#career-chat

1 messages · Page 52 of 1

plucky hatch
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When someone is looking for a new job, that person doesnt have time to do tests for 20 studios

fickle hatch
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@plucky hearth this is just my personal silly opinion, but I would ask them to cooperate with me so we can figure out not only if I have the right skills, but also if they are any good at communicating what they want and we won't have a breakdown of understanding out of nowhere. The other side doesn't need to do much, simply show me how they react to updates and how they can convey what it is they want.

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Like

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If I'm doing something, I expect to check in with someone at least once a week if not more often, I'm used to fluid work

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I never did one-off comissions myself, but when I comission people, generally I will comission a test first

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This test will be a real something we need done, but with low levels of responsibility (if they make it wonky, it'll be fast to fix it up)

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If they do well, I can comission them for something bigger

plucky hearth
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That seems pretty sensible

steel creek
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I'll go you boys one better

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How do you show a portfolio to a studio when all your other Studio work is under contract and cannot be shown?

remote saffron
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yeah ,and also, maybe you don't have the "time" to prove that you can do the job, but most company don't have the time/money to hire everyone and tbh if they hire you just to fire you a month later that would be also pretty meh

fickle hatch
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@steel creek that is a super annoying thing, I wrote up a formal written permission to my artist so he could publish specific models he did for us in his portfolio

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He asked for it and I think that it's a very reasonable request

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I think the company should permit artist to release a representative example of his work if he asks for it

steel creek
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And for code?

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I have never been able to show a single piece of code in 15 years

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Nickelodeon dont want WB seeing their shit. WB dont want Disney seeing their shit. Disney dont want DW seeing their shit, and on and on and on

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I cant even give out UX snaps.

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¯_(ツ)_/¯

fickle hatch
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@steel creek Yeah, I'm afraid code is almost entirely out of reach...

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For code, our programmer guy has a side project and he uses stuff we taught him in that side project. So that will go into his portfolio, but not the code he wrote for us...

steel creek
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I mean, I guess I have been lucky in that this industry is not super huge in terms of TDs. Everyone more or less knows everyone and what they are capable of -- also helps when I am walking into places where tons of ex-employees know me as well. But that is 100% not the normal, and i have never figured out a good system/work around for engineers on their exit(s)

fickle hatch
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Yeah, neither the path I followed nor that are the common experience

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Like

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My previous workplace, the company just died and disowned all of its IP

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Because the company didn't care to be legally strict, I kept much of the documentation that I designed and wrote

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I have all the examples of what we did that are directly attributable to me

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And the company owes me a ton of money too

steel creek
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:\

plucky hatch
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@fickle hatch The work I did for Virtuos Ltd I cannot show anyone, neither work for the past 4 companies and this is really annoying. Can't take credit for what you've accomplished because "it's their property", this is sad.

vale pivot
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As much as I'd like to get into proper game development and my 'passion' is in artistic design and so on, my skills are in mechanical drafting.

I am kind of nervious that, even if I do find one way or another to develop a tech demo/prototype for a game, that I wont even get a chance for any game development company to even listen to me.

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Curious if there's any way for me to at least appear more qualified.

fickle hatch
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@vale pivot Haha, those skills would be relevant to my project

vale pivot
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@fickle hatch You mean mechanical drafting? Or more on the artistic stuff? Like writing, character concepts and so forth?

fickle hatch
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Working with blueprints/schematics and engineering documentation combined with any of the videogame dev skills

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And making new drawings too!

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Mechanical, electric, architectural

vale pivot
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If we are talking about UE4 Blueprints then I have a very surface level understanding of it and wouldn't be able to do any sort of programing.

Though Engineering documentation, I dont really see how that would benefit video games. You technically dont really have to go in depth in the mechanics, just a surface level understanding is good unless you're making some sort of simulation.

fickle hatch
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No, we are talking the actual blueprints that you do with drafting tools 😄

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We're doing an engineering simulation game, so there's a ton of that kinda work involved in it

vale pivot
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Hah

All of that is done with computer ;3
Stuff like Autodesk Inventor and so forth.

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Oh?

fickle hatch
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An engineering subway train simulator. With an industrial version, but also a game version. Simulates some specific subway trains and infrastructure them down to each component

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All electric components, relays and so on. Pneumatics, mechanics etc.

vale pivot
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Sounds very involved

fickle hatch
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Just a full recreation so you can mess around with them in any way desired. It's not so much a simulator to teach you how to operate it normally, but more of a simulator where you cause all sorts of failures and learn how to think creatively

vale pivot
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Ahhhhhhh

fickle hatch
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Yah! It's not a very complex project, but it has a lot of pieces and bits. I draw a lot of engineering drawings as we reverse engineer the trains we're simulating

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Plus we also work with original drawings that we can get

vale pivot
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Interesting

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A very interesting video game concept.

fickle hatch
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The game is pretty much fun because of two things - intricate rich behavior of the trains & multiplayer

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Our two core ideas

vale pivot
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Ohgosh

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I can see that being a 1 v 1 situation.
A sabatour and someone trying to fix the train.

fickle hatch
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But that's offtopic now, if you're interested or something, you can poke me in lounge or something

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Point is, having two specialties is very valuable and we would love to have more people who can do both engineering and art etc

vale pivot
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Well, I have lots of miscellaneous specialties. Very miscellanious...

fickle hatch
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But focus on getting good at some one thing first so you would have skills you could use for a job if you needed to, I think

vale pivot
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I'll certainly keep that in mind. Thankfully I wont need to find a job unless something terrible happens at my current place of work.

plucky hatch
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How do you guys deal with NDAs in the industry and the fact that your employer might own everything you do, including what you do during your spare time?
And the fact that some contract prevent you from working during the next year after quitting that company.
Non-solicitation, non competition clauses, etc

cobalt inlet
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if i make a map in unity and then export it to unreal and make over 100k do i have to pay unity?

flat gazelle
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What do you mean deal? It's how it works. If you don't agree, don't sign.

plucky hatch
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Right and end up with no job? Brilliant

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@cobalt inlet
You could just keep your mouth shut in such case and avoid a lot of trouble.

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But this is interesting lol. How would you use Unity to make a map for Unreal?

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pro builder?

cobalt inlet
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well you can export as raw heightmap then convert it

flat gazelle
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Those are the options. If they want you enough they'll alter the contract. Not ndas though.

plucky hatch
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@cobalt inlet
You can just claim you used Blender for everything 3D related.

cobalt inlet
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ok

digital gate
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I flat out don't sign anything with a noncompete that isn't very specific and somewhat short - not that I've had a ton of offerings

plucky hatch
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Technically, it would be possible let's say... to use Hammer (Source) as a Level Editor, bring that map to Blender, clean it up and then use it in Unity.
Then claim it was all done in Blender

flat gazelle
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Non competes are pretty standard and are rarely triggered

fickle hatch
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@plucky hatch you can deal with it by joining a smaller company

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That assumes that you have a pool to choose from, of course

plucky hatch
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I personally solved it by working in a different industry.
But i got friends who are paid high salary and are kind of stuck in those legal issues.

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So they are kind of stuck working for a AAA company, unable to make their own games on the side to eventually make their own company

flat gazelle
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Yep that's how it works. You are not allowed to work on things you could potentially use to compete with the people who pay your salary.

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Non compete is to avoid stuff like the leads take a whole team away and start a competitor.cough codemasters and playground cough

plucky hatch
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Pubg / Fortnite

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But yeah, I get the point

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But if all you make is FPS games, you'll probably make a FPS game during your spare time

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So a non compete clause is kind of retarded

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At this point, I just see those clauses as a way for companies to prevents individuals from being able to start their own companies and make their own games

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Very few people can afford to stop working for a full year

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You know, like Cliffy B ''retired'' and came back with Boss Key

ashen lynx
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Was there any single documented case where NCC was actually enforced ?

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It is exceptionally hard to base claims around that one, unless one directly and intentionally crossed the other entity.

plucky hatch
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What is NCC?

spice dagger
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Non Compete Clause

plucky hatch
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I can confirm that I've once been layed off, politely, because i supposedly tried to solicitate employees of my previous employer.

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When I got hired, I had 3 months to become permanent. They layed be off at the end of the second month.
And the reason why they layed me off had nothing to do with the real reason why they actually layed me off.

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They essentially made up a story and just claimed I wasn't meeting their professional standard when the day before that my lead designer & my lead artist told me that I had done an incredible job and that they were going to use my work as a template for future maps. They were shocked the next day to learn that I got layed off for WTF? ...

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And since this is a very small industry, I'm 110% sure that I got blacklisted after that among HR people around my area.

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Not everywhere, but in some of the big studios.

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I've seen people get literally fired just because the producer didn't like their face

fickle hatch
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That is pretty scummy, I am sorry @plucky hatch

plucky hatch
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It's fine, it happened in 2012

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You know, the end of the world

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hahahaha

fickle hatch
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Hehe

flat gazelle
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@ashen lynx some of the people we hired this year got the NCC triggered, but they didn't mind much as it just meant they had to sit at home with full pay for six months.

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I have up to 12 months NCC in my contract but again it's fully paid (including bonuses due) do I'm not super worried about it.

remote saffron
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I would not build my future on NCC-s not being tirggerred anytime

if the contract says you can't work in the same field for x time after you leave that workplace, well no way you should sign that
if it is payed time that's a slightly different thing, but still can be bad 🤔

about company owning everything you do: that is stupid as hell, but usually is only there so you don't do extra shady stuff. you can always negotiate about that part
I always managed to get approval to my own projects in previous workplaces

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best is when you manage to sign a contract which says that the company accepts that your services are not exclusive to them 😄

plucky hatch
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lol

honest cipher
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can't work in the same field for x time after you leave that workplace this is illegal in the EU

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and only legal in some special states in the USA

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NCC is fine, as long as you are getting a salary

remote saffron
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I'm not sure about that, friend of my just decided not to sign a contract because of that in UK a few month ago

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in finance 🤷

honest cipher
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i had to get the contract with PUBG ammended

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becouse it was in clear violation since the start

remote saffron
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about this?

honest cipher
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it had a section that said " the employee can not have stake nor have owned a similar company"

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i have the company wich is still giving me sales money from DWVR

remote saffron
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oh I see

ashen lynx
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Can't work in the same field I have never seen NCC, that was worded in a way to mean that, as applicable, if you are just a contractor. Most stop you from starting your own entity that would enter in a direct competition.

