#career-chat
1 messages · Page 66 of 1
so yeah, if you feel the art is worth say 10k, you would guarantee to pay him 2k up front and the remaining 8k as the game makes it, say 1k for every 2k you make until you are square, with the understanding that if the game does not make enough to square then you are not obligated to finish paying. then you haggle until the agreement is equally unappealing for both of you.
Just make sure you write things down on paper
or your face
@plucky hatch totally agree, if they are a close friend maybe it's different, but this culture of unpaid work is terrible. If it's a struggling indie it's bad business but if it's a big company that's terrible.
sure but he is not talking about a company, i think he is solo and talking about how to compensate a friend when his project is unfunded. a simpler answer would be to form a company, secure funding, pay the freelancer, and drink plenty of water.
I'm moving from being a server dev to an Unreal game dev tomorrow. I have some UE4 experience from the server dev side but this is my first game dev job ever. Any advice for a completely green game developer?
That's good advice for any situation 😃
Use a source build of UE4 if that's an option at your workplace, don't hesitate to step into its internals, especially if you feel like UE4 is doing something it shouldn't be doing
As a server dev, UE4 has a lot of fucky surprises for you
What's the benefits of a source build?
I've used it before to compile linux servers but I've not used it in game dev.
Just that you can step into the code, preferrably having built your local engine in Debug mode
You're asking for advice in a very very generic way, this is just something that comes to my mind 😄
Well I definitely appreciate the advice.
@plucky hatch how can i secure this water you speak of
yup solo, good guess
Anyone know if there’s a Programmers’ Union?
😶
There’s IGDA
Are they still around?!
“Yes”
Best answer
wouldn't trust IGDA to actually solve any issues for you
local/national unions in your country of residence might be a better choice
I wouldn't trust IGDA with a tin of beans
They will use those beans against you
General question. I have started to develop Unreal based apps/projects for the arch vis company I work for, if this becomes a viable thing for the company what should I ask for as payment rise? I know it's super subjective but put it this way. I'm the lead 3D Artist Modeller, I'm on £25k, a Visualiser earns around £28-30K but what ball park should I look at? I can't call myself an Unreal Developer right? I have been told I fit all the qualifications for a technical artist (Realtime in Manchester called me about it)
@west surge Be really good at something instead of average at everything. If your thing is the artist side, go for it all the way, but juggling between multiple areas will suck time that you could allocate into your true mastery
but what if I'm shit at everything evenly? haha
I am a developer and I tried to learn Blender because I needed a low poly artist for my game and I ended up realizing that I am a developer who cannot draw a stick
@west surge Our only limits are the ones set by our own minds.
Something that you may call "shit" may be amazing for someone else. It's all about perspective.
Skill is learned, not inherited 😉
How much time do you dedicate a day to get better at your game?
If you put 2 hours a day towards getting better, at the end of the year you will have over 730 hours of training in that skill.
And that's just 2 hours.
nobody has time to put in 2 hours every day consistently
yeah I get it all. I go home willingly and do this stuff for fun, but it's the whole "could get paid better as a plumber" and not have to keep fighting to be good 😛
but you do what the heart wants right
if you're paid you do what the job requires
jack-of-all-trades stuff aside, when you're trying to shift your career path and it's not one that's "official" (acknowledged and supported by your employer), it's often easier to leverage experience in your current role to get a new role than to twist your current role into a new one at the same company. It's not impossible, but they have an incentive to keep you in your current role / pay to avoid a backfill
and then hope you're right for the job and not in a peter principle situation
oh I love this Peter Principle idea lol
Chris, just dropping to say that visualizer is hell of a boring job and no amount of finances would help to alleviate that(subjective, personal opinion).
yeah it can be shite and I've never known the subjective joys of more creative based jobs but also 31 and worried about stability, but then you don't get anywhere without risk.
Isn’t arch visualization extremely over saturated and often underpaid?
it fuckin' is
Depends. In some places these jobs can be the only ones in relevant field. As for underpaid, I don't think so, for the job requires quite limited skill set.
that's the thing. As a Modeller I can do great assets, often in arch vis they need little more than a box map and crap materials but I try to unwrap and prepare things correctly with materials and the sort (I do assets for Adobe Dimension that need to be PBR and Unwrapped)
do you have a portfolio
so my modelling skill set is far above the normal for arch vis, and the visualisers often "just" pick and place assets, do a nice job of lighting and rendering
got an artstation, it's a bit limited though by my work.
TBH there's animation, rigging and all sorts I've wanted to do outside of work but I always fall back to modelling so that seems to be me, that and Unreal blueprints.
at work I always prepare buildings for interactive things, scenes for realtime and all that.
I do actually have a few but thay're from work and I think I'd be fired for making them public
I mean as a personal project
yeah again I need to sit down and see them through to the end, I have a few that really want working on.
And yeah, I am not keen on UK wages, but 25k seems too low for even a junior artist.
given your skill level it shouldn't be more than a challenge to create something like that
yeah UK wages are shite. I have a competent Modeller who's new sat with me and he's on 18K
My memory is fuzzy but I think I started on 26k as a junior in the uk, ten years ago.
two lads who have stepped to be visualisers because they were not paid more are on 20/22
we're in the north west though, outside manchester
I was in midlands
we have juniors with 23k sadly, but mid levels get upwards of 30k
not London prices
VFX though, not generalist
I'm talking env art here
I mean 23k isn't that bad in the UK, it's below the average but there's massive income inequality here
vfx is probably more sought after
I fear this is the end result of taking the stable job out of Uni 10 years ago. Some of my friends are high up in Weta and DNeg now. though they were compositors, the Modeller is still in London.
