#career-chat
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But in general, most engines have the same underlying structure so if you know one really well, it's usually not that bad to pick up another one.
Companies with proprietary engines will of course train you in them, but you are expected to learn a lot on your own and learn fast.
No company will assume you know their workflows before starting.
Guys i am 15 could you guys give me tips for the future to becoming a dev?
@kind rain programmer or artist, or ____ ?
To be honest, largely the same tips as for non-15 year olds
Just do stuff and build portfolio
Artist like character and land design and thx mr4goosey
Yeah I'm more of a programmer. I'd suggest just working on your technique and also keeping your portfolio trimmed. You want to harshly critique/curate your portfolio because you need to work to overcome your bias - its your own work.
Don't be afraid of diving into the technical side of your tools either.
Ok thx
Step 1. Figure out what you want to do and get back to us in a few years when you know for sure, then we'll guide you π
Make sure to eat all your veggies
@analog moss studios using their own engines will expect you to be pro-active and get up to speed quickly. Learn by doing. You might make some mistakes. Case in point, I wasted a couple of weeks recently going down an architectural rabbit-hole with a new system, before abandoning it and taking a different approach. BUT, I learned loads about the related systems and am now the de facto expert on them in my team π
it helps a lot to get efficient with tools like VAX so you can zip around big codebases quickly, as you're not usually working with any documentation.
Hello guys, What are your opinions on getting a University(College) degree in something like Computer Science or Software Development for getting a job programming in the industry. Worth it or not worth it?
This question has been asked a million times in this channel, just use the search bar Sorry I thought this was a different Discord server
Me again. Please reccomend a cgi colledge with total cost of tuition under $5k and elearning or housing help
a decent comp sci degree is very useful for programming roles...
'worth it' though, is very subjective. Depends how much it costs you. Depends if you're one of the few people that is sufficiently self-motivated and driven to teach yourself at home (there's plenty of material)
ROFL
Total Cost of Tuition under $5k
I am hoping by total it's yearly cost not 4-year.
@ember gust little late to reply here but....you'll have a very difficult time finding a software development gig without a degree of some sort. every place i worked for has it as an absolute requirement, no exceptions. game development may be a bit different, though i'm just a hobbyist. game development i feel if you've done enough jams, proven your worth, you can probably get a job somewhere
if you have a really good portfolio, and good collection of source on github/whatever, you might get by without. Definitely a big help though. There's a lot of fundamental stuff you cover in compsci that you miss out on by just picking up coding
Like Big O notation and how to actually read an algorithm for it's speed. That's like literally the first month
And here we got a bunch of people who say they're programmers who don't know the first fundamentals about algorithm timings or math or pointers or.....
game development tends to not care too much about the degree, but other software houses look for either a degree or credible experience
CS degree is one of the most uselless degrees in practise. The credible experience part works mostly locally, and pretty much everyone goes with "CS degree or similar experience"
if you have stuff to show i doubt you need the CS degree, its not like an actual engineering degree
@steel creek my university basically doesnt teach C/C++ at all, so the pointer thing is not there. The math is just super-academic math and doesnt show how can you actually apply it. Then the algorithms are done in a ultra-abstract way that doesnt work in practise either
if i need to hire a programmer i would definitely not care one bit about degree or not, but about work experience/projects
becouse looking at my classmates...
wait hang on - CS but no C ?
90% of them are trash
@digital gate none other than the absolute basic-ests of it in the first programming lesson
you dont ever go past 100 lines
Wow, that's actually incredible.
they do java
becouse, you know, a CS degree should be more important than a FP course (professional school)
and yet, the guys on the professional school, wich is 2 year, are actually much better prepared
and eventually earn the exact same
(CS degree is 4 year minimum, usual is 5-6)
a fresh CS graduate is nearly literally unemployable
lots of theory, but absolutely no practical value
See I would have expected CS to be something where you do a C compiler, understand asm, but also get the theory stuff.
no compiler
lots of compiler theory/type math, yes
but actually applying that theory to build a toy lenguage?
nope
Did you take CS? No but here's this language I did
with my current simulation-engine-thingy im learning a bit more about parallelism and data oriented design
240.000 dynamic entities lul
still possible to improve
i was looking towards fiber/job systems, like what naughty dog did to 100% parallelize their entire engine across 6 cores for their game
or what Destiny does, where the whole engine works in such a model
we have a class on multithreading in the university
what we did
was java mutex puzzles
this kind of "no mutex" multithreaded is how you "actually" multithread properly and get linear speed gains
the knowledge of that subject was pretty much useless
CS degrees aren't about learning languages
you learn about hardware architectures, different programming paradigms ( so you'll use a load of different languages, but not learn any in depth ), algorithms and data structure analysis etc
these days you can pick up those modules on Coursera for nothing....so there's totally a way to learn all that stuff without paying for a degree
if you want to get a job in the industry without a degree though, you're going to need the motivation and discipline to put in a similar, if not bigger amount of time and effort into training yourself and buliding up a portfolio
i would sadly agree that my CS degree is useless at this point, but it was a necessity to get my foot in the door sadly
I got my CS degree when they were cheap though in the UK...on balance it's probably not economically sensible these days
a CS degree gives you a very good foundation of knowledge to become a good programmer. Two otherwise equal candidates, I'd take the one with compsci every single time
yeah definitely, we already have enough problems with new hires who don't know shit, nevermind some "self taught" hire
the code I wrote at uni was an absolute horror show π You only git gud at code through experience though.
quite a lot of the code I still write is a horror show tbf π©
lol π my c# code i like to think is pretty good. unreal...ehhh
@honest cipher pointers are not a C++ thing
they are a computer thing
memory is a thing
you only really use them in C/C++, the other programs dont really have them, or have them super hidden
as for a degree equalls a good engineer, no, I agree, it dont
i dont recall any information on that in my degree
but a good engineer will educate themsevles, all the time
the fact that you say they have them hidden tells me you have used/use about 3 languages
wich lenguages do you know (commonly used this days) that have C/C++ "naked" pointers outside of "unsafe" type stuff
c# has em
inside an unsafe block
java has em
java doesnt
pascal (if you still do this) has em
yes fortran is very large in CS world
banks and telcoms bro
perl has em
D has em
java doesnt have pointers
"references"
it has their GC refs but not pointers in the "literally a memory adress" way
yes
"close enough"
memory is memory
the concept is a CS concept
not a C++/C concept
In computer science, a pointer is a programming language object that stores the memory address of another value located in computer memory. A pointer references a location in memory, and obtaining the value stored at that location is known as dereferencing the pointer.
memory is really abstracted in java
you literally cant put stuff on the heap. At least C# structs can be value instead of heap allocated some times
so, the point about this is, a "programmer" who comes to me and doesnt understand the concept of pointers, why and when and where to use them, is already at failure.
same if they cant look at code and tell me "generally" what the timing is
you cant really know anything until you profile
cpus are far too abstracted this days. O notation is not anywhere near precise
it was, on the 80s
much like limits in Calc
you dont ever sum the entire range, you "get a jist" i.e. jump to the critical
lol
wut?
if a double loop exists, its still N^2 time
doesnt matter how fast your clock is
i mean that O notation can give you the general gist, but its actual performance depends on the data and the compiler and the memory layout
turns out that N can change, and people allways forget about memory being O(log n) in access time (if its random memory)
algo times are not about computer speed
also constant factors
they are about their own speed
the computer could be a ti-99 or a 386
that is the computer speed, not the algo speed
clock speed != algo speed
well, a linear search can outspeed binary search extremelly hard on low values of N, to give you an example
but they do have a relationship, obv
the exact cutoff where a linear search stops outspeeding a binary search needs to be profiled, depends on many factors
on a very big list, the binary search is of course better
i do think algorithms is probably the most useful subject in a CS degree btw
but you can also do this
and get the info
i find university tends to go "too abstract" on this
i remember that on the algorithms lesson, pretty much anything would be solved with "use a linked list, its O(1) on nearly everything, or a hash map". Wich is honestly bullshit in the real world
if you're not going to do a degree, definitely worth doing those courses. I haven't ever seen a CV from someone without a degree that actually did any though
I did the Stanford Machine Learning course earlier this year. It's a big chunk of work, especially around a job
i did the algorithms and the AI one
awesome that you can do this stuff free now though
the "academic AI", not the machine llearning one
yeah man, its amazing
also Khan Academy
literally better than anything paid
the way the khan academy guy uses multiple colors to explain math concepts improves it so much
and the fact that if a video is too hard/complicated, he can re-make it thanks to the people feedback, so the videos are all of a REALLY high quality
anyway, time for our E3 show, see if anything didn't leak...
