#career-chat
1 messages Β· Page 62 of 1
Mhmm, gonna have to pray and wait π€·
is Hourences working at Epic?
Yes
@mystic hull very common to put trick questions
they give you quite good info depending on the reaction
1: if he just bullshits it you know he is lying
2: if he actually answers it correctly even though that question is way over the level... thats π€
3: if he just stays calm and accepts its something he doesnt know, you know that the guy at least is honest
well, apparently it wasn't a trick question
turns out its solvable, though way above my paygrade π
Was really obscure until I asked a more experienced friend, though
hopefully it wont hurt my chances π€
what was the question?
They were just looking for your reaction. Not whether you can solve it
Was an online test really, but I did state that i can't solve it π€·
one of the companies, an AAA one (position for engine developer) went a little bit beyond overkill
they did an online test, you had 2 hours to do 30 programming questions
the thing is
those were no joke
the heck
each of that question was like a full excersise
they did not expect everyone to answer the 30
i answered 20 of them (not enough time)
half of them were hacker-rank type puzzles, other were math problems, and other were architecture/graphics questions
pretty sure only Carmack can do the 30 of them
or maybe not even
I feel like I should've known the answer though >.<
It's just not something I've ever used
Question was about recursion, without using recursion
i.e. dynamic programming
It's literally the single subject I always skip when self-teaching
And the question just seemed way out of place
recursion without recursion is just using a queue
The other questions were more about CPU fundementals & memory manipulation
engine dev or similar position?
& the generic algorithms/datastructurs
Engine/network
Still unsure what I'll be assigned to (when accepted hopefully), but the position covers both I suppose
Question was the sub set sum problem (although I didn't know that, when I was attempting to answer it)
worst case scenario you're better prepared for the next one
Indeed I am!
A lot of thanks to the guys in here tbh
Some of the biggest help I've gotten so far π
Ive failed alot of interviews one solely because I wore a suit live and learn my man
As a friend of mine always says; such i life π€·
<@&213101288538374145> I need to speak with one of you right away. This is urgent. Yes it concerns career.
lol, what you did is kinda against the rules.
oof, that ping crashed my discord lol
Yes, I know. But, at least I got your attention. And this is urgent in a very bad way, considering someone in here is doing something that's illegal.
It's not like you could just DM us.
^
and I just got curious...
basically, confirm the identity of people you are talking to from a looking for work post
kind of like, when you get into an uber/lyft, make sure they are the person and car shown in the app and that they ask you by your name to confirm you are not getting jacked
So, being the persistent lil f that I am, I sent am email inquiring about what I should improve on and when I can reapply
I basically passed everything except a topic relating to algorithms, and they said they "Usually prefer waiting 6 months before re-applying"
Now the question is, does "Usually prefer" translate to "If you can prove you've learned the required topic before that time, feel free to re-apply" or is it more of a strict limit, from your experience(s)?
I'm confident I can get around this last topic much before 6 months, but I don't want to be perceived as annoying, either π€·
is this the only company you wanna work for?
Not necessarily, but one of the top on the list, and one of the few that actually got back to me π€
I'd wait the 6 mo and keep applying around
take the time to not only improve your algo, but everything across the board
I'd absolutely not apply sooner than 3 mo
The closer you apply, be aware, the more critical they're going to be
That is, if you get back to where your knowledge is relevant
That makes sense
I wanted to sell myself on the "accelerated learning" aspect of things, then again I don't want to overdo things to avoid suspicion
and/or being perceived as desperate/annoying
Who knows, you might end up working with a company you never even considered (out of reach)
True π
The test did give me quite the insight on hat I'm lacking though
Feels like a win-win situation so far
Also, Thanks π
Just don't get hung up on the "failures"
Yeah, deffo better than the last time I got rejected π
If you don't come off with something to improve and still don't hear back, then you've found a company who can't communicate
π
@mystic hull Our company has a period of time after an applicant is denied that the auto-denial system will keep the resume from even getting to a human
It's a standard software that many companies use
So 6 months may be that time period
Good info, thanks!
is having a degree necessary to get into game development?
?
no?
im sure there's a good number of people in computer science and such but game development specific degrees
probably very few
and you're not a doctor
so a degree is not really necessary
good to have in alll cases
Well to be honest it would depend on the country and the company... Some are more asinine about the whole education thing
game development doesnt mean you have to join a company
lol
you can make a game with your friends and strangers
but what if your friends won't work with you unless you have a degree 
thats hard cause i dont have retarded friends like that
Rule of thumb, degrees help with visas and some programming positions. Not much else.
degrees help with the first job for sure
portfolio is what ultimately gets you to job interviews
game dev schools makes it easier to focus on your portfolio
if you're a get shit done type of guy you can do it solo, i wouldnt try it if you havent done any projects by now
from what I have heared if you are interested in programming a software engineer/computer science degree might be better for you tho
specialized game dev degree might be ok, general/design ones are said to be terrible...
good
also there arent alot of local game development jobs @rich parcel
atleast anything worth looking at
well youre gonna have to relocate if you wanna join a company
where do you livbe
live
Greece
i dont know polish
Lol at that list
first page: I know 1 company from the list π
Top studios in europe missed DICE, Massive, Rockstar, Rare and so on...
I don't know who runs it, but there's something fucky going on
hahah
I'm guessing it's some kind of recruitement farm like Gamesmith and studios have to "claim" their page to be represented.
companies like Ubisoft,Dice,Rockstar are a top priority to get into
Jagex
Ninja Theory
Guerilla B.V.
Quantic Dream
Crytek
Media Molecule
Criterion Games
Frontier Develpoments
Wargaming
CCP Games
Arkane Studios
Rockstar North
CD Project Red
Ubisoft
IO Interactive
CD Projekt Red has a bright future
and they're hiring
A Nice and crunchy future
π’
nvm
how many people have released something theyve worked on like 10 years and it ended up being completely looked over
i feel like thatd be common
time =/= quality
that's a big list of studios, most of whom I wouldn't consider working for, haha
Are art tests for a company after you get interviewed?
Like Iβm guessing itβs apply > interview > art test
Depends, sometimes it'll be the other way round
Typically, as a programmer, I see
Apply -> Phone screen -> Test/interview
-> the other -> any additional process that company has
Art tests are usually after on site interview
Gotcha
all my art tests have been before interviews
but I'm not local with any of the studios I'v gone through that process with
Ah alright
Iβve got another question as well, a little basic but
I know that there are a lot of game environments that have characters in them, for example statues of people
Would character artists handle the statues of the characters, or would environment artists have to handle that?
Cause it is part of the environment but that would be something a character artist would do
But Iβm not sure if an environment artist would have to do that anyways
Typically youβd just reuse a character or base character that the character artist has already made. Youβd pose them however you want and convert it to a static mesh. The environment artist would be expected to texture it and remap if necessary.
In the case where the statue is more unique, the character artist will usually sculpt one. It depends on the studio and what man hours can be spared.
Do we have anyone here who's working in japan or aware of the state of affairs in japanese gamedev from inside?
I've done a lecture tour at various companies in Japan so I got a small glimpse into it.
It varied a lot. Nintendo was super strict while Capcom and Kojima seemed very western and so on.
Hello UE4 fam, How much should I charge someone for tutoring UE4 in the USA?
For someone with 3+ years of fulltime ue4 experience...
whatever you would charge for freelancing
Whatever they will pay
25$ 50$ 15$
just unsure where to even start
its going to be related to oculus Go development
Factor in the prep time, actual time, and whether you like tutoring. If you don't have a real rate then guess.
$40+ is good
Thanks guys
Also factor in that tutoring is generally seen as something more expensive than simply being someone's code-monkey, for instance
Because you're creating your own competition in teaching them how to do your job
You're teaching people how not to need you on a longer term
im like about to send a proposal and im scared im either aiming too low or too high
When I did VFX tutoring for studios (small groups) I charged $90/h. I spent 1 hour prep for every 30 minute of lecture. And 90 minutes feedback on assignment. So I charged for three hours per session per week.
I have 10+ years experience if that helps guide the rate.
yes it does
It's always scary to send.
