#career-chat
1 messages Ā· Page 16 of 1
Does anyone have any experience working in fiver? How does that fare or is there other platform where we can offer our game dev related services?
What kind of technical questions would you guys expect in a interview for the role of UI Programmer?
somebody has a good looking resume free with photo
Hello everyone. I hold a electrical and computer engineering degree
But I have no idea about game development
How to get started?
What's game jam
Where can I find that
i have worked professionaly as unity developer for 2 plus years switching to unreal now but im not able to find jobs related to unreal programmer anywhere in europe im not getting any proper website to search for any oppurtunities i aint gonna mind to join as a fresher tried googling but that aint helping
Technically there's the Bing ai in skype
How am getting started?
I saw a tutorial which is 7 hours on YouTube
From freecodecamp
Should I watch this?
learn the basics first
Perfect
is this the chat for getting advice on gamedev for solo devs?
hi guys a tutuorial video how to animated on ue5 ?
Lol, never change š
anyone know where to learn actual game design from scratch? I like to believe I'm already familiar with at least intermediate concepts but it was all self-learning so I'd like to start from scratch in an actual, planned structure.
idts you can, gotta remove and post again
happens
Which gaming company have you interviewed with, and what specific technical questions, particularly in coding interviews, did they ask?
Wont specify but most of the coding test are trash with the single exception of a sony aaa studio
Im referring to coding tests
trash means easy or unrelated to game development?
Unrelated to game dev. The most unrelated to game dev was one from a known open world game company
The sony one was good because it was math heavy
Literally making web dev questions
how many companies you have interviewed?
hi! has anyone here set up an LLC in the states? trying to figure out if i need a specific license or permit for my game company
You might be able to find some specific questions or interview structure in Glassdoor, especially if it's a big company you're looking for
A lot of them use questions like LeetCode/HackerRank
Last coding interview I had asked me to write, in the language of my choice, an algorithm to print a list of anagrams given a list of strings.
Before that I had to write a copy of minesweeper in Slate.
that sounds like pain
did you need one for the state you're in? im in nj btw
just for more context: i looked into which licenses i might need for nj but nothing showed up; however the LLC creation company i used said they found 1 license i need but didnt specify which one. so not sure if they're trying to upsell me with no actual requirements needed, which is why im trying to find people who've gone through this process
yeah for sure, i definitely want to avoid paying more for registering my company when it's not necessary
Is it better to use Unreal on windows or Ubuntu? Because I have Ubuntu
It is a limited experience on #linux but is possible.
Gotta capture more ppl in #linux
Rename it #lambda
?
Programming joke, Legolas.
If you have to explain them, that makes them better, right?!
So it's better to dual boot because I'm having only Ubuntu right now?
Which are the best countries (except USA) for game development? Is Switzerland good?
What's judge?
Ah ok
Lol thought was an engine
So I install vulkan?
@charred sentinel
Do u have LinkedIn?
This is a ridiculously broad question. Immigration laws vary from country to country and support for game development generally isn't a priority. It also depends on your skills (programmers are in higher demand, for example), and whether you're seeking employment or running your own studio.
I can't imagine Switzerland is good for anything, except maybe banking. The extreme cost of living will offset most of the benefit of having a well paying programming job.
but you can do freelance for them from wherever you are. costs them peanuts, makes you rich
I also have never heard from a game coming out of switzerland though
I'd guess like Sweden or Poland or something
Finland, especially if you like mobile games
UK also has some banger studios
I found this private game development school in my country
But it's extremely high cost
About 18k per year
For 3 years
To learn game development
Can I learn on my own? But the learning curve won't be high?
How do you know?
Ok cool
Yeah but this is private school. You pay
Ok cool
Computer science degree?
this highly depends on what you study where and what time and on you as a person
I personally found my higher education very valuable
i am also finding mine very valuable, and very worth the cost. I wouldn't have had the discipline to self learn
however most game development focused higher education routes are absolute scams from what i've seen
im currently doing Computer Science for Games, which is basically regular computer science, but has a module with an emphasis on practically working with things like DirectX
compare that to my precursor game dev further education diploma, where we learned blueprints barely, and spent most of the two years doing 2d art
I want to put my two cents here. Even tho I don't have a job yet I did land a decent amount of interviews without having a CS degree. I tried to compensate for that by having a decent portfolio.
The only reason I don't have a job still is because I didnt meet requirements for the remote work š«
Apperntly 100kb/s isn't good enough š
Nah 100kilobytes
neither did my education
at least my taxes pay for something š„²
if I were poor it would even have been free
Lmao nope but tbf a CS degree here is like -600$ here
Thanks to my grades on highschool I have a right for 100$ per year in allowance. So pretty I make money when studying lol
But I'm pretty sure it's only usable in my country. If I wanted to go to UK for instance I'll need to redo my degree there š«
F
that depends where you got the degree
and which degree
but why would you redo it
TBF you just need to study for two years instead of 5 but as for why, Probably because we study stuff in french and the things we learn is pretty much outdated? I don't really know
no I know why they want you to redo it
but if you already have work experience I don't see why you would decide to redo it
I had an LLC in NJ for my gamedev company
You don't need any extra licenses
Once your LLC is in the public registry, you'll start receiving mail from these random certificate services
Its basically a scam
You dont need it
unless it was necessary to perform your job, like a doctor
Oh I meant like if you just got your degree then moved out to search for a job
Ī did ece and wasn't satisfied. Just got tired of electrical messy things š«
Oh yes
Just waste of time for problem solving and programming skills
Very few skills I developed throughout the years
I mean related to computer science
Hmm? why are you trying to form an LLC via a 3rd party provider? I did it directly on the ohio business registry website and it works and is a working business. I got my EIN for free as well. Now, i donāt know what it is like in NJ, but I should be able to help somewhat.
I did mine here (if the link gets deleted, oh well.)
File for a business online, search existing Ohio businesses and learn more from the Ohio Secretary of State's Business Services Division.
a third party service for that sounded strange, but i kept quiet because i don't know how it works in America š
I too was going to use a third party, but Iooked it up and realized i could just do it myself on the .gov website, so I did.
and it was $99 to form the business, $0 to get the EIN, and $5 to get the Certificate of Good Standing
Yeah, there are 3rd party services that really streamline the process.
now it may be different in NJ??
How so?
Every state is different.
so you pay for good standing?
this is very america
You pretty much just walk through a wizard and answer human understandable questions.
I donāt think itās required, but i got it anyways
And they handle pretty much everything.
Yeah⦠the business forming asked me lots of questions too, like what the point of the business is and stuff. All very basic questions
It can be helpful for people who are having issues navigating the confusing stuff
Oh, these services make it even more simple
what is that..? i donāt see anything searching it up?
Whatever it is, i didnāt get that. Should i have?
oh lol. yeah iām not german, haha. i am rather intrigued in the language though. would love to learn it
be honest. what do you guys think when you see the words āi have 4 years of experience on Robloxā I personally think any experience is experience but what do you all think. Iām trying to get an honest answer for what someone in the industry will think of me
it depends what you're applying for and what you did on roblox
play hide and seek
for example, programming experience if all you made was those jumping games, considering you've only used lua, and not much of it.
if it was something advanced it's absolutely relevant
i have a youtube playlist of my best (itās still mediocre imo) work. you want to see it?
go for it
can i send it here or would i need to send it in DMs
i would say it is intermediate? it was all easy tbh. but it has some features a beginner couldnāt do thats for sure
again it also depends on the role you're applying for
send the playlist link here
like entry-intermediate level programmer. iām not good enough for anything above that
i personally wouldn't be putting something on a portfolio where one of my ores is called "earwax crystal"
lol my friend made that
itās a joke that is in the game that only the devs will see
but yeah youāre right
it is kind of stupid
a silly joke is great, just not for a professional portfolio :P
personally i'd work on something a bit more standalone, complete and substantial
all the stuff there is very much a demo, and doesn't really go into the technical side of things.
yep, it is all demos
it's hard to judge since most people don't know roblox that much, so hard to determine what is yours/built in and what effort what was put in it
I'd say based on the videos, it would be junior level at best though
Or, make a useful tool or blog about something you find interesting. The fact is, its a lot about who you know.
Understandable
to me, who has used roblox studio barely any, that looks like stuff i'd expect to be built in, or via feature pack sort of things. with a flavour of homemade
Yes, i would agree. I definitely am not an advanced programmer.
it also depends if this is your only experience or just something extra
Hmm, the multiplayer and character customization is built in. Just list something and iāll say if itās built in or not
if you only sent me these videos without much added context about you there would be an appoximately 0% chance I would hire you for a non-roblox position
that is all extra, iāve done way more then that
i do have a portfolio, i can send it?
that would be far more appropriate :P
it was made on Indeed, so it isnāt the greatest. But it works fine for me
But it lists most of my major accomplishments
it definitely could be better
and i donāt have much stuff to show off
now seeing that you have a lot of plays on roblox is more interesting, but that's also a cv not a portfolio
? how so
i would set up a website.
talk about your best, most played roblox project perhaps, and talk about the technical challenges it presented
wdym
Oh, hmm. Would github pages work?
yeah a lot are hosted there
I used wordpress for mine back in the day
yeah youāre right
you list this as work experience, but you don't even put a company?
