#career-chat
1 messages ยท Page 44 of 1
And you list fluent on your pdf.
(Not that I can talk, I can't speak anything but 'merican)
I'm sure your english is perfectly fine, but if we're looking at consistency here its just one of those details.
And they really matter for me. I want to sound very professional, hence your feedback on this is very useful
Yup. But I worked on it at my previous company. It was that company's contract with the brand (or some people from the brand)
Wording here is weird.
Sorry
Comes off like you toyed with sequencer on a whim and either got paid for it or are saying the quality turned out especially well.
Maybe that's actually what you meant, though.
Well maybe it was factual but I wouldn't want to say it that way
I must've been unable to write it in a better way
Would you suggest to discard the description part from portfolio section?
If it was something where you needed to do a cinematic and you were inspired to try sequencer and it turned out to be exactly what the client wanted, that's actually a great piece.
Alright, but see if you can get a second set of eyes on your changes. Two heads are better than one
Of course! That's why I posted here. I'll reach out to a few others.
Do you have a github or something where you're showing off some code?
Doesn't have to be anything client related
Well I'm not sure what you do, but if you're a game dev professional too, how much would you rate my profile out of 10 from a gameplay programmer for VR/AR perspective?
Sadly not yet
Yeah I'm a contractor
Uhhm.
From what I can see, I'd say like a 5 or so.
going off your site itself
I'd probably wanna see if you can really pull your weight in JSON though :D
You've got the education and you've got work experience. You like the tech. But I see a lot of corporate-ware. Simple projects that might be like ad games.
Actually you've got it right!
Its been kind of a bad luck for me that I didn't get a chance to work on a AAA game or maybe AA, but that's not the case now. I am working on an amazing VR title which is to be announced later this year so hopefully..
You don't need AAA experience though, I'm not talking about the art style.
Or even the amount of systems at play, really.
Well I have always seen "must have worked on at least one AAA title" in job descriptions of good companies
Yeah, that's kind of hard to break into, I think.
absolutely!
At least if you're not snapped up as an intern
yeah
I'm not yet in the AAA space - not sure if I'll ever be - but I've come a long way from "assemble these marketplace packs for me"
By the way I've been in this industry for last 1 and half year and I work as a professional now
Oh I also don't like that assembling
Does anyone know a good source to meet UE4 developers in a certain area? I'm in Denver and UE4 MeetUps are practically dead. Trying to figure out an alternative to collaborate and meet people to assist each other with projects.
Well, if you can't get UE4 devs via Meetups, then you'll have a tough time
Does that come from you trying to host one or you not finding one?
@granite brook That comes from a few that I have joined that have either shutdown or has absolutely nothing going on. For example, the last meetup was January 2017.
Im just searching for other UE4 developers that are as passionate about creating games as I am. All of my personal friends are either too busy playing games or have zero interest in game development.
Here in Seoul I've been trying to go to UE4 meetups but they're big events held once per year and the tickets always sell out too fast
Just do your own?
It takes all of maybe 5 minutes to ping/email a CM that you're interested in holding one
@kindred mason I would love to, but I am more of a developer than an organizer. I wouldn't know where to begin to setup a place, cost, time, etc. I love to attend these events, not much of a event creator.
If you're adventurous enough, your own house
Never going to happen. I've got two young kids and a wife that is already tired of me spending more time on the computer and UE4. Last thing she wants is a house full of strangers encouraging me to spend even more time in UE4.
Also if the other meets are dead, I'd guess starting a new one might be the same for a while
@digital gate Maybe, but the last UE4 MeetUp in Denver had people questioning "when is the next meetup", but the organizer never anwered, so it died. I did a search today for a new Denver UE4 meetup and zero results returned. Sad day in Denver....
I'm desperate to collaborate with other UE4 developers. I dont care if they're not in Denver.
hmm
You know
I thought I knew someone in Denver though
There were plenty of UE4 devs around there
I'd suggest looking in #looking-for-talent for unpaid, posting in #looking-for-work, or doing so in GDL maybe. There's also /r/INAT. Unless you're wanting to just pick someone out of a conversation to try to work with
His name is Frank, but forgot his Discord/online handle
hmm
Anyway, thought he was in charge or co-lead of the Meetup there
They were doing some ball game
@kindred mason Interesting. I figured plenty of UE4 devs exist in Denver. I just can't find them and they're not on MeetUp anymore.
If you think of your buddy's handle, please let me know. Thanks!
@digital gate What is GDL and /r/INAT ?
Can you invite me to the Game Dev League?
Yeah, noticed, sorry
.
I made the mistake of trying to look for programming work in the tech industry whilst using Unreal C++ as part of my prior work experiences. Recruiters were not impressed.
Looking for some german developers ๐
@north atlas For job opportunities/requests, please use #looking-for-work and #looking-for-talent ๐
I want to advertise a job opportunity but seems like the lfw channel is for people marketing their skills, not job listings
@outer cipher That's why you want to do looking for talent
ahh ok, thanks
@fading yoke why were they not impressed
@GracesGames#7398 Thanks and sorry! ๐
@nimble halo probably for the same reason that I would reject that as any actual programing experience: unreal macro language is not c++
So even if youโre programming the functionality of your game I. C++, not depending completely on the macro library, still not considered actual programming?
Good use of given libraries and tools shouldnโt be frowned upon...
There's no way to do that in unreal
Unreal is entirely built upon the macro language they wrapped around the C plus plus
Hrm.
Yeah only experience in raw C++ counts. Use anything but the standard lib, the OS hooks, or the company in question's internal libraries and you may as well have been using Scratch!
@digital gate How do people ever get their first job?
That wasn't actually serious. So in my opinion, there's different levels of impressiveness you can get from writing code in UE4.
-
You make stuff happen fully within the game framework, or via use of macros. Say for instance, you expose a type to Blueprints, or you make a game but don't have to do a lot "complex". MAYBE this doesn't count outside of games.
-
You make something that extends some part of the editor/engine in a fundamental way. You're able to explain why this is on your portfolio and the code doesn't look exactly like other UE4 game code they've seen.
-
You go modify the core of some system in a significant way - say make the renderer accessible to plugins but not killing perf (not sure its possible, but whatever).
1 may not count for much, might demonstrate style; if 2/3 are discarded out of hand just on the basis that its UE4 then I don't wanna work there anyway.
At some point they're probably gonna ask why you're applying if you're mostly showing UE4 work - they don't use UE4 and aren't in the games field.
@digital gate In my experience, C++ job advertisements don't specify which libraries or tech they want to see you demonstrate experience with. They just say "good with C++" or some variation of that.
What price would I be looking at for someone to just link up a few systems together
(blueprints)
Somewhere between $30 <-> $12000 
Linking, inventories, building system and crafting system
not creating just linking so they work together
If it were me, it'd actually be easier to just make them from scratch. Otherwise I have to spend time resolving their differences and making sure they work together. IE: Is one object based (where every item is an individual object) and another data-based, where its all in a data table and everything is just a name?
Are two of them object based but they have a different hierarchy ?
etc
I haven't got a lot of experience tbh
but ill look at tutorial videos and other things
Is there any good tutorials to start from?
I mean your easiest option is to get someone else to do it
I'm saying if you hired me to do it, unless they were similar I'd suggest just doing it over again.