In the end it's not up to them. Charge what you need.
They may decline, but you will find new clients.
Don't aim for bare minimum. Do your calculations of what you need to make to keep the lights on every month. Divide that with the number of hours you expect to work. I.E if you are freelancing, don't expect much more than 100h per month billable. Then you add some to make sure you have room for bad months. Add some for savings/pension/vacationpay/tax/anything else you need and you have your hourly rate.
Estimate how much time you will spend on the tutoring, multiply that with the rate and you have a starting point for your fee.
I think for a first client, I want to charge 30$ I don't expect to make a living off tutoring at this point, but who knows
It's your call. You won't be able to raise it later if you decide to go all in on it. "This time it's 60$", is not going to fly if they previously paid 30.
Or if their friends paid 30
If it's a sidehustle that won't make or break it for you, 30 is alright.
I know π
Alright, thank you
Hey there, folks!
I am UE4 Generalist/C++ Programmer (3 years of experience) and mostly specialize in engine & tools programming.
Could you plz give me your thoughts on UE4 REMOTE-only job? PLz no stuff like single-person MMORPG development. I really like engine/tools development π
From what I know there are many Unity REMOTE-only positions
but about Unreal, I am not sure
What do you mean exactly?
If your looking for work specifically. Please post a Job Listing in #looking-for-work
@tough remnant
@spice dagger I mean I want to know what was people experience working remotely and using UE4?
Because there are so little positions and literally 0 useful information
ehhm, probably wrong chat
What type of information are you looking for?
Ive been working remotely exclusively with UE4 since its release.
I have not had any issues with it.
What type of information are you looking for?
How hard it is to start working remotely using UE4 these days? I mean since there are only few positions competition might be tight?
Also do you do freelance or full-time job?
Im a freelance, its a fulltime job for me though.
Everyones experience is different. There is work out there.
You just have to be persistent
As for freelance, you find job via Upwork or through your own network?
Make sure to always work on your portfolio as well.
Networking mostly but i still keep a forum thread going for when i have spare time i can commit to smaller stuff.
Additionally, I am planning to travel from time to time and was wondering whether laptop would be enough for UE4 job out there. From my understanding good laptop would be good, but still not sure whether I need to rent a dedicated server to support myself π
Well, I guesss I'll never know until I try. Thank you man!
I use a laptop for ue4 and everything works perfectly @tough remnant
Mines a gaming laptop tho
so
i got the job
30$ an hour
the guy said it was super cheap
im such an idiot, oh well, live and learn
pop some virtual champagne
@tough remnant i literally just got the job you are talking about, teaching ue4 remotely (from home), and it was due to the fact that i talk a lot with our local UE4 meetup organizer, so pretty much networking, ive been searching online for jobs on glassdoor and such but ue4 rarely pops up anything, c++ as well not too much in the area im in but a lot more than ue4... i'd say network as much as possible
@dull acorn @patent mountain thank you for sharing this. I have gaming laptop too since I need good gpu for work. Probably need to move project on SSD to speed up development
SSD saved my life lol @tough remnant
π
Hi guys, just want to ask a small question about getting involved with indie games. I've spent the best part of a year really honing my sound design skills as well as learning middleware/engine integration. I come from a background of working on films and TV shows with sound/music, so it was more transferring my skills to gaming. I really want to get involved in projects and get the ball rolling. However, all the teams I join are either super flakey or no one is really that passionate about what they are doing. Has anyone got any advice on where to look for projects to be involved in?
Go for established studios. A bit more likely that they at least have someone who knows what they are doing behind the wheel.
randoms working over the internet on a "project" =! indie tho
? actually don't get that at all, anyone making a game not in a big company is an indie, maybe without good marketing/ a professional involved it might not make much, but a game is a game
If you don't earn a living by making games, you're not an indie, you're a hobbyist
no you are an indie
if you make games
independently
that's what the expression is short for
yeah, no
an 'Independent Game Developer' is a business that operates without publisher backing
it can be an individual, multiple people, whatever - but ostensibly we're talking about people who do this for a living, or at least attempt to
A couple of kids busking on the street with a guitar is no more an "Independent Artist"
But someone busking on the street is an independent artist. How good that art is and/or how profitable it is will vary a lot but they are still artists. Anyone who ever draws a picture is an artist at that moment regardless of the quality.
Could we perhaps limit it to someone who at least shipped a game, as it's a profession? At least for the purposes of this channel. I once wrestled with my brother, but I wouldn' label myself an independent fighter and start eyeing the octagon.
so if you are working on a game for 3 years, you are not an indie dev until release day, where you suddenly become one 
Independent Game Developer in itself doesn't really mean a business, at least not according to wikipedia π€·
That's why the definition's so iffy to solidify
I'd call myself an indie dev
I think quite a few people here would agree
the definition got iffy when hobbyists appropriated the label :/
Me too, even though I am probably trash
I haven't shipped, though
it's like when "indie" in music started to refer to a genre
I dont think there's anything wrong with distinguishing hobbyist (non-commercial) and indie (commercial, independent)
^
But is it about intent or facts?
if anything the distinction is beneficial
only problem is that the term indie is not used like that in real life and there isn't anything suggesting that the term should be used that way
By data I'm hobbyist, by intent I'm not
And its less about previously shipping and more about intent and viability
aye
It would be better that way I agree tho
but just like everything else in the industry, this term is not properly defined π€·
I agree that it should be part of the definition, but that's where it becomes incredibly flexible
So if you intend to make money and can be expected to do so, indie. If you just wanna tinker, hobbyist
it is defined, it's been misappropriated :/
Because viability is often perceived when it shouldn't
where is it defiened @lilac walrus ?
and "independent developer" is a game developer that operates without publisher backing
note that 'developer' refers to an entity, not an individual
I know lots of teams that think they're viable. I'm pretty sure they aren't, though
haha
We could give up and go with 'hobbyist indie' and 'commercial indie'
fortunately I know that I'm not viable so I don't have that problem 
But even then, if the commercial part is about intent, then there's lots of people that intend to make money but are in no way able to
quick readup on the Wiki article suggests it would entirely agree with that above defintion
At that point it'd have to be whether you are sustainable
Can you explain the need for a distinction, why can't people say 'commercially viable indie' vs 'not viable indie'
Also some people don't care about profitability if they have other income or money saved.
Because it saves a lot of energy educating people and can help you set expectations with your audience.
if profitability doesn't matter, you're a hobbyist
If yoiu're unsuccessful doesn't mean you don't exist
and managing expectation is really useful
I suppose that's a good one
and how do you make a difference between a hobbyist who spends 2 hours / week and one who worked on a game full time for 3 years? π€
When indie can describe the team behind hellblade, do you really want consumers lumping your 3 guy remote studio in there?
Hobbyists that think they're viable tend to want to make money, but they don't worry about how profitable it'll be
Also I know it can't describe them anymore
While commercial indies do both of those
Hellblade is an indie game, yes
it's a good one
your three guy remote studio is what a 30 man studio is to a 300 person monolith
Yup
if profitability doesn't matter, you're a hobbyist
This is one of the few definitions where I feel like I'm not being lumped in with the people that I think are hopeful incompetents (to put it bluntly)
this is why we have definitions like AA and AAA to define scope
you can be super competent, and still be a hobbyist
Right, but that's another part of the distinction
There's a lot of those "indies" that don't know shit about making games, but do want to make money
So go tell somebody who is on the verge of apathy that you're a 'micro indie' and all they'll hear is 'bad indie'
I wouldn't call those commercial indies
Well yeah
That said, in my experience those people don't care about profitability so much
I'd struggle to call them functional hobbyists
Aye
people have latched on to it, muddying things horribly
Right, agreed
It'd be really hard to clarify now, were better off with a new term
I can really get behind the "Commercial Indie - Indie with concerns of profitability" and "Hobbyist Indie - Indie that doesn't worry about profitability" line of thought because of that
"indie" mostly leaves an sour taste in peoples mouth now after the term was indeed appropriated by hobbyists (as pointed out by ambershee)
I'd be cool with a III II I system but I is still not applicable for 3 man teams who don't know their craft
Most of those teams that think they're viable when they're not tend not to be concerned about their profits
there are teams of all scales lacking competency
They just also have a distant thought of "We want to make money"
HHH: Hobbyists who have been failing for many years! π
So you disagree?