I donāt know what Wordpress is haha
oh itās not professional⦠i probably should list that⦠i have no professional experience, itās all self employed/in my own free time
I also don't feel like your descriptions add all that much info for most entries
then you should put it as self employed
or not under work experience
youāre right
sorry i donāt really know what im doing much, i am trying though. iāll probably just remove that part thenā¦
I donāt have any professional experience so i donāt know what it good to say and whatās not
ok i removed the unity part
I'd say definitely make a portfolio, detail your best project but work on something more technically challenging and complete, depending on what you're going for.
if you wanna be an industry programmer, learn and make something in c++
you could list projects you worked on then, preferrably with visuals on your website
the projects i worked on are in the links section at the bottom of the portfolio
idk itās just what Indeed had
so much effort
yes, it is. i see what you mean. iām glad i asked here, lol. you guys helped
you're unlikely to get a job with no portfolio.
basically 0 chance in programming if your only demonstrable programming experience is in roblox lua
i have some in Unity and some in Godot, and also some in Unreal. But itās all unfinished projects
especially with no education or professional experience
i am thinking of going to college for computer science, idk though
it doesn't necessarily have to be an entirely finished project
you can showcase a mechanic or something
I should probably work on a portfolio thenā¦
explain how you made it, why it challenged you
technical as in what?
show that you can make stuff
technical as in what ever is relevent to your chosen field
if you wanna work in environment art showcase something that shows good understand of topology, texel density
just game programmer, i dont even need to be main programmer. i just want a job in programming games since this is my passion and dream job
what is a "main programmer"
I noticed second programmer on your cv as well
what does that mean
something from roblox, does that not exist in the real industry?
if you wanna work in games programming show a mechanic you made in c++ that is somewhat complex.
I⦠I donāt know C++, i do my unreal work in Blueprints
then you won't be getting into industry programming
then you're very unlikely to find a developer programmer job
I do know C# and Lua though
you could be a unity programmer with c#
still not as many doors as c++ though
indeed in game dev c++ is more prevalant
you guys are very helpful, i appreciate the honesty. you guys arenāt holding anything back, and i appreciate it
I don't think that's the word I meant, but close š¤
that's the right word
Ah - now its my time to shine
yes, why it is in quotation marks š
yes that is what i was looking for. thanks
look at what jobs you want in your region or where you wanna work, work on those skills
I just want to be a gameplay programmer haha
if you want anything that is not unity, chances are you will need to learn c++
iām in Ohio, but i donāt have a car so i am looking for Remote rn
blueprints will get you somewhere as a game designer.
c# will get you as a unity designer, and little else
learn c++ if you really want to be a gameplay programmer
Oof. Good luck as a junior.
then make something in c++ that's somewhat complex
and talk about it on your portfolio
I do have a course on Udemy that goes over c++ on unreal. got it for like 20 dollars
you could also get a car/move/use public transport
It's probably crap
probably, but is is better then nothing
Not necessarily
oh true. didnāt even know this server had resources
thanks
I can send a link of the course i have? Idk if itās good or not lol, but i have it incase. I actually want to use it though. If i need to learn C++ then might as well.
also isnāt there a website that is based entirely on learning c++
like classes and stuff
send it sure
inb4 gamedev.tv
it most likely is bad, but i mean itās 20 dollars
Then maybe you got the Stephen {w/e his last name is} one.
ok here it is, now it was 20 when i bought it. idk why they increased the price haha
Don't start with GAS if you don't know C++
me neither, just got it because it looks interesting
I've only heard good things about him. He goes pretty in depth apparently.
lol it really is
will save this
thanks
He does, he explains every little thing he does. His course even came with a 4 month free trial for JetBrains Rider (the IDE)
also the actual docs are not all that bad for basics https://docs.unrealengine.com/5.0/en-US/programming-with-cplusplus-in-unreal-engine/
he also gives like homework in the course and tells you to pause the video and do it. he showed you how to do it before though so if you were actually paying attention you wonāt struggle. he then goes over it and explains how to do the homework
itās cool, and imo worth the 20 dollars. it was only 20 after all
Ok, i will learn C++ by using these resources you guys sent. Interesting language anyways
I'd say start with learncpp first and then move on to unreal sources
you should try making a 17 dimension inventory system as your first cpp project
if it wasn't obvious, that's a horrible idea
She's a lvl100 cpp programmer I have no doubt that she'll get there
who are you guys talking about
The cpp god obviously
lol
#cpp just search for recent messages mentioning "17"
Ah I misspelled, I meant goddess. And dragonHell is only a prophet sending us the message of our lady and saviour missty
Who's Emily!?
I thought that was missty
Was I misguided!?
I would love to see it!
Thanks a lot!
Ah those are actually great questions! I was expecting a 17 dimension array level questions lol
But fair enough she can have the title of a goddess of cpp questions.
Yeah I donāt have enough cpp knowledge to be able to tell for sure but those seemed like valid, if elaborate questions ? š
They are really valid questions tbh
Like not even the things she was questioning but she also gave her goal and what she attempted and what her code looked like
This is like one of the best structured questions I have ever laid my gaze on
Ok thatās what I thought too
The only issue I usually have with that approach is my shitty YouTube short trained millennial lack of patience tends to make me go āah, TLDRā. Tho I usually try to make an effort and skim through the question š
It beats having to ask for these information and maybe getting half an answer tbh
True
I do also feel giving more details on what the precise problem is and what Iāve tried so far gives me a better chance at getting an answer to a complex question
Not sure if this is the right channel for this, forgive me ;).
I have a background in graphic design and I know color, type, layout, system design etc. pretty well. Iāve done work as a brand designer and also for production on many jobs.
Iām thinking of trying to get into game UI A bit, possibly as a career pivot. Would you recommend a class or just dive in and go?
A class as in maybe a brief introduction to UE's systems, but I'm all for starting to do something and learning as you go
Understanding the basics and conventions of materials & texture formats etc and the UMG system enough to work in the engine independently certainly won't hurt you
oh my god, thanks, appreciate the heads up!
they took care of everything and i had my LLC formed within a day so that's why i shelled out more money, but the short answer is laziness lol
I had mine formed within 12 hours when i did it myself. Laziness is a valid excuse, i guess? Also they upcharge like 100 dollars or whatever. I looked at LegalZoom and they were charging 300 dollars, but it only cost me 100 on the .gov website
they also offer free tax consultation and some other stuff is included, but anyway not really looking for someone to validate my reasoning š that part is already done, i was just asking about licenses and someone helped me with that
oh sorry, i didnāt mean to be rude. i was just curious for your reasoning
I have a very generic question. I have been a programmer since '94 working in lots of different languages, but I have never done game programming before except for a little tinkering with OpenGL and Unity. I started learning Unreal this summer and have been working through several courses on Udemy since then. I'm just about done with the "generic" UE courses though and will have only things related to specific topics available after this.
What would be the best way for me to proceed in my study? Eventually I want to be a freelancer and maybe start my own small studio, but right now I very much want to learn more and I'm not sure what the next direction for me should be. Content creation? I picked up the current Humble Bundle of Blender courses yesterday, so that could be my next step. AI? I have a friend who does AI programming with Blueprints and she thinks I should look into that.
FWIW my previous programming experience is pretty evenly split between systems and scientific programming, and webdev. I also have a math degree, so math heavy programming would be fine with me.
Any thoughts on this would be greatly appreciated.
Or become a tools programmer š
I intend to! I've got an idea for a simple game already, though it would be multi-player so I would need to learn the networking stuff first. I'm really just wondering what the "most important" things are that I should learn first.
MP is an order of magnitude more difficult than SP.
(Never convert SP to MP either)
Yeah, I was planning to build out the game first as single player and with AI controlled enemies. The AI for what I need would be simple and it would let me focus on the basics to start with
(Never convert SP to MP either)
trying to post a job for hire anybody able to steer me in directions for that?
#instructions š
ahhh thanks
This should include "unless you are absolutely rolling in money or you don't want to ship"
Really? Why is that? Is it just that MP really needs to be architected in from the beginning? If so I guess it means I'll be building the project twice.
It's more work to try to retrofit
Pretty much, yeah
It basically changes the laws of āphysicsā š
Well then, the SP version will be a learning project.
And the MP version will be a different learning project. š
And maybe between the two I will actually learn something useful.
It's a completely different programming paradigm. You have to reprogram everything for async and authoratitive operations. Everything 6ou have done so far for SP will instantly break.
SP Allows you to write sloppier code that just won't cut it in MP.
Plus you have new issues to deal with like lag compensation, disconnects, online subsystems, etc.
Asking as a parent. I'm looking to incentivse my son by getting him to go through the Getting Started Learning course & tutorials on Epic Gaming by offering to upgrade his PC'S hardware. Is there a way to verify he is completing the content before I handover the goods? I just want him to give the Getting Started content a go. If he likes it great, if not at least he can move on and try something else.
Depends on what you define as giving it a go. If it's just watching then it does have a tick on watches videos. If you want to verify that the work is actually being done and followed along with then Watch the last video of each course you want and you'll see what the end result is. If you can't see that running locally and interact with it, then they probably haven't done it.
When you say the last video for each course, is it one course for each of the "journey" types Games, Film & TV, Architecture & Visualization? Is there a page that summarises each course with a flow diagram, list or similar? If so, how strictly do you need to adhere to the structure in people's opinion?
Assuming I can strike a deal with him... What's important/critical, what are people most likely to miss the first time round?
