they still outsource all of this type of work. To many agencies too I might add.
Yeah I was in the automotive space. Possibly was a competing bidder at one stage 🙂 left the company a few years back
Ahh cool, yes I think automotive takes the most press but there is an enormous amount of other stuff too. Fashion is a very fun segment to work with, mainly since a lot of this is very new to them and they have no problem spending a lot of money to try things out 🤣
Yep absolutely. And it makes total sense right. When the client said that I was like "damn, that's actually a really good point"
Yeah we did a pitch for an in-store magic mirror for sunglasses, that was interesting
haha I also did a pitch for a magic mirror but for shirts, also ...interesting 😬
Lots of money for silly ideas 🙂 the fact it was in-store made no sense, like why not just try it on for real?
Ooo shirts would be difficult!
We did a cotton configurator kind of thing, but didn't have to conform it to a magic mirror style setup. That would be next level
I was wondering, what are the chances of getting a job on a unreal engine project as a starting developer (beginner) if you have a web development background? I guess when applying it helps to have a finished project. I am wondering if there are people in here who that have experience with that?
Why is manny not responding
does anyone recommend a course from a training center, school or similar with the topic realtime 3D artist / VP? Im planning to combine it with my current work! so far I was looking at CG Spectrum...
You might have better chance making and maintaining the website for the studio you're working with
Yeah, i figured it would not have too much added value 😉 thanks!
On a positive side, many smaller scale studios have lackluster websites (webdev is not easy), so you could offer services in that regard.
Yeah, I kind of want to get out of that 🙂 I'll just keep grinding on my own game first, then we'll see what it might bring along
interesting, or scary? some profile in linkedin from Dubai liked my post. It's some life coach company from Dubai
I though so. I used a salad of hashtags including psychology related words
IE - all of LinkedIn
probably depends on your job, on the design side of things I probably get about 75% of my work and contacts via Linkedin. But thats a lot more formal stuff not making games. But thats where I speak to the Epic team, Adobe, Substance, Autodesk, Varjo and any other suppliers and about 90% of my clients and new business.
If you don't just follow random people and accept invites from random people, and use weird tags like #psycology (😬 looking at you @plucky hatch ) you can keep a pretty concise network.
If I make a post my target audience is pretty bang on what I am aiming for. You get the odd spam person filtering through but it's pretty easy to filter those out with various options.
The chances that you'd get a good quality job are kind of low. But the lack of experience in the engine is easy to solve, the engine is free. Build something small (very limited scope) on your own time and you've gone from no experience to "some experience" which is a big difference.
Thanks @crisp atlas!
I think you must mean someone else @crisp atlas ?
@balmy fossil I've hired people into the right roles where they had no professional experience because they taught themselves how to do something like this on their own time. Don't get too discouraged thinking the work doesn't count if it's for a personal project. If you can show your work and speak to it intelligently in an interview it totally counts.
My general apologies for being a boomer about discord on mobile, I'll figure out the UI eventually 🤣
Hey guys, is there any good websites to find game dev jobs other than Indeed and LinkedIn?
yes
I should probably aim for college but it'd make sense to do some math so, what math should I do?
Here's a helpful document. You can find some job sites in there somewhere https://docs.google.com/spreadsheets/d/1ingVlCEftStqau1KjGqm0P7M44YlY3G5H2rCD0aSXDY/edit#gid=1277073820
About
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Animation,12,89,Advanced,
I'm Uno. I'm a games programmer, digital artist, and the lead developer of Space Marmalade. I've compiled this list to keep track of the useful things I've discovered over the years, and to share with othe...
Thank you!
A site that I think should be a lot more known is https://gracklehq.com
Algebra, Logarithms, Graph Theory
Nice, thanks!
Never heard of these (besides algebra obviously), thanks!
Especially Linear Algebra
What can be considered "highly proficient" in c++? What are some benchmarks I could measure myself to know if I'm proficient enough
If you are on par with Laura or siliex.
Submit an improvement to C++ committee, get it accepted.
Would anyone be able to provide a list of requirements they look for in a UI engineer? Are they still considered software engineers or should it be expected that they'll have more experience in UI/UX. Also what kind of salary is common for a mid-senior level engineer?
job listings for UI engineer could probably give you a list of requirements
hey i want to start working on the industry of making games being a 3d artist, i know how to use blender and i can defend quite well with it but i am not sure how to transform that into an enviroment into unreal (i know to make enviroments into blender but getting it into unreal is kinda hard idk why) And which programs i should learn besides blender, i know to do procedural texturing and export it from blender to unreal but should i learn to do it with substance painter? And should i learn embergen to do some vfx or something or should i learn niagara? And also sometimes is a little pain in the ass to use unreal because it is a bit laggy for me (i have a 1050ti) and i think if i disable virtual shadows and lumen it will work faster but idk if its better to not because it look preatier
I was wondering if someone might be able to give me some constructive feedback on my work so far. https://youtube.com/@luxdaemonis6571
I really want to land an internship this summer!
Im a game designer
With a focus on level, quest,combat and puzzle design.
Definitely learn substance painter. I would skip on vfx and focus on 3d workflows. You can also learn some zbrush
i started sculping not that much time ago, do you recomend to better sculp in zbrush than blender? And what do you recomnd me for making enviroments, i am not sure of if i should do an entire scene in blender and exporting it to unreal, or what to do, maybe 1 asset of each and duplicating it on unreal? im not sure what workflow is better
A lot of artists started using Blender, but I think Zbrush is still pretty much industry standard. I suggest getting some of the most popular free enviros on the UE marketplace and analyzing how they were done. I usually do a blockout, figure out individual assets, export them in UE and reassemble the scene, but it depends
If you want to make environments for Unreal then Houdini is a better choice to learn over ZBrush. It's probably better to focus on something, environments, VFX and sculpting all all very different trades and while knowing them all is good that can be very difficult for a newbie.
I use/used quite a bit of Zbrush for stuff like rocks, wood, doing welds, doing damage and dents, etc. But Blender's sculpting is not bad at all
why houdini? isnt houdini better for vfx? oh you saying it for vfx so i know more for diffferent stugg. What about embergen? What would be better to learn embergen or houdini? I think a lot of companies uses embergen instead of houdini but i dont know what is better to learn, i know that houdini is harder
houdini's proceudral elements make it very nice for environment art
No I mean for making the actual environments, meshes etc. I use Houdni for all commercial projects that need environments, I don't meet many environment artist's who cant use it in some respect and I certainly would not hire one who didn't know it.
learning zbrush and houdini will def. set you up for a good career for at least the foreseeable future.
adding substance to that as well.