Maybe I wil start calling myself an indie if/when I earn enough from making games to live off it. I think that's a fair distinction
I think if you start making a living from games it is fair to call yourself an indie
assuming you are indeed making your own games
Advertise the game as a 'Hobbyist venture' lol
that's how Stardew Valley started, hehe
That'd be a unique thing these days, really help you stand out vs 'indie titles'
I've worked with two Indie teams. One of them had a bunch of ex AAA and the other was headed up by an original dreamworks producer. Neither had any backing from publishers and neither labled themselves as indie.
As indie is usually seen as hobbyist these days. I like the commercial distinction above
I think it's rough to rock up to a VC these days and introduce yourself as indie
Well then.
Maybe we do need a new term for commercial Indies lol
Let em have indie
I would argue the problem lies more with distribution than the terms to describe production
I know everytime I've mentioned indie worked it either killed the interview or gave me a short amount of time to explain that I got paid for a serious job
I've only had that happen with recruiters, when talking with people who work on the games they tend to be more interested in what I did and what I could bring to their team
True, that's where it comes from. I need to learn how to talk to them
Yes just seduce with sweet sexy charm
hey everyone! not been on to see this. I read through the chat and it seems that the definition of indie is somewhat disputed. To rephrase... I am looking for projects to work on as a sound designer. Does anyone have any advice on where to look?
is a degree needed for game development?
No, but you won't get out of putting in the effort to learn
@digital gate wdym?
You'll want to go beyond just making things work
like?
well... degree or not. There is an absolute shedload of stuff to learn just to get the very basics to work, it's the same as doing tradition technical profession like being an architect, engineer or a mechanic. You can never stop learning and you have to put in a hell of a lot of work to get to a good level.
Degree or not, you'll spend a lot of time learning and honing your skills
I.e., if you dont bother to get the degree, you'll likely put the exact same amount of effort (if not more, self teaching is probably more effort) in learning the same stuff
there's no easy way around it, but myself & a few I know are fully self-taught
I personally managed to get web-based jobs with relative ease, penetrating the game dev industry on the other hand was hell (kinda still is xD)
Some people are good at what they do and some people are not. It is best to find what you are good at and excel in that area. Being a game developer takes a high level of critical thinking skills. Just by the questions that were asked, I don't think the critical thinking is were it should be for game development. I compare it to when I wanted to be a skater or a guitarist. I saw others doing what I wanted to be able to do. I saw how things were done but I had to come to the realization that these things are natural to those that excel at what they are good at. I could have spent my who life learning something that does not come natural to me. I might have gotten better at these things with practice but I had to realize that these things don't come natural to me and that I would struggle. It better to figure that out early than wasting valuable time.
I wouldn't say find what you're good at. Find what you enjoy doing because if you want to get to a high level you will have to do the work to get there. 'Natural talent' only takes you so far and I don't know a single dev that skates by on their natural ability.
lol. received today
Not a recruiter
Proceeds to list the vaguest roles ever
You sure you're not a recruiter?
Well is it possible to get great at everything? Isn't that why big companies split up so they can recruit people who are very good at specific game areas? If you are solo unless you are extremely smart maybe you are better off getting just average at everything. Then if you want in a big company focus on one skill set. Btw I am unemployed and live with my mum
What would interest me is, what skills do you at least need to have a basic understanding of to get an entry position in a studio?
I mean, besides being proficient at UE4 ?
I thought of stuff like:
-computer graphics
-math
-realtime physics
-design patterns
-network programming
-databases
-shader programming
did I miss anything?
... ah ofc as a programmer :p
@hybrid phoenix ofc the company in the email address is billed as "the premier global provider of outsourced quality assurance, engineering, customer experience, translation, localization, interactive voice..."
programmer of what?
π€
But they're definitely not a recruiter!
They just...
Ya know
Find people for outsourcing
...
the guy's LinkedIn says "I'm a HR Jedi"
gameplay
wonder how they define recruiter in their mind π
... i got my start in this business just knowing the UDK editor pretty much inside and out, being proficient in UnrealScript, and being able to talk a good talk about optimizing games for mobile platforms (which i based entirely on experience optimizing games to run on old PCs, at the time)
turned down a job offer last year about this time, due to my total lack of proficiency in C++ though -- until now I hadn't used it in 30 years
thats good to know! since I am at the moment thinking about how to structure my freetime. Since I am a self taught dev
and the above posted plan is what I found when searching for job offers and reading into what game programming degrees cover
but, if time is better invested in simply keep making stuff in UE4, then I will scrap that
interestingly, in my 3 years i spent in games, i was never once asked a completely irrelevant comp sci question, but that's all I face in interviews outside of gaming. Despite comp sci probably being far more useful in games than in web and back end dev
and being self taught, as well, my comp sci knowledge is really only "things that i've needed in the last 30 years" rather than "things they teach in school"
yeah, it is kind of a weird thing... I got some friends in the non-gaming world who were going the traditional way of studying cs and now have a job where they only program datasets into databases, using the same pattern over and over and never using the stuff they learned but the company is only hiring cs grads
but things are slowly going to change (at least here), since we have a far larger number of open programmer positions than we have university grads in cs
"make the fastest algorithm that can tell me if any two values in an array add up to 10" . . . really? really?
proceeded to point out how worst case the "correct" answer to it was not scalable to an infinitely sized array, because of memory allocation, and did not get that job. lol
"assume an infinitely sized array" "assume an infinite amount of memory" ... "should i also assume that an infinite amount of memory can be allocated in no time at all?"
he wanted the CS answer, I gave practical answers. oh well π
Yeah I feel you :D
I mean ... you could eat two books about coding interview questions and most likely find all that stuff, repeat the answer and the interviewer won't care if you actually understood what you were repeating there or simply presented something you memorized....
But I don't know... if I were hiring a web developer I would actually care for if that guy gets stuff done and knows how to handle the frameworks relevant for the job lol
the rest kinda feels irrelevant ... I mean I suppose you were not applying for a Job at NASA writing their next mars expedition program
the absolutely most valuable thing in my career (outside of gaming) has been ability to get functional in new languages in short time. I've just done 5 years of almost nothing but Javascript, in November "hey, we're writing this next thing in C#" .. "ok, now port this thing to Unreal"
previous to that 5 years of javascript, i did python and unrealscript.
guess thats a great ability to have
Being able to pick up and go is really awesome
Hey there! Just wanted to pick some tips and advices up on how to get into the industry and surviving etc. Here's some personal info about myself: I'm a self thaught 15 year old, who's going to a gymnasium (if you want to know what it exactly is tag me) in germany. I love playing all kinds of video games and I really like to understand and recreate gameplay mechanics from those played games. I would say im good in visual scripting but less in c++ since i've just started learning it. Btw not the best in math. So I'd like to know which degrees I should complete and how I get into the industry
I am not an industry veteran, but if I were 15 again I would do the following.
- use my freetime learning ue4, which you seem to do
- try to become good at least decent in math (it does help)
- go and study something after school that is relevant for the job. for games, I would either get something from a games school, a game programming degree or the smartest choice would probably be getting a degree in computer science with an emphasis on media (medieninformatik π ) since it would open up more job opportunities than a gaming school or a degree as games programmer
I struggled with math in school and college and am pretty good at it now. School demands you to learn math for the sake of having a brought education and it can be tedious and boring. But if you learn things to achieve something you really want to do, even scary looking things like math will become absolutely doable.
just play around till you find what you like to do the earlier you start the better but everyone goes through the same process to learn how to make games
Thanks guys thats already a huge help!