How much would you charge for making an, inventory, building and crafting system?
Your own use, or can I use it also? If I can use it also, could I potentially sell it/them?
What sort of features are in your inventory? Your crafting? What about building?
Do you have a design you like already, or do we need to sit down and figure it all out?
Erm, I mean you could use it also, it if would be able to be customized to different layouts so you dont get like the overused asset feel
I just want something like a survival style inventory, the typical stuff really like on H1Z1 for instance
Building I'm thinking more along the lines of fortification of houses instead of designing a full base
crafting just basic stuff like, bow, arrows, huts (wood, metal, stone) etc
something that I'm able to add to fairly easily
Eh, I'm gonna pass on this, but getting these systems for your own use (at the complexity you imply and I interpret here) would be somewhere in the range of $300 I'd say. Can't say if that's a good deal vs combining the three systems (not counting the cost of the systems) because I don't know what the systems are.
Was recently told by a recruiter who looked at my UE4 resume+portfolio that has remote contract experience with UE4, game jam entries, personal projects, and code samples, and basically said "it just looks so college and part time." Didn't feel good to be discounted so heavily when I've invested so much time into programming and game dev as a hobby. Been trying to transition to making my hobby into a career, but man it just feels impossible at times to get that first full-time job.
Then don't get a full-time job directly.
@fading yoke Do you have a copy of the resume? Sorry to hear. Any real work experience (hobby or hired) counts with those who would be your superiors, if things aren't too bad at the company, especially personal projects. It's so frustrating if the HR discounts you for unrelated reasons
Start with smaller contracts
Of course, as soon as you apply for an actual full-time job with higher payment then the average remote contract, then they want to have good stuff in the portfolio
But usually, if you have enough Remote Contract experience (idk for how long you do that) and people hear your name more often, it'll be easier to get into the bigger jobs.
That's just my experience
The big jump into one badass full time job is never easy though. Also quite hard to find that as remote.
Guess I got lucky, advertised myself specifically as what my current employer was specifically after and went straight into full-time. I've been freelancing as an artist prior to that, though.
Not luck, skill.
Combination of the two
^
You can get lucky without skill and get an awesome job
And you can get unlucky and not get work at all despite your skill
Rule still applies. All job posts need to go to #looking-for-talent or #looking-for-work .
I'm just gonna delete your posts here if you don't follow that simple rule.
I would like to add in to the "how do I get a job" subject... the portfolio is a big deal, but actual face-time can be that extra boost you need. Attend the professional conventions, meet people, and for-the-love-of-god have your portfolio site up and working. 404 errors and an empty jump drive will NOT impress.
@dense wedge Are you new to Discord?
extremely.
well thats some wierd ish.
Stalkerish
everything is my friend ... everything.
That's like the new "active now" thing on Instagram. Nobody needs to know how often I'm on there.
Hi
Does anyone knows the average price for an artist to create a character concept and some animations in pixel art?
"Some animations" is really vague @analog hearth . It's going to depend on style, length, and the skill of the artist.
For some animations I mean Idle, Running and Jumping animations
I need to do more research
Probably. 'Cause there's lots of ways of doing that kind of animations. An Idle can be a single frame, or there can be dozens of idle animations, all of which are multiple seconds long.
Hey looking for someone that could make a Map for a Heist game i am making. Hope someone could help. Need help with Security Camera and AI setup too if someone could help me
please let me know if i am asking in the wrong channel, but i have been wondering for while what is the usual or preferred business model or business structure for an indie dev company/studio primarily? I know since most are on the smaller side they generally wouldbn't follow an "Inc." or "Corp" structure. Just curious to hear people's thoughts on this subject for those who have experience in this area. Like LLC? LP? Any advice or feedback is greatly appreciated ๐
in our country the only two options are LLC or being self employed.. for LLC you need startup capital so here people like to go self employed then hire other people via short term contracts, but it sucks for employees in the long run, so usually they convert to LLC eventually
This question is wrong on its face because that's up to you to structure your company how you want has nothing to do with what you produce
Good evening everyone! Can I please get some critique on my portfolio? I have been studying for the last two+ years to become an environment artist and am finally starting to feel like I may have what it takes to at least get started in the industry.
Any and all tips, comments, and criticism is welcome. I have a feeling there are some projects I will probably want to remove. But after working so hard on things it is hard to decide what is worthy in the end. :P
Big thank you to anyone willing to help me out!
My Portfolio: https://www.artstation.com/omnipotent
@mild schooner Not currently employed as artist, but I would not consider having tutorial pieces in your portfolio.
Corridor and pier are your best works, but lighting setup and presentation seems to be lacking.
@ashen lynx Gotcha, thank you for the critique! I can definitely include more info about my lighting setup. Do you have any other suggestions for improving my presentation? Eg: Less images? More wireframe & detail lighting previews?
congrats, you have what it takes to at least get started in the industry
but more seriously, you should only put your very best pieces on the portfolio
rather have just 3 awesome pieces then a bunch of mixed ones
dont put on anything you dont think is not your best work
also too many similar images, for example the forest ruins or modular sci-fi environment
there's a lot of renders with little change
i'd suggest you vary it up with a few more close up shots of details
i'm just commenting on the portfolio itself not your works since i'm not a great artist
Haha, thank you for the advice @wild solstice ! All good points. Definitely see what you mean with about too many pictures. I will make some adjustments. ๐
Iโm the job looking for talent section, some jobs pay in royalty, what does that mean?
That basically means you get a portion of sales, based on a contract you (definitely should) sign
If the game makes more money, you get more money, at least usually.
But that also means if it busts, you might not get much of anything for your work =x
*in
Oh ok, well that sounds cool, cause i donโt really care too much about the money since Iโm still in highschool, i mainly need to focus on making connections and learning as much i can about game development
@drowsy tundra , and thanks
Yung Bleu Investments 4 Yung Bleu - Back Then Yung Bleu - Be Like That Yung Bleu - Call Me Daddy Yung Bleu - Do Or Die Yung Bleu - Enemy Lines (Interlude) Yu...
I have to admit royalties contracts are red flag for me now. Most of the ones I did never really brought enough cash to eat....when there was cash.
Also, to be tagged as royalties-contracts guy kinda attracted more royalties contracts.
If you are lucky and student, it might end up being a good opportunity to build a portfolio and some good habits, but as a pro trying to pay my rent, I'm not really motivated by betting on a "potential" revenue.
revshare is a red flag for sure
@rigid bluff @grizzled peak Totally agree with both of you ๐
Oof, what's with the recent onset of royalty jobs?
Free labor is always in demand.
Sadly.
royalty system aint bad if you all the team members know each other, but I wouldn't jump on that bandwagon with randoms
For royalty payments, your contract needs not only be legit, but also be enforceable through law.. or other means, which is commonly not the case, where your virtual employer is on the other side of the Globe.
exactly
- you need clear rules how the split is going to be from the start based on workload
even split just gives you freeloaders
There is also the part where the project can be released in 3 months or in 3 years. ๐
or more likely, never
...more likely yeah.
what are the going rates for concept 2d artists and 2d + 3d artists
Anywhere between $1/h and $80/h
Find some artists whose art you like and ask their rates
Stuff like that
A.K.A. How to Save 15% or More on Your Engineering Budget I have been working professionally with Unreal Engine for over 9 years. During this time, I have acquired many specializations and have fulfilled various roles in game development: from gr...