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As for company owning the work you do, this is kinda the part of doing contract work. That is perfectly fine.

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NDAs, however, and similar non-disclosure clauses in the contract, are a bit of an issue.

remote saffron
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we are talking about the company owning the work you do any time, even outside of work hours and not for the company

ashen lynx
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Not sure about your law, but here such claims would be declared null and void on first hearing.

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How this part is worded in the contract?

remote saffron
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I have never had a contract like that, but e.g. google has/had it?

 So, under California law, which is probably the most liberal in the United States coving IP, you are prescribed from competing with your employer even on your own time or on your own equipment. This is reinforced in industry employment agreements, including Google's (my employer)

https://news.ycombinator.com/item?id=1969979

they basically say that anything computer science related is competing with google directly 🤷

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@wicked hawk can tell more about that as he was intern there

ashen lynx
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they basically say that anything computer science related is competing with google directly Unless there was a few cases with decisions against former employees, this should be regarded as rumors. It is pretty clear, that if you are contracted to develop a a product, and decide to surf on a wave of experience, you have received while doing so and make your own product in the same category, the employer wants to stop that. And to me it looks fair. Proving fact of direct competition, however, is much more challenging than it sounds and is definitely should not be taken as anything computer science related is competing with google directly.

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If for some reason your contract is laid down in a such way, that employer claims IP for any work you do during duration of contract, and you know that this is enforceable, where you are currently registered, and it is a concern for you, I'd suggest not to sign it.

fickle hatch
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But that's not possible though

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Not for writing a book and arguably not for writing code

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Your authorship rights are non-transferrable without an explicit agreement (and in some jurisdictions, it's not transferrable period)

honest cipher
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ask that to Carmack

fickle hatch
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It would have to be some other mechanism, like the company retains rights to use the code and texts you wrote while being employed there

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But not just take it and use it

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In reality there is probably no grounds for that at all, not even some sort of an "automatic licensing" mechanism and the companies are just going to blacklist you from being hired at their competitors if you make use of your copyrights on the work you do in your spare time regardless of legality

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😦

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US is messed up, some countries make it much simpler and equate writing code to writing any text and simplify the copyright questions to "to whom the work can be traced". The proof is same as for text - early drafts (for the computer code this become snapshots from the version control). Makes it easier to figure things out and it's how we handle IP stuff with people doing work for us

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The contract covers all assets people willingly submit to a specific version control system, so we have a record of who commited what, when, and under what contract

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It doesn't seem like there's any one right answer

lilac walrus
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My contract at Microsoft had a clause that said they owned anything you made in your spare time, but I had that removed from the contract - notably it was a useless clause anyway because legally they can't

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outside of that, how would you ever enforce it anyway?

solemn lantern
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with massive legal fees where even if you won the case you would be bankrupt from all the law fees?

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companys usualy do that to people

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even if they lose you'll never be able to repay the massive debts you owe to lawyers

lilac walrus
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they'd never be able to take you to court in the first place

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also, if they did, the potential publicity fallout of having dodgy clauses in your contract would be pretty hefty

solemn lantern
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it never stopped them from putting it in the contract in the first place tho

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but in general i would never really trust my employer if i saw something like that in the contract

fickle hatch
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@lilac walrus if I wanted to enforce it, I would coax people to use the one proprietary framework specific to the company and make them submit their spare time projects into the company version control or something 😄

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And then well paid lawyers can figure out the rest, there will be enough proof to show that you were doing those projects for the company if they make use of company code and company resources

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But that assumes that programmers would be stupid enough to take such obvious bait

lilac walrus
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I doubt anyone would use proprietary frameworks and company version control for their own stuff

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that's just madness

fickle hatch
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@lilac walrus if the company I worked at did that, it'd be strong incentive to bail haha

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We had a potential investor who suggested (for free) to allocate us extra programmers from his team

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So they would "fix up" the code and make it better

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We immediately packed up things and ran away fast

plucky hatch
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Those who are indie devs, have a day job and a family. How do you deal with your time to make indie games? How do.you find time? Don't you feel guilty of not spending more time with your family?

neat jackal
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For me, balancing time is quite easy. I've got an office to go to, so just like any other job I can go to the office to work all day. Makes things easier time-wise, just use "normal" office hours, and treat it like any other job.

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How to balance it with a second job though depends on the second job/the hours you make there @plucky hatch

fickle hatch
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Spend more time with family

hybrid phoenix
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The gist of it is proper planning

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So you don't work a hundred hours because you're stressed - it'll only get worse

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You need to schedule days off, working hours and free time

neat jackal
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It also depends I guess on if you're trying to make indie games next to a 9-5 job 5 days a week, or if you only work somewhere parttime. I currently do indie dev/freelance work fulltime so it makes sense to spend normal office hours on it. If I was doing some other job 3 days a week, I'd probably do this 2 days a week. Weekends/evenings are nice extras if you don't have anything else planned, but shouldn't be your main workhours on a set schedule imo. If you work on it in that time, you should see it more as a hobby, so spend the time on it that you would spend on any other hobby, and plan it like any other hobby, instead of making that time too a regular work hour.

hybrid phoenix
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^

fickle hatch
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Get used to doing at least one little thing each day on the game project, even if it's something tiny

neat jackal
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^ literally the opposite of what I just said. In theory it's a good idea, but in practice it'll only get you more stressed and overworked. If you're already working a 9-5, 5 days a week, fulltime job it's better to not force yourself to work on what is essentially a hobby every day. Just plan it in when you have the time (like with any other hobby), and see it as a hobby until you're actually making money from game development.

fickle hatch
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Different things work for different people!

hybrid phoenix
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If you do take days off, they don't have to be weekend days necessarily, but schedule them beforehand

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Otherwise you'll lose track of your days off and work too much (burn-out) or too little (starvation)

steel creek
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Just make sure to take everyone's advice with... " in my opinion", as none of the suggestions here are what I do nor what a lot of other people do either

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It's entirely based on subjectivity - your workflow, i.e. whatever works best for you unless of course you have someone who is provided in pipeline for you to work within, which could include a schedule of when to do things and what to do

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But where there's a will there's a way

hybrid phoenix
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^

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That

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This is my way of full-timing

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I know plenty of other people that do it differently

fickle hatch
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There is no one right solution to organizing a work process

plucky hatch
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The streamer I watch gets bits and pieces done before work every morning

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and goes all out on weekends

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He's pretty organized, so for those with less chaotic lifestyles that seems to work

hybrid phoenix
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I mean, that's how I've been doing gamedev for the past few years

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And I'm pretty damn chaotic 😛

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That works really well if you're disciplined and/or really passionate

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I'm not that disciplined, but this was always important enough for me to do it anyway

fickle hatch
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I've attempted to make a 3/2 day division and a 4/1 division at my previous workplace (4 days at their place, 1 day working for myself), it worked well, but wasn't for me, my main work quickly swallowed my allocated days 😐

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"Just stay an extra day this once" they said

steel creek
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the worst

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"we only need a few more hours on this...."

fickle hatch
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In the end, they did annoying stuff like "oh btw, today at 4 am we are leaving to the test range, you coming?"

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So I stayed in the office and slept on the couch 😐

plucky hatch
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😡 sleeping at work

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pretend your partner is pregnant

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and in 9 months you'll have your excuse

neat jackal
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If you only get paid 9-5, be there 9-5, and just leave even if it's "just one more hour to finish blablabla..."

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Keep in mind they are hiring your time from 9-5, not you stealing some hours from them

plucky hatch
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not having a good excuse could hurt your upwards mobility

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in terms of browni3 points

neat jackal
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Eh, depends tbh. If I had to continually stay late, work extra hours/days, etc., I'd probably not want to work there for long anyways.

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Unless all the extra time was paid for well.

plucky hatch
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I usually stay late because I wouldn't gain any utility at home

neat jackal
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Yeah that's fine - my response was more towards being forced to stay late by the company continually

plucky hatch
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true

fickle hatch
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Well, for context, my previous company was paying me well for my time 😄

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So whatever, 4 am, I can do that

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It was field work, not sitting in front of a computer at 4 am

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But instead sitting out in a field while the mosquitoes try to eat your body

steel creek
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M] RiverThomas (Fluminus): If you only get paid 9-5, be there 9-5, and just leave even if it's "just one more hour to finish blablabla..."

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lmfao

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and have no job next day, cool. cool.

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and if you think that is not the case, and that unions wont replace your ass, lol

fickle hatch
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Oh you can do that, if you're on top of the food chain

steel creek
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exactly

fickle hatch
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😄

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I know there's a crisis in my home country now - previously IT stuff was only done by people who had higher education

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But now they opened up a ton of semi-scammy "training courses", C++ in 21 days sorta thing

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That seems irrelevant, but what it did is made all companies feel like every person on the team is replaceable

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And 4 out of 5 companies absolutely abuse this

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No matter that the market is now flooded with people who don't have skills, but have ambitions, the company is eager to replace a mid-skill programmer with two underpaid dumbasses

steel creek
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but what it did is made all companies feel like every person on the team is replaceable gee whiz, thanks Internet of coders who think they got everything covered with google searches

plucky hatch
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More like the market is flooded with programmer jobs but for 9000 jobs they have 3000 candidates and they aren't necessarily good

steel creek
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because of what i just said

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3000 candidates, and 300 who can actually do good work

fickle hatch
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@plucky hatch oy

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Oops

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It's worse than that

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Is what I was trying to type 😄

plucky hatch
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It's not like programming is hard. It's just poorly taught

fickle hatch
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It's 40,000 people to 2,000 jobs

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Those are actual numbers from last year or so

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2000 people got hired, 40000 people are estimated to be in the market for the jobs (for the entry level IT positions)

steel creek
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sounds about right

fickle hatch
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Ten years ago the situation was more like 2000 jobs, 3000-4000 applicants tops...

steel creek
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Ok, do you know HOW (not write one, just know wtf it is) to make a selection sort algo?
... what is a selection sort....```
plucky hatch
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I'm working at a company and there is a mix bag of people with university degree, others with associate computer science degree and others that went through a 1.5 years professional program to turn people into programmer analysts. Some of them are interns (students) and others have industry experience.