@tacit heath Iβm looking into taking AP Principles of Computer Science next year, although from some other people Iβve heard mixed things on how useful it actually is
I think it really heavily depends on the program and your age and your possibilities.... at least where I live. Firstly I know some people who were not even close to be able to finish their cs program at a certain university, then they switched to another one, studied the exact same subject and got through flawlessly and the school you got your degree from doesn' really matter that much here. Secondly, some programs seems to be great while others seem to be something you only suffer through to get a paper claiming you are an expert now. So I would heavily rely on what grads from a certain program are doing now and what the program even offers. I think it is also a question of your age and background. I am for example 29 years old. I am self-taught so far. I do have a degree in another subject. And when I look at most cs programs that are not highly academic, they have soooo much general education in it that in my position, I would not consider them, since I don't want to go through all the economics, leadership, academic writing and project management courses again that all applied studies are including. What I sometimes consider is going to a private school that specifically offers specialized degrees in game programming. But, if I were below 25, didn't have a degree yet and no stuff that I need to take care of, I would go to college and try to get a cs degree, with opportunities to specialize in stuff like computer graphics or even directly game development.
But yeah, from what I saw so far, people are still coming from all crazy directions. And that even seems to be the case in bigger studios. I talked to many people since I had similar questions and while some had traditional cs degrees, an equally amount had degrees in film making, electronics, economics or even no degree at all. So yeah, I think cs degrees in general are definitely a good option, but not mandatory. Also the problem that I often heard of is that a cs degree does not make you a good programmer or a programmer at all and is in some cases even almost completely irrelevant to what you want to do afterwards - therefore I would choose my way very wisely. I think the biggest point towards a cs degree that you have better options to get a laid back job, once you want to leave the games industry, since many big big "normal-industry" companies still only consider cs grads.
I took AP CS in 12th. It was worth it, but I also went CS in college, so.
If you are aiming for CS or even CE, more math and logic is never bad
So I dont know if I've ever actually talked in this chat but I just sent in my portfolio for SCAD for possible scholarships so uh wish me luck!
crawls back into my hole
googles what SCAD is
Math/physics knowledge will carry you pretty far, especially linear algebra and differential equations. CS itself isn't hard its just learning a language and once you learn one it gets easier to learn the next. The logic is the more important part that can't be taught easily.
and the good thing is that 90% is linear algebra and once you got this quite accessible field of math you can expand on it quite easily
I forgot 99% of my maths degree
I continued my thesis work and built my current job as an extension of things I did at the university uh, in spite of what I was supposed to be doing during that time
math transcends time and space
bruhhh
@Kanna Kamui#8619 it's been my experience that computer scientists will avoid programming, pure compsci people anyway.
They can sit and theorise between ideas for hours but actually implementing? That's getting their hands dirty :p
Basically academia Vs real world
<@&213101288538374145> links like this one shouldn't be allowed.. infact i think they arent. π
shady
he pmd me a few hours ago. So I assume he did it to a whole range of other users aswell
@subtle socket Use the Job board please.
Guys know of any good companies to apply to whose crunch isn't as brutal as ND or SE's?
Ubisoft is the least crunchy I've worked at so far.
But I'm only a year into this studio so it might be too early to tell. Paid overtime does speak against crunch though.
+1 for Ubisoft here
Gotcha, Iβll try to tailor my portfolio to that studio. For artists who got in (not sure if you guys are) was your portfolio a lot of architecture Iβm assuming?
If youβre a character artist, have characters. If youβre environment artist, have environments. Etc etc. They will hire you based on their needs.
No architecture whatsoever, but then again I'm a vfx artist
Do people flip flop between realistic/stylized very often? I definitely feel more at home in realistic but a jobs a job
I do what the game needs
Huh, I see myself as mostly realistic as well, but looking back I have shipped 8 stylized/cartoony games and only 7 realistic. It's probably that the realistic ones were usually bigger projects.
Were the bulk of those after your tenor at EA?
I only did realistic at EA
Oh ya but experience based did you stick with realism for those 10 years then spread out?
I didn't know you did ice age thats cool haha
Then realistic (Goldeneye), then cartoony (Rio: The videogame). So I flopped between each project in my early years π
Thats good to know thanks Glad
@west sonnet Apologies, by artists I did mean environment artists lol.
idk if i should post it here but hi everyone, im still new to game dev in ue4 and does anyone have any resources on terms i should know like "Hero Asset" and "lods"
Anyone know how Insomniac and Cloud Imperium Games deals with crunch? Do you get paid overtime or do they (hopefully not) work you to the bone?
I never worked Insomniac, but they are right next to us for years. I have never heard anyone from there complain about crunch. Spider-Man was definately 100% crunch free what what people have said.
I ask a props artist at CIG, and he reply me that (sorry for mistakes, the original reply was in french):
but since I'm like 6 months I think
I never did extra time```
Gotcha, thanks guys! Wanna get a good list of studios down to apply to that deal with crunch well
Regardless I will have to deal with crunch, no avoiding that, but
@steel creek Also, where do you work?
Disney
Ahhh
I used to just ask them to describe the worst crunch they've ever had.
What are some really difficult questions to watch out for when you're being interviewed as a 3D Artist? (More specifically a 3D Environment Artist)
hello
Ah thanks!! Should look through this as well
I've just found recent Polygon article about Epic Games FN crunches. Is it ok to discuss this topic here?
I guess so? Either that or #industry-chat
@granite brook oh, right, i'll probably move there
By any chance, anyone know what kinda work the Epic Games office in Bellevue does?
Likely, it is making games.
π Thanks. In my experience, oftentimes the remote offices do different work than HQ. Would somebody kindly give a serious response? Is it primarily DevOps/On call?
Looking at their job postings is pretty telling https://www.linkedin.com/jobs/epic-games-jobs-bellevue-wa
Today's top 20 Epic Games jobs in Bellevue, WA. Leverage your professional network, and get hired. New Epic Games jobs added daily.
hey can some one help me with a battle royale game im starting to nake today
Has anyone here ever worked as a Production Assistant? If so what does/did your job mostly entail?
You mean Jira wrangler? π
I would love to build a battle Royale but i dont have enough experience with ue4 yet
I have worked with plenty of PA, PD, DD and other variants of the same thing of that's of any help
@flat gazelle Jira Wrangler, I like thatπ
@flat gazelle I've taken a look at what High Tide has sent but could you some up what exactly their day to day tasks were if possible?
I'm just curious as I'd like to move into something a little different from QA
Freelance atm, inb4 anyone says go talk to production teamπ
They handle coordination between teams, planning, jira, sprints and so on. It varies between companies. Producers are there to figure out how to build the game the directors want. PA s are there to make sure all leads have the info they need to carry out the plan.
Today the PA I work with helped me with a jira dashboard, set up a confluence page/template and booked a trip to an upcoming planning meeting.
Sounds interesting! I'm looking to apply for a position under PA so it's just nice to know what I could potentially be getting myself in for. I appreciate all the information you've provided Glad πππΌ
project coordinators we call em...Jira Wrangling, travel booking, practical stuff like booking meeting rooms, organising standups, confluence stuff. Less interesting stuff like making sure mission critical systems like the coffee machine are stocked π
you don't have automated systems for doing half of that?
so a secretary but with a fancier name
Seems like it's a nice way to work with all departments though, especially if you are new into the professional industry
or just backoffice
That'd be the office team. They handle the non project stuff. Project coordinators tend to stay in the project realm
Yeah that sounds strange
you could solve that as easily as a Google Spreadsheet ffs
let alone using a real solution π
Backoffice is more prevalent
Every single one I've been at has been using the office kit
I've worked in places where Office is largely redundant because of other tools
Confluence with the right extensions can take on the role of Word / Visio and Excel all in one place, hehe
and it's integrated into other stuff like Jira
But Confluence is distilled suffering!
Confluence has problems, but for documentation I strongly prefer it over Office
Yeah me too. I just hate using it
Overall guys, do you think this is a good way to get my foot in the door professionally? As a PA? I'm a recent MA Graduate in Games Business and have only really worked in QA, looking at jobs it seems I can't be too fussy
make something
Depends what your endgoal is.
I've never seen a coordinator move into a content creator role.
but yeah, for 'Games Business' it's a bit more intangible, what do you actually want to do?
But they can move on to production
idk but if you want to become a producer, looking for an associate producer role might be better?