@vernal wolf thank you for sharing
Shared it with some people who have nothing to do with gamedev. They found it to be relevant to their past experience in IT ๐
I recently had it proof-read and added some minor bits, thus the re-post.
Lots of people reached out because of it, all with the same issues
@vernal wolf Honestly that blog post is fucking amazing, keep it up
@vernal wolf thx a lot, this is great ("stop the spaghetti" link isnt working though)
Maybe they managed to stop it finally
Reading the war story examples in the Allar blog post makes me mad
These guys are being petty and shit while I'm over here unemployed and borderline homeless for years just trying to get an interview
oi
Is there any way I can edit my "looking-for-work" post?
@pearl dew pm mods to delete
thank you ๐
Article is back up on 80lvl https://80.lv/articles/confessions-of-an-unreal-engine-4-engineering-firefighter/
@vernal wolf sounds like you do the exact same thing for games that I do for VFX
Good times
Thanks to your article I stumbled upon Blueprints from Hell, I guess I have some that would qualifiy, question is, is there a guideline somewhere on how to properly organize blueprints?
Honestly the only proper organization even though a lot of people complain here is if you can understand the logic after coming back to it
If you're the only person you're organizing for then you're the only person you're organizing for
If you're working in a group than the group should decide the standards and practices for your code work
Yea that makes sense, though I though there would be some kind of best practices. Like for example when breaking structures you can pretty quickly end up with a huge mess of noodles.
There are definitely preferences that people have that you can use
And your pipeline should technically just be a accumulation of sad preferences
Said not sad
As for an actual standard of using Blueprints and how to layout noodles and where to put nodes I don't think I've ever seen anyone put out a standards for that
Which seems like something someone would have done by now
C++ devs see #looking-for-talent
@digital gate No clue. Had to halt the project because nothing we do has worked and have had several skilled people take a look with no luck..
Hey guys, is this the right place to get feedback on my portfolio?
I'm a Student Game Design, looking to specialize into System Design later down the line -- I'm pretty adapt in Blueprints, wondering if its worth pursuing C++ or not
Currently having some troubles to really show what I've done on a project design-wise, I find it hard to show without having people play the game
My portolio: http://robbertspijkstra.com/showcase/
yo, how do i add a job post ot looking for job?
check pinned message in channels
k
Im looking for a blueprint person to help me out with small things it would be paid Ive tried using the looking for talent but the unreal bot does not allow you to click there names for messaging
@gentle sleet Would be good actually specify what kind of library you need access to
Then you'd maybe get someone's attention who knows about that
How do I remove an ad from the talent channel
@wraith mortar spam all mods until you get what you want
(or just PM one that's online ;) )
@north narwhal Can you remove my ad? ๐ It's last #looking-for-talent
done
Cheers
hey everyone! So I have an interview for an Unreal 4 C++ dev job. it's not to work on a game but to work on an AI application. Anyone have any ideas for what I could study or practice to prepare for my tech interview? Kind of to practice Unreal C++?
I have some UE4 experience and I have programming experience, not a ton of C++ in general though, just within UE4
like, game AI or ML AI ?
Yeah I'd hate for you to prep for game AI but its really for ML
yup exactly
if you're not already familiar with it, I'd look at writing code/systems that can be extended in the editor. eg - writing a BP API (not just slapping BPCallable on there, I mean the more complicated stuff you can do), editor extensions, etc. Think of something like a custom graph editor maybe. Not sure how likely it'd be that you're gonna be doing tools but you should get your feet proper soaked this way ;P
nah I havent done any ML stuff before, but they said theyre mostly looking into my C++ knowledge. I asked if they wanna see raw c++ or UE4 c++ and I'm waiting to hear back but UE4 C++ is a safe bet I think
Writing a BP API sounds cool
hmm, interesting
Yeah, I'm just not sure what to focus on. It could also probably just be a safe bet to work on some intermediate to advanced c++ topics
true. thanks
Servers are up! Or just lucky window?
Hello, Iโve sent some applications to some publishers to publish our Triple A game, showing some work and what we have done in the past, but I havenโt gotten a reply from anyone, what should I do?
send it to more publishers.
I need a list of those who are willing to take from outside sources.
Lack of response( provided that you used right communication channels) might be a sign that the game in question is below standards of the publishers contacted.
what deathrey said, but also is the game the type they are interested in publishing at the moment is something else to consider
Or your Business model isn't interesting to them. They don't see themselves making money off of it.
Publishers don't want prototype (exceptions), they need finished or near finish product. (Speaking from experience).
Typically It takes up to 15 days for them to analyze completely & respond to your mail.
A lot of factors that need to be considered.
if all you have is a prototype they can't be interested
they need stats, and a plan
and to see a solid design
if you've got all that, I agree with !
Red Wolf gets it
the prototype isn't even that important - what's important is your ability to succeed as a business, and a prototype is a small part of that
without a sound business plan that suggest your have the ability to succeed, why would a publisher be interested?
Indeed. Publishers don't want to have to hold your hand through the process. Just like you don't want to hold a junior programmers hand through the process of developing your product. Same same
If the only thing you're providing them is a prototype then you're doing a disservice to yourself and wasting their time.
@storm cradle Maybe it would help if you also posted some of your (past) work (As far as it is not confidential offcourse). That way it is easier to advice you I think. Furthermore I think ! already mentoined some solid points.
The statements "Our triple A game" and "I need a list of those who are willing to take from outside sources." usually never ever work well together.
"AAA (usually pronounced "triple-A") is an informal classification used for video games produced and distributed by a mid-sized or major publisher, typically having higher development and marketing budgets. AAA game development is associated with high economic risk and with high levels of sales required to obtain profitability." So yeah thats also why I am curious to the actual work ๐ค
@storm cradle showww us the AAA quality my boyy
Triple A is also often referred to a style of work.
it's not, AAA refers specifically to budget and scale
hehe
wouldn't minecraft count as a AAA game?
Then we just consider the scale of Notch's house and the budget of Microsoft paying to take over ๐
I mean its sorta agaisnt the spirit, but if the shoe fits
I must admit, I prefer typing AAA. Triple A sounds more like a disease.
Minecraft wasn't an AAA game, but it probably is one now
Microsoft are probably throwing huge money at it
Oh for sure it wasn't AAA. I just enjoy the irony of that particular indie success story technically qualifying as AAA.
Single dev working in spare time - doesnโt sound like high risk project
Neither production cost was very high
After 5 years being sold on Notchโs website?
And definition implies most of the points not just one taken out of it
But I see what you mean. There are some projects which are sort of weird in this sense. Like Grow Home
Minecraft was developed as a small indiegame. The brand has taken on a AAA persona now. The game itself has not.
^
the amount MS now probably spend on marketing and development would probably render it AAA though
they're hardly just letting it tick over
@storm cradle at least tell us the genre or something
I mean, Minecraft has the exact same age group that the top triple a games have, so...
@vernal rune Itโs a Modern Warfare styled First Person Shooter, a fast paced circled map, without the 3 lane system, and proper capabilities of using shots without aim.
I shouldnโt say using shots
*And proper capabilities of firing without aim.