And it is obvious that all they needed was just a bit of training to get up to speed.

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ACS, associate degree or university, doesnt matter

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Experience does

fickle hatch
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I've trained our 3D artist. He had the basics down, but he was an entry level artist who had clear traits of learning fast

plucky hatch
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Which is a great trait that you need to have in any good employee

fickle hatch
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It didn't matter he didn't know the specific methods if he clearly had the intuition and some internal sense to quickly figure them out

plucky hatch
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Someone who isn't going to slack after university

fickle hatch
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Yeah

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Hngh. I really wanna get our development back on track

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I miss being in a constant work process, but we had to slow it down cause of the usual indie game dev problems

fading yoke
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I have all of these traits yet I'm still an unemployable loser

digital gate
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well then learn ya some selection sort

steel creek
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LeL

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There's no way you can have all those traits and be unemployable

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Unless you have a few other traits that make your personality so toxic nobody wants to work with you

fading yoke
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You sound like an expert on that topic

fickle hatch
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@fading yoke you shouldn't be shy about approaching people who seem cool to you by intuition!

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If you're a fast learner who isn't totally broken, you'll be welcome in any community (like this one). Networking is pretty useful, even if you pursuit jobs on your own in parallel

steel creek
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@love as a member of the human race, every person is an expert on that topic.

plucky hatch
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Excuse me. Anyone knows how to apply my resume in Job board " Looking- for- work"?

ashen lynx
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You can start by skimming through the guide section.

cosmic oak
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@plucky hatch The pinned message in the job board has instructions.

plucky hatch
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Yeah I see. Trying to follow the instruction

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Thanks

cosmic oak
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I'm graduating from college soon and have passed a programming test and interview and application for a game studio, they want me to fill out another application with a desired salary. I'm having trouble finding good resources on what I should say. Looking at glassdoor, there isn't a lot of info. The one listed is for Insomniac which is in an area with a much higher cost of living, so I am assuming I should ask for less than that. Anyone have any tips?

ashen lynx
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A bit strange to fill out something related to salary after the interview. Double check that you are not being scammed. As for salary, if you are having trouble, leave the field blank. If asked, explain the situation.

cosmic oak
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Sounds good. Thank you.

leaden fulcrum
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I think asking this here is better. So im looking to expand my portfolio and would like to ask what gets people most interested in hard surface artists/ you have any ideas what i sohuld focus on makeing to expand my gallery ? https://www.artstation.com/dollon

ashen lynx
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@leaden fulcrum Applicable to your piece, work on texturing, better presentation and surely low poly topology. Those poles should not be there.

leaden fulcrum
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What you mean with those poles should not be there ?

ashen lynx
leaden fulcrum
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Why does that matter ? the mesh otherwise would have way more polys the angles would be too high to remove the currently existing topology.

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so i dont really get your issues wiht it @ashen lynx

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And i was mainly asking for what the best steps would be going forward.

ashen lynx
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That was just an opinion. Don't take it as ground truth. Pretty sure someone will drop by and add something. As to why does that matter, the topic was covered in several threads on polycount.

leaden fulcrum
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@ashen lynx it only matters with characters and deformable objects.

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Doesnt matter if its on a static mesh

snow yarrow
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It will matter regarding lighting

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The normals need to be explicitly set so they point to the same direction, otherwhise you'll get ugly shading (because the Normals are averaged by default)

leaden fulcrum
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Yee the faces i combine that way are complextly 0 out to each other. so no ugly shadeing can happen

#

I only combine verts on compeltly flat faces. Like the one on the side or the grip in this example

snow yarrow
#

I'd add those extra polys just to clean up the topology. If you need to change the model, things like that can get nasty really fast

leaden fulcrum
#

it doesnt need 40 more polys in the small amount of everything is completly flat.

#

You would preatty much be giving up Performence evn if its not by much to add more polys to something that doesnt need more polys @snow yarrow

snow yarrow
#

40 poly more or less wont decrease performance though.

#

If you want to have a good portfolio, you should clean that up

ashen lynx
#

@leaden fulcrum Where did you learn this misconception ?

snow yarrow
#

Quote from you:

#
So im looking to expand my portfolio and would like to ask what gets people most interested in hard surface artists
#

a bad topology will do the opposite

ashen lynx
#

You are wrong about going defensive mode for feedback disregarding if feedback is valuable or not. In my view portfolio should demonstrate ability to work clean. You will pick up ways of taking shortcuts as you gain experience. As to technical details of why this topology is substandard, it belongs to channels other than career advice. If you firmly decided, that you are doing it right, who am I to argue? If not, I suggest you to read up on polycount discussions on the topic.

#

We can continue on this particular topic in #graphics

cosmic oak
#

How do on-site interviews differ from phone calls/online programming tests? I have my first one coming up and am quite nervous.

flat gazelle
#
  1. It's on site.
#
  1. You'll meet people.
#

😃 Any specific questions?

#

An on site interview is as much for you as for them. Try to get a feel for the people. It's easier to do that in person than on the phone. What's the vibe in the office? Does it seem like a nice place to work?

cosmic oak
#

@flat gazelle Thanks! Not really anything specific, I am just nervous.

flat gazelle
#

Just relax. They are just people. Stressed out people as they are trying to get shit done. They need you.

plucky hatch
fickle hatch
#

I can't seem to be able to zoom into some of the examples on the documentation page of portfolio

#

The images seem to be clickable, but don't zoom in

plucky hatch
#

Thx. I'll see what I can do.
Seems like WixSite is wonderfully broken

fickle hatch
#

@plucky hatch Also it would be nice to have an email address on the contact page or something

#

Idk, these web forms never fill me with confidence

plucky hatch
#

I feel the same way. Same reason I didn`t put it there.

#

I wouldn't give my phone number either.

#

That's public.

#

I give them when I send my application for jobs, privately.

plucky hatch
#

@fickle hatch I`m going to use a panorama for now, but it seems that WixSite is broken when it comes to using a Gallery in a Blog

#

And it doesn`t give me an easy way to find the URL of those images.

fickle hatch
#

Yeah, overall it seems quite nice and I was interested to look through it

plucky hatch
#

I simply re-edited the page and added invidiual image for everything.

fickle hatch
#

Yeah! It's better than images you can't zoom

plucky hatch
#

I know some people are going to prefer this way, so they can just scroll down.

#

yeah

fickle hatch
#

I noticed you have documentation in french, but I did not see your knowledge of french when I was casually and not very attentively browsing the website

#

There are plenty of things to imply that is the case, but it'd probably be nice to have a separate line which says you can do both french and english if that applies?

plucky hatch
#

I work in Montreal, in general... people speak French by default here.

fickle hatch
#

Well, if this is intended for that locality, then it's fine

plucky hatch
#

I used to have a section on my resume on my website where it says: languages: French, English but it seems that I accidentally removed it.

fickle hatch
#

As someone who runs a company that's multilingual on every level, knowing 2+ languages adds extra positive bias in my view!

plucky hatch
#

haha, noted. Thx

#

The Counter-Strike docs were in French, because at the time I was playing CSS on French-Canadian servers.

#

Those servers died in population 1-2 years ago. Seems like everyone moved to CSGO

fickle hatch
#

Haha yeah. It's been a while since I've heard much of CSS

plucky hatch
#

@fickle hatch Out of curiosity, what do you think of the Digital Painting & the more Cartoony looking pictures?
I was wondering if the cartoony looking action scenes looked bad.

#

The idea was to show that I can illustrate characters in action, so we can understand what I'm talking about.
I'm not marketing myself as a professional comic book artist; nuance. 😂

fickle hatch
#

Dunno! That's not really a good question to me, someone else might have a better insight 😄

plucky hatch
#

Well, if it didn't bother you, seems like it's already a good sign lmao.

fickle hatch
#

Well

plucky hatch
#

The way I think of it, I'll be looking for game/designer jobs, so if I can draw... cool it`s a plus.

fickle hatch
#

I only have a technical note to those

#

You should rescale them properly 😄

plucky hatch
#

hahahaha

fickle hatch
#

Currently they are rescaled in a way that leaves lots of annoying ringing artifacts on those sharp edges

plucky hatch
#

oh

fickle hatch
#

In signal processing, particularly digital image processing, ringing artifacts are artifacts that appear as spurious signals near sharp transitions in a signal. Visually, they appear as bands or "ghosts" near edges; audibly, they appear as "echos" near transients, particularl...

#

They look worse than they are because of ringing on the edges

#

I assume it's wix being stupid

plucky hatch
#

LOL that`s what I was going to write

#

''I assume it's wix being stupid''

plucky hatch
#

i just rofled in a quote of $0.1 / word for a writer.

steel creek
#

well, if you are a mid-grade writer that is about 50$ an hour

#

my GF is a writer, children's lit, picture books, etc... in "demand" expert, let's say, she avgs .30/word for copy-text

wanton raptor
#

I'm looking to work remotely with a professional or semi-pro team. I would work locally but I live in the middle of nowhere in Canada. I do a lot of general work and would like to learn more / refine my skills in a professional environment. My skills are a fairly good understanding of the asset pipeline, shaders / material authoring, 3d modeling, and texturing. I also have experience with blueprints.

Would anyone have any advice on how I can acquire a first job working freelance or perhaps get mentored by someone remotely?

#

I suppose first I would need to build up a portfolio, but I'm not sure what skills I'd want to focus on showcasing in terms of technical art. Should I just showoff various shaders that are fairly generic and wide-reaching but look good?

ashen lynx
#

Technical art is more of on-site position, than freelance. Finding decent remote long term contract as a technical artist is frankly hard.