Games Business implies publisher / distributor orientated roles more than development to me?
i dont think why even do Confluence when other wiki systems exist
but anyway
for the word suite, Google Docs is amazin
all that online collaboration makes awesome working with other guy in the same document, More than once, ive written an essay with someone else at the same time
and what we did, is that i just wrote the essay at full speed, and the other guy went behind improving some sentences and fixing typos
easy multipage essay in a few minutes
My end goal is to definitely be in a producer role but for a lot of the jobs I've looked into such as associate producer they always require at least 3 years industry experience. I feel as though a PA role can allow me to gain that experience whilst continuing to learn and understand the business nature
i'd apply for that role anyway
but generally speaking hobbyist experience is assumed to count
you have a related masters, you have QA experience -> just apply and see what happens
Yeah when you put it like that I guess I have nothing to lose. It's just self doubt I guess
that's what job ads do to people π
And even then with those qualifications, I've been turned down for QA position so it's a kick in the teeth
that will happen
maybe they thought you'd be overqualified π
and? just spam everyone
you may have the best qualifications in the world, but there are always other candidates who might have more
and make a linkedin,and add ue4 people
get used to it
then you will get spammed by recruiters too
blergh, LinkedIn recruiters
it was far too easy for me to get the job at pubg with linkedin. Got spammed, chose the most interesting offers, and just did all the interviews at once
Yeah to be fair they did tell me why I didn't get the position, it was just that a few other candidates had a lot more QA experience than I which makes sense. Although they understood that I couldn't gain experience from my current role, so I was a bit like da fuckπ
Sounds like an aggressive job hunting tactic but seemed to have paid off for you Vblanco
just follow the shotgun approach
@lucid dragon after getting spammed, i followed with about 10 of the offers
and did literally 10 multi-stage interviews of different kinds
its the best way. because if you get multiple final offers, you can choose the one you think is best
and if company A offers you X money, when company B asks for what salary, you tell them X + 20%
companies tend to have a lot of candidates in last stage and select the best, why are you not doing the exact same π€
And this was all through LinkedIn or a combination of LinkedIn and applying?
i did apply to a couple directly, but those took so long to answer that i already got the job
my favourite was ubisoft, they literally took 4 months to reply
Yeah I've had the same with Ubisoft
LinkedIn is good if your prepared to move lol
It's like 4 months after you've applied to a point where you forget you even applied
you should be prepared to move
I've moved around before
Its easier said than done for some.
the reason i was able to apply to so many jobs is because i was cool with moving anywhere in europe
Like me.
Had to move to Manchester to work with TT for a while
in fact, i actively avoided spanish recruiters
Wasn't so bad
But im not looking for a job so π€· π
i 100% knew they were going to offer me crap salary so not even bothering
specially funnier when most of the spanish recruiters were offering me webdev or java
and im like... literally the entire profile is high end C++ programming
damn automated spammers
not exactly. They were literally asking for "experience in webdev",when i have literally 0 webdev in profile
its like "i dont even have the requirements you ask, wtf you doing"
most of this spammers mostly work by following networks
so if yo get a linkedin, gotta add connection to as many other developers as possible
thats probably why i get spammed so much
- a great CV of course
the fun part is that this pointless spam is mostly from the spanish recruiters
that are just looking for spanish + programmer and send their spam
@plucky hatch Hola amigo, como estas ?:)
ni hao
@west sonnet Nice, I was looking for something like this but I didn't check LinkedIn
i am starting to heavily question this career path
i dont think that i have a bright future in game dev
why is that?
Then don't. Fuck um. Make your own games and enjoy doing it. If you make money doing it, awesome. If you don't, keep working on your art and yourself. Have a good life. Enjoy trees and sunshine. Do literally anything else away from computers and if you really still want to make games after that, then you should do it.
But if you don't think you can do it, and that saddens you, better buckle down boss. Because believe me, even after you do get your first AAA job, you'll feel like you're about to lose it every other week. Sometimes every other day.
I say, enjoy doing what you do, and do it well.
If a job is gonna happen it'll be because you did that.
@mortal raven thanks for the advice
I really want to make games
but im actually 23 and not doing that yet for career
keep putting it off till later cause I dont really know how to do it
I mean, I have general programming degree.
and noone seems to want me for games
even though I know a lot about doing it
Any advice?
Where would I go to hire someone to make a very basic lobby system which when round starts transfers everyone to a different map carrying over a couple variables.
and what would the general costs me?
@night dock @rain swan y'all made for each other 
Confused. most of my game is complete at this point, im just trying to figure out multiplayer now..
Basic implementation of your ask might start around $150 depending on who you hire
Lemme check if that truly is a million worth @sage urchin
probably more like a hundred bucks
Lemme check if that truly is a hundred worth @sage urchin
I'm gonna check for sell afterwards :P
@rain swan I dunno where you live, but check and see if there's internships going in any game companies you're close to
I'm doing that at 26 and I forgot to learn UE4 beforehand and now i'm doing a test for it and i'm learning everything as I answer the questions aaaaa
doing an internship at 24 happier with that than a non-game position
was having issues like yours last year but literally this past year has only been asset creation, worked part time, barely saw friends, and am single af but my art and understanding has piqued significantly
@supple timber if you feel you don't have what it takes, find some people here, pitch an idea and ask them to join you with it
Question: What exactly do they mean when they say "shipped a game". Just worked on a game that ended up as a finished product?
"Shipped game" usually means launched on a major platform @round belfry such as Steam, PSN, XBOX, Switch etc
Sometimes, most times, that means you were there when the product actually launched (so all the way to the end). But, it depends a lot on what they are looking for.
Yeah, that's what I was thinking. It doesn't really seem to mean anything specific though with your role in regards to the project. It makes sense in and indie context, but in a triple AAA setting where it's debatable how much impact and a role you play it doesn't seem to mean as much.
It just seemed strange that this request is so standard through triple AAA and indie job postings.
Its more about knowing that you have seen a products development cycle than anything else i think.
That makes sense. I guess it just gets a little fuzzy when you get brought in half way through a project.
Right
A LOT OF SHIT USUALLY GOES DOWN IN A FULL DEV CYCLE
So, if you have been exposed to that level of shit already
They won't have wasted time on people who may quit mid-way
That's my take on it anyway
I was half-thinking of the game I'm working on where I'm having work with someone else's code base to try to get this thing out the door.
Helps also with the in-processing/on-boarding
IMO I should get even more credit
With total newbies, there's a lot to teach and for them to take in
With experienced people, there's less
Its also not a must have, I have zero AAA titles shipped but still got interviews
Shipping experience is more relevant for Senior roles. Don't want seniors that get spooked when it's darling killing time for example.
darling == feature? @flat gazelle
gets 'nam' flashbacks of shipping on PSVR
Potentially first world problem here but Iβm curious about my position in the 3D world and if Iβm either very lucky or being fucked over. If itβs okay to ask about it here but Iβm the lead modeller for an arch vis company (that doesnβt say much I know) and Iβm also one of two guys who are doing Realtime work for the company, however I am on Β£24k (not in London) and am just so unsure if Iβm paid fairly.
Oh Riley? As Iβve came from arch vis / six background I donβt feel Iβm qualified for games industry, but do people think thereβs fairer pay out there for Arch Vis related modellers and Realtime?
SFX*
Also no. Architects donβt want to pay for anything. Thereβs an over abundance of labor in that field and industry.
So generally you think Iβm stuck? Iβve started making an extra Β£10 a day on 3D assets so that might grow more and work outside of work also but Iβd like to work smart, not hard, doing 50 hour weeks and not ending up on good money isnβt really my goal in life haha.
Thereβs an over saturation of artist in the game industry too. Nowhere near like arch viz but still very competitive. Job security is nonexistent and itβs hard to get your foot in the door. But your skill is far more valued if you choose to dedicate to it. Hell, I guarantee the skills you have now is far more valued in the game industry than arch viz.
Itβs that whole being 30, having a mortgage and trying for a child thing... kinda scares one off working at a games company and maybe not having a job in 6 months. I live real close to Foundry 42 (cloud imperium) and see them hiring weekly, the drop out rate there must be insane.
That, or they're growing
True. But I find it hard that Star Citizen or whichever one theyβre working on is making that much.