Can I ask at what age do you guys start working in game dev industry for those of you that are currently employed in the field?
My goal is to apply for intership in a year time, is there an age factor in the game dev industry? I am 32 y.o and only about to start learning technical stuff.
I had some colleagues that got into gameart (and AAA) in late 30s and completely different backgrounds (like banking or theater)
As in other industry, I beg there is no age-limit. All depends on your skill-level. Maybe they pay less because of less experience. Thatās all. Maybe try to stay in your actual business as long as you can. Keep GameDev as Hobby and who knows which doors will open.
I do not wish to keep it as hobby only. š taking all the necessary step to be picked up atm
It all depends on your ability, really.
Iām hopefully wish you to reach your goals š For me itās just a hobby, so I canāt give you more information and only speak for industry in general, sorry
Unless you're in a corporate conglomerate, I doubt they care if you're 20 or 40, as long as you can get the job done. Do indie/small studios really think about employing people for 40 years?
I doubt even the bigger companies think about that kind of investment.
Ageism is a problem generally but not really for 30 year olds
Awesome š
For what it's worth I am 54 and am only just now trying to get into game dev. I expect there will be some hesitation from people because of my age, but with almost 30 years experience as a programmer, I'm hoping people will see beyond my age and recognize my skills. Of course, I'm also going to be trying to do freelance work and maybe start my own small studio, so if things go the way I want I'll actually be my own boss, too.
And OMG I can't believe I'm actually 54. I still feel like I'm in my 20's. š
there's some people here around your age (im getting there slowly myself), and while some have been in the industry for a long time, others --like yourself-- are just starting out.
I just hit 30, and I want to get into the game dev industry too (was web dev before)
I definitely feel the rush of getting there ASAP and building proveable skills before being hit by ageism (which is really scary to be honest, considering the amount of new people out of CS colleges every year)
I think a key difference in people who are late comers is that a lot of them have actual programming experience in the real world. That's not something you really get in a game dev degree.
This question was targeted towards me, since I am not employed in the field, but I have a couple years of experience under my belt. I am only 18, so it has been hard finding a job. I was told here the best bet is to learn C++. I am currently at a phase where I am exploring other options than Roblox (why Iām in this server, lol) so I can get ābetterā experience and hopefully make this a career.
If I can rewind time, I would deff learn raw cpp in depth. Don't think there's much Job opportunity with visual scripting alone
Thereās no longer category to look for job listings?
#salary-jobs & #freelance-jobs. You might have the section collapsed or you have them turned off in id:browse
Iāve just added them, thank you
It seems there's no job for junior game developers...I'm wondering how did you get your first job?
There is, just not everywhere is hiring junior developers
By coincidence I saw that trend. Number of juniors is expected to grow and grow.
However, last year or so there were thousands game devs fired. We are in economic downturn imo.
Ye imo your best bet would be contract work or some kind of start up but gamedev isn't a lucrative business so good luck. Either way it's a good time to just keep working on your skills and portfolio
Yeah, thanks dude.
If I want to get a job as a gamedev, but on the lower level end, do you think extending godot, or unreal is the way to go ? I'm scared that unreal is too cumbersome to start with
Actually I started with UE, and then I tried Unity and Godot too. For me I think yes UE is the most cumbersome one to start with, maybe because its big and somewhat heavy, and people say C++ is difficult and stuff like that, but I think not that much. So no need to be scared.
This is a bit subjective, and your own target may change as you grow as a professional. If all you want to do is to create stylized games, any game engine will do.
Unreal gives a lot of control to allow you to do anything (more than any other engine at least), but that comes at the cost of increased complexity. On the long run, for a professional career, Unreal Engine is the best option in my opinion. It is just a better fit for the needs of the big developers who can pay more.
On the other hand, Unity and Godot are simpler, so they can be a better option to start with considering they hide away a bit of complexity. In my opinion that means it is usually twice as hard to get custom things to work. This makes them operate well in the low to mid quality range. Even if you want to end up working on triple A games, it may be better to start here than to get overwhelmed in Unreal Engine. When you're ready to appreciate the control Unreal gives, you can and will probably switch to it. It seems that Unity has a downward trend right now, and Godot has an upward trend.
Think about all of that and make the decision you think suits you.
Do you have example of said odd/outdated/bad design choices ? just off the top of your head
I also liked that reduz's response to that was basically "That's cool but I think I know Godot better than you"
Do you have the post for this ? I'm quite curious. I find hard to believe the no support for GPU without HW raytracing as godot is usually a choice for people with a more humble workstation
Thanks !
Is there a discord for rigging? I think i have decent knowledge but id like to go learn more
#animation is the closest thing I reckon
Hello, ive been applying for level design jobs for almost 2 months and im not getting anything. i believe that there is something wrong in my portfolio. Can somebody help me with reviewing my portfolio?....this will help me a lot. Thanks.
post it here and people will have a look!
Make sure anything really personal is redacted if applicable though
I poked around a little bit, while I dont know how to export to or build it in engine. I think as far as building complex control mechanisms for animators im a little more advanced than what im seeing there. I think im maybe intermediate to advanced range with rigging stuff
though i will say, just keep going, 2 months is a relatively short amount of time, and the industry is in a bit of a spot lately
Hmmm. There is #artist-hangout people there can give you a decent amount of help
Hello,
Firstly, thank you for taking the time to read this message. My team and I are passionate and skilled in independent game development. We bring our projects to life, yet our experience within an actual game studio is limited, causing some challenges in our progress. Our knowledge primarily stems from online resources, lacking a professional perspective in this field. Feeling stuck in our research, I reached out, recognizing the opportunity to connect with an experienced individual in the gaming industry, like yourself.
I would greatly appreciate some guiding advice or insights on what steps we should take. Your knowledge and experiences within the industry would be immensely valuable to us.
If you could spare some time to assist, I would be extremely grateful.
Best regards,
Mustafa Gülsoy
It might have helped too if you at least changed the wording to suit discord instead of copying an email you sent someone (or a lot of people).
I suspect he doesn't speak English, so I don't really think there's anything to be done, unfortunately
Maybe itās some advanced Nigerian prince narrative
joke's on them, only poor indie devs here
I produce 3d medium poly and high poly assets and I can texture them. I am trying to enter the game industry but wherever I go they want 10+ years of experience. how can I follow a path.
definitely junior roles out there
post your portfolio here or on like polycount for critique
I mean, you can still apply for them, just don't expect to get one if you can't prove you have teh skills.
10 years experience is just a way of gauging those skills.
3d medium poly and high poly assets and I can texture them
Can you take a game ready asset from start to finish, concept to in-engine?
i send my portfolio @mint skiff
if you only find positions requiring 10+ year of experience you're not looking hard enough
or in the wrong places
of have too high standards of what you want with what you have to offer
you should post it publicly, you want more than one opinion.
Iāll have a look at it
Hey, can you search here for teams that need a programmer in Unreal Engine? I am certified by SAE University
Junior positions definitely exist, but there is a dearth of them right now, with all of the layoffs recently. AFAIK a lot of these companies are trying to mitigate risk, and hiring unproven juniors is risk. Where have you been looking for jobs?
Not sure if twitter linking (x-posting?) is allowed here, but anecdotally: https://twitter.com/softndeadly/status/1726224272669257937
Hi, I asked this the other day but im still lost after doing a bit of research. I want to learn vfx for videogames and i dont know where and how to start. Some people say learn ue5 since is an engine and almost every studio has their own engine and other houdini. Thanks
I don't think most studios have their own engine
but definitely learning maya and houdini would be very useful
and unreal of course
Triple A studios have their own
@half scaffold check the pinned messages in the #niagara and #materials channel. There's also a beginner-thread on realtimevfx.com. you'll have a long way to go, but a bright sparkly kaboomy pewpewpewy one.
Dont forget most of the junior positions are filled by recent bootcamp graduates and such.
Hi would this channel be appropriate to put my showreel in so as to I can get some input?
I don't think recent bootcamp graduates are filling up the junior positions š
They usually ask for formal education or at least a few years of relevant work experience
Can you recommend any sources on game design standards? Books, courses, etc. In the UE, I have 4 years of experience and a pretty cool game under my belt (along with a lot of non-gaming projects), but it's all in small teams where the approach was 'it just works' š As long as it worked, it was okay, and since the team was small, everything was OK as long as you understood your own code/BP design. Now the company that employed me is closing down, so I'm looking for new employment. Even though I get interview invitations and tasks thanks to my CV, the feedback after a test, for example, is like this (actual translated feedback):
From a purely design and gameplay perspective, the project is at a high level. The task structure, level design, variety of puzzles, use of engaging narration, and attention to audio-visual presentation create a pleasant impression. It's a cohesive and complete micro-game, which is a significant plus. Unfortunately, in terms of technical implementation, things are not as good. The overall process is quite chaotic, and the solutions indicate a lack of understanding of system architecture and the creation of mechanics in blueprints. (...) Despite the truly impressive gameplay, design, and audio-visual layers, I can't give a positive assessment due to technical errors.
It makes one feel quite disheartened.
rough. but at least they gave you feedback, which is more than most employers do tbh
Yes, I'm totally grateful for that feedback, it actually was a lot longer, the guy did a complete analysis of my project and highlighted places where I lack and should educate myself
I was like woah, I could pay for that š
Could I ask what role you are applying for?