3 lane system?
In games like Call of Duty, you can approach the enemy using 3 paths
And a lot of games have followed the smaller field of play option
Where you have the invisible barriers where you canโt climb on things.
so what are these proper abilities without aim?
If AAA refers to the style, where along the lines between low poly-low res texture and photorealism does your project lie?
and circled map, what does that mean? concentric circles?
Really you don't have to answer this stuff, we're just curious.
yeah im just trying to understand
show us the game fam, then we can judge
Itโs in development.
@digital gate Itโs going to be stylized realism(so a little more saturated, etc)
But it would lie along the lines of CoD and Battlefield
Project Name: Phoenix
Studio: Slade Games
Engine: Unreal Engine 4
Platforms: PC & Xbox One/PS4
Hello! "Phoenix" Is A Near Future First Person Shooter, rivaling that of the quality of Battlefield or Call of Duty. While being a Near Future game, we have decided not to include the use of Advanced Movement and a game to model after Black Ops Two, And Battlefield 4. The Game Will Have A Story Of 3 Factions Telling Their Tale, After A Broken American Government Finally Falls, Making The American Homeland A Constant Warzone. Each Faction Will Have It's Own Game, So The Player Will Be Able To Live Through The Lives Of The Soldiers As If It Was Their Own.
Game Modes:
-Story Oriented 6v6v6 Multiplayer, Including Cutscenes, And Missions Where The Player Can Play The Classic Game Modes, As Well As Dive Into A Unique Range Of Missions In Which Players Can Play From All Viewpoints, Against One Another.
-War Mode Is A Battlefield Inspired Mode, With A Story Based Unique Twist, Which Combines Infantry, With Tanks, Jets, And Helicopters As A Unique Range Of Options To Play Through The True Experience That The Soldier Would In A Way That Only Could Be Described As Being In The Action, And Not On A Couch.
-The Campaign Is An Insight On The Horrors Of War, Showing That Not Everything Ends Up Well, And Very Rarely Does Good Take Precedence Over Evil, Even When The "Good" Is Exposed As A Disguise, And War Will Bring Out The Worst In Human Beings.
โPhoenixโ Is just a code name for the moment.
Why is every word capitalized...?
@plucky hatch I have no idea, I think I pressed a button on google docs
Probably with doc tools
@vernal rune itโs ambitious, but what we would do if we got some funds with a grant(which is in progress of creating an application for, and we already have some epic members who like the idea) is get a writer, a designer, and another programmer.
Good Luck to you and your team
Thanks!
your game is ironsight? what does that sentence mean
what do you mean your game is owned by Aeria
I'm so confused
Protip: When your first sentence is about rivaling other games in terms of quality, you're gonna have a bad time.
@vernal wolf I meant the style of gameplay, read above it for a little more information about what I meant.
Is very clear you meant quality in that sentence.
you need to work on how you use words
Of course, just a rough draft, but what do let you get by me putting the name in quotes?
What is your native language?
Might be worth writing to publishers who work in that language
Infantry and vehicle combat is stupidly hard to pull off even with a giant team of seniors.
70+ ?
Nah 65ers have been around long enough to pitch in
๐
There is a reason nobody takes on bf in that space.
But seriously, I don't think it's that hard to do Infantry and Vehicle combat systems in an FPS
Alright then
There are a number of small teams in UE4 that have done it and are doing it right now actually
Any of them successful?
As in more than just a couple of million copies sold
Why over a million?
Shit, if I could get 100K, I would call any game successful
Even 10k ๐
Because below that you can find the superniche audience that doesn't care if it's as yanky as Arma
Oh yeah
Hmmm, I wouldn't think 100k sold game is niche
Not super mainstream
But, not really niche
In that genre when you start throwing the Aaa flag around, it is
damn, I wish steamspy still worked
Since he brought up bf4 as a quality target, if that game had sold only 10 million it would have been a complete failure.
Which is what he pitched
I've worked on a couple of games that tanked and barely made it over 500k copies but they didn't have a Aaa budget or quality target
Hnm
I guess it depends on the budget though
Like the game I am working on is less than $150k
And would you call that Aaa?
...
Just a numbers game?
Fine. I'm out. Had this discussion too many times
๐
Next you should bring up the what is indie discussion. Here are some late game curveballs to throw at them. CD project, mojang, naughty dog. Have fun!
What is an indie?
Roughly sixty messages up
Those guys in garages?
Those in any case
Only Indies in garages or solo right?
Sure ๐๐๐ผ
๐
What about Triple Indie?
like small teams of industry veterans? akin to super-groups from the music industry?
III developers are the awkward in between of AAA and Indie
But then you can't say triple I studio
So that sucks
You're not indie anymore because you moved into an Office? ROFL Thats complete bullshit.
@kindred mason I'd say "indie" is an Studio/Team whatev that develops an game without the financial support of a publisher or VC.
then again "indie" is not a "set in stone" definition IIRC
aye.
there is a little grey area when you get to the top-end of the spectrum
eg. CD Project Red
they're not small and have multiple teams in multiple locations, they also have GoG, but don't publish 3rd parties directly
are they a big indie, or are they a publisher?
Donโt they have two separate legal entities?
One is dev company and second one is publishing
They used to be indies when they were making the first witcher (and maybe the second one)
At some point they became too big and indeed are two separate legal entities
After the success of W2 they became AAA because the amount of money they invested in coming games.
Indie & AAA both responds to how much money is going in a development of a game, it doesn't matter if they do it out of a room or a office size of a football field. Indie also entitles that the developer is releasing the game, marketing the game with a help of a publisher. Whereas AAA have both Developer team & Publishing team.
AAA purely reflects scope and budget
it's possible to be both indie and AAA
for example: iD Software, prior to the Bethesda acquisition
if you have a publisher, you are not indie
indie = independently published, literal definition
you also get first party studios owned directly and entirely by publishers - this is a lot more common now than it used to be
for example EA and DICE or Ubisoft and Reflections
Indie = Independently developed as well, without the help of an investor
but can later published with the help of publisher
it's a paradigm that's reflected in other industries just the same, I don't get why people confuse it in games so much
a film that isn't backed or published by a publishing house is independent (indie film / cinema)
same deal for self-published books and the like
I was just joking about the office thing, by the way
heh
III for the win
<@&213101288538374145> - would someone care to kick the troll? ^
yeah, that guy (check message history), he's already been kicked once today and his messages removed
thanks!
Hey Everyone!
How much can i charge for Setting Up A FP Anim BP with 150 anims+ and includes every basic movements and Survival anims like throwing Spear... Throwing Axe and So on.
How long is a piece of string?
Depends on the quality and flexibility
But a huge pack like that is gonna be so much u would never sell it due to cost
U would want a basic kit with extensions for it
Oh. Actually I will receive the anims
Just have to set up Controller
Can you give me a Estimate?
It will be very useful
Your basically asking how long is a piece of string
Your working wage per hour * the amount of hours it will take you
He is asking if it's for a minecraft character or for next CoD game pretty much. Please read.
if it's Setting Up A FP Anim BP with 150 anims+ and includes every basic movements & remotely close to FarCry5 in quality you should expect quite the expense.
Not FarCry5 Really... Similar to FarCry ..
