#career-chat
1 messages · Page 20 of 1
Interesting. I'm currently doing a masters program in human computer interaction, a field which has a focus in user interface. If you care to, would you talk more about what you did as a UI programmer?
I got into animation at Disney by cleaning up hand drawn art in photoshop to have clean lines, then did basic 2D stuff in after effects, then animatics, then animator on tv series. There's always entry level jobs to go after, instead of asking "how do I apply to be a highly paid" job
I've been an animator since 2002 and zero employers have asked where I got a degree. It means next to nothing. They want to see portfolio and experience. Don't need your own website either. Youtube demo and artstation account is plenty
Lots of colleges will graduate people who nowhere close to professional looking work. Some kid doing awesome professional looking work will get the job. It needs to look at the level that is ready for production. Competition is high, so no one is going to hire someone with a PhD and their work looks like a class project
Sure. I worked on a AAA game doing the UI using UE3 and scaleform. I got the job because I had a background in art, so I could make UI screens in Flash by myself. So it was a mix of C++, UnrealScript (essentially C) and action script. No one uses scaleform anymore, but it's still not as much competition as gameplay.
ahh Flash... the good ol' days 🙂
It made really good UI really easy. I like coherent game face, but it's not as good.
The same can be applied to gameplay programmers. If you have a portfolio with a handful of systems that are production quality, that will put you above most candidates.
it's all about production level quality. If it looks like a hobby or class project, and not a game you'd buy on Steam, then don't expect to be hired
should be this time too
Alright I think he gets it you ain’t gotta tell him again
so I kinda feel like i've hit a bit of a brick wall atm, and I'm struggling with figuring out what to do. My portfolio prob needs work, but idk what on, and every time I try to do a project i hit a roadblock that ends up completly de-railing the project.
Does anyone have any good ideas/sources to look at to help get back on track?
looking at your bank account could be motivating if this is your job
It's not clear what you are asking for. You use discipline to work on your portfolio, because you need to get a job to pay the bills.
Yes. But im not sure what bits my portfolio could use or be updated on, or what theyre looking for
Its less discipline, more direction
If every project you start gets derailed and you stop working on it, then you have no portfolio and self-discipline is needed
I have A portfolio, it just hasnt been updated in a couple months due to the roadblocks.
Ah, then prly best to say what you’re aiming toward, in terms of job
Prop/environment art. Most the blocks i hit come from the qiad drawing/retop phase. Tried doing weapons, ran into isssues making the layered forms. Tried doing this one windmill project, and ive spent weeks trying yo figure out how to do the conjoined rockwork of the islabd itself, as theres too many faces to quad draw it all effectively
You do need to learn how to get past those blocks. If you are working for a studio you can't just give up, because it's hard.
Yes, but if im spending weeks on the same issues, isnt it better to try and find something else and create output, rather then waste the time with no result
But then you don't solve the problem
When applying for a job, the employer wants to know that you can solve problems.
well no cause you're just gonna stop on that new thing too eventually
so you end up with 8 unfinished projects instead of 2 finished ones
Fair enough. Ill present my problem to #graphics tommorow, see if anyone might know a good method
I agree that you generally need to push through and solve the problems, environments take time which is why you've got to be sure you are ready to commit to a portfolio piece before starting. This is especially frustrating when you begin because you're trying to learn so many things at once. I sometimes find it helpful to work in voice chat because when I run into a roadblock someone may suggest a new direction forward. In turn, I try to help others.
You may also be able to get some feedback on your portfolio in voice chat if you wait for a break in conversation and ask politely. Assume good intent with the feedback, critique can be tough but it'll help you grow to consider other's opinions.
I appreciate that, thank you. I just feel bad jumping in to a vc, and derailing a convo ongoing just to ask for help, especially if it may take more then a few mins to walk through
Hello, I want to reassemble my portfolio to look for a job in the industry. My skills center around Gameplay & Animation and Graphic programming. I have previous work that I can show for all three areas. Does it make sense to showcase these by creating a kind of demo reel video? How long should I keep it and would showing things in all three areas have a negative impact?
I don't think it's negative since they're all programming
Hey I need some information regarding how to post our portfolio in discord community? And where I can post?
I'm 3D environment artist in unreal
#instructions has a link to a website with the info you need.
You should also read the #rules on crossposting
Demo reels are for artists, not programmers. You should have a portfolio website with short videos, screenshots and a bullet point list of what you did.
Hey guys, is there a job board in this channel? Thanks
A friend told me there is a job board but I cant find one
reels, screenshot for artist 👍🏻, wireframes and polycount optional 👌🏻
I always afraid and avoid multithreading, for entry level game dev job am I expected to know multithreading for some degree?
Every studio has their own criteria. Some will ask multithreading and some will not. You should at least understand the basics enough to answer questions.
For any programming position I would expect you to know at least the theory behind synchronization and multithreading
For something like gameplay programming I wouldn't expect deep knowledge of multithreading, but for an engine programmer or anything lower level in general I would
multithreading = do things at the same time using different threads. There you go 😛
hire me now, Luthage! 😄
A friend of mine was expected to build a small game engine before idSoftware would give them a chance. Meanwhile other places they just care that know you some basic OOP stuff and can write code. Pretty much - it is wildly different criteria. In general, I'd say the more "prestigious" a company is, the more they expect their entry people to know.
Not a 100% guarantee obviously.
1 minute YouTube video showing your best work. Studios will have longer reels for themselves, but employers are digging through hundreds of applicants.
I've seen you answer questions enough to know better than to do that. 🤣

Hey I need some information I want to post my portfolio Fiverr how I can post anyone tell me ?
In discord*
what sort of portfolio does a programmer put together then?
wouldnt a demo reel of a game you programmed be good? obviously showing actual game features
like, what's a good portfolio for someone who wants to be a game programmer, but doesnt have experience in the industry? Obviously it'd be nice to mention in your cv you were a programmer in 5 different game companies, but if you dont have that luxury, what can you put together to display your skills?
I mean the second half of the message you replied to addresses that.
You showcase things that show technical ability, with very short videos, and explain what you did, and overcame
HOW DO I REPORT A BUG?
Read the #rules , crossposting is not allowed
well yeah, I figured. I guess I'm asking if there's any advice I can get from people in the know that I might not be able to deduce by myself. Common mistakes, stuff like that
This is a good message from Luthage on what to do.
TL;DR don't pitch your projects as if you're trying to sell them. Don't use terms that oversell yourself like "advanced" and "expert"
In short you make tech demos of technically impressive systems.
More detail here: #career-chat message and here: #career-chat message
If you already have systems in solo or team project games that you worked on that fulfill those requirements, feel free to use them!
The key really is is to tell us why your system is cool. What were some interesting problems that you solved? What tech did you use? If you used UE, I want to hear about that. If you used the EQS or GAS, I want to hear about it. What were some of the things that you learned? What weird bugs did you come across and how did you fix them? What decisions did you make and how did you make them?
Being a professional programmer, in my experience, is not just about the output. Lots of people can make an inventory that works, but professionals try to make it work well.
Someone who has worked on 5 different games professionally doesn't need a portfolio, because they list what they did under work experience.
A nicer way to put what I said: we know you're a junior and trying to make it seem like you aren't a junior is just going to make things worse for you. I'd much rather hire a junior that knows they have a lot to learn and is eager about learning and improving than one who thinks they are an expert.
That is indeed a really good way to put it.
I find it can be a hard line to draw sometimes which was quite daunting for my applications.
You realise you have a lot to learn, but you want to make it past that first look, so you need to make yourself sound impressive, but you also don't want to sound like you need to be walked through everything
Wording is hard 😆
It's a tricky line to walk, but really you just want to come off as competent for your level and eager to learn. Regardless of your level.
I think one of the biggest problems with juniors is that they think they are competing for jobs with Seniors. They are not. When we open a job posting, we know what levels we can accept based on budget, current workload and mentorship time availability.
You're more mid level.
Any tips for appropriately communicating one's eagerness to learn? That seems like something best communicated implicitly, but actually doing so seems a bit tricky to me
Personally my biggest problem was knowing how many other juniors there are also wanting the same job :P
I like to tell people a lot to "show, don't tell". Instead of saying "I'm eager to learn," tell me what you learned doing each project on your portfolio. Just a few lines is fine, but goes a long way. Also doing research for a portfolio project. I'm always more impressed with portfolios that say they watched GDC talks, read articles or something.
Lots, but 0 of them are experts.
@shut token
How do you guys feel about trade school versus 4 year college? I have never really thought about it, is it something to look into for CompSci?
I've never seen a trade school offering comp sci
Ive seen a couple, but i also barely looked into it, so i thought id ask
Yeah, it’s not exactly a trade lol
I'll trade you one comp sci certificate for 700k
Ooh, a certificate. that’ll be sooo useful
Hand signed by me!
I'll trade you two Computer science certificates for 1 Codecademy C++ completion badge
haha
Okay but thats worth a LOT
I have a weird question, I am looking for a feedback/code review on my sample code, but I have no idea where/how to get that! any idea how to get that?
You can post a Job Listing or look through the #hire-a-freelancer channel.
Read the #instructions on how to make a listing
Hey all, Job isnt panning out as i'd hoped after 5 years so im looking to finally pursue gamedev/design, in a good enough place to prop me up for a little while but considering studying or getting a degree in this stuff instead of tackling it on my own since i can find it hard to self motivate consistantly.
Does anyone have any good reccomendations for courses I could do online? Or should i do something part/full time in South Australia, thanks in advance.
Is there much going in the form of game dev jobs in SA?
Usually you would be looking to be in Melbourne, Sydney or Brisbane
As far as jobs go Im a COMPLETE novice, no coding experience and no artistic bone in my body, SAE is advertised reguarly but am unsure about paying so much for education, id be willing to go to melbourne for work but I need to get the training first
If you are that new to the industry i would suggest you try building/designing things on your own for a bit.
Get a feel for what it is that you might be getting yourself into
Follow some tutorials on Youtube
Getting into gamedev doesnt happen overnight.
Ive been doing UE5 for a few weeks, messed around with blueprints and followed a few tutorials, thats led me to wanting to get a proper education rather than making more brickbreaker clones following YT videos
college, classes and tutorials will only get you so far, if you have difficulty self-motivating it's going to be hard for you tbh... this is an extremely competitive industry the bare-minimum won't cut it
I appreciate being talked out of it but its the ONLY thing ive been passionate about and after spending 5 years suffering in a high paying job so I could be in a position to pursue this im completely willing to self fund all my own projects, I'm only looking for information on the best way to get started
well it does sound like you are self-motivated then, my biggest tip would be to never skip a day... always do 4+ hours of gamedev related stuff everyday, make a plan for the day and complete the tasks
as for where to start
the pins in #ue5-general , https://youtu.be/k-zMkzmduqI this video, also I would recommend trying other engines (godot, gamemaker maybe) and if your goal is to make a full game think small... you're not going to make an open world MMO after even 2 years of study and practice
I do see where my verbal vomit caused some confusion, my self motivation problem is an issue im looking to remedy by structuring proper study, something to keep me doing gamedev stuff everyday to keep me tethered to it. Completely my confusion sorry, thanks for talking and giving me resources 🙂
As its been on my mind for years I've constantly condensed all my project ideas to be more and more managable, upon trying to learn code I found out that even my smallest easiest ideas where far from my grasp xD
Again i appreciate you taking your time out to help me thanks!
what was your previous career? anything related to gameart/dev?
No im coming in completely uneducated unfortunately, Steelmaking background
well maybe you can make a simple game related to steelmaking xD
I have watched alot of gamedev stuff, lots of behind the scenes and talks, listening to people talk about the process is as entertaining to me as anything on netflix i just need to put in the work myself at this point 🥲
You can post a link here. However, you really should have a portfolio instead of just a code sample. We don't have a lot of time to review resumes to also dig through unfamiliar code.
What is the actual role you are looking for?
I thought portfolio was for artists, is there a programmer portfolio sample?
I don't mind paying for that but it feels weird to pay someone who may not be qualified or lack skills for a code review! unless there's reliable consultant!
