#career-chat

1 messages ยท Page 53 of 1

fading yoke
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Taking away the ones that actually lead to interviews, 6.

fickle hatch
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I got invited to do a job out of college based on what was effectively my portfolio

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I didn't actually have a portfolio, but the person who invited me to the job was well aware of what projects I worked on at that point

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There's a ton of luck and networking involved

dense needle
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I ended up going indie, and becoming an investor. Two smartest moves of my life. 3 things that can help. Be local, go to GDC (at least you'll get an idea what they are looking for), network. Above that is experience, especially AAA experience. On the very very bottom is college degrees. The degrees can even work against you. Like the Art Institute, any for profit college.

fading yoke
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@dense needle Where did you get enough money to become an investor, though?

dense needle
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Crypto, stocks. If you are familiar with Gary Vee on twitter? My method was similar to his. Turn $0 into $100, turn $100 into $500. It's slow, but eventually you get enough. Takes around 2-3 decades. (Unless you're rich)

plucky hearth
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Just flipping?

rough dirge
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Was it during a boom or consistent returns/dividends @dense needle ?

dense needle
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Depends how you play it. I prefer steady and slow. Thus the 2 decades. You make less mistakes that way.

finite osprey
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@dense needle I've got a friend attending the Art Institute in San Fransisco. He wants to be a 3D modeler for games.

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I was wondering why he didn't seem to be improving after 3 years.

west sonnet
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That's something you should be asking said friend

fickle hatch
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@plucky hatch tbh different things for different people

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I would be bored out of my mind doing investment stuff

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I like to work on engineering problems that involve real world vehicles and such ๐Ÿ˜„

fickle hatch
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But should still keep an open mind to things

dense needle
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@plucky hatch I did use it to make games. I can do a ton of things. Experience you rack up in those decades allows you a mountain of options. @finite osprey Typically it takes 5 years to begin to hit master level. Like being a tournament champion you have to focus on two things. Hours invested and shortcuts. Take apart other people's art. See how they made it.

fickle hatch
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Heh. I agree on the 5 years thing

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Looking back on my current project, it took be about 4-5 years to get to a point where I can consider myself a professional in that specific narrow engineering branch

dense needle
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I hit master level in 7 years. Back in 2002 it was a lot harder. 512mb ram. I remember my PC crashing every 3-4 hours. There's such an archive to learn from. Whenever stuck, invert your approach, focus on the outline for 3d models. Get used to the front and side view. Then the rest is filling it in.

fickle hatch
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I started with super low resolution crappy almost unreadable electric schematics ๐Ÿ˜„

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And reverse engineering

brisk anchor
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You defintly dont want to be surrounded by people who is limiting to you or your progress

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almost contradicting tho. If they're not limiting you, then you might be limiting them... ๐Ÿ˜›

peak wadi
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Hey everyone! not sure about if it's a correct place to ask, just curious: is it allowed for Epic Games employees to work (in a spare time) on some own game projects (based on UE4 or even other engines)?

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In common, is there a common rule for this in game industry? or it only depends on a specific company/NDA/etc?

remote saffron
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idk for epic, and it depends
but usually the contract contains some total bs, but it's just because they wanna play safe
you will need to read your contract and talk about those, they can even modify part of it in some case
for obvious reasons you won't be allowed to do a very similar game most likely, but most place should be fine with totally other game projects ๐Ÿคท

both companies I have worked for required me to ask for permissions for own projects, but they always allowed me to work on those after I asked ๐Ÿคท

lilac walrus
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most companies contracts will include some kind of non-compete clause

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exactly what that contains will vary

honest cipher
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the mayority of contracts are BS

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they just add everything and the kitchen sink

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you need to read it

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and you need to discuss the bullshit it contains

peak wadi
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sure I will read it, just wanted to know about if it's a common practice or not.

E.g. I will tell "hey it's a BS let's remove this from my contract!" and they can told me "why, it's in every gamedev company's contract so we will not remove this, you will not find a job without this".

I understand about non-compete case, for sure - it make sense in case of forbidding to work on a similar project, but not on any pet-project.

dense needle
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If they have any projects while working for a company. It must be out of sight. I remember when I worked at Target in 1999 they had a clause where I couldn't also work at Kmart. Hire a lawyer to summarize the contract for you, before signing. Unless you are good at reading legal. Most contracts are the same, minus the crazy stuff like EA. 100 pages, or was it 1,000? It's way too much.

plucky hatch
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Hi! Now that I'm getting more familiar with C++ and Blueprints, I'm wondering what the best way to improve my portfolio is for when I eventually have to apply for a job. What types of systems do recruiters look for in an applicant and how do I make myself stand out?

dense needle
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If possible I recommend attending GDC. You'll get a lot of advice on what's needed. Otherwise, look for the GDC archive videos on the subject. Look for the proper keynotes.

plucky hatch
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Do the Expo tickets work for that or would I need a higher level of ticket?

dense needle
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The base entry tickets give you access to the job floor. The most important section. The rest you can watch in video archives.

plucky hatch
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make ur job of ur hobby is the best advise i think

flat gazelle
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It will also very likely destroy that hobby, eventually.

fickle hatch
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If you have more than one hobby and you're willing to sacrifice one, plus you're really good at it, then sure, you can turn hobby into a job

flat gazelle
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Agreed

fickle hatch
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It might be good advice that the job should be at least somewhat fun and if it's no fun at all, it's a good idea to change it. But job is job first and foremost, fun second

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Hobbies are kinda the opposite

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Fun first, specifics later

brisk anchor
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Some things might be fun as a hobby but not as a work ๐Ÿ˜›

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To much of it becomes boring etc

fickle hatch
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Mmm

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I kinda dealt with that, sorta

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What I do wasn't super strictly a hobby, but I moved from doing a lot of mundane work (of which there was little at first) to making others do mundane work for me (after it turned into a proper job)

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If that sorta makes sense

ashen lynx
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Turning hobby into a job definitely takes a good deal of enjoyment from it.

high whale
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Thats why it should go from job to career :p

peak holly
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if i were to make assets and use them in a paid game am i still fine to sell them on the marketplace or not?

steel creek
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if you own the rights to them, sure.

peak holly
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how?

strong shoal
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@peak holly You own anything you create (at least in the U.S.)

west sonnet
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Most studios won't let you resell an custom order. However, if it wasn't mentioned in the agreement. It's basically fair game for both parties

lilac walrus
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pretty much

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unless you sign away the rights to those assets, you can basically do what you want with them

peak holly
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okay thx

fickle hatch
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Some countries but not the US distinguish authorship and copyright

steel creek
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the US makes a distinction

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if you are smart, your agent wont sell you a contract that lets your publishers take your copyrights.

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keep in mind this also applies to trademark and patent law as well

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you can create many things, and not "own" them

barren lotus
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Has there ever been a case where someone made a product in their free time that took off enough that a publisher exercised their contractual rights to own it?

fickle hatch
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@steel creek does it? It seemed like there wasn't a big distinction between the two, or the meaning was different from european

barren lotus
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Well that's derivative work, was asking more about like if John Doe is working for EA or Activision but at home they start making the next Candy Crush.

plucky hatch
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I want to be an indie developer - I'm not super skilled though - I know a bit of Unity and Unreal. I enjoy Unreal more. I don't mind working for a big company but I feel I would lose some creative freedom. On the other hand making games is very hard and I want a social life too.

spice dagger
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I think the best thing for you right now then given that statement, you should focus on increasing your Skills.

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If you have no skills no one will hire you, so you wont need to worry about "losing creative freedom."

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Take it one step at a time.

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Focus of building your skills and experience

plucky hatch
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That's what I'm doing but I need money too

spice dagger
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Then think about prospective job opportunities

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Well get a job you can do now to offset your lack of skills in the industry you want to work in.

plucky hatch
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I do manual work

spice dagger
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Great. Increase your game dev skills on your time off.

plucky hatch
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Hardly have any but ok

spice dagger
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Learning how to make games doesnt happen overnight mate. It takes hard work and dedication. Like every other skill.

plucky hatch
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Of course not, and I understand you are trying to help me. In an ideal world everyone could work on their ambitions and hobbies, sadly money is a necessity and social life is important too ๐Ÿ˜ƒ

spice dagger
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Priorities. Sometimes you need to sacrifice now in order to set yourself up for later in life.

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Time management, if you can be effective at managing the time you have, you will be ahead of the game.

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"Fail to plan and you plan to fail"

fickle hatch
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Just remember that as with any other thing, you'll need something like 5 years before you're good at doing it (but on the other hand, if you start and maintain momentum, you can be confident you'll get there)

plucky hatch
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I'm a graduate too

languid parcel
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@plucky hatch do what I did

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Move into the cheapest place you can find

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After saving up a little bit of money

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Think my rent was like ยฃ150/month

lilac walrus
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where the heck does one have to live to rent for ยฃ150 a month?

plucky hatch
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@languid parcel that's what I'm planning but how can you get that cheap ๐Ÿ˜ฎ also I'd need to share and would prefer friendly and English speaking ๐Ÿ˜ƒ

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or don't mind alone but that is more expensive...

languid parcel
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house

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outskirts of newcastle

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get as cheap as like ยฃ110/month

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but that's obv like

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1 bedroom

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small place

lilac walrus
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my 2 bed apartment in Newcastle was ยฃ750

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though it was fairly central

dense needle
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Autodesk Maya is still half off. If you need 3d software it's one of the best tools out there. (Watch it go to $500 after I recommend it.)

honest cipher
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looks at houdini at 270 dollars

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and blender at free

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lmao no way in hell maya is worth it

dense needle
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Agreed. Which is why I made the $500 joke. There's a rumor the company is going through serious financial troubles. Given their stock action and price drops. I'm not surprised.

honest cipher
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literally the only reason you would want to use maya as an indie is for FBX

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might as well get modo or houdini

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at least they bring serious value

dense needle
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Almost half of their holdings is debt. In a growth economy. That's going to be massive blow in a market crash.

