#career-chat
1 messages Β· Page 51 of 1
π
I started in QA 30 years ago at atari was a great place to start but you have to teach yourself the skills that will allow you to get out, I got promoted out based on game design ideas that increased the revenue being generated but it was a simpler time.
back in those days we had did tech support / help line for games and tested and did customers returns
Hi! Iβm a senior in highschool and Iβve been using unreal engine 4 for about a year now. Iβve got 3 open class periods due to some schedule issues, so I was wondering what the best way to find an internship (paid or unpaid) near me is
For some more context, I live in California about an hour from LA and my skills are advanced bp scripting and beginner C++
@chrome bone what studio do you work for?
It's very obvious when a person has a ton of work behind themselves
Even without showing your work, having a ton of stuff you've done will inevitably show in any conversation that touches on specifics
@fickle hatch I know this sounds like me being asshole but unfortunately I have a ton of stuff I've done over the years and sadly I only ever get told that I don't have enough experience
I'm very happy for your success! I wish I had had those kinds of opportunities
Yeah I've been gradually getting the feeling that the only way I'll ever get a job is if I make it myself, like what you are saying
It's really sad for me though because I have very little job history (i.e. graduated college in 2010, so I've gone from no jobs to no experience)
When I reach out to people I keep being told that I have a great portfolio, my awards from game jams are great, etc etc, but sadly it has never lead to any jobs.
Thanks for calling me a loser
You're right though
I am a loser
I agree with you that the kind of average game jam entry for these official Unreal things are probably like that, yeah
And I have a handful of those but I also have a handful of award-winning game jam entries too
I like to think those are good enough
But evidently not unfortunately from my experience
Job searching is really weird because the more experience you have, the worse you are at it
gamejams are for losers
that's a pretty bad take
just sayin'
also @fading yoke what about taking one of those gamejam games and developing it further?
@plucky hatch your opinion is insulting
to all who partake in gamejams
If I were a Senior artist making six figures I'd also not give a fuck
But I'd also not be shitting on poor people in chatrooms on the internet
Depends. Proper gamejam credit is not a key point, but will be taken into consideration.
if you want to throw opinions around go into #lounge @plucky hatch
<@&213101288538374145> @plucky hatch is insulting people
telling them to "fuck off"
Jesus christ, can't you peeps behave for at least one day?
wow
Someone had a bad day at work.
why is it so hard to just be nice to people?
@plucky hatch We have #old-rules that don't allow you to use such language.
Take it or leave.
your freedom of expression stops when you're insulting people, telling them to fuck off and calling them little bitches
it's not an exclusive thing to look for, but I'll take the applicant game jam experience over the ones who don't heh
@plucky hatch It's not about your opinion, it's about how you word them.
@plucky hatch Your opinion is irrelevant stop being an asshole its pretty simple mate. Read the #old-rules and stop being so combative towards others.
Depends a lot on the recruiter. Prudent ones will always take anything into consideration, jams included. Does not mean that hastily slapped together prototype with placeholder assets will count as a plus.
I would rather hire the child than the person who can't behave at all
^
people who dont play well dont deserve a spot
people wonder why the games industry can be such a toxic mess sometimes and then i come across such gems
this industry is not an exception. It is applicable to any field.
there is so much wrong with that statement i cant even
Who are you anyway lol
You do sound, like you had been taken down during a recent interview. @plucky hatch
i have never seen a more apt reaction gif
Lol
bye
Let's go with that shall we
Β―_(γ)_/Β―
i would hire two or three people half as good as that guy
I'm gonna miss mr I got my first senior title and will tell anyone about it because of how awesome I am π¦
Seemed like a nice guy 
Ah, you booted him before I could copy the transcript
Sorry, was forging some net code and slipped with my hammer.
sounded like a dutch guy hehe
i need a coffee now
here is some A+ tier carrer advice... don't act like him
I actually have a Skype call with his HR person tomorrow, lol
^^
that's amazing
yeah, by pure coincidence
Industry... life just ever π
lol
world is just one small village nowdays.
Im sure he will change his tune if his HR rep has a word to him about attitude lol
i kinda want to know what studio he works for, but that's way over a doxing line I don't want to actually cross
i've got a feeling that justice will be served eventually
Rule 1 - 17 of the industry is just this repeated: Don't be a dick.
cause if they employ people like that, I'll, uh, not work with them
can't be that aggressive and survive for long
not even at Riot! π
the thing with this industry is, that it's very small and people have long memories
weeeeell π @ riot
it was weird to read this conversation after all the text of the guy was gone
just missed it damn π’
that might be a little bit more shade than necissary π
Shots fired Roy
I have a friend (who happens to be a woman) who once worked at Riot... I believe every single story that has been coming out of there
absolutely no doubt in my mind all of that happened
and continues to happen
I suspect they'll have clamped down on a lot of that shit now to avoid a second round of bad press
people working there should riot π€
i worked for a PR agency who also did change management - and even if top management bought 100% in, it would still be an uphill battle
changing culture of a large company is the literal burger hill
company culture can change fast if your staff turnover is high though
yeah
if your hiring peeps are part of the new culture
yeah knowledge drain can be a huge drag on your company (+ all the other reasons)
company culture comes from the top, usally
wich really doesnt talk well of the Riot founders
but given the founders were some of the original Dota (the mod) modders, i can expect if a company is forged on top of a bunch of trastalking gamers and then grows massively
makes total sense
from what I gather they also only hire people who play League obsessively, so that probably doesn't help either
meanwhile, in Dota2, Icefrog, the lead designer, is still anonymous
and he stopped communicating with the community
after he posted a pic of his cat in the forums something like 6-7 years ago and people flamed him for not working on dota patches
he's not anonymous, hehe
pretty anonymous
but thsoe are mostly rumors. There are a few candidates
very, very smart of him to stay anonymous
moba fanbases are extremelly rabid
I've steered clear of the entire genre based on how utterly toxic those communities are :/
same here, stopped playing dota2 and now watching pro's play it out
i deleted my reddit account last year due to the same.
its just not worth it out there atm.
i stopped playing Dota2 after spamming a hero got me mad amount of reports
i never got banned (becouse my conduct is impolute and perfect), but i still got thrown into the "troll" bracket
and that got me from the "best behaved" player backet, into the "worst behaved" bracket
thats the "true" Elo Hell
the Dota2 matchmaking has several axis, its not just "skill level"
it also matches by sketchyness, smurfer, and troll level
i remember when i smurfed with a new account, and i could see it clearly when the matchmaker just tried to stack the odds against me by matching me with 4 other smurfers instead of normal people
smart!
they do the same in counter strike
they have said its a huge upgrade
essentially they are using machine learning and other stuff to check the "sketchyness" of a player
and they use that value in the matchmaking
they put the sketchy players together, and the 100% fully legit players also together
meanwhile Blizzard just keeps giving you worse and worse teams until your win-loss ratio is 50
I stopped playing Overwatch cause it just felt like you were placed with bad players just to ensure your W/L was always balanced....
@delicate apex valve does too
it tried to throw me into trash teams exactly one out of every 2 times
when it decided i had to lose
that's the straw that broke it for me
but that was for the smurf
it looked to me like the system was "testing" me
"is your skill real, or are you just getting carried"
so it trhows you into a shit game for you to carry the fuck out of it
what if you're support?????!?!
π
i started playing supp because nobody would
then i watched derps fight over who's mid
and more often than not one of them feeding
not if they're inepts
no chance
only if the other team is made up of inepts as well
they usually are
i found that games are either "smurf central" or "actual 4.5k mmr people"
nearly no inbetween
and thats on both sides
i lost some of the "actial 4k mmr" matches when i was smurfing. But i was ok with that becouse those were usually good games
the smurf bracket was hell
both team extremelly toxic
Not sure this is Career Advice to be honest
true
Can anyone explain how can I post in the Looking for work channel?
you need to PM the bot with !talent
and then he ask you for each of the sections
have them prepared before hand becouse the bot gives you 30 seconds
K thx...and where do I find this bot?
@iron bluff check the pinned messages and use cmd/ctrl k for bot
Thanks
What mathematics would be the best to know for the gaming industry/programming, im guessing algebra, booleans, vectors what else?
combinatorics
Linear Algebra
It includes the vector math, matrices, dot and crossproducts.
All the stuff you need as an artist
without a doubt linear algebra
i know more math than that, but LA is what i use daily
havent used calculus even once
LA and combinatorics and "maybe" statistics, but it's typically just stats 101
For statistics common sense will usually suffice
@night stump game engine volume 1 mathamtics is super good entry book
mechanics / kinematics is very useful for gameplay
@dusty jolt nice to hear a book recommend. I was thinking of something like that as a study subject next year.
@chrome bone pick up Real time rendering 4th edition and Game Engine architecture 3rd edition
real time rendering has a chapter on math that explains everything in more detail than other books, but explains it very well
there's also the 3d math primer by some valve engineers
don't judge it by it's cover π
Hmm neat. Good stuff dudes
Maybe we should carve out time for class study in studio with the non programmers (blueprint dudes)
Might be good for everyone
I was a math grad in University and have experience as a math teacher. I'll teach linear algebra if that's what you'd like!