Specially since it's for you/ your studio only*
Iike Bows, Spears and so on
I have to give a Independent Developer a Quotation
I cant arrive at a conclusion how much should i charge for this ๐
Your working wage per hour * the amount of hours it will take you to finish it +10%
@dusty jolt But this is a Fixed Price Project so I cant ask him at wages per hour
read what i said
Understood
let me try again
How much you think you should be paid * the amount of time it take you to finish +10% if ur greedy
np
It's really just that
Charge what you think you are worth
If it's a fixed price, then it's the same as quoting Hours * Rate once and sticking to the quote.
You don't tell the client Hours * Rate, you calculate that yourself and stick to that price.
Even if it takes you longer.
And no one here can tell you what your rate is. You'll have to test that one out yourself.
Sure Bro!
I just wanna know what the industry rates are. So I can charge something related to it.
and Thanks everyone for your responses!
People don't usually talk about their rates. :P That's why it's tricky to get that information
Oh!
as low as 5$ per hour to as high as 500$ per hour
but then again, 500$/hr is probably a blank check hire
basically yes, like hiring someone who designed Spore animation and production pipeline, to do exactly the same thing
I this particular case, wiring 150 animation can be a very repetitive job where you "drop" these animation into a couple of semi ready Anim BP
or you actually design the pipeline where animation can be easily added/removed/tweaked
the later can save a lot of resources in long run
Hello everyone, how much should I charge for integration of two assets CCG Toolkit and Advance turned base tile toolkit ?
Can't say without looking at both
@digital gate I was thinking $50 per hour would be a good base safe point
If it's bp you I would say somewhere bw 25-30 seems reasonable
Hmm should i post it in looking for talent i wonder, I need someone who can get it done and show me how today hahs
Oh the hourly rate
Try $20
If its your first time doing BP or something, try free
Keep in mind there are people who'll jam it together at $8/hr or less
Only reason I priced at $50 is because I also would like to stay in contact with them to repeat service for me / join team in near future
@median phoenix what do you mean by integration?
Extend features? or simply modify the kit for your game (replacing assets & values)?
$50/hr will get you a talented engineer who will tell you that the systems are architected in a bad way and they can do it better in a day
Modifying @plucky hatch
Take the two things, make them work together and with the project
I mean if i can find someone who can make it how i need it in the next 24 hours lmfao id pay $200
I'd say your broad stroke budgeting rate would be somewhere between $12 - 20
I didnt think everyone was in this discord
what do you mean?
Maybe a post in #looking-for-talent could help as well @median phoenix
@vivid pivot yeah I was thinking about that, came here to ask first cause I'm trying to follow rules and not mess up anything or step on peoples toes etc. I'm sorta new to here
@vivid pivot ty
I am looking for some help on a large scale project
If anyone wants to help I would greatly appreciate it I have been working by myself for a few months but have had the game design itself done for the past few years
@neon orbit Look to the right of Discord you will see the @plucky hatch
Send it an private message
talent or lfw
It will walk you through the process
Ok thanks mate
New :D Looking for talent. Btw the projects its Revenue-share not unpaid
Unless someone leading a RevShare project got a demo that would blow my mind away and give me the desire to work on that project because i see the potential I would personally never take RevShare work. Ever.
Not pointing towards a certain post, more a general comment regarding any and all RevShare projects
You are free to do as you wish lol
Plus the bot doesnt allow me to show pics
Neither vid
As mentioned I didn't point at you specifically, more generally throughout this industry. There is so many RevShare projects and empty promises/bad histories regarding RevShare one pretty much must provide something the other Revshare projects don't to stick out and actually attract people to work on the project
With bad histories I mean people finishing projects under RevShare and barely being able to pay rent for a month with their earnings.
Gameplay vids, game story background. A website or a forum post, there is tons of way to do it properly
If you can make people believe in your idea you've hit a home run.
if you are revenue share, you need to prove to people that you're going to actually be able to produce the game
this is where 90%+ rev share projects fall down
'50 people' sounds like a failure to me
Welp, there is a reason I'll keep my fingers from rev share and such
Then you should have a Website/Gameplay to show of and so forth. The magnitude of people in a team is not worth much unless they put effort & hours into it
@granite brook btw the bot has some sort of failure
Which is
Okay so when you are in job description of the bot
I wrote like 1180 characters
Then i deleted some parts to make it fit
And it had 1380 characters
How the hell did they increase?
Or how does the bot count the characters?
@acoustic zealot soon we will have a webpage
I will come back once we have it :D
All i can show now are some 3d assets and concept art
The limit is not based on the bot iirc
It's a hard limit on the Embed Post that you can create via Discord
I would be surprised if the bot actively counts the characters
But I can pass it to Nick
Thanks for reporting
saying u just fired 4/5 of ur team is kinda uhh.. on revshare
revshare is totally cool as long as there is no rev, when there is money to split ppl tend to get god complex , my work is better he was slacking off that kinda stuff
and this is true some ppl put in more work, some have more skill some stuff thats done doesnt show on the outside
money can kill lifetime friendships ๐
Rev share is a waste of time
Unless the person doing it
Like seriously connects with you, and really knows wtf they are doing
Can you imagine expecting 50 people to work for free lmao
@shut tree we have a system f sharing the payment
If u want an honest answer from me reading over what you said, sounds dodgy af
if u get fired u dont get payed? ๐
50 people, loads fired
even 18 like wtf
thats alot of people
ur gonna need senior people in place and a manager
Hell even for when i ran a small 7 man team we had a manager
We have one
otherwise it becomes a fuck feast of people stepping on each others feet or in the wrong place
No every work even programmers have like a list
i dont like managers so count me out ๐
Its not easy
U got source control setup?
Writing the reason to ban you.
Lol
Merly you using Parforce for source control?
No github
No but jokes aside, what ever @Merly23#2400 does is up to them.
Stop baiting them into this discussion. I've seen these kinds of conversations and you try to actively troll them.
git LFS?
Just leave it (:
Sorry just trying to see if they are legit enough, no harm intended
What does it matter to you if they are legit?
If you don't want to join a team, then don't join it.
Asking for P"a"rforce is already dodgy af
Just leave it to everyone else to decide if they want to be part of the team, that's it
Just curious because of pervious chatter thats all, 50 is ahell of a big team
yeah ofc
I'm not addressing you alone. Don't worry.
Let Merly do their thing and if people want to join it then fine.
well he said he has a system, just wonderin what it is ๐
Yeah i gotcha, just being nosy as always was late too the chit chat :p
@shut tree We both know that "wondering" and actively trying to bait someone into making a false statement is something else
Yeah i was guilty of that sorry ๐
No biggie, see it as a warning. I don't like to see that
Engine source is phrasing files ๐ฆ every time i click pinned tab it crashes sob
Now I'm gonna play some salty OW games
llmao
well, i helped a few bigger teams, sorta revshare gave a bit of input but wasnt really my sort of game to begin with, dont expect to get payed and dont regret helping
if they had something fun like fridaynight multiplayer tests or something i might have stayed longer ๐
My game focuses on the story, the puzzles, the yakuza boss fights as well as what we call dream world.
@Merly23#2400 if you can prepare a trailer and some fine looking website with basic information about the project. Add jobs section - you will have a better reaction.