I'm looking for gameplay designer or technical designer role. I also apply for level designers, but I don't have much of a portfolio in that field.
Guess you need to brush up on your technical skills.
I think the problem isn't what I can do, but how I do it. It's based on a few rejection feedback emails that I got. My way of doing things makes Lead Programmers that review these task go "WTF is that" even if my stuff works flawlessly. So I need some sources on how things should be... structured? in a game. Even a pure programming sources could be useful, as it can be applied to BP's (I apply to mainly-BP roles, I have only basic understaing of cpp)
indeed, that can be a drawback. When working in smaller teams, it is less of an issue as you can sometimes get people to appreciate your style of coding. In larger and longer maintained code bases, it becomes a legacy problem when things are not setup in a way to be understood 5+ years from now. It is somewhat ironic that game development itself started as a mostly run-and-gun environment and has adopted much more SWE practices over the last 30 years.
SWE?
Oh, google got it š
So I think I need some source to learn that, best if it's game oriented, ideal if BP-targeted but I can manage with code as I know basics.
I don't know how relevant it is for Gameplay Designers, but Game Programming Patterns is an excellent book for getting familiar with different ways to structure things behind the scenes. Some of the patterns are really only relevant to Engine design, but quite a few can be applied to Unreal
Hi! I'm a programmer with almost 30 years experience but zero years in games, and now I'm learning Unreal with a serious goal of getting into game development. I'm doing fine so far learning on my own, but I'm wondering what recommendations you might have for someone like me to get up to speed. I see a mention of Game Programming Patterns and I've bookmarked that to check out tomorrow. Are there other resources like that out there? At the moment my focus is on learning as much as I can about programming Unreal using C++
@abstract badge For Unreal C++ https://landelare.github.io/2023/01/07/cpp-speedrun.html
Gain monthsā worth of Unreal C++ experience in a single article.
I'm playing piano here with 3D scenes, hope you will enjoy )
This isn't the channel to show off your work. Try #1054845120236757103 maybe? Not sure on the showcase channels here
ok, sorry for missunderstanding
Cool! Thank you
Thank you! The first link I've already read, but the Lyra sample I haven't gotten to yet and Tom Looman is entirely new to me
Can really recommend Tom Looman's "Professional Game Development in C++ and Unreal Engine"
My studio decided to switch engine on our game and that was my intro to the Engine.
https://courses.tomlooman.com/p/unrealengine-cpp?coupon_code=COMMUNITY15
$220 :(
Yes. Of course easier and not much money for a company to pay for quality education but could be harder for an aspiring to-be developer at home. Still a very good quality kickstart for any new Unreal-dev
So you would recommend the course for someone starting from scratch? My programming skills are abysmal
I'm a beginner programmer
Maybe start with CS50 to get the programming basics down. Itās free on edX
I know the basics just not how to "string" things together
Idk what that means.
See this thread as well. Some of the Tom Looman stuff is free #programmer-hangout message
And there are other resources
You donāt need to pay anything to learn programming really, just gotta put in the work
I'm working through a GameDev Udemy course
Please don't tell me it's a gamedev.tv one
If it is, don't bother finishing it
You'll be better off without it
What's wrong with it?
they teach horrifically, even laughably bad practice
really?
yep
where is this coming from?
from all the people that have been here askign for advice on "normal" practice that they picked up from them, only to find out that it's completely insane
i also couldn't in good faith reccomend spending so much on a tom looman course, although it is certainly one of the better ones I've heard of
apparently they use it at stanford and several AAA studios
All of the information is available for free for instance, so I personally don't think any amount of money is worth it
Yeah I've heard the same
But again, it's an unnecessary cost. If you are willing, and able to learn without the structure of a course, then a course is simply not worth the money imo
especially since it is quite a steep price
i see
however that one is personal preference, and I can't really tell you that :P
What i would reccomend is trying to go it without a course for a month or so, and if it isn't working out, or you feel it isn't doing anything a couple of weeks in, try a course.
otherwise if you need a course i have heard decent things about Tom Looman, and Stephen Ulibarri's solo work. emphasis on solo, he partnered with gamedev.tv once, and I've made my opinions on them quite clear :P
gotcha
For an example of bad teachings, especially on the c++ side, I will link you this message. For context if you are unfamiliar with C++ and using it with unreal, to compile code changes you just close the editor, click into visual studio and press f5, that's it
#cpp message
There are a lot of bad tutors out there, so you do need to be careful in the course space
I hope it works out for you!
This looks like something I might be interested in. A bit pricy, but certainly not as bad as the stuff on gamedev.tv. I generally prefer the paid courses myself, since they tend to be more professionally organized and more comprehensive, plus I don't have to try and figure out what the best order is to learn different topics - someone else has already done that for me.
glad to see the Tom Looman course recommended here as well... I just picked it up myself. š
I already have C++ experience, so it seemed like the best course for those who have development experience.
I'm trying to do the whole course on Linux though which has been "interesting" to say the least. The build environment leaves a lot to be desired...
Hey, I got a question regarding college. I want to attend university for software engineering to get a masters degree in game design, is any math needed in this field at all? I am terrible at math, and I have higher chances of getting a job after getting masters in game design rather than a bachelor in language major...
If anyone responds please ping me! I'm likely to fall asleep
@dapper fractal
in short, the answer is yes math is needed
how much depends on what specific part of games you work on, but here is a good article on the fundamentals
https://pikuma.com/blog/math-for-game-developers
definitely vector math is important, other that that I don't think you'll touch a lot of it in the day to day, unless you're working on deeper parts of your code or the engine
Boolean algebra is pretty important too.
very complex as well
is there anyone here who has started a studio in the UK? I'm curious how difficult it is to get a startup grant for a game dev studio and what you need to provide to prove that you're making a legit business that requires a grant
im not an expert or a resident of the UK but generally when you apply for grants they want to see either a business plan or a product
how would that work with games then? because the grant is needed to get the staff to make the product
like I can get my head around level design, programming, I have done QA work so I know how to bug test my games but I really need sound design, 3d artists, 2d artists, legal etc but I'm way too broke to afford that and kickstarts do not get enough money.. they are more advertising aids than anything.
also don't be afraid to @ me with responses I have this server muted so it won't notify me otherwise
you can still have a business plan though
if you can show that you have done market research and have a plan how the company will be profitable in x amount of years, they could give you a grant to actually start producing it
what you're gonna make, cost breakdowns, estimated earnings in good and bad scenario, required personnel, marketing strategy...
if you just show up and say "I wanna make this game cause I think it would be cool" slim chance you'll get any kind of grant
but idk, I'm not from the UK
Basically you have to prove you don't need one.
well yeah I never planned on simply saying "I want it because I want it" which is why I asked here, that said you have given me a lot of good advice there so thanks, gives me a lot to think on
I would say it's more a matter or proving that you know how to manage money responsibly and that you have firm plans for how to spend the money in ways that will generate a profit eventually.
Which generally comes with already running a successful business.
Sounds like trying to find a first job: you need experience to get a job and you need a job to get experience.
Hehe. Yup!
Pro Tip from my experience, pay more for graphics than development š¤£
Investors can be as flaky as players if they don't have a ton of games experience.
I'm just finishing up the Tom Looman course - really liked it! (One annoyance is that the videos are in UE4 but mostly works for UE5). All the info might be online but you are basically paying for someone to curate it and present it well. I feel like all the stuff he presented would have taken way longer to learn on my own
Hi there, I have a question for you. As a gameplay programmer, how did you create your portfolio? What kind of projects did you include, and how did you present them? Did you go into a lot of detail about each project, or did you keep it brief? Did you add in code snippets and explain them? Iām a second-year university student, and I want to apply for some internships (prepare), but I donāt have much to show yet. I would really appreciate it if you could share some examples of your portfolio, or any tips on how to make one. Thanks a lot! š
Hi there, I can perhaps provide a little insight into this, as a current would be final year, doing an internship/placement.
I primarily interviewed for gameplay programming related positions, however my skillset was of a more technical background, working with things like directx and assembly.
I put together a portfolio of projects, that I made throughout my time at uni, but also detailed personal projects. For my game projects, I included a high level overview of the project, with an accompanying video/screenshots if possible. I then detailed interesting portions of the game, talking about the technical challenges that presented while developing. In the case of my primary project, whioich showcased mixed 2D and 3D work in DirectX, I showcased the game, but also talked about significant technical challenges, such as asynchronous asset loading from an fbx file via a threadpool and assimp. I also detailed optimisations I made, as well as how I identified them.
I also detailed projects made in Unreal and Unity, and talked about challenges with those, and how I solved them, such as making bouncing lasers, and the maths and engine systems I needed to achieve that.
I also supported the visual portfolio with a github, albeit a small one, that was linked where appropriate, which mainly contained things like a custom container class, as well as other relatively small snippets.
I will not share portions of my portfolio currently, for privacy reasons, the same with my GitHub
Thank you for your reply. It sounds like you have a very impressive portfolio of projects, I have a few follow-up questions, if you donāt mind. How did you decide which projects to include in your portfolio, and which ones to leave out? Did you have any feedback or guidance from your professors, mentors, or peers? Iām sorry if Iām asking too many questions.
I had guidance from a tutor as to what makes, primarily a CV pop.
As for deciding my projects, I didn't have that many under my belt. I decided to order them based on technical difficulty/impressiveness, and what set me apart from other people in my situation.