You can Google "gameplay programmer portfolio." The content of the portfolio is different, but the idea is the same. Ideally you'd have a few game specific projects with some short videos, screenshots and a breakdown of what you did/interesting problems you solved.
Thanks i will look into that
You get what you pay for really.
If you need a thorough review, you are better off finding a freelancer with extensive experience. With anything, that typically comes at a higher cost.
what type of code i.e a whole game worth of code or ?
nah, it's mass sample, with basic functionality, I want to know if it's structured right and whether i am using mass right
I didn't design it to be a game, for that I am working on a seperate project with different implementation
is programmer == engineer == developer == coder?
Pretty much
In games, "developer" is not used for programmers in many areas.
it is though?
a game developer can be broader
but in a lot of cases it still refers to programmers
No, game developer is anyone who works on a game. It doesn't refer to programmers.
I'm not saying whether it is or not, just that if a job ad says "game developer" it's actually a programming position 90% of the time
"Game Developer" is not a job title in the US
you must be right
$15 an hour to be a game dev? No one should apply to that criminally low paying job.
No it's not common. The first one is casino games, the 2nd one offers an insult wage and is a website design company, 3rd is an outsourcing company, 4th and 5th is a more general tech company, 6th is hyper casual mobile/slots/casino.
The last one is a blockchain/crypto "game" company. 🤣
How would you guys recommend trying to break into the games industry with a portfolio? Feels like its a lot harder these days than it was several years ago.
Scroll a bit up here, there are some convos on the topic.
It’s easy to come up with a lot of reasons why failure will occur but tbc I’ve been in this industry since the 90s and every time I picked a fight with a project and lost it’s always taught me more than anything else. You’re supposed to fail especially as you start out. Focus on what you’re naturally talented at first, get that right as that will build confidence.
Think of your skills as a skill tree .. you have limited points to allocate (time) so if you allocate all your points across multiple branches then you will be somewhat weaker for it .. so pick a branch, go deep on it and then look for another and so on.
The power engines give us today means we can be multi hats across multiple streams of work .. don’t fall for the false positive of power / control over a game .. instead be a great environment artist or programmer or modeler etc .. pick a niche to begin with as you’ll find your peripheral vision will pickup other streams of work along the way but remain focused on where your talents and natural instincts occupy the most
Motivation is always going to be an issue as if you talk yourself out of work each day it’s more than likely a form of confidence issues “it’s too hard or it’s too overwhelming to think about”
Pick a fight each day with a project knowing you will lose. But losing is the point as you will be taught way more in failing than you would sitting in a lecture at University.
In this industry your degrees only matter for the ai resume bots. When you do get that interview I’ll bet 90% of the time the interviewer could care less about your degree and is more focused on how you spend your time being good at what you show them.
Especially in programming
I never finished University in Australia and I wound up being a product manager on .net team.. education isn’t as important as your drive to succeed in self learning and pushing past the “20 reasons I’m not good at something thinking “
Best part is along the way you’ll always meet smarter and more talented people than you .. embrace their time
Damn bro thanks for this ❤️
The responses I got here are super encouraging as I was mostly just looking to be held accountable and give me a reason to keep coming back for information and engagement.
'Scope creep' Definitely tripped me up a few years ago, was finally gonna dive into things and started folllowing the art, then the coding, then back to digital art, then modelling and by the time I lost motivation i hadn't given any of them a proper go because they were just parts of what i was actually trying to do.
Now I'm in a good enough place to devote my attention and do things right so I'm extremely grateful that this community has people like yourself encouraging us newbies the right way.
Thanks and goodluck!
and lastly we all eventually suffer imposter syndrome.. ignore it.. i've had the priv of working with some true pioneers in this space and they're just as anxious as a jnr dev at times :D.. gl!
Yeah, I have been making games in a professional setting for about 10 years now, and have worked alongside some of the smartest people I have ever met. Even they don't know everything (as it sometimes appears they do), and experience imposter syndrome. I have found the best way to manage that feeling, is just making something you enjoy. It quickly fades once you realize and remember the skills you posses.
after researching about narcissism, I came to the conclusion that narcissistic ppl themselves are more or less an extreme case. Because they gaslight to such an extreme that they believe in an alternate reality.
In the past I placed too much emphasis on "luck" on almost everything, as if things happen out of luck or lack of luck.
I think I've experienced many times this scenario: I score 8/10 in a test. Then the mind fabricates this thought "8 is not enough" or "why did you forget...." or "damnit, so close to 10, I'll never forgive myself" and many other variations
the most amusing thing is that even when the score is the perfect 10, there could be still a thought along the lines of "but you weren't fast enough".
Narcissism or technological hubris in software development can amplify feelings of insecurity, especially in the dynamic and complex field of game development. Rapid technological changes and the high skill levels evident in the industry can cause newcomers to experience imposter syndrome. They may feel inadequate when comparing themselves to seasoned professionals and struggle with the perfection expected amidst technological complexities. Tools like Unreal Engine and Unity, while powerful, can overwhelm newcomers with their advanced features, such an trivial example as Global Illumination aka Lumen, initially developed for film by Pixar.
Lumen is often used without a full understanding of its limitations or the problems it addresses. To many, it's a "magical" innovation that enhances their light sources. Using it without grasping its underlying principles can foster technological arrogance, as if everyone should intuitively understand the science of photons and maths. This is not narcissism in the traditional sense, but it does imply a form of self-centeredness or arrogance. It's about using technology without fully understanding it and expecting the same level of knowledge or interest from others. In my opinion, this is a form of technological hubris that, if unchecked, can contribute to the onset of imposter syndrome.
Although these engines are designed to simplify game development, they also require a deep understanding of complex concepts, which can intensify feelings of inadequacy among beginners. This environment, where rapid mastery of complex tools is expected, is ripe for imposter syndrome, particularly if the educational support isn't sufficient to bridge the knowledge gap effectively.
I certainly can remember cases where I thought that some tech was easy when it was not. Or that my understanding of something was complete, when it wasn't.
I do it daily and I’ve been at this since 1994 😂 .. or as I sometimes tell my son “trucks still hit bridges” meaning despite all the training, data and environmental changes somewhere around the world today a truck was too high to go under a bridge.
Software by design will fail. The only thing you will bring is the experience to anticipate the failure and have confidence to not let it derail you from finding a different path to solve it or work around it
Hi all
I've made my first game for steam, may you please give me some feedback about steam page and ,if you know, some tips for PR?
here is page https://store.steampowered.com/app/2928360/Tank_Factory_Simulator/ (add to your wishlists plz:>)
👷Tank Factory Simulator👷 - you become the new director of the enterprise! Your task is to develop the factory, create new tanks, and ensure their production. Hire workers! Order materials! Create your own versions of heavy military equipment! All of this is available in this game!🔧Welcome to the Tank Factory Simulator comrade! You have been give...
Q2 2024
Needs a trailer
thanks
Seems like it's on track.
#1054845120236757103 might be better for feedback tho
Hey guys. Probably asked a lot of time, but how to land a job as a Unreal dev (focused more on C++) ? Doing plugins... ? Working for free on some projects ? Any good idea ?
Dooming
?
Well it sounds just really hard. Going to game jams, making a website, not being able to relocate etc.. on top of that specialize from the beginning, meaning that you target a small pool of jobs
Can I see your portfolio website to get an idea ?
Well it's a really competitive industry. You can use Google to find portfolio examples. Once you get enough professional experience, you no longer need a portfolio if you are a programmer.
Also, you don't specialize early other than gameplay vs engine programming. That doesn't make it a "small pool of jobs."
Oh ok. I thought it was specialized as "I'll do only proc gen"
May I know what is your position to give such advices ? Did you personally hire people ?
I've been in engineering leadership for several studios and yes I have personally hired people.
For those of you who have portfolio websites, do you have any recommendations of what service to use? I've seen a couple of options so far, but I'd like to hear some recommendations from people who actually use the services for displaying their work
For what? Art?
For showcasing programming work
People will usually keep a blog and/or a public repo on e.g github
It doesn't really matter what you use so long as you aren't spending all your time on maintaining the site rather than the content
I've seen Jekyll be quite popular, so is quartz.
The general idea being that it takes a series of easy to edit markdown files, and generates a website around them
Do you have a creative cloud subscription?
Adobe Portfolio can be used for that. https://portfolio.adobe.com/
Or just show your github repos
I wouldn't tie your portfolio to a subscription service if you can avoid it
you kinda want it to be online most when you have no money
Everyone looks for experience, but who gives it? Local unknown indie studios ?
Don't knock it too hard. I had employees from my studio go on to major studios after as little as a year with us. Plus, even just having a job offer from one can get you offers at others (if you let them know you've already got an offer).
💥Patreon ► https://www.patreon.com/AngryJoeShow
🔥YT Join ► https://youtube.com/angryjoeshow/join
EVEN More LAYOFFS at Take Two after announcing they'd have no more just Two Months ago.🤦THEY ARE IN DIRE STRAIGHTS GUYS!
After increasing their CEO's Pay BY DOUBLE last year to $72 Million Dollars! And about to make ALL the Money Next Year w/ GT6! 🤷...
The rant is strong in this one >.>
I'm sure there's more context to the issue but it really doesn't look good pr wise considering 2 months ago they said they wouldn't do such a thing
Recently joined an art game dev jam called Project Titan
They suggest using this
@exotic marsh
Art station is not where you want a programming portfolio, which is what the question pertained to
Github?
& stackoverflow
this dude is still around? lol.
but yeah the T2 stuff is typical disgusting exec greed
people host portfolios on stack overflow?
And not to say that privately owned studios don't have layoffs, but I think I'll want to avoid working for publicly traded ones. Expectations of exponential growth year on year isn't sustainable and shareholders matter more than you do as a worker
Yeah. He tends to be over the top in some vids like this but I honestly enjoy his channels reviews of popular shows that come out. I haven't found another film critic channel quite as passionate anyways (since screen junkies before the incident). I prefer open discussion between 2 or 3 other people and most channels are solo reviews. Also don't watch the reviews first, always after I've finished whatever it is.
@chilly sundial @dusky fable I promised you guys I would reach out to you within a few weeks for my updated portfolio and resume. I have taken your tips and considerations to heart and I would be happy if you can provide more advice on how I can improve. https://bwap.netlify.app/home
Looking a ton better imo. looks like you forgot to fill out one of your templates though :P
You've made significant progress. I do think that you still have a lot more "why" than "what" when it comes to your project details. For example your AI project goes into no detail on how you built the AI. But you spend a lot of time talking about why you built the weapons the way you did.
There's still a lot of filler that you can reduce to include more of the things you did. Such that you have paragraphs about your game engine, but you only mention 1 feature.
I'd personally add a bit of spacing between each heading as it looks a tad cramped. But I get a much better feel for what the projects actually are and what you struggled with.
I also agree with Luthage, it seems you could cut down on some stuff to add more tchnical information.
I've also noticed a couple of the embedded videos are incredibly low resolution, I am unsure if this is intentional.
ahh crap I forgot to remove the place holder, i was supposed to update you guys last week so i been rushing to get it done, please forgive me
There's nothing to forgive, it's an incredibly minor mistake that has no bearing on us :P
Don't bother rushing either, take your time. No point stressing out about it 🙂
I find that when people try to write in paragraphs, they end up feeling like they need to write more to pad it out. But if you do bullet points, you write more succinctly.
I am a huge sucker for paragraph padding.
It's to the point where I don't even realise it.
High school essays really corrupt you 😆
Everyone does it. And it's completely because of high school and college essays having word or page counts.
So go into more technical. When you mean bullet points what should they cover? Any other recommendations? How about the resume is it better?
Ooh just switched to phone for the night and wanted to mention your website is super broken on mobile.
Doubt it's a huge issue, I don't imagine many recruiters and interviewers use mobile for that, but something to be aware of
Take your paragraph about the weapon system approach. You go into enough technical details, but there's a bit of extra fluff that isn't needed. That could be cut down into a few bullets points. Then you can add a section for your approach to AI.
So I formatted it for my phone and it looks ok but what phone are you using ?
It's looks fine on my pixel phone.
Ok good
Oppo find X5 lite, 6.43" screen.