People here might be negative as multiple times a day someone is looking for "Unpaid/Permanent/ I have great idea but can't code/model"
unpayed full time, those are the best ๐
It's pretty easy, you are trying to get people onto your team that can also just join a team that pays them
@ocean harbor we will have our own webpage by next month
So you need a good reason for them to join you.
I simply won't ever join rev share, royalty, whatever stuff
And I'm probably not alone
Yeah, I understand your point of view, and I'm not forcing anyone
Of course you aren't
Just be aware that not a lot of people will join for free (or rev share) and if they do they are probably not that good
I'm not asking for the bests
I'm collaborating on one project currently, but there isn't a discussion even about revshare or whatever. As everyone is more interested in getting idea out and functioning, to best of our abilities.
I'm looking for people that focuses on their work and do it, bad or good, whatever we can fix that later on the alpha version once it's done
@ocean harbor I'm the same but if people ask thats the plan.
like when i helped, i did some interesting stuff at start, but then... make this door open, make this go here... got bored, done
I focus more on making the story and gameplay shine rather than any other
a game has interesting points but the booring stuff needs done too
well everything has a boring stuff if you think about it
same with doing maths
there is the cool part
then the boring part
well i like finding a solution to a problem, but not implementing it 100 times
but you know, someone has to do it and soon or later that boring part will have to be done
@shut tree lol 100 times
how so?
and couldn't you just copy and past?
or do one single blueprint for everything
Script if it's unity
cant copy paste something 100 times w/o ppl saying.. this again..
then do one script/blueprint for the object
if it's a door
it always open the same
anyways it was just an example , ppl get boring with the grindy stuff fast
Yeah
hard to stay motivated using ur free time on that
Well in my case I like what I do
in my free time
even if some people say thats boring
me 2,. i guess we are kinda lucky ๐
yeah
Thats why i try and make all my systems self contained and flexible as can be, can save tons of fucking time
@granite brook your statement is false. There are actually quite a lot of people who are willing to rev-share (but not quite so many who would be willing to work for free). People who are just trying to make money obviously wonโt want to, but people looking for experience or who have a passion for the idea are super willing. Iโve lead a successful team of 21 members (modelers, programmers (client/server), animators/riggers, texture artists, everything) who all worked for rev-share. And good thing for them they did ๐ So donโt be a dick and say things when you donโt really know what youโre talking about
In theory I'd be willing to do rev-share, but this is a discussion had many times here.
I don't think cedric is being a dick at all HyperShock
@vernal rune He was tryna start an argument that was completely redundant. Anyway I just hear people hate on rev-share a lot when itโs the reason such great games are brought to us outside of AAA studios.
okay ig i read it with the wrong expressions (text struggles) but still
Got any examples of those awesome games that where made by Rev share?
I struggle with the thought that anyone with experience would choose to work on a revshare. It would awesome if you could elaborate more on how it went for you.
people who don't value their time are willing to join a revshare
or they're 15
Im also curious to hear about these successful revshare projects
@plucky hatch Sorry if that came over the wrong way. I'm sure a lot of people are open to it. I had this discussion already (who would have thought).
Most of the freelancers I know never touch rev share and such. That's just my experience and opinion. Didn't try to be a dick.
I do however see the opportunity for people that want to gain experience or are simply not interested only in money.
However if I would have time to work on something that could potentially not earn me any money, then it would be my own bad game ideas.
I'd also see it if a group of talented people that know each other to some extent decided to go all in
That's my revshare stuff ^
And I'm working on one project which was the project that got me into gamedev years ago
Which was revshare then
And now that we're functional and all that is still revshare
But I wouldn't be very quick to pick up a new revshare project anymore
The example I know of is Chivalry, but most of the team already worked together on mod
there are few examples to be fair
some games start off as mod / free projects and later get proper investment and turn into a paid project
but revenue share projects are rarely successful, and the ones that do make it out of the gate tend to not actually make any money
just as many of other game projects. I don't think anyone has a statistics on how many revshare to paid projects fail, but one can speculate that it should be more
assuming that projects fail more just because of this one factor
in regards to paid/unpaid/wasting time/you could be making money
well... you are in gamedev, in regards to making money you are already wasting time
it's clearly not the preferable type of deal for anyone who doesn't have an income at all - kind of obvious
you'll never get said statistics because you never hear about the vast majority of rev share projects
you never hear about the vast majority of projects full stop, to be fair
so outside of the professional corporate space, those stats aren't really available - and most of those companies aren't inclined to share what they know
well a map designer could have something like this, i have 3 maps. show them. you can use it if i get 10% of rev, ill make 4 maps more like this
if i get kicked for some reason u cant use the maps or assets anymore, if rev is under 10k$ i can use the maps for other stuff or sell em at marketplace. if its over u get exclusive rights
but u cant have others edit the map, and pull it stuff like that can bring lot of troubles
1 person making a character and another doin animations for that char could go salty
Re: rev share - I agree that I'd never want to do rev share either, but I also feel like I almost need someone to help me either teach me rigging and animation or otherwise do it for me on my dumb swat-like thing. I'm a broke loser though so I can't do pay anything so I'm SOL pretty much.
QQ: Is there any Norwegian developers here?
@granite brook yea man itโs all good I read your message wrong. I feel you tho and youโre right in a lot of cases.
The problem is the only evidence you have is called anecdotal evidence
As a few people have mentioned anyone who successful in their business model is not apt to share their business model
So the only ones that you typically hear about are going to be the projects that actually fail in their business model
That's not evidence that's just people you know having said something they know
Also known as hearsay
As a professional I could tell you it's not the first job I'm going to latch onto and hope that I get
But I have seen many professionals work on Plenty of projects that have nothing but revshare opportunities
Again that's evidence of nothing other than me seeing people I know work on stuff that I know they're working on
Opportunity is what you make it. Opportunity is something you have to grab yourself.
Hoping that somebody else is going to have it whether or not they're rev sharing or paying you a wage is completely the wrong attitude to have if you actually want to succeed.
A good way to get jobs is to make market assets
Several people on the team im on now have market assets
And they were hired because of em
It is hard to go from nothing to something
And if you cant i suggest school
That's actually not true
You just need to know what kind of code etc to put on MP
Or you need to collaborate with someone
Ice is back with a brand new invention
Hi guys, I'm asking for a friend that seek advice. He's a 3D artist, and got contacted for a project in Europe.
To know more about the project he has to sign a NDA; in the contract there's a clause stating that he has to pay a high sum (in the order of ten thousands) if there's any violation or damage. It's the first time he saw this amount specified in the contract and he's wondering if it has become common to do so.
The client reputation is none or not existent.
Did it ever happened to any of you before? What do you think about it?
@peak shale im new in the game industry but where i came from (tech startups) this is a usual day. (I already signed NDAs worth millions in case of any violation) but this kind of NDA are more specific and have a time frame normally
I signed a couple of NDAs by now and we never had a sum specified.
Then again, I could also simply never have come across one and it's maybe common, idk?
I think he should only sign what he is okay with.
Even if others would be okay with it, if he doesn't feel well with that, then he should talk with his client about adjusting it
Or, if they don't want to adjust it, not sign it
yeah I never saw a sum specified, and he too that's why I'm asking. But maybe if in other industries (like Kommers said) is common...