I first detailed the DirectX project, as it was the main focus of my second year studies. This was also the most technically challenging thing to write, so it warranted being the centrepiece.
My next project I decided would be impressive to detail a project that I was aiming as a commercial release, as I figured it might be attention grabbing, as none of my peers were working on anything similar. I then detailed a minor project, that was really more of a demo, to show what I achieved in terms of a simple puzzle game in a short amount of time (think like a game jam)
Now something which I wouldn't consider the best move, was showing some of my earlier beginner work, with some modelling projects I found fun, as well as some simple set dressing. They weren't impressive by any means, but I guess at the time I thought they showed adaptability to other skillsets, and generally made things feel more complete.
However, if I had the opportunity, I would have much preferred to fill that space with projects.
Thank you very much for your response, I will be taking this into account and preparing myself by doing some more game jambs and working on my personal projects in hopes that before graduating in my 3 year I have something to show š. Once again thank you
Anyone here done any art tests? I've been given one right off the bat - before any interviews or conversations and I'd really like to know more about about the role before I commit my time to that.
Wonder if I can get away with deferring it.
I havenāt done anything of the sort but I did once get approached by an employer than wanted me to fill out a form with personal info before there was even an interview. That and other red flags along the way made it seem more and more like a scam, and when I questioned the process they stopped responding. Not saying this is necessarily the same case but def protect yourself and your intellectual property
art tests are not super uncommon and this studio is reputable (although new). It does seem to be a fairly large task though.
In my case, they had approached me and they were impersonating a legit company.
Because Iād made my resume public on one of these job sites
oh yeah I wouldn't even be considering an art test if i'd been approached lol
i'll see if i can wrangle a phone call out of them first, thanks
ive got an interview thursday i was wondering what i can change/add to make this small project display more skills/knowledge
I bought this course too, only because it's the top rated course on udemyš¢
Thx, good to know that, so I don't need to finish it anymore. I bought quiet a lot courses on udemy though...š
the base design of the world is from the beginning of the "Crypt raider" udemy project but i added the UI, AI, ect. from what ik from other sources such as youtube and years of C++
i got the course for free with an upgrade from theyre UE4 course and i only paid like $10 for that one
Fortunately I got none of those courses at a full price, so I guess I just need to think twice before purchasing another unreal course.
Hell if you have good editor knowledge you don't really need a course
Once you know c++ the API is pretty much 1:1 and the bits that aren't are easily found
im still learning the UE5 specific code library, and connecting code and working assets. mainly the parts where all the code is right but the asset doesnt work right lol
men navigating Unreal documentation to find what you need is hard
at least unity has things well documented
that's why you don't
I cant know what I dont know
use the solution search in your editor, and a copy of the source code
I need documentation to help me
the source code is the documentation
not the documentation
for example if you want to find out how to use GetActorsOfClass in cpp, you search for that, and it pops up.
now you can look at the internals and use it
so IDE helps more than documentation
yes
okay men thanks
I has been a while since i was applying for new jobs, I guess just github and linked in arent enough on CV i should have my own website that shows my portfolio with gifs, pictures and videos
with detail technical explanation etc..??
What position is the interview for? I'm assuming some kind of programming position?
Was wondering is remote work popular among Unreal jobs? From few glances at job postings at regional work site and it would seem that UE jobs are more tilted toward AA-AAA joints that most often offer hybrid model at best. Is there a best site/resource for looking at unreal job postings?
Where either freelancers go looking for work or people hoping to find a permanent position.
https://remotegamejobs.com/
Isn't specific to unreal, though
and it's just a small fraction of total jobs. I think remote-friendly is something you have to look at more on a studio-by-studio basis
psh, you make games all day, why would you need better working conditions, that's obviously super fun
yeah, I'm dedicating some of my free time to learning web dev to have that security and getaway option ready, but I gotta be frank I find it very dull and it's really hard to keep up the discipline for learning
thx, will scan this!
Boring pays bills
it does. tho I'm the kind of person that is putting more hours into the work when actively interested in it and would be greatly satisfied working for only okay money, seeing how people over at web side of things earn 2-3x the amount of game dev does makes one ask some questions about his convictions (especially when not getting any younger)
gotta be hopeful you will struck the gold with good management and no crunch š
strongest personal obstacle is having been part of workforce since my early teens, working shitty exhausting jobs nobody would want to do, I developed strong aversion for spending time doing what I'm not passionate about. I'm starting to be willing to ignore my dislike for blueprints to finally start doing something I'd be happy to do.
ane be paid for it*
sometimes the boring corpo job can be draining to the point you don't have the energy or desire to continue sitting at a computer afterwards (or looking at any screen for that matter)
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its with a group of people who just started a game company, my friend is going to introduce us on thursday and im making a project for a display of my skills/knowledge in a wide spectrum from world design to coding/blueprint since im not exactly sure what my job title will be
add overlays (lower third, popups, etc..) that explain what you did where you think it highlights the technical/art work. E.g.: at time index 23 "You picked up a key" -- you could pop a toast message on screen that says "Implemented Character Controller in (BP or C++)" at time index 37 you could say something like "Created event system for character condition changes"
Coming back to those career safety plans - from brief research I got the idea that web dev would be the easiest and fastest to get into and find job without a CS degree. Does anybody know of any programming area that could be better for those goals?
with the amount of workforce available in that area and having in mind developments of AI, that is neither easy nor sustainable in the long run path.
do you have other recommendation?
specialize in something.
sounds like a good idea thank you
doesn't quite narrow it down :p
Specialise in specialising by specialising in everything.
indeed, be a generalist's generalist.
I think general "specialize" doesn't quite help me. Like there's thousand different thing one could specialize in. I was asking whether somebody knows of any specific area that meets my requirements of relative easy entry, ample job opportunities and high acceptance of people without CS or some other ancillary degree, high chances of remote work and part-time working hours. Last time I looked web dev seemed like the best candidate.
it probably is
the level of challenge really depends on what you're working on
like I work on the backend of supply chain planning stuff, but it's still complex code, it's the same as if it were a desktop app, just exposed through an API instead
but I can imagine if you work on business websites or something it remains very superficial
bro it sounds like you just don't want to expend effort in any way, what's your end goal here
me neither, but not everyone agrees on that, so hard to be clear in communication
knows of any specific area that meets my requirements of relative easy entry, ample job opportunities and high acceptance of people without CS or some other ancillary degree, high chances of remote work and part-time working hours.
This is a unicorn question. No such jobs exist, in ANY industry.
correction: self-employment fufills your criteria.
it's interesting that he's looking to just get any job with no challenge though, strange motivation imo
If you want to be real, plumbing.
if you would get it without any effort it's probably not a very good or very interesting job
if that existed wouldn't everyone be doing it?
Easy entry, no degree, plenty of work, WFH on part time hours.
The only thing that would complete that is looking for a six figure salary :P
six figures per day right?
but yeah in all seriousness, manual labor contracting pulls in those mega bucks for little entry requirements.
Same with long haul trucking
of course
is it a job otherwise? 𤣠||/s||
need that Laura's hourly rate
I don't have enough hangars for that
sell 1 jet > buy more hangars š§
but I only would have half jets š
few hours and some super glue can fix that
but what if you only get paid in left halves
bend 4d space to flip the other half and you're golden
there's a little of mischaracterization of what I was saying. I'm not saying "gimme a remote job paying god knows how many money with zero effort to get into". I was saying what was the easiest programming field to get into - I know there's a shit ton of work to be put into it - I'm doint it rn with web dev - as for reasons I think they were pretty easy to read from what I've said - done physical labour my entire life, I'm done with that and with wasting my life on getting to work. Seeing how I really wanna make games - either professionally or as a hobbyist - and that involving a fair bit of programming - and me knowing some scripting languages and C on a solid level - it makes sense to look for a job in programming area as both areas - hobbyist aspirations and work - would benefit each other in some way.
I was mostly joking for what it's worth š
But yes, I would personally throw a vote for webdev having the lowest barrier of entry.
Other fields, don't particularly need a degree, but there will always be higher emphasis on proving your skills, degree or not.
You're also in an unfortunate situation with the state of the world, especially if you want to get into the games industry, with lots of layoffs
Though also, I would say ease is quite relative :P
For me web dev is not as easy, compared to other fields :P
Remote work can also be a pain starting out. As someone who very recently "broke in" so to speak, the number of remote roles were little-to-none
Yeah I saw plenty of Hybrid.
It seems pretty popular.
I saw maybe 1 or 2 remote junior jobs, but they were they were mainly due to being in quite obscure locations/virtual startups.
in general a beginner would do much better in an office with helpful coworkers because there is way more opportunity for mentoring
besides webdev I would throw in knowledge of a major cloud like AWS/Azure/GCP, there are tons of companies that want people who have expertise with those, and it's usually something a full stack webdev knows anyway
Quick question could someone check over my GDD and maybe point out what else I should write about, mistakes to correct etc? This is the second time I'm writing one, I'm basically starting over because the first one was too basic
I can drop a google docs link in dms if anyone's willing to help out
I want to make it look as clean and professional as possible
If this is for your work, then no, as it will be NDA'd
If this is for a personal project, it doesn't really matter. Just detail the project how you see it, in a way that doesn't allow features to creep in easily.
It's your game, your gdd, you write it however you feel best describes your project.