Must be a quirk of my phone then. Yet another reason to never buy one 🤣
Can't exactly say I'm surprised it's a me issue tbh
I’ll improve on that, my initial goal was to try and not make it sound robotic
Want to say thank you for the information. May I ask about the resume and the other sections?
There's some stuff in the resume I don't understand. Like how the steganography save system improves engagement and longevity between the community and developers.
Just started looking at the resume. Work experience is for professional experience. A volunteer project is not professional experience. Epoch Games appears to be a volunteer project and should be listed under the project section. I would also remove the * for your proficiency in languages. It's really not necessary.
Still reading, but so far an improvement.
When I mean that since you can share data, you could potentially start markets for the specific save data, kind of how cs go does with weapon skins and etc, makes the players more engaged because they need to understand what the image holds
So you wouldn’t recommend it even though I did do some tool work? I’ll remove it but will it cost me?
Ah, I understand now
Should I make that clear?
For your projects section, you can remove the paragraphs above the bullet point list as they don't really add anything. You are also focusing too much on the why instead of the what. Like the game engine is more about improving your understanding of the lower level systems instead of what systems you have built. Tell us the what.
You don't need to remove it, just put it the project section instead of the work experience section.
The problem you have now is that the technical details are getting lost in the fluff.
I thought explaining the event system and the use of premake solved that
Could you show me where, I’m not sure I understand
I'm talking about the resume:
Learning lower level skills to maximize workflow with Unreal Engine.
Developing event systems, rendering systems, and scripting systems to become more proficient in game development.
Oh I thought you meant the website
So talk about the what, but how can I do that and make it short?
You don't need the paragraph above it or the first bullet point. Or the part about becoming more proficient in game development in the second. That gives you more space to have a bullet point for the different systems.
Not having done the work, it's very hard to tell you how to write it.
Ok. So the reason why I have the intro is because don’t the recruiters need to know the intention behind the project or should I just get into it?
Nah, they don't need to know the intention
Ok thank you for clearing that up? Anything else, how about the visual save section?
Is that ok?
That one is better. You don't need the opening paragraph as well.
I will say that you might want to add a gameplay project to your resume, if your looking for gameplay programmer jobs.
Ok noted thank you. Now for the portfolio is every other section ok? Sorry for asking all these questions guys I appreciate your feedback
I would personally replace Ace Search with a new gameplay focused tech demo. Some sort of gameplay system that is technically impressive.
I gocha, ill leave it in for now. when i have a working demo of one I'll show it
The skills section is great. The about me is a little on the prose side for my taste, but it's not bad. I would highly recommend not making some words a different color though as it's confusing.
i did that to make them stand out because i see some other portfolios use bolding to do it
Overall it is a good improvement than it was before.
ok thankyou @dusky fable @chilly sundial for your advice ill be implementing them
and ill reach out again
Bolding is different than using a different color. Usually a different color means it's a link.
should i have the blog in the porfolio or should i make other page for da blog?
Definitely don’t refer to it as “da” blog if you’re using it for a potential career
Clarify: art or tech/programming
No one reviewing your portfolio has time to read your blog.
Hey
Me too.
me tree
Are you going to leave us in suspense or…
I'm interested in everything that's unknown to me 🤔
What?
⬆️
⬆️
the density of a liquid is a measure of how heavy it is for the amount measured.
there is some info
A good talk, indeed
How massive it is maybe.
Pigeons are in fact government drones that emits a signal to your brains that changes the way you think so you would vote for biden. Those damn lefts
||is information being correct a requirement?||
That would be misinformation
heard some people also pay for informations 😆
What about missed information?
I am looking at pivoting my career; i'm a very experienced web developer but I feel like i'm picking up unreal pretty quickly; but of course i have no experience in the game industry and i'm "old" (41); if i put together a small-ish game with what assets i can find/create, can i reasonable expect to get an entry level job? or is ageism/lack of experience going to torpedo this
Putting together a smallish game isn't going to be impressive. We prefer to see tech demos of systems instead of solo games. You'll need a solid understanding of C++ as well as performance and optimization.
Whether or not a hiring team considers your previous experience is going to depend on the team. You'll unlikely be able to find a senior position, because you don't have enough experience to mentor. But you'll also unlikely find an entry level position because of budget issues. You'll want to look for mid level positions.
building a simple game from assets doesn't show you actually know anything, it just shows you can follow youtube tutorials
i follow the course from instructors in epic developer site, all from epic recommend 👍🏻
what kind of demos of systems ? are you talking about something like behavior tree ?
Something production ready. What that is, depends on what you are interested in. There's a significant difference between a simple quest system for a solo game and one that a design team can make a 1000 quests with.
I would not recommend a BT.
why is it so hard to find work as a freelancer
Too many candidates, too few opportunities, too high of a standard requirement, too difficult to get any job without xp, even though to get xp you need a job, referrals being given preference, take your pick
Well are you really really good?
networking is a huge part of it too. Social media, events, conferences, etc is the place to meet people
I'm not talking about my experience, but the vacancies in general, it's so hard to find. Upwork and Fiverr I don't even count them. I really only try to find something here, on artstation and googling ... but google is also not really helping
vast majority of freelancer/contractor gigs are fulfilled by people in the professional network of whoever's offering the gig
so most jobs don't even get onto those boards.
you either know someone who needs work done, or a recruiter finds you and connects you with someone who needs work done.
Hallos!
By the flow of the chat, I assume this is the right place to pop this in.
I'm bootstrapping an indie game, looking to hire some folks who know their way around blueprints.
There is plenty of stuff on the UE marketplace that is gorgeous.
I just need some folks who know their way around blueprints.
I pay per milestone. (We agree on what a task would cost and then go for it.)
I pasted an example of what I am up to here.
#1227461736790097940 message
This is not the place, in fact the channel description says so.
You're looking for the job board. #instructions has the info you need. 🙂
Oh. It's an NFT game
Big difference between games that utilize NFTs as a way for folks to own assets and 'NFT games' (Mostly dodgy farming things) .
I was looking for ways for players to have the freedom to sell their ingame goodies to each other outside of locked-in platform stores like Steam.
Wasn't too excited about Web3 but I am slowly wrapping my head around it.
Cool bananas. Thanks!
It's really hard to find legit suppliers on Upwork and Fiverr.
And usually when Indie devs post jobs on public platforms like Reddit etc. we get hammered because our wording was wrong, or our offer is too low, etc.
So I guess we just end up kind of looking more at organic relationships and just watching tutorials lol.
I would love to find a place that is beginner friendly for both sides!
Holy Crap. This is why we don't post in places like this.
I mean I have still yet to see anything new the Web3 stuff does.
Not having NFT's doesn't mean you can't trade across platforms.
All having NFT's does is stop you publishing on Steam, allows you to make promises it's all too easy and common to revoke, and waste precious environmental resources
I have yet to see anything in the Web3 space that hasn't been
a) a flat out scam, and
b) absolutely 0 innovation whatsoever, despite claiming it's "revolutionary" or "the dawn of a new era"
Oh noes, they left the server
lol
lmao
the first time I've been subtweeted by an interaction not even on twitter
also I don't think this chat really whines about the lack of jobs
lol. Lmao.
Jesus Christ his post history is a trip
I wonder what happened to it just being a marketplace?
"Token launch coming"
what is an ultra rare playable nft airdrop though
ultra rare is a platform IIRC
but if you're complaining about people on Upwork and Fiverr being too expensive your project is already doomed
ah no sorry, 'public platforms like Reddit'
"I'm slowly wrapping my head around NFTs" but seems very enthusiastic about them
this is around the time the youtube algorithm started recommending me generally not-positive videos about NFT games
"I'm not like the other crypto bros" - is exactly like the other crypto bros.
NFTs aren't such a bad idea - as a concept. Just don't use a block chain.
Unique stuff is cool.
There are a significant amount of people who overestimate their skills. You can level up your skills without a job.
I will share my experience but I think I’m a very lucky one and the stars were aligned : I dropped off my old job and started learning unreal and programming a year and a half ago, after one year of full try hard I built a portfolio off of 2 personal projects and scoured every possible discords for a job, landed an interview and showed off my project and got hired ! Pays just about enough but for an entry job I’m happy and I keep learning and I now am very happy with my job.
But it definitely paid off to look every day regularly and try your luck. I would even ignore the years of experience required, so long as you think you can fulfill the task presented
Hello everyone.
Currently looking to hire someone to create a custom PCG tool / geometry tool. Will pay you for your time. If you're interested, DM me, preferably with some of your previous relevant work, and we can discuss further.
Read the channel description. #instructions is where you want for hiring people 🙂
I understand what you mean, but I'm not here talking about being hired full time job, or lack of experience, I'm talking about simply freelance / short-term jobs are hard to find, no matter the experience. It's just very few vacancies
this isn't the channel for recruiting
#instructions has the details
oh you've spammed this into multiple channels 🙃
What is it you do?
how to Pitch myself in 140 words, idk but it feels really wrong!!
what do they want to know? don't they have a cv and cl?!
they want to know if you can handle this small task
not what i meant, there's different kinds of introductions, what kind of introductions they want/expect, it's 140 letters!
if it was professional introduction, the CV and CL should have accomplished that
or do they want a personal introduction, like who i am, my hobbies etc
Hey guys, so for a resume, would a space invaders made with win2d and c# be more appealing or a unreal engine project with blueprints?
pls @ me
depends what and where you're applying for
why not add both?!
What is the role that you are applying for?
becuase my resume is already one page
software engineering with a focus on game dev
it can be 2 pages, no more than 2, 1.5 pages are fine
A UE project with BPs is not going to be impressive for a programming role.
Most game dev roles seem to require UE and C++ skills. Just check out the job boards to see what they're looking for.
Then start learning.
Id say space invaders with C++ and SFML would be much more impressive than C#
I'd prefer to see a C++ tech demo using UE. Space Invaders is something you can do in a weekend.
Just imo,
Sounds like you need some soul searching for that spark that got you into game design. Look at some genre's that don't get enough talent and see if your skills could be applied there.
Roguelikes like you've been working on for example are showing moderate success these past few years for solo/small indie devs. Could you ask/buy out the cancelled game and finish it yourself? Maybe build your own team and see it through? Or start something new and scale down to an even more simple game keeping to your vision. Honestly tho if a game has that many years put into it, it'd be a shame to see it all wasted.
Alternatively could jump on yt/twitch and stream some games you've been meaning to play. Even a small 10+ community fanbase could just be the nudge you need to figure out what you want to do next. At the end of the day, we're artists. We design what we want how we want. People will flock to see. Simple as that.
Maybe look for some collab projects like Project Titan (It started about 2 weeks ago. Has 2 months left). See if that is something that can help build your skillset, add your own content to the project, and be a part of a group without being told what to do. It's all voluntary and can be marketable later on to future employers.
Just some suggestions I hope spark an interest in you.
I find the more words people write, the less they know how to do anything
Why many words when less do trick
https://itch.io/jams I think this collab site would be a good first stepping stone to getting back in the right mindset. See if anything peaks your interest. Whatever you make doesn't have to be fancy. Just has to exist to know you can accomplish something yourself. You'll end up feeling much better once you see something you made completed.
Another idea is to go hit up Vrchat and take some character models of yours with you. There are quite a few communities that revolve around game design just in the vr space, like discord here. You'd be surprised the kind of talent that ends up in there making vfx/character/maps on commission.
Apart from those there's only one other dev space I could recommend to try out and it's quite close by. <.< UE for Fortnite. While this discord is a bit constraining on an uefn community I'm sure there are servers starting up dedicated to this very very new genre.
Imo, uefn is the next roblox/minecraft equivalent. If you can't find yourself accepting your own skillset then hop onto a place where everyone else is in the same boat, relatively new to everything.
is this explanation self referrential
I do indeed think you could be mistaken as to which your words describe such a scenario that makes I, the writer, sound foolish and subliminal.
<.<
lol ><
maybe
.>
-Furthermore, eavesdropping to impromptu of a flaneur or two, may I serve the task of mine, or self-serving prophecy learning thy language - behemoth in the royal court!