(please hire me)
π
I am a software engineering student with average skills in C++ looking to start building games on Unreal Engine 4
Its not easy i know
But all i ask of you is to hit me up with knowledge and a guidebook on what to learn and where to start
Recommend me all the books/guides/tutorials and best practices to do
I will take it all in
Look up tutorials on youtube
Just started my own studios and about to begin designing my first game concept, any advice?'
don't call it a studio until it's a studio
if you don't have a business, and a business plan, you're just making a game
Consistency and perseverance are key, good luck
in which case #design-chat
My advice would be having a plan to make money immediately, don't call it a studio/company/business until you do. For my studio, it started out making money as freelancer and using that to fund an own project - which means there is revenue, money is being made, it's sustainable even if not ideal. But so long as you're designing a first concept, making a first project, or anything else where you're not sustaining yet, it's not a good idea to call it a studio.
Apparently, Epic Games has an HQ near where I live. Do you think I could intern? π€
depends on whether they take interns
It looks like they do at certain times of the year
Does anyone have any tips for building a portfolio?
What discipline?
Programming
I focus on art and the technical teams, so it's just my opinion that you should build a plugin or an extension for use in the engine or an existing IP, make sure it matches the type of programming you want to be doing. Don't use school projects or anything made for a game or engine that doesn't match the company you're going for.
I also don't like game jam entries in a portfolio or resume. I like seeing clarity, structure, and functionality.....which aren't usually found in a jam.
I'd get some thoughts form a lead programmer if you can though.
@wanton viper imo win or be a finalist for a few game jams or hackathons and then you can rest assured that you have a decent portfolio
Then again I am an unemployable loser irl so take my opinion with a grain of salt, though I think it's a good one
jams are a fine thing to have, but they shouldn't be the only thing
plugins or extensions are good if you intend to go into tools programming
if you want to do gameplay, things like mods can be better
Are there any jobs as easy as school?
teaching seems pretty hard tbh
It's easy if you've been doing it for many many years π
no I mean like attending school and doing the projects and the work are super easy but then you get to the job and everything sucks
well thats just work for you
I mean, life will suck in any case after you get out of school
That's just life for you
they wouldnt pay you if it was easy
Any tips to get into the gaming industry? I'm about to finish my AA Degree next year
Do you genuinely want to be part of the game industry?
if you know anyone already in the industry, your best bet is trying to get an interview through them
Do you need tips on getting a job or getting the skills?
otherwise just try applying with your portfolio to every compnay you can
I have a certificate in Photoshop. I have experience with UE4 and worked on three projects by myself. My twitter & YouTube for game dev stuff is RedFeather_Dev I can do lighting, texturing, level design, game design, and a little bit of UI. To answer your question, yes I genuinely do what to be apart of something I love. I've been a gamer since birth lol
That's fair
Just giving you a disclaimer, working in videogame industry will be stressful and there are better jobs that pay more for less stress
But they are nowhere near as awesome as making games are.
I also want to give the annoying disclaimer that this
I genuinely do what to be apart of something I love. I've been a gamer since birth lol
Is something a lot of people getting into gamedev say
Making games != Playing games
And they burn through that enthusiasm really quickly when they figure out that making games sucks compared to playing them for most people
Making them is much more fun
^
I figured the stress would be there, but honestly what job doesn't give you stress regardless if it's more or less. Yes, you're right a lot of people do say "I love video games." But for me, I've worked on three small projects all by myself and I know what it's like getting frustrated making something and putting it together. It's not as fun as playing it, but i kinda enjoy it.
Other than that, tip #1 will be hang out with cool people and always show & tell
Show your projects, make more personal projects, thrive on feedback and love from others
I live in Florida and I really can't find people who share the passion
You are on a discord full of em
There are plenty of cool people in the world who will at very least give you tips, but some of them might also hire you for your first job
Yeah I know, but I understood that statement being said as "Hang out with people in person"
You can be social through the internets
I can try, lol
Hanging out in person is better, but you will find more people online
I figured, everyone is online and no one really does anything in person anymore
There's plenty of local and semi-local gamedev groups
I find local interest groups to be generally useless
I'm in a Dutch gamedev group which does regular meetings, which are pretty popular
But that's just my subjective opinion based on specific experience I had
You need something run by an organization, rather than just a random group of people
I know that in Switzerland, for instance, there's a few people pushing very hard to unify the games industry there, and they're doing regular meetings there as well
I would join interest groups for this and that, but it never ended in anything constructive
But it's probably cause I was interested in different things
Interesting
In retrospect, maybe local hackerspace wasn't the right crowd who'd be interested in writing rocket guidance software for fun
π
Like, I just wanna find a community of engineers who have fun engineering (for fun)
Ok, well another question. How would I make a portfolio?
Do I need a website, orrr??
if you do art stuff, use artstation
if you do code stuff, use github
those are the general goto's
Visual things -> website of any sort, code -> github, everything else -> downloadable pdf
I do no coding, so github is out the window. lol
If you do moving stuff, use vimeo or youtube. Don't send files in weird codecs or link me to strange streamingstires
My game dev YouTube channel https://www.youtube.com/channel/UCWJFcdXJ2bnb7n9eDr9KJXg
So twitter isn't a good place to post game screenshots as a portfolio or?
I barely use twitter. If I got a twitterlink with your application I'd probably move on to the next.
Got it
Use twitter to build a network/following, but it's not a place for portfolios.
Your portfolio should ONLY be your very best work.
thank you all
@hybrid phoenix do you have a name/link of that meetup group in switzerland around?
Not off the top of my head, I'll ask my friend
thanks!
@hybrid phoenix Do you have the name of the Dutch meetup or something so I can check if I can join?
Dutch Game Garden's lunches
@fervent pendant if you're an artist look up the DiNusty Empire, not only is it a good community of artists in games, it's also s good resource and portfolio critique etc. The guy that runs it works for Ubisoft, does live stream videos all the time including portfolio reviews or just doing 3D stuff.
Also side note: I don't find working in game development stressful and I much prefer making games to playing them
The dinusty Empire community has thousands of people involved, a lot of professionals but also total noobs so it's pretty awesome
@hybrid phoenix seems ill go to work in amsterdam. You from there?
Will do π
@honest cipher Nah, other side of the country. That said, the other side of the country is about an hour and a half away from here π
So that's not that bad, really
So why do people never give a payment range in #looking-for-talent
It'd save everyone a lot of wasted time if they did
becouse you want to pay the least amount possible
@hybrid phoenix . So you dont put a salary range, and better go with a salary/money discussion, wich allows you to underball almost every time
@fervent pendant where do you live in florida, im in winter garden
I was watching a video yesterday about why the slums in Mumbai, India, exist when there are so many empty apartments all over the city. A point they made that resonated with me was that apartments and houses are not dwellings or places that you live. They are investment vehicles.
You looking in Amsterdam? @honest cipher
So if you look at it from that perspective, it makes total sense that places like San Francisco and NYC have insanely high rent prices
they are indeed investment
And AirBNB helps to make apartments everywhere more into investments rather than homes
source: my family literally lives from good housing investments
airbnb really should be controlled
im ok with it existing
but its just extremelly harmful for everyone but the guys renting
We're starting to regulate it here
beetween tax and housing, i can earn more cash freelancing in 2-3 months than working for pubg for a year
ridiculous
and its a high salary
You work on PUBG @honest cipher ?
In what capacity?
?
Is that what you'll be going to Amsterdam for? π
Awesome
Or is that off again
its a bigger salary than normal gameplay programmers becouse they wanted really good multiplayer knowledge + C++
Congrats π¬
for comparaison, its 3 times what i was offered at Tequila Games
for a similar-ish position
I applied to Blue Hole a few times this past year and I live here in Seoul, within commuting distance from their headquarters. No response each time.
@honest cipher Just catching up on the convo, if you're looking for dev meetups in Amsterdam try the Game Dev Meetup in A-Lab, it's always a ton of fun
learn some german and mix the two
Yep, usually start with one or two presentations showing off some games (in English), and afterwards it's just a fun hangout, everyone speaks English
Just be sure to register through meetup.com since there is limited space
when is it? ill go there in nobember
It's usually once every month to two months, at the end of the day, with food n drinks provided
You can find info on it here https://www.meetup.com/indie-game-show-and-tell/ @honest cipher
thats similar to a meetup i go in spain
Looks interesting, might join that as well
They have one of those in Seoul, but I've been too flaky about attending even though I want to go in general
@honest cipher congrats dude! π
it's great to see someone I worked with moving on to pubg. π
@wheat hinge another MP shooter lol
lol yeah I mean I just checked up on HGA and I think they are finally, once and for all dead.
we will see though they have a weird way of bouncing back.
damn shame
but yeah MP shooters seem to always be big
yeah those bots were shaping up
jump sets still needed to get handled better man I wish design had nailed those better
right now im so much more experienced than back then. I could have solved a lot of issues HGA had if i knew what i know today
plus doing the bots in a 3rd of the time
yeah same π I was even trying to talk to matt still and offer some advice like a year or two back.
its sad it never got to see it's full potential and that it was mismanaged so... roughly and with very little transparency.
but yeah it sounds like it should be great coming in soon. Also I went to amsterdam in 2016, its a very very nice city.