@shadow kelp "our"?
@steel creek in university we learned that "hardware" is never relevant for the speed of an algorithm.
I.e. O(someconstant) is always written as O(1)
O(N+ someConstant) = O(N)+ O(someConstant) = O(N)
this is incorrect, hardware is obviously relevant when it comes to the speed of an algorithm
also, efficiency has multiple measures
time is only one of them, but also things like space
no point having a super-quick algorithm if it requires more memory than you have
and certain algorithms that might read / write a lot could be greatly affected by hardware, whereas an otherwise less efficient one in terms of computational operations may simply be faster because it uses less
Big O notion only really refers to complexity, which isn't really a very useful measure in reality
since some computational operations are much faster than others, and such notation can't possibly account for that - hundreds of teeny operations can be faster than a handful of much slower ones after all
then there's running parallel tasks which such notation can't account for either
to put it bluntly, it isn't the 19th century any more xD
@snow yarrow What you typed, is time complexity of algo, not speed, and is one of the parts, that contributes to speed.
I can't however agree that it is not useful. It is core part.
Pretty much nothing, you do with implementation can compare to decimating complexity from quadratic to linear, for example.
quadratic complexity can still be faster if you're not reliant on something like hardware read /write speeds though
I mean, it probably shouldn't be
but nevertheless as a single measure the notation isn't that useful
No doubt. Cubic can be faster than linear, if parallelized. Indeed, notation is a part of benchmarking, not a direct indication of speed.
^ do you have an example?
Well, using GPU for various computations for example
Not for cubic, but for quadratic vs logarithmic I definitely have.
A practical example would be water surface height evaluation. At certain grid sizes, bruteforce sum on GPU will be faster than butterly FFT on cpu.
Some cases with sparse matrix on GPU in naive implementation can outperform optimized CPU implementation purely from parallelism
@ashen lynx yeah, convection for example too
i was hoping for a cpu vs cpu case
Well then running something on Blade compared to i5 π
haha ok
it's just GPU/CPU is a good case for a brute force done in parallel potentially having a better performance than highly optimized approach
Same example applies. 1D FFT for n=16 done on single core will be slower than evaluating sum of 16 waves on 16 cores. But at this point, it is speculation. Don't quote me on that.
but you need to take into account that when you work on a scientific paper for example, it's important to consider that implementation can vary and if you can demonstrate that your algo being O(N) instead of O(N^2) can produce precise enough results it's a definitive plus
the other part is that big O notion doesn't talk about actual amount of elements, so yes maybe for some specific case your O(N^3) is faster than other O(N) algo but that is just specific case, which is not necessary interesting (to larger audience) or takes into account scalability
Indeed. Crank up n high enough, and your implementation efficiency will quickly become just a small fraction of time, as compared to stepping down complexity.
there is a reason why Google/Facebook/Amazon, expect you to know this things during interview - majority of systems that they are building are expected to scale out but not necessary know to how far. So selection of algo that can scale easily can be more benefitial than implementation that is faster in specific case
or at least you can better understand the limits of what you are building
The other thing I've noticed here is using personal experience as a measure for what is useful/not-useful. This is very subjective. When I started with CG back in 2000, you needed just some basic math to do most of the real-time work, including cutting edge. But nowadays things are different. You still can do a lot with basic math, but most likely you will struggle with implementing high-end tech.
About overall discussion of importance of degree, as applicable to game development, people tend to expect being taught job skills. That is not true. You will pick those up within several months on first position. Degree gives basics and methodology.
100% agree with this
i agree as well
I'm not sure how useful gamedev specific degrees are. I don't think it's something standardized to be compared with other subjects.
But there are plenty of other things with high not only academic but practical value, like degree in CG, applied math, applied psychology, behavior studies, game theory and etc.
someone mentioned that you can learn most of the gamedev online, which is true to only some degree
There are points where luck of fundamental education can be a big roadblock, like high end physics simulation which requires good grasp on math and applied math
I have now two part course on differential equations, just first part is almost 100 hours.
let's imagine a 100 hours long course on modelling π
imagine that this is just a basis for you to start doing proper skinning
I might have a good example for this
this is from 8 years ago
If you happened to solve this kind of problem in uni and had some practice in doing so, like Applied Math education. Then you won't have much issues with building a prototype or using it for your own game.
what is more important is that shown approach can be used for a lot of other simulations, you just need to re-formulate equations but for this you have to understand what is going on. In next 10-20 years, this kind of tech can be become norm and it will be pretty hard to deal with it with just a school degree
yeah, i think that having a degree/education allows you or gives you a good base for tackling some of the complex problems
definitely
on top of that there are other areas where the same knowledge can be applied
We already at the point where one can get a PhD in Game Design, so it's become a proper academic subject. Eventually you might have to get a specialized education just to get started in understanding the subject. It won't be enough to "just make games". At least not in competitive way
@snow yarrow you have/had a good teacher - hardware has no bearing on the algorithm
again, it could be on a ti-99, a 386 or a modern i7 -- the computer parts have jack shit to do with the code
its litearlly 50% the reason you learn in pseudo-code the first half year CS
100% agree on the idea that education itself lends you to learn. Going to college/uni is not about ONLY learning your field. It is about learning how to learn. Technically you should have "learned how to learn" long before then, but college/uni gives you an oppurtunity to do it in a "more" controlled way than when you graduate and need to continue life.
I like that #looking-for-talent the embed color is based off the pay type
Unpaid gets the worst color
well, its the worst condition IMO
Lol that's an interesting observation henry
Unpaid/royalty projects and whether they're taken seriously is a topic often discussed in this channel.
Unpaid could be considered seriously. Royalty is the same unpaid. I've participated in two royalty share projects earlier. First paid off. Second one collapsed. But speaking about postings in this discord server particularly, I haven't come across any single more or less credible one. Likewise unpaid postings here are mostly jokes too.
@steel creek Thats the only thing i can remember from Big-O notation. That O(1237893478278472347294831908423) = O(1)
we had to calculate the Time complexity of several sorting algorithms in our exams
is there any good examples of people that never worked in a in a big/medium sized company and then end up making good indie game?
Plenty of examples of solid Indies
You don't need to have worked or work in a Big Studio to make a great game
But "great game" or "good indie game" are pretty subjective
also what you actually have to do in a big company is not 100% help when you start to work on an indie title with a very small team
or depends on the job I guess
Do you guys think employees look at an applicants age? I'm 30 and currently applying for internships (i have to do them as part of my bachelors). Not a single callback :/
I'm in software engineering and damn is it depressing.
@plucky hatch We're in the same boat. I graduated at the height of the recession and have gone from a fresh new grad competing against laid off people to being an unemployable wannabe with no professional experience competing for entry level jobs against younger new grads who have the advantage of work placement programs that didn't exist for me when I got out.
Am turning 30 in a few months and the most I've ever made is 17k USD over 7 months of employment.
where are you jfaw?
I'm in Montreal - it's considered the hotspot for game dev here.
@fading yoke
I ended up flying to Korea because of a $900 one-month contract and have sort of been here ever since. Last month I had an interview for a company in Charlotte as a web developer thanks to someone offering to put in a good word for me as a favor. After interviewing and doing their take-home project, they turned me down. My friend asked and apparently they assumed that I'd require visa sponsorship.
π€
ah...dang well at that distance i can understand the struggle.
My choice was to either continue sleeping in Greyhound bus terminals or to fly across the world for the only interview I ever got.