If in doubt, send the NDA to your lawyer and let them read over it and check if it's valid
Ive never signed an NDA with an specified amount of $$ as damages
Never seen that before
Specailly if the client's reputation is none or not existent.
@granite brook @peak shale cedric is right about that tho.. if he dosnt feel comfortable and the job doesnโt worth the risk he should skip it or talk to
Talk first before skipping. Lots of people in this industry are new, specially to remote contracting.
It might simply be that they don't know better.
yeah i was thinking the same, @granite brook . Maybe the head of the studio come from tech industry and they were used to that kind of contracts.
It might also be that they usually have people in house, and they are a bit scared about remote stuff
I had a bigger client, that never hired remote before. So we changed the contract a few times to make sure everyone is happy
:P Just don't be scared. Person on the other side is also just a human and they want to hire you after all
But be sure itโs a normal thing... especially evolving โnewโ stuffs ... and highly competitive markets.
what do you mean, @proven zenith ?
Most of NDAs I signed like that or with huge sums of money for violation was in projects really disruptive (at least they thinked it was lol)
oh yeah I can see that happening ๐
But all had one common thing ... all โgiantโ companies or at least huge funded... so they kind have any reputation....
Yeah I've had that sort of NDAs. As long as the rest of the NDA is all good it doesn't matter if it says "We will sue you to kingdom come" or "You will be liable to pay X dollars"
The best is to talk and be comfortable . Cause once u get a lawyer in your neck itโs a hell man...
my friend already talked with a lawyer, and he said that usually the client needs to prove the amount of the damage. with that clause, the client could ask for the huge amount even if the damage is only say 5$. they could make him pay for whatever minimal thing.
noting that the job is worth less than the amount they're asking in the NDA
@peak shale need to read this nda cause normally is something like โxxxxx will pay xxxx for releasing any information of xxxx etc etc or for any image material or financial damages until the same valueโ
Itโs nothing โgeneric โ ... when they put numbers itโs normally apply for releasing information cause thatโs is a โunmeasurable โ damage and cause of that the sum is normally huge
Btw i never got sued by any NDA signed ... even that the damage done must be proved (and thatโs hard) unless you do something dumb and post all docs from the project in the Twitter lol
If is a tech/game company and they โexistโ just ask to review with a suggested โNDAโ from the lawyer that your friend hired and explain thatโs the first time he saw something like that etc etc... will be all fine.
@peak shale In most civilized countries such clause in NDA is likely to result in declaring whole NDA null and void, should the matter come to arbitrage. To claim anything, one needs to provide objective proof of extent of damages.
Plus, there are always limits of financial liability, as appropriate to a form of business, but it varies widely across the globe.
i can't write clearly the nda as it is as I could do a damage to my friend, but he already refused due to that part. The same nda, unchanged, was sent again to him after a few months
thanks a lot to everyone, gathering different opinions really helps. I think I also learned a lot from this.
@peak shale people already said about fixed sum damages, so I wonโt repeat on that. The important parts that should be in a proper NDA, is a statement of scope on which information is covered. It should exclude publicly know information.
If someone gives you an nda which tries to cover โall shared information โ then you might be dealing with someone who just copy/pasted some crap from internet or potentially a troll. Consider avoiding those.
Itโs normal to ask for clarifications if something is not clear and to ask for corrections if those are necessary
But hiring a lawyer to just read it and tell you if itโs a sane document, doesnโt cost much.
Depends on what you call much
I've paid few times for half and hour and one time for an hour of work
cheaper than a doctor ๐
he already called a laywer but that's the first time seeing that part with a specified amount.. I've asked if all the 'obligations' or what's being covered by that is clearly written in the nda
@granite brook to be fair, my experience is only with eastern and western europe. But as far as I know, there are plenty of lawers in US with affordable prices
Yes it's pretty cheap to engage a lawyer to do anything here
One thing that I always see which is always ironic to me people will spend $50 on a new video game but spending $50 on a lawyer to do 30 minutes worth of work for something that they absolutely need done is like oh my God too expensive
Depends on what they do
Reading over something is usually ~100 to 150โฌ per hour
Which is fair for consulting
does anyone know how much usually a character artist / illustrator for a game costs or how do the contract works? sorry to sound weird cause i dont know anything about this stuffs but i got to ask someone sooner or later so..
I'm not really the right person for those roles but you should be a bit more specific in general, what kinda of work you are looking for and where is an important factor
for one game i worked on
we paid a guy like 2k per character
imo that was as overpriced as it gets though
depends on what per character means
Depending on the character, what the job entails and the project specifics... I don't think it is
Theres plenty around, they probably arent looking for work at the moment or your requirements arent what they are looking for.
Yeah, I don't think being unpaid exactly helps your case.
yeah u kinda need bait, otherwise nothing will snap throwing a hook in too the ocean
@dusty jolt like pics?
Well some promise of something
sort of thing
Engineering is not an easy job
and it can be very time consuming
I mean it took me 4 days to write an auto tile system and integrate it in too the editor it was a nightmare
4 days does not sound like alot, but it is when u go 10-14 hours each day
So u kinda gotta look at offering people something in exchange for there time and exp
Basically you're asking incredibly skilled labor for free
This is like wanting someone to manually build you a Tesla without manual for free
Which is why you're not getting any responses
Oh
I get it
I will post some of the things we have
In game design
@dusty jolt check working in progress
@tawdry imp it really depends on what you want. Character artists and illustrators vairy depending on skill and price. I know a good 3d one I will PM his details to you if you need.
When approaching the 3d desighner, character artist , illustrator, remember about Licanceing. your ownership of the asset is important.
1 -They can sell you the product and you can use it, but so can they ( cheeper option - but removes intellectual property from your buisnes for the asset)
2 - you can buy a commercial Licance with exclusive rights and intellectual property, ( far more expensive - but ownership becomes yours completely)
Obviously the rules vary across the globe but if you don't explicity own it some one else might be able to use your assets and undermine your game.
I would expect any where between ยฃ200 for ultra low poly 3d character to 5-10k for a photo rendered model.
I hope this is of some use for you.
im blind or i see nothing from u merly
dont you guys find it weird when someone messages you and asks to join their team only with "hey, wanna join my project? its a free one"
its acceptable if you are offering me payment since I got 5+ years experience in unity and 3+ in unreal but ffs. if you want my help as contribution.. make it as professional as possible!!
also, is do you think its better to create a tool for the AI for the customization etc, or just drag and drop them and change values?
not sure if your lfw post is intentionally sarcastic
its not.
I just couldnt type dont have portfolio
also, I think that lfw should have a part for the payment, since Im not looking for one, even if I got 3+ years experience
imagine being the guy whose portfolio link was that domain
hahaha, I will buy the domain if no one has it
http://www.idonthaveaportfolio.com
is free to be purchased
are you gonna actually use it as a portfolio?
job interviewer 'whats your portfolio'
me: 'dont have one'
he: ok?
me: send the link ๐
fuck it ,why not
give me a min
I dont have a portfolio anyway
well. aint paying 100$ for that.. so, nvm
LUL
11$
there used to be a discount
that would make it like 1.19$
but for 11$.
im buying DOTA 2 skins instead of it..
thisisntmyportfolio.website
well new
"new"
btw, looking for some china, theme fps type of games.
asian to be exact.. like ninjas, samurai etc..
but nothing in the lft ๐
or drama too
hey
hi
๐
LOL
@still sandal hello, i just read your response, thanks before. you were mentioning 200 pound for ultra low poly 3d char. is this a commercial license or not
euro*
@tawdry imp I would expect the cost to be more for full ownership
im just curious by the way its not like im gonna find someone to hire in any moment
ah i see
what country are you refering to for this prices
@still sandal
It depends, speek to your local universities and see if they have people that would do what you need for folio pices
Students are often overlooked as an amazing resource for individual Devs, there normally focused and skiled. And are desperate for experience.