I feel attacked 😅 altough at my old studio (outsource enviro art) we never used houdini. We did deliver modular parts sometimes
and in a vfx case, knowing embergen is not a must, but its gaining popularity really fast.
Same for houdini.
Though in my case, I never used either.
I might take up embergen soon though for an upcoming project.
but having a good understanding of modeling, vertices, how shaders work, how to properly prepare uv's and textures will def. be handy, if not mandatory
while I suck at it myself, a great understanding of math def. helps bleeploads as well
the better you are at math and shaders, the more valueble you'll be.
agree, substance must have
hugs @oblique ice
but isnt blender good enought for that? i have used blender for 2 years now, and i thought i should learn maya because i know that a lot of indusrties like using maya more than blender, but why houdini? Isnt better blender or maya for modeling? Just asking beacuase i really dont know and i want to know
i know and using the math nodes in blender at least is so fuking hard to understand some times. Im like wtf am i doing, im adding and multiplying stuff xD
I dont get much further than math related to -1 up to 1 myself XD
3dsmax is the best for modeling 😅 but sadly it gets little usage in the game industry
Up to you, but you wont get far professionally just knowing Blender. It's an extremely competitive market now more than ever. Also you need to define what you want to do, you have mentioned modelling, sculpting, environments and VFX.
Modelling is subjective, what are you modelling, a person, a prop, a game asset, a car, a landscape? Depending on what you are doing you would use different tools. For landscape and environment Houdini would be a better choice to future-proof yourself.
okey so enviroment and landscape with houdini and game assets and props with blender and to sculpt the details oh a highpoly with zbrush and after that texturing and bakeing with substance and lastly import it into unreal or whatever game engine? That would be a good workflow? should i learn unity besides unreal?
Well what is it you want to know/do for your job, I have been doing this over 15 years and even I can't do all of those things 🤷♂️
So you want to be more of a generalist then?
Maybe have a go of all the different skills and see what sticks and you enjoy, then you can decide what to peruse further. The best designers are the ones who actually enjoy and are passionate about their area.
i really dont know, in general i started doing like game assets, and usually i do game assets, like weapons, swords etc. But with time i started doing enviroments aswell because i felt like i was missing something to do. And now i feel like i am missing something like doing vfx or characters. But still the thing i mostly know to do is 3d assets or game assets in general, but idk i feel so lost, there are so many techniques and things and different styles. Like usually i do or i try to do photorealistic assets but lately i started to learn stylized aswell and its easier to do that, but im trying to do hard surface assets and thats so hard for me and i dont understand well the logic behind it. Should i focus more on learning more styles and learn it better than trying to do more landscapes or learning character design? idk i feel i dont do enoguht things for work on a game industry and i feel so lost
Well it's hard to say without knowing your ability, you should post your portfolio if you need tips on what tom improve. Weapons, swords and game assets are classed as 'hard surface' fyi, so I don't understand you say you are struggling with that.
You know that in real life, unless you work in a tiny studio, you would not be doing all those things at the same time, but more likely one thing, or even just small part of one thing. It's good to show range in your portfolio to show you understand the pipeline and are competent, but don't stress that you would actually need to know all of those things inside out to be working in the industry.
(Ok your portfolio is in your bio and I checked) I would focus on your modelling and materials as a first step before tying to move on to more advanced things like VFX, landscapes etc.
I would stay clear of doing characters, it's hard and you need a lot of anatomy knowledge, it's a different career (unless you have a few years to learn). At my old studios enviro artists did mostly stuff like buildings (modular, authoring textures), adjacent props but sometimes vehicles and hard surface characters (armor or mechs). We never did landscapes or vfx or anything like that
okey i have a clear idea to what to do to improve my materials, to use more substance and more layers and details and etc. But i am not sure what to do for the modelling, like doing more weapons maybe? Im not sure what to do to improve this. Looking at random objects of my house and making it or imagining different objects and doing it? And as a 3d modeller should i know for example to make a house or/and a room? or thats more for the enviroment artist? Sorry for making this much questions, i feel so lost, like i have studying and doind 3d things for over 2 years and i never felt that lost in what i should do
hmm ok i understand. Yeah i tryied to learn anatomy a few times but it always was so hard to
I would work on the ones you have rather than just making more of the same. Here is an example of someone who is a junior making game ready weapon props: https://www.artstation.com/artwork/28NB9a
SKS of a Viet Cong, Practice #10.
Pro Tip: Looting soldiers you killed may get you a free Elcan!
Elcan lens by Frankpolygon. I was too busy and tired to make a new one so I used the example model he sent. First time doing sculpt pass
56.328 triangles in total
4096x4096 for overall materials
2048x4096 for Stock (not mirrored)
2048x2048 for E...
I would say you need to put in some work to improve overall if you compare it to your own gun: https://www.artstation.com/artwork/d81OWK
'i feel so lost, like i have studying and doind 3d things for over 2 years and i never felt that lost in what i should do' - I was studying and practicing 3D for 5 years before I got my first job, two years is nothing really.
okey i will do this, thank you very much for your advices ❤️
and btw for 3d modelling should i start using houdini aswell or with blender i am good? Or i should learn a bit of maya aswell?
I would just stick with Blender you have a long way to go still to get to a professional level, no point making it harder for yourself adding in another tool. When learning to model, it's doesn't really matter what tool you use. When you become good and understand topology, moving to another tool will not be too difficult. But may as well stick with free tools for now, no point spending any money until you need to.
okey thanks
your stuff is fine, just keep up the good work, and keep trying 👍🏻
There's far too much random damage to this and it looks like it's regular.
I.e. evenly spaced out and repeating with only slight variation.
Indeed, I was not using it as a benchmark, just that this is a junior artist but the quality level is still above OP in general.
It was more to show that in the portfolio there is a greater breakdown of the asset, materials, construction, mesh both high poly and low poly.
I was just giving feedback of the thing I noticed 😛
Yeah.
Oh sorry, I thought you meant the other one.
yes sorry, damn discord phone 😂
Hehe.
I think the other one does it quite well, actually. I didn't open the link, so I'm only looking at the preview images.
But the wood looks non-regular, it's not glossy (clear it's not just out of the factory)
Other than the trigger.