Anyone have any suggestions on how to make a pivot into level design? I keep seeing so many places looking for level designers. My work history is all over the place which is a bit tough (Mix of QA and Production along with the stuff I want to do more like Content Design and Narrative) and after 5 years in the industry and my first layoff, I'm really struggling to land another role
But no ones hiring narrative certainly, and most of the game/systems design roles are beyond my experience levels
Any help would be appreciated. Like ways to try and present my Encounter design experience to appeal to a level role or something. Right now all I've got is "I've had to wear a lot of hats and I enjoy and am good at learning new skills, so take a chance on me for a level design role" which obviously š„² has not been playing well so far
Yeah it is for a personal project
hello can we play fortnight? or do no one no to a play that ahhah
I have a level designer but whatās the price rates normally, theyāre doing level design and environmental 16x16 map? Multiple biomes
Weāre doing a deal where we pay them once the game receives funding, so whatās the best way around this?
@odd finch job offers/requests should be put in the dedicated channels. Please check out #instructions :)
Hi, I'm deciding whether to buy this course or not, could you tell me if this course covers inverse kinematics? I don't know what the final result is.
Wow! Thank you very much!
youtube is great can get about 90% of what your after on there but get a month or 2 on skill share they have some great courses. That month also covers everything on the site I'm pretty sure don't quote me on that but then you can go learn something completely non-related if you felt like it
It doesn't, glad Laura shared some cool resources for ya š
Not sure if I agree. Depends on the circumstance. If a company has the money and really appreciate a speedy transition a full package with a red thread running through the whole project is sometimes the way to go. There are TONS of free stuff out there, I agree, but most of it are very very basic and never really shows you the bigger picture of a full scale project and how you would do different when it comes to architecture. That you can get with bigger (100 hours+) courses.
I'm a big fan of watching free tutorial and most of the answers comes there as you go but, once again, there are very good courses out there which has a valid purpose.
Your pretence seems inconsistent with this context. If that user was already an established company that had the budget to spend on courses to learn Unreal, they wouldnāt be chilling in a discord asking about it
Most of the paid courses out there, from what I've seen, is just paying for YT quality. So you might as well just use YT.
Also, Laura did say "almost never the answer"
@ivory echo ? Well, Discord channel was mine of my first entry in here. Is your assumption that all in here are indies? This channel is my main (and many other big companies) source of information and knowledge.
I just saying when talking to Unreal themselves (as they have seen a lot of transition projects) these courses were among the first they talked about, before YT and their own inhouse content.
Not at all, ik there are some companies here, but like youāve just proven, they would already have access to other resources such as UDN
The majority of users asking that sort of question here will be solo/small team indies, itās not exactly a leap
Paying for a course with limited resources or otherwise can make some people feel disheartened when that course doesnāt teach them everything they thought it would, hence why we usually recommend free resources first
I totally understand what you are saying and I totally agree that free stuff is very good. I just reacted on the "buying a course is almost never the answer" as saying taking loans for an education is almost never the answer as there are free literature on the internet. I think both options really is valid.
In the context of gamedev - actually, yeah. Taking out a loan for education really is almost never the answer.
(Like the more traditional aspects of gamedev that is)
I am the traditional aspect of a gamedev I guess. Self learned and everything since 80's but.. still really dont agree with that. God, I wish I had been able to go a few extra math and tech architecture classes back then š But I guess we see this differently and that is fine too.
School in itself is not entirely useless, I think the point is that in gamedev you can still be successful without it
FWIW (and not really applicable to Udemy courses) a lot of the junior programming positions I've seen will list Bachelors in relevant field or x years relevant experience, so it's not impossible to get started without a formal education, but that comes with a lot of caveats and asterisks
Fair, but a lot of hiring managers still haven't figured that out, unfortunately. Especially with positions getting more applications on average, degrees are an easy/lazy filter
I know not to care about a degree because I have a degree.
I won't say that my algorithms courses have all been useless, but I really haven't had the opportunity to use a lot of that in gamedev. I think most of my courses were theory and we didn't really do much programming outside of Java and some C when learning about assembly, certainly we never got into the intricacies of C++. Maybe it was there in higher level courses that I didn't take, but I don't remember what was on offer.
Did you study CS? It technically is a mathematics field, and not really supposed* to focus on the specific programming. Well, we don't have a governing body passing down edicts that CS is for math only. At my Uni, it was fairly common to double major in pure math and cs
they should break up CS into theory and then an actual software engineering degree, I think some schools actually do that
The saying goes... if you can't do then teach
It has been the thing since 2005. Don't actually have skills to get a job well then you should just teach.
Which works out well for all the people taking those courses, huh?
since here's career chat I wanna ask something. I will be graduated from college after 8 months. I am developing a highly advanced plugin (at least that's what I believe) I really wondering whether it's that advanced and impressive enough to land my first job or still too simple. Once I finish and upload to youtube explaining all the features, could you guys evaluate my plugin functionality's advancement and give me a feedback like "impressive enough to land first job" or "still too basic"?
This is currently my concern for marketability in a career, im self taught in programming for 7-8 years now but im worried if algorithms or not knowing the absolute best programming practices will cause me trouble when I try to enter the job market
every company has its own best practices, so it's kind of impossible to learn them all, besides the basic ones like "use version control"
You can definitely learn data structures/algorithms on your own! I can't personally speak to the effectiveness, but if you want to do a college-style course https://www.coursera.org/learn/algorithms-part1 is something that came up after a quick search and is free. Not necessarily a recommendation either, but it exists.
There are a lot of other resources too! Getting a book or two could help if you're worried about not knowing. You might get a few algorithms-y/leetcode questions on interviews, but I think what employers are looking for is more of a general understanding of how to apply algorithms and being able to research which ones to use when you're unfamiliar
being able to research is something im fairly ok at when i have motivation like that
Otherwise I wouldn't be self-taught XD
What Laura said...
Apply to enough jobs and get an interview.
You'll know in about 4-5 interviews. they all ask the same questions more or less and focus on that.
here is a hint:
Most companies are trying to replicate fortnite and Cod success so that means if you see a Fps title job they'll ask you about
Multiplayer
Replication
GameMode,State,LocalPlayer etc. <--- that kind of fundamentals.
Most companies that get funded are working on multiplayer titles.. get those fundamentals straight..
Oh and it seems everyone jumped on the "GAS" bandwagon... its overkill for most games and companies just want to use it because.... so yeah get that too and you'll be straight
hey, im a composer and i got in contact with a game dev for a paid project, but i have no idea on how much i should charge per track, i never worked on paid projects before
Have you looked around to see what other people are charging? It'll be tough, since I imagine it would depend on the length of the track, the complexity, how much experience you have, etc. I don't know if there's a perfect answer but until you have paid clients to go off of to gauge and adjust, it might be worth looking around or seeing what other professionals are doing.
hey yall i want to ask for your opinion.. in january, im planning to apply to go to a university that offer a game development degree in game technology and im wondering, is it alright for me to ask if the degree like what im learning there worth the money(i have the money for it but feels like maybe i should just learn it all myself)
heard the professors there actually have develop games before and some fo them have work for ubisoft asia and they use unreal for teaching and im well accustomed to unreal already
https://www.uow.edu.my/programme/bachelor-of-game-development-hons/
Our Game Development course offers specialized tracks in game art, game design & game technology. Join us to shape the future of gaming. Enquire now!
The fact it promises to teach 3 areas, each of which has it's own vast array of complete Job Titles is slightly concerning, and suggests that none will be taught particularly well
not all three, you have to choose either 3, im planning to specialize in game tech there
E.g. you'd be at a disadvantage if you were to opt for a job in level design, versus someone who has specialised in it
ah
The most important thing will always be proving your skills, degree or not
a degree is helpful for ticking a box for a recruiter that may not know the field though :P
mainly why im planning to get them.. plus i've been using unreal for 6 years and unity for 2 (dont count this tho since that when im first starting out).. one of the reasons is i feel like i still lacking knowledge and seeing what's being taught in field i want to specialize in really make me want to go there but i heard stories that you better much off learning most of these on internet and its not worth it to get these type of degree
that too..
game dev is not big here in malaysia(should i say this? i remember its kind aviolate some rules) and overseas like singapore where its big ..im planning to go overseas anyway..
well my big dream is to open a game studio here too so game dev here gonna be a big industry bcs its kinda a super niche thing here
will do
there some scholarships being offer and my grades is all above 3.7 so i should be good (althougn aiming to get at least 3.9 by the end of this semester that end in 25th
im still young so dont know the technical know how but feel like if one day im gonna open one, at least the head of it should ahve the knowledge of all thing game development
to add to this, its a private thing but the degree is being recognised by the government and meet their criteria
mhmm.. thats why i want to build my portfolio first..my only thing i have under the belt is im a MP creator and i do small game and let my friends play them lol
also if there others tha would love to chime in, feel free to do so .. would love to hear from yall experience
Can confirm. I didn't do any useless tests to hire myself.
š®
The tests are a very unfortunate part of the process
Hello, I need help with a few career path questions. i want to pursue the gaming industry but im having a tough time picking something for myself.
if anyone is willing to help slightly , feel free to send a DM. Thanks in advance.