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I'm using Houdini BTW.

fading yoke
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@dense needle Is Maya a one-time payment or is it a subscription like Photoshop?

dense needle
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Rental. The worst kind.

honest cipher
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and it will auto-pay

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so you better fucking cancel

dense needle
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Yep.

digital gate
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200/mo

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uwot

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jfc

dense needle
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There is no pay to own option anymore. I own Maya 6 and Maya 2008. I legally can't sell my copies.

honest cipher
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at least houdini at 270 dollas a year its more reasonably priced

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same with Substance

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but maya at more than a thousand a year is absurd

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specially given that blender does everything maya does for free

dense needle
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I hope Autodesk doesn't buy Houdini. Their modus operandi.

honest cipher
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they havent bought zbrush or modo yet

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but houdini is truly a massive competitor to maya

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maya is often used as pipeline center, and customized a lot

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no one big uses default maya

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but houdini is much better as pipeline center due to the proceduralism

dense needle
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I thought they bought modo?

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It's mentioned in their wiki. But just as an addition. Phew.

rancid wedge
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I am doing a project for school about the gamedev industry and I have 2 questions. Are there any major costs other than college for getting a job? And also what is the average salary for a gameplay developer?

west sonnet
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Gameplay developer isn't a position. There's gameplay designer and gameplay programmer however.

rancid wedge
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I meant gameplay programmer

west sonnet
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Theyโ€™re fairly rare. Usually only AAA studios will look for them. Lowest would probably be 60k. Averaged for an accredited individual would be 80k-100k

lilac walrus
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I know gameplay programmers who earn ยฃ16k, and I know others over ยฃ100k

west sonnet
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Indeed it depends on the subset of the industry too and location

lilac walrus
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Gameplay programming is not a hard job to get so long as you get a little experience and are willing to relocate

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Good code is always in demand

rancid wedge
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For my project I am studying local studios, like Epic Games and Redstorm (Ubisoft), so it would be for AAA. I am already well versed in indie development ๐Ÿ˜ƒ

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Thanks for your help!

barren lotus
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We're in NC too!

dense needle
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@rancid wedge Personally? Do not ever pay for a college degree. Test your way in. Get a degree in a country where it's free. In my state of NY there are colleges that are free. That debt will wreck you. Watching over 1,000 students freak out at GDC, realizing $65k debt is there, and they were just told they need to spend one more year on their craft. Most never make it in for that reason.

fading yoke
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When I was in University they told me that undergraduate educations are pretty much the same regardless of what school you go to (e.g. a physics major from a blue collar school will learn the same stuff as a physics major from an ivy league school). What really matters is the Graduate school because that's where you specialize in something relatively unique.

fickle hatch
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I can't imagine how stressful would it be if I had college debt on me

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I spent less on doing our train game than what people owe for college =\

lilac walrus
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undergrad educations are not the same depending on what school you go to - they vary wildly

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the problem is the quality of education in this field is rarely related to cost

rancid wedge
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I am trying to avoid student loans, so I am listing in-state schools with pretty low tuition

lilac walrus
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not a bad idea tbh

fading yoke
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@rancid wedge That's what I did, but it didn't work out for me

rancid wedge
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Itโ€™s always a risk, but there is still financial aid.

high whale
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Aye I stayed in my state of texas and started at a community college for computer science

acoustic zealot
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Get Set Games has been spamming pretty much all work related forums/boards as of late. Is there no restrictions for cluttering channels?

frozen remnant
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Hey guy, so I was wondering what skills would be the most useful to get a job as a c++ gameplay programmer?

lilac walrus
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....c++ programming skills, probably?

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can you be more specific?

frozen remnant
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oh sorry, I meant like some certain experience with algorithms or external tools

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stuff I can study in uni

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I'm a computer engineering student with 2 semesters till graduation

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so I was wondering what I can do during them to increase my chances

lilac walrus
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generally speaking, generic software development skills are usually the most useful

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knowing things like sorting algorithms etc also handy

frozen remnant
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ah okay

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would taking graphic programming courses help?

lilac walrus
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yeah, could be useful

frozen remnant
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basic opengl mostly

lilac walrus
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especially if it's orientated towards 3c

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*3d

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learning some basic shader stuff etc is good to have in the back of your mind

frozen remnant
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Okayy

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also I'm planning to make a game in unreal as my senior project

lilac walrus
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rather than make a game, make a small specific feature that would be used in a game

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it will allow you to go into specific depth, rather than spread yourself thin and not get anything significant completed

frozen remnant
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oh

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I might work with a team actually

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so I will try to focus on a specific feature and stick with that

lilac walrus
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even so, narrow focus with sufficient depth is always best

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it allows you to talk about solving a specific problem

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which is what game programmers do of course

frozen remnant
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can you suggest an example for how specific this task can be?

lilac walrus
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generating navigation data, and having pathfinding AI is usually a good one

frozen remnant
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oh gotcha

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thank you!

lilac walrus
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no problem

honest cipher
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for reference about gameplay programmer

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PUBG right now is still looking for more UE4 expert programmers

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and its VERY highly paid for a game programmer position, they are paying me more than some of the job offers for a team lead in UK were

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the requirements to get the job are basically:

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some experience making games in general (ue4 or not)

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expert knowledge of UE4 networking

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the test they give to candidates is to implement a feature on ShooterGame. Not very high difficulty

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still, i see basically every single candidate fail spectacularly

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becouse i see the lead reviewing the things and most of time the candidate fucked up so badly its quite funny

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they are having so many issues finding candidates

frozen remnant
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I don't think I will pass that either haha
tho I'm mostly interested in the networking part of unreal or at least incorporating it into gameplay side of thing

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the thing is, there are not unreal studios here

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so I have to either find a job abroad or work remotely

honest cipher
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the test i did is "implement a sticky grenade to shootergame"

mental viper
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can you describe whats expert knowledge on networking?

honest cipher
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@mental viper actually knows wtf he is doing on ue4 replication

mental viper
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any ping requirements?

honest cipher
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including security and performance

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no

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they leave it mostly free to see what the candidate does

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you can ask them for stuff of course

mental viper
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id replicate halo style grenades and stick it on the server ๐Ÿค”

honest cipher
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its not that easy mate

mental viper
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yeah i know

honest cipher
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thats why its a brilliant test

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you need to predict and replicate the grenade properly

mental viper
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yeah i know

honest cipher
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and of course, be ready to defend it in an interview

mental viper
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you need "synced" time for that right?

honest cipher
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no

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i went a bit overkill on mine

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mine had both hybrid tracing and server tracing, also the way the "attachment" replicated was the best of every candidate

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mostly due to my experience with multiplayer prediction and proper clientside code for my VR multiplayer projects

mental viper
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tracing?

honest cipher
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how do you think the grenade looks for targets?

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the grenade is a sticky grenade. I interpreted it as the halo style

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so it bounces on walls

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but it will attach to player

mental viper
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yeah, so cant you do that through collision system?

honest cipher
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you could

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but tracing is better in most cases

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do not rely on the "On Hit" and SPECIALLY On Overlap events

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enabling overlap events are the most expensive shit in unreal engine

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should be off by default on everything, and possibility to straight up disable it on the project settings

west sonnet
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Why is it so expensive?

honest cipher
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@west sonnet becouse every time you move an object that can do overlap events, it will perform sweeps to check for collisions

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this can get expensive extremelly fast

west sonnet
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Oh god

honest cipher
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it is straight up pathological if you ever use it in a skeletal mesh

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becouse if the skeletal mesh has 30 capsules, it will do 30 capsule sweeps everytime you do a "SetActorLocation"

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and every frame of animation

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and, btw, this is all singlethreaded

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with traces, at least you can do async traces and ship them to cores

mental viper
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it does sweeps even with CCD disabled?

honest cipher
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yes

mental viper
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oh god

honest cipher
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oh god indeed

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OnHit events also check collisions every time you move something

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im not kidding, for DWVR (my vr shooter) the PSVR port ran at 20 FPS on first boot

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and it was 70% due to OnOverlap event bloating the fuck out of all the enemy movement

frozen remnant
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I guess my goal for the next 6 month would be to make a sticky grenade and not using collisions lol

mental viper
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so for the grenade... did you do any client side prediction?

honest cipher
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yes

mental viper
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for the path?

honest cipher
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yes

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well, for the stickying

frozen remnant
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tbh I just like the field and I would like to continue with it even if with a slightly different approach

mental viper
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how did you handle server correction if the nade actually didnt stick

honest cipher
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server overrides

mental viper
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im like imagining wobbling it back on its path when it doesnt stick actually

honest cipher
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btw, its not enough to make the grenade, you need to actually defend the design in an interview

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so you need to Know unreal networking

mental viper
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yeah

honest cipher
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and general game networking

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but if your knowlede of unreal networking is really good, then you are golden

mental viper
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for lot of networking stuff, theres also the game feel to consider

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which is why i guess they want you to defend it

honest cipher
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also cheating

mental viper
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oh right, pubg

honest cipher
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yes

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its a competitive game

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with tons of hackers prying at it

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if you make a mistake on the security, it WILL get hacked

mental viper
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did they have someone during the interview to focus on the security aspect?

frozen remnant
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btw speaking of heavy sweeps

honest cipher
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@mental viper the interview was with the senior programmer

frozen remnant
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does that mean to avoid collision profile traces?

honest cipher
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actually, no

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its best to use collision profiles as much as you can

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physx has them as special cases, so if you trace against the TRACE_CHARACTER profile, then it will ONLY trace against those

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and will not do calculations with walls, for example

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wich is sweet

mental viper
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so OnOverlap is more manageable on static actors?

honest cipher
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OnOverlap should be used strictly for static collision

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and MAYBE on the capsule of the objects

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but very, VERY limited

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just keep in mind that OnOverlap increases the cost of moving that actor by a considerable amount

frozen remnant
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oh nice, thanks! I heard in an unreal stream before the profile traces were more expensive so it's better to avoid them

mental viper
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moving colliders with block response are only doing sweeps with CCD?

pastel pebble
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@honest cipher sorry if i overlooked anything, but im wondering: did you move from UK to korea for a pubg job?