Maybe I should've chosen to stay homeless
nah. you should def keep looking though. Maybe not necessarily in game dev.
I think personally I'm just going to go into a job that requires c++ and keep my cpp sharp.
Age has jack shit to do with anything
I had plenty of opportunities for internships as well as jobs during and post graduation. I graduated when I was 34.
It's all about what skills you can bring to the table, plain and simple.
@plucky hatch What's your website look like? How's your portfolio?
you're definitely at a disadvantage being older and applying for internships, no doubt about it.
especially in somewhere like Montreal where all the big studios have links with the universities and will be able to pick and choose their interns
@kindred mason I don't have a website :/
@shadow kelp yeah. I'm actually in a university where I am part of the co-op program. i guess it's a bit disheartening because I'm seeing some students who don't even have a portfolio be able to score interviews with the game studios within the co-op program.
I thought taking courses related to game dev (computer graphics, game engine architecture) would help at least score an interview but still no luck. they don't really look at grades either - so my assumption at this point is that they would likely look at what your course transcripts (ie when you graduated high school), when you started uni and from there you can get a good idea how old the applicant is.
@kindred mason I agree that it's all about skills....but when i see some students who have had no interest in game dev, with subpar grades, but still able to score interviews, I just makes me have doubts.
do you have to do an internship? It seems a bit weird if you're an adult student and already have industry coding experience
or maybe my resume is just mediocre, lol.
yeah i have to do internships. and I don't really have much industry coding experience - most of my experience when programming is within school, within a few game jams. I used to work in IT support before I started uni...so in terms of a dev portfolio, I don't really have a strong argument there.
I think I'm just in the dumps so excuse my wine, ha.
I've been meaning to pick up some web dev stuff to build a website but most of my "portfolio" is just photography. Recently joined a student club and will be working on mobile dev/Ui/UX so I guess that's something I could add to my dossier.
github ftw if you're wanting to program
no need to waste effort on building websites
The biggest difference I see with a regular dev vs those who are in game/web dev is online portfolio presence. A few of my graduating friends don't even have a LinkedIn but they're working in the finance or uController industry coding in java/C++. Web/game dev seems like an entirely different ballgame - online social presence is a must.
I've been keeping my stuff on Github ever since like 2011 but I can't say it has helped me get any interviews at all
I mean...I have a github, but it's mostly for school stuff and running through personal, unfinished game dev stuff. It's mostly private, though.
I feel like opening it up to public would probably hurt my chances of getting hiring π
hired*
domain knowledge is more important in finance type work
for gamedev programming, I would definitley go with github
unless you already have your name in the credits of several titles of course...but even then....developing personal projects is still a win
yeah i think that's just the way to go.
@shadow kelp Do you work in finance or fintech at all by any chance?
used to, I'm in gamedev now
How'd you get into that industry/sector? I can't figure out what a resume is supposed to have because all of the job ads I see for it are extremely obtuse (e.g. "good at C++, good at Excel") so it's hard to figure out what's supposed to go on there.
I took a contract working away from home for six months to get my foot in the door in finance....
there's a real clique around finance tech, like some secret voodoo that's required. It's bs really, you just need that one role in the sector on your CV and you're in
sigh
@shadow kelp do you like your working hours/conditions now compared to finance? I did an internship in finance (c#)....while the pay was really good, i felt like most of the industry wasn't really pushing the envelope in terms of tech (unless you were part of their "innovation labs").
wasn't really pushing the boundaries in fintech nope, it's more important things work 100% reliably than anything else
I did some insane crunch in fintech, but you get paid enough to make it worthwhile
I've had more interviews related to finance positions but it's not something I particularly want to work in...I feel depressed :/ But then this is coming from someone who was an accounting technician who left it to go back to school for engineering.
For me, I'm taking the CFA Level 2 next week and I've never received a callback for any fintech or finance job
@shadow kelp yeah that's what I figured. the pay is nice...i think if I had a family and wanted to settle I'd probably work in fintech. lots of devs I knew stayed in fintech just for that reason.
I have much better working conditions and hours in gamedev though
When I was in fintech I was in London and Hong Kong. I'm in Germany now, which has completely different culture and approach to work life balance
Yeah that makes sense.
I considered going to Munich to do a masters in games engineering at TUM after my bachelors....but man, I'm too old for that. lol. really need to just finish school and start working π
portfolio ftw. Saying that I lucked out and got into games with basically no portfolio
This raises a good question imo: how do you present your portfolio? Just a bunch of screenshots of stuff you've done with links to the source code and executables?
Is there a website to host it on or do you need to just buy your own domain? Is your Github profile not sufficient?
@fading yoke is a cfa designation really necessarily to work in fintech?
unless you're specifically looking to hit a certain position.
Well apparently it isn't or else I would've gotten a callback at least π€·
I have my own domain with a simple blog on it. It's mostly just links to videos and github repos
like....a finance analyst. but a developer working on inhouse apps?
I'm just trying to follow advice here. I thought I knew what I was doing when I graduated in 2010 but after 8 years of being ignored by the Black Holeβ’ I don't know anymore
understanding the instruments you're handling in code is pretty essential in finance. I got by with a pretty limited knowledge, but you need some for sure
well, based on my own personal experience in fintech - most devs don't have any finance designations and come from purely technical backgrounds. However, there are business analysts who studied comp sci and they usually hold the positions as the middleman, communicating business needs between the top and the developers.
they have minimal technical skills and it's more project management on their role, though.
i would imagine if you get a CFA it's more to be on a role of analyst.
there are positions when you can get by without domain knowledge, but if you want the big bucks and to climb the ladder, you want both tech and finance knowledge
yeah that's true.
Forget about climbing the ladder, I can't even reach the damn thing
Hey all, I was sitting down the other day and as I was watching my tutorials on youtube I was wondering somethine and I need your opinions.
If let's say a complete begginer (no C++ experience) starts with UE4 now. I believe there are several big areas that one can start focusing on. Lets say the big topics to cover are the following:
- Blueprints (Basic)
- Blueprints (Advanced)
- UI and all available tools incl. landscape tools (such as vertex paint)
- Materials and how to apply corectly (incl some blueprint)
- Animation (import from Maya mostly)
- Lighting compositing (if there is such thing in UE4) and build (last step of a game?)
Would you say that blueprints are the absolute basic to start with or maybe someone can start by making very quick tutorials like "how to make a small level of a game" etc? I am a little troubled as to what to do next as I have many interesting topics to cover and I feel like I need to get some guidance as to where to start from.
Highly depends on your goal
Beginner currently, but what do you want to become or achieve?
lets say i have a very distant goal to finaly make a game even if that takes 2 or 3 or more years
note: I am a professional animator and I have lots of experience on CG so maybe that will help later on
I know I will probably need to ask help later on and I am willing to sacrifice lots of hours and probably money but I still need to make a good start and not lose time learning things that I will not fully comprehend. Hence my question in this group. I guess there are some professionals here that would give me a good direction as I would give to a new animator on how to start.
so you want to make the whole game on your own?
Nah, I will get to a point later on where I will ask for help from others but I would like to finish at least a level on my own to establish the mood and basic features of the game
make like a first demo
but Im saying again this is long goal. Even if it takes a few years im ok with it
you should make a very small game first and look into stuff you need for that, tetris/pong/endless runner scope small
@red agate my recomendation for a first game-y thing in unreal, is a twin stick shooter
grab the template
add stuff to it
That is what I was thinking as well. But even for that I need to start from learning something. Currently I know a liitle bit of everything and I started following some blueprints tutorials
This is coming from someone who is experienced with programming but still fairly new to UE - I think blueprints can be good but in the long run youβre better off learning from a c++ approach - mostly because I think being able to write up your own BP is incredibly advantageous as opposed to writing up a system manually.
The Udemy Unreal course from Ben Tristam is pretty decent.