(I recommend the vondelpark coffee house)
Hey guys, is it weird to not want to work in the games industry after spending years of education on it? I'm not entirely sure if I want to move and work crazy hours
Not weird at all. Might be a bit disappointing, but not weird.
Considering the current state of affairs (mismanagement, layoffs, lack of compensation for crunch, etc) its not weird at all. I have an aversion to working for AAA because they don't focus on game development in most cases, but mostly the financial bottom line. Which is important, granted, but when they do that by removing gameplay or increasing grinds so they can sell the player on microtransactions, it gets my back up. So many games have been ruined by this. The worst example is FIFA and UFC from EA. UFC is figuratively a "pay-per-punch" game. And it's full price. That sickens me as a gamer and a dev.
Do keep in mind that there are of course also jobs that do not have insane hours etc or you could go indie π
Yeah, currently the most compelling path to me seems to get a 9-5 web dev job and save money for going indie
Yep, Going indie is the easy life. Yessirreee
Just out of sheer curiosity is it pretty normal in the games industry to work on 1 game and then move studios? I feel like a lot of the top guys I follow on Artstation seem to move studios after a large AAA release.
it's not unusual
a lot of studios follow boom and bust production models much like Hollywood productions
you only need a handful of people at the beginning of a project, and you often need a very large number towards the end to assemble content
means a lot of people are redundant once a project is completed and a game studio's biggest overhead by a long shot is salaries
Yeah most studios should streamline it like disney etc to start another project during the first project, but thats hard to do regarding budget etc
not just budget, but also the fact that pre-production isn't an exact science
it's really, really hard to ensure that there's a new project for people to move on when the time comes
then there's other complications, like the first project overrunning and taking 6+ more months to develop, hehe
haha estimation, hardest task there is π
you can't really estimate it, that's the real problem
if you're at the stage where you're not sure what you're building, how can you know how long it's going to take you to work that out?
hehe
There is definitely no feeling that your job is "permanent".
There might be some movement after projects, but I'd say it's nowhere near "normal" to hop after each project.
Iβll share a bit of background as I have worked for a AAA studio (Santa Monica Studio/Sony Functional Test Services). I worked on God of War and Spider-Man. Although some of these things have been pointed out before, they are important. Depending on where you want to go in the industry, QA and strong art portfolios seem to be solid entry points. You can expect to work much harder, longer hours at a game studio than a different type of software development company, not always so, but many times this is the case. At Sony, 70-80 hours towards crunch was normal. Other companies insist on healthy work-life balance. Employee retention always varies by studio. Some big studios lay off immediately after project submission, others like CD Project Red, are as loyal to their employees as their employees are to them. It really depends on the company.
It's kind of interesting how "going indie" always felt like a pretty tough task (from my experience following through programming communities)
I missed the point where doing indie full time became a feasible thing to do
Was it the success of some singular indie games that created this idea that "going indie" is a feasible strategy?
I think that going indie with little to no business experience is very risky. Unfortunately there have been some pretty serious stories of indie burnout. The cold truth is lack of funds and time crunches can be incredibly stressful and detrimental to ones health. Taking your time as a side project is much safer than throwing all of your financial eggs in one basket. Just have fun building something and release it when you are ready. If it sells well, awesome, if not learn from it and move on to the next project.
Newbie here but can we expect to consistently paid less (even at giants like Blizzard or Ubisoft) for the same job title (e.g. designer or software engineer)? If I was both hard-working and lucky enough to get into a healthy gamedev company, it's painful to know I could be earning 50-100% more for a similar job in another industry. That's a big reason why I feel like I can only make games in my spare time.
@pliant ridge It depends on the studio, but yes, it is generally accepted that the entry level pay for game dev related work is lower than similar industries, but this is not always the case. It comes down to your finances that you need to be a responsible adult vs your passions.
Thank you, do you know what makes those exceptions? And yeah, at this point I feel I need to sacrifice quite a bit of lifestyle to be in game dev, but I'd still have a roof and something I love to do.
I think you don't "go indie", you can start a small company
Sure, "indie" is a common name for a small company that does not have a publisher
But in modern context, it feels like saying "start a small company" is more appropriate
You could call our company "indie", but I don't consider us "indie" (and we are not videogame developers, we just happen to have a project that has a prominent videogame version)
@pliant ridge No problem, itβs kind of a mixed bag. The βindie/startup cultureβ studios seems to be better about this. Psyonix is a great example. It is a relatively small studio with huge profit margins, but they still treat their employees like family.
Not in the same sense as "going indie". We didn't decide to "go indie", we just started a company around this project like everyone else did in their time
That's the dream
@pliant ridge This also applies to non gaming companies. I worked for Uberβs research and development team. The company is still run with a startup like culture. Uber has more money than they know what to do with, but they are incredibly generous to their employees and their families.
The previous company I worked at was basically a startup too, in every worst sense of the word
With all the favorite classics like the big boss who doesn't listen to any good advice
And always chasing demo's with half-finished product, pretending like we have functionality we don't
Wowza, two very conflicting experiences. I love it.
Instead of working onthat functionality
It was a good company where employees were taken care of, but the big boss's constant insistence on doing demo's instead of real development was really annoying
To give some context, we were working on a military recon UAV, about 9-10 ft wingspan
I actually work as a designer at a startup who essentially underpays everyone, but we're all really flexible and nice to each other. So I'm somewhere in the middle.
So "going to demo" instead of developing the UAV meant that we ended up crashing a lot and burning real money and technical resources for no good reason
Now I can proudly say that I've designed a control system that accepted major updates in-the-air, but I shouldn't have been needed to do things I did in the first place
And all my attempts to organize a better work process ended up being limited to my immediate working environment
I was the only guy writing reports and preserving all the data about test flights and other aspects π
I wrote new image transmission code overnight when we had 1 day during which I had nothing better to do (no high priority tasks), a random fluke in the broken work process of that company
And we rode on that code till the end of the company hurr
I never got the same chance to rewrite that code and fix some conceptual issues (like being able to send only 1 picture at a time)
@plucky hatch so I think my best bet here is to research startup-like companies that both pay/treat you well and develop games... How do you find those? I've never heard of them before. Maybe because I don't have access to their workplace culture? Maybe just need to Google more?
A relevant advice here is to hang out with cool people (this server has a ton of cool people)
Idk, I always found jobs/contacts/things I needed through friends and people I know
Itβs also important to accept realities that your favorite company may not be what is best. Itβs about thinking past the fact that it is your favorite studio and do what is best for your professional career. I absolutely love Rockstarβs games. I recently had a chance to interview with Rockstar in New York. It was a incredibly stressful 10 hours of interviewing which I expected. But it felt cold and distant, not like a group of happy people. Perhaps that is not the reality, but I perceived it that way. I realized that sometimes itβs better to just play their games and find the best culture fit somewhere else.
I think you're right in your feeling about what goes on inside that company. I have no experience with modern rockstar, but my dream company died with DMA Design
I feel like things changed when Leslie Benzies left Rockstar. But itβs a huge company that is Cult level in their degree of secrecy, so it is hard to say.
For me, there was a clear line when DMA Design became Rockstar North - something changed in the image of the company, something changed about the community, it became a huge company like many others
I remember all the random stuff and content that DMA Design shared for GTA2 and GTA3...
They were still secretive, but they interacted with community a lot, released a lot of in-dev materials and so on
"a lot" it was just a handful of screenshots, but there was a feeling of two-way communication to some extent
DMA was the best. Lemmings on DOS, ah the memories...
I started with GTA: London π
Hey all, anyone got experience with architectural visualization? I'm having a hard time pricing a job I've been commissioned to do
@winged fable would try in #aec-visualization
good idea thank!
Iβm going to a study visit to a Game incubator in my city tomorrow, Iβve a few questions prepared but I was thinking if there is some previous experience on here that have gone throw something similar. Was there a question you would have wanted to know the answer to? but didnβt know to ask for when you started out as a Indie developer? (Iβm not a student, working on my own.)
Has anyone else here interviewed with EA somewhat recently?
what is a game incubator? o_O
An incubator is a group of several investors who pool their money together and fund small projects with interest to turn them into full companies
@knotty iron I have experience with a non-gamedev incubator if that's any relevant (we went through an incubator with ESA)
It all boiled down to "write a business plan" and "attend our events'
Hey guys, new to programming and just got recommended to this server. I have been playing games all of my life and would really love to start making them, I have a few questions that if some of you guys could answer I would appreciate it.
- I am looking to become a gameplay programmer, and am looking at a school to go to that teaches you everything about gameplay programming. It is very expensive but i'm not sure if it is worth it. IF you graduate you will recieve;
Diploma of Digital and Interactive Games
Advanced Diploma of Professional Game Development
I am not sure if it is worth it to spend 40k and 2 years learning there or just self teach.