-This is what happens if you listen sonnets while learning English zD
-sonnets fr
mr big brain over here
Steps to reproduce the bug:
- Be sun
- Give life to planet earth
- Many years later
- Outputs "mr big brain over here"
- Produce many small "mr big brain over here" via progeny
5.1 If failure repeat from step 1.
Wrong career
Many words accompany 13 minute demo reel of slow camera move over default map with free asset pack
I can understand if someone used many unrelated words, thinking they are writing essay, or someone using slow camera to increase the length of a video, these can be legit criticism.
but i don't understand why using a free asset pack has to do with anything, unless you are reviewing an artist's application??? using a white box shouldn't matter unless you expect them to make assets for you!
what are we even talking about
We were talking about the career-focused problem.
Also, I understand the irritation regarding the language. I'll improve.
I am not here to bore people out. Thanks.
i must've misundetstood it then sorry^^
is it worth it to pursue game dev as a career?
only if you are very good at it
If the money is the end goal, most certainly not. It's a very underpaid sector compared to the same job in other industries
no
If you become the next among us, you're made.
If you don't, it's a terrific waste of time and effort for no returns, except the joy of making games.
Depends if you value that or not!
And if you're a solo / small team dev, it takes a tremendous amount of dedication and motivation.
I just watched a YouTube guy talk about how much money he made with 3 games on Steam. In 5 years he’s made less than $1k… because they’re basic side scrolling games. No Man’s Sky made millions the first year with a very small team. So it’s mostly about skill level, and marketing ability.
There are games like vampire survivors (or among us even) that require very little skill and are successful because the gameplay is good.
So it's not even about skill.
Take tarkov, written by people with no idea how to make a multiplayer game, but successful.
and overran with cheaters
Absolutely, but with caveats:
- You do it because you can't imagine your profession being anything else.
- You don't expect your career to necessarily make you wealthy.
- You understand that "game dev" is a lot of different jobs, and when you grow, you may be shoehorned into one that isn't what you planned.
- You are able to define your own version of success.
- You can tolerate people telling you you're wrong/you suck/they hate you -- alongside the ones that like you a little too much.
Yeah.
You definitely need to be thick skinned.
...and willing to take our retraining orders.
I don't know what it is, but there's some... "enthusiastic" gamers out there...
I would say creating good gameplay takes skill. Also vampire survivors sound like a nightmare to do, with a gazillion weapons and monsters that had to have been balanced
Balance is overrated. And they don't have to be balanced for survivors games anyhow. You play the same thing over and over, your options are luck-driven (RNG), and you don't necessarily always get a good selection.
But what makes it interesting is the intrinsic challenge -- can I get the combination that lets me get enough to improve and advance?
That's what make VS fun - there is no balance
Intentionally
The only balance is "is it fun"
Not "are they playing the game the way we want"
Balance is the sense that weapons are similar in damage, there isnt one insanely powerful from the start, similar progressions at higher levels etc. there's work to do there that you need more than a "little skill" for and making it fun also takes a lot of skill + art + sound + effects work together to make it appealing
This is a myth. The pay is lower at junior levels, but catches up by senior.
Not exactly surprising, is it? There's a glut of candidates at the junior levels, but most don't last to senior levels -- likely due to comparing with other juniors in other fields, they feel overworked and underappreciated -- and they accept lower offers for a desire to work in games, bringing the average down.
Might be regional? I know the jobs I've seen coming and going senior non gamedev programmer positions tend to be around £50,000 - £80,000, but senior programmer positions in gamedev seem to range from £40,000 - £50,000
well thats about any profession really. I really enjoy game dev so far although I am relatively new to it and for now its just a hobby I do after my classes. I was just wondering if it would be worth it to pursue as a career either making indie games, working at a big company or even opening your own studio if you see fit
So define "worth it" in your opinion.
worth it in my opinion is making decent money and not wanting to kill yourself from working
Pay is definitely regional. I have been offered £80k, but I'm in the US and it was not enough to consider moving.
Now define "decent money" and "not wanting to kill yourself from working".
This is the problem as I see it -- many people complain "Oh, I can't live on X salary". But the truth is that they absolutely can, they just don't want to say no to the things they see other people have.
Others complain "I'm killing myself at work" but they're working 60-80 hour weeks because they're not willing to say it's not good for them.
There are a lot of studios enforcing limits on hours and prohibiting crunch as a policy. There's a lot of good paying positions in very small studios that bring the average wage back up. Are you the sort to find those things, or are you the sort to externalize difficulties?
Small studios usually have to pay more to attract talent, and offer better incentives. Working for a studio owned by EA or a major publisher is like working for a Big 4 accounting firm -- you're going to be paid less and worked harder because there's 10 other people ready to take your position
While there are some AAA studios that under pay because of their reputation, that's not true across the board.
Well at first decent money would just be rent in a one bedroom apartament, money for food, bill etc. Also some leftover to be able to afford a car and fund some hobbies. Not killing yourself from work is not just about working a lot of hours per week but also not getting a headache everytime you work
That "decent money" changes once you start a family tho
Nothing is true across the board. That's the mistake of trusting averages.
Wouldn't the pay increase later on tho
Generally, yes. But again it depends upon the job. When you get into managerial work, there's generally fewer people who have the skills after specializing in tech for years that can effectively move into leadership positions. So there's a lot that stay stuck in senior development positions, which keeps pay more competitive, from an economic standpoint.
I disagree that it's even the average. Large studios can and do pay significantly more than smaller ones can. There are some outliers that don't, but that's not very common.
Perhaps. That is not, however, the experience I'm seeing when I'm working with large studios versus when I'm working with smaller ones.
Again, averages and different sample sizes may result in different determinations.
Are you talking contract or FTE?
Generally FTE. Though contracts apply as well.
To clarify, though, this is looking at headcount numbers while consulting -- not from arbitrary values posted to sites like glassdoor or gleaned from job listings.
And no, EA is not a client, which is why I used them as an example.
other than EA, i have heard ridiculously low offer from a well known AAA studio that belong to a publisher everyone knows, it was even below that country's minimum wage for visa sponsorship for programmers(not to mention living expenses are high in that area compared to others, and an even lower offer from another studio in another country!
funny thing is I used to spend more than that when i lived in that country!
then don't ask me to move to that country!
I was talking about europe, studios in america is different, they pay better but they are worse, but for another reason mostly racism, especially USA! i had an interview in a well known international studios and one of the interviewer(junior gameplay programmer) was obviously racist and I asked him a naïve question, simply to explain what he meant by what he said, to give him benefit of doubt and the jr guy stutters and mumbled and couldn't make a sentence and the lead smiled and covered for him, and i decided never to apply to that company ever again.
I did say that there are some that under pay. Blizzard is well known for having very low salaries, but Riot is known to have really high salaries.
Except they don't. If they want to hire as a FTE, they have to sponsor a visa. Which they don't do below senior level. Outsourcing is often only during parts of production when more help is needed for a specific amount of time.
is actually normal, there was many outsource for many years 🤔
Can someone share some programming related portfolios I am in heavy need to inspiration
Interview is usually where you discuss compensation. Theres nothing stopping you from asking beforehand but they may just deflect until the interview.
Whether you entertain these positions is really just a matter of what your options are and your threshold for time wasting 🤷♂️
lots of time wasting job postings out there- many look like they're from a studio but it's really a wannabe job site reposting stuff
"what if I apply, do the interview, wait for the response, and then it turns out their budget is way below what I'm looking for"
I would say that this depends on how desperately you need a new job. If you ask about salary in the wrong way it can backfire and alienate you. While it's obviously going to be the number one thing for many, employers dream about finding people for who -the work- is number one... or at least people who will turn down bad work even if it's for more money. They want to know that you'll enjoy the work - and not be looking for the next exit.
If you are currently employed at a studio where you're "safe", absolutely, ask about salary... or even open with "I'm currently on $x,000 and would be looking for similar or better". BUT.. if they get the impression that salary is the driver for you looking for new work, make sure that you're underpaid at your current job - if they find that you would leave a job where you're happy for a $2,000 pay rise, that won't paint you in a good light to them.
Always put yourself in the recruiter's shoes. They don't only care about how good you are at your job - they want to know that you won't be leaving in 6-24 months' time when another studio offers you more money.
And really you shouldn’t leave a job for anything less than a 5K bump
Here's a secret: Neither your salary nor their budget are set in stone.
They don't know until the interview just how much value you can potentially provide versus the next best candidate. Is that value worth the price you're asking? Are there other benefits to the job that might make the switch worth it?
Part of sales (and applying for jobs is sales -- you're just the product) is learning to negotiate contracts. The reason a lot of people fail to find jobs or get as good of pay bumps as other people is because they don't understand the business's needs, and they don't know how to sell themselves. Learning to negotiate is a key skill to develop to improve your ability to get the jobs that you want at the price you want.
Additionally, there are a lot of your own personal expenses, for instance, that employers can absorb, which decrease your expenses, and/or increase your effective compensation. Health care is an obvious example, but pet and child care, gym membership, commute expenses, education assistance, decreased hours, etc. Game studios can also provide stipends as a deductible expense for video game purchases as marketing expense (market research).
If you're not working with a headhunter, the company is saving several months salary upfront that you could use in the negotiation.
Additionally, you can tie in agreements for additional compensation tied to your specific performance. An idea might be clearing an average number of assignments a month/quarter/year, or, if you're in management, boosting KPIs for the team you're leading. It's hard to provide specific options without knowing what you're applying for.
Hello.
Could I get some feedback on my resume please ?
I made corrections to it based on the comments on my previous post.
I am seeking AI/Gameplay programmer roles outside my country and so far I've had no luck.
I haven't been able to get any interviews. My current employer doesn't provide me with opportunities in my area of interest, so I am seeking a switch and trying to prove my abilities with my personal portfolio - https://github.com/HappySapeta
What’s everyone using for there portfolio I was using ArtStation before
You don't have enough experience for roles that need to sponsor a visa. You'd need to be at senior level.
I don't have many options. There aren't many game dev studios in my country. My current studio rarely takes any AAA projects.
ArtStation is good. I've seen many job postings specifically ask for it
artstation, if got artworks
Any advice for sound designers looking for work?
I come from a music and film sound design background, so I am good with creating sounds but now need to prove my implementation skills. I have done the Wwise 101 and 201 courses but their certificates are a bit expensive... so for my portfolio I am making my own very simple game and implementing all the sounds through Wwise and Metasounds. I thought making my own game may be better than taking a game from the marketplace and replacing the sounds but maybe I am making my life hard for no reason?
If you make a game, maybe they take you for a game designer instead? If anyone is hiring a sound designer, I believe they should look into that, not your gameplay or art skills. Even on the contrary, the game might be not so good and distract. Take a platform which can showcase your skills the best.
@dusky fable @chilly sundial Hello again, apologies for this late submission I had finals so I didnt get that much time to work on my portfolio and resume. I have implemented the improvements that you guys mentioned and would love some feedback. https://bwap.netlify.app/home. Thank you for helping me out again I really appreciate it.
I would get a more normal looking email adres to put on your resume
your resume also has a blank third page for some reason
and would be nice if you had a page on your site to show it instead of just a download button
it's just less of a barrier
with the gifs of your project, if you now click them you just go to giphy
it would be nice if they go to the project page
cause it's more intuitive to click on the image than on the "Learn More" button
I would on the project pages also include what tech was used, and maybe what you learned by doing it
and add some longer form videos if possible on the page, not just the gif that they already saw on the main page @candid oak
lol on your github for BLU
Blu is an advanced game engine presently in its developmental phase. The primary impetus behind this initiative is to cultivate the essential skills integral to outstanding game development and enhance the understanding of the foundational mechanics that govern a game engine. The acquisition of these low-level competencies will not only provide a substantial edge in the field of game development, but will also foster a holistic proficiency in software engineering and computer science, thereby enabling greater efficiency and effectiveness across these disciplines.