@honest cipher I was watching that yesterday. Had some issues on the 3rd or fourth video. Maybe I should stick to it like you said
He introduces you to the basics of c++ and then slowly introduces BP alongside but never abandons c++x
@plucky hatch nope
do not do c++ until you know blueprint
ive seen what happens when people dont follow the "learn blueprint -> learn C++ - > use C++ in unreal"
people end up confused as fuck in #cpp
it does soud easier to understand BP and then move on to C++
tbh I would go for learn basic non-unreal related programming
then go for unreal c++ and BP in the same time
Yeah but @honest cipher like I said, this is situational for me. As I said I come from a programming background. BPs are good though.
is pretty cool for basics
" non-unreal related programming" like java?
nah, c++ but not unreal c++
ah ok
get to the level where you understand the basics and what OOP is
@plucky hatch if you already know programming, then that makes sense
that way at least you will have an idea wth the thing u use in BP is, and also you won't be confused (wth is c++ and wth is unreal's +)
Object-oriented programming ( I googled it π _
im not going to actually use haskell any time soon
haskell in game dev, would like to see that
but learning haskell makes me better at C++ template metabullshit and makes me understand lambdas/algorithms better
haskell type system is amazing
actually strong types but nearly no typing and nearly everything automated, and if you want to not be automated, you can restrict to specific stuff, like a math function using Num
wich then can be float, integer, double, etc
I guess I've started a very interesting but completely technical conversation there! hahaha.. I'm just gonna leave the pro's to talk about this and crawl back to my nood cave and play with my blueprints..
we used to learn about Erlang in university, cool thing
but I kinda felt it to be not that useful actually
enjoyed it but felt pointless
I think in the end all good programmers should be language agnostic.
@remote saffron erlang is a lenguage pretty much 100% designed for networking
it was created by the big ISPs for their internal routers/servers/etc
haskell purity makes it somewhere around 100% useless for games
but i think it can be very useful for compiler type programs
where you are parsing files and returning other files
or networking/server stuff
where, instead of "simulating" something, you are "translating" something
a game is a loop of new_state = Simulate(oldstate,params)
I meant useless for me π
i was on a talk the other day
where a cloud company was talking about their migration from C to Scala
they said they went from 200.000 lines of code, to 30.000
that sounds impressive, but depends on those lines of course π€
and with massive levels of parallelism
so it was much, much stronger than the C code
parallelism over multiple servers and that kind of thing
its very important to learn as many lenguages as you can
to improve as a programmer
knowledge of a new lenguage improves your skill at others
Different tools for different tasks. I think programming today is different from how it was 15 years ago. Specializing in one language isn't really considered that great.
Like man web dev is moving so fast. I haven't done it since 2003 and it's wayyyyy different now with all these frameworks.
webdev is just insane
i had to do some tools stuff in JS last year. The framework buzzword madness is literally insane
it's where all the money is now. In Montreal, someone who comes out of a 3 year technical program can make 50-60k$ CAD annually going straight into web dev right now.
and it's not even a bachelors.
yeah no shortage of work on that front. Can't be dealing with it myself
i don't know much about web dev. still need to run through the udemy course i bought so i could at least get the basics down.
i like how JS used to be shat on 15 years ago and now it's like...more in demand than ever, lol. I didn't expect that.
gamedev is vastly more interesting, there's actually interesting problems to solve
most enterprise/web type dev is a solved problem these days, just people faffing about with trendy frameworks
yeah....in gamedev it's the first time i've found myself applying concepts of physics and maths that i learn from my engineering courses into graphics programming.
or <insert latest buzzword management got hold of this week>
it doesn't get the respect it deserves. all my friends in uni are telling me that it's not worth going into gamedev haha. it's the "art world" of software dev.
it's just interesting tech. Nothing is a solved problem, it's much more challenging
i'd love to do more tools programming or game engine related stuff....or graphics programming.
more than the actual game design process.
webdev... I would not survive a day working on that area
best part of programming is game engine, e.g. graphics imo
tool programming can be too much UI
i love UI work. guess it depends on my mood.
depends on framework π
oh wait nope I have never used a good one
I kinda feel a satisfaction when I have to use university level math during work
when all my problem is related to how to position controls the way they are supposed to
I end up wanting to kill myself
same. It's like actually applying the stuff i learned in school to something i enjoy.
learning the graphics pipeline and all that was super challenging but it was satisfying.
@remote saffron where you do work?
i have FAR too much fun doing tech for tech sake, so i would like an engine dev job
http://victor.madtriangles.com/code experiment/2018/06/11/post-ecs-battle-huge.html just look at stuff like this lol
After getting bottlenecked by UE4 on the last ECS battle simulation Link , I decided to create one on direct C++,using an engine written by me. The new simulation simulates 130.000 entities at 60 fps on my Ryzen machine. It is designed in a way that it almost scales linearly ...
why? for the hell of it
doing that i also found one thing
unity ECS is unbeatable
even using C++
fukin hell
haha I can understand that
atm I don't work anywhere, im working full time on own game since this january
most likely I won't make it economically to make a second game tho, I think I'll try to go back to engine dev after this
gameplay programming is only fan if i have control in game design π and even in that I prefer the game design part actually
I'm not a hardcore enough programmer to do engine stuff ;P
but you are doing pretty interesting stuff with your 3d pathfinding stuffs
I like gameplay programming...it's messier, and you're hacking a lot of stuff together, but's satisfying
when people start having hardcore C nerd arguments, my eyes glaze over
I thought I would enjoy game design but after actually doing it, I found myself just enjoying implementing features rather than coming up with them.
screw that, I just like making stuff do stuff
depends on game tbh
if there are interesting problems to solve, im fine with that
you do a lot of design work as a gameplay programmer, there's a lot of overlap
you certainly have to do a lot of informing designers about what is and isn't possible, suggesting things that could be done cheap etc
yeah that's true.
i was working with a few friends to develop a JRPG game and they wanted to implement like 20 mechanics into the battle system and wanted it done within 6 months with 1 programmer. scoping is important.
with proper architecture, thats perfectly possible
what its going to be literally impossible is to actually balance that
most rpg features are pretty trivial to implement. You can create pokemon combat system in barely a few days
yeah but for free? π
lmao
exactly XD
haha, glad i'm not the only one who is WTF at the endless webdev frameworks these days
did some webdev early 2000'
feel like an old relic now with the framework craze
webdev in 2000 was weiiiiiiiird. i think that was when new HTML/CSS features were rolling out and i remembered these high schoolers creating blogs that had small text font 3 but with a super pretty background and lots of frames
felt like webdev went through a phase back then.
i mostly did html / php with a sprinkle of JS.. I started using css a bit later
but yeah it was weird back than,.. but way simpler
now it feels overwhelming trying to get on top of what's what
it's like 80% of local job postings here are for some new framework i've never heard of
yeah...can be intimidating.
Hey everyone. Just had a quick question: is it normal for non-disclosure agreements to have confidential information sections that never expire?
Iβm fairly new to the industry so Iβm unfamiliar with what the standard kind of NDA is like
that's fairly common, yes, but it should also define what that is explicitly and then also clarify that anything you'd already known is exempt. Most of the agreement duration stuff refers to the period of time when new information they give you falls under the NDA.
It is quite common indeed.
It does explicitly define what the confidential information is and the exceptions for it actually, so that is good for that part. I consulted with a lawyer and several other people and that seemed to be one of the main points of concern, but these are people that aren't familiar with the game industry so
I just wanted to hear from people that are familiar with these kinds of agreements, so thank you two for your advice
@sour pulsar most of the contracts I've signed had perpetual NDA or likewise, a clause about it. No reason to be alarmed by it. Just keep in mind, that if you are laying down such contract with a large entity under a flag, that can actually enforce it, it is better to engage as LLC or equivalent, not as individual.
Alright. Thank you so much! I'll look more into the company to decide whether the LLC would be necessary or not, but since it's a fairly small company I believe it should be okay? I'll re-evaluate everything and carefully consider it though to be safe
<@&213101288538374145>
Ok why
π
Sorry
let's say I want to hire a freelancer for a job
is it normal that he/she asks a lot of questions but simply ignores the ones I ask?