"If" im about to find some free 3d model samples online, do you have any idea what keyword i should search on the internet?
Free for comerical use
"free for commercial use 3d model"?
I can't give you the exact search terms, you will have to play about with them to get what you need
some might be "free" but it's not implied in the terms
but the artist wants credit for the use
be careful when you search for "Free"
usually someone could rip some models and share them for free.
why would someone do that?
Why donโt you just find someone on here that can make models for you?
In fact, I would love someone who knows how to work with photorealistic texturing
Graphics*
Because finding capable people without budget is incredibly hard
And most people here needing free assets don't have a budget
And if you do need someone, be more explanatory than "someone who knows photorealistic graphics"; that could be anywhere from someone like me (tech art) to a character artist
People need to eat ๐
Best thing I ever did for my career was to stop working for free. (this is to say I wont give help occasionally)
People will respect your time more
Heh. I never do work for free, but I love to help people (for free)
I hope you don't include "help" under work ๐
help is not work.... People help me.. I return to others ๐ it's more of a trade
Why Dont you help me by making me a game then ๐
Its more like a Trade. I put your name in Credits ๐
there are a load of free models made by epic if u use em in UE4
there's also a metric ton of litteral garbage in the marketplace what you can use
๐น Yeah I agree
Some people buy around 15 marketplace BP assets and ask to combine them to a single unit ๐ which sometimes get very complicated :-/
because most system's in the market place are not self contained and are pretty much shit
:((
I want to remind everyone, that this is a discussion channel. No job postings here. Please move these to #looking-for-talent or #looking-for-work
Even if you are asking for free help! We will delete all requests without warning.
If I'm applying to positions at multiple Activision subsidiaries (they all use the same applicant system mind you), what do you think hiring managers would rather see in my Candidate Profile: a half dozen cover letters addressed to differing studios, one very generic cover letter or no cover letter at all? ๐ค
Are all cover letters visible to all those studios?
yeah, it's a common pool for file uploads, part of your profile
In that case I'd be tempted to say one generic cover letter
I was leaning in that direction, think I'll go with that then. thanks!
Activision
@tidal sable Kinda depends... are those all for the same job?
Not really, titles vary and responsibilities are different. All within art / design though.
@simple crest Please directly post your question. Or, if it's asking for help in form of working, please use #looking-for-talent
@granite brook ok no problem I will do that.
Hard to decide what section this is best suited for.
I'm looking for someone to tutor me in unreal engine (paid).
Probably #looking-for-talent
Much appreciated!
๐
So, I have a question for those of you who have hired composers for projects in the past. When you're evaluating a composer's proposal, what do you look for? Obviously you're looking for someone who fits the project in terms of prior output and someone who can manage great quality music, but how heavily is prior experience in games weighted as you're trying to determine if someone is a good fit?
Composers only doing Music?
If so, then it probably shouldn't matter too much
As long as you know the requirements and know wtf you're doing, that should be the only issue.
In UE4, it's as simple as Play Sound for mostly anyone
So, all anyone would need from you would be tracks @heavy rose
Sound Dev (like actual Sound SFX production/implementation would be completely different though)
Yeah, my primary experience is as a narrative music designer, though I'm branching out to SFX production/implementation just to be able to offer more value to the team.
Okay. That helps a bit, @kindred mason .
Another question - How important is having video showing gameplay plus my music to you as a developer? Would it be more beneficial just to hear the music? Or would a combination of both approaches (video plus links to the standalone pieces) be better?
I would say a combination for both. Generally the dev will already know what sort of sound they are looking for without a reference to gameplay, but being able to show it linking up with gameplay allows you to capture attention a bit better. It also shows you are capable of understanding how music can match up to gameplay and are capable of producing music to a setting/theme.
Gotcha. I was wondering why I wasn't getting traction for a long time and I'm guessing part of it was also that I was using SoundCloud. The platform isn't really suited to highlighting your work without distractions.
@fringe forge You can make a post through the bot in the #looking-for-talent channel, this channel is for career advice stuff.
Probably worth finding a better name for the channel tbh lol
yup lmao
I mean the header says "Career advice, interview prep, resume and portfolio critique" etc etc but it just keeps happening
Read the channel description
read #more-resources
^
worth putting into server-feedback. It's a minor thing but I think it's more descriptive name ๐ค
hardly anyone does any preliminary reading, they just dump whatever request they have in the nearest seemingly-relevant channel
^ every server on discord
which is why its easy to eliminate the majority of the people who cant follow directions in either posting for a job, or looking to fill one.
how so ?
change the name of the channel, it's a stupid name for this channel.
career advice is the correct name for this channel, conveniently in the first two words of the description.
Well let's add it to server feedback
hey could i get an invite for my mate? he is a fantastic concept artist that is currently open for work
@torpid jetty #more-resources has an permanent link you can use.
yeah i found that thankyou i forgot to say anything though ๐
I do animation.
If your game needs any kind of custom animation work, I can def make it happen.
hit me up me to see my demo reel.
This isn't the channel to post looking for work stuff btw
@plucky hatch , Well That was before I cam here, But not that im here the rules have changed, and i dont abide by them.
oh shit u a bad boy ๐ฎ
Yeah You could call me that.
@rancid root But seriously, we have a channel for that. #looking-for-work (see pinned messages there for instructions)
Like the rename, and the quick change ๐
Best Career advice ever, make sure you do a little something ever day, and always want to improve your own quality standards
^The 'do a little something every day' is really big
I mostly do BP and materials, but every time I make myself place a single node, I just sort of go "Oh but then I need this" and end up working for a few hours, despite not initially feeling like it
From reading the wiki, to read shit u dont even understand or trying something u have no clue about
it all adds up honestly
What happened to job chat? This isn't a channel for low salary whine any more ?
Look. all complaints about your place in the overall industry should go in #work-complaints - there's a bot for a reason. 
There are at least about 15 more channels required on this Discord. At the moment, I don't even have to scroll to see them all. It's lame.
We reduced the number of channels due to not having the ability to put them into Categories, now that Categories are an thing we are open to adding in more channels if they are needed.
If you have channel suggestions please let us know in #server-feedback
@clever valve
I genuinely can't tell if you're being serious or not.
I dont understand your confusion?
Sarcasm font has not been invented yet
or has it
Thereโs an option to create your own server @Vlad#1167 to fulfill your Category-need ๐ค๐ช๐ป
and once again someone has the balls to post a Unity job in the jobs channels -_-
Glad I wasn't the only one noticing it
He is looking for 3D artist, why does it matter if he is using unity or Unreal.
Are we gonna jump on Unreal vs Unity: Which is better bandwagon?