Did you ram this through a thesaurus
why would you want to encode save data to an image? sharing the image with others like through discord would corrupt the data when it compresses it wouldn't it?
it's an interesting idea, but indeed would never use it
Sounds a bit like substanceless corporate buzzwords.
i stop look at resume long time ago 😂
also you might want to get a custom domain
Yeah, it would break instantly
just seems like a terrible project to have on your portfolio, sort of displays a lack of understanding instead of the opposite... I would work on creating something that is actually useful and practical 
It depends on how you present it I think. If it's just like a fun learning/research experiment and you present it as that, it's fine to have I think, it shows some creative thinking and interest in new things. If you present it as if this is actually solving a problem, they might just think you're delusional, or dumb
Depending on the method used it may or may not break with recompression, and it can be used to demonstrate understanding of a few concepts. If just hiding payload data in the file it can show understanding of data structures. If using more advanced techniques it could show understanding of DSP. It's been an area of research before. It can be an interesting project for sure. Limited actual uses though definitely
ya if it's presented with the understanding of the problems and there are solutions for those problems, that would be good
As with all portfolios and CVs, it's all in the presentation
https://youtu.be/xxEO3dGw4no?si=EziqWQ5_pl4WRchi GameDevTV is making a game jam in the end of May. Who wanna collaborate and make something in UE5? I am a gamedev for 2 years and Unreal dev for 1 year. Do C++ and BP.
Our annual GDTV Jam! Every submission gets a free game dev course!
Join here: https://itch.io/jam/gamedevtv-jam-2024
Live 24th May until 3rd June - that's 10 days (inc two weekends) to create your game.
So the main reason is that it presents a alternative way to saving data. You can share it with others using social media sites. Let’s say if someone got a legendary weapon, well they can save it to an image and sell it. This would result in more community engagement. Discord actually doesn’t corrupt the data I checked
'save it to an image and sell it', whut
My main problem is that I need to describe it more. There is a lot of utility that this plugin has that I fail to market. It’s a very adaptable plugin. I can send you the plugin if you would like to test it out?
Yea they do it with nfts. It opens up another way to enclose the community
Like this image contains a legendary weapon and some save progress for the game and costs $
That’s what I was going for
that's not how NFTs work (and they're nonsense to begin with)
most NFTs do not contain any image data at all
They are images that hold data basically that’s what I was getting at
no, they're not
Tokens sorry
But hopefully you understand what I’m trying to get at
It has some idea in it, but this goes offtopic, kinda?
Could you explain?
Is it related to your or someone else career in the industry? I might be missing something here.
I’m getting help on my portfolio and resume, this is a project that I have on my resume that I need to do a better job at clarifying what it is, what problems it solves and why it is useful. If you scroll up a little you can see I failed to do this
but if the data is just stored in the image, that's not unique at all, you could just get someone's save with a screenshot, so not sure how you'd expect anyone to sell it for money
The ledger takes care of the ownership. Duplicates however...
well, the ownership yes, but the image itself would not be unique
like with nft's, anyone can screenshot your shitty art
it's just a receipt that proves you own it
aka, worthless
I suppose you can add some copy finds mechanisms..
I am actually working on generating the image as well if you don’t want to upload an image. I went with the image uploading route because of aesthetics basically
I mean I'm not talking about your project, seems cool and all
it's just a strange thing to expect it to be sold by people
I think of it like if you want a set of attributes someone else has and they sell them to you. It enhances communication engagement
Beats buying it through the shop if you can even
ok but how are you selling it
if it's in a picture, what's holding you back of saving a copy of the picture for yourself?
Through any site that doesn’t compress it currently. If you take a copy of it, that won’t work, because of the way I encode it. If that’s not enough have the user pay the money first then show them the image. So if a game implements this and if they have a market place specifically to sell their features and etc this can be on there. People like rare and legendary stuff in game, chuck that data into an image and sell the image on the game’s market place, that user just downloads the image and uploads it to the game and not they have the legendary stuff they want
pay up front does not fix the issue
you'de just be duplicating things at that point
and what's the advantage of doing it as an image with this?
An image provides an easy way of encoding the data. You can upload the image anywhere. And the user will think it’s magic as well
Yeah I'm not seeing any benefit of an image versus any regular marketplace backend
I'm not sure a user would care if their legendary item was encoded into a picture or not
The image is more dynamic because the user can chose to encode whatever they want into it. If you use a backend then you would have to set that up, depending on all of what you would want to sell that’s a lot of work.
Plus it’s portable
And since it provides a different way to store data, you don’t even have to sell it. If your game needs to store a lot of data then use the images of high quality and reference them
There was a game I’m not sure what it is called but they stored their game data into the sky
Having the platform be set up by you is a benefit though.
If any old person can start a marketplace selling image saves, it's going to be wrought with scams.
"Hey I paid some money, can I have the image save?"
"Sure here you go"
"It didn't work"
"Must have been something on your end, sorry"
*scammer runs away with money and keeps uploading stock images to people*
You also then need to trust the user that their platform isn't compressing the image, which the average consumer would probably have no idea
That’s going to happen really anywhere, that would be the devs problem not mine, they would have to set up a secure way of doing it
But if they're going to set up a secure way of doing it, you lose the benefit of having the plugin and having it be able to be "uploaded anywhere"
I mean since it just provides a different way of storing data the use case can be up to you. It can act like a backup or be solely used by the development team to stir high quality assets to save disk space somewhere
Is it saving disk space though? My average image is much larger than my average source file/save file
I would assume since you can upload it anywhere once you make the purchase the image encodes a key that the game recognizes so it prevents scams
(I'd just like to point out I think it's a cool project, and a cool portfolio item, I'm just arguing it's viability)
You can store the image on the cloud and have an api to retrieve it
Using it for nfts or transactions is silly, but using it for transferring data ain't terrible.
I guess the viability depends on what you want to use it for. Unreal uses a .sav file this is just another approach that offers different perspectives. No one really has done this in unreal so that’s why there is some confusion
But again, if you've got to set up some way of making sure the user cannot gain the item back, host the image somewhere, give the image to another user, who has to manually download and import it, then ensure that can't be abused, you're doing something way higher effort than just changing the owner of an item on your database
There's even a thing for hiding data in images. I forget what it's called.
That's what this plugin is doing iirc
Steganography
Thsts the one.
That’s what the plugin uses
That's cool. But it's it's not good for what you've been talking about.
so you're keeping it on the server anyway, so what's the point of the image
You could do that, if you have a solid approach to avoid scamming let me know so I can rework the plugin a little
It's a very cool concept.
It would be cool to see an in game gallery of your save files, and you can click an exhibit to load the game
Anything really
I saw a video about that recently, but he ended up with a different approach
From saving data to increasing community engagement
Yea currently this is a new thing and hasn’t been done before so idk if that would happen any time soon
If ehje you saved a game it took a screenshot and encoded the save data into it, that'd be awesome.
That’s what it can do
That's the no one of application you want.
I mean it could be done right now. With an image importer plugin and that visual save plugin you could probably set it up in a few hours
Of course it’s not that hard but I was the first to do it so it’s already out there
It's got some great utility, but advertising it as an approach that can bring a game community together, and some innovation for a digital marketplace is the wrong move.
I don't think you're the first tbh
For unreal engine yes
What would be a better way of advertising it?
The truth, that it's a plugin that provides a cool visual way of representing save files
Yea
other than the cool factor it has no advantage though
and I already said I agree it's cool
but idk why it would be something for selling saves or some shit
Can you explain why so? I just want to know that’s all
what does it add over normal saves?
That’s just one example I thought would be cool to use because to my knowledge no one has really done that before
For instance, you have a game about being an explorer on planets.
Your main menu is walking through a gallery that has pictures of each planet, with your latest save on each planet being encoded into the picture. Hell the picture could even be the last thing you saw before saving, and the save is encoded into that
You can interact with the picture to load your latest save on that planet.
That's the kind of cool stuff you could do.
It can be used for other applications I guess it all depends on what you want to do with that data, do you wan to store it on the cloud and decrease how big the game is or etc
I'm not sure how this is decreasing size at all though
I’m sure you could do that with the plugin
You've just also added on top the original source image, that will have unneccessary data
That's what I'm saying, it's a cool thing you could do with it
But it's not what you claim
The image isn’t stored in the game, it’s stored in the cloud and the game is getting the data from that image
Storing a save file in the cloud or a database would be smaller though
The cloud is essentially a database
Well it depends on what you want at the end of the day. You just thought of an approach that the plugin could be used for that I didn’t even know. Thats what I failed to explain
the cloud is someone else's computer
again, that's just the "cool factor", from a useability feature, there's no point in doing it this way over storing it in binary/json/keyvalue stuff
You could do it that way if you want, it is cool but I’ll come out with a video explaining many other use cases
No recruiter is going to watch a video, though.
Getting slightly back on to the #career-chat topic.
But I don’t want this conversation about me trying to sell a plugin, I saw there was a lack of explanation on my end about this project that I included on my portfolio so I figured I try to explain it the best I could.
Yes I know but for a developer that is thinking about using it hopefully it can paint a bigger picture
@chilly sundial did I do better on my resume and portfolio than last time?
@round radish I remember you were providing advice on improvements I needed to make for my portfolio. If you could let me know what you think that would be appreciated
I already gave you some feedback before the save ramblings
Is the information readily available to anyone who visits the page and does nothing else?
Yes I saw and I thank you
Yes to my knowledge
on the plugin page you mention combining a passion for game dev and data security, but you then mention nothing about security
I had some finals so I’m a little bit late at updating it I apologize
The code screenshots are nice.
Still would like to hear a little more personally, not sure what others think. You only talk about an event stack being the thing you faced in making a game engine, which seems a bit conservative.
Notes I’ll add the security aspect
oh, I found the video I was thinking of btw https://youtu.be/0aBy8wLnpQ8
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In this video we'll fall down a four-layered technical r...
I’ll take a look at that thank you
he also did the same as you with least significant bit, but gave up cause of no redundancy in compression and such
Wouldn’t that add more fluff though? That was one Criticism that I had
don't write 18 pages on it maybe, but make what you write relevent
just talking about an event system seems very arbitrary
Fluff is padding things out without talking about important things. Adding more important technical challenges would not be fluff.
I'd personally like to see at least 1 more. I would be wary of writing too much, but one technical challenge seems too conservative
Ok that clears up the confusion thank you guys. That’s why I included what I did because I didn’t know if it would be a hindrance
Anything else?
Also I don't know what you/my phone did but the site works flawlessly for me now 😆
I'd look at maybe trying to get those gifs a little less 360p. Not sure if that's on you or where you're hosting them, but they're quite blurry to me :P
why is there a horizontal scroll bar no matter the size 🤔
Yea that’s where I’m hosting them from, I’ll look at another site, I’m surprised it works flawlessly now lol
That’s something I need to fix, I put up the site in a hurry and that’s one side effect of doing so lol
But it seems like I’m making progress from my initial post and I want to thank you all for helping me
well, I'd expect it to be good since you mention front end development on your github
so your site will also represent your skills
It's becoming a pretty solid portfolio
Yea for my school I need an internship to graduate and I’m kinda pressed for time
I definitely find it much easier to find useful info than the initial iteration
Hahaha I’m glad it’s getting better thank you all again
I’ll make the improvements and clarification and I’ll get back to you all
I was planning to post a freelancer offer on the "freelancer-jobs" channel, but i wanted a URL that could show the projects I've worked on, be it being pictures, videos, or links that take to my itch page. Does anyone know what kind of website i could use
any? You can just make that. Any website builder would let you set that up too
fortunate, there are still website builder around, and don't ned to use money
Artstation?
You're still using a lot of fluff to look impressive and leaving out most of the technical aspects. What you don't seem to understand is that it's the technical aspects that are impressive, but that's not what you are focusing on.
Like I said before, you have this massive paragraph about your weapon system using a data table and absolutely nothing about the AI or inventory in the Survive The Enemies project. You need to learn how to use less fluff, so you have the space to talk about more of the systems that you worked on.
You have the same problem with all of your projects. Avail: far too much detail on two abilities trying to make them sound more impressive than they are, and absolutely nothing on the AI improvements you mentioned in your resume.
ArtStation
Is this the right channel to post my portfolio and ask for advice on the kind of thing i need to show more of/improve upon
Yes
Since Avail was a gas project I thought going into the abilities and showing my thought process would be advantageous, I just decided to use two of the abilities out of many that I liked working on. When I wrote it I thought it didnt contain any fluff if you could tell me where because im not seeing where im adding fluff
@chilly sundial was telling me that he would want to read paragraphs to better get a feel, correct me if im wrong but I thought I was doing that. Dont the recruiters care about the thought process as well?