I don't have much experience hiring but this is the second time I see this
sounds like a big no way for me, as how the hell could I work with (and pay) someone who simply ignores me, communication level isn't the one I am aiming for π€
@remote saffron you are doing well
another tip for a freelancer. If you are looking to find the best of a few candidates, hire them ALL to do a very small task
so, if its an art, have them do a small model that wouldnt take too much
for a programmer, a small part of what you want him to actually do
that way you will know if they do stuff on time and the prices, and the skill
of course, it will cost money. But then you will get the best guy from the set
or something similar
for example, i did that when i was looking for concept artists
i put a few job ads, and got around 20-30
of those, i filtered to 6
and then i hired each of them to make me a concept for a spaceship environment in 1 hour
with 1 hour pay
did you tell them what it is about?
I mean that they are doing this work to see how well they work
yes
isn't there a chance that some of them will cheat?
yes
spend more time on the stuff to get the bigger offer
yeah but if you hire them because you expect them more than they are capable of that will be yours as well
guess you can just fire them so maybe it does not pay out wall for neither of you at the end
its freelancing
i literally hire them on the individual drawings
so if they made a decent drawing at 1 hour for 20 dollars, i pay them 100 dollars and tell the guy to give me 5 similar concepts
worked very well
I wanted to do something like this for composers earlier this year, but hey, I canceled the thing because I had 2 possible candidates and the communication skills/style of one of them turned out to be so ridiculous that I just stopped the process after I told them that I wanted to do this and hired the other one
and he worked out pretty great
composers gonna compose
you do well to just ignore the guy who is annoying to work with
From my experience, doing job offers through freelancing web sites was catastrophic. Contacting freelancers with good reputation directly yields better results.
I did not use sites yet
i did not go through the typical freelancing websites
just contacted people directly
i really, really dont like them
the one I ended up hiring for music wasn't even looking for work actively, I just knew his work and kinda liked it so contacted him if he would be interested
As for asking many questions, that would probably depend on the job. It is somewhat irritating to pull information from a client as a freelancer, especially if something technical is concerned.
can confirm
What kind of questions you could ask a freelancer, that he would ignore though ?
specially bad as a programmer where you actually really need the details
situation now was with a writer, questions ignored were things like where is he/she from, (he/she asked the same and we answered), is he/she interested in proofreading only or actually writing stuff, things like that
I don't have a problem if someone asks too many questions, but even after 3-4 mails there wasn't a single question answered from his/her part
back in the days the composer in a later stage ignored questions about deadlines and when we offered him 2 different alternatives he did not pick one, only sayed "that's cool"
Strange thing to ask, to be fair. If you found his her contacts somewhow, those should have pretty much answered basic questions about location and background. Reminded me of a case, where I contacted Norwegian artist. During skype conversion his Norwegian english was pretty poor. Back in the day hanzresolver was working and I traced skype to India.
Clearly. With writers though, I tend to think that you almost always want a native speaker, but can't say anything constructive. Dealt with 3d content mostly.
yeah it will be either native speaker or a cheap but skilled local, depends on the persons we can find and the money we will put into writing
I mean, I'm not native, but I've got pretty damn solid English
The odds of a non-native speaking solid English are just lower than the odds of a native speaking solid English
yeah but in my case it is not really about speaking, it is about writing
still if someone proves his english writing knowledge I won't turn him off just cause he is not native, I guess you have a point there
Hey, im 16 and i want to go into game development as a career, can anyone give me some advice for me to get started
My advice would be to pick a different career, work up some base capital. At that point you can be free to do whatever you want in all respects. If that is not the answer you were looking for and you are firm on entering labor market as a gamedev-related specialist, you need to decide the direction.
if you are good at math computer science/software enginneer is a good way to start imo
easy to get into gamedev with those and if you regret that later you have a stable way out
@tropic patrol ask yourself one simple question: What is the first constructive thing I want to do when I wake up in the morning?
This will lead you to what you love to do -- the next question to ask: Do the things I love/like to do fit with some existing job
This is a harder one, but, you now have a starting place to list your wants and desires.
From that list you can then start to focus on showcasing, and continuing to build, the overlapping skills of said desires, and use it as a more focused question (externally): "With my current desires and list of skills, what part of <insert industry> would be benefit from my current skills, and allow me to grow?"
YMMV
Thanks @steel creek
In regards to all the freelancing / communication discussion.; I've been freelancing as a 3D artist for 3 years now and the best piece of advice I can give you is get out of emails and get to discord or Skype ASAP! Don't be afraid get on a call and talk. Bad communication is really destructive for both sides of the job.
^I hate mails for that reason, it's usually not really a conversation as much as just loosely related points being made
emails do not work
too slow
chat works the best
becouse its fast written, and then it can be scrolled up to read details
For complex stuff I tend to do calls while taking notes
even for simple stuff. Talking is the only way to clearly design -- or a shared whiteboard space (in the least).
Hi, I'd like my job to be modeling and putting stuff into levels. Not really designing the play area or how a map would flow gameplay wise, but instead making it look nice. What is the pipeline for what I want to do like?
@stiff hawk Environment Art is the vocabulary word that you want to go search for on Google
Heyy!!
I need SERIOUS HELP!!
When i try to open Unreal it gives me error 'this application was unable to start correctly (0xc000007b), Click ok to close the app.'
There is no (absolutely no) need to post your issue in completely unrelated channels.

Hello! :D
I would love it if anyone could put me on the correct path to get proficient in C++ !
like not C++ only with regards to game dev and unreal... but C++ as a language.
i would like to know if there is a streamlined way... or the necessary concepts i would need to learn to get to expert level in C++.
i am probably still a beginner. Know basic stuff like iterations, lopping..functions and classes....
please be my sensei! π
@tender bolt I think that your goal should be to be able to solve a few of those programming problems on those interview prep sites in C++, like leetcode or project euler or code wars. In order to be able to do that, you have to learn some basics and whatnot, and there are hundreds and hundreds of videos on Youtube that can help you with that, as well as probably thousands of blogs and articles as well.
imo if you're good enough to be able to solve a couple of those programming problems on those interview prep sites with C++ then you're probably good enough to get started doing Unreal stuff with C++ though it's mostly a separate learning curve imo
hmm okay okay....
yeah thats what i am currently doing... mostly youtube and codechef / hackerrank and stuff. But i feel like most of codechef is related to programming logic.... and is independent of the language u are using.... i might be wrong.
i do try solving them in C++ but what im hoping for is like the core concepts that i can use to leverage the power of C++... the stuff that differentiates it from other programming languages like Java... or python.
youtube is what i am doing now... and yea it has millions of videos which gets me very confused sometimes. i end up getting lost and not knowing what to learn in the end! this is probably my fault..... π
so u have generic collections and the collections framework in Java that makes arrays and lists super ez and more structured for you to use right.. which essentially gives you a boost in java development..... i wanna learn stuff like that in C++
i wasnt able to find any so far... but i am sure there are things out there that make C++ awsome
wondering which places you're going in order to pick up C++ which wouldn't mention std
are you looking for something more than that?
yo thats the thing... i dont know what im looking for....and hence dont know where to go...cuz i dont know what im looking for ! π π
sorry for being so stupid π π°
Right. Ok.
So
you know how in a lot of C++ tuts they do a thing
using namespace std; ?
well there's a whole lib of stuff
when you google cpp list, first result is std implementation of list
the java lists thing was an example... like how java has collections... would love to know stuff in C++... not stuff a daily programmer would be searching for...but stuff if he knows will make him more powerful.....
yea but i guess this is a good start for me
ill focus on learning the standard library
and all its functions and stuff....
will get me one step closer π
make stuff. Make stuff in Unreal. Do a system that can scale, and then push it as far as you can while retaining 60fps. You'll need to learn how to profile and optimise.