#

General scripting and good specific examples of scripts done for widespread 3d creation packages are by far the most valuable skills that will get you long way, procedural meshwork being the most appreciated. Shader-related skills are secondary. Work with graph based shader editors is not really a skillset that would do you much good in a proper jobhunt. The range of tasks you will be doing varies greatly and focusing on something specific here is hard. Do something beautiful. Understand how it works.

wanton raptor
#

@ashen lynx Alright, thanks.

#

Do you mind if I ask why in particular procedural meshwork?

#

And, I'm assuming that would be a houdini skillset?

ashen lynx
#

60% of my work was related to automating mesh-related tasks in one way or another. Houdini is now pretty widespread, but it is not used in every pipeline. If you can make a script for lets say blender, that makes a said task, you will surely be able to do the same in Houdini within 20 hours of launching it for the first time. The skillset here is working with geometry. Houdini is a tool.

#

From my experience at present job, thin border between technical artist and tools programmer is barely defined. But that greatly varies from place to place.

plucky hearth
ashen lynx
#

@wanton raptor More targeted feedback. Whatever you have on artstation is more inclined towards art than tech. If you made a tool, that would automatically generate random breadboard layouts depending on some kind of inputs and spit out a game ready mesh, that would be a demo with more kind of weight for tech art. In the context, it is not really important, if the tool was made using any particular software.

#

But it being a script or even better, completely standalone, would be preferable.

barren lotus
#

@plucky hearth The Facebook link leads to a page that requires login and after logging in find out its a dead page, and the YouTube link only has one video from 2 years ago. I'd rather see a LinkedIn page than go to those two.

Everything else looks good, loved the gameplay clips with your music over them and the painted doodle of yourself!

plucky hearth
#

!!! THANK YOU!

#

I had no idea about those links, that's obviously a massive mistake

wanton raptor
#

@ashen lynx I see. Do you have any advice on moving on towards standalone apps rather than working with pre existing programs like blender? I'd assume I would likely be using C++ and some kind of graphics API like SFML or something?

plucky hatch
#

@! working exactly where amd how long...? I find it unlikely for a writer without portfolio and without any estabilished background is going to get anything for his/her work...

#

As you could easily hire a decent english speaker from some of the poorer countries just $5 hour and you ready overpaid them.

ocean stirrup
#

I have before but its still highly unlikely

plucky hatch
#

... you need good marketing to sell this 😅

remote saffron
plucky hatch
#

So he says basically. Don't be a game developer because no one cares about you and you can never be important enough to any game studio. Just like a Mc Donalds worker 🤐

remote saffron
#

I wouldn't say that

plucky hatch
#

But The story

#

sounds just like mine 5 years ago lol

#

except the beginning

#

3 months after starting there it fall apart (they were unable to pay salaries for 1 months then 2 months)

#

eventually i started a second job and quit

#

1 week after it closed

#

used up all my savings and had a few days nothing to eat cause of that yeah. But since i quit the entire industry my life just turned positive so explain that 😄

#

if not then i am either a shitty game dev or just bad luck

remote saffron
#

let's hope that bad luck it is

#

my take away is more like:
1.) try to avoid getting into a situation where you are in trouble if the studio closes (I guess that is easier in europe)
2.) don't let yourself exploit just to work for company xy you really like
3.) too much people wanting to work in the industry makes them exploitable, only do work if the conditions are fair 🤷

plucky hatch
#

"studio closes" they can still forget to pay you a salary ^^
and people were just promised it will be delayed one week and bla bla

#

after 1.5 months they eventually received it

#

but then the next 2 months again that's when people started to get very angry and not come to work actually

#

"don't let yourself exploit just to work for company xy you really like" what does it mean to you?

#

" too much people wanting to work in the industry makes them exploitable"

  • this actually reduces the salary as they can find someone cheaper for certain positions
remote saffron
#

if they stop to pay you it's time to stop doing work, at least you have time to look for a better place 🤷

plucky hatch
#

And i only go to work for a company if they want ME not the other way around 😄

#

as you said

remote saffron
#

that is probably a good idea

plucky hatch
#

As a result i only take job offers and not send job applications end of story 😄 🤐

#

My CV would be just this:
"Can do everything"
anyways

#

and that looks weird for companies for some reason

remote saffron
#

can do everything does not sound like something I would take seriously 🤷

plucky hatch
#

I tried to write a very long list -> got back with overqualified responses

#

So i should put in there C++ developer and go for the low salary you say?

#

And then boss hires a "specialist" for 2times your salary for one month who lectures me about a subject i know way better than him? 😅

plucky hatch
#

Exactly. You can do "everything" and youre proud of it. But companies see you as a guy who can do a little bit of this and nothing else.

#

It's the same everywhre

spice dagger
#

Theres a reason companies ask for “relevant” experience. The law firm your applying for a job with doesnt care about your 15 years of professional mountain climbing experience when screening applicants.

#

That should be a happy bonus for them to find out after you get the job.

obsidian summit
#

Normally interviewers also have an eye on how long you where at your previous jobs, if they find a candidate that last only a couple of months in each one you might just go down the queue.

plucky hatch
#

Well i don't have CV

#

So no issue with that 😅

#

i have an email address

#

👌

#

"That should be a happy bonus for them to find out after you get the job." Might as well apply to be a cleaning lady and end up doing development and management for $1 / hour? Happy bonus for them

obsidian summit
#

So you do not have any online stuff or a traceable portfolio? If that's the case many company wont even go further, sometimes you got a ton of candidates.

plucky hatch
#

I have a github account and that seems enough to get 3-4 emails a week

#

Offers..

steel creek
#

@plucky hatch working for herself and the last five years. Carter Higgins

#

And as I said $0.10 a word is still $50 an hour

ashen lynx
#

To me My CV would be just this: "Can do everything" looks more like a resume of a handyman, rather than IT specialist.

steel creek
#

Also if you're looking to pay somebody $5 an hour to do actual writing from like an actual writer you're not really looking for a writer you're looking someone to do? We can't even figure out what the hell you would apply the $5 to

#

My last resume for the language is known section I literally put: insert acronym of required

ashen lynx
#

@wanton raptor On this path, one way or another, you will get to code, willingly or not. Might not wait until forced and volunteer to get hands on it a bit earlier. Being familiar with one more APIs is a plus, but not directly related to position discussed.

wanton raptor
#

Alright. Any advice for a tool I can practice making?

#

You mentioned procedural mesh stuff, perhaps something to do with that?

steel creek
#

Make a fence tool

wanton raptor
#

@ashen lynx or perhaps I should just further my studies with shaders and work towards making nice scenes. I have to imagine that special effects is way more competitive though because from what I've read tech-art is fairly rare in comparison to other fields

plucky hatch
#

@ashen lynx I agree it was "too short" and was just playing around with words to reflect how much i hate making CVs

wanton raptor
#

@steel creek fence tool?

#

Like something that uses a spline to place a fence procedurally?

steel creek
#

It's kind of like the first thing that people do when they make procedural tools like when people first use CG packages and make floating spheres

wanton raptor
#

Got an example?

steel creek
#

If you just want the basics then yes just a placement tool

#

I'm sure there's plenty of examples on the marketplace

ashen lynx
#

I haven't met any single person, who would be enjoying making CVs, so that is perfectly normal. Standard corporate forms with a template questions, which are the same everywhere does not help it.

steel creek
#

Placement slat and post type replacement, jitter, etc

plucky hatch
#

Well last time i sent a CV

#

I was asked to make a demo something

#

I can't say a single company who was not happy with my work (Excluding the ones who forgot to pay ofc)

ashen lynx
#

@wanton raptor Generalizing message from !, practice automation of anything, you can think of, related to 3d modelling, rigging, level design and what not. In overriding majority of cases, this will be your main responsibility and a particular skill valued when considered for position.

wanton raptor
#

Alright. That makes a lot more sense.

#

And is right up my alley. I love designing scenes and I can imagine making tools to improve that workflow would be a lot of fun / rewarding.

#

@ashen lynx Do you think it's worth focusing on not only tech art, but lighting, shading, and modeling / texturing while doing this?

#

Like are these supplementary skills I should maintain?

plucky hatch
#

i also find it interesting the mindset from people here how much most people try to comply with what companies "want"

wanton raptor
#

We want to make money.

#

And chances are the things that make me money now will also make me money later when I end up wanting to make my own project.

ashen lynx
#

@wanton raptor Technical artist, not artistic technician. That kinda implies that you are fluent with generic art tasks.

wanton raptor
#

But just to re-ask something I mentioned earlier, how competitive is the visual effects scene?

#

I'm assuming it's not nearly as crowded as modeling and texturing, right?

obsidian summit
#

I'm not trying to comply to a company, I literally do the interviews so that's just one of the things I look at

wanton raptor
#

Or "character artists"

#

haha

steel creek
#

They are all crowded

#

Everybody has a dream and a computer to do it

plucky hatch
#

Los Angeles, CA well its an expensive city isn't it?

steel creek
#

Don't know don't live there

#

But from what everybody tells me super expensive

plucky hatch
#

That's what on your GFs twitter just asking lol

steel creek
#

Yeah because she doesn't put very specific information to let people know very specific information about us

wanton raptor
#

lol

steel creek
#

Me I dont particularly care

plucky hatch
#

🤔

steel creek
#

But I can tell you Glendale is expensive

plucky hatch
#

Well regarding your $5 / hour

#

I am cheap

#

I don't want to pay $50 / hour for something i can get for $5 / hour

#

And depending on where a person lives you may get different rates / quotes

outer cipher
#

if you wanna learn to be a TA learn Houdini or Maya

#

and ue4 ofc

steel creek
#

I don't think you're going to get the same thing at $5 an hour that you're going to get it $50 an hour from somebody who's an actual writer

ashen lynx
#

A writer for $5 / hour? That is utopic.

wanton raptor
#

I've made a procedural table with Houdini

steel creek
#

Better put a good qualifier in front of the word writer

wanton raptor
#

That's about it, the basic tutorial haha.