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oh, this is all from yesterday ๐Ÿ˜„

dense needle
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Here's the order of priority for getting a job in the game industry. 1.) Experience, AAA shipped products is the highest. 2.) Location, GDC 3.) Networking, Application Timing 4.) Talent 5.) Demo/Resume/CV 6.) Age 7.) College Degree. Never forget where that degree is on the list. It will change over the years. It has changed over the years. But generally the degree is on the bottom.

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What does the degree get you long term? Usually higher paying jobs. But only after you're in a full time position.

fickle hatch
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A college degree is a proof that you have basic sense of responsibility and basic time management skills, a proof that you handled some basic challenge in your life. I don't really see it as much more than that

dense needle
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I've seen it help people with promotions, climb the ladder in the game industry. Above that? It's a giant debt chain, and sadly companies like EA will ignore you if they know it's something like the Art Institute.

plucky hatch
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All the people that I know in the industry get jobs, because of friends.

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They don't need a portfolio or a resume

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It's just networking

dense needle
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Yep, that's why I listed it as #3.

fickle hatch
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@dense needle My degree helped a TON with immigration

dense needle
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Didn't know they factored that. Interesting.

fickle hatch
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Yep! If you immigrate into the US, a degree gives you a much easier path forward

dense needle
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Congrats!

woeful dirge
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So I use the k&r brace placement indentation style (starting brace on the same line as function signature), but I can't help notice that every tutorial I watch for game dev they use the allman where the first brace goes in a new line. Something about the allman style just bothers me, but does anyone know if simple differences in coding style like these make an impact when job hunting? If going with allman would increase my chances for being within the "gaming" standard then hell I'd like to know or do companies generally don't care?

lilac walrus
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you'll work with whatever standard the company has, and outside of that it doesn't matter so much

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braces on a new line is very much the standard outside of books though

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the reason that paradigm exists is to reduce the number of lines required in print xD

vernal wolf
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c++ gamedev is usually next line

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most web things are usually same line

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enterprise is whoever started the codebase decided

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either way, showing adaptability is more important than actual preference

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but if you start a religious war and you're on the wrong side, no one will like you

steel creek
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2:38 PM] Allar: either way, showing adaptability is more important than actual preference

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embrace this

fickle hatch
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We have a slightly weird code style in the simulation core - if I was hiring an additonal C++ developer, I would favor those who can adapt to this code style and pick it up very quick

fading yoke
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@vernal wolf How do you show adaptibility in an interview? Do you just say that you're flexible? Do you point to something in your portfolio?

lilac walrus
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you describe times you've needed to be adaptable

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exactly how you've been adaptable will depend on your individual circumstances

plucky hatch
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You tell them or show them how you've been a champion in multiple fields (ex: eSports games, sports, 3D art, 2D art, programming, design, etc.).

tacit siren
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Seriously, if a candidate ever told me that, i wouldn't hire that person if it was last person on earth applying for the job

plucky hatch
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There is always a way to present things nicely.

tacit siren
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I don't even ask if they have a uni degree

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because i just don't care, i just care what they can demonstrate they can do

plucky hatch
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Precisely why I said show them you ve been a champion in multiple different fields. That is exactly what adaptabilty is about. Plus it shows determination, persistence, problem solving, an ability to learn and a higher intelligence (experience).

tacit siren
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i test adaptability by asking them how they would approach a problem slightly/somewhat above their skill level

plucky hatch
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I personally dont like that approach lol.
But whatever works for you.

tacit siren
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i know they will eventually get stuck, and need something explained to proceed

hybrid phoenix
#

@plucky hatch Adaptability isn't about whether you can do lots of things though, or how much you've taught yourself

tacit siren
#

the moment that explanation is given though, their reaction to it usually decides if they get the job

hybrid phoenix
#

It's about how well you can learn new things when they're introduced to you randomly and how quickly you can change your workflow

#

And Zlo, while I get why you'd do that, have you ever considered that it's really nerve-racking for an interviewee (depending on their experience) to be asked something where they're like "Crap I can't do this"?

#

That might slightly skew how they'll deal with the situation ๐Ÿ˜›

plucky hatch
#

@hybrid phoenix
In order to reach the top in any field you need to learn how to break your own bad patterns and develop new ones.

tacit siren
#

yeah, like our profession is stress-free ๐Ÿ˜„

hybrid phoenix
#

Yeah, you have to break your own bad patterns and develop new ones

#

But I can assure you that when I feel like I'm being set up for failure (speaking from experience with some applications that did this sort of thing) I'll act differently from how I'd normally tackle a problem like that

#

By nerve-racking I didn't necessarily mean stressful

#

But when it's unclear whether the interviewers are fucking with you to see your thought process or you're just screwing up on all sides it can really change how the person behaves

#

I can do stuff in stressful situations just fine

#

But stuff like that gets on my nerves quite a bit

#

And with the applications I'm looking back at I wasn't the only one

remote saffron
#

from my experience profession in one field doesn't mean anything, some people can handle stress well in their own area and are totally lost in another, so just because you were the best something unrelated ever I wouldn't hire you for a programmer job

lilac walrus
#

How someone approaches a totally new problem is usually quite telling; to many people with a hammer, every problem is a nail. It's not always about having the right answer off the bat, but about the process used to reach a reasonable conclusion

hybrid phoenix
#

Which I agree with, Ambershee, but I don't think setting them up for failure in an already stressful situation is the way to see how they usually deal with their programming problems

lilac walrus
#

I don't need to know how good you are at X,Y or Z, I want to know how you'll react when faced with B you've never seen before, hehe

plucky hatch
#

it isnt like you have many tools or time to work with during an interview.

hybrid phoenix
#

But alas, that's what I feel like

plucky hatch
#

unless I dont know, you give me a computer, pen tablet, google, paper and pen etc

hybrid phoenix
#

I'm also fine with being confronted with new things, as long as it's clear that it's either a question you're not expecting to be solved in a particular way, and you'll keep asking questions anyway

plucky hatch
#

speed modeling test.. model a car, a gun orwhatever lol

hybrid phoenix
#

(All of the stuff I'm saying here is in regards to logic-heavy positions, btw, not artist roles)

plucky hatch
#

if someone can show me that they are both very artistic and logical... they usually are the best ones.

hybrid phoenix
#

I'd say that depends on the role, though

tacit siren
#

its not about setting them up for failure

#

its seeing how they step through solving a tough problem, and even more about seeing if they enjoy learning one or two new things they will learn by (partially or entirely) solving it

#

to get that insight you have to go above their skill level, but not far enough above for them to be completely lost

flat gazelle
#

Agreed. I hire problem solvers. Best way of testing that is by presenting a problem they haven't solved before.

#

Some people get angry or frustrated and thus fail the test while others become like a kid who just got a new puzzle, wanting to test things and send out an endless stream of questions.

remote saffron
#

and how confident are you in the hiring process in general? the impression I got from the shared stories between university friends is that it is far from perfect, and way too much luck is involved - and also, preparing to the interview via solving interview question like problems help way more than actually just working in the field ๐Ÿค” (general IT jobs for big companies, not game dev tho)

kindred mason
#

You don't need any of that

remote saffron
#

I think it's just too hard to decide if someone would be good at the job or not in a few hours (except for obvious no way cases)

kindred mason
#

Just some guts

#

Bulldoze through your interview questions with guts

#

Also, and this is super important (that I've found anyway)...be very honest

#

With yourself and your interviewer

#

You might not meet every single requirement (but they might not even care that you do)

ashen lynx
#

How can one prepare for an interview? (Besides knowing the address and time and think over wages). Never understood that line of thinking.

kindred mason
#

You don't?

#

You just prepare your guts

remote saffron
#

big companies like google and fb are even giving you books to read lol ๐Ÿ˜„

#

and there are those typical algorithmic problems you have to solve...

kindred mason
#

Although, I have had "interview questions" sent to me in advance. something like a "test"

remote saffron
#

which would normally prove that you are clever and all but in reality sometimes it just shows that you have solved every single one of them you could find in the internet

ashen lynx
#

I fully agree with Victor about being fully honest during interview. Worked great so far. Viewed from both sides.

flat gazelle
#

Couldn't agree more. If you are at the interview, you have probably already passed the skill check so you are in the ballpark of what's needed. The interview is to see who you are and how you handle situations. What the interviewer Wants to hear is irrelevant. YOU need to be a match, not an interview persona.

honest cipher
#

the interviewer also wants to know that you arent full or shit or faking the stuff (can happen)

#

thats why there are things like coding tests "live", or an interview where you discuss the code you wrote for a test

plucky hatch
#

kind of too basic
The scope of the project and amount of inheritance can be the biggest challenge.