Yes, it's a competitive market for sure if you just want to make assets, the bar is very high, i'm glad its not my job 👀
hello fellow devs, quick question about how many failled projects should a person quit coding ?
is 4 project reasonable ?
Depends on what you class as 'failed'
for mobile build <100 downloads
Game dev is a very hits driven business. I would not take failures as an indicator that you aren't a good coder. There are tons on reasons games don't get downloaded that have nothing to do with code quality. It's true you may have to think about other ways to support yourself economically... Luckily coding is a good marketable skill. How many times you try to publish a video game before you give up is not something anyone else can answer for you but you. I would say that 4 failed projects is pretty much normal/a given for most people in the industry to say the least.
Actually, for a vast majority of people, the statement releasedGames <= 1 evaluates to true.
oke totally agreed, but however some project do take up 6-12 months to polish into a playable game, 4 project is like 2-3 year work for a solo indie dev
idk better to stay positive and hope for the best
Yeah I hear you... It's a tough visit for indies for sure
Depends on your threshold of giving up
It's not the same as setting it aside due to circumstances
not relate, i failed at blueprint until now, but fail is good, just to keep trying and learning, maybe fail is help to some people and some people don't like it
What's the best way to employee low poly model makers? Can't seem to find any.
Providing a competitive offer on job board sounds pretty good way.
Most projects fail tbh, I don't think there's a point that you should stop coding at all. If this is supposed to be your main form of income though, maybe find something else to support you financially, enough programming jobs out there. You never hear of all the games that failed, but there's plenty. Even people that have made successful indie titles have very often had multiple "failed" games before that.
I don't think you should necessarily quantify your work by the amount of downloads the game receives though. More by how you feel about it and how people react to it.
The download count would be a combination of the quality of work (related to your coding) but also business, marketing and just luck, so not a reason to quit coding in its entirety over
I would stick to blender. if you want to become a weapon artist and you have extra time to learn new modelling tools, it makes sense to learn sculpting (maybe zbrush because it has some nice tools but not necessary, you can also sculpt in blender) and a CAD software (i use Fusion360 but there are many CAD softwares to choose from).
But those are more fancy things and you should first stick with blender and improve yourself, until you reach a decent skill level. Sculpting and CAD modelling isn't something you really need to get a job or to make good models, it just makes your work easier and can save you time when you already are an expert in blender and need new things to further improve yourself. Remember, you never stop learning, even if you are working in the industry for 40 year.
Also i just read that you make environments and are wondering which engine to choose or which software. Overall i would advise you to pick one thing (environment design or hard surface modelling for instance) and learn that first. If you try to learn multiple things at the same time you most likely will fail. You can still do both, hard surface modelling and environment design, but you should pick one and primary focus on that first until you reach a good level there.
For the question "Unity or Unreal" i would say just give both of them a try, watch a tutorial for both and after a few days or a week decide which one you want to use. I work with both engines for some time now, they both have their strength, but i have to say if you are more into high-end graphics and 3d art only, you will probably choose unreal, but that's about personal preference.
Hi:) There is a very cool playlist on youtube channel Riot Games - So You Wanna Make Games?? Maybe it will be helpful to understand what exactly you want to do. For example, before watching I never heard about Technical artist job, and now I think that this is my goal for next years:)
thanks for your advices ❤️ i think i will stick with 3d modelling in general, like hard surfice, sylized and photorealistic, and try to learn those better first before enviroment. The only thing i am not sure is, what is considered an enviroment artist, for example doing an alley or doing a bedroom that would be an enviroment artist or a 3d modeller should do it?
hi thanks for the recomendation, i have already seen those videos some years ago, but maybe i will watch some again to remember
You'd need some extra effort to do hard surface modelling in Blender though
At least personally I found hard surface in Blender to be a huge PITA
I don't think there is a clear line where you can differentiate between an environment artist and a 3d modeller. Often there is a smooth transition between the different roles. There are projects where the environment artist is only placing 3d assets into the scene and placing lightsources, maybe doing some optimisation and other projects where he also makes simple 3d assets or some texture work. Overall it is best to not only know the tasks of your role, but also the tasks and tools your team uses in similar areas.
What i mean with that: if you are a concept artist and you are responsible for making character concepts. It is not only good to be good at sketching characters, but also good if you know the basics of modelling. This can help you make better concept sketches for the 3d artist, because then you know what the 3d artist needs to start working and you can help him a bit. You will most likely never work on a project alone all the time, so it is importaint to be able to work as a team.
That is also something many studios look for. Only being good at modelling isn't always enough, you also have to show them that you are able to work in a team, communicate and know what the others are doing and what their roles mean (you don't need to know everything, but if you place assets in the scene also know the basics on how to make your own assets).
Another example. If you are a character artist and you are modelling a character someone else has to rig and animate later, it is still good practice to have experience about rigging and animating, even if it's not your job in this project. Because this can help you to adjust the topology of your mesh so it works without problems later with the rig and animations..
i understand thanks ❤️
What would be the best way to build a level design portfolio in ue5? I have a portfolio with a few completed projects.
Can you show yours first? 
How much knowledge do you need to apply for game programming jobs ? Do I need to make my own game ?
I would say that’ a guaranteed. It is also impossible to get a job with a portfolio. I would say work on a 1-2 games for your portfolio then start applying.
@broken yacht Thank you. I'm already working on 1 for my portfolio. I was wondering if it's enough, hence the question.
Is it the same for jobs in 3d as in artist jobs or are there better opportunities as compared to programming
Ah sorry I must have read it wrong. But I would say 1 project is decent but if you can get 2 good games then it will highly increase your chances as it shows you have a lot of experience and shows you can work on projects for a long time.
I would say make 1 apply and if you don’t get a response after about 100 applications I would work on a second game. Then try again.
No problem. Good luck!
they want money
you cant employ without money even if its rev-share
i got one question how would i go about posting a joboffer
manny dms dont work anymore
use the slash command
e.g. /job salary
You can, its a type of employment. Not for everyone.
And no guarantee of finishing in time
How does that got to do with anything?
And most of the time it never actually pays out, even if the game is released 😂
Because rev share people generally want the project to finish so they can at least have a chance of money.
If you want someone to do something for you, you pay them, then and there.
You asked for the best way to employ people, that requires money.
You can't expect to do everything, including using other people's knowledge and time for free.
And for the record, free open source projects thrive from either donations or other means of income
Mostly if there's a better place to look for modellers rather then developers.