#

And I can't afford Maya

plucky hatch
#

Definitely i won't get a good quality one. I was refering to a person without any background portfolio

#

that he expected too much for nothing.

wanton raptor
#

However I can learn through blender's API and I'm sure the skills will be transferrable.

#

At least the core skills, obviously not the API.

outer cipher
#

most TA work is done creating tools and shaders for other artists

#

to do that you need to use material editor and blueprint

wanton raptor
#

Blueprint? Wouldn't you be using C++?

outer cipher
#

or know cpp/csharp to create/modifiy modules for an engine

wanton raptor
#

I know cpp and sharp

outer cipher
#

not really, a lot of stuff is exposed to blueprint no need to reinvent the wheel

wanton raptor
#

lua

outer cipher
#

but knowing how to do it with cpp makes your skills more transferrable

wanton raptor
#

bit of python but not really

outer cipher
#

into other engines

#

I am currently learning python/houdini but it seems like it has a lot of potential

wanton raptor
#

I keep getting houdini licenses from the UE4 jams I enter into and fail at

#

I haven't really used it much but it's really neat what I've seen so far.

outer cipher
#

its just not very intuitive for modelling, if you do anything in the viewport it adds a new edit node to your graph

#

but the latest version has a lot of ops which are contained in a new polytool node and have viewport shortcuts

wanton raptor
#

I've been doing a lot with substance designer

#

and painter

#

I'm hoping those skills end up being valuable at some point

#

It's really cool if I need something simple I can just create it procedurally

outer cipher
#

yeah

#

I usually start a design in designer

#

and finish it in the material editor

#

generate the maps needed for the shader inputs, unfortunately you cant test stuff like zdepth/sss or animate textures in designer, so you have to go back and forth

narrow vigil
#

Hey all! I was wondering if anyone knew how you can contact someone like a recruiter at Epic Games? I've looked at the postings on there website, but I have several questions that I wanted to ask. Any ideas?

lilac walrus
#

I don't think you can really directly contact anyone (and this would be unusual for a lot of companies), so I guess it really depends on what kind of questions you want to ask

flat gazelle
#

@wanton raptor Game VFX is not crowded. There's a devastating lack of good artists. Hell, I'm in a relatively small city and thee are 6 studios actively looking for VFX artists. Some positions have been open for over a year.

#

Hell, every large studio is perpetually looking for VFX artists

honest cipher
#

VFX is probably the sector where there is the most demand

#

after that, maybe tech-artist and greybeard-level engine dev

#

game schools usually dont do game VFX, and movie schools VFX is a different kind of thing, so game VFX is very, very rare

flat gazelle
#

Particles is one part of it yes

#

Hell, I hired one this week and I need to find two more :S

#

There are none

honest cipher
#

as a non-vfx guy, this seems like a PERFECT freelancer market

flat gazelle
#

It's not

honest cipher
#

really?

#

looks like something where freelancing would be popular to me

flat gazelle
#

Everything has to be done in engine so you need to know the project pretty well. It's fine in Unreal and Unity. Ish.

#

I did it for a while

honest cipher
#

ah, of course

flat gazelle
#

but for proprietary engines it's hell

honest cipher
#

i remember the developers of Mercury Steam

flat gazelle
#

And the run up for knowing the ins and outs of a new project is long

honest cipher
#

tellling me that finding particle guys was hell

#

and THEN they had to retrain them

#

to use their shitty as hell particlle system on their custom engine

#

so they needed an on-site guy, in spain

flat gazelle
#

I work in proprietary and I fully expect at least six months of training before they are a net positive

honest cipher
#

where there isnt a single place to learn game vfx in the entire spain

#

that much?

flat gazelle
#

Yeah, that's the second thing. You always need the full build to implement stuff as a freelancer. Let's just say that makes large studios jumpy.

#

Yup

#

Until then they will ask so many questions it detracts from my velocity.

honest cipher
#

i remember from the ubisoft guys, telling me that a new engine-dev hire was a negative for 2 years (assuming its a CS grad)

#

2 years

flat gazelle
#

Not surprised

honest cipher
#

yeah, CS grads vs actually-useful engine-dev

#

just look at ue4 itself, the level you need to actually add NEW features to it...

flat gazelle
#

big difference

honest cipher
#

on the related "training" part, do you know about stuff like hiring a guy who uses onlly maya and putting him to work on 3dsmax? (or other similar thing)

#

one of the things i was thinking about making my studio is to make peoplle use blender, couse 3ds/maya licenses are literally 3 months of pay

flat gazelle
#

I've been forced to use Max in the past

#

I don't agree with the policy of enforcing a tool, but it's not uncommon

honest cipher
#

its mostly due to licensing bulllshit, they alll have education licenses

#

so its basically piracy if i grab those modells and use them in a commercial product

flat gazelle
#

yep

karmic kayak
#

a maya license is 3 months of pay? in which dimension?

honest cipher
#

a 1 year maya license is 2k euros

#

thats 2 months pay for artist in spain

#

or 1 month if its a "top" artist

karmic kayak
#

1k brutto?!

#

thats a bit low

honest cipher
#

3d artists in spain are an absolute joke

#

thats why there are a bunch of "B" tier studios just to outsource

#

the character artist who made the DWVR models looked around for jobs

karmic kayak
#

if pay is that low. i can imagine why they leave the country tbh

honest cipher
#

the most she was offered is 1200 euros

#

everyone does

#

the only ones lleft are the mediocre ones

#

becouse people arent fucking idiots

#

Mercury Steam and Tequila games both have huge issues with the employees

karmic kayak
#

i know 😄

honest cipher
#

huge turnover

#

becouse they hire new artists, they git gud, and they leave for other country

#

same with the programmers

#

the artists are just paid less

#

kind of their fault for not increasing salaries tho

karmic kayak
#

imho work should pay off for everyone involved (not just for the employer, which saves costs)

honest cipher
#

and lets not even talk about the huge % of work that is done by unpaid interns

#

absolute tons

karmic kayak
#

unpaid interns. nuff said.

honest cipher
#

i get mails from game schools offering me free interns XD

karmic kayak
#

thats just disgusting but its reality yeah

honest cipher
#

they are desesperate to find something for the students

#

got 3 last year

#

but they were remote, and remote interns... doesnt work

#

at all

#

so the work done was low

#

once i make my office im getting 4 or 5, and they will actually get a good value from the internship. After all they can learn a lot

karmic kayak
#

even onsite interns can be laborious. depending on the persons exp.

honest cipher
#

at the moment, there are a lot more game schools than gamedev jobs in spain

#

its absolutely insane

#

a fuckton of them have popped up recently, and they tend to be fairly low level

#

and again, this is spain the highest you gotta get is 1500 euros salary

#

and there are barely any job spots

#

so yeah, the salaries get run into the ground

#

simple supply/demand

karmic kayak
#

tbh a lot of "game schools" are doing the programs just because of the money they get.

#

we have such school in germany too. only a few solid and serious ones

#

games academy is one of the best here

honest cipher
#

of course they are

honest cipher
#

one of the projects ive ported to Oculus Go was a massive disaster

#

not a single guy in that team was trained

#

the team was all the students of a school, but then the school solld the game

#

separately

#

essentially a full team of 100% unpaid interns

remote saffron
#

meh
we have only one serious game dev company in the country right now (for pc/consoles) and they take paid interns

#

for programmers

honest cipher
#

i dunno exactly why, but there is a very serious culture of unpaid interns in spain

#

it devalues the entire tech industry

#

tech is just beyond undervalued here somehow

steel creek
#

it aint just there

honest cipher
#

all i know is that the salary im going to get at pubg is 3 times what Tequila games offered to me in spain

#

for more or less the same position

#

(actually maybe a higher tier position at Tequila games)

fickle hatch
#

I see the IT school issue in several other countries

#

They generate a ton of under qualified people for a very low number of vacant spots

tacit siren
#

here they got a bright idea to mishmash literally everything into the curriculum

#

from programming, to 3D modelling to business side of things

#

ugh

remote saffron
#

that just makes me think even less about game dev related degrees :(
thanks god we only had computer science/software engineer degrees in the country and that was the thing young idiots like me started when they didn't know anything but wanted to develop games 😄

fickle hatch
#

We had a generic "programming" degree that was called "cybernetics" (what it was is computer science without anyone shaping it into a nice consistent course)

#

But I avoided that cause it seemed like garbage already (even though it had 100x more substance than those gamedev classes)

#

It was 60% theoretical (not applied) math, 30% programming, 10% computer science theory stuff

tacit siren
#

if you can make the leap from theoretical to applied math yourself, not entirely useless

fickle hatch
#

I picked applied physics/electric engineering instead

#

Cause then you get applied math, applied physics, embedded and low level programming, high-level programming, databases and stuff included

remote saffron
#

sounds way better

fickle hatch
#

Plus lots of experience with interfacing real hardware things with software (that I guess aren't so relevant to gamedev)

tacit siren
#

the computer science courses also tend to mishmash everything

#

1 course in every language known to man each

#
  • opt-in course for design patterns
#

just... terrible

#

doesn't really leave you in a state to hit the ground running when you're done

fickle hatch
#

Damn. I wish I knew someone with a good network, our project desperately needs a reliable partner 😄

crisp meadow
#

internships and placements are really valuable experience

remote saffron
#

yeah, and others were working paid as an intern, and they also learnt a lot 🤷

flat gazelle
#

Why are you working unpaid!? I thought you were a unicorn wunderkind 😉

crisp meadow
#

I didn't see the unpaid part, that is suuprising

fickle hatch
#

I can be paid in two ways

#

Either in money, or in emotional recognition

remote saffron
#

I feel bad for your situation tbh, and would rather not see it as something cool :/

crisp meadow
#

Are you doing actual work or is it all learning? If you're doing actual work I think by law (at least in most places) it must be paid.