#

like with how many balls can you juggle all at the same time?

honest cipher
#

the tests themselves can vary. Ive never seen 2 companies doing the same one

#

they tend to work great to find candidates

#

some times the lead programmer at pubg is checking out the assignment results from candidates, and its impressive how easily you can filter people

#

a lot of them looked great "in paper" ,but then turns out they couldnt do shit at the assignement, or they created something that was terrible

fading yoke
#

There are a lot of things that can easily go wrong on the candidate's end that will lead to false negatives, though.

honest cipher
#

of course, but i think thats a fairly low chance. The assignement in this case is something that can be done well in a few hours, and they give you a week

#

in some cases, ive seen extrmelly hard assignments

#

if you do it well, you automatically get the job

#

in those cases, i think you can indeed get false negatives, due to people just not being able to find the time to do it

fading yoke
#

Maybe your favorite esoteric algorithm puzzle is something they've never seen before and can't just solve on the spot.
Maybe the job has you working with Unreal C++ but the candidate is supposed to use only the STL to solve a puzzle that requires doing things they'll never do outside of coding tests.
Maybe you want them to run their solution in front of you on a shared screen but they made a typo in their Makefile that they've never seen before and they can't fix it in the allotted time so they fail because of that.
Maybe they do all of their work in a certain way (e.g. writing Unreal C++ in Visual studio) and for the coding test you force them to use a different tool they've never seen before or they need to implement something in a way they've never had to do before and never will have to outside of this coding test.

My point is, a lot can go wrong and lead to false negatives.

honest cipher
#

thats your fault from the employer side

#

i can say ive had luck, the assignements in general ive done were very relevant

#

for example, pubg is to add a small feature to ShooterGame

#

they do that becouse PUBG is shootergame but grown up

fading yoke
#

One time I was given a coding test where I was only allowed to use Python to implement a back-end API handler. The job was for Javascript front-end stuff.

honest cipher
#

in other cases, i got a job to make a small prototype game in UE4, or in unity, with a core set of features

#

@fading yoke oh god

#

why does a thing like that happen? its a good way to get a bad hire and remove good hires

#

if the programming test isnt relevant for the position, what is even the purpose

digital gate
#

Sounds like I should take the PUBG test =D

honest cipher
#

do you Know unreal engine networking?

#

enough to actually release a public game that uses that networking

digital gate
#

Yea

fickle hatch
#

So far when I hired people for anything I would always start with giving them a paid, real world but relatively straightforward task

#

A small 3D model of some real asset, or some basic program to do something

#

But that's after I know the person has at least some basic skill, it's mostly to see how it will be working together with that person

fickle hatch
#

There are a million ways to figure out if the person is probably good or no and I don't particularly have a preference there, but once I have a potential person, they always go through the real test of doing some real world task for the project that can be done by them alone, but leaves some room for error (the way task is completed and the mistakes made is what ultimately decides the outcome)

honest cipher
#

ive done that to find good freelancers

#

got a bunch of them, filter for a few candidates, and then hire everyone to do a 1 hour thing

#

then the best result you tell him to do more

#

a lot of freelancers do great work, but they take 20 hours to do a concept, and that becomes extremelly expensive

ocean stirrup
#

Would looking for small startups and projects be good for trying to gain experience as a game designer and writer?

tacit siren
#

probably not, problem is you need to be more useful then that for a small studio usually

#

at least enough BP programming to be actually able to prototype game mechanics

#

and even then, most do have a designer already and do not have room for two

ocean stirrup
#

Im skilled in bp

#

Iโ€™ll find another field then

peak wadi
#

Hey guys!
Any advice on making a portfolio as an UE4 generalist programmer?

  • I don't have any released projects yet.
  • Working on my own game.
  • Can't do a nice-looking shaders or good visuals (I'm not an artist at all)

Just not sure what to put into portfolio?

fickle hatch
#

Don't be a generalist, be a multi-specialist. Put things you did you understand well into your portfolio

peak wadi
#

@fickle hatch that's just a words. I mean multi-specialist == generalist

hybrid phoenix
#

That's not true, though

#

A generalist programmer can program 'anything' decently

peak wadi
#

anyway, what specifically to put into a portfolio? A pieces of a code? ๐Ÿ˜ƒ

hybrid phoenix
#

If you say you're specialized in a few things, that means people can expect you to really know what you're talking about there

#

As long as you narrow it down

#

As for what to put in the portfolio

#

Little demos

#

Videos of how your systems work, they don't need to look good, they just need to visually demonstrate what the system's doing

#

Actual downloadable demo projects

peak wadi
#

@hybrid phoenix that's a different categories โ€“ about how wide your skills vs. about how good your skills

west sonnet
#

On top of that, work on collaborative projects. Frankly if youโ€™re starting out, youโ€™re not going to be hired on the basis of skill (gotta have it of course). Youโ€™re ability to work with a multidiscipline team is typically the deal breaker. Remember, studios will be taking a risk on hiring an inexperienced individual.

peak wadi
#

@hybrid phoenix Hmm, ok, thank you! So basically it's just "hey, look, those moving cubes are powered by AI which I wrote"?

hybrid phoenix
#

I feel like proper portfolio gets you interviews, and good communication in those interviews can get you jobs

#

Yeah, basically

#

Give different kinds of AI different colors in\

#

Cat stepped on my keyboard >.>

#

But yeah, different colors to indicate what's happening and make it less boring

peak wadi
#

Ok, thank you!

hybrid phoenix
#

If you're doing, for instance, a combat system, it could be worthwhile to get some asset packs off the marketplace in order to show you can work with animations etc. as well

#

That you can actually write the entire system

peak wadi
#

I see...

west sonnet
#

Or use mixamo

hybrid phoenix
#

So if you do AI, be sure to also deal with common ways of doing animation

#

Because that's a necessary part of AI

#

And often times, even if there's multiple programmers, there won't be a specific person to deal with the animation implementation in the code, so you need to be able to do that

peak wadi
#

yeah, in my project I spent a lot of time doing all the sync with AI, animations and a skills usage...

hybrid phoenix
#

(Obviously, you can discuss things like this with potential employers, but keep all of that in mind)

peak wadi
#

so you need to be able to do that

that's what I was talking about when said "generalist" xD

hybrid phoenix
#

Avoid saying you're a generalist, because that insinuates you don't have a specialization

#

If you specialize in AI and are comfortable with the animation implementation et cetera, show that and say you specialize in AI and that you're comfortable with the surrounding systems

peak wadi
#

well... Currently it's true ๐Ÿ˜ƒ

west sonnet
#

They donโ€™t need to know that ๐Ÿ˜œ

hybrid phoenix
#

Do you have anything you prefer working on over other things? If so, why not work on specializing on that?

#

And what redacted said

#

Know your strengths and weaknesses, don't say you can do everything

peak wadi
#

I can't do a decent shaders ๐Ÿ˜„

#

that's for sure

hybrid phoenix
#

That's a thing you can safely assume you won't be expected to worry about when hired as a programmer

peak wadi
#

actually, most of the gamedev programming positions I've seen are about graphics/engine programmers

hybrid phoenix
#

That's an entirely different thing

#

That leaves the realm of shaders, too

#

Are you looking for AAA work?

fickle hatch
#

The word "generalist" is a dirty word

hybrid phoenix
#

Or freelance? Or with an indie team?

peak wadi
#

@hybrid phoenix currently looking for a short-term freelance contracts while working on my own indie game ๐Ÿ˜ƒ

hybrid phoenix
#

Right, that definitely won't be graphics/engine programming

#

Those gigs will require some active work on your part though

#

People generally won't just come to you for that unless you're well-known by name

peak wadi
#

Yeah, that's for sure

west sonnet
#

In that case, make sure youโ€™re able to deliver modular assets. The person whoโ€™s giving you the gig most likely isnโ€™t proficient in programming themselves. Know youโ€™re limits, be able to accurately make delivery dates, donโ€™t take a gig for a flat fee.

hybrid phoenix
#

(Or do take flat fees, or think about what you want to charge very carefully)

peak wadi
#

well actually I'd prefer a flat rate or at least milestones, but not a hourly rate

harsh brook
#

graphics engineer means GLSL, HLSL, and CUDA programming usually you can learn some techniques through the custom nodes in the material editor but that wouldn't be a work environment for full engineers

#

generalist positions are always said to be growing but they tend to not show up very often so its a dangerous game

plucky hatch
#

Hi guys I want to commercialize my games but an unsure of the first step. My games are still bad but I like to think every time I make one they get better, which is mostly true. How do people go about this? How expensive is it to get a team together? If I go the indie route is it easy to find people like me, who will contribute part of a game (eg art) which is quite amateur and then be rewarded with possible royalties? I'm not sure I want to join a big company until I have a couple more games under my belt at least.