2.. If I was to self teach, what would be the best way to learn? I am watching some playlists on youtube that go over the basics of C++. But once I learn the basics where would I go to start expanding my knowledge?
Thats all I can really think of right now guys, you guys can DM me to talk to me about the answers so it doesn't clog up the channel. Thanks for your time. π
@serene maple Self teach, experience looks way better than a diploma
For programmers everyone agrees, that if you get a degree, you should get a programming-specific one
So go and do something along the lines of Computer Science or Artificial Intelligence
It's valued more by the industry and is generally quite a bit more useful overall than all those gamedev degrees
you'll not get much out of a game diploma anyway - thing is, that in order to program games, you still need to learn how to program - and software engineering is already a heavy three year course
Hi Guys, I was wondering if someone could give me some advice. I am a composer/sound engineer by trade. I've been working in the music industry for the last 3 years after graduating. Without wanting to blow my own trumpet too much I've worked on some Hollywood films as well as will Major Label artists. So I have some decent accolades. However, I am looking to transition into game audio. I've learnt how to use Wwise and FMOD Middleware and UE4 Sound implementation. I was wondering if someone could give me some advice regarding a portfolio. I was initially doing cutscenes when applying to stuff, however I'm being told implementation is something I have to demonstrate. I'm currently working on a few things like Mods etc. Will that be enough? should I try to get involved in a indie game from concept to release? Thanks for anyone's help!
@regal thistle I would find demonstrable experience of using FMOD Studio and the equivalents (UE4 sound system) very valuable, something that shows that you can make complex sounds that take several parameter inputs, have them tie-in with the engine. Complex interactive sounds, dynamic music system, complex scenes with multiple different reverberation types and so on
We needed a sound engineer at some point, so it's just the stuff that we found relevant
I need some career advice. My studio is about to have massive layoffs on a definite date, described as "when the money runs out". My leads have said that I would survive, but I do not trust them as they have lied to me before. I also don't want to work here any more, due to the above reasons and others.
I am tempted to put in my letter of resignation, to end one week after layoffs occur.
So if they intend to keep me they would need stronger proof. And if not then at least I made a stand.
Nobody expectes any severance, so that's not at risk.
After thinking about it, if I do resign they'll probably drum up a huge amount of uninportant Exit Work for me to do. I would be better off not saying anything.
If in the US when you resign you generally can't collect unemployment.
Just start looking for other opportunities because you're unhappy there, if you get laid off you might get severance but at least you can get unemployment, if you're not laid off then you still have a job / benefits while you search for something new.
^
Hi @fickle hatch ! Thanks so much for the feedback! That seems to be the general consensus of what I've heard. I guess it's a question of really working hard to get something together that demonstrates you can do all of that. Thanks for the advice!
Good luck in your pursuit!
You can make a simple demo where you just fly around and listen to sounds
That are configured in complex ways. Not sure if that'd be useful as part of a portfolio, but you could record videos from it to include in the portfolio
@serene maple Teaching yourself isnt that ez as @rough dirge suggested. It only works if you have the right kind of drive and time to actually do it. Most youngster have trouble shifting from school behaviour to self teaching so its never a bad choice to get into any kind of school to keep the learning flow steady.
someone mentioned diplomas before, from what I have been told.. a diploma is great for any entry level job at a company handling simulation. If youre looking for game industry jobs, they will want experience.
this is because alarge company has the resources to train you for what company specific thing they need you to do, and a game company that only produces games will need you to take on a work load and youll need to do it yourself, maybe if its a large EA studio than you will have managers who will help you but if its a small five man studio youll have to know your stuff
I'm sorry guys but most diplomas are the next level up from Ponzi schemes
The people who offer them make their money from students paying exorbitant fees; lure them in with dreams and then give them nothing to be hired off of
The only reason I would ever partake in a course like that would be to meet other people interested in similar things to create stuff with
personally i don't think that's worth paying 20 or so grand a year
You'd be far better using that kind of cash to actually create a decent game or work with others to do that and then put it in your portfolio. I find it so ironic that the same people who will scoff at rev share or volunteer work will shell out money to an institution like full sail to get a worthless diploma.
If you're hell bent on getting some qualification, go study software engineering or comp sci or ask an artist to mentor you/ do workshops that teach you applicable skills.
@daring cipher
Also, if you don't have the time or drive, I don't see how enrolling in a constant course that makes you get at least a part time job to cover it is a smart idea
Sorry for the rant; just hate seeing people get suckered into this shit
I'm also a bit wasted so take my sardonic tone with an ounce of salt
no pun intended
While I agree places like Full Sail might not be the proper place to get a diploma having a diploma is nothing to scoff at
And having a diploma is not some Ponzi scheme again maybe in a technical trade school
And while I see your analogy in Rev Share work vs going to school, those aren't really comparative
If you sign up for a school you have an expectation of delivery that you can sue over and bring to a legal Court
Given that you weren't a lazy ass and didn't depend on the school to just hand you everything
With something like Revenue share you have zero recourse in anything
Unless you somehow magically got to sign a contract that you can enforce legally
I have yet to see anyone offer rev-share with a contract. Typically they just pay you under contract or they just pay you
anyone intrested in chatting about a game idea i have?, a Fantasy Boardgame World based on a boardgame i puplished allmost 10 years ago. if you are, hit me with a dm , https://www.youtube.com/watch?v=Lh3ZlIA4fcg
I'm kind of frustrated that everytime someone in this channel mentions a degree the channel gets flooded with people complaining that it's a bad idea/unnecessary/"a ponzi scheme"/self-taught is better/a money drain/etc.
I don't know how it is in other countries, but from what I've heard in some places this is definitely the case. However for me (I'm from the Netherlands) it was definitely nothing like that. To give some backstory, I dropped out of highschool at 17, but because by law you have to go to some form of schooling until you're older (as long as you don't have a degree) I decided to go to college to get a game development degree. The price was definitely not the "20 or so grand a year" mentioned earlier today, in fact it was less than 2k a year, which even if that seems like too much money for a kid starting their carreer is easily covered by the government-run financial student aid available for every student. I already had some experience, but most hadn't done anything game dev related yet, and it really took them from 0 to in some cases AAA game dev skills. Apart from learning lots on how to make games, it also gave most people a lot of experience (we basically went from one project to the next, learning by doing) so there is some work at the end to start a portfolio, plus there is a year long (in most cases paid) internship which means connections to people in the industry and for some even a job offer after getting their degree. Then there's also the fact most of us have kept in contact, and it's been a great way to get some networking in the industry going, not only have I later on worked with/hired people I met at college, I also have been invited by friends to lots of other networking events n such.
Now I know not everywhere it's this good, but it really annoys me how everyone, no matter who they are, where they're from, and what their background with gamedev is, always gets the "don't get a degree, it's a waste" advice. Sure in some cases it's the right advice, but there's also cases where it most definitely isn't the right advice. Really wish people would stop hating on it so much. Sorry for the rant, really rubs me the wrong way sometimes...
really just do whatever you think is most enjoyable
you only get to live once so being bord out of yor mind for large parts of it probably isnt how you want to live it
Then you've got the other end where you pay american uni rates and the senior project is a terrible flash game that wouldn't see 20 ratings on newgrounds
Β―_(γ)_/Β―
@neat jackal As another Dutchy, I can tell you this
If everyone here was from here, we'd have this a discussion a lot less frequently
For me I'm not sure going to a game school would have been a good option, but given how far I've gotten without it, I definitely do sometimes wonder how much further I'd be with it.
Here, schools are alright and don't cost a fortune
Its just. 'murican uni rates
I'm probably just as fine without my gamedev school as with
So even here, it's a question whether it's worht it
Not a ponzi-scheme, for sure, but for many people, still not worth it
If you then look at other countries where internships are unpaid, school costs a fortunate, the government doesn't support you and the schools suck
Wellp, in lots of other countries it really is an incredibly bad deal
Yeah, it definitely depends on where you are, both as in where in the world, as well as where are you in life, what can/can't you do gamedev wise and what do you need to learn
But I too often just see the same flood of people yelling "no" at degrees, as if they're a bad thing, whereas in reality there's a lot more variables at play that you really need to take into account when giving advice like it
And I know too many people who get paid more because of the degree/get hired by a non-tech-savvy HR person who sees the degree on a CV and goes "Oh must be better than this other person without the degree"
The truth of the matter is that in most cases degrees aren't that good of a bet
Especially when compared to the alternatives
I mean if I could get one at 2k a year I'd be enrolled
if u want work as game dev, im pretty sure school wont matter, only your portfolio to show what you can do
@neat jackal It's also worth noting that our schools have a lot more government-based QA than most other countries
portfolio is a big part of getting hired, but you can usually get connections through going to uni which can also help
school wont hurt , maby your wallet
tho, some schools seem to be under the illusion that students just want the piece of paper and that's all
I mean, you say in most cases they aren't a good bet, but keep in mind this: a ton of people want to go into game development because "playing games is fun". When I went to college, even though I already knew some game dev (my father is a programmer and taught me when I was younger), pretty much everyone there had never done anything game dev related before. Had they chosen not to go to college and get a degree, they'd have probably needed a lot more time to learn everything. If you look at it that way, minimum wage (in NL) is 1500 a month. If college costs under 2k a year, even without any governmental financial aid, you'd already have it covered by 2 months working per year. Now if you were to spend your own time learning it, where you can't ask anyone questions, work together, no deadlines, etc., for a lot of people they'd need a lot longer than a year fulltime learning. If we take the same minimum wage, 1500 * 12 = 18k. You'd spend at least 18K at learning instead of the 2K over a couple years. So price isn't really a valid argument, unless you live in a country with higher rates, but then again lots of people travel to different cities/countries for college so that would also be an option depending on the person.