"Developing the Frostbite ability was a significant challenge that involved applying a continuous effect that damages and slows enemies over time while also managing their mana levels. The process began with brainstorming and drafting the initial concept on a whiteboard, where I used pseudo code to outline the ability's mechanics. This preliminary planning helped in visualizing the mathematical aspects necessary for the implementation. The ability itself is structured around a gameplay ability in Unreal Engine's Gameplay Ability System. This system allows for the encapsulation of complex game logic into manageable components. For Frostbite, the ability involves a debuff that reduces movement speed and applies damage over time. Additionally, it manipulates mana by draining it initially and then restoring a portion at the end of the debuff duration. One of the primary challenges was managing the 'tick'—the regular interval at which the debuff affects the player. Ensuring this tick was consistent and accurately restored the player's stats after concluding was critical. To handle this, I utilized a gameplay cue, which in Unreal Engine acts as a trigger for certain visual and gameplay-related events. The cue was programmed to activate at the end of the debuff, restoring the mana and clearing the debuff effects, ensuring that the gameplay remains balanced and the effects do not linger past their intended duration."
That's using a lot words (fluff) to say very little.
I dont get it? I pictured it as me walking the reader through my journey of implementing the ability to show my thought process
Cause I came from a understanding of yes I can do this stuff but what am I doing it for, i tried to include that
Most of that is unnecessary fluff. You need to learn how to write more concisely, because we are going to evaluate your ability to write technical documentation.
"Created a movement slow debuff that also did damage over time. The most challenging aspect was managing the consistency of tick. I used a gameplay cue handle this by activating it at the end to restore used resources and clear the debuff."
👆 This is pretty much the main points of that like 8 line paragraph
Not even saying this is the best either, but it is far more succinct.
And still gets the point across.
Can't imagine being interviewed for a gameplay programming position in UE and the interviewer not knowing anything about GAS
Or about tick
"Unreal Engine's Gameplay Ability System was key in designing Frostbite, a damage over time ability that slows enemies, drains and partially restores mana, with a gameplay cue ensuring its effects are applied and removed precisely."
Resume is succinct points. Explaining the journey is when sitting down and doing an actual interview.
so basically explain it to the interviewer and expect they know nothing?
no your interviewer is likely to understand GAS and other technical things
im a little confused, Im supposed to be technical but keep the paragraphs small
oh
That is the opposite of what you are being told.
dang im on info overload lol
Hiring peeps go through resume's fairly quickly.
ok so basically if i understand this right, be technical but be short and sweet
I know I don't want to read a darn paragraph when I have potentially 50 other people to go through
It's what I've been telling you, now for the 3rd time reviewing your portfolio.
I thought i was getting better
slowly
😦
These talks are so awesome im cracking up right now.
I think I got a general idea, im going to implement this and not disappoint thank you all again
The trick is to be succinct. Only say what you need and leave out all the filler. This isn't a creative writing assignment. You aren't graded on how many words you have. Get the point fast, because we are too busy to read your prose. It's the same with technical docs. Just get to the point.
@dusky fable I made the necessary updates, I believe this iteration hits the mark better. At your convivence if you can provide feedback that would be appreciated, thanks https://bwap.netlify.app/home
i still need to add the part of clicking on the gif to navigate to the learn more page
https://www.artstation.com/nullshade so atm im working on another diorama, but i admit im a bit out of practice and directionless rn. I need to make better use of resources like this server and embed myself in discussions more
It looks bad on mobile, check it out
Depends on the phone and browser it seems. Worked fine for most here, did that to me the first time, now it works fine
looks broken on my phone too
This is why webdev is shit
This is why I use website builders.
Miss me with that 😆
just send them to a page to buy a pc if they visit the site on mobile
Sponsored by iBuyPower
Better, but you missed the 2nd part of my point. Shortening the wording gives you room to talk/show more stuff. In 2 of your projects you said you did AI work, but there is nothing showing that off. The engine also only talks about 2 of the systems.
Since I was in a hurry styling and formatting it for a couple of phones is what I did, I made it look fine on iPhone 11 and higher and iPad and desktop
I’m going to fix it once I get the other stuff straightened out
Ok I’ll talk about some more systems on the engine and include the Ai stuff
Can you guys tell me what phones you are using so I can style the website for them
I'm on iphone 14 and it did not look fine
Unless this is intentional
Ok thanks for the info, the styling needs to be changed because I added in some more stuff, I will work on that, the problem is the page height
@woeful iron that’s how it’s supposed to be viewed on a phone just a website the layout changes based on the device you’re viewing it on 🤦🏼♂️🤦🏼♂️
Of course you ain’t gonna get the full layout you’re viewing it on an iPhone the exact same thing happened to me
idk what kind of web design you do, but I don't think any site is supposed to look like that lol
it's what they call responsive design
I’m not even into website design
Skill issue
lol
I made the improvements to the responsiveness
@dusky fable I added in the advice. If you all could take a look at your convivence that would be appreciated https://bwap.netlify.app/home
Just to add on to this, this is what I meant about paragraphs.
A few sentences talking about a unique technical problem you faced, but then multiple of those.
As Luthage said, give yourself room to talk about the things you did.
If you dont mind could you check my site again. I believe this current version implements that and does not break on mobile
Mobile site is looking good for me. Liking the addition of more technical additions too!
I think I'd best leave the more experienced folk to judge that one :P
Personally though, I'd opt for a couple more technical things in place of some stuff.
Take Blu for example, you talk about dependencies and using premake, which is pretty standard with c++. Well, premake, cmake whatever, you get the point, it's fairly standard workflow, whereas you have something a lot more technically interesting, like how you implemented a C# scripting layer for your game objects.
To me it feels a bit like passing up the opportunity to talk about a super interesting fundamental part of an engine, in favour of a way more mundane build system :P
Would like to see what others think on that though.
im actually going to add that, currently im using mono for the c# scripting aspect so ill talk on that
thank you for the advice
I have classmates who got into pretty decent game industry jobs with quite a bit less
But the market was quite different two years ago
True
Still I don't think it hurts to apply to places even if you're not completely ready. You'll still learn something even if you get rejected.
How can I learn something if I get rejected and they don’t tell me why? Am I over complicating this by asking for too much advice and trying to implement all of them? I just want to make sure I’m not messing up that’s all
Hmm that's true. I think it depends on how they send you a rejection and how far you made it through the interview process. But usually even if they don't tell you exactly why it's possible to figure out why you get rejected by reading between the lines.
it's normal actually for rejected, myself also rejected, can use that those moments to browse for knowledge as usual
Yea it’s sucks getting rejected but that’s feedback in of itself and great feedback as well just next opportunity. Hopefully I improved from my initial version. I think I did but I’ll have to see
Thank you all for your help and feedback
A rejection isn't always feedback. Sometimes it's for a biased reason they can't say without getting sued, sometimes there's just a better candidate that is settling for less.
Careful not to give yourself a case of imposter syndrome
sometimes it's because the job never existed in the first place -_-
Yeah, hate that that’s legal
Yeah. Some companies advertise jobs just to make it look like they're growing.
even Epic does that
it's also common to advertise jobs that you already have an internal candidate for
"There's a process" 😄
years ago I was hired at a big studio in LA but the jobs were union, so they had to interview several union members first, even though they wouldn't get the job
then I had to pay thousands to the union to join... then got laid off 4 months later. yay
Wow
Sounds like more of a scam than an union
When the unions are worse than the corporations 😄
That's a common complaint with unions -- newest members tend to be the first to be cut.
I used to be staunchly anti-union, admittedly, but in recent years I've seen a lot of value in them for specialists. They're far from perfect, but if you've spent your career building up a specialization that makes it hard to switch careers, unions offer job protection (again, provided you've been with them for long enough) and opportunities you may not otherwise have.
This was the Motion Picture Editors Guild and the business runs a couple well known theme parks 😬 it sucked because it cost $2500 in dues just to join, and best they could offer is advice to file unemployment
Basically they laid off entire departments when a project was done, or that project was developed in the USA then sent to cheaper overseas studios to continue it.
i saw those post also, it just left there
Not that I know of. Honestly, if it were that easy, nobody would apply for them 🙂
Yes, go on company websites where they post actual jobs. Its more work and research, but that’s the only way to know if they’re actually hiring
A lot of LinkedIn posts are fake. They even post under publicly available names from the real company so they look legit
Real company website are also going to have fake jobs too.
^
the aggregator boards usually just pull down from actual company boards, so you're not really getting much of an insight there
does anyone know a human that actually got a job using Indeed, linkedin or ZipRecruiter? I only know people who got jobs from studio websites or human networking
I'm new in the industry so that's interesting to know for me as well.
I'm also preparing for my first showreel after having worked with Unreal in school for a year. Was gonna ask what tips do you guys have for a showreel? And what's good to keep in mind?
I'm currently thinking just using OBS to record some of my work, Keeping it short, And trying to highlight more "under the hood" details instead of just the finished product. How does that sound?
render it properly, edit it properly. If you're going to do any breakdowns make sure they're communicated clearly.
But short and concise is good 👍
Nice nice, Yeah I know how easy it is to add to much. Better focus on the stuff I'm more proud of x)
is someone offering to pay you to?
Yes, but depends on what you plan to do it will be fine for medium projects but High or epic will probably lag.
For context I had a i5 10th gen 1650ti 16gb ram laptop that ran 5.3 fine enough to learn and build basic games.
But working on openworld mapes is mostlikely going to be a nope for this one.
I'm sure it happens. I think it's still nice having access to those job boards though. It's nice to see what jobs are available, then just look them up and check out their website. I've definitely seen roles that are linkedin exclusive, and state on their website that interested applicans should apply on linkedin
I also apply to website before LinkedIn was available or use
damn do all the jobs require bachelors degrees? I do not have (and will never have) one
They do not.
But the alternative is some to prove you are capable of doing the job - e.g. experience.
Will mostly For immigration use or if want to teach for undergraduate/postgraduate
Once you get into the industry it won't matter. It's getting into the industry that's hard without a bachelor's specially if you wanna be in the engineering side.
nobody in games cares about your degree, it only matters for immigration purposes
it could be used as a filter in cases where there are otherwise identical candidates, but I don't think this is often the case
getting into a role on the engineering side is 75+% about your portfolio and how you present it tbh
The last interview I had, they pretty much said said the exact opposite that they just wanted to make sure I had one.
if you can show me small finished examples / projects you're already ahead of the crowd
if they wanted to make sure, then surely it was for immigration purposes?
or it wasn't in games?
Nope. It was WFH for a games company based in America (I am in UK)
I'm wondering if there's some legal requirement shenanigans going on there, because that would be highly unusual
or the company is just shite
No, pretty successful company. Making popular games, etc.
From my experience too, My HR told me they almost always prefer someone from B.Tech. or any other tech background unless they have excellent projects or certifications that they can make exceptions for
i only remember from interview for teaching positions, they will prefer people who done undergraduate/postgraduate, and always preference to postgraduate holder MA, MCS holder, but yes, other companies never asked if for it
yeah, I'm wanting to look at entry level jobs for when i graduate that don't require comp sci or equivalent
looking at Interactive entertaiment or oter level job?
what are you pursuing may I ask?
I would just like to look around for gameplay programming jobs
first job is always the hardest
if you don't have a degree, you have to prove skill or knowledge in another way
such as strong portfolio
using my github for that since i dont do any art
Well, you'll want some videos and screenshots to support it.
After all a lot of gameplay programming is visual feedback and how good something feels
The code quality is also important, but it's hard to know if something is a fitting solution without seeing it in action
and no one is gonna read any code if they're not already interested
Gotta hook em first
People don't have much time, especially looking over tons of applications.
Ain't time for a code review for a first impression :P
you need videos of the things you have created at the very least to get anyone's attention
oh the stuff I usually end up programming never has visuals in the end cause I dont have anyone to do the art 😅
anything has visuals really
last project i did art for i only had about one level
especially in games
even if the art is shit, it's nicer if you can look at something
guess I should start filming these cubes fighting lol
like this is one of my vids lol https://youtu.be/saBofjxBX6M
it's all shit free art
but it works
I'd have played that if there were some hitsounds!