#

also I don't mind joining other small projects but want to make one or two games of my own as well.

shy depot
#

Well, decide first of all if you want to make a game your self, or with a team if possible. ๐Ÿ˜ƒ

flat gazelle
#

Read that one to get an idea of what it costs.

fickle hatch
#

Hah

#

Thanks for that article link, that's pretty interesting

plucky hatch
#

Lol so pretty easy long as ur a millionaire it's np

ionic mica
#

my discord resolution trolled me

#

the article was not at all what I expected

kindred mason
#

See

#

That's definitely a major issue

#

(Costs article that @flat gazelle linked)

#

But, if you click on the steam page

#

You can immediately see one issue that as a gamer, I would be put off... what's up with those graphics

#

But anyway, even if we stick to whoever their demographic was. 40 months in development as a small-time Indie is crazy

#

15 months until EA release, that seems pretty on-point though, should have read the fine print.

#

Although I know it wasn't really the point of the article. It seemed to me that they were just out of scope the whole time.

#

Had they cut back on stuff and polished, it may have been more successful and made more money.

#

Eh. Lastly. Not sure how they broke it down and when they added the 3rd team member... but for that small team, the pay is sort of crazy.

#

Talking $5-$7.5k /month per person

remote saffron
#

it is mentioned that alternative cost is included

lilac walrus
#

40 months sounds pretty realistic tbh

#

low manpower projects tend to take time, because of low parallelism

hybrid phoenix
#

Had to re-read what Victor said a few times, thought he was talking about in-article graphics for some reason

#

But damn, yeah, that won't be helping them

#

Looks like a game I could really enjoy... But the graphics are really off-putting. Not only is the quality not that great, but it's also incredibly incoherent. Rimworld doesn't look great, but it makes its aesthetic work. This doesn't look great, but it looks so messy and weird that it's really off-putting because of it.

#

Aside from that... If they made enough money to support themselves for forty months, I don't see anything wrong with 40 months dev-time. For me, I'll always be correlating my development timeline (post-EA release) directly to the game's financial success

kindred mason
#

@hybrid phoenix I looked at it a different way. The longer you are in development, the more expensive it will be.

#

Depends on how many hours they were putting in everyday

#

There was a lot of information missing.

#

But from what I read and what the "complaint" was... it just seemed like bad management of the project

hybrid phoenix
#

Absolutely, my take on it is that you should keep enough money on the side to be able to fund (part of) the next game's development cycle, and aside from that keep working on your current project until you're either done with it or it's not financially sustainable

#

But as long as you're turning a profit off your current thing while you keep working on it, and you also have a bit of a buffer built up for the future, I'd say it's fine to keep working on a project

lilac walrus
#

given that they were able to develop for 40 months, I suspect they did have the funds already set aside for Game 2

olive heath
#

Hey guys,
I'm looking for some advice. I an interview tomorrow for a job offer to work Unreal Engine. It's a VR project with Dell's VR headset. I'm a unity dev(about a year) with a bit of experience in VR with the HTC Vive. I am also a programmer for over 6 years now, mainly working with C# and web. The thing he is asking me to do is to implement a multiplayer(localhost) system so that two players can interact with one another in VR. I have 3 Udemy courses (VR,multiplayer and UE basics). Now the interviewer is going to ask me to evaluate how long and how much will it take me to make this happen(I am assuming he has a few other contenders for the job). The 3 Udemy courses total length is 101hours. I would like some help understanding how to estimate the time this will take and also determine the charge (considering the fact I'm gonna be paid to learn for some time) and also present it in the best way possible.

tacit siren
#

Well, bad news is that most people end up hitting a wall when starting with the Unreal Network for about 2 weeks

west sonnet
#

If you have never done networking, Iโ€™m scared for you.

honest cipher
#

@olive heath if they only need to see each other and basically taht, you can use mordentrals VR Expansion plugin to do most

#

but if you havent done MP properly

#

lol

#

mate you are going to crash so hard

ashen lynx
#

Considering available info(Dell Headset, test task), the entity hiring you might have less expertise than you do ๐Ÿ˜‰

#

Worst that happens, you won't be hired.

olive heath
#

True

#

So my best chance is to watch 101(worst case) hours of video to get a good grasp of how to do this. Plus time for development of the actual feature, plus testing...

#

so would 2 months be a good estimation?

#

@honest cipher probably interact with one other in some way as well

kindred mason
#

@olive heath 101 hours...

#

Will turn into 300-500 hours

#

You won't be getting it all on the first try.

#

You will be doing a lot of research

#

It's not impossible though.

#

I could do it in less than a week

#

With what you're simply asking for, but I have many years experience in UE4/MP/VR

#

Same as @honest cipher

#

So, two months... as a complete newbie to UE4

#

I don't know, you have some experience, so that helps.

#

You may be able to pull something out of your ass in 2 months

#

Will it be performant and bug-free, probably not

#

If you don't have to do it in C++, don't

#

That'll shave off some time

olive heath
#

meaning?

kindred mason
#

meaning what?

olive heath
#

I though you can only use C++ in UE

kindred mason
#

?

#

Man

west sonnet
#

Lol

kindred mason
#

You need to actually do some reading

#

And research

olive heath
#

I mean for code

kindred mason
#

before you do anything else

west sonnet
#

Heโ€™s talking about bp

kindred mason
#

Please do yourself and everyone else a favor

olive heath
#

I didn't think something like this is possible without code

kindred mason
#

Do the Introduction to UE4 BP course

#

read up docs

#

Read pinned messages

#

Okay man, says the guy with no ue4 experience?

west sonnet
#

Open up ue4 first before you ask further

olive heath
#

will do, thank you for the answers

kindred mason
#

Just an FYI

#

100% BP

olive heath
#

Cool, thanks again and pardon my newbieness

hybrid phoenix
#

(For ref, the project linked above is Victor's own work)

olive heath
#

Oh wow, this looks amazing

#

@kindred mason how much experience do you have with unreal and vr? how long did it take you to develop Contagion?

kindred mason
#

@olive heath UE4, almost 4 years. VR 2+. Technically, the game was in development before I came onboard. But we had the great idea to redo a lot of game systems, so it was basically redone from scratch. I'll count that as the "true start time", So, somewhere around Nov 2017

#

then more people got on board as time went on, and even more system got rebuilt and new stuff

#

But in actuality, the idea and prototype of the game started dev somewhere in 2016

#

3-4 month crunch to get the demo out

#

But the game before I got on board and after...are pretty much very different beasts now

olive heath
#

did you work on this as a fulltime job? or is this a side project?

kindred mason
#

This was my full-time job

#

I just quit

olive heath
#

oh

kindred mason
#

Actually, Friday is my last day

#

Yeah, everything is peachy until it's not

olive heath
#

what went wrong if I may ask?

kindred mason
#

Hmm, I haven't really gone too much in depth publicly, and not sure if I really ever will (I actually liked working for them for the most part). But let's just say there were a lot of internal issues in development that never got cleared up. And it started wearing me down after awhile.

#

But, from what I'm hearing, it's stuff that you'll encounter from time to time

olive heath
#

I see

kindred mason
#

I will say this though. @vernal wolf Firefighter Article can definitely be on point

#

Surprised that's not pinned here

fickle hatch
#

@kindred mason any organizational issues that you felt were notable?

flat gazelle
#

Not the forum to air grievances.

kindred mason
#

Aye. Anyway, it's an amicable divorce ;)

#

Looking forward to bigger and better things.

hybrid phoenix
#

Honestly, I've heard of very few large indie projects that don't end in (non-)amicable divorce

granite brook
#

@kindred mason Not a signle C++ line?

#

Not even some functionlibrary?

#

Or Plugin?

kindred mason
#

Of course there were plugins, you can't sometimes get away with that

#

I think the only one that we currently only need (off the top of my head) though, would probably be the WWise Plugin

#

I think the LD likes the Lightmap Utility one as well

#

Also using VRE

granite brook
#

Ah well "of course" depends on if you really need anything.
Was just wondering if you extend the Engine through them.

#

E.g. FunctionLibs

kindred mason
#

I'd be interested in hearing about any large project that never used a plugin before

#

Especially a VR one

#

Like, you need SDKs for a great many things

granite brook
#

I was only counting function exposing stuff

kindred mason
#

Ah

granite brook
#

So Plugins that help when you can't do XY cause it's not exposed

kindred mason
#

In this project, I didn't need that

#

But it's been done in others

granite brook
#

WWise is a ThirdParty library. That is really specific to your needs

#

Compared to maybe a JSON Plugin that exposes stuff that would be available in UE4 already

#

So basically Plugins that bring NEW stuff from outside into the engine VERSUS Plugins that expose existing stuff from the Engine to Blueprints

#

But as you already said, you didn't expose anything

#

So that's great

kindred mason
#

Had the scope been more streamlined, eventually there would have been some issues I wouldn't have been able to tackle.

But one thing that comes into mind, even with things like a WWise plugin, you can still get issues that need C++

#

You know how UE4 has a AudioHasFinished delegate?