@tender bolt do a small project in c++; best if it's something in an area that interests you, so you keep motivation up
like write a simple (web) server, image transcoder, whatever
Yea!! Will try working on a project !! Thanx for the advice! π
also game dev specifically requires you to be good at linear algebra as well in addition to programming languages
game dev? depends
Well you need to be comfortable with matrices, vectors etc
Linear algebra is only necessary for tech roles. A regular artist (not TA/VFX) doesn't need it.
i think a TA or VFX guy does need linear algebra
Yes
@flat gazelle how would one create proper simulations, or cool shaders, without knowing linear algebra really well?
yes, and on the other hand, some programmer can go on with secondary school level math
something important to know, the linear algebra you actually need for anything game-dev related is not really that complicatede
Which is why I specified roles, excluding those
its only a few things
I have honestly not once used matrices
everything you have ever done with a transform is actually a matrix
I do think you need linear algebra for those things. However you don't need it if you only dip in and out of techie roles. You can use a dot to fade edges without being able to calculate it by hand. You can cross things without understanding orthogonality. But when you become a TA for real, I'd double down on actually understanding it.
Probably not the kind you mean
Optimization, shaders, that sort of stuff
Not render-dev
render-dev is engine dev or similar, not TA
thing is that TA can mean so many different things
from "makes cool materials/shaders", to "fx stuff" , to "writes 3ds max plugins"
I always just explain what I do
I make cool materials and I know enough about the rendering pipeline and artsy stuff to function as a good bridge between the engine and the artists
Lots of look-dev stuff that most artists can't do, and most programmers won't do π
So for me, materials, optimization, lighting
And import stuff
i spent so much time myself doing that
mostly to try to get things to look half-decent with low art skills
Because god forbid moving stuff from suite 1 to suite 2 would be simple
you don't have to know about matrices to call the SetActorLocation() function and that's that
Hey, exactly the same here π
My art used to be a not-even-steaming pile of shit
So I had to make do
I enjoyed art
I just sucked at it
as an engine coder I had to know university level linear algebra, as a gameplay programmer with unreal 99% of the time secondary school level math is enough
im on a similar place
So I started doing 'TA'
i learned modelling, animation, etc
To make shitty art look good
but turns out i have around zero art talent
so while i know blender like the palm of my hand
and can do cool procedural bullshit with houdini
i cant make things that actually do look good
I can exactly tell leads where their artists are fucking up, for instance
Which they usually can't, because they don't know enough about the entire workflow
@remote saffron Agreed. You also don't need to know matrixtransforms to move objects with the widget. You can utilize linear algebra without knowing it.
So I usually see tech-art as bridging the gap between the artists and the engine-guys
And then as a convenient side-thing I happen to be decent/good (hard to say) at programming
Though in UE4 that's limited to BP
Maxscript/Python, backed up with a bit of understating how to work with meshes, is a ten folds more valuable skill for a TA, than UE4's blueprints.
Even if UE4-centered working environment is considered.
Because?
I've had few moments where I wished I was able to extend the modelling suites
Virtually anyone can work with blueprints. Can't say the same about making even a basic script to encode case-specific data per vertex in content creation package.
If you can do latter, you can learn doing the first in weeks. No guarantee that the same can be said the other way around.
@hybrid phoenix if you want to do TA stuff, why dont you learn python?
python is the closest to a standard 3d scripting lenguage you can get
and its easy
very, very easy
the easiest programming lenguage to learn
Yeah, I've considered it
i learnt python when i was 13 or so, on my own, in a couple days
Just never really put it on my planning anywhere, so it doesn't happen
python is quite easy for noobs
specially if you know blueprints, wich is programming after all
It's like 'learning' Java(script? don't recall)
java and javascript are completely different
I know
javascript its the abomination in web browsers
java is the server/business lenguage
Yeah, JS
JS is an absolute clustefuck of a lenguage
Got into it
a total and absolute disaster
did you know JS was designed AND implemented in 10 days?
I do now π
But I'll probs get into python then. Any particular reason for it?
python 2 vs python 3
houdini: uses python
blender: python is all the UI and the script
maya: supports python
3dsmax: pretty sure python too
unreal engine: adding python support
Didn't know houdini used python π
Alright, I'll have a go
Any suggestions for a starting point?
I probably won't have a particularly hard time with it, going by this description
Is it easier to learn than C#?
yes
Oh I'll be fiiiine
houdini supports way too many stuff
but one of the things it supports, its python
python in houdini is mostly designed around "high level" stuff
think loading files, calling into a server, creating a new node network, automating stuff
for actual "procedural" generation functions, you use VEX
or VOPs (visual scripting nodes, they compile into VEX code)
python is slooooooooooooooooooow
very slow
so you often want it for stuff that isnt math heavy
its a shame what happened to python
the split beetween 2 and 3 fractured the community exactly by half
on the last like 10 years
why did it split? are the versions that different?
yes, they are incompatible
the actual python syntax is very similar, but just different enough that python 2 scripts dont compile on python 3
the biggest issue is the C++/DLL side
usually python is a script lenguage, its used to call into a DLL with actually does the heavy lifting
*VEX
Does anyone actually use 3? I've never run into it. Still rocking 2.7
many libraries went like "fuck porting all the C++ library code to python 3 api, we aint updating". And that fractured the ecosystem to a huge degree
@flat gazelle 10 years later...
its 50/50
wich one does houdini support?
blender 2.5 upgraded to python 3, it was one of the first to upgrade
Meh fuck 3 and their newfangled print function
not really
now print is a function
not a special thingy
print being "special" for some reason, i dont think that makes much sense
Hehe, let's not start religious battles in the career channel
so houdini uses 2?
see, thats why python 3 was a total disaster
what a way to fuck up the development of a lenguage
It's so different it would screw all the existing pipelines
for comparaison, Swift and Go do in fact do "versions" that can break code
but when they do, they offer an "auto upgrade" tool
C++ goes the path of "never, ever, ever, break backwards compat"
and thus the lenguage itself has like 20 ways of doing any given thing
when you said that js was implemented in 10days.. why is it still used so much?
oh i see
then, a netscape engineer had a great idea "hey, im going to create a lenguage to make a button blink"
he created it in 10 days
called it javascript, and put it on netscape
eventually, people started to use it
then it became way too ingrained to implement "javascript 2", or similar thing
right now, there are plenty of lenguages that compile to javascript
the closest thing to javascript 2 you can get is Typescript
typescript is a lenguage that is like javascript, but with java/c#/c++ types (so you get Int, Vector, MyObject, etc)
and a bunch of other features
it just compiles to javascript, and has a ultrafast compiler, becouse the compiler doesnt do much
this days, webasm is starting to go popular
its essentially java/c# type bytecode (not a lenguage) that compiles instantly to machine code in the browser
before that, you had asm.js
wich was a subset of javascript that allowed the browsers to optimize the hell out of it
and it was designed so you take C++ code, and compile it to asm.js
thats how UE4 HTML5 export works
If I want to become an environment artist should my portfolio contain both stylized and realistic levels (assuming they are all upto the same standard) or should I pick one or the other to focus on
realism takes more time generally
it depends what kind of style you go for, it can sometimes take longer
(see gearboxes GDC talk about their ue4 custom renderer for refrence)
@vernal rune not really
realism is very easy becouse you can abuse the hell out of asset packs
a stylized stylel is much harder to make becouse you need to get the stuff to be coherent
look at pubg
its almost like 80% assets
thats whychinese made ripoffs in weeks
meanwhile fortnite is nowhere near as easy to ripoff
Well, for an portfolio you dont really want to use asset packs, right?... At least not for a Environment Artist position. Perhaps Level Designer would be ok as the focus is different. But as Artist noone will hire you because you show off premade and bought assets. @honest cipher
they would if you use the packs to make new interesting levels
the guy who made the DWVR maps got hired specifically for his work on DWVR maps
@errant pine You should match your portfolio with the Company's style where you apply. This can improve your chances to get into the next phase quite significantly.
where he got a bunch of asset packs and built interesting stuff from them
@honest cipher as enviro artist or level designer tho?