Super specific question, y'all: wondering if anyone has any advice for picking up/looking for agent-simulation/gameAI/reinforcement learning contracts in the engine? (other than posting as a freelancer, lol). Everyone of my jobs/contracts so far has come from finding an interesting company and writing them and/or developing a relationship with them. So, trying to look for cool companies in this space. Open to suggestions.
Hello! I'm getting ready to apply for a gameplay programming job at a AAA studio. They use C++ with an inhouse engine with their own visual scripting system. My game code is written in like half C++ and half BP. What is a good way to showcase my blueprint code for the portfolio? Should I just upload screenshots/a video with each one? Or Should I spend time to migrate some stuff to C++ (although that would take some time and I think it would be counterproductive for my project)?
Also, the project contains paid assets so I cant really upload the whole thing either..
I feel the best demonstration of visual scripting is 1) clean layout 2) to explain why you used visaul scripting for this bit instead of c++. I am not a game programmer, though.
This is pretty spot on. Screenshots to show what you want, and most important is being able to explain decisions vs just throwing stuff at the wall and seeing what sticks
I spawn different instances of a blueprint, and in one instance I want to change the sound it is playing and remove a component (a static mesh)
The sound changes as it should but the mesh component is not destroyed! how can this be? I am doing this within a function if that changes anything....
for US citizens with a single member LLC; are you subject to backup withholding tax for US sales on Steam? i'm guessing "no" but i've seen conflicting info online
Try #blueprint for these problems, the channel titles are usually quite relevant to the topic
This is really the kind of question you should ask an accountant
...or a group of people that might be doing something similar to what i'm doing
No, not really.
As those people are not qualified to give such advice, and you cannot verify their authenticity.
An accountant dealing in that area though? A must have if you're setting up a business
A quick consult would be on the cheaper side of business dealings
Free financial advice is not worth the cost
My brothers friends cousin knows a guy though
It's the internet, anyone could come here and say they're a big studio/licensed accountant/super mega genuis, and give you instructions that are going to get you at best, audited and fined, or at worst, arrested
At least if you get bad advice from a licensed professional, you have recourse
Ye and it doesn't even have to be malicious. Some people just genuinely think they have the authority to speak about stuff when they really don't
You try and argue "But the internet told me so" the only response you're going to get is:
Yep, it's why my advice for things that can be dubious, especially with copyright, is always leave it without a shadow of a doubt that it's your own stuff.
If you want to know where the line is, pay for a lawyer
it always scares me how willing people are to take nameless, faceless internet stranger's words on such topics, even when they probably aren't even in the same country
yes, a tax pro is obviously the best person to go to for tax questions lol
but im also gonna get a feel for what ppl say before i throw money at something
It also scares me how many people still like to make nintendo and disney fan games
Hey so im 14 years old and my 2nd hand man is 15 and we are trying to make a game to sell on steam. We have most concepts put together but we gotta build it now but we were looking into things and wondering if we would have to pay taxes if we earn anything>
Anybody know if we really would have to pay taxes or no?
depends on where you live, but most countries have an income tax.
tbh something to worry about when you're publishing
We both live In Oklahoma, USA. We were mostly wondering cus we dont know how to do any of it
Wouldn't worry about this until you have a product
Either you pitch it to a publisher and they'll handle a lot of that, or you self publish in which case you should speak to a lawyer and/or accountant and not randos on the internet
May i ask how would sending it to a publisher work?
never done it so I can't tell you much.
people do demo things at shows and conferences
and publishers scout there
Would it be just send them everything and they take a pay cut out of it?
that's something you negotiate with the publisher
kk i think ima look into it
just curious, how much taxes someone from there has to pay for a $100k salary ?
I got no clue im 14
be like $4,408 at a 4.75% rate
wow I think thats really low for us standards ? Is that accurate tho ? I pay like 12%
according the quick googling i just did lol
5% tax?! Lucky.
My tax rate is 32% š¦
my tax rate is 50% on any raise I get now š
45%.:(
Oof
Altho that might mean youāre a millionaire so f you, you deserve it! š
Iām not š
Although the tax brackets without context is not really useful. What country? Is it coming with healthcare? etc.
Honestly I donāt mind to pay high taxes if I get stuff in return.
Well it's Belgium, we do get a lot of things in return, maybe not 50% worth though
and the government is still running a major deficit
God damn Belgium, you don't need to earn that much for the max tax rate
I mean it's a good living but more than 30k less than what it is here in the netherlands
Belgium tax looks crazy, the minimum tax there is the max tax here⦠and here i was complaining about 25% tax
Got a question for you all. Who has worked both as a "regular" dev (as in regular dev jobs, webdev, java, c#, most famous frameworks, etc...) and as a gameplay/unreal c++ dev ?
If you had to eyeball the difference of salaries in percent, how you'd compare it ?
(I'm trying to think if I should make a definitive switch of career by joining this famous studio nearby but I always heard how working in the game industry is underpaid hence why you should be passionated)
for me it was over 40% difference when I switched out of gamedev
but I guess it can vary a lot by at what place you work though
Holy shit, that much...
Where do you live if that's not too indiscreet
^
Liquid
@woeful iron Fuuuck I'm in Belgium too xD
You think it's worth it ? I mean, 40% of my current salary is practicly slavery ngl T_T
it might differ though, I only worked in 2 game studios, of which one in belgium
I got 40% more, so it would be 60% of current
but you experience might differ
why not just apply and see what they offer you?
If it's like that... Dieter, I'll wait for you at Gare du Nord in Brussels, I'll be the one doing push ups
why would I ever willingly go to Brussels
Oooh more ???? I tought gamedev wer supposed to live and feed themselves with passion
Oh my bad my bad. Ok then, can you tell me how much you were paid on your gamedev jobs and 40% but on what position/job ?
but also on brut wage tbh
but like I said, just apply and see what they are willing to give you
you can always refuse an offer
Yeah I will when my current mission is nearly over but I'm asking cause I have not even a general ideas of the salaries in the gamedev field
- Being in Brussels, I'd have to probably work in Ghent or a city holding several/one major studio(s)
well I don't know if my one salary is reflects the industry though
if you move out of brussels salary will definitely be lower
even not in game dev
I'm not even planning on moving out, it's 40 minutes in train wich is pretty much what I'm doing to get to my current job
well I mean if the company is not in brussels, they're not gonna pay you brussels wages
Yeah obviously. You have an idea how I can get my eyes on some game programer salaries, I don't know if I can trust the first links my google searches
glassdoor I guess?
or just applying
or ask people if you know some
you could also work remotely for some big studio in USA for example though if you find one of those jobs
then you'll be making bank
Yeah that would be the best possible outcome
I mean, this is the first thing on Larian glassdoor page lol
Lol, yeah that's pretty much what I see most of the time >_<
I'll stick to what I said, just apply and see what you would get, then you can judge for yourself
if applying to find this out is too much effort for what you're willing to put in, you're not gonna work in gamedev anyway
Ok I will but I find it frustrating that you can't find "concrete" numbers on this
It's not like it's an obscure position/industry I mean T_T
You just hear how it's low compared to others but never how by much
Ok I guess I'll keep that as hobby then xD
Because it's variable.
You cant get a concrete number on something with so many variables. The amount differs even in the same citt
In the UK for example, I've seen gamedev jobs paying higher than some software engineer jobs, in the same city.
Yeah but like, you can type "Spring boot junior salary in Belgium" and you'll get a clear range of salaries
A range of salaries means nothing when there are so many variables at play for your specific situation
A range means absolutely nothing when you could place anywhere in it
I don't remember tbh. It was some startup I think that wanted cheap labor, versus a well established game studio.
I disagree my dude, if the range sits between 2k and 2,5k, it already gives me a clear idea and if I can settle for the minimum amount if I fail to negociate a higher salary
But the range is never that concise
I don't want concise, I want a general idea
You look at the range in England, and you get a number anywhere from £20k to £75k
That's a huge range
And absolutely useless
Yeah but like in every country, Brussels is the capital so yeah it's a little bit higher but not significantly either (depending on how much you care about money, I guess)
Yeah if you put it like that, no it's not a range xD
USA is a continent hiding as country, they're not gonna fool me
And there is no general idea of how much less gamedev pays.
It's just often less.
You're comparing apples to oranges, when variables such as the size of the company even affect this.
The only way you can get a number is look at a non gamedev job you like, then look at a gamedev job you like, and compare the two
They're different continents
Hmm Canada is a special case but special as in that special kid in class
Ok I'll do more searches and I'll make a few job applications
Ironically, I was offered a 30% pay rise for going into game dev.
Yeah it can differ tremendously from place to place
And of course where youāre coming from
Where you from ?
I've noticed that some gamedev adjacent jobs actually can pay well enough, but then my view might be skewed because I'm in the US and tech wages are generally much higher here anyway.
What I mean by gamedev adjacent is for example backend cloud infrastructure for a game company running online services of any kind. You might not be working on the games directly, but are supporting them and the players in many ways.
rockstar uk was paying like 60k mid level. Ive seen many uk companies paying just 35k a year for game dev
I just saw a 36k euro Senior vfx artist job posting and it made me giggle.
I really like how I don't work for a UK company then!