@chilly sundial It's a good incentive to get like minded individuals who want a project to succeed and believe in it rather then people who in it for the money. Passive Income is something worth having. The game or any projects do not have to be released in order to get shares.
What if, say, I prioritize on my main income more than your rev share project, and as I'm not getting something in return while in development of it, I can do it whenever I want even if it takes so long, or bail out without notice?
What matters more is having something valuable in return while in the process of development, more so than the revenue share bonus which isn't guaranteed at all.
The former is what incentivize someone to give priority to paid projects and finish the tasks as soon as possible.
And no, marketing won't save you, nor giving everyone the warranty to prioritize your rev-share project
Then obviously the estimated % will no longer be applied to the individual and the mechanic / model they worked or or would work on would be given to someone else.
To be honest most rev shares have no passive income. Because they fail. I'd rather fail my own dream then contribute my free time to someone else's. Rev share has no incentive.
So despite them doing work for you, but needing to pay bills and eat food, they have no lost what they put in
You're outta your mind
And just discredit everyone who bail out before release?
God forbid I worked for you 
I swear that's at least one human rights violation
You don't want an employee, you want someone who's passion you can abuse
You mentioned several points which violate the employment contract. Obviously action will be taken for that.
As to credit there was no mention of discrediting what so ever.
It's not the same as a team working on a game for free and also seeking for VC in the process.
An employment contract built on the idea of not getting paid for anything other than 110% effort. What a great idea
Ever heard of investing @chilly sundial?
Rev share is not investing
Investing labor with nothing in return in the process? Yeah nah
Investing doesn't require me to dedicate work hours of highly skilled labour for little promise in retuen
There are some Discords and Websites to look but only for 💰 not rev share.
Ah. thanks, will keep looking.
Good luck, you're going to need that one more than convincing publishers 
Thank you, already have 4 great modellers.
You wont find a professional modeller who will rev-sahre, but you will have more luck looking places where hobbyists or students hang out.
And even then there'll be no guarantee they'll be on board permanently.
No one is, even paid.
Not to mention you're willing to cut away revenue share to contributors who quit before release
It would be very unusual to be in a real contract with somebody and them not be on board, thats why we have notice periods. Ive never had someone just disappear in over 15 years of doing this. Not to mention doing so would ***seriously ***damage your reputation as a designer.
Any seasoned professional will not take a 0-compensation during development job banking on a revenue share on delivery. For 1.) there's a documented likelihood that even a viable, well backed project by well meaning professionals often fail due to unforseen circumstances 2.) Every other professional they are in communication with is constantly and actively warning them against the dangers of rev-share work.
This alone is a huge red flag
Yeah if you're paying me I will offer some courtesy but if you can't give me payment for my work on a game likely to fail, I don't owe you a thing
Please re-read what you said previously to what you are referring.
I've used revenue share commitments to bargain down the budgets of developers/designers/artists we couldn't afford to pay their full rate, but never seen someone successfully complete a project on promises of revenue share alone
Then obviously the estimated % will no longer be applied to the individual and the mechanic / model they worked or or would work on would be given to someone else.
Is it wrong that I interpret it as "if you leave, you're not getting paid at all"
At least in paid jobs one would still getting paid in the process even if they left mid-development
And worth noting is that even then, most of those professionals were also at the relative beginning of their careers, with gaps in their work schedule that we were able to fill. They were fully and consistently encouraged to pursue other, full priced contracts before ours.
hehe. Preparing shaders 69,420. That's funny. Heckin shaders.
The whole "paying in the process" is what incentivize someone to do the job in higher priority, and in turn getting stuff done in faster rate than what rev-share/unpaid projects would
oh yeah rev share in the form of "I can only afford X% of your rate, but in return we will offer X% of revenue generated past launch" is perfectly fine
revshare on the premise of "nothing until the game launches" is predatory at best
expecting that rev share and timely work, despite people needing to actually live off of money, is abusive imo
If you "bail out without notice", "I can do it whenever " and deliver half finished content with thousands of issues or nothing at all and do not communicate. Then thats completely stupid.
I'd rather collab with someone saying "I have this project, it's currently unpaid, but don't rush yourself contributing to it"
^^^
thats the only good no payment rev share. "I recognize i have nothing to pay you currently, and will have to offer percentages of the games profit, so don't rush yourself to work on this, its a passion project after all"
But you don't give any security and incentive to raise my priority for you, so lose-lose situation
if you want it done like work hours it isnt an investment or a passion project, and you are just abusing the passion of the people who havent yet realised they are being taken advantage of.
If you like a specific idea, content creator and or want something unique and have it played by many then that's the incentive.
Your mindset is set on money with once job complete, move on to the next one.
lmao no
unfortunately that isnt an incentive. the world needs money to run. i like the idea of a new fallout game, im not going to devote my every waking hour to doing it for free.
liking an idea doesnt pay rent. wanting something unique doesnt pay the bills. liking a content creator doesnt put food in my mouth.
I got other things to do, including my own stuff, who are you to ask me priority with nothing in return in the process?
What pays for the computer to model with and the licences for the software you need? Passion and rev share don't pay the bills.
Consider that total conversion mods like Fallout London took several years to develop
you said if people pritorize main income they wont get paid lmao. thats not a side project
At least with mods, payment isn't expected, and it's often "take your time"
if you dont want to pay people, dont expect timely contribution, nor quality.
if you want both of those things. pay a competitive rate
its really that simple
@chilly sundial sums it up well
That's what you think and your entitled to your opinion.
It's not really an opinion though, it's informed information.
It's a hard truth.
Well I have a variety of individuals who work for me in various capacities from Development to Community who would disagree.
thats not really an opinion. thats called employment.
do you think microsoft runs on "I'll pay you later"
do you think any successful org does for that matter
The ones you mentioned are already successfully established financially and can employee anyone in the world they desire to.
But what about their earlier days?
Chiming in! I'm sorry to say this, but you're being a bit naive when it comes to game development. What you say might work for a game jam, where everybody gets excited about a project for a short period of time. I take it as this is the first game you're developing, is that correct?
that's how one of my friends worked for a project. and unbelievably, the project succeded, the dev found himself with a ton of money. but guess what, coming face to face with money, suddenly he didn't want to part with it. and found some breach of contract excuse to terminate some of the people
Yeah, that's the harsh reality. and people are very untrusted of revenue share work.
i wonder why. its almost as if the people that dont want to pay employees arent ready to run a company.
im sure they sleep well at night too because it was just a passion project
Second game.