#

Well, WWise didn't expose that to BP for the longest time

#

We had great need of it, and would have converted over to C++ probably after updating to 4.21

#

But, they literally just exposed that last month. So, there was no need other than update the SDK

#

I think there are also so many great plugins available now (some not on Marketplace for some reason), that the need to "expose stuff to BP" for xyz is very low

#

With all that said though... this next project I am starting is starting in C++ for various reasons. I think anyone who's been around long enough and has done both would agree a mix of C++ and BP is great.

granite brook
#

Correct

#

We recently moved all of our base gamemode stuff (including GameState, PlayerState, etc.) to C++

#

To make use of UE4's build in functions that aren't available in Blueprints

#

While at the same time using Blueprints as children to extend the behavior for specific GameModes

#

Such as changing how the "Score" win criteria works

kindred mason
#

Aye, and well, you can't do crap with Gameplay Abilities without C++ anyway

patent mountain
#

Wow contagion vr is 100% blueprints... that pretty awesome to know

kindred mason
#

Nothing super impressive truthfully. Plenty of games out that have been made with only BP.

fickle hatch
#

It just confirms what is easy to see anyway - that BP's are production-ready and a decent tool

slate osprey
#

Is anyone here in QA? I'm trying to apply for an entry level QA position and I'm writing a cover letter. I'd really appreciate it anyone had the time to look at it. It's about ahalf a page right now.

lilac walrus
#

my advice would be to make it shorter - it honestly only needs to be a few sentences

#

if I write a cover letter, I usually literally just introduce myself, explain why I'm interested in the position, and why I feel I'd be a good fit

#

I'd be surprised if it comes out to more than 100 words

high whale
#

Whatโ€™s a good way and tips to get a QA job?

kindred mason
#

Tell them you don't mind working 80 hour weeks and doing repetitive stuff

lilac walrus
#

apply, and hope that your application is one of the ones they more or less randomly select, probably xD#

karmic kayak
shy depot
#

๐Ÿ˜…๐Ÿ˜‚

dense needle
#

I've been laid off a lot. This video speaks to me lol. I saw a lot of these people trying to break in. I just shook my head.

idle forge
#

Noob Question: Is it normal to feel unenthusiastic about playing games but you really enjoy making/working on them. I always have the dilemma about companies hiring wanting people to be passionate about playing games. I feel I've outgrown that craze

dense needle
#

Playing games and making them are two entirely different things. If you design games, you rarely have time to check out the competition.

round robin
#

hello every one , so lately i have been doing some jobs interview for a game-play programmer (c++) and all get Decline :p due the fact i don't have enough experience in c++ (and i understand that all i did some freelance arch-viz work nothing interesting) but also on the other hand i have been working on (unity haha sorry) for more then 3 years cuz all the game studio where i live only use it , so my question is what i can do to make my profile more interesting ? do i create some study cases demo (AI, Widget , .... ) ? or do i create one demo with all i can do ? and finally will that make a difference or i really need to work on a real project ? thx and sorry for the long post

dense needle
#

Two things. Go to GDC, network.

hybrid phoenix
#

@round robin Based on what you're saying there... You're trying to get hired as gameplay programmer using C++, but you've never actually done anything in C++? Because if that's the case, I'd say the way to address that is simply by getting work done in C++ on your own time; E.g. a game created in UE4 using C++.

#

The format in which you create things isn't all that important, but it's important that your employer has a way of seeing that you're actually competent using C++

round robin
#

@hybrid phoenix thx for the replay , yes exactly as you said and i want to fix that , so i should take a certain subject and create a demo for (example AI ) , create my own demo game that's great but i don't want to end up with a cheesy looking game , thx a lot for the advice

hybrid phoenix
#

As long as it shows that you're capable of learning and using C++, no-one cares if it looks cheesy

#

You're applying for gameplaying programming, not a design or artistic position

idle forge
#

@dense needle thats actually great to hear. For the past 4 years I donโ€™t seem to have to patience to sit through a game . But Iโ€™ve gotten so pulled into learning all the different areas of computer graphics and figuring out mechanics. Thanks

dense needle
#

If you have decent experience, plus coders are rare vs artists. You have value. Attending a place like GDC could be the best move.

fading yoke
#

I used to think I had decent experience. Thousands of rejected job applications without an interview made sure to fix that for me.

dense needle
#

4 years coding experience is decent. All depends what that experienced was used on.

lilac walrus
#

Rejected applications with experience, without an interview tells me there was something probably wrong with the application itself

fickle hatch
#

There is also a problem of HR sorting you

#

If you don't have some stupid keywords on your application, you might get sorted into the bulk pile, doesn't matter the actual substance - at companies where HR is kinda shitty

#

Companies which are big and popular and get thousands of applications

lilac walrus
#

true enough, but if you have relevant experience, those keywords probably would be appearing on your CV already, especially as something like a programmer

fickle hatch
#

Ideally you would apply informally to people who will be the ones dealing with you directly

#

And they would get your application into the good pile

lilac walrus
#

nice in theory, but difficult to do before you get that foot through the door, hehe

fickle hatch
#

Haha yeah

#

It's a desireable thing and there's no clear path to achieve it

lilac walrus
#

I think community orientated stuff is usually a good bet, helps you get on the right people's radar

#

make cool shit, share cool shit, talk to people about said cool shit

kindred mason
#

It's not what you know most of the time, it's who you know ๐Ÿ˜ƒ

lilac walrus
#

people who have stuff they can show tend to be the ones that are remembered

kindred mason
#

But, get good enough and you can turn that around

fading yoke
#

I feel like I live in a different world from you people. Here's what I get in terms of feedback for my job applications:

#

And then there's the whole question of what counts as "legit" experience

kindred mason
#

What job position was that?

#

Sounds like you tried for some senior position there

#

mid/senior

lilac walrus
#

sounds very senior, but also not the kind of response I'm used to seeing (the quotation is weirdly informal)

kindred mason
#

@lilac walrus it's because it's automated

#

Just some standard formatting (terrible at that)

#

Otherwise, if not. That HR person, literally just quoting what head honcho said

lilac walrus
#

well, I would have assumed that if the person responsible knew that this was feedback for the applicant, it would have been filled in a lot more professionally

#

either that, or the HR person should be paraphrasing

kindred mason
#

Hmm, I've seen weird replies, even with acceptance (and wanting to move on to the next step)

#

Even from big companies

plucky hatch
#

I personnally don't mind. I much prefer authenticity.

kindred mason
#

But yeah, I love the straight truth like that.

plucky hatch
#

When you are applying for jobs, you are dealing with real people who will judge you no matter what.

#

@fading yoke What did you apply for? I wish you the best of luck.

ashen lynx
#

@fading yoke What position was that for? Seeing full life cycle across multiple projects in gamedev does hint that applicant must have a gray beard meters long.

flat gazelle
#

Pfft, I've seen 12ish full cycles and my beard is as patchy as a teenager.... Uncool

dense needle
#

You'd be amazed how much further you can get in the job process by simply meeting them in person.

fading yoke
#

I remember when I went in person to the local supermarket when I got out of college in 2010. Told me to apply online. Went back again a week later and they said no.

dense needle
#

That would have been after the 2008 crash. Worst time to find work.

plucky hatch
#

while I figure out some packaging issues with my game I think I'd might as well ask a question that's been bugging me

#

I want to start making money with my gamedev, want to turn it into my career, but I want to stay open-source

#

what are some ways I could approach that?

fickle hatch
#

Sell components of your game and assets on UE4 marketplace

#

Do a limited license that allows people to contribute to parts of the game

plucky hatch
#

I wouldn't know of any licenses like that

#

also, I'm only 16, and I definitely don't have the resources to really protect myself in that context

#

Just wanna be able to make money from doing what I love

finite mulch
#

Then marketplace stuff

plucky hatch
#

Would a Patreon work as well?

finite mulch
#

Yes, but I'd expect much lower income from that

#

Much much lower

plucky hatch
#

I definitely don't expect to beat the threshold for the UE4 royalty.

#

my game's pretty niche

#

I was thinking of selling my terminal emulator widget on the marketplace but I'd need to rewrite it a lot to untie it from the rest of my game's code

finite mulch
#

Always worth a try

plucky hatch
#

I do have github for education so... can always create a separate private repo for it

finite mulch
#

Being a student ftw

plucky hatch
#

I think the patreon would work too because I like to make gamedev videos and I do monthly coding streams for my game

#

can't put those on the ue4 marketplace lol

finite mulch
#

Would it attract ppl though

west sonnet
#

Wouldnโ€™t recommend it. Youโ€™d have unreasonable obligations to a subscription based platform. Not many would be interested in paying to watch the process regardless

plucky hatch
#

Yeah, true.

#

I mean, I'd do it in a way where you only have to pay if you want to see my videos earlier on, I guess

finite mulch
#

IMO nobody watches dev vids

#

Or nearly nobody

plucky hatch
#

yeah, they're pretty niche, my dev-related videos get a lot less views than things like official soundtrack videos

#

I love makin' them though

west sonnet
#

By all means create a dev blog. Itโ€™s a good way to improve yourself

#

But for monetization? Absolutely not

plucky hatch
#

I do want to find a way to actually sell my game but keep it open-source. My biggest fear is that people can very easily compile it and get the game without paying, and I don't have the legal power to protect myself against that even if my code's license specifically states "you can't do that."

finite mulch
#

Why put it open source then

west sonnet
#

That goes against the concept of open source

plucky hatch
#

or, rather, compiling and distributing for free

#

that too.