It sucks really. If I just gave up and became a βvisualiserβ then I could get to 30k. Itβs hilarious, my bosses and many of my peers canβt model, texture, unwrap. But they make more money because they do the final images. Iβm just a bit tired of having to keep learning more about the thing I love to only stay relevant and not actually earn as well as those around me that do the same thing year after year.
You may be able to get a raise if you ask, and clearly layout your reasons. If you don't get one, that just means you move to plan b. What that plan is you'll have to decide for yourself. Save up money to leave and find a better job, double down and prove to your boss your worth more, do a little freelancing online and job hunting on the side and ease your way out. Whatever works for you. Take your time to decide, but definitely decide. Life won't change if you don't change it.
@west surge they are still pulling in frankly insane amounts of money from ship sales/subscriptions each month...so I can believe they are still growing. Definitely a gamble staking your future on them though, they be sailing uncharted waters monetization-wise.
24k for a lead role is pathetic though tbh, particularly if you're managing a team
they're unlikely to be still growing
their overheards are colossal
their last reports showed that they weren't breaking even
and that without outside intervention they'd be bust within 12 months
yeah their burn rate must be pretty high....if the ship sale revenue dries up I think they'll be laying people off within months
that said, it's probably a pretty interesting project to work on as a programmer, if I wanted to go back to the UK I'd probably consider it....but I have no dependents so I can afford to take risks like that
they sold a stake in the company a while back to keep themselves afloat
they've now got a deadline of about 12 months to get the game out of the door
Thanks for the input lads. I'm going for the freelancing and job hunting on the side kind of thing and broadening my skills so I might be able work in other fields that I'm far more passionate about.
I think modelling in the UK and most any "1st world" country is doomed, so many places outsource it and in Arch Vis there's insane websites like 3D Sky that completely devalue your skill.
Well, games will always need 3d art, and I don't think all studios pay badly depending on your level of competency
I don't think it's a problematic field to go into
no it's not "bad" just that you have to get over the fact that those above you often can't do half of what you do, so that wage disparity feels very strong... But then we don't live in a Meritocracy so I understand that, it's all about money in the end.
in games I'd expect that most senior 3D staff are extremely well versed in what they're doing
they don't get into those positions otherwise
yes that's the issue, in Arch Vis for the longest time modelling furnishings or complex buildings is a waste of time, if you can get assets for $4 then obviously use them, so you get management who are good at lighting and rendering a scene, good at PS but they don't value modellers at all because they've never done it.
I mean, there's two other lads working with me, who got to Β£18K and were told they're not worth any more without doing images, despite the fact they're most likely as good as me in some regards.
sounds more like your employer is a bit shit tbh
I did Arch viz over a decade ago, just basic implementation stuff in UE3
my starting salary was Β£28k
was that London way though? I'm in the North West and even though we do ridiculously high end stuff I understand the wages will be different here (for no real good reason)
it was, but in either case it's a stark difference
all I did was put existing stuff in a scene and write the occasional simple bit of Unrealscript to do stuff like change materials
shame, you'd think 8 years in some loyalty and ability would have paid off.
ah well, just reinforcing my thoughts then, use this place for a while, find a better job and fuck off unless I get a better offer to stay.
loyalty has never paid off in any industry
if you want to improve your prospects, you move
how dare I be a decent person. haha
Weird, one would think loyality pays off both for the worker and the employer.
But ofcourse, if you dont excell at what you do, maybe the return you get is to keep the job...
you'd think but it must be hard to give more to the person who's making you more money when you can keep it
Money, share it fairly but don't take a piece of my pie.
Wrong channel to ask that
oh people get pissy about it believe me
he's got time to fix a potentially incrediblt hard problem?
that's fine then, continue asking questions in the wrong place and get no help
and all it took was to apologise, and ask in the correct place, now I'm looking like a level headed person and you're looking like an arse nobody will want to help.
just accept it man, I posted in the wong place, got arsy with someone because I thought it was fine then realised my mistake, apologised and moved on, I got respect for being humble.
what's the deal in this situation? I don't want to cause extra crap and get in trouble, I'm just trying to help
if you want c++ help, ask in a c++ channel - that's where people who might know the answer to your problem are
there are nearly 25,000 people in this Discord
they are divided between the channels
as is appropriate to their experience
Okay guys lets stop with the personal attacks
I wonder how I became the lead modeller for one of the UK's best Arch Vis companies then...
owo popcorn time
sorry lads, I was just trying to reason as I made the same mistake not two days ago.
Β―_(γ)_/Β―
It's over, drop it
We need an age restriction
or a big stick
Bye bye
Thanks xD
lmao yeeted out of here
now nobody will see my big post about being undervalued and career related woes π¦
haha
@brisk anchor loyalty doesn't pay the bills. If you're an employee and talking about 'loyalty'....you're probably getting screwed over
maybe someone, somewhere has got lucky and being 'loyal' to an employer has paid off in the end...but I've never witnessed it. I've seen a lot of people who were 'loyal' to their employer, end up without an employer.
@shadow kelp aye that's me, I'm soft and foolishly expected loyalty to pay and then 8 years down the line I realise the massive disparity
Actually, my loyalty paid off. But im pretty sure its not the general rule.
how so? tbh I think mine will in that if I stay while we develop the realtime aspect of arch viz then I'll be in a more suitable position but then I also expect to be paid less in that role by comparison
well likewise here. I don't think I'll ever be out of work, just upsetting being a modeller in an arch vis company, making things work for multiple visualisers who are paid better
I know the feels. I voiced my opinion about it and took a jump :)
Due to reorganizing thrres a new jump coming this year aswell. Approaching 700k nok per year
No master or bachelor degree.
haha that's another thing, me and a few lads at work did SFX degrees and then there's multiple people paid far better with no uni degree
but as one artist told me "How can you make something creative academic?"
good lord, I make about 300K NOK a year, but then again Norway is expensive?
Indeed it is. Avg pay is around 500-550k i think
that's the sad thing. average pay here is 26K, oh to just be a bit lucky
Yepp being a tad lucky gets you a long way. But so does skill, motivation and determination.
hey all, can i get yalls advice on key points about cover letters?
Hey guys, i'm currently 17 years old from Australia and am very interested in pursuing game dev as a career when I get older. I am currently looking into becoming a programmer, I know very basic c++ but have not yet learnt enough of it to call myself proficient, and yet to delve and use it within unreal. I am here to ask for advice on best places to learn/get recourses, is there anywhere in particular any of you guys learnt c++ and how to use it in unreal? If any of you guys could give me some pointers and tips it would be greatly appreciated.
tons of tutorials out there just blow through them until you find an area you enjoy and then plow through on that area, at this stage you need to just make stuff until you know what you want to focus in on
Man, to be 17 again
Many more resources for budding game devs nowadays. Almost too many.
where are the best resources nowadays? @kindred mason
No clue about the best, and I did eventually turn to google-fu, but I dipped my toes in with thenewboston. You're probably best off picking a small set of topics to see which source seems to cover it best for you - as we all learn differently.
Of course, you can grab some programming books and read those if you like; or you can jump in and google when you get stuck.
Also the docs and ue4 source and stuff like shootergame
googlefu is something you will need to hone for any position, but youtube is pretty great theres also quite a few online learning sites that are like $20 a month and have longer deeper tutorials which are pretty cheap compared to Uni
Aye, depends on your field
Udemy, Pluralsight
(one's pay per course, the other sub)
Good for varying fields
But yeah, if you can find a nice super detailed, long step by step course for whatever on YT, that's cool, free is good
Word of warning about books though...
95% of books are outdated as soon as they are published
odd question but for anyone working in the field, does it even matter what software you use or does it just matter on what you can do with what you use?
like will a company let you use what you're good at or do they make you use industry standards like maya / 3ds for unreal?
@west surge I think you need to ask yourself, if this company has any intention of paying you fairly, why haven't they done it already? Secondly, when do you decide to stop putting up with it? 1 year? 2 years? 10 years?
also, this may be stating the obvious, but when it comes to payrises, if you don't ask, you don't get. That's normally how pay disparities come about
also, in my experience, when you do ask, 90% of the time, you do get
as long as you approach the negotiation right, i.e. don't just say "please can I have more money"
@plucky hatch it varies. Some companies are software agnostic while others have built their pipeline around one.