As far as portfolio goes, in our case we worked project to project, all had to be shippable games (and in some cases were shipped), which really creates a great portfolio already. Plus internships, which can often be the cause of some great portfolio materials for shipped games (sometimes even more well-known/successful titles), and can even land you a job after the internship. Even if neither applies to you, you'll probably be doing something during that school period, whether as projects/assignments, or as personal projects to try things out, which can all go into a portfolio.
there are definetly students out there that do just want the piece of paper
I think it's also partly that this platform is just more likely to have self-taught developers on it, but I think a lot of times when someone in here asks for advice people greatly underestimate the power of getting a degree, and how many people it actually can help.
i know a few people like that
I'll be the first to admit, I was one of them, as mentioned. That doesn't take away from the fact it is a good thing to get a degree in game development.
wow the biggest conversations per msg I ever seen over here
So you should also factor the wage-time with the college path.
I also think that with a discord server like this one, focused very much on developers helping each other out, it's a great tool to self-teach game development and probably a lot if not most of the users in this server are here for that very reason. Thus, it created sort of an echo chamber of success stories of people who didn't go the traditional way of getting a degree, and makes it seem less needed. Just saying that in a lot of cases, the opposite can also be true, and that doesn't really get reflected anymore when someone asks because of it.
Doesn't invalidate your point, though, which I understand. It probably makes your argument stronger if you had data for how much longer it is to not go to the games school.
I would say +1 year, googling everything takes time
Thats somewhat my point though, how long that would take depends entirely on the person
But my estimate would be at least 1 year of fulltime learning to really get to the same level as someone with a good game dev degree
Yeah but you still lose that in opportunity cost (or at least part of it). School takes time away from work just as much as googling.
Yes, but unlike googling you're creating a network at school, doing internships/meeting people from the industry, and have people right there with whom you can sit down and really ask anything in detail, discuss how to do things, etc.
well, that's not 100% true. you can still participate in events and gatherings even if you're self-studying
It's the same thing as going "you don't need to send your kid to school, because maths/english/biology/etc. can be googled" yes it can, but that's not why you go to school, you go there because you have social interactions, make friends, have help learning things, learn from someone who's an expert in a field.
Ofcourse that's a more extreme version, but it breaks down into the same things
well, that's pretty much the whole grasp of schools business model; have all the required information available in one place
im looking for someone to make a game with me, so i joined this server >) anyone looking for a side project?
cant chat in there, allso this is just an idea, if someone would like to know more dm me, i have all art, and concept ready
not serius atm
you're not supposed to chat in there
check the pinned messages and use the bot
@bitter mulch
well this cannels info kinda suggest to ask bout these things here
maby tell me what you think of basics of the idea
middle of a game ill throw it in here later
multiplayer boardgame world
it really doesn't suggest taht
ye im in the wrong place, sorry
hard to tell if degree is good or not, because it really depends on the person imo
at the end of the day you have to learn to learn on your own, because that will be the thing you have to do for the rest of your life
if you need 3-5 years of university for that, go for it
I actually needed 1 year in university to get to that point, but from there doing the rest of university was a pretty bad experience regarding knowledge gain/time efficiency
but I have to admit that I usually get on the degree is meh train, mainly cause of my own experience with the last few years of my university π¦ I get your point and will try to be more careful about this
if people would fix secondary school we would not need university tho π
in short, I would describe it as "proof of sufficient understanding on industry standard level"
anything past that is up to you
I for one, would love to read the background of the people on boths sides of the Degree vs Not argument. It would be interested to see how many years as a professional in the industry they have, time spent in hiring positions. Experience with relocation qualifiers, visa and permit negotiation experience and so on. Wouldn't that make the discussion more interesting and a bit more relevant?
My position on the matter: Degrees can help for certain positions. They help a lot if you will ever need a visa. They can help you qualify for a relocation. A degree will not help you get either of those things on their own.
Background: 10 years. Currently hiring internationally. No degree, but I did attend a vocational school for 3d graphics.
A degree can be useful for a visa, but I don't see what that has to do with relocation, that's just down to the company
(I have no degree, but have worked all over the place for a bit over 10 years)
Yes, but several companies have a degree as a requirement for relocation
that would be their problem, but I've never heard of such a practice
I've been relocated several times so I'm living proof it's not super common, but it does happen
Also interesting would be the range of salary - I feel like a lot of people without degree may be making less than a similar qualified person with degree, but who knows how big that difference is these days, I do think it's getting smaller
salary tends to be whatever you can negotiate
Agreed
^
it might make a difference when you're coming in at entry level, but given a couple of years experience it's not really that relevant anymore
and ofc goes without saying "minimum wage yields minimum effort"
Yeah mostly talking entry level, agreed that later on it's not as relevant
I hate when all the entry level positions are instantly filled from student interns
that's probably the biggest downside of being self-taught
Yep, it shouldn't be underestimated. You get to tap into the schools network
I blame to companies for enabling it
at least keep one open spot for public applications
That doesn't make sense though - not going to school then blaming companies for hiring someone who did?
Like, with the intern they've worked with before, they know what they can/can't do, it makes a lot more sense
I don't think it's very common to restrict internships to certain schools. It's just that if the application comes from a trusted school the applicant has already been screened at least once and has been taught a known set of skills. The student may even have been taught by someone at the company. It just removes a lot of the due diligence needed.
If a stellar public application comes in, I don't see why it wouldn't be accepted.
^exactly, but they might never find those diamonds in rough if they aren't even looking for
not going to school then blaming companies for hiring someone who did makes perfect sense if you are better than the ones who went to school π€·
as it is bad both for the company and for you
Not looking for? It's not on the company to send in applications that beat all others
Taking in an intern is a net cost for the company, so they won't be seeking them out.
If they are, chances are that it's a scummy company that wants stuff done for free.
that's more of a rule than exception at this point, labor laws here enable such behavior perfectly
The opposite is true here.
Yeah, in a lot of cases companies will also ask interns to stay/join the company after the internship, which imo is way better than keeping open a spot for someone who's self-taught/applies. Sure someone may apply whose better qualified, but you can't be sure when that better will apply, if at all. With the intern you know what they can do, you know you work well together, and you know they can start sooner. Literally all the upsides are with interns, all the downsides with outside applications. It makes no sense keeping a position open.
the problem with hiring people from the same school is that you risk creating monocultures within your company
I would never take on an intern unless I saw the possibility of hiring them at the end of it.
interns tend to incur a cost, so if you're not aiming at hiring them it's just a net loss
Exactly
Oh no I'm not saying hiring people from the same school, interns can easily come from different places, I know we get applications for intern positions from different schools.
That is, if you are doing it right. If you just take them in and put them to work, it's a different, bad story
But hiring them after the internship means they already know the company, the people, the projects, the workflow, which otherwise you'd have to teach a new person. Really makes it way more appealing to hire the intern instead of keeping a position open for "a possible future applicant". That is if you're hiring ofcourse, also plenty of studios that don't offer jobs to interns/don't need new hires at the moment/just replace interns with new interns.
a proper internship is like a training program of sorts
How come interns end being a net loss? We don't have interns here, but I mean, given generic art internship, an intern will not cover costs of electricity+software+his wages ?
it provides important studio environment experience
in ideal case intern will take away some of the time of the normal devs
Yeah like Ambershee points out, it's like a training program of sorts. I prefer to keep them on afterwards rather than having to work someone new in.
@ashen lynx an intern produces very little quality content compared to a senior, yet a senior has to spend a lot of time training him so you get a pretty bad exchange rate.
Interns will do some of the work, but are an intern, still learning, so your devs/artists will also end up taking time training the intern
Even if it's a superskilled artist, they still need to be taught your pipeline, setup, team structure, project specifics and so on.
Especially if it's a proprietary engine.
Absolutely. But still surprising that it nets into a loss. In other fields internships quite often hang on deals between educational establishments and employing entities though.
If you ever had to oversee interns, did you get some kind of mentorship allowance for increased workload though ?
Nope
I still had to finish all my stuff as well
No extra pay
We tried to share the load between the experienced artists though. And in pretty much all cases, it ended up in us hiring them so over the next few years they probably made up for it.