π€
level designer doesnt need to make cool levels either
as it could be alll about the flow and that stuff
and then artists make the level cool
honestly, i would recoment to have a broad thing. Make a "asset pack", and actually use it to build a cool looking demo level
so a artist who only showed he/she can use pre made assets?
tbh i wouldn't hire such a guy but hey... everything is possible i guess
plenty of people doing that in AAA
you have some department pumping assets, and other level designers using them to build stuff
I know. I spoke to Marcel Shaika (Lead guy at Crytek) but still.. I think showing off the ability to make stuff on you own is always an huge plus. @honest cipher
im not saying it isnt
the best would be to create an "asset pack" yourself, and then use that to build a demo level
plus, if its good, you sell it on marketplace
environment packs sell fairly well, as no one wants to spend time building floor tiles
Yup. Thats an pretty neat way.
for an artist, it is really the best way
build marketplace packs
and use them as portfolio
i have a question
i want to start maintaining a portfolio
but i can't use art station as of now
because i am a minor
and i don't want to risk it
so then what should i use to make a portfolio ?
a custom site ?
devianart page would be enough for you.
oh i do have one but it is basically shit so thinking of deleting it
@karmic kayak thank you i will remember that
Hey guys, I am working on a game. I mostly use unreal marketplace assets for my scenes. Would you make an art station account? Or is it not allowed to show scenes created with others assets..
I often do change them alot but still..
just delete the posts you dont like @lunar bear
ohk
I guess my question was already discussed.. However what was the result
just give proper credits in the artstation post description
Why make an artstation page for an game tho? afaik thats not the purpose of artstation.
The game is my project and the page is for me.. Tho.
I guess that's pretty much the purpose
Artstation is for portfolios tho. But do whatever you want. hehe
xD did you ever use it? The portfolio tab is literally called Project. xD
And I guess a finished game is the best portfolio you can have.
[4:01 AM] vblanco: just lie about the age for now to get in
dont do that, and also, nice advice for "career" starting off.
make a website, find other places that dont have age retrictions
@raw shard Did you ever read the "About" section of Artstation? "...It enables artists to showcase their portfolios in a slick way..."
@karmic kayak yes and my game is not portfolio worthy. Interesting xD
art station is adults only? wat
(a) you are an individual who can form a legally binding contract at law; and
(b) you are at least 18 years old, and of the age of majority in the jurisdiction from which you access the Site.```
Minors are not allowed to use ArtStation.
So yep, surprisingly, it is.
tf?
legal requirements, most likely
Most states it is not illegal to lie about your age online, but then again, youβre breaking the ArtStation terms of service.
it is not illegal to lie about your age online π€
Nothing is illegal, if you don't end up being caught.
"Most states it is not illegal to lie about your age online"
Surely if you do, you're entering into a contract using fraudulent personal information?
@lilac walrus
It's not illegal to use "fraudulent personal information" unless you're impersonating someone or otherwise falsifying official US Documents like birth certificates and such. You can lie about your name, age, race, etc. If you enter into a contract while using a false information the contract still applies to the applicant, but for any court action to be taken in the case of extreme negligence or debt the person's connection to their false name will need to be proven (or a judge or jury can decide against you even without substantial evidence in some cases). Collecting information about the users is purely for purpose of a service provider protecting themselves from lawsuits, or for sale to advertisers (and sometimes foreign governments).
So, hey, career advice question:
Does it pay for a perfectionist Solo Dev to work hard to create a game with good characters, gameplay elements, and environments after many months of hard work, or is it better in the long run to release some hot garbage after a couple of weeks and use it as a portfolio piece to join a team?
The two are not mutually exclusive. You could pour months into a project and still have it turn out hot garbage π
I'd be more concerned with the quality of the work being produced rather than the length of time to make it.
@worn musk depends what you want to achieve. Do you want to earn a living making games yourself? Or do you want a job at a studio?
@shadow kelp
Money, definitely money would be a primary concern. I assume the most reliable source would be to immediately seek out work with a small studio, so maybe building a portfolio would be better than a large game with depth? After all, you don't see many great titles with lone developers compared to studios to begin with, it might be futile to even try.
You're very unlikely to make a complete game that impresses on your own...unless you've got the money to spend outsourcing the disciplines you aren't great at. For a job at a studio I would focus on doing some small parts of games, very well
which can bring very valuable experience and knowledge that you won't get from tutorials or articles
unfinished game can be your portfolio too, different roles need different portfolio, so you can vary what you show depending on a place where you apply
That's a great point, BoredEngineer. Joining a team certainly does not require financial responsibility or marketing experience. I didn't really think about that, just thought commercial success should be the goal for every game before moving forward on the career path.
well, these are two different things in my opinion
financial success relies only partially on a game, it's more about the business itself
it depends on where you are, what is your target audience, how much it cost to run your business and etc. quality of the game is just one out of 10
a good thing for portfolio material is those amateur forum projects
bonus, you meet with people and work with them. They can be a valuable experience
i increased my programming skill a lot by joining amateur teams and doing stuff with people
I think this is the right place to post this:
These numbers are delusional. To what extent are they delusional:
Time from Early Development to Release: 36 months
Total Costs: 645,000$
Projected Sales: First 3 Months: 135,000 @ 39.99$ - $5,398,650
After 12 Months 180,000 @ 29.99$ - $5,398,200
Lifetime after 3 Years 220,000 @ 14.99$ - $3,297,800
Total Projected Downloads Over 3 Years: 535,000 $14,094,650
Payout to Investors in Year 1 Investor 1 at 5% - $704,732.5
Investor 2 at 2.8% - $394,650.2
Investor 3 at 5% - $704,732.5
Unreal Engine at 5% - $704,732.5
Storefront (Steam, GoG) at 30% - $4,228,395
Remain - $7,517,139.8
After Taxes (State, Federal, Payroll) at ~30% - $2,255,141.94
This is for a single player semi-open world hand to hand melee action RPG with a similar Fallout vibe set in a post-post apocalyptic underground city inspired by Bladerunner and The 5th Element.
Produced by a modding team with a mild track record of success publishing indie games that make reasonable ROI, and three of the largest narrative driven single player mods of all time, each of which has a built in audience loyal to the team's vision.
Take a walk, those numbers are too small xD
Too small for what? Elaborate. I need this kid of criticism.
I was joking xD
A joke, sure, but I want your thoughts. :p Any reaction other than "fuck yeah pitch me that" is something I want to studdy.
Well holy fuck that's real money!
Mmm. But is it enough? :p That 640,000$ to start with, for all my market analysis, is gonna be hard for me to pull off in the first place. Some Engineers (2 coders, 1 tech artist) will be getting 34$/hour for those 36 months, plus insurance. Freelancers will make up the bulk of the work not done by the 5 founders, who are VFX artists and level builders, with a strong narrative core.
Nothing we haven't done before, we've worked together for years and pulled it off (three times, respectively, each of us.)
But it's all that unforeseen "oh shit" expenses while we're bunkered down that can go wrong.
Go for it! It's not like you have anything too loose...
Other than my life and solvency. :p
The 3 investors are lined up already. Just gotta knock them down. The other half is kickstarter.
Thus the asking around.
Okay, if you loose the $640,000 I'll pay you $10 with PayPal to buy some rope.
Ha! Well, if we can pull off this: https://www.youtube.com/watch?v=nWkKzaplwbY
We can pull off anything. So I'm not worried about losing it, so much as not having enough.
For our 5 Year Anniversary, we're finally announcing the exact day we will launch our mod to the public! Credits list for the mod, voice actors, contributors...
I can make the game I want alone over 6-7 years, but it's that start up cash that freaks me out.
I've been a producers before on projects that I was hired to manage. Never owned one of my own with stakes that financially high from the ground up.
So the wisdom of the elders would help.
Nothing seems delusional about numbers though.
The thing I react to is the low salaries as that usually means junior people. Do they have the skills to tie the not on a full project?
Question is, where do you get an investor, ready for such risks at such low interests ?
You can easily do better, investing in estate.
I'm thinking about starting a kick starter, does anyone know anything about Kickstarter to build indie games?
I have provided content for a kickstarted project. That's as close as I feel comfortable getting to kickstarter
Kickstarter projects tend to be poorly run and, well, fail
ah
@mortal raven - you've completely missed things like legals and marketing from your numbers
I would also suggest your projected sales are on the high side
^
$40 as a buy in for a game developed on a budget that small is steep
That, and the amount of sales is uh... A steep projection
Mainly because it's got no basis
Legal isn't listed but is in the expenses. I have a lawyer and contract writer that is also an old friend and voice actor.