Working together for free in the meantime while the leader seeks for funding and then paying everyone in the process is not what I'd like to call a rev-share project
Was the first one ever finished and released?
especially for standard revshare, ..they don't want to pay money now, they probably won't later on the slim chance the project is completed
Delivered on schedule and released, with 304 Positive Reviews. Constant Updates happen every month.
Yeah, the thing is that rev-share offers no security on how you're getting paid.
And everyone involved got their fair share? I would like to see it, really. Would you mind sharing the link to it?
it offers even less when the employer hits every single scam buzzword of it being "passive income", an "investment", and "only for people with a passion, not ones that want money"
Unfortunately, this isn't charity, which even then charity organizations and thriving FOSS projects pay people working in the process by means of donations/patrons
Crowd Funding Campaigns and Patreon is also good ways too.
Rev share doesn't only have to be after a project is complete.
But that's not revenue share

If your definition of revenue is that, sure, I guess
In our contract we refer it to net profits which are sales income minus all the expenditure.
But do you pay your contributors in the process?
Not talking about after release, but in the process of development, before release.
It's not an incentive for joining, but we do have website store, and sales income already.
Again, do you pay your contributors in the process, within the project, by any means?
If yes, then that's not revenue share.
Yes. Through Revenue Share.
You see, when we talk about revenue share, we always refer to work being paid after the project worked on is making sales, and not being paid in the process.
Using income from past sales of other projects to pay your employees in the process isn't classified as rev-share
Revenue sharing is the distribution of revenue, the total amount of income generated by the sale of goods and services among the stakeholders or contributors. Source > https://en.wikipedia.org/wiki/Revenue_sharing
Revenue sharing is the distribution of revenue, the total amount of income generated by the sale of goods and services among the stakeholders or contributors. It should not be confused with profit shares, in which scheme only the profit is shared, i.e., the revenue left over after costs have been removed, nor with stock shares, which may be boug...
direct sales of the company.
It does not have to be a particular project.
We have also applied for a Epic Mega Grant, and that be distributed if achieved before.
You can read a whole more about it here https://www.investopedia.com/ask/answers/010915/how-does-revenue-sharing-work-practice.asp#:~:text=Revenue sharing is a business,losses among associated financial actors.
To me at least and to my current employee's its a huge investment opportunity, You invest your time and effort for a passionate project you are working on in return for revenue share of all incoming sales within the company.
Anyway, I'm off to bed, thanks for telling me how to find non-revenue likers 🤣
Hot take: Employees don't give a crap on how employers earn the funding, as long as it's legal, and as long as employers pay the employee in the process with security.
How much of an opportunity though? A decent modeller is getting upwards of €300 per day.
Quite a lot.
That's disgusting. Where, where are they earning that money?
Can you show me a model worth $300?
UK, Sweden, France, Germany, US 🤷♂️ .
When I first started off I was getting about €130 per day, this was back in 2010. By 2016 my day rate was €400.
In all honesty, this whole convo boils down to clashing consensus about revenue share, but I still stand corrected with what I say in this context.
Well I do happen to be in Eastern Europe 😅 any remote employer comes to us for cheaper stuff. Probably something like 30E per hour is the most we can earn here
Sure, although this is probably closer to €10,000
@plucky hatch I'm sorry, mate. But the link you sent me is to a game that is still in early access, two years after being released (it's not finished). And also, I read in the comments that the game is being developed by one person only (so there is no sharing of revenue).
You see how this example doesn't apply for a full team kind of development?
You should look into Unreal Automotive, we work with studios in Poland, Kosovo and Ukraine, they charge a lot more than €30 an hour. Enterprise Unreal will pay you many factors more than games in general.
That do be looking cool
Probably best fit for racing sim game
These are not for games but content for the configurator https://www.volvocars.com/se/build/c40-electric?cbv=1&gclid=96936e4b704d1f3504950d89b3b51d58&gclsrc=3p.ds&msclkid=96936e4b704d1f3504950d89b3b51d58&utm_campaign=se_masterbrand_range_consideration-action_alwayson_bgn_alon_mxd_swe-G13696688335&utm_content=Volvo+Cars_EX&utm_medium=cpc&utm_source=bing&utm_term=volvo+cars
The models would be too heavy for gaming.
Ah 🤣 we don't need anything close to your level and detail. That's very performance demanding.
Hmm I will look into it - is there anything different required versus making models for games (other than more geo)? I have mostly worked on game ready stuff in my career
Here's our little tank.
You were asking about rates, if I hire a modeller to work on a tank or a car or a chair, they still charge the same rate. We don't pay people less because the subject is easier.
Not really, topology is topology, you can just get away with using much more of it. Knowing Max is probably essential as Blender > Unreal for large datasets is wobbly at best. I do all my own work in Blender personally but then I give it to a colleague to re-prep in Max for datasmith,
But it's for Valve Volvo, one of the largest automotive companies.
Talking about fancy cars here
Remember, when a freelancer the cost you charge is not just pure profit. Out of every hour you charge for you need to account for:
Salary
Sick Pay
Pension
Tax
Healthcare
Holiday Pay
Transport
Office equipment and furniture
Software Licenses
Hardware (+Maintenance)
General admin
So if you charge €10 an hour, then after all of the above you may only really be getting €5 in the bank to spend. If you work full time an employee, your company is covering the majority of that list, if not all of it, so your 'salary' is much less, then maybe you only get €5 an hour.
For myself what I have charged on my journey
2010: €130 per day (0 year experience)
2019: €900+ per day (9 years experience)
These costs might seem high, but then my expenses are high, so I didn't get anywhere near that amount in my bank to spend.
(edit-formatting)
True, I'm lucky or taxes are pretty low here (for now), 9% of what I earn with freelance are taxes
Rest I can take home, but I do write licenses and hardware as business expenses
Wow less than 10% 👀 , mine is 40%
I've been freelancing as a modeler for 15+ years, charging $75 dollars per hour 🤪. When I first started it was 50 dollars/hour.
What kind of topics I should master if I want to work with regular C++ projects that is outside of the Unreal or game dev context?