Hey guys I have a question on how to start a company or something similar to get income as a company for steam and other platforms. Ps I’m a minor and I heard of LLCs but I’m in Germany so if someone knows something I would be happy to know.
Is it the right channel to ask something like that ?
You don't as a minor
Wait until you're an adult
Bruh
Blame the law.
There's lots of international legal stuff those platforms need, and you can't agree as a minor
https://www.make-it-in-germany.com/en/working-in-germany/setting-up-business/requirements#:~:text=There are a small number,set up a business in.
Hell to even form a company you need to be over 18 in Germany
you could have someone set up the company for you though
but you really have to trust them
cause they will have all the power
I'd also say it's unadvisable, as you'd want them to understand all of the legal stuff as well.
Which the chance is low.
I'm also unsure where that crosses over into being legally gray
Someone setting up a company on behalf of a minor allowing the minor to sign legal agreements seems dodgy at best
well the minor would not sign anything
the other person would be the sole responsible, and would just pass on the profits or whatever to you and ultimately the company
hence you really would need to trust them
Hello!
I need mentorship during the development of the project that I'm working on, in both the C++ and Blueprints, using the GAS (Gameplay Ability System) for a Top Down multiplayer game with Dedicated Server format
The kind of relationship I need is that when I have a question about how to create the X mechanic I need someone to guide me, and show me how to do it, than I will expand the implementation. So, because I'm inexperienced in the field, like how to implement specific functions, I need someone to guide me on the right path.
I'm also opened at more collaborations, like asking to help me with a part of the code, help me refactor parts of the code and so on, in the limits of my budget.
I am able to pay per hour invested in this. Please, DM me if interested and if you have the expertise. Thanks!
You can try posting on the jobs board. See #instructions
However it is far more important that you learn how to break down problems until they are small enough for you to manage or you'll never actually learn anything. If it's all too complex, then you should start with simpler games.
The first step should be to talk to your parent/guardian. A minor in Germany between the age of 7-18 can enter into limited contracts that are "only legally advantageous" to the child, are "pocket money" sales contracts, or with the consent of their parent/guardian.
From there, an attorney could help set up a UG, and guide you through formation and compliance. Once you form the UG, it's the UG itself that enters into contracts, and therefore has limited liability (provided that compliance is maintained).
How's the industry rn guys?
Hearing its horrible in the games area, but what about marketing, advertisements, other aspects?
Those roles aren't exactly safe when a studio closes either. I don't imagine those roles are much better
usually worse off tbh
marketing departments are typically quite small, so when you cull studios and projects marketing gets hit hard
meanwhile im looking at that game developer degree at CG Spectrum
would be such a risky move to even try it
If I had more money I'd love to do one of those programs
I'm sending a lot of CV, these is the list of places where I sent it.
In red all the industry that rejected me with no interview, in orange some that answered me and made me go through to a first/second call.
I want to change my strategy of getting at least the first interview... any suggestion 🥲 ?
I did a lot of different things so, there is no perfect match position for me unless is a general one.
I did 3 years of unity and then 1 of Unreal, and I can't say I am junior neither senior 😅
I wouldn't bother. A lot of them aren't a true degree, the courses are normally awful, and poorly taught, expensive, and the certifications they bring are often ignored in the industry. Game development isn't something that relies on certs as much as something as say, cybersecurity
if you're getting rejected by everyone or failing after first interview maybe there's something wrong with you, your expectations or your portfolio or cv
so it's hard to give any advice without additional information
I mean there's definitely something to say about expectations. Applying to a lead game designer role, with only 4 years in the industry, and seemingly a programming focus sounds like a good candidate for instant rejection
May be region/company dependent, but 4 years around here isn't even senior
the fact that such a wide range of positions and experience levels are being applied to makes me feel that as a candidate you don't actually know what role you want or are capable of - which is probably showing through whatever material is being submitted as part of those applications
If you click on my image, in my description there is my linkedin and my github. My github is a work in progress, since I cannot share what I have done professionally, but you can get an insight about me from the linkedin page
thank everyone for the feedbacks
Yes, but I don't think I can send it in this channel
cause linkedin doesn't say very much except pure facts when you were where, and no one is looking at github unless they're already interested
ok, found your portfolio through your github
it's fine to share though
lol that picture on your about section
so this is the cv I am sending around
in your about on your site you talk both in first and in third person
very strange
When I was a child...
Salvatore is not only a passionate programmer, he is...
strange that you put your skills and core skills so far apart on the cv
you don't say much about yourself on it either
which is impressive on a 2 page cv
I personally think the CV could be a bit shorter, but then refer to your site with more exposition
on your site about page, I would put your skills above your favorite games
and maybe a link to downloadable resume
you're missing an h in hesitate
this is strange, but maybe it comes with using a free version of site hosting idk, but if you can get rid of it I would
some of the videos on projects don't seem to work
maybe just me though
Thank you @woeful iron
No, I don't understand why but sometimes they don't work. I will check
on the top right of the page you have a bell, settings and account icon
but they don't do anything
should probably remove them
and it's a bit strange that the banner changes from "game programmer" to "my portfolio" when going to a project
but all in all not too bad
I think your resume could use some improvements though
it's very long to me
and the layout is suboptimal
do you think I should remove the images and go for something in one page?
possibly
I'm not a resume expert though
it just looks long and plain to me
this was mine, and I'm not even really happy with it 😆
I already think there's too much on there
Can I ask you which tool did u use to create it?
photoshop lol
Infact, it's in your skills xD
Anyone knows how hard it is to get a career in level design in UK
According to my experience,
Getting work in Uk is harder than In USA
Hello everyone, I have been working as an Android application developer so far and have very much interest in learning MR and VR applications.
I have been working with Unreal Engine so far and also worked with Unity for a small project. But now, I want to gain expertise and switch to XR development. Which engine I should stick to?
I am good in programming, but working on 3D is very much new to me and would like to know from you folks, what all things I should be learning to become an expert in this domain.
Any guidance, help or tips would definitely help.
Thank you!
both 🤣
use whatever engine you want my man
Hey everyone, looking for some general career advice if you’re willing to share! I was laid off in Feb from a TV animation company where I directed animation and I’m having a difficult time transitioning into animation for games. I worked in children’s entertainment so I totally understand that stylistically, my experience is really different from a realistic COD FPS or similar. I’d really like to get into games and am wondering if anyone has advice or resources about what is needed specifically for games - like how do you determine the necessary cycles, how do you work with state machines, how do you connect animations together and across different characters, etc. I’m willing to learn any and everything and have experience animating with control rig and Metahumans. Thank you so much in advance! 🙏
legitimate question but does it really make sense to list visual studio (+code) under software? like.. its essentially a glorified text editor
how can you not know how to use it
HR is often doing recruitment and they often have no idea
It's so they don't think he's one of those insufferable vim people 😄
Has anyone heard of this company, Collimation.tv? I'm doing an internship with them. Glassdoor only has 3 reviews on them.
I'll have you know I use vi
Since the industry is not in a great spot it can be a bit difficult at the moment, but overall the UK is pretty good, plenty of game studios that hire frequently. It is a competitive industry through, especially for junior positions, so getting your first job is the hardest part for most people.
is there any that you would recommend?
doesnt have to be a degree, can also be some high level course site. I looked at Gnomon and some others as well
No, literally no "Game Development" school I have ever heard of as being worth it.
Even popular ones like Full Sail are wrought with complaints
but people graduate there and network with the elite in those industries, thats probably THE biggest thing you get from there
you learn from the best, you network with the best
You don't learn from the best and network with the best though
unless you find a way to network with the elite outside of schools ofc
That's what they advertise, but it doesn't work out that way
what got me tho is that for some courses at CGS they use Blender instead of 3ds Max for modeling which is sus for me
or focusing so much more on Maya than Max although both are heavies in the industries
that would suck for me tbh because i already fully jumped into 3ds Max for modeling part of the workflow only for a course to focus on Blender for whatever reason
I've heard of plenty of people going to gamedev schools, hell even full sail, that claim they were charged nearly 30k a year, basically had to self learn everything, and didn't even manage to network with anyone.
And it makes sense. They just have far too many people to efficiently do it. They're a for profit company.
Of course, you have your success stories as well, but from what I've heard from schools of that sector, it often isn't like that
understand
tbh im not desperate to get a job in the industries, i want to learn for myself and hopefully my own path in the first place
30k a year is crazy :o
I did go to a 'gamedev school' and would easily say that it was the right choice for me, but that was only for 2k a year 😅 quite the difference
There will definitely be great ones out there, I just think a lot try to capitalise on it being a dream job for many
If you want to learn to make games, do a regular programming course and find the game stuff online.
It's all out there.
I also prefer that one because you're more transferable. you've learned general skills for across industry then :P
Exactly.
If you don't end up being a "gameplay programmer" or whatever other niche thing you're training to become, you've got options.
so learning C++ as the introduction? 
actually a bunch of people do recommend to start with C++ despite the reputation
im focusing on the creative stuff right now but i "cant run away" from C++ forever and just use blueprints
c++ will never die and it will always be a higher paid job than BPs
why?
Because BPs are extremely limiting and no serious job will hire you just because you know BP.
I do level design so my experience is obviously different from programming, but to me one of the great qualities of going to a game dev oriented school is being able to work on projects with other disciplines and learn the workflow of making projects start to finish within a team.
im just a bit nervous considering that me dipping my toes into the world of coding by starting with Python didnt turn out well xD
just imagine that with C++
BPs are a tool you use to add to other things, like being a level designer or tech artist. BPs help you do those things. Being a "bp programmer" is not a job.
thats where im going to go but right now im heavily focusing on the creative part + blueprints
That is obviously very valuable and if that's what you want out of it, it's probably a good idea. But you can also get that for free if you join a volunteer group. Quality may vary.
Yeah a bit hit or miss with those, but that's the same for universities I guess.
Just need to find a way to develop your soft skills next to your coding/art/design skills ^^
Yeah, a lot of people see University as a waste for a lot of Big Tech, if you don't need it for visa purposes and such.
To me though, just having the structure was valuable, I wouldn't have had motivation otherwise.
There were also some decent opportunities.
I wouldn't have done it if the cost was absurd, fortunately in the UK there's a maximum tuition, and it's not an insanely high amount, and neither are government student loan repayments.
I'd have probably skipped a degree entirely if I was against US's education system, unless I magically happened across a scholarship :P
Hell, in my experience the quality will vary greatly even in university/college. In 5 years, I didn't have a single group project that wasn't a shit experience and I ended up refusing to do group projects in my last two years - going to end up doing everything in the end anyways, might as well start there. Granted, I didn't go to a college known for game dev like DigiPen or Full Sail, just a local college that happened to have a game programming degree. But the majority of students had the mindset of, "I like video games and I have great ideas." but next to desire to do anything on that.
Aside from that, developing soft skills is something that college helped with significantly and I don't think I would have developed outside of that environment. Especially dealing with terrible team members 😅 And similar to ACuppaTea, the structure and being held accountable by another party helped me in the beginning. But in terms of hard skills and the technical side, I would have saved a lot of time and a lot more money not going to college.
For context, I went to college in the US. The cost per credit was around $330 when I enrolled. Currently it is $608 per credit. Which means a minimum full-time semester is $7k. (not counting additional cost for whatever supplies you may need. That's strictly to enroll in the courses.)
Oh yeah, no doubt the hard skills were largely developed by myself anyway, I just didn't have the motivation to do it otherwise. There's some stuff I probably wouldn't have known about otherwise, but in terms of actually being able to do it, those skills were self developed.
My year thus far in industry has done far more wonders for building hard and soft skills than university though. Learned more on the job than I have in the past 3 years of uni and doing things myself :P. I just think it would have taken longer to get myself to a point of being hirable without the uni.
Not doing anything game specific, even in the more renowned universities over here they still tend to suck.
My actual degree is computer science for games, which is a roundabout way of saying it's general computer science, but more a specialisation in the things that go into making computer graphics and engines, like RHI's, and the maths behind various rendering algorithms.