But more than that, it always comes down to what you can do with it. Tools can always be learned.
@plucky hatch I can say that the company I work for has many people come from Uni having used Maya or C4D and they have to learn Max, but for the Maya users at least it's not a big jump.
@shadow kelp I am a year or two along in the "deciding where I'll be" thing, I asked about 9 months ago maybe but I was sadly level headed about it when asking and never stated I wanted better pay and numerous others also asked, that's when we found that the company does not value modellers at all, so a few of us are dejected, hence why I'm branching out, finding freelance and other opportunities.
I think I just need to quit and be a blueberry farmer haha
@west surge
Do modelling for secondlife, you can sell 3d models with textures, same with artstation and other sites, can pay well if enough content and for a long time.
@plucky hatch Amen to that, I tried 3D Sky but their system is a bit shit to sellers, one week after putting things on Artstation and I had Adobe contact me about their Adobe Stock program and I make maybe Β£800 a year on that so I should focus on there, I'm just thinking long term and want to make sure I end up in a good position, kinda of tired of doing lots of the work below and all that.
should try the marketplace also, I have plenty of assets Arch Viz would like.
$800 a year on adobe, that's pretty crap, was making 400 usd a month off SL
Β£800 gbp is around 1000 usd, and I have like 30 odd items on there? I'm sure I can do better selling elsewhere also
it's when I'm sat there all of Sunday preparing 3 or 4 good items and thinking (I could have got paid Β£180 if I worked today)
I should just appeal to the furry market on SL obviously haha
well my friend who also earns somewhere near the same was earning more with scifi stuff, RP stations and stuff
on SL?
obviously I need to be more Enterprising, I got into 3D printing dollhouse stuff but the returns aren't that great
I think the reason why it sells better on SL is because people can actually use the items instantly than using it for a bigger project, being such means that unlike with projects where people buy only what they need, SL is a place where people buy things that look cool even if it's in a rainbow vomit house with anime posters all over. You're still going to fit in that FF7 motorcycle on the front lawn.
but yah that's why i suggest it so much, less competition when you make a crap tonne of hover bikes that look nice and use a simple drop in script system that comes freely in tutorial packages XD
that and I have a lot of assets ready to move over.
always fun though when somebody pays $2,40 for a spoon.
Yo ! Can a music composer actually make a way to live from unreal engine? :-?
well, I don't think that is something that the composer can restrict.. (to me especially) Is more about the feeling.. @lilac walrus
like... let's just say that the music composer wants to compose only for unreal engine
So beside the base funding ideas like grants, Kiackstarter ECT how else would you guys suggest i go about funding a game project to help pay for devs???
@quick tree that's so odd, why would it matter which engine or which platform the music ends up in? Assuming we're strictly talking about a Composer that makes. Music
You're like shooting yourself in the foot with that choice
ok, let's take this at another position bcs this is going too... btw. I was referring strictly to games development
I still don't get why the engine of choice would matter that much for a composer?π€ Even if it's striclty about game dev...
@quick tree I wonder if you can make music and sell it on the marketplace?
I mean you can do that, but unless it's some sort of asset flip most people will contend with having custom music for their game, since it's such an integral part of the atmosphere
I havent used LinkedIn itself to find a job in ages. I use it more as an online resume i can quickly link.
How it feels looking for a job as a junior...
How it feels hiring for a senior role π
and you're probably skipping a handful of capable people because they don't meet some criteria
I wish I could be that picky...
I mean, there are hundreds of recorded cases of non-qualified pilots and doctors doing their job just fine and nobody noticed
this is why the hiring process is more than just looking at qualifications
mercifully people don't tend to die when people without qualifications work in games
well, it helps if recruiter has some idea what to look for
instead of looking for 1 guy to do 5's job and act all pikachu_face.jpg when they want 3x the salary
I doubt there are many recruiters in this channel. We are devs, looking at applications from other devs. At least when we hire for my team, It's my call and not the recruiters.
I have my own login to the recruitment platform so I see the application at the same time as the recruiters. Their job is to handle the admin. Like sending the rejection letters or setting up interviews.
Talking about internal recruiters here.
I got contacted by one company who said I'd be fine as a technical artist... I've never done the job but looking it up and talking with the guy I met 90% of the criteria, I think I'd just make a shitty Technical Artist.
And then there's bullshit job titles, we had a modeller join the company for all of 4 weeks, he wasn't great but his LinkedIn had his previous roles as "lead artist" and so forth, so I thought, why be humble? and now I'm a lead artist despite the fact many people here would trounce me, job title wise, I am but skill wise I don't feel secure in saying so
titles are largely irrelevant tbh, it's all about what you do
the title only really served as an indicator of what that is
I got to pick my title at my job
they wouldn't let me be "Lord of Changes"
the title only really served as an indicator of what that is
go you one better: The title(s) only really serve as an indicator of what THEY think it is. 20 years, dozens of places, dozens of places with same "titles" and the job responsibilities are not the same. The only consistant shops, which are only consistant in terms of words defining those job roles, are the union shops. But, again, even those using the consistant definitions in their setup dont nessicarily translate to the same thing on the day-to-day work floor.
Anyone want to collaborate on a game?
Everybody be like.. yeey.. me me me me me
Srsly tho.. how do people end up partnering up to work on a game?
especially.. like.. randomly. random people from the internets
does it really ever happen?
it can happen, but it rarely results in a game unfortunately
I think it's more common that something like a jam team comes together and decides to push their jam game into something bigger
but even those projects tend to fare badly
i dunno blizzard merged pretty early
it happens on big scale and can happen on small scale
does not allway s make things better
there is also mod teams
ppl like good mods is a more easy start than from scratch
get traction faster
eh, what does Blizzard have to do with anything?
you gotta vibe with people and then figure out if your goals overlap... and if they do and the stars align, you may be able to start a team together. then if you're even luckier you can somehow scrap together a prototype that somehow has the appeal and get some investment going
I would not recommend looking for people online though
at least not for projects that don't have funding
Morning everyone. Doing the jobhunting hustle atm for animation gigs :]
fresh from an animation test at a studio that got my foot in the door for future contract work even tho it was passed over
havent landed a gig yet but i feel encouraged
def buzz me if you can think of any leads i should check out - would be looking for mid-tier 2d animation gigs and entry level 3d
A proper post in #looking-for-work would be better
sure
If you want a senior role just put on some fake wrinkles
Oh yeah I already posted in #looking-for-work
i found several leads and have cover letters composed and ready - taking a breather before some proofreading checks and then sending a bunch more in
but yeah I will be on the lookout for more leads - just gonna apply to anything and everything I qualify for
Ooh, there's a meetup tomorrow for unreal developers in san diego
i should go to that
if i have time that is - got other stuff on my plate tomorrow
That sounds a little bit paradoxical, because if what's relevant is what you do, but titles are an indicator of what you do, that means if you do great and have tons of responsabilities, your title will be very high and important, therefore it's relevant? Or am I missing something?
Because I agree with the first statement, titles are mostly vague and here to give a salary (add Junior to some guy's title and you can give him less money)
seniority usually indicates degrees of responsibility
which tends to correlate to experience of course
heh, bombed my first interview I think
How were yours? Anything fun or any tips to share for future reference?
Pretty terrible tbh. I've yet to see someone whos first interview went flawlessly. The tip would be do not try to anticipate everything, that you might be asked, in advance, and most importantly, try not to present yourself better than you actually are. It may and will backfire.
I see
My first interview I wore a suit, I was told after the interview to never wear a suit
I was flown to a different country for my first interview. I was a wreck
I did pretty well though. I was offered the job a few hours later when the CEO picked me up for the most uncomfortable dinner of my life.