I assume I have an understanding of how C++ works in general but I'm pretty much weak on STL
dang I think I can handle the rest but math stuff gets me everytime since I slept in high school instead of paying attention to class
You dont need much math (depends on the company). Just general knowledge and practicing is good enough.
dawg holy shi that is fricking amazing
If it can comfort you, I on the other hand, have never gotten a real math question on interviews. Some algo stuff and such yeah, but nothing that you really need to know any formulas or things for. Critical and logical thinking gets you very far already. But what is done on an interview can vary a lot by company tbh. E.g. from what I know USA based jobs are way more into algorithm stuff that you never use on the job than anywhere I ever applied.
do i have to know rigging well to be a 3D modeler? or is asset creation enough to get offers?
It doesn't hurt to know the basics, it might come in handy
But you do need to know the full workflow, modeling (hard surface and more), uv unwrapping, baking, realistic texturing and delivering those assets (in UE for example)
i made a couple cars in blender that can be fully rigged door trunk steering wheel also modifiable if i were to create them, but i dont know how to apply to anything in english properly to display a proper image
also realistic lighting, blinkers etc, also clothing and other stuff but yea
Hey guys, i'm wondering if there's a good roadmap out there for self teaching the skills nesscary to be hired for either a junior regular c++ job or a unreal c++ job
Currently I'm just doing learncpp.com up to chapter 20 (currently on 17)
I think @plucky hatch would know more about car modeling
You're probably on the right track. That really is a good website. I, myself, need to review more and do that site. After you're done with that, I'd learn how to implement some algorithms or build something small to put into use what you learned
Thanks, this is helpful
I'm also a bit unclear on extra things to learn. Currently I have (1. learn github and how to operate two accounts interacting with each other)
... and that's it.
I feel like there's other stuff (learn clang, learn perforce, learn x, learn y) and I want a list of the top three or four nice-to-haves that are relatively small in scope compare to c++
General software development doesn't really use Perforce. git is king there
IMO, once you have some c++ knowledge under your belt, the next thing is doing some practical application of it in Unreal proper. You'll quickly discover what secondary skills you have gaps in, and you can learn while you build some small example projects. Coding a plugin for the engine would be a great exercise, and you could put that on github as well, which is a nice place to share some of your work with prospective employers.
Well I have strong words for the person I met who used perforce instead
One last question: that kind of realistic timeframe should I be looking at from where I am right now (chapter 17 learncpp, no projects built yet) and generally being okay enough for people to start considering me for junior jobs?
my uneducated guess is 3 months, maybe 4
I think you probably have a large degree of control over that, depending on how much time you want to devote to it and how intensely you want to practice.
I mean, I think you can accomplish an awful lot in 4 months, 4 hours a day.
So would the estimate be reduced to say... 3 months if I'm doing 4 hours a day? Sry i know this is all heavily subjective
on the hiring side, i am not sure - you could probably reach out to a couple recruiters on linked in and ask their perspective re: how much 'in the seat' time Jr devs need before they can get placed into a role successfully.
How do you up your "in the seat" time? just building projects?
or is it how much you've coded cumulatively including just learncpp.com
Well, I just mean a recruiter might be able to speak to that a bit - like, do juniors with 6 months or education get hired in reasonably well these days, or do companies like to see a year of experience? I don't know the answer to that in the current job market but a recruiter likely will.
Ah, cool. The stuff you've given me so far has been super useful anyway. Thanks
aye mate
would you be interested in working learning together?
I mean, I'm interested in anything! but right now I have a roadmap I'm sticking to. Could you elaborate on what you mean?
do you have a mic?
I got my first junior unreal job back in June so I can at least share what skills I had and things I did that I believe helped land me the job. Referencing learncpp, I'd say I had a good understanding of everything up to templates, but I was definitely (and still am tbh) missing pieces from the earlier sections. I don't know squat about STL, I have for the most part, never used it. I had been using Unreal in my spare time for about 2 years at that point (maybe 12ish hours a week?) but had a solid understanding of Unreal in general. I had years of experience with Git in a solo setting and some experience in a team settings as a 'git master'. And projects (solo and team) done outside of courses (college, udemy, etc.) which I think is the biggest one. Aside from actually applying what you learn, they help you develop project management skills. I think a studio is more comfortable hiring a junior knowing that they know how to manage their own time and work. My approach to projects was "I want to learn x thing. I'll scope a small game/proto-type that enables me to learn x thing." Each one was done with a set goal of leaning some specific thing. Which I think helps push the point of being willing and wanting to learn. Some times it didn't involve creating something new from scratch, but extending a previous project (e.g. adding a global leaderboard to a game). I also find value in being able to reflect on your work (What you did good, bad, how it could be improved, etc.) and having experience reading others code and adding to an already existing code base, something I wish I had more experience of prior.
I'm not saying these skills are required, or that you won't get a job without them. Just sharing what seemed to have worked for me. And obviously there's plenty of other skills/things that I haven't mentioned that will help you 🙂 I guess summary would be: ideally understand learncpp, have projects done outside of courses, experience with vcs (team setting too), experience working with others, and proof of a want to learn and grow (projects, languages, frameworks, etc.). The technical skills from my resume lists the following too if you find this helpful: C++, C#, Java, Python, HTML, Unreal Engine 4, Git, Unity, AWS, Perforce, SQL & NoSQL Databases.
Jumping in late on this - outside of academic and technical skills, it's very important to build a portfolio and to throw yourself into real-world game development scenarios. There is much, much of the knowledge and soft skills essential to the job that you won't be able to acquire on self-teaching coding environments, from task management to team interactions.
As a way to round up your skillset, I strongly suggest hopping into game jams and perhaps short term game development projects with other developers! Not only are they great to develop a sense of time per task, they also expose you to a lot of scenarios that are closer to your day to day reality - build issues, debugging code that isn't your own, writing documentation for future programmers and colleagues... plus, having tangible products to show what you're capable of will definitely bump your resume up a notch.
As a proof of concept, much like Vasumongr up above, projects outside of my academic path have often been mentioned by my employer as what set my resume apart from other juniors when I first started. And now that I've got a good amount of professional projects under my belt, I can confirm that those are the closest experiences I've ever had to what I do daily.
It's my first message here, hello everybody 🙂
I wanted to ask if anybody knows where to find a good and (relatively) cheap UE5 mentors? I've noticed that there's no good central space (or I didn't find one) for students like me to find teachers/mentors for 1-1 sessions.