#

though it isn't our place to comment on your situation

remote saffron
#

company I worked for hired payed interns from university
they did real work
they were not necessary win for the company as they were not as effective as experienced coders, but most of them stayed there after the internship for full time position and that was pretty cool on the long run

much better procedure than exploiting people to work for them for free

tacit siren
#

there is the other side of it though, if you have a senior programmer spend 2 hours a day teaching an intern, it costs you more then payed untutored intern

remote saffron
#

too much people want to work with games which leads to them being exploited and worse working conditions in general, that kinda starts with unpaid interns

tbh learning on your own from internet on your awesome idea can get you paid jobs and might as well work better than working for free 🤷

tacit siren
#

as long as you have some reason to believe those interns are a long term investment, it is a good approach

crisp meadow
#

I did a paid placement for a year, the company (name is well known, but not in games) was shrinking and not doing any hiring, but they were fine doing a placement for students at a cheaper price. The fact they didn't hire the people they had in learning their code base for a full year was a bit odd as the experienced programmers were leaving with zero re-hires. Was probably a lost investment on their part.

flat gazelle
#

I would never take on an intern without a plan to hire them

tacit siren
#

nor would i, but there has to be an inkling of a plan to stay on their part as well

flat gazelle
#

yeah

fickle hatch
#

Galaxy brain, make people pay to be your intern 😄

remote saffron
#

universities do that 😄

crisp meadow
#

There are some companies that ask for a fee for training. Very dodgy. Not heard it often in software engineering industry though...

remote saffron
#

like seriously, i have heared cases where student work was put into payed project and student did not get payed at all

crisp meadow
#

yeah 😦 taken advantage of

trim needle
#

Same was happening with me

fickle hatch
#

Btw, what do you guys think is an acceptable max duration of an internship (for different positions)?

#

Err

#

Internship isn't quite the right word, but it works for internship too I suppose

trim needle
#

Our college gave us projects from clients and they were paying the college for it and we were like ok what we getting for it. Nothing, they weren't even letting us put that in our portfolio. So my team decided to drop the project and let college do it.

tacit siren
#

3 months? by then he/she should be ready to transition into junior position

crisp meadow
#

for internships I only really saw short ones of 3 months, and placements were a year. I suppose you could also get an internship for longer though. I would say a max of a year in all cases at least.

tacit siren
#

personally i think 3 months is long enough to evaluate an intern and know if he/she is worth investing in

#

anything above that is exploiting

fickle hatch
#

What about an evaluation period when hiring someone, as opposed to an intern?

crisp meadow
#

Internships and placements should have very regular contact periods so you might not have an evaluation period.

I think it is common for there to be a probation period in a new job, in the probation period they evaluate how you are getting on in onboarding and team integration. The probation period seems to last like 3 months, but only maybe the first few weeks are direct training/on-boarding.

wanton raptor
#

@honest cipher you mentioned unpaid internships, but I don't really live around any companies and I have a house and whatnot. Should I just work on my own stuff for now? I noticed you said remote internships don't really pan out so I'm curious.

#

Good to hear that VFX might be a road to travel as well since there's demand

plucky hatch
#

Whats your goal with that?

#

We have a couple of studends for free

#

They do stuff and mostly learn the process

#

but they learn everything on their own

wanton frigate
#

I see people talking about internships, but what about for people like me who have been working as a programmer in a different field (2 years Full Stack Web Dev for me) and want to transition to game programming/development? I'm not a college grad or student so I dont qualify for any internship ive every seen at any company. There are VERY few junior positions (they almost dont exist theyre so hard to find) and even those always say they want at LEAST a year or two of experience at a professional game studio. How could I possibly ever get that? Even if I made my own game that wouldnt count as working at a game studio since most specifically say they want you to have at least one AAA game under your belt

lilac walrus
#

making your own stuff is usually the way forwards

#

it's less about having 'two years of experience at a studio', and more about demonstrating capability to achieve goals

#

small non-profit Internet projects with a couple of likeminded other-disciplined people are usually good bets

honest cipher
#

make dumb cool shit and you will get showered with offers

lilac walrus
#

things like small mods can go a long way

honest cipher
#

its impressive just how popular my ECS experiment has been, or the rasterizer, and both of those are a couple day projects

wanton frigate
#

I mean I am working on my own game with a former colleague of mine because we both want to get out of web dev into game dev and thats the only way forward I can see.

But the whole "Just have a cool portfolio of stuff you made" didnt work out for either of us in web dev, even though thats what we were told to do there too. We just got "lucky" and had to spend the first 10 months of both of our careers working for a terrible boss who paid us like interns but had us doing mid level work the whole time until we got enough "on-paper" experience to qualify for other jobs

#

So when people tell me that im kinda skeptical

#

Maybe game programming is different though, I guess we'll find out once we finish our game lol

lilac walrus
#

If you manage to build a half-decent hobby project, it will usually go a long way towards getting a foot in the door

#

this is particularly true of programming

#

be sure to make your game as small as possible though, so that you can actually spend time polishing it

#

it's very easy to get stuck in a never-ending development hell, because you bit off more than you can chew

#

a lot of people don't realise even very simple games like Pac-Man took a small team something like 18 months to develop (not kidding)

wanton frigate
#

Well we're keeping the game small because we dont want a really long dev cycle anyways since we both have full time programming jobs as it is. I guess we'll just have to wait and see what happens. Thanks for the advice

fickle hatch
#

I think modding is an amazing way to get into gamedev

vivid pivot
#

As a programmer?

fickle hatch
#

As anyone

#

You won't be bound by lack of content to work with, just need some idea you enjoy

lilac walrus
#

Modding is still pretty huge within communities for well supported games

#

sadly well supported games are few and far between these days

plucky hatch
#

I agree with ambershee. When i was young and was starting had no prior experience i just made my own stuff. Eventually people contacted me in email and called me in for interview. I was sort of advetising what i've done so far, and not submitting applications. It was pointless as i had nothing to show off*. Once they start to contact you. no one will ask anything about ur experience or where did u work before etc. It's usually enough for them to see.

#

Also you may earn more from your own stuff if its really good than at a company.

karmic kayak
#

what do you mean by that? You usually don't pay your publisher...it's the other way around.

ashen lynx
#

10%-70% of sales for PC.

fickle hatch
#

Man it would be sad to give up more than 50% to publisher, though it’s scarily easy to come up with a situation which puts publisher share up there

high whale
#

Whats everyone take on game development degree vs a computer science degree?

#

As for getting into Game industry as a programmer

barren lotus
#

Comp Sci. And depending on where you go you can still take classes that overlap with game dev stuff

fickle hatch
#

Between gamedev and a compsci, it's probably the right choice to pick compsci

fickle hatch
#

My personal suggestion is to pick engineering/electric engineering, but that's not a ticket to gamedev specifically

#

I find that engineering education was more useful than compsci for me, but everyone will probably have different experience

#

Engineering education includes strong courses on algebra, various applied math things, basic physics of all sorts

high whale
#

@plucky hatch that was my idea if I went indie

#

Mainly heard AAA work conditions for programmers wasn’t too good

high whale
#

Is making a in-house engine worth it

#

Hmm I plan on trying AAA one day and get some experince under my belt first then go indie

flat gazelle
#

good plan

high whale
#

If I dont like it probably work for software company or something and do indie development on side till it kicked off

#

So other way around?

flat gazelle
#

That's a common viewpoint that really confuses me. Before you know the ins and outs of the business, start your own company. So not only will you have to learn how to make games well enough to sustain yourself you need to learn how to run a company at the same time.

high whale
#

Ya i heard people in industry get laid off left and right

tacit siren
#

provided you can earn enough to pay salaries^

flat gazelle
#

It's like. I like sleeping in Hotels. Let's open one. Surely I don't need to work in one beforehand.

#

It might work, but the odds are stacked against you.

high whale
#

Hmm I do kinda like the indie side of things

#

More creative freedom

tacit siren
#

the indie studios do hire people on occasion, too, you know

high whale
#

Where would you find indie studios that would hire you?

flat gazelle
#

Does discord have a !remind me function? There are many who come through this channel I'd like to check up on in five years to see how it went.

finite mulch
#

There are bots

high whale
#

Trying to plan future plans since I'll be starting school in janaury in computer science

#

though I have a friend who doesn't know what to do but he wishes to be a game designer

tacit siren
#

which will take 3? 5 years?

high whale
#

3-5 years yes

tacit siren
#

learn stuff, be active in some dev community, be good at what you do

#

and people will notice you before you're halfway through

#

no plan survives a first contact with the enemy

high whale
#

I heard they are trying to form unions now

#

For AAA studios

flat gazelle
#

There are unions in some countries already. I've been in one for most of my career

high whale
#

espcially after the TellTall thing

#

Well in America they are trying to form unions cause the crunch and overtime I heard in AAA isn't so good

#

I heard that before

#

So must be pretty true

tacit siren
#

indie has one advantage

#

there is little room for narrow specializations

high whale
#

Specialist don't exist in indie?

flat gazelle
#

They do

tacit siren
#

team of 15 can rarely afford a UI specialist, an AI specialist, a networking specialist... and so on

#

you generally end up working in more then one area

high whale
#

So more generalist in their fields?

tacit siren
#

which is good when you're exploring your interests

high whale
#

Hmm Idk what kinda programmer i'd specialize in tbh

flat gazelle
#

More generalists fulltime, then they take on specialist freelancers for specific work.

high whale
#

How does indie work since you can't really go fulltime indie

flat gazelle
#

Of course you can

tacit siren
#

i am fulltime indie

high whale
#

Really? heard most just do it on side of their normal 9-5

tacit siren
#

as long as you can sell enough games to live off of it

flat gazelle
#

People in this server, sure. But this server is not representative of the industry

tacit siren
#

you can be fulltime indie

high whale
#

Is it secure finnacially wise?

flat gazelle
#

Depends on how good and/or lucky you are

tacit siren
#

if the studio has been around for a few years

flat gazelle
#

If you have never made a game before, extremely insecure.