There was a guy I knew on the game design course, and all they did for the first year was some art, design a board game, and learn BP basics, and do some 3D modelling. Which is my similar experience when I did a diploma in game design.
It's been a great experience for me personally, but it's one of those I would only reccomend if you think you need it for reasons other than learning the material
It can also help ease you into the industry through internships and whatnot if the university happens to have connections.
Yep, that's how I managed to break in sometime last year
Doing a sandwich course which has a gap year for working in the industry
Read #instructions
Okay sorry
It's cool. Good luck 🙂
Hello guys, I was wondering if it is necessary to be able to make your own 3d engine in order to be in this industry profesionally? Since many of the gamedev companies use their own game engine, do you have to be able to craft something like that (it is ofc great skill to posses)? I am currently learning opengl but have already realized that I might have bit more than I can chew. I could probably master it with a lot of time and practice, but since I am close to finishing my university and will have to find job in about a year, I suppouse that I should have made some big projects by now. For that reason alone, I wanted to turn to UE5 because of all the awesome features that would allow me to make something meaningful in shorter amount of time (it would still take a lot of time since I am just starting out) compared to making all from the scratch. I realize that I've started all of this pretty late since I am almost finishing university, but some guidance would really help me decide on what technology should I use, and in which direction should I move.
I was wondering if it is necessary to be able to make your own 3d engine in order to be in this industry profesionally?
Absolutely not
No.
A game designer isn't even doing programming.
Neither is a writer, or an artist
Even game programmers don't possess such things.
It's also worth noting that learning opengl is but a small subset of engine making. OpenGL is graphics programming, not engine programmer.
If you are going for an engine programmer role, it would be probably be a useful thing to have :D
Most people in the industry probably have a fairly average, if not basic, understanding of c++. The true die hard experts are pretty rare.
(and that's if they're a programmer)
i only launch VS and created CPP project from unreal, not more, but i seen software enginner alot of knowledge in C#, CPP
Thank you for all the answers 🙂
I would like to bi programmer (not talented and creative enough for artist, and I am studying computer science so it seems kind of logical way). I understand that you have to have good math background aswell as programming and problem solving ability (as for any programming job)
Oh so there are people that specifically make engine and then other programmers make game using that engine? I assumed that you have to be able to both make engine and then make game in it
Yep, the most important thing is to build up a portfolio, and pick what kind of programming you want to do best
Yes I agree
I am long way from adding anything to my portfolio, but you gotta start somewhere I guess
Yes, programming is many different sectors.
Gameplay programmer - makes gameplay mechanics
Engine programmer - Extends an engine or works on the in house engine
Graphics programmer - deals with anything and everything graphics, using rhi's, implementing various rendering features, some shader work etc.
Tools programmer - Works on tools for teams to use, both in engines and out of engines
Software Engineer - Tends to work on your more traditional applications
AI programmer - deals specifically with AI, in Unreal would use things like Mass
Only one of those has to have competencies in making an engine, and not all of them need competency in making gameplay mechanics
I thought of developing some key mechanics that I would like to use in a game and then building off from that. I am now pretty sure that I will use unreal instead of making my engine since I am underqualified for that currently 🙂
That's a great starting point
I have merged all of those sectors into 1 in my head hahah
thank you for clarification
That's actually relief to hear, I will focus on gameplay programming. Thank you very much for the replies 🙂
Good luck in your journey!
Thank you very much! All the best to you aswell
its been stuck here for 3 hours
I need some advice/knowledge.
I am considering learning blender.
I know Maya.
Will someone explain to me,
does Maya allow you to sell your work at any points, rather you buy the programs or not?
then Can you actually buy Maya?
Once I am out of college I don't mind buying maya if it isn't aweful price, but otherwise I might as well learn blender.
@uncut kraken you can use Maya Indie subscription for like 300 euros per year
but between the two of the I would pick Blender
I used Maya 20 years and switched to Blender 🙂
which your prefer maya?
Thank you, I will consider.
But I'm learning blender from Ryan King, and he is pretty cool
[EDITED]
I like Maya cause it's what I know.
I messed with (3d/2d programs):
Maya, 3Ds max, Revit, AutoCad, Soft Image, Inventor
These are the recall
For the record most studios use Maya, with 3ds being used more for archviz. But nowadays plenty let you use whatever gets the job done
Thank you
Does anyone know if you can edit maya projects in maya indie and visa versa?
You may find more direct help in maya server.
Yes, there's no difference but the license terms
save your files as .ma and not .mb and you can open / save them wherever
Ay guys can you give me some honest feedback about my portfolio https://kuzu3d.artstation.com/
Looks good, but you need to use more varied textures in your interior renders if you want more realism. It looks "too perfect" to be real. Then just keep adding new work for a bigger portfolio
good job!
I swear I've seen this before...
Sickle has problems with dielectric-metal transition artefacting on the blood. Glaring issue to be on portfolio.
Otherwise if I'm remembering correctly the portfolio has improved
Thank you so much for the heads up!
I think it's rust
What is dielectric-metal transition artefacting?
It sounds like something from a 90's sci-fi movie :P
In pbr shading the metals use metalness maps for specular reflections and the blood doesn't, but low resolution, compression or bad masks don't make a realistic transition between them, it should be a clear border between blood rust and metal not fuzzy white
Yeah that looks like rust, though.
maybe oxidation not rust, rust is not white
actually yeah, it wasn't blood 😆 but I was talking about the white borders anyway
it does look like blood on mobile
Howdy everyone, how do I set up a freelancer ad on this discord? Thank you 🙂
Have you read the #instructions channel?
Hey everyone, if I wanted to pivot into game dev as a generalist in small indie studios, what is the bar for C++ experience? I'm not new to programming but I'm not formally trained. I also bring a lot to the table in terms of artistic skills.
My fear is I won't be employable without a strong, intermediate understanding of C++ in and out of the engine. Is this true?
Yes, if you want to be a programmer for a company that uses C++
It depends. I guess a big thing is what's your bar of "small indie studio". A small startup indie is likely started by a group of college friends or local meetup groups and isn't really "hiring" in that sense. So whatever you can bring is fine as long as you can find this kind of group. It's also likely a revshare kind of project or atleast not industry level pay
Smaller more established or funded indie studios of 10 or more people are likely to want generalists who still have a heavy slant towards one domain. Moving closer towards the idea of a "T - shaped" person. If you are leaning more on the art and content side, there will be less requirement for c++, but BP would be expected. If you were leaning more on the dev side, then absolutely a good grounding in c++ would be expected
I think revshare or hobby level is where I'd like to start since it's a good place to build a body of work / proof of competency.
My idea of small indie is definitely in the 10 person size category. I understand what you mean when you say generalists with a heavy focus. I could imagine needing to hire and thinking "I need someone who can make my 3D assets, but isn't afraid to impliment those assets into gameplay systems). So I'd be looking for a focus on asset creation, but a generalist skillset.
I'm currently working on my own game right now, but it'll be a while before I have anything to show anyone. What steps do you think are best to take if I want to pivot from my current industry (Visual Effects) into game dev? Are rev share projects valuable for this, or would I be in a smilar or better position focusing on my own game to completion?
thinking "I need someone who can make my 3D assets, but isn't afraid to impliment those assets into gameplay systems). So I'd be looking for a focus on asset creation, but a generalist skillset
This is where BP excels. For this level i'd expect some reasonable BP competency, but not c++
Tbh if you're doing software engineering as anything other than a software engineer you are probably getting ripped off
Are rev share projects valuable for this, or would I be in a smilar or better position focusing on my own game to completion?
Working with a team is a valuable skill, however a portfolio where you can show what you worked on and show what you learned is also very valuable. I doubt many revshare teams are following ideal practices for version control and reviews etc that you'd see in industry, so the value of the teamwork experience isn't so clear on revshare projects
Personally I wouldn't work on revshare projects unless I actually believed in the project or knew the people and enjoyed working with them and it was a way to boost my portfolio. I wouldn't go out of my way hunting for a revshare project just to get experience. Work on your own stuff is fine
this is also true
hey guys, im starting as a junior tech artist / 3D artist soon and have been asked for salary expectations. I have 0 experience in how much i should ask for, so i figuered i could ask here. This will be a part time position while i finish my studium in a bigger city in Germany.
Thanks. I had a hunch this may be the case but it's good to know for sure. Super reassuring. Thanks for all the advice.
Monitor advice, Currently have 22" flat and a 27" curved monitor in landscape. Looking for opinions on going ultrawide or something as i just want to have 2 essentially full screen applications open at the same time. Looking at possibly 34/40 Ultrawides
Question for you BorisTSR. Long story short I was in Oil & Gas JS/Typerscript/Ember but I'm trying to move to videogame C++. Had some job interviews for Unreal game dev but didn't get any because my C++ wasn't good enough.
Have created some games in my spare time that are on Steam. I learned how to be decent at C++ by trial and error, can modify code and implement changes to source but I don't know the technical terms. Is there a good learning resource specific to Unreal that teaches the absolute basics for C++ that would help me get a job? I'm really good at math, logic, coding, replication, physics and engineering I just don't know the C++ fundamentals it was all self-taught. A crash-course on fundamentals specific to Unreal would be super advantageous.
Learncpp.com is your go to. You don't want to limit yourself to unreal specific code
You can get away with it for your own stuff, but not as much for industry work
At the start I do want to limit to Unreal dev to gain a foundation. So I can get the top 40 or 50 tidbits of terminology I'll need to get the job as the framework for game dev. There's so much knowledge to gain it's easy to spend time learning concepts that aren't valuable or specific to gaming.
I was close to getting the jobs I interviewed for, it's not a massive learning bridge to cross. So start specific then get more general after that. Didn't really want to work for those companies anyway it was a good trial run.
I will check out Learncpp.com and go through the absolute basics though, thanks for the link. It's very well structured actually, good resource. Better than some University curriculum. I'll do the courses while my builds are packaging. Tried reading some uni textbooks and other online courses but they weren't nearly as good.
I wasn't the one asked, but, I'm a software engineer on the engine team of a game company working in Unreal, the advice I give to rejected entry level candidates is to practice C++ largely outside of Unreal with a personal project - it sounds like you're already doing this but as a quick check the main goals from doing this is to have a project big enough that you have to care about object ownership and lifetimes and are making some significant architecture decisions, but not so big that you're getting too lost or too discouraged. If your previous projects haven't gotten you practice in those two areas I'd try to find one that does. I also strongly recommend Effective C++ by Scott Meyers, it is consistently good and salient enough for every day programming that members of my team reread it regularly, and as a bonus its a pretty good cheat sheet for C++ specific programming interviews.
FWIW I don't particularly care about a candidate's Unreal specific knowledge because we may have modified that part of the engine anyways, I care about their ability to read code and dilligently pursue tasks and write clean code themselves, as such I tend to care more about their general C++ chops and "teachability", and assume that I can teach them what they need to know about Unreal as we go along
You don't get a job by knowing the basics. You get a job by having a deep understanding of the language.
I think these other folk have answered the questions well. I do think if you are tripping over at interviews on C++ then getting a good understanding of C++ without unreal will help. You'll get a finer intuition about what unreal header tool, and all those random macros are doing if you understand the language better.
Basics is the wrong word. Was really looking for an outline of topics to learn in depth so I don't waste time.
You have all given good advice already though, starting to study. The books I studied before were not very good. Also joined a local game dev club with some professionals that I'll be able to bounce C++ ideas off of. Thanks, muchos appreciated.
check pins in #cpp , also teh effective c++ book that was mentioned is actually really nice, even for more than basics
I just got my bachelors in computer science, and I have a couple of months to train my skills in order to land a position in a game company, any advice on what I should focus on other than making games?
what are unreal devs and companies looking for
Work on your portfolio, which should be tech demos of systems and not solo games. Do some game jams for experience working with a multidisciplinary team, prototyping and rapid iteration.
Aslong as it's related to programming in games, anything will do. That's how we look for interns/juniors
I'm starting a freelance career as a UE/XR developer with ~7.5 years of experience. How do I get over the fear of big numbers when discussing rates
why are you afraid of big numbers
Fair nuff