I've recently started a VR project and I really want to finish it, to experience what first release feels like. It's nothing big so shouldn't take long, but I have lots of questions on game logic and BP scripting. Just because Unreal is such an enormous thing it's hard to choose the single best solution for a problem. It only comes with experience, which I don't have yet. I understand the basics of how Unreal works, can do some BP scripting, learn fast and dedicated to finishing the project. It's just too damn much, I'll waste a lot of time doing the wrong thing.
Is there a more proper chat here where I can find such a person? Or is there some good site I missed while google-searching?
Please help me find someone smart and experienced so I can same myself lots of time and energy doing this myself 😦 It's exciting, but hard 😦
Edit: "schools" or "courses" won't work - they mostly cover only basics which I can find for free on Youtube or dev.epic forums (or here). I need someone who I can come to with a real problem to help me figure out (or choose) potential solutions
@sand flint If you are looking to hire someone, please refer to our Job Board.
You can find information on how to post your own listing in the #instructions channel.
thank you. Was actually about to do it, but thought maybe I'd ask here first if there's a website for this purpose or different channel. Thanks ❤️
Hi, not sure if it's a good place to ask, sorry. Can I get internship for example from Poland and do it remote or any way internships go in the USA. Asking because can see a location on the web site
It would highly depend on the internship. If it doesn't say either way, can't hurt to apply, but I would hazard a guess that chances are better if it's local
Thank you
I have personally never heard of a remote internship tbh. And if this would be for a school internship, you would have to check with the school as well. Because a lot of what they want you to get out of it is skills being in the workplace together with other people.
what's the difference between showing your best in your portfolio and incomplete works? My best vs incomplete because I don't know parts of it
what do you mean with incomplete works
why would you post unfinished things?
except if you're still working on them and it's something big
maybe it's something complex and there are parts of it that are going to take too long to finish
like is there a deadline?
you could post your current WIP I guess, but like that's just one
for ex: I finished the head of a character but it took so much work that I'm unable to finish the rest of the body. Completed head vs incomplete whole character
Can you make that head so it looks like that what it was intended? Like a sculpting exercise
well that you could post as just the head as "completed" though
no one needs to know full body was intended
this is not really a #career-chat question tbh
@tiny peak This is not the channel for that, more appropriate for our job boards
You should only post your best completed work in your portoflio, you can put WIP in a blog or similar.
why you reposting this in career chat
Cuz i need everyone to see it
Can't, jobs sit only there.
that's not how this works
But they can follow link
trying to break the rules yeah
Nah, leave it to the new mods, earn their AAA+ salaries (kek)
My project is much more aligned with Architecture than to env art. I'm not sure where my project is going. I'm not sure game companies want architecture.
in terms of scale I'm using a scale compatible with FPS games. In third person the char is clearly much shorter because I made the default ceiling height 4 m. In real life 4 m is too high
It's a mixture of architecture and FPS
Does anyone know a vacancy for a tech artist/dev(unreal)? In Europe
I'm able to dedicate 16 hours a day to self-learning for UE5 (C++ & Blueprints), but am curious if I will be able to meet job requirements for an entry level position within 1-3 months, 3-6 months, or 6 months - 1 year. I understand it depends on the individual. Transitioning from Java only after previous remote job I had recently ran out of funds to continue development, so moving onto a different area.
How many yeras of programming under your belt?
I would say 2 years because that's how long I worked for them before funds ran out. Most of my learning was self taught and based on what was needed to be done, though.
If you put out an awesome portfolio and output what you learned or know, then I don't see any reason why you wouldn't be hired as an entry level position... I guess that would be the determining factor.
Ok, thank you.
@copper socket maybe ask here lol or take a look in Job board channels (scroll far down in channel list)
i think ima be a game designer
but i'll learn verse in case i need to be a programmar instead
maybe even c++
and c--
it needs a degree right? to be a game dev? like to work in ubisoft or some like that
Not really. The most relevant degree might be compsci but if you have a good portfolio and a solid background in whichever part of gamedev you are applying in then you have a decent chance. Maybe not at ubisoft but triple a studios hire freelancers so you never know
No not really, maybe in the US but in Europe not so much, if at all.
If you want to relocate to other country, a degree might ease you getting visas and stuff
If you can earn it, earn it.
agree, degree will help with the immigration, and better chance on interview position if want to teaching job
https://aizen_myoo.artstation.com/
Any feedback on my portfolio? It'd be greatly appreciated!
in college im going to major in game design
balchelores
if i do be a designer, my first full time thing will have to be senior because of my income requirements
so ill lear n verse as a backup
You plan on going straight from college to senior Dev?
i mean id be doing like part time stuff before
For how long though?
Most senior positions I see want like 8 years of well established experience
Can't say I've ever seen one tbh. Unless it's like a really good California gig
But I'm a Brit so I wouldn't know
i could work remote from a company based in california
If you expect to make 6 figures as a junior then you are gonna have a harsh awakening
Why are your income requirements 6-figures?
i want to be upper middle class when im older
Where are you from, if you don't mind answering?
But you can't simply decide that. If you want a senior job that pays 6 figures it's not gonna happen in a few years. You will need to start your career as a junior, like everyone else. Get real work experience, learn how to work with others, lead small teams, and gradually gain responsabilities in order to earn more and more as you go. But if your main goal is to make money it will most likely not happen that way.
usa
i will be a junior in part time stuff before i go for a senior position
Here I was expecting something like living in California with 15 kids, which would make sense
You won't be getting a senior role off part time stuff either
What state? cali?
ga
Senior work is like a solid decade of full time industry work
well if i dont become a game designer ill be a programmar
Georgia? Im not too hot on my states
i will be learning verse, because i know being game designer is competive job
and may not always happen
Yes but junior part-time stuff doesn't justify being promoted to senior after a few years. A friend of my brother's is a great technical artist who was the best at his school, landed a job at Rockstar as soon as he left, and he still got a junior role, only promoted to mid after 2 years. It's not that simple.
Is Georgia having that high living cost?
Again, probably not with a basic self learned knowledge of verse, and again not without that decade of experience
Programmers tend to use c++
Not a higher level scripting language
Also weird decision to aim for Verse, since it's still unclear when it'll made its way to UE5 proper
Also Verse is (still) limited to UE5
At least you can get elsewhere with Lua, C#, or Python
You expect too much of employers for too little skill and experience
If it was so easy to make 6 figures by learning a scripting language part time we would have all made our millions
An unreleased scripting language*
Dream high, but make sure your expectation is plausible
I live in Switzerland and 6-figures is not that common, except for highly skilled programmers with years of professional experience. So Georgia... I dunno man
If you can't manage to live on a smaller salary, you got more important problems to deal with imo
I'd consider 5 figures lucky in my region lol
Where is that if you don't mind?