#

I mean, I'm okay with close-sourcing tbh

finite mulch
#

Then just do that

plucky hatch
#

but, I am into free software so.... yeah

#

Maybe I could have certain components open-source

fickle hatch
#

Sell it close sourced first, open source it after it does well or it doesn't do well

fading yoke
#

I use Patreon and make a few bucks per month from people who like my game jam stuff and want to support my projects: https://www.patreon.com/jfaw

Patreon

Become a patron of Jfaw today:
Read 39 posts by Jfaw and get access to exclusive
content and experiences on the worldโ€™s largest membership
platform for artists and creators.

finite mulch
#

Nice

plucky hatch
#

Yeah, having the patreon for people who want to support me as a developer would be nice

#

not supporting the game itself

west sonnet
#

People want products though ๐Ÿ˜œ

plucky hatch
#

Yeah, which is why I'd need to think of some perks I guess

#

How hard is it to get something onto the UE4 marketplace?

finite mulch
#

Pretty easy

#

If you have a somewhat good product

plucky hatch
#

I know apparently terminal emulators for UMG are in somewhat high demand

#

and mine works pretty well tbh

#

Thinking of putting it up on there.

finite mulch
#

Definitely do

#

If it's good and has some visibility you can easily make a few hundred bucks a month

plucky hatch
#

Only thing that sucks about it is it doesn't do ANSI, but I could probably code it to understand at least some ANSI

#

It has its own codes for things like text color, bold, etc

west sonnet
#

Certainly do. Just consider what the customer wants. Make it modular, optimize, blah blah blah

plucky hatch
#

what I could do is I could open-source the base terminal emulator (no ANSI etc)

#

and put the full thing + code up on ue4 marketplace and in my game

#

that way you pay for the full features but you can also use the base code for free and implement what you want

finite mulch
#

That's an idea

plucky hatch
#

so you basically pay for me implementing a lot of stuff for you

#

Could also sell my window manager. It isn't used in my game anymore but it worked really well.

finite mulch
#

Hehe

#

Sounds fun

#

Terminal, window manager ...

plucky hatch
#

yeah, joys of coding a hacking game in UE4 where the in-game OS is a linux distro.

#

I also implemented a small subset of a bash lexer

#

by small, I mean VERY small

#

it doesn't do functions, variables, etc

#

it'll do pipes, but it won't do things like commandOne & commandTwo

finite mulch
#

Does it have autocompletion?

plucky hatch
#

but it'll do commandOne | commandTwo, command > file.txt, command >> file.txt, etc

#

if you give it a "home" path, it'll parse command ~/some/file.txt as <your home>/some/file.txt

#

Sadly no autocompletion, not supported by my terminal

finite mulch
plucky hatch
#

I wouldn't know how to implement that

#

I want to, because it'd be very handy

#

just not sure how

finite mulch
#

Anyway it's getting a bit off topic here ๐Ÿ˜„

#

That definitely seems like a good product

#

If it has a nice interface and a nice documentation, it could sell really well

plucky hatch
#

I'll think about it.

#

I want to come up with a good "business" model so I can turn this into a career but also stay relatively in the open-source world

#

I love the idea of people using my code in their games, it feels really flattering tbh

finite mulch
#

Making a living on marketplace assets seems risky though

west sonnet
#

Theyโ€™re young. One canโ€™t get experience without doing eh? Asset market place is a good start.

finite mulch
#

I do agree

#

But I'd be careful on turning that into a career

plucky hatch
#

I don't expect to turn the marketplace into a career at all

#

just want to be able to make my own money that I can put toward my career

#

like being able to build a better gamedev workstation (since mine's slowly becoming obsolete, still on DDR3 RAM)

#

and being able to pay artists etc to help out with things that I'm horrid at

finite mulch
#

Makes sense, misunderstood you :)

#

DDR3 ftw

plucky hatch
#

well, it's sorta on its way out

#

even worse I'm still runnin' on 8GB

#

worked fine till I started using UE4

finite mulch
#

8GB is low

#

Really low

plucky hatch
#

I know

#

I wanna build a workstation like the one I get to use in my college course

#

(taking a dual credit gamedev course)

finite mulch
#

Nice

#

Lucky to have access to gamedev courses

plucky hatch
#

Yeah, my professor says it'd be a very great idea for me to start a gamedev studio in town.

#

That's honestly one of my dreams.

fickle hatch
#

Where is the said town?

plucky hatch
#

It's a small town in Ontario, Canada

#

An hour's drive from Ottawa

#

I could definitely see why it'd be a very good idea to start a gamedev studio here

#

because, if it gets popular enough...

#

Future students at that college could do a placement at my company.

#

and that feels just... so mindblowing to think about

#

anyway, thanks for the advice guys :D

#

Definitely a lot to think about.

finite mulch
#

Good luck!

hushed heath
#

So I'm 16 right now and I want to get a head start in learning. What are things I need to learn, like marketing, producing, art, etc.?

fickle hatch
#

Time management

#

Willpower

#

Responsibility

hushed heath
#

Ok, yeah. Totally need to learn that asap lol

#

that would help a lot

west sonnet
#

Long term, it depends on what you'd like to specialize in. You do need to have a basic understanding of the process to making a game or other media production. Generalize skill is more to facilitate a more streamline collaborative environment however.

fickle hatch
#

@hushed heath do you play any games you like a lot? Join some modding efforts for your favorite game

plucky hatch
#

hi can someone help me?

#

i would like to make a career

#

but its more personal

#

i want a pirate game online with steam, only 1 problem

#

how can i make my ship go floating and stuf? ๐Ÿ˜ฎ

west sonnet
#

please don't troll on this channel

daring willow
#

Hi guys, i have been learning a bit but there is something that i dont like about my scenes, i mean, i love them but i feel like i can improve more xd

#

The thing is that there are some stuff that i need that i cant find

#

What should i do?

steel creek
#

Is there an actual career question? improve "scenes" feels more like you want the graphics channel

harsh brook
#

How long after a phone interview do you guys start worrying about your chances?

west sonnet
#

2 weeks

harsh brook
#

good to know thanks

lilac walrus
#

generally speaking you should hear back quite quickly after a phone interview, but there's all sorts of stuff that might be going on in the background; someone who couldn't interview that week, decision makers on holiday or off sick etc

#

so yeah, two weeks isn't a bad time to wait

harsh brook
#

It is difficult but I think I should just bide my time don't want to kill my chances

#

how big of a deal is not living in the area currently? It seemed to be the only problem even though I informed the interviewers I was willing to move myself, as the position is to low for a move package

west sonnet
#

Not very unless it's out of country. Even then, remote working is doable.

kindred mason
#

@harsh brook Never just wait

#

Spread those wings a bit

harsh brook
#

Hard to find jr positions is my only problem :/ non-jr positions want a AAA game on my resume pretty consistent problem I'v faced I apply to them still though

digital gate
#

Literally gotta just keep at it.

#

I'm kinda in your boat, but I think I've got something now. Just took me a while to get it.

#

It could technically still slip away, but I doubt that it will.

harsh brook
#

I hope I'm in the same spot been trying for almost a year now haha

digital gate
#

what's your portfolio like?

harsh brook
#

I need to remake it tbh most of my experience is coding but all Iv been able to show is houdini projects

#

takes a bit to redo though and my current job is grinding me up pretty hard, its in unreal but its not games related unfortunately

digital gate
#

anything using unreal tech is probably worth something

harsh brook
#

thats been my viewpoint just don't want to get pidgeonholed and not enter games cause thats where I want to be

#

This helped ease my stress though thanks guys guess I just need to remember to always look on the bright side of life

lilac walrus
#

most companies that want to hire you will offer some kind of relocation - take it as a bad sign (in terms of them being a quality employer) if they don't

harsh brook
#

Every AAA company I'v interviewed for has stated they wouldn't pay for it one B company said they included it. I've accepted it at this point for the experience just gotta roll with the punches for now until I have a decent resume unfortunately

#

I respect your input Amber, I know you have a good deal of experience in the industry, this has just been my experience the past 9ish months

mighty ocean
#

I would actually be wary of a company that will pay to relocate unless you are like already a well established industry expert or something. if they are paying to relocate non-senior people to me that screams "we drive away all our lower level people" either with bad management or bad workloads or uninteresting projects. There are of course exceptions, but that's just my take on it.

lethal pelican
#

how screwed am I at 30 to jump into digital art and 3d animation, geared for game dev

#

time feels so little after work ๐Ÿ˜ฎ

#

starting to learn drawing fundamentals first

#

have some background in 3d modelling

flat gazelle
#

Not at all

#

Just do it

#

If it's something you really want to do, age is not a problem any more.

#

The industry is growing up ๐Ÿ˜ƒ

west sonnet
#

So long as you understand what youโ€™re getting into.

plucky hatch
#

@lethal pelican
Drawing is great.
But just grab cool concep art and build a 3d portfolio. learn modeling, texturing, lighting, ue4 materials, etc.

#

You ll get a job that way

#

and then after you can go back to drawing

#

unless you want to become anm 3d animator?

honest cipher
#

@harsh brook when i was answering to offers in September, i had 8 different studios at once

#

doing interviews with everyone at once

#

and going up stages on everyone at once

#

even after receiving a final offer i waited a bit to see the answers of others

#

doing that netted me twice the salary, becouse i just got the best offer of all the concurrent ones

harsh brook
#

Thatโ€™s some good advice guess I should keep applying anyways then

honest cipher
#

just apply to literally everyone

#

keepin a bunch of interviews going at the same time is good

#

if you dont pass, you are just filtering, maybe you do pass some of them

#

and if you pass everything (like i did), you take the best offers

digital gate
#

I applied to the place I ended up going whilst applying to everything in a list.

narrow vigil
#

What are your odds of getting a job without a college degree if you have good examples of your code. If you can write good code would you have a chance of getting in somewhere, or will they not even look at you if you don't have a degree?

kindred mason
#

Just as good as someone with a degree without a decent portfolio @narrow vigil

#

Usually you would have a portfolio from school regardless

#

So it's the quality that's going to count

fickle hatch
#

A degree helps on many levels that don't have directly to do with the job itself, but with formal junk. If you can skip over that stuff (depends on how mean/dumb the HR is), then it's only about the quality of your portfolio/work already done

kindred mason
#

If A has no education but 2+ years practical experience vs B who has GameDev degree with only school portfolio. A has a better chance

#

But of course a degree is always nice and many do require it

#

So, you will be looking for entry level jobs or Indies that don't care

fickle hatch
#

Without a degree you will need to focus more on trying to talk directly to people who need your work, not with the layer inbetween you and them

#

Indies don't have that inbetween HR layer yeah

#

If you get to masters degree level, it also helps with a bunch of random non-work-related tasks like immigration

west sonnet
#

To be frank, degree is among the last thing thatโ€™s looked at in an application. Have example of your work and record of your work experience. A degree is good for immigrants however. Keep in mind a lot of country have a maximum wage cap and other bs for migrants.

fickle hatch
#

It's too tempting to quickly sort applications into three piles based on education level

west sonnet
#

Add a quick look/preview on your homepage. Employers want to view your stuff as quickly as possible

plucky hatch
#

Brilliant! Thx

#

I'll add a nice banner on top ''Portfolio"

#

hopefully wixsite won't F me over

west sonnet
#

Also list your skills and proficiency.