tacit siren
#

odds are it isn't going anywhere

high whale
#

Hmmm...How is FreeLance work in the industry

flat gazelle
#

Freelance works, but it's easier to make a living of when you have some experience. Being able to properly estimate and then deliver on that is crucial to be profitable.

high whale
#

I see

#

My most likely route now is probably going indie

flat gazelle
#

sigh

remote saffron
#

if your parents/guardian angle can finance you for 4-5 years then it's a pretty good idea

#

I mean for 4-5 years after university, so for another 4-5 😄

high whale
#

I get a lot back from school cause I got full ride so finnacial aid

fickle hatch
#

Being a full time indie developer is basically not a viable option unless you're already a well defined specialist in one field (programming, art w/e) - at very least

#

Even then, you simply have the basic prerequisite experience to consider it, not a gurantee that anything will work out

high whale
#

Hmm

#

Well thats why im considering going into a game studio to gain some expeirnce

#

then going indie

remote saffron
#

That makes way more sense

high whale
#

Unless you count college years as going indie lol

bleak dock
#

even when working with a studio you can still be indie if you work on hobby projects, those would be considered indie games

barren lotus
#

If he's creating something at home while employed at a AAA studio his employer might likely own his projects unless he goes through their internal legal process

bleak dock
#

you could be right, I'm not a familiar with that sort of legal stuff. My immediate thought is if you work on it off-hours and you don't have some sort of non-compete clause then you should be okay

fickle hatch
#

You need to read contract carefully and possibly consult legal help for it

barren lotus
#

Usually you can list prior inventions before you sign the contract, and they might ask for a game design document or some high level idea about anything you list. I would list down projects you have in mind, maybe even register them on Steam Direct so there's a record of you having it before you signed, but yeah consult legal help if you're really worried. Just remember HR is there to minimize risk for the company, always act in your own best interest.

high whale
#

ya

#

I heard AAA studios make u sign where while working for them you can't release certian titles

#

or anything u release is under their studio

fading yoke
#

You can always say no

high whale
#

So I decided tp get a major in computer science

#

What should I minor in

#

I heard mathematic minor is pretty good

#

and Physics

fickle hatch
#

Do physics!

#

But it's up to you

high whale
#

hmm

#

@fickle hatch So Physcis would work better?

#

Wouldn't math make me better at programming certian algorithims

#

and more programming applied math

fickle hatch
#

Math is math, physics is physics and applied math

young schooner
#

Pick which ever you think you will enjoy. If you like it, you will get better marks.

high whale
#

Trying to see if it’s possible to minor in both if I’m going for a masters and deepening possibly a doctorate

fickle hatch
#

It wasn't the knowledge, but the experience of university that was valuable to me

#

Experience in self-organizing, dealing with other people, but also specific experience in handling dangerous substances and doing experiments

#

Theory & practice of measurement and data analysis came very handy later in virtually all of my work

young cloak
#

Any advice for a graduate trying to get into the industry, i spent 3 years learning it at a university level now I'm finding it hard to even find a job in my specialisation let alone in QA.

lilac walrus
#

portfolio

#

make things

#

that is literally the way in

kindred mason
#

@young cloak What was your major?

young cloak
#

Computer Games Development

west sonnet
#

Specifically Chicken

kindred mason
#

@young cloak What did you actually focus on though?

#

If anything I guess.

#

(I'm also a Game Dev graduate)

#

But I chose to focus on other shit that they were not teaching me 😃

young cloak
#

yeah thats why i learned level design and colour theory

west sonnet
#

Generally, you’ll have the most difficultly getting your foot in the door. The two absolute must to get a job is portfolio and prior production experience.

young cloak
#

its hard to get the exp when no one is asking for a level design grad or junior or intern etc

west sonnet
#

Indeed. Many work for commercials and other vaguely game related careers for the first year or two as a result.

lilac walrus
#

if you want to be a level designer, make levels for games

#

plenty of options out there to work with

#

if you have completed levels you can show, then you've a good chance of being hired

#

(but that's also going to stem from the quality of your work, which will get better as you do more0

kindred mason
#

@young cloak Show us your Level Design skills?

#

Where are your docs?

#

But yeah. Build up a portfolio with whatever you currently have. Include docs.

mental viper
#

Is UT still accepting levels? I dunno whats happening with that project.

compact mason
#

Alright, a group of people I'm talking to say that your resume should be 1 page long. But theres also another group of people who say it should be 2 pages in length.
I don't know which answer is correct, I'm applying for a web development position

ashen lynx
#

Quite likely the truth is, that number of pages in your cover letter/resume is the least important part of it.

fickle hatch
#

So how does one find people good at networking?

blazing dock
#

@young cloak just start designing levels and games in UE4

young cloak
#

i have lol

#

i guess its a waiting game now

vivid pivot
#

Either is creating time or applying time, there is no waiting game 😉

blazing dock
#

so I'm a 3d modeler for an indie studio, but yeah, definitely just keep at it

#

maybe make your own game, I've been doing that in my free time

#

build ontop of that one game

#

keep making improvements, modular design etc

#

build the structures you need; a library of functions basically

#

if you see something better than what you made, figure out how they did it and do it better

remote saffron
#

@fickle hatch
step 1: be awesome
step 2: people good at networking will find you

fickle hatch
#

That’s true, but I am looking for something that involves action I guess

#

Let’s say I have stuff to show, where do I show it in addition to gamedev communities I hang out at etc

#

Kind of a rhetorical question

wise ferry
#

I guess it is different in IT world due to volume of people? In IT. it is bad to have a long resume. HR get so many resume, they look for any reason to toss them out and that is one reason. My CEO even told me to toss out long ones when doing hiring for my team. My dad told me the same many years ago, 1 page per 10 years experience. CEO told me same exact thing.

kindred mason
#

@fickle hatch Conventions 😉

fickle hatch
#

I'll be at the next GDC 😄

kindred mason
#

After you've exhausted all online resources (discord, slack, various gaming forums, reddit, press), it's physical time

fickle hatch
#

Conventions are a little tough because I can't travel right now

kindred mason
#

Aye

fickle hatch
#

@kindred mason yeah, actually one of the publishers we're talking to, we found them at some convention. I had to be present there remotely, through the bodies of underlings 😄

kindred mason
#

Hehe

harsh brook
#

@young cloak I feel your pain have been turned away from lots of jobs by now primarily due to lack of experience. Unfortunately, a portfolio isn't always enough as one recruiter tried to explain to me but just irked me. My recommendation grab any contract you can find and look for small things. As others stated Iv been working in commercials on contract and thats getting me by for now its the best tip I can reccomend

young cloak
#

@harsh brook i don't know here to look or what other fields my knowledge of level design can go into

dusky monolith
#

Hello , is it possible to go Canada and join indie developers......I am a game designer and 3d artist and wants to join or create a team.

#

I am finding an indie team

west sonnet
young cloak
#

if any graduate jobs open up is there away to get auto called to take a look

west sonnet
#

there are some programs such as the rookie

kindred mason
#

Meh

#

I have a bone to pick with The Rookies

#

Especially after winning VR Game of The Year with them last year

#

But yeah, definitely submit

harsh brook
#

@young cloak I would say that you should look deeper then being a level designer. For example I really don't see arch vis as a radically different field then level design. Lots of jobs have different titles with the same idea behind them but they are in a different field then raw games even while using game engines

#

Gotta take what you can get until you can land the job you want and that might take a while super competitive industy

high whale
#

aye

#

For me i'm pursuing a Game programmer job

#

with CS degree however I will probably work with software company till then

errant pine
#

@kindred mason Why do you have a bone to pick with them did they not give you something they promised?

kindred mason
#

@errant pine yeah, basically.

#

Quite a bit. But it's no biggie. Should have said, had a bone to pick.

#

Hopefully they have it all straightened out this year.

desert frigate
#

What kind of content should I put on my portfolio when applying for an internship as a game programmer?

ocean stirrup
#

The best content you can think of

lilac walrus
#

depends on what kind of game programmer

#

but things like path-finding or specialised rendering solutions are often safe bets

desert frigate
#

Would a Crafting Inventory System be too basic ?

tacit siren
#

if i were looking at it, it would depend on how you wrote it

#

anything extensible, modular, easy to maintain is good, if its base is game agnostic that is another plus

#

functional UI, without any references from underlying system to the UI...

fickle hatch
#

Include info about the valuable part of the work you did

#

For an inventory system, the under-the-hood design of it probably is more relevant

#

Conceptually, an inventory system is pretty straightforward, so the value is in how exactly you implement it and how flexible it ends up and so on

honest cipher
#

make a prototype of an actual game

#

bonus points if its released on something liike itch io or similar

#

and no, a inventory system wont be much good

#

whats an inventory system by itself? needs to be more integrated into a game

fading yoke
#

@honest cipher Would you mind expanding a bit on what you should do after that? I'm asking for... a friend...

honest cipher
#

what an employer wants to know, is if you can perform the job

#

there is literally nothing else that matters

#

and thus, you need to demonstrate you can do that job

#

a good way is with the game projects, becouse it shows very clearly that you can get stuff done

#

funky projects are also a good thing

#

the funkyer the better

#

shows creativity and skills to do stuff that no one else does

#

an inventory system is crap, becouse there are SO many

#

i dont know if you just copied the approach of one of the 9999 inventory system tutorials

remote saffron
#

that kinda is the same for a game too tho

#

as there are tutorials for unreal/unity which you can follow step by step to create a "game"

desert frigate
#

Can you send me an example of a work that would like to be sufficient

#

Because at my level its really hard for me to think of something that doesn't even have a base tutorial

lilac walrus
#

good programming examples generally solve specific technical problems

#

so you need to have defined requirements first before building

#

if you have that, you can describe the how/why of the process you used and demonstrate the results

honest cipher
#

@remote saffron tutorials are for parts of a game

#

if you make like an "actual" game

#

even if a prototype

#

it shows that at least you can apply stuff

remote saffron
#

there are tutorials which make a whole game... it does not mean that you can't prove your skills via making a game, but obviously do not copy paste a tutorial game 🤷

honest cipher
#

@desert frigate join a gamejam or two

#

you can make whatever oyu want really. If you want to truly show C++ skills, dont use an engine

#

grab SFML or similar and actually build "anything" in pure code

#

a 2d platformer made in SFML would look FAR more impressive to me than anything you could do in unreal or unity

#

tho i would still look for someone who has done something with unreal if its a unreal job

west sonnet
#

I don’t agree with that. What defines a programmer to one that specializes in game development is their ability to work with a multidiscipline team. More often than not, your job as a programmer is to make modular tools. Now if you’re working as a build engineer or the like, than you better show you can make an engine.

kindred mason
#

"More often than not, your job as a programmer is to make modular tools" @west sonnet ... eh... maybe I'm misreading/understanding that part...but a programmer's job in a project will vary greatly by its needs. There are many different types of programmers and you don't always need a specific tool created for your project (or only ask the programmer to create specific tools)

#

As for the advice being given here. That's actually the issue. There are many different types of programmers and needs of a programmer in a project. If you want to specialize in something, then that's what you should show off.