I mean, if your track record is a proper basis for that estimate, sure
I might recommend halving your list price, you might get better sales numbers when the buy-in cost isn't so high
you might also want to consider that regional pricing differences may require you to (on average) sell lower regardless
The 135,000 in 3 weeks is based on our mods, where we got that (for the first mod 27000 was lifetime, the next was over 600000, and the next was 137,000.
Our videos regularly get over 200,000 views and some are over a million views, with scores of letsplayers who have made a folloing out of our work, so those are pretty cynical honestly.
free downloads vs paid downloads are massively different though
the conversion rate of things like videos is less than 1%
Our indie games so far have has 80,000 for the two, in the first 6 months. Just over 110000 lifetime in 2 years.
They also were not anything like this. :p
either way, I'd err on the side of caution
^
aim to break even in the worst-case scenario
I feel like I'm really just ^-ing all the time
But I do agree with whaat ambershee's saying
Worst case is probably getting JUST 120,000 lifetime -- but that is only going to happen if we get talent starved or something goes genuinely wrong in production.
I don't know, 120k seems confident. The generally accepted cost of user acquisition is somewhere in the region of $4-6 PT
What kind of game are you imagining thougj?
I have no idea, but on a ~$650k budget I'm not expecting Fallout 5
FYI, in my last company gig, the investors also took way, way more than 5% - it was closer to 50%
No. :p Absolutely not.
Because we spent so much time in the GECK and CK on New California and The Frontier, and Jack's team on War For the Overworld replicated a lot of those modular systems, we have worked out extremely rapid turn around on similar styles of game using UNREAL.
Oir investors so far are partners in the company, and two executives from substantial corporations that are father of the founders (I'm the odd one out and a poor kind, they're multimillionaires. :p)
Β―_(γ)_/Β―
either way, you asked if the numbers were reasonable
from my experience, that was my opinion
But if you ever played the game Oni in 2001, we're doing a hand to hand melee system very similar to that, and a 3rd person role playing game in a tiered open world. Not small, but not huge. Its roughly planned to the the same scale as FNC.
Yeah. It's a great opinion. Thanks.
You work on what kind of game?
Depending on your background that'll help me make a note of those comments and write a good argument if it comes up.
We're also arguing over 39.99 amd 29.99.
I think 30$ is too low. 40$ sounds better to investor 1, and he has more marketing experience that literally anyone. Not in games tho. But convincing him is step one, convincing audience is step 2.
$40 will get you yelled at by your non-hardcore audience
In the industry's current state
At least, that's mainly what I'd be cautious about
Sales, for those folks. :p
$40 with a 10% launch discount would be $36 which doesn't look as bad. Alternatively you could launch at something like $32 with a 10% discount bringing it down to $29
We're launching $19.99 with 10% discount
Yeah, it's a tough niche. Rimworld is 30$ and I spent just ungodly time on that when not working. State of Decay too, I loved that game.
Ours will look like it's nearly a AAA game, because I've got my asset creation and level design up to that level. Our voice acting being convincing, more so than our past work, will be the make or break for selling that 10$ difference.
That comment about $40 getting us yelled at by non-hardcore audience is absolutely true. I planned to hit those kids later on, with an upfront dip to conform with that annoying trend right now (it may be different in 4 years.)
You can estimate any number you want in principal. The question is how you are going to get it? As in how much money per sale are you planning to invest into marketing?
Game can be good and you might be lucky. But if not, you have to cover at least those 600k or double it for next project, as income not as revenue.
I would divide those mod numbers by at least 10 as not only itβs a free content but itβs a mod for another IP. Success of that ip might be playing way bigger role than what mod have to offer.
@mortal raven you have zero chance whatsoever
you cant go to that level directly
you need to release actual paid stuff with a lower budget to get experience
ive released multiple games, paid, and i still dont think i could lead a project with that sort of money.
There is a progression that should be followed, you have no idea of so many parts
for example, with a budget that high, you would need a UE4 AAA license
have you thought about that?
also, 14 million profit is outrageous. There is no way in hell you can sell that amount as you first game
becouse you will fail completely at marketing
as you dont know how the hell to market that
@kindred mason you cant have instant data, so you wont know how many players
but
use google analytics on steam store page
to get realtime stats
of your page views
yes
hm
well, you need to ask permission
what happens if I put it in anyyway?
but other devs that have added the permission prompt
tell me only 10% of players hit
yes
but GDPR is an anti-google campaign
if you roll your own analytics
like, in-house
you could do analytics that are 100% anonymous, and that would be gdpr friendly
they say things like user id are not good. But you could generate an unique session id that changes every time a user restarts the game. That would be anonymous
and not store IP anywhere
but thats so much work
no
omg, fuck my typing
becouse the data gets sent to google anyway
THEY do get all the data
user id, device id, and IP
Anyone have a copy of the Epic Games guide on Raleigh? Looks like the link is broken now
Guys, I'm gonna put my game to Itch.io. so i'm asking, do i need to put all of it (ETC 1, ETC2, PVRTC, and the others)? just like google play?
I'd say only the HTML/Webgl/PC/Mac/Linux stuff
its only for Android
but someone say i have to upload all files , if i publish in Goggle play
Oh I wasn't aware itch let you do mobile.
You could try asking them to see if you get a bite
I need someone to talk to.. Someone who understands the industry
I dont have any specific questions, its more about the industry
ive invested my career, money, time, everything into this, just to slowly realize that the industry is quickly moving in a completely new direction, everything now is generated, nothing is made anymore
its caused me to lose my motivation, there is nothing artistic about it anymore..
I dont want to pick up houdini, as its an incredibly technical, and complicated piece of software, but seeing how almost everyone relies on it these days, i dont see how i can make it without it
"Nothing is made anymore..... there is nothing artistic about it anymore". Short version: You're wrong. Long version: Mocap did not replace hand animation, and it never will. You cannot motion capture a toaster breaking out into song and dance. No matter how automated tools get, you always need to have artists to invent new things.
Same goes with photogrammetry and everything else. It can't replace doing things manually, ever. You can't photoscan a death star.
So if you somehow reached the conclusion that "nothing is made", I seriously question your thought process to get there in the first place. You're fine. Just make cool stuff.
also even projects using those techniques can be (and usually are) artistic
even on the highest cases of procedural abuse, there are still artists behind the tools
just, instead of placing trees manually, they paint where they want a forest to appear, and what kind of trees are there, and at what angles on the ground, etc
The tools are just shifting to allow a higher level of artistry. Eventually, you might not need to handplace verts, but instead you handpaint how strong the jawline of the character should be. Instead of drawing erosion maps you guide waterflow. If you are afraid that the newbies will "catch up" since they don't have to learn the hard way, maybe that's a signal that you should try something differnet? Tech will always change and evolve and we need to do the same.
@fleet lagoon yeah dont worry, they said the same thing when Zbrush just came out, then the same when quixel came out, and then the same with substance painter/designer, and theyll keep saying that every time, sure there s new tools, but if youre an artist that doesnt understand the fundamentals ofwhat makes good art, no amount of tools can turn your shit skill into something that is quality work. i always teach everyone the basics and fundamentals, any monkey can learn a tool, but basics and fundamentals is what will make you actually GOOD at your job
anyone have tips on making portfolios better
i feel like mine is not fully describing my abilities and experience
Colby Hall's programming portfolio
also it totally has grammar issues
The rule of thumb is look at what the pros are doing and that's how your portfolio should look like.
ahh oke
Oh you are a game programmer.
yeee buddy
That's a good question then. I'm more familiar with game/level design and art.
For programming, I would probably ask the same question π
yeah portfolio for artist are a bit more intuitive
I asked a programmer from LawBreakers and he just told me, show me games.
So...
You probably want a portfolio tailored to the jobs you want to apply for, Im guessing
And a lot of the jobs people get are thx to networking
im actually fixing to launch a game
ive never done game jams
never went to college
Win some awards