#

looks solid otherwise

plucky hatch
#

On the first page?

#

Or on the resume page?

west sonnet
#

both

#

Condense it for the homepage, if needed. It's the page that provides first impression.

plucky hatch
#

Noted

fickle hatch
#

You never shown us this portfolio before?

#

If not, I swear I saw someone with exact same template

plucky hatch
#

I did, usually when someone asks for it

#

lol

#

It's dusty

#

It's always fun to see the portfolio of our peers. ๐Ÿ‘

#

Some people are so good at creating nice looking websites/documents with fancy icons, etc.

plucky hatch
#

@west sonnet Thx man! you are a beast
I updated the first page. It's a killer.

#

๐Ÿป

fickle hatch
#

Oh yes

#

I double checked it

#

You were the one asking to improve portfolio here like a month ago

#

And you fixed the documentations & illustrations page because the images were unreadable ๐Ÿ˜„

plucky hatch
#

wow you have an excellent memory

#

I forget about that lmao

fickle hatch
#

Memory is one of reasons why I'm an engineer ๐Ÿ˜„

plucky hatch
#

And the reason why I decided not to be one hahahaha ๐Ÿ˜‚

#

๐Ÿป

native hinge
#

Currently in 3rd year as a programmer for video games, don't have any good portfolio work yet wondering if this is the case for a fair amount of people or if I need to put in the extra before I graduate?

flat gazelle
#

Put in the extra work. A graduate who just did what he was told won't get a job in this industry.

lilac walrus
#

@native hinge - I would genuinely recommend taking a year after graduation to work on personal projects

#

take enough work to sustain you and use the rest of your time to build a couple of big code projects

#

if you can say, get 20 hours a week part time and scrap by, that gives you at least another 20 to do personal stuff

#

obviously it's not always possible to live on just 20 hours work a week, but do what you can

native hinge
#

Thanks for the responses!

#

The year after graduation doesn't sound easy, but I started programming 2 and a half years ago so I don't have a lot of work to back me up

#

I can see why the year could be necessary I currently don't have anywhere near enough time to make side projects

high ocean
#

I have a rather odd question about careers. I'm about to get a local job as a truck driver. The pay is pretty decent and i get loads of benefits + paid time off. My original plan was, take the truck driving job for a few years while i work on my skills to eventually join the industry. But now i'm wondering, would it be worth it?

spice dagger
#

It really depends on your situation. No one else but you can know exactly what circumstances your in right now. If you feel you need to take on a job on the side to be able to feed your ability to work on your skills then for sure go for it.

#

These things all take time.

high ocean
#

It's not the time that i'm concerned about. Having a decent job capable of supporting me while i work on my skills is what i'm going for. The question i want to know is. If i have a job now that supports me... would it be worth leaving that job once i have the skills necessary to join the industry.

west sonnet
#

That unfortunately is a question youโ€™ll have to answer. Like any cross road in life, know the consequences of either.

ashen lynx
#

@high ocean It would be worth considering leaving only after you've applied and received an offer, that suits you more than your present job. Definitely not earlier.

harsh brook
#

@native hinge I would also say look around for jobs/internships while you're in school. Real work experience has aided me more then schools imo. Doesn't have to be strictly games related either with programming as a good deal of programming in companies also involves mundane stuff like server operations

native hinge
#

@harsh brook Thanks for the wise words, this is something I'll definitely have to think about putting time into!

plucky hatch
#

@high ocean
To work in the video games industry has pros and cons. And the situation is different from one studio to another, from one project to another. Team size, etc. Hard to say if it would be beneficial to you.

@spice dagger said it very well. you know more than us what it could be worth to leave your current stable job.

if it pays well, Id say maybe it isnt worth it.

spice dagger
#

@plucky hatch @high ocean If you currently have a job i would still hang onto it until you can find sufficient work in your skilled field that can support you.

#

Just dont burn your bridges if you do leave. Always have a backup plan incase things go south.

#

For example, years ago, before i got into this industry i was a certified Electrician, incase Software Engineering didnt work out, i was always guaranteed a stable job in my Trade.

#

I havent worked as an Electrician for years. But having that safety net came in handy in the early days.

#

Set yourself up for success, dont risk for failure.

#

If you fail to plan you plan to fail.

#

Etc etc ๐Ÿ˜ƒ

high ocean
#

Alright so it sound like it'd be worth it to try, but keep the truck driving open just in case.

mighty ocean
#

nah screw that. My last job I just didn't go in one day. Looked at my bank account and it said $10 so I decided to start a video game company - and now I make the princely sum of $50/mo ๐Ÿ˜‰

west sonnet
#

Are you missing a few 0s in there? ๐Ÿ˜œ

mighty ocean
#

nope lol

kindred mason
#

Heh, when people contact you for work (they find you on UE4 forums) and they tell you UE4 sucks and if I you want to work on Unigine or Armory 3D instead...

Makes you wonder why they bothered

plucky hatch
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They arent wrong. Each engine has pros and cons. Depends on what you are looking for.

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It still is funny that they reached out to you to tell you about how they dislike UE4...๐Ÿ‘€

fickle hatch
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Unigine guys have been trying to get us to use their engine

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But it doesnโ€™t do things we need

kindred mason
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@fickle hatch Meh, doesn't look all that impressive

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and those guys look way too familiar

lilac walrus
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Unigine has basically no advantages

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Not for games anyway

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Maybe some visualisation application

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The distributed renderer is kinda neat

fickle hatch
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Unigine has 64-bit precision coordinate system

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That was our main draw to it

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And built-in multispectral rendering

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Those are the pros, the cons are horrible early-2000's style API, no source code to the engine, very rigid material system

spice dagger
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Whats the licensing like? Ive always wondered.

fickle hatch
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You contact them for a quote

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They still email us once in a while "please consider using our engine", so I imagine it's "flexible"

spice dagger
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Im surprised they havent tried pushing it to be more user friendly. It does have a nice looking renderer

fickle hatch
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I remember this engine back when it was just 1 guys personal project

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I haven't actually seen anything notable use it after that, but if I'm not mistaken, unigine is used in at least some Russian military simulations

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I guess another pro is that unlike unreal engine, you can license unigine for use with nuclear weaponry and other sort of advanced weapon systems

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๐Ÿ˜„

spice dagger
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Wasnt there some Ship strategy game built with it? I cant remember, its really not notable as a games engine... oddly enough

fickle hatch
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Oil Rush? It was developed by them to show off the engine

spice dagger
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Oh really haha, had no idea

fickle hatch
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There are other games, but all of their websites are down

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So I dunno what they are

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lol

karmic kayak
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tbh Unigine wasn't used in any known game for a reason. It has the worst tools around.

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at least it had when we had an eval back in the v1 days

honest cipher
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yup

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i remember it being like Ogre, but good

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so basically a set of rendering libraries and nothing much more

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  • a basic editor
remote saffron
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but Ogre was actually used for games

honest cipher
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becouse it was free

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and i think it was basically the only "semi usable" open source game engine

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unigine wasnt cheap at all, so people just went "migh as weel just license unreal engine instead"

plucky hatch
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That moment when you are trying to fill an online application for a job and the website allows you to enter multiple jobs, but only 2 degrees when you have more...
๐Ÿ˜ก

flat gazelle
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Subtle ๐Ÿ˜‰

ashen lynx
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I once had a handwritten form to fill, that required you to enter all employments for past 5 years and had like 15 lines. Each employment term for me was 4 to 6 weeks. I still remember that FML feeling.

fickle hatch
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I had similar feeling with immigration

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"List all countries you have visited in past 5 years"

west sonnet
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What was the grand total

ashen lynx
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Oh yeah, been through that too.

fickle hatch
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It was closer to 20 than to 10

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Was annoying to go through passport and figure out which countries each stamp or visa belonged to

ashen lynx
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Back in the day when e-forms were not a thing you could always slap see attached all across the field.

fickle hatch
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I was applying for some apple stuff some time ago

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And their e-form required 10 digits for a Czech phone number

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Even though we only had 9 digits

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And it refused to let me get past that point because there's no legal way in which I could append an extra digit durr

plucky hatch
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XD

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damn

delicate apex
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you could add country code, which adds 1-2 digits

west sonnet
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Theirs is three digits

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The Czech Republic doesnโ€™t have area code, only international code + 9 digit phone number

fickle hatch
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It's either 9 digits or 12 digits yea

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But no way to do 10