Maybe itās one of those āask for Sr. , settle for a Jr. ā role
Do you have a suggestion about how to search for game dev adjascent work? All my current contracts are game dev adjascent, but I've gotten them through researching, writing companies and networking (often very haphazardly). Wondering if there's some way to more systematically investigate this/find interesting companies. All my contracts are also pretty different, I haven't specialized yet (though will probably specialize in AI, various forms, ultimately) (right now I'm researching a lot of AI middleware and testing companies like kythera, regression, modl and agentic, e.g.). I even asked in the unreal discord (I'm the SF chapter lead); there weren't really any suggestions... (so I can just keep wandering along here but I wish there was a better way...).
I wish there was a "systematic" or standard way of doing it, but it sounds like you already have a pretty good handle on how to do your own research, likely better than me
personally I've heard of roles through word of mouth, and then just searching open positions with the right keywords (if you add "devops" for example to a query for gamedev roles, infrastructure related engineering roles will come up more often)
I just mentioned gamedev adjacent roles because it's easy to get tunnel vision into a specific role or field when looking for jobs, and sometimes you don't even realize these other roles or opportunities even exist
I'm doing, I would say, "pretty alright" -- I would say that likely things will become better as I specialize; however, the process is extremely haphazard. Like, I've gotten jobs in the most truly random ways. I guess I'll just keep up with that. But yes, overall, yr point about this work being quite interesting and paying OK I think is true, and I think people don't immediately think about it. It's always the thing I'm looking for bc it removes me out of the immense time pressure bc you're working on infrastructure, rather than a game under a crunched deadline (which is ofc awesome, just not for me, I'm quite slow).
it's a blessing and curse sometimes, people never think about the infrastructure until it's 3AM and the servers are on fire due to chiller failures after a lightning strike (true story) š
insane
Is this largely a gameplay developer thing or is it also true for people working on game engines?
Epic probably pays its employees pretty well.
I get paid pretty well working indirectly for Epic through a third party.
Hi there šŗ
Doe's anyone know a good resource for programming interview questions?
I'm preparing myself to a technical interview for a gameplay unreal programmer position and I want to practice on real interview questions š„
Same but for unity
I've only applied to one studio as a gameplay programmer and their questions at first were very similar to what you find in a regular software development position. After passing that I was tasked to make an inventory system
how far are you into the inventory system, or have you already finished that?
yeah that was like few weeks ago
so you have already finished it?
yeah
nice, nice. 
thanks for replay š
Did they asked you any 3D math questions?
no they didnt
ahhh thanks!
Use the job board: #instructions
#instructions š
I'm surprised no one informed them to read #instructions
[Hopefully this is the right place to ask this]Hey guy's planning to apply for my first game dev job either by the end of this month or by next month(January), was curious if anyone would be willing to share about what type of preparation I should do for technical round? Like any specific data structures to focus on? I honestly don't have confidence in my data structures š ( of course not talking about stl, arrays or searching algo's or sorting algo they are kind of necessity ) Any advice would be highly appreciated Thank You
yeah engineering salaries in the US are just out of control in general in a lot of cases. Try being a software engineer in Japan, or really anywhere in Asia. They're paid pennies compared to us (according to my Japanese coworker). Something like $40k/yr? But also engineering culture and what a software engineer is expected to produce is just completely different.
https://liqteq.com/our-team/
Hey, anyone know if this is legit? I don't trust these people... it feels like a scam, and I don't want to give away the rights to my project...
How would they get the rights to your project?
Turns out it's a scam, as I suspected
Liquid Technologies is a company in poland completely unrelated to game development
It literally says dealing with UI/UX for mobile and web startups lol
It's a texas based scam, basically an impersonation of a company that exists here in Poland and produces chemicals
this is not really proof lol
There is no other companyš¤·āāļø
yes there is?
I'm not trusting some random dude who wants my phone number when there's discord
lol
lol
pretty real according to texas tax records
theres also this
I don't know how giving your phone number leads to them gitting the rights to your project though??? @dapper fractal
and it's quite common for recruiters to call you on your phone btw
(it's also quite normal for a company you're doing business with to have your phone number)
very few companies conduct their business over discord, especially with how unsecure it is
That's not the case, I'm not giving out personal information just like that when I'm trying to keep my identity off the internet
Companies like that steal projects from people
I don't think so
And publish them as their own
but ok
just wait until you if you ever owned a successful business, and anyone is entitled to get some of your info via government records
on the internet too, no less
how would they steal it if you don't give it to them?
you don't even know the company and you claim they steal and resell other people's things
outsourcing X part of a startup is very common and popular
you sound very paranoid/insane
there are entire companies for example that will port your game to console
maybe contact a therapist
doesn't Godot own one of those companies?
I'm also not sure how this applies to Liquid Technologies, as they are not a game company, so would not accept a contract for, or steal your game
Got almost doxxed twice, one time a creepy dude had my childhood photos, not happening for a third time. I'm also a high school student who legally cannot pay taxes until the age of 26, can't even get a job without college so how am I supposed to pay a salary
why are you trying to conduct business as a minor? you couldn't legally sign the contract anyway
Ain't the first time I got approached by a "company" who wanted to be paid a weekly salary for a single horse model
I'm not a minor?
I'm an adultš
you said a high school student?
does high school work differently in poland? :P
Yes
You start at 15 and finish at 20 IF going to a trade oriented high school, 15 to 19 if a regular high school
so you're trying to find a company to make your game? and you think everyone is scamming you?
oh wow, that's a new one to me
and you don't have resources to pay a salary, but you think you'll be able to pay an outsource studio?
and again, this is not a game studio
this one is a bit fishy? so they contacted you out of the blue? no ad, no posting, no nothing
No just trying to find a few people for a small team, I'm doing a revenue share project to split sale revenue at the end
the chance you find professionals for that are very slim
More specifically from reddit, never mentioned a company until we were in dms
Not looking for professionals actually
now that does sound like an individual posing as someone
and they said they represent a web dev studio from Texas?
for your game project?
Yep, linked the website that I sent here
well, that doesn't make the company a scam
just that one dude
who probably doesn't work for them
We scheduled a call for 1:30pm my time, he didn't call me and just vanished
now we have the context that is a bit dodgy
we aren't looking at the legitiamacy of the company, but instead someone pretending to be them :P
yeah i'd avoid that individual
I'd avoid anyone contacting you over reddit for work tbh
I would like to remind people that no company is entitled to anyones personal info. In fact there are laws prohibiting companies for asking for certaij types of info.
well we're not saying you have to give it to them, just that without it you won't get far in working together
especially for contact info
I have no problem giving my information to a company in my area, but I'm not doing that for a company in another country that may not even exist
Once again if you do not understand how laws work you should not be saying companies are entitled to info.
when did I say that lol
good luck working with someone if you literally give them nothing to identify you as a real person
Because they are not no one has issue giving out info to legit people.
if you don't understand how to read you shouldn't criticize people
well, the company in the other country most definitely exists. they have job openings, tax records, and business hours listed.
the person you were speaking to in no way represents them, and was pretending to, in order to gain your business
The one in texas is still odd. š¤
it's like the Microsoft scammers. They aren't microsoft, but them pretending to be doesn't question the existence of microsoft :P
what is odd about it
Liqteq is hard to find
i will admit for a webdev company their seo is incredibly poor
I only had to look at a facebook page that was based in texas
they're the 5th google result when googlin liquid technologies
In the united states
I'm not in the united states
but thanks for the great argument
their linkedin page is even third result
and they're first result for liquid technologies texas
So are you saying you think it's professional?
what
Because I haven't heard of them.
have you heard of every company in the world?
Yeah if they're nominated as the best and work for microsoft, how is there barely any information about them?
That's what got me
On the website they claim Microsoft's one of their clients
so
Being nominated usually has a lot of info
lots of companies have contracts with microsoft
But they also work for railroads??? How does that require a UI design
or internal apps
Are they a dev team or a construction group
wth are you guys huffing
RAILWAYS have internal apps lol
What
I forgot to tell you that š
have you heard of Conxion? It's also a microsoft partner
pretty sure it's real since I pass by it on my way to work
Oh well guess no one cares bye
good closing statement
Welp imma go back to studying for my polish test now
have fun
May your delulu come trululu
does college matter in interviews ??
i am in IIT in which i study electrical eng and i want to study CSE , so i think i didnt take EE course and take all cse course and after 4 years i leave IIT
even i didnt get any degree
does this is a good plan
because i am not very good in EE
only due to rank i get this
We're not trolls... we just have adhd
And I say "may your delulu come trululu" as a goodbye/see you later message...
Only genshin players will understand
oh i thought it was a polish thing
I donāt play Genshin and I read it as as may your delusion come true
Mhm
Whatās the best way to āadvertiseā or publish a game as a solo developer and like advertise it
hopes and prayers.
no, really. You can throw small amounts of money to ads, but it will likely be as effective as burning it.
post on social media, hope you go viral.
another way would be paying content creators to play your game. now this ranges from 6 figure deals to 4 figure deals depending on the size of the creator
(this, coincidentally, is why 99% of indie games fail, and don't make much money)
This channel is not for self-promotion, check out #1054845120236757103 e.g.
Your website is perfect. No need for improvement.
@atomic vinenot on this channel please. You can use Community Creations to showcase your site. Please read the #rules and remove from here. Thanks.
Oh sorry. I'll remove it now.
Hello world, I would like to know, on an unreal brochure, it indicates that the latter had approximately an employment increase of + 110% over 10 years. I was wondering how this kind of statistic is produced? How does unreal estimate the market and its evolution?
you mean market adoption of the engine?
Yes, the employment rate is unreal on the job market