But during those six months and for that project, it was most defenitely a loss
If it hadn't ended up in a hire, even more so
So it's a risk
Next few years? I did mentor an intern(unrelated to gamedev) and costs aside, 1 month of time investment into teaching certainly turned into intern cutting off more workload off me by the mid of his 6-months internship. But that was slightly different case.
Alright then
What about training agreements? I wonder why it is not widely practiced ?
Safeguards from financial risks(mostly).
i
'd just like to respond to the few comments after mine on this topic.
-
if you're lucky enough to live in a country where you can get a degree for <2k a year, by all means there are worse decisions you could make, I was basing my entire argument off of the inflated prices of American/Australian/Southern European courses
-
I agree that having a degree can help you out with the legal requirements of visa, HR cutoffs etc, but a degree in comp sci will do the same thing and more, and is generally a better bet
-
I'll concede that not everyone is as proficient at finding and sorting information as some of us, and self teaching may just be easier for us (but I think that's something that can be honed by anyone).
-
Totally agree that degrees are a great way to network
Degree helped me a ton with a visa
I've got a physics degree and it let me go through immigration stuff so easily (for non-job-related reasons)
For part 3; in this industry you need to be able to self teach and improve. Industry practices move fast and nobody is going to hold your hand.
@neat jackal I agree with what you said about degrees which is why I responded to that in the first place
And it's not American University rates
There are plenty of affordable schools that have very good educational programs that people just refuse to look at it because it's not the name school that they want to go to
The only person to blame there are the people making the choices
Blaming schools is ridiculous
Telling people not to go get degrees is ridiculous
Yeah, I didn't really base my response on anyone in particular, just as a response on what I usually see posted around here with some examples/arguments that were posted recently
Yeah the same
Iβm self taught and have been working in games for 7 years professionally now. Uni students arenβt always so great when they first get out of their course, youwill find a ton of competition in games regardless of education you really need to know what youβre doing straight off the bat to get into any studio
https://www.gamesindustry.biz/articles/2018-10-02-its-time-we-stopped-encouraging-indies
has some pretty interesting stuff about education and general "game desgin" programs
@remote saffron gonna read the article, first few paragraphs seem interesting. I really wish things would go back to 2000's sorta attitude towards indie games
I don't know what your experience was, but in communities where I was indie games were always considered to be inherently at a disadvantage when it came to being on the market ("this is cool but you won't sell it"), unneccessarily complex (as people would often write their own engines from scratch), but still highly encouraged for advancing one's skills
But absolutely not seen as a sure-fire way to earn your living =\
actually I never was in an indie friendly community
university had a little bit of a startup thing but even that was very slim
everyone's goal was just to have a fine job and that's it from the circles I moved in
Well, it was a gamedev-oriented community
So of course it was super-friendly to indie projects, though they weren't called indie back then but hobbyist projects
that's something actually rather hard to find in my country π
And they were usually projects people did for free, not actually intending to earn a living off them (but certainly such people existed too)
i only saw that in forums, just a few cool kid
it was way better in a way back in those days
cause the majority of those did not want to make a living out of it
they did it cause of interest + technical challenges
The guy makes some really good points
ok, I kinda know that kind of stuff then
It was just a big community and I met some people IRL from it. But yeah, the point is, indie game culture did not exist back then
but in the hungarian forum I used to read what those guys missed was like the idea of game design
when engines came out they were totally lost, didn't even see the point in them
they just did not get the fact that there is something else going on, other than programming/art, lol π
most of those were coders of course
Indie games have a real marketing edge over AAA games - that's absolutely real and can be used to a great advantage, but that's just one tiny extra bonus, there's no magical gurantee of success even if a lot of effort is put into the game
not sure where that is tbh
there are a huge amount of "indie" sites with from 0 to little view counts π
I think people who are already famous have a real marketing edge over everyone else π
Yeah
And nah
While it's true, I don't think it has much of an effect in the context of what we're talking about
Like, remember, notch announced that 0x10c game and everyone jumped on it, yes, there was a marketing edge
But nothing got delivered and nothing came out of it
There are other examples where games would get a ton of marketing edge at start, but in the end only like 200 people bought them tops
also the term "indie" is pretty stained by plainly put crappy and badly made games who call themselves "indie" these days IMHO
you can see this on KS etc as well
as "indie" you almost have no chances to get funding anymore.
You never did and the times when you did have a chance were a fluke
kinda sad imo, when you try to do something and you have to ask yourself if you are part of the crapy indie thing or not π and by whose definition
then you have to write mails to people who will spend like 5-10 sec reading it if you are lucky, but you are supposed to know them personally and whatnot π
good article, I see a lot of people every day in game dev communities without a single shred of doubt in their own skills. inevitable trainwrecks everywhere
I don't really consider us indies, although we kinda are?
I consider us being a small company, there's very little indie culture in our project
Like... whether we have a publisher or we don't, it doesn't really change anything
Maybe it's just that I don't have a complete picture here, but it feels like the term "Indie" has ended up in some weird halfway world between its literal meaning vs something akin to the video game counterpart of "B-movie"
'indy' ended up in being a 'me too' soy boy culture
i dont know anyone that woudl willingly call themselves 'indy' gamedev nowadays
even though they're LITERALLY independent (no publisher) game developers
I do π
A lot of the ex-AAA crowd do
I think a lot of people interpret "indie" as incompetently made steam direct stuff
and tbh. i can't blame them as those "games" call themselves indie games
yeah but you should judge people on their games not on a word too much people use to describe themselves
for what it's worth, we all are in our own socuial circles, and i dont hold it aginst anyone who calls themselves 'indy'
it's pretty easy to filter out junk based on a single trailer imo
When someone markets their game as an indie game, the first thing it tells me is that they are probably over-selling themselves =\
judge people by their games, not their culture π
LIke, without talking specific substance things, it feels to me like "indie" equates to "over-selling yourself"
Which is... okay I suppose? If you made a generic platform and can't sell it on the merits of it being a platformer, you gotta oversell it... it feels to me like this overselling is inevitable part of the indie image
im personally kind of on @fickle hatch 's side, as soon as a game markets itself specifically as being 'indy' i associate it with being pretentious pixel-art-garbage trash
regardless of whether it's merited or not
there's just been TOO many cases exactly that, in my personal view.
Look at Undertale. The game is clearly successful whether you like it or no. Whatever, I think it's a decent enough of a game. Do you know what I vividly remember about Undertale appearing around? Overselling. Tons of overselling. Everywhere it's postered as the best experience there is, overselling it by a huge margin.
if 'marketed as indy' THEN dismiss = true
I think it's a good game, but it was so vividly oversold as this groundbreaking never seen before experience
to me Indie means you're developing without external finacial support (via a Publisher)
but then again "indie" is probably an subjective term
Well, that's the definition of indie, but not what it means nowdays
I'm old π
People attribute extra meanings to the word and everyone has their own extra set
Would you guys consider Respawn to have been indie before this year? They had funding from EA for Titanfall 1 and 2, but they were independent since they weren't owned by EA
I think they should be the ones giving that answer
And whether we think they are indie or not is kinda irrelevant
I remember Undertale getting ridiculously meme'd on
Did that just sorta happen by will of the internet or did Toby Fox & co. stoke the fires on that?
Will of the internet
Sorta
It already had an established fan base before it released and that helped a lot in having it explode like that
I know Toby Fox basically got his start with Earthbound mods and in some ways Undertale was a spiritual successor to those
So having a built in fanbase makes every bit of sense
It was a kickstarter game with a lot of backers and a successful (within a niche) demo version
@remote saffron that was a good article
<@&213101288538374145>
Ty
@remote saffron good article, we need more of these
Imho itβs good to encourage people to try new things and learn
I often wonder if articles like these have any effect on people who should read them or not
I'm not even sure what I should take away from it lol π
but i liked it too anyway π€·
Encouraging someone to become an indie is like encouraging to start your own business out of nowhere - even sounds stupid
βDo you donβt have industry experience, connections and resources to make a product? No problem! Why donβt you start your own business then?β
@remote saffron back in 2000 there where plenty of good articles on business side of gamedev in relation to βindiesβ. But even then, practice similar to what Unity is doing was already in place, albeit only by a single game engine
Practice of cultivating image that all you need to succeed in gamedev is an easy to use engine and some free time
i think most people don't need help to get that idea
and it is not even just game dev related
at least in my university, startup culture was the same
"all you need is a good idea" π
anyway I think we will have more and more you can't manage as indie articles as more and more people fail
but idk if that will ever get to the same level as we have from success stories
To me, indie in itself isn't necessarily bad, but I really dislike it's become a genre of sorts. Like, it's become a tag in the same list as "horror", "survival", "exploration", etc., but unlike those others "indie" doesn't actually tell you anything about what it actually is. Same as with music, where "indie" is a music genre just like "rock", "metal", and "pop" are, and "independent movies" are a thing nowadays. But unlike the other genre's, indie doesn't mean anything other than "we released it ourselves without a big company backing us". Sure, that's nice and all, but there are so many releasing that way, it's not anything special or a USP, it doesn't affect the content.