Good food though!
my first interview went badly because my interviewers were arseholes
π¦
I asked specifically if there was going to be some kind of test when I got there, because it was a 9 hour journey
they had me solve programming problems on a whiteboard in front of a panel of people
I turned them down
That sucks. Mine was good. I'm still in contact with my first manager as we became good friends.
all my interviews have been over phone then skype weird starting a job next week and never even been to the office
I suppose my first real gamedev interview was a Hackathon in Seattle
Either I knew what I was doing in those two days and they would hire me, or not
(they did)
I'd never accept a job without being on premises first π
Why? I did for this one. I knew most of the people I was going to work with and had good phone interviews. What the office looks like isn't super relevant to me.
You can get a lot out of seeing the working environment
gives you a good idea of working atmosphere and conditions
which in turn often tells you a lot about a studio
Guys what was your first salary (Yearly) as game developer?
I don't want the exact amount, but even if it's not precise, give me an idea, since i'm passing from Web development to Game development and of course my salary will go down
@lilac walrus Yep, for most places I'd agree. But in my particular one it would be an empty office with two desks as nobody else had started yet π I only shared my experience because he said "Never".
heh
@solid kelp It will vary from country, city and year. I don't think you'd benefit much from knowing what I made in a small town in the UK ten years ago.
^
You're right
But i live in Malta and the avarage salary for this kind of job it's not different between UK for example
But yeah, in a small country it would be probably totally different
The thing is that, is it worth to start the career as a game developer and earn less money when i have 2 years experience as web developer? i mean if i just search for web developer job my salary will be higher
And that's what stopping me
I'm not sure we can really answer that question, since it's going to be largely personal
it did take me a number of years though, to break out from the 'average' game dev salary
Have you checked Glassdoor?
For what? i checked glassdor for jobs and other things
Glassdoor has salaries aswell
I didn't saw that honestly, thanks
@lilac walrus Can i ask you "how many" years did it take?
several
expect to be on the lower end of the salary spectrum for a while, unless you're particularly good at what you doi
The offer that the company proposed to me it's not bad, i mean as Entry programmer it's a medium salary and it's "OK" but i'm afraid to get stuck in this "salary" for more than 2 years, hope you understand what i mean
it's unlikely your salary will change much, if at all, over a two year period in the same job
But yeah your "several" makes sense to me, even because game developing it's not so popular like web
it's more due to demand tbh
there are a boatload of applicants for every entry level position
that drives salaries way down
towards the senior and specialist end of the spectrum, there's a deficit of qualified people so salaries sharply increase
And one of the thing that let me be curious it's that i'll work on UE4 and Unity, both of course in different projects
So probably that can be something "nice" for my CV
it never hurts
i just have one Last question, do you know what is the country with more Game development studios? Google is basically giving me a different country every article i join
generally speaking it's the UK and Sweden
France also has a few, but unlike the entire rest of the industry, they tend to be French speaking working environments
USA is a big place; but a few cities have concentrations of studios
well, most of the North American studios are in cold places too :p
e.g Seattle, Vancouver etc
Yeah i was joking even because i would need a VISA and that seems impossible
it's not impossible, but you'd need to able to demonstrate capability
which without a relevant degree or experience is kinda unlikely
plus any studio out there would be taking a huge risk, since the cost of relocating you is high
if you're an EU citizen, you're better off remaining in the EU
The bad thing is that there is no certification for this job!
For example Linux has RedHat qualifications
certification would be meaningless in games anyway
congrats, you know how to use an outdated version of tool X - shame it looks nothing like that any more and we use proprietary tools anyway
AHAHAHAHAHAH That's funny but true!
glassdoor salaries are often times not accurate - speaking from experience
most of the time they are a goo chunk higher o glassdoor, compared to the actual salary
also, if you are out for fat salaries, stay away from games. unless you are a special expert in a very niche but required field, you will always work more, have less benefits and less job security than your colleagues in the normal industry, while earning far less money. you only do it because it is a thing you HAVE to do and there is no other option for your self-fulfillment
niche is a two edged sword : more money, but less job offers
if you are asking yourself what the first mentioned group are, those are currently UX experts, especially for cash shop designs (might sound easy, but there is a reason this field has only a few highly wanted experts)
being a technical artist that is so good that you can be used as a full worth programmer and a full worth artist
@dusk raptor I disagree.
and advantage though is that niche => less people to apply for the job offers
I'm super niched, meaning I'm one of very few that do what I do and get too many offers.
I never have to apply for jobs.
hence my second sentence :p
being a ps3 system expert was one of those jobs.
Finding the Right niche isimportant though
you get to know a lot of people in that niche field too, which is great for networking
I've seen it for VR, Archviz, even my hobby with oldschool cars
I'd imagine it is hard to become a niche expert, since it means that you either find fun in a field that most people don't want to do (which most of the time has a reason) or it is just something that is very tough to learn, meaning there are often little resources
I'd say its a bit of both
a while ago I wanted (and would still love to) work in motion simulators
these things are hardcore, and not really well known
but damn are motion sims awesome
yeah I can imagine.
@tacit heath So basically
If i understood what you mean, salaries will always be low and the work will always be HUGE right?
there might be exceptions, but generally speaking, yes
if games aren't your one and only passion, chances are that you will be happier in the non-gaming industry
The problem is that, they are.
well, then decision has been made I guess π
Yeah i just signed when i was talking with @lilac walrus so it is his responsability now π
Joking. I would love to learn more, that's why i'm even accepting
re: countries with a lot of game studios. Canada is another one.
Also, has a lot of the advantages of the US (higher salaries being one), without a lot of the downsides (having to deal with the healthcare system, etc)
eh
Maybe in AAA
But from some decent sized Indie Studios, the pay is lower in Canada than USA.
The pay is definitely lower in Canada than in the US, but a looooooot higher than the UK. I'm from Scotland originally, and I doubled my wage when I moved to Canada
Ah, maybe
Don't forget the cold. 'm used to swedish winters but goddamn that wind in Montreal...
But USA to Canada comparison, I know for a fact I would get a pay-cut in many studios over there
And for the most part, that makes sense. COLA is less in Canada than USA
Cost of Living Allowance..well there's no COLA... but Cost of Living...
Yeah for sure. Though there's probably some extent to which other factors make it even out (e.g. healthcare. Personally if I moved to the US I'd view it as a gamble... if I moved to the right studio I might be able to save more, but I'd also be gambling that I wouldn't end up being hit with healthcare expenses at some point)
eh
If you come to the USA, you don't have to worry that much tbh
A lot of people and the internet make it out to be much more than it is
Especially if you get a job and receive benefits
(as in FTE)
As an Independent Contractor, I wouldn't move anywhere personally π
Well, maybe Canada
I got bored of Scotland haha. It's a lovely place, but I wanted to take advantage of the opportunities that this industry provides you to move around the world.
I hit 30 and the company I was working for collapsed like a pack of cards, so I figured it was a good time to give it a try
Also, I wouldn't move regardless unless the company pays for relocation
They want me to take a risk on a move? When the company could go under in 3-6 months (random number) and I've uplifted my whole life to move there. They are going to have to take a little chance as well.
I don't know. I've only lived in the USA and Japan. With some small stints in Kuwait, Afghanistan and Thailand.
Haha yeah I dodged a bullet with that one. One of the offers I was considering before I accepted the role at Ubi Toronto was Sony Online Entertainment in Seattle. The studio shuttered three months after I would have started there, so thankfully I dodged that bullet
USA is pretty cool because you can find the type of place you want to live in pretty easily
Want sun almost year round? Tan, nice beaches? Go west coast
Want beautiful weather, rain every once in awhile, beaches, maybe say to live through a hurricane or two? Florida
Want snow? Northeast
Want to be near big tech? Cali
or Austin TX
Want to live on a farm?
Midwest
Want earthquakes? Cali
Want Tornadoes, Midwest
Anyway, maybe going a bit offtopic, but yeah, lots of choices around these parts π
nah i find it interesting
π
Yeah if I were starting my career from the beginning again, I'd have made the move to North America much quicker
I've actually lived a good part of my life almost equally in Cali, NY/MA, Florida and SC
Only real area of the USA I haven't lived in (but have visited) is the MidWest
the rest is not real?
exactly
current political climate not withstanding, the US would seem interesting to me, were it not for the bad rep of health care, fire at will, etc
living in europe is like easy mode
Yeah agreed. Though, my experience in Canada has been good on that front