Indonesia
Average general jobs would be $2400 annual, enough for decent survival but not lot to spare
I see. I guess cost of living is proportional to that at least? Is insurance private-owned there?
There are subsidized insurances provided by government, specifically worker insurances are calculated by employer under set ratio from the monthly paycheck.
If you're wondering, yes, those can be used for healthcare.
can i be a programmar for games or software if i major in game design
since its related to comp sci
You don't necessarily need a degree, it can make things easier region dependent, but it's always more important to back up your stuff. A good code portfolio matters
hi guys, I'm complete beginner to Unreal seeking advice
I'm planning to include Unreal to my learning curriculum starting from next month, my goal is Unreal environment artist.
I'm currently 1-year (junior level) experience in outsource studio for game production, good understanding of PBR pipeline.
is this a question or just saying hi?
I mean it, it's a serious question
I think you set high expectations without knowing about the games industry or workin in general
but there is no question mark or anything, just a statement? I'm confused what you want 😄
@woeful iron Oh right, I forgot, to be specific, 1/ which skillset I need to learn so I will be fluent in building a small-scale Unreal scene (I mean a solid starting point , not to learn a little bits of everything and end up with errors even in small project), 2/ recommended ideas for Unreal junior-level portfolio work (personally I prefer snowy/forest ones, but willing to follow recommended ones first)
so what are you aiming for, I guess 3D artist, just generalist or environment or more props or level design or characters?
my current job is 3D prop/weapon artist, also junior level in Substance designer and ZBrush, so I'm aiming for Unreal for environment works like below.
https://www.youtube.com/watch?v=V14ZsqaomzM&t=46s
Purchase Link - https://www.gum.co/Tut-FGS-all
We will be creating a forest snow landscape ground. This is the continuation of the "Forest Ground" Tutorial. Using Substance, the Unreal Engine, and more, we will creating a landscape similar to the one above! Let's have some fun! Thanks for the support :)
The Complete Package includes:
- 4 Bonus...
afraid I'm not an artist so can't personally give detailed advice, but seems you're already on a good tarck
Thanks @woeful iron and after a few research about the lecturer, he is a senior environment artist, so I believe I'm good to start from here and learn new stuff on the way.
Can you afford paid courses or do you need free resources?
I can do both, I'm looking for free resources on YouTube (currently watching Unreal Sensei), and an affordable 2 or 3 paid courses for my current junior/intermediate level. @tawny cloak
I'm using Unreal 5.1
I'm aiming for fluent use of Unreal for small-scale environment work (something like a diorama), and some specific skills like
- Blend material for painting landscape
- Megascans + Mixer to Unreal
- Create material shaders using Blueprints
Though Unreal is optional/less priority skill for my current job, I'd like to have a few good Unreal-related artworks to evolve my workflow.
https://www.artstation.com/marketplace/p/1LDxw/complete-guide-to-unreal-engine-5
That's pretty much the best paid course for UE5
Unreal Sensei is already pretty good for a free course
For landscape material I would recommend this channel:
https://www.youtube.com/watch?v=x-kTl8QvMG8
The third video in the God-Tier Landscape Series. The goal of this series is to quickly bring anyone up to speed with the latest, best and fastest methods to produce high quality terrains in Unreal.
This video will develop your understanding of how we think about creating landscape shaders and work with the material editor in Unreal.
I felt ...
aren't those more towards level artist skill set?
Good luck, if you want to be an actual Senior with the salary to match you can be looking at a decade of graft full time just so you are pre-warned. I think I worked 10 years to Senior, that's about the average I have observed in US and Europe.
Thank you @tawny cloak
maybe, but I'm more familiar with the term Environment Artist @green oyster
Hello all. Does anyone know of any good resources on how to prepare for a technical interview? It's about a job as a UE Gameplay Programmer (mid level). I am grateful for any tips.
Know the technologies. A good knowledge of c++ is a food start. Knowing how unreal works is also a good start. Knowing the basic control flow of the program (what events are called when), etc
mmm food start
How so for a mid level and you don't know what you need?
Sounds like a question for Jr position.
You don't know my vita, right? So far my portfolio was proof enough of my skills. I've just wanted to know if anyone is kind enough to share a similar experience.
I like food! Pretty basic info, but thanks anyway.
"any good resources on how to prepare" does not sound like "share similar experience"
My point is to bring some clarity to what you are asking actually.
I think this is not good place to ask these questions, this is #career-chat not #ue5-general say.
Yeah well, you could've asked that in the first place. So do you feel like sharing your experience, or do you want to continue discussing my lack of expression?
I already asked specific question to bring clarity. At this point, I think whatever I write will fly through, so - hope you get your answer.
aka, had nothing good to say on the OPs question in the first place and just wanted to feel mighty over someone
If you are around mid-level I wouldnt worry too much about it.
just be honest, and talk about what you enjoy :)
read #instructions @tawdry phoenix
I've been unable to trigger /job with Manny for 5 days. How are people still posting jobs?!
I’m looking for some feedback on my portfolio and resume site.
Can I post my portfolio site for feedback here?
I guess?
My only feedback for now would be you should get yourself a proper url. random name.wordpress.com doesn't look very professional. Get yourself your own website.
I’m a student. I can’t afford one unfortunately.
Welcome to the world of pay-to-win.
I don’t get it… I work hard to win.
you should able to find some, keep looking
Find some?
Name.
You can get a URl for very cheap, <€20
<5
I mean if you do word press at least don't put gamedesign714041443 in front
make it your name or something
that's free right
also your home page is just blank?
what's the point of the home page then
I would make the home a project page where you have thumbnails or something for all your projects that you can click through
also just my opinion but you resume is hard to read layout wise
just a bunch of text
make it nice layout, if you can't do it on the webpage, just make a pdf or something and embed it
also on the full sail page you put documentation,while on the others it's description
where is this even lol
oh wait found it
I would also put on each project what kind of things you used, and learned
I personally also find it strange that your story parts are center aligned and everything below is left aligned
Is there any website to submit a game project? Like a portfolio or something?
Steam?
Youtube...
and I would like to make a presentation, like Power Point
To whom?
I mean, game ideas are everywhere. Is yours amazing, well fleshed out with well defined concepts, target audiences and monetisation?
yes