It's become sort of a way to go "hey, there may be bugs and the game may be incomplete, but at least we did it ourselves so it doesn't matter anymore right?" which in itself isn't too bad, because just don't buy the game if you don't like it, the problem starts when other games release independently without using "indie", some journalist/letsplayer/review mentions it's independently made, and then people may go "oh but the last indie games I played I didn't like, so I'll probably not like this one either"
@remote saffron nah. when i linked that article yesterday. instantly two people commented..mememe...my situation will be different. π
some people are just ignoring reality.
i guess there will be a point where they have to face it, and reading back an article like this might help at that point π€
hope dies last?π€
[irrelevant]
Hey is there anyone in the industry willing to do a resume review? I'm a senior in college that will be looking for junior / associate positions as a gameplay programmer.
Do you have a portfolio? A body of work?
That and networking will help you get jobs.
@cosmic oak Do you have any experience whatsoever as a gameplay programmer?
I have a portfolio and body of work. I've been networking as best I can. I have a solid amount of experience as a gameplay programmer. Just looking for some polish on my resume. @plucky hatch
Hey guys. What do you think about mypage? It's first version. I had more experiences on different fields, but was trying to make it clear and simple focused mainly on programming. https://alexhajdu.github.io
I would suggest more visuals. Currently quite a wall of text which doesnt grab the persons attention well
Nice list of project and clear responsibility per project though
@vivid pivot thanks for feedback. I can definitely put there some images, but the idea is I'm not author of art for any project, so I make it just like a pure text with relevant info and links
You're choice. I understand that you're not the artist, I would still recommend using some form of visuals (ask permission, create own art etc). Programmer myself but really helps with the overall presentation of the portfolio.
And if you're a programmer, even simple greyboxed art would be good enough. I would however not necessarily add photos, or at least not just photos, but videos showing your code in action. Pictures often don't show much of what you actually did programming wise
yeah gifs/video > pictures π
π sometimeds it's hard..for exmaple how to make analytics implementation eye candy
anyway, I got the point of course π
I have an associates degree in Comp Sci, but I started programming 8 years ago casually. not daily, not even weekly, but a fair amount. I actually started in C++ because I didn't have anyone to tell me that was a bad idea. I started using Blender a few years after that, but I have more hours in Blender than I do in C++. I'm not Amazing at either, but I'm good at both. I'm actually a really good, but not very knowledgeable programmer. I'm currently a Stay at home dad, so I've turned to Unreal to have some sort of productive fulfillment. If I spent the next year learning Unreal, what are my options for employment if moving is not an option?
@velvet crag I make a decent living as a remote work only contractor. I live in a rural town in Australia and relocation is out of the question for me. However i maintain healthy contract work continuously for a long time now.
There is work to be had and you just need to remain persistent.
Start small and work towards bigger opportunities.
@velvet crag What exactly is an ''associate computer science degree"?
Is it just the regular computer science degree?
Before university
a little google goes a long way
I already checked. We have a different school system here.
And we have different degrees in the field of computer science
Where do you live?
Quebec, Canada
Here we have Computer Science in College (3 years) and then another in University.
And we also have professional programs (Attestation of Collegial Studies) that are 1.5 years that are specific to certain fields.
It seems to just be a degree that you can do alongside another?
So the associate degree is the regular DEC here it seems
Or compliments another
it does depend on which comp sci courses you take as to how long it will be
some are longer than others
Can we not derail his question here though please.
@velvet crag
For most positions it's a matter of portfolio. But that can be bypassed with networking.
For level designer or artist jobs, nobody cares about your degrees. For game designer positions, a university degree can be a plus depending on who is doing the hiring process and their beliefs.
For programmer jobs, you generally need a university degree.
If not, try to get a job at smaller studios.
To get a job, you have to prove you can handle basic responsibilities
A degree is a good indication of that, but as pointed out above, it doesn't have to be decisive
@velvet crag
It's also a big plus if the tools you use match what the industry uses.
Ex: 3ds max, Maya, photoshop, substance designer/painter, Unreal Engine 4, Unity
Blender and MODO are not considered standard.
Speaking of picking what industry uses
There are two paths to take - you can continue to be a specialist, or you can try and become a high-level generalist
You will have to have a specialist set of skills in either case
In the first case, you'll absolutely have to stick to tools that industry uses
In second case, if your specialist skills are something like "getting shit done", you can get by without knowing all the latest and the greatest, but you will have to do much more networking, everyone will be way more strict to your past accomplishments
Can you name a generalist in the industry?
Todd Howard? π
You'll find these people high up in the command chain
Generalist is a dirty word and doesn't really describe it IMO
This industry has a really really really poor understanding of the value behind multi-specialists and it's really not a path I recommend, unless it's your calling
I mean it more in a sense of being a specialist in handling problems - some people are quite skilled at recognizing patterns and such
And no, it's not a path you ever aim for
If you wanna become a generalist of this sort, you have to aim to be a specialist, get to a professional level, before you can start expanding the scope
It's a path that becomes obvious for some people. If it's not a clear path, you don't take it. And you certainly don't aim to be a jack of all trades, that's a pretty bad strategy
There is
- Generalist (no one wants to hire a generalist)
- Specialist
- Multi-specialist
And we shouldn't call multi-specialists, generalists.
You know, I'll agree with you there and retract me using the term generalist
I don't retract the thoughts, but generalist is kind of a dirty word
Maybe multi-specialist is what I meant
But i understand what your point was.
Im a multi specialist and people always think Im a generalist who can't do anything.
Yeah, I just mean people who are good at doing stuff (which generally implies they already hold at least one speciality and have a very solid grasp on it) and they go beyond their single scope
E.g. artists who become leaders of their art team and no longer do a lot of art
Most people can't comprehend that some people can get good in more than one field.
They also have a hard time understanding how to be good at multiple complementary fields can make you better in other fields.
I was talking mostly with those type of people in mind. Those who for example can do art, programming, but what they really are doing is business stuff since their experience in those other specialities is extremely valuable etc
π
Yeah, I'll call them multi-specialists from now π
I'm a Sr. designer who can do art and programming. But in interviews, people thought that I was less of a level designer, because I spent time doing other things.
They just don't get it
I'm an engineer who does textures, technical art and programming in addition to engineering
It's great to be able to go through every workflow myself before handing it off to other artists to finish the bulk of work
π
It also slightly enhance soft skills when a person knows what job others do
Because she/he has direct experience doing it
I consider my speciality to be figuring things out and keeping large complex systems in my head
I find it trivial and very enjoyable to work with very large systems that have a lot of subcomponents, even if I'm not an expert on those subcomponents
As a side note, I wrote an article on this very specific subject a while back.
https://www.gamasutra.com/blogs/ChristianPhilippeGuay/20180401/315948/The_value_of_a_multispecialization.php
But the rest of the industry needs to catch up.
My previous job was me leading the aircraft team (it was a company doing UAV's), basically telling single-specialists what to do
Plus I was doing control software programming π
@plucky hatch I'm bored and will check out article now!
@fickle hatch sounds complicated lmao
@plucky hatch easier than my current game/simulator project actually
Like, the biggest complexities that come to my mind right away... would be the chaotic behavior of the aircraft team and their weird belief in superstitions lol
lol
The aircraft guys would do stuff like rotate servomotors by 180 degrees without telling me (this is equivalent to multiplying the control outputs by -1, meaning the craft tries to kill itself rather than trying to keep itself steady)
T_T
And they would never launch aircraft with side wind, only into the wind. Even if this meant launching towards a bunch of MILITARY GENERALS or HIGH VOLTAGE ELECTRIC POWER LINES
So we have near-miss stories those
@plucky hatch I'm serious, do you know how I became in charge of the aircraft guys (the mechanics and everything in production of it)? At the time I was only writing ground software. So we go to this military demo with military generals
The guys radio to me "go to automatic mode" (they brought it into air on manual control)
Soooo I uplink it a command to go auto, it promptly nosedives, slams into ground, explodes
The aircraft guys overlooked the fact that they had to configure the control system
So the control system had no PID gains set for anything hurrr
It was a demonstration
The flight plan would be getting up in the air, then completing a certain flight path in automatic mode
Of course, the plane was packed with expensive cameras and computers
Even though it was never tested before in that configuration
Hell, it was never tested on automatic flight mode, it was always manual before that lol
Oh yes, it was something like $30k in materials down the drain
But wait @plucky hatch, it gets better, they actually tried to do a second launch and fucked up on the start, stalled and crashed the second model too (that was only good for manual control)
I don't know why they did it, but it put me in charge so w/e
Almost! It's actually a subway train sim
Comes in game & industrial variants. Lets you drive subway trains, which are fully recreated, all electronic components, all mechanics, pneumatics, etc, everything. All the IRL instructions, regulations and all the real educational materials are all 100% relevant
The goal is to let drivers dick around with trains and make every mistake possible so they gain an intuitive strong understanding of why rules and regulations exist
Plus teach them creative problem solving and not just memorizing instructions
Do you love it? Why not work on AAA games instead?