#

If you don't want to specialize in any of thing, you can become one of the multitude "Generalists", which then you should have varied work being shown on portfolio. A simple game(s) completed from start to finish should allow you the title of "gameplay programmer", with detailed accounts of the system created and why you chose to do it that way. You can be a tools programmer (extending editor, creating plugins, etc) or you can do engine programming (but that's sort of tough in small teams, usually, just knowing how to use source and modify it to your needs should suffice as just having one person only doing source edits seems kind of a waste)

steel creek
#

100%

#

your "job" as a programmer, is to program

#

maybe "designer" would be a better title for someone making a specific target/design

high whale
#

I mean doesn't a Programmer do technical documents?

digital gate
#

a programmer can, or at least should be able to.

leaden pasture
#

In today even software engineers calls HIM as Programmer. I dont like that.

#

Sometimes some of QA tasks performed by programmers too. I hate that too.

#

My advice is just write a code as programmer. That is your main job. If no one can able to write docs in your team than you might think write about it.

high whale
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Whats good porfolio for a gameplay programmer

barren lotus
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Could look at the credits of your favorite game / games made by company you're applying at to find the programmers there and go to their online portfolios to get an idea

thorny grail
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Hey, i started learning unreal yesterday only, i want to become a 3d environment artist (because i love 3d). I have a confusion, what's the difference between environment artist and level designer or there isn't any

west sonnet
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Environment artist primary creates assets for the level. Level designer are responsible for design, placement of asset, and some programming functions of the level. It should be noted that both positions can have overlapping responsibilities of the other respected discipline depending on the studio.

thorny grail
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so if i want to be an environment artist should i learn a little bit of level design and programming too?

flat gazelle
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It never hurts to learn more things, but it's not required.

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The environment artist is responsible for making a level look good while the level designer ensures it's fun.

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They need to work together.

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So it's often good to know what the other does

thorny grail
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okay, thanks a lot . And yes it's true, learning programming is never bad

high whale
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I say as an artist imo from a programmer perspective just a scripting language like Lua should be enough (Not that learning something like C++ wouldn't hurt)

bright socket
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Hey! I have a related question to the one asked earlier about what a level designer does. I'm getting really interested in using blueprints in unreal to create communication between different bp's (opening doors with keycards, creating a choice widget based on the timing of pressing a button, etc) and using level blueprints and setting up functionality of UI elements such as health bars and menus. Is any of that in the category of a level designer? I'm trying to figure out exactly what I should specialize in.

lilac walrus
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you'd have a hard time getting a programming job if you've only used scripting languages

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@bright socket - that would be within the realm of a technical level designer

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TLDs tend to be concerned with things like mission scripting, per-level props, and handling stuff like setting up AI data etc

bright socket
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@lilac walrus thanks! Would it help to take a scripting class for that career path?

lilac walrus
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it wouldn't hurt, I don't think

bright socket
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Do technical level designers need to have a lot of programming skills or just a basic knowledge of programming logic?

lilac walrus
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they need to be technically capable enough to script things, so some knowledge can be useful

bright socket
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Okay, that makes sense, thank you so much!

high whale
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They are basicly game designers with some programming background lol

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But still with a niche on focusing on design more so than the scripting part

west sonnet
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Basically you get to do the fun part of programming 😜

gaunt storm
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What would you suggest is the best way to truly learn UE4? I am currently doing a 4.5 hour tutorial where by the time you reach the end you have built a scenic map and landscape from scratch but from there what assets should I look to if I wanted to try and development a full game?

plucky hearth
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Hey guys, I've got a weird one: Someone, who is on this discord, is telling other devs that I said some really racist comments to him, and is even going as far as to provide fake screenshots showing I said those things. Any suggestions?

finite mulch
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@plucky hearth Just DM one of the moderators if it's really an issue

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That has nothing to do in this channel

pearl parrot
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@gaunt storm you going to learn blueprints as well?

bright socket
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@high whale lol okay thanks 😃 @west sonnet lol the fun part.. sounds nice 😄

gaunt storm
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@pearl parrot Whatever I have to learn. I’m currently downloading Maya so I can do my own meshes

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I just want to know where the best place is to help me master these softwares and elements

pearl parrot
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the 3d modeling side of thing I would promote polycount, and for learning

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Blueprint I recommend Virtus on youtube

gaunt storm
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Appreciate it

robust thorn
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Hi all, i am 3d artist i can create procedural assets and procedural textures, i using SideFX Houdini and allegorithmic designer and painter. I have any complete unreal projects., portfolio small is here https://www.artstation.com/infinitex

high whale
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What do you guys use to make your portfolio?

finite osprey
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Hey folks. Did a code interview with a company I can't mention for NDA reasons.

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Wanted to give an example of the mid-level questions that get asked.

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In this case, it was to make a linked list system with a few extra functions, like getting the number of entries with a particular value.

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Key things are ensuring that const functions are const and that a destructor is properly made for the linked list.

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Lastly, they asked to change the contents of each node to Float and wanted to see if I knew Epsilon.

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As well as the Fast/Slow algorithm

fickle hatch
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Epsilon?

finite osprey
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an arbitrarily small number used to determine if floats are equal

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If the difference between the two is less than Epsilon, then they are considered equal even if they don;'t have the same bytes

fickle hatch
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Oh, I see. The way you typed it out made it seem like a name of some product or something 😄

lilac walrus
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I've not heard it referred to as epsilon before, hehe

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though Unreal's internal numbers for that are amusingly named if you've ever seen them 😄

remote saffron
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they are kinda cool

steel creek
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That's not an epic thing that's a mathematics thing

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Typically because it's a computer you call it machine Epsilon

lilac walrus
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I know it as unit roundoff, I don't think anyone called it an Epic thing

steel creek
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Machine epsilon gives an upper bound on the relative error due to rounding in floating point arithmetic. This value characterizes computer arithmetic in the field of numerical analysis, and by extension in the subject of computational science. The quantity is also called mac...

lilac walrus
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"The quantity is also called macheps or unit roundoff"

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third sentence

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¯_(ツ)_/¯

fading kite
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Does anyone have any advice on looking for entry-level game dev jobs? I'm graduating with a comp sci BS degree in May and the pressure is building. I've always wanted to do game dev but never considered the possibility until I met an intern for a company in Georgia.

I wish I had considered the option sooner and prepared, but what's something I could do now that I'm in my senior year?

lilac walrus
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don't expect a job after graduation - you will probably need to build a portfolio first

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so you'll need some other job to keep you going, whilst you work on some stuff in the mean time

kindred mason
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Eh

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Plenty of folks are able to land jobs after graduation

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But sure, don't just assume you'll get one.

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@fading kite DO game jams 😃

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Do personal projects 😃

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That's all you can do now

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Your senior year...you should have one or two senior projects

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See if you can do it in UE4

fickle hatch
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Find cool people and do cool projects with them, make sure you preserve all data and development stuff about the project even if it doesn't go anywhere in the end

steel creek
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@lilac walrus was someone arguing with you?

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¯_(ツ)_/¯

high whale
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Eh I don’t graduate till way later plus I’m going for a masters in computer science

pearl parrot
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@fading kite you could sit down and try to make a game in unreal. prototype nothing AAA your first go.

fickle hatch
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Does anyone offer PhD in game development

high whale
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I don’t think u can get a phd in game development 💀

kindred mason
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@fickle hatch @high whale Pretty sure you can

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Cause there are some "docs" in texas

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They won't be called gamedev though probably

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Other ones if you Goggle. So they are there, just a bit hidden

fickle hatch
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It's pretty interesting

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For me personally, if it'll be a PhD, it'll be in aerospace engineering 😄

barren lotus
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My alma mater DePaul University offers a MS in Game Programming, but yeah no PhD specifically tied to games there

high whale
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I mean I live in Texas

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U can get a computer science degree with a game development specialization

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There is a Game DESIGN speceficly doctorates but other areas or like programming no

fading kite
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@kindred mason @pearl parrot @fickle hatch Thanks for the advice, guys. I appreciate it.

finite osprey
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@fading kite As someone who got a job right out of college, the best thing you can do is demonstrate you can make games. If you're a pure programmer, either try to develop your own game or a meaty part of another game. Modding and fan-patches are also an option.

fading yoke
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@finite osprey As someone who never got a job out of college (c/o '10, BS Math), it doesn't matter much how good your portfolio is unless you're trying to be a freelance contractor. Employers have never shown any interest in my portfolio, my modding background, my game jam awards, or the tools that I've created.

My point is that nobody knows what they're talking about when they give advice for getting a job. Especially me.

finite osprey
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Have you tried applying to a gamedev job? Most recruiters and team leads I have talked to would be over the moon to find a candidate with that volume of work.

fading yoke
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I hear that a lot from people, and you'd think that that'd be the case, but the reality doesn't match the rhetoric unfortunately.

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I'm at 848 job applications so far this year and, taking away recruiter phone screens, I've had only 15 interviews

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That's about a 1.5% interview/application ratio

finite osprey
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How many phone screens did you receive?