I looooove it, I just wish development went smoother (nothing unusual there, the usual perils of starting up from scratch on your own)
I think [s]videogame[/s] general information technology industry (the industry, in sense of being a part of it) is incredibly boring in general
loll
It's my personal taste thing - I want my work to involve physical things and energies that can kill a human
I can only truly enjoy working on something if this something has capacity to store enough energy to disintegrate a human π
Be it mechanical energy, electric energy or whatever
Subway trains, aerospace stuff, whatever
I'd say that, personally, even if I can do 3D art now... I probably wouldn't make it a career, because when i do art... I always feel like it's a waste of time and I'm not actively contributing to making this world a better place. Design and programming for me feel more fulfilling.
I would understand if working on sims feel better than AAA games
Like... who at a videogame company ever gets to do fieldwork?
I can name like... one position that does field work
artists?
Maybe you can think of more, but I can only think of texture artists
Texture artists would be the guys going out into the field a lot as routine part of their work
Like for assassin's creed or uncharted i imagine
True
oh! true
In our sim, we did field work for textures, audio & reference photos (excluding engineering fieldwork)
Well they could do that for audio for sure
We do routine engineering fieldwork (aka we go to the local depot and just hang out with the guys) π
When i studied multimedia, we did some audio and we had to walk around the city to record ambient sounds
lol
rain, waterfall, traffic, etc
That's kinda what's fun about simulators for me. While not with my literal hands, I had to take the train apart, part by part, to reverse engineer it (because of course nobody would just give us all the docs on the silver platter)
Due to my geographical distance I have to take trains apart through other peoples hands
They take them apart, measure them up, take ref photos and then I draw blueprints and such
And then I give blueprints to the 3D guy to implement them as a 3D mesh
I love this pipeline, I love drawing and working with blueprints. I would hate an AAA approach of "just make the asset" that doesn't leave me time to investigate this particular asset, incorporate it into a bigger engineering model...
Speaking of career advice, something I found extremely valuable in my life was documenting and preserving results
I think correctly preserving results of my previous work, documenting them and storing them properly was extremely valuable
This is insanely important in engineering, but I found its value in programming sorta things too
I agree
Especially in programming
Or science
But it's more a side effect of having an organic human memory which is limited
Maybe this will change with the Neurolace Brain Computer Interface that is being developed by Elon Musk.
LOL
Thank you everyone for the answers. Sorry it's taken me so long to respond. I went to dinner. But, thank you.
@plucky hatch it's quite a nice article btw!
@fickle hatch thanks!
Anyone want to hire a professional gameplay/tools programmer? My company is collapsing.
Sorry to hear @finite osprey, good choice to start looking for a new job though
@finite osprey Good luck, man.
should be sending out CVs rather than discord messages methinks
Sadly it's only possible for any one person to do only one of those things.
Yeah, it is really annoying to have to uninstall discord just to send out CVs and then reinstall it again when you are done.
Real engineers would make it so when their work is saved, it automatically posts to Discord
yeah with webhooks from the source control system π€·
it's a pretty common practice
Does anyone know where I could make some money off of part time 3D modeling and texturing
@me in response
@plucky hatch Freelancing
as in move your question to #freelancing or seekingjobs. Career-advice is about career-advice, not, here is a job
#looking-for-work π
yeah that one
use the bot
@plucky hatch Yes use the bot, check the pinned messages for rules/how-to
Ok
How does one get the most out of a game developer conference
Conferences and conventions are expensive and can easily be useless. How does one get the most out of it? (the question is from both exhibiting and visiting perspective)
you get access to all the talks later, right?
so I guess you should focus on networking + pick the talks you are 100% sure they will be cool
Ya, lets assume that all talks are bullshit and boring or can be accessed later
So we're not going to conference just to sit and listen
So how does one focus on networking for example?
Let me give some specific context, I have a business partner who thinks we should go to a conference (it's very GDC like, but on the other side of the planet)
then check if you will have access to talks later or not
It doesn't seem to be particularly expensive, but it's still some money. I can't go myself (I have no issues networking with people who are useful for us), so he would be the one going
Potentially. Together with someone who is experienced with talking to people. But they don't have strong enough intuition to just "be in the flow"
The only goal is networking. Trying to figure out how to make them do it efficiently
@remote saffron I talked to someone else and we figured out the best instruction for guys who will go to the convention in place of me is "have fun and chill out with everyone who is likeable and likes you back"
Plan it ahead. When I was freelancing I had meetings, coffees, dinners and catchup planned for nearly every waking minute of Gdc. If I wasn't doing a presentation I was meeting someone. My longest break was 50 minutes where I could browse the exhibition. It was exhausting but it set me up with clients for about a year as well as developed my brand.
Haha, would help if we knew anyone there π
a freelancer needs to go to every gamedev convention possible to network
I have a hard time talking to random folks π€
Practice talking to anonymous strangers online π
Don't go and talk to randoms. Reach out to people you want to connect with and ask if they will be there. Some conventions have apps that help with this.
Does anyone here have experience with kickstarting a project for a modest ($2000) usd?
I have an MVP that I want to demo
The money would go to commissioned assets
Crowdfunding or that epic fund
I've seen several failed kickstarters, and am probably capable of telling you what not to do.
Don't have way more textdump than you do content
Also don't make 'funny' reward tiers like Oh, you just funded a month of development. Guess we can give you a studio tour... when we build it
maybe that's common sense tho Β―_(γ)_/Β―
Right
I won't be delivering any crappy tat or studio tours
My game is singleplayer only so I feel limited in my offerings
I'll just give the game for lowest tier contributors
I only have a single 12 level for MVP
12 min
I'll work on the game some more and see where to move forward
One that I personally like in kickstarters that's also kinda easy to deliver is packs of multiple games. Have a higher tier give multiple game copies, to give away to friends or whatever. Means a person spending more does get more, it's easy delivering on the dev end, and gets more people playing the game. It's like a win-win-win.
Thanks, that makes sense. I will do that
Kickstarters are a nice marketing tool, but I dunno how realistic it is to get anything out of it, unless you are doing it for a preestablished audience
@plucky hatch can you build up the audience before Kickstarter? Wonβt be good doing it during
And keep in mind a lot of successful kickstarts failed a few times before they had a successful one.
2k is also very low
You will have to pay taxes and Kickstarter commission fee out of it
Thanks, I hadn't comsidered that
I don't have a preestablished audience, I suppose I should work om that
I was hoping a playable demo would suffice, but it wouldn't hurt to try cultivating an audience first
It would increase my probability for success, even if it will take longer
Here's something I run into sometimes. I'm a composer and sound designer, and sometimes while I'm going after a client they will ask for a demo before hiring me. That is, specifically a track made for them that isn't fully fleshed out, but is a kind of a trial run. Personally, I really, really hate this. It's working for free and isn't even an accurate way of detecting quality, since the more desperate/less employed a person is the more time they can spend on it, and tip the odds by providing what is essentially a finished product. What do you guys think? How would you react if someone asked you to do that with your specialisation? Do you ever ask for something like this from musicians or artists?
If it was for a really big job, and they wanted like a proposal, or to spend some time talking and comparing ideas, that would be fine. I had someone ask for a demo to make them one song this week, and honestly, it's so exhausting to have to explain why it's really not fair.
I absolutely do, but i've had a few people be very insistent, like I'm an idiot for not wanting to do that.
be insistent back then 
as a programmer I have to do some random test if I apply to somewhere, which can range from 10 minutes walk in the park to 4 hours of hard work, but I guess it's not really comparable to your situation
on the other hand, when I was looking for a composer I offered compensation for the trial track as well
but at the end I only asked that from one guy, because I could filter out the rest based on how hard the communication was with them π€¦
so maybe it is trivial, but good advice for everyone:
if you are looking for work and start to talk with someone, answer each question or if they are not clear, ask for clarification
because if I write a mail which includes 3-4 questions and the answer I get is "ok" then no, I won't hire you
Haha, thanks @mental viper . Sometimes you just need to ask. This one guy had me really second guessing my principles. @remote saffron , I've seen that sort of thing asked of programmers before, and now that you mention it I swear this has always been programmers asking for this. How does the concept of the portfolio transfer to the world of programming? I ask as well because I'm learning to program but am not at the point where I'm advertising it as a skill yet.
I have heard someone being hired for a well known company based on portfolio only, but that's the exception
So you normally have to do some sort of trial? And that's for free i take it?
yes but that is a test which was developed to test your abilities, and there are interviews and stuff
so it's not about you doing any free work for them, it's about proving your abilities
and compared to the time you are going to work for the company if they hire you the time you spend on the test is like nothing
still it can be time consuming especially if travel is involved
and sometimes they realize after a test that they can't even hire you cause of reasons, that's annoying π
That makes sense. I think that's the difference, if it's for a steady bit of work I think it's fair.
and oh, that sounds awful!
I knew a guy who passed the first rounds of interviews for naughty dogs, was called in to the office ,then the whole process was canceled because they could not provide more visa (he is form europe) π€¦
well some visa's are limited in numbers
indeed, but it still sucks π