I am working on something now though that can cover asset creation and unreal so I'll have to post that, and then I made a Piano you can play in Unreal with a MIDI Piano 😛
Well, one way or another, if you have a feeling that you are underpaid, it is about time to ask for a raise or start a job hunt. That feeling tends to grow and eat you from inside with time.
yeah been doing that 😛 I got offered a senior job at a Manchester arch vis kind of place but for 30K but the work wasn't what I'd love to bits.
you guys most likely see a fair bit of this, I'm just spinning around but thanks for talking.
This is why we need a union that will force these billionaire conglomerate tech companies into paying skilled masters of the digital arts 100k+ salaries.
We need a “DigitalArts” Union.
Anyone who’s required to utilize some sort of software to achieve Frontend, Backend, (Etc.) production for a company, within our appropriate line of work, should be a member.
if you want salaries to go up, demand for those roles needs to increase and / or competition for those roles needs to decrease
"Something that you may call "shit" may be amazing for someone else. It's all about perspective."
That or experience. We always crave for more.
Heh. Simply having a union won't be enough
I think there are some politics to be done regarding regulations and such for the tech companies, time for the industry to get even more mundane and less wild west
I'm in a union. Where do I go to collect my megabucks?
"if you want salaries to go up, demand for those roles needs to increase and / or competition for those roles needs to decrease"
I'm sorry, but I don't think the video games industry plays by any of those rules.
Game Industry died in the middle of the PS3/360 era
wild west of creative games ended
Pretty much
its all about indies now (for me anyways)
Now, a game company is making a competitive multiplayer games, a mobile guy with no background whatsoever gets the job because....
hell, who the F knows.
The video games industry has been alive for a long time now and it is still very random who gets hired, where and why.
Or for what salary
Skills and experience have little to no value.
i dont have a good opinion on it, because ive never worked AAA
but its a lot of politics i hear!
And production guys get layed off while the business crew stays there.
I don't think this industry needs an union. Just to grow up a bit.
Growing up is definitely the thing it needs
100%
The IT wild west is actively hurting people and businesses
And don't take my comments ''too literally''. There are some specific roles where skills have value. Ex: character artists, music, VFX, etc.
Concept arts...
To me, it's people who are valuable, not skills/experience in an abstract way
I can't wait for a perfect prince to show up who has all the skills
But I will take a person who learns fast over the one who doesn't any day
For more mundane parts of the projects I mean 😄
Some studios highly value people who can produce really fast, but often that ''fast work'' is garbage and they promote those guys.
But they don't have the qualities to lead or direct.
They don't embody the ''high quality''.
It's like comparing a concept artist who is great and make 10 concepts a day VS the guy who makes 30 but they are all crap.
Guys what job can I get given that I have 1) Good academics 2) No professional experience outside awful minimum wage jobs 3) Moderate experience with game engines
probably nothing
your problem here is that you've listed your skills as "moderate experience with game engines", which in itself is not really a skill
if you have a particular discipline you're inclined towards, focus on that
well the thing is I could start applying for games jobs, but I actually want a break, I want to be an admin or something for a few months
in admin*
or just a job that is fairly chill, without being soul crushing like my current, which hurts my back
admin is tricky to get into since it tends to be people who do admin type work who get those roles, rather than games orientated people
you can always try though
everyone is orientated in one way or another
I don't think there's anyone out there with perfectly equal skills across every spectrum
nah im not talking skill wise there is tons that goes over my head
but in terms of easy jobs I can probably pick most up with just some practice
games QA would probably be the easiest path in, but it may or may not be soul crushing depending on your take on that kind of work
can't be worse than working in a dusty warehouse mate
I mean it depends on the company
So I had an interview with naughty dog a few days ago for the QA tester position
so i hope that works out
good luck ^^
thanks man
@broken hollow
Naughty Dog is cool, but why getting into QA?
It's rarely a career. More like a summer job, student job.
Unless you get into Software QA Testing, like testing Pornhub.com, then you can make 40-50k...
I know im graduating in less than a month so im taking anything as experience
also super depends on the studio/the role
if it's a contract role for the publisher, yeah you're just another body they need
if it's internal QA then that can vary
also @broken hollow what discipline are you focusing on
im studying game design and production
and yeah its a temp position so im pretty much an expendable
here is the naughty dog design test from a few years back
@broken hollow
It's cool. If you can get a foot in the door at ND, that's great for you.
The thing with QA testing is it's like rolling a dice.
Sometimes it is an excellent opportunity to make friends and move up.
And other times you'll just get stuck there for years and it would have been better to find a job that brings higher income and give you more time to work on your stuff to get into proper careers (level designer, game designer, 3d artist, VFX, programmer, etc.)
There are few employees that I know that moved up from QA.
And of course they had a degree in something similar before too.
Multimedia or something like that
Game dev schools didnt exist yet.
And you'll always have those very few people who work in the industry and come from QA, but they are like... the exceptions.
Most of the guys I worked with in QA are still doing QA
Those who made it a career moved to Software QA Testing. Where they actually pay you as a real job
40k+
Or! We could congratulate him, hope he gets the job and learn as much as he can and figure out how to approach the career from there.
Instead of scaring him off with outdated advice based on semirelevant experiences.
Why don't you do a few years in QA at minimum salary just for fun, stuck doing overtime to pay the bills and feed a family, no time to work on a portfolio to find other jobs?
Must be nice to have 10 years in VFX.
How about you try to the other jobs for a few years like some of us actually did?
Calling it semi-relevant. Get off your horse. You'll hit a tree...
I would congratulate him if it was proper career job.
QA isn't that.
It's a downward spiral.
That's what it is.
Semi relevant: You haven't worked at ND, you are describing how it used to be, you aren't actively working in/with AAA QA right now right?
QA isn't a career for most, but it is a way to see a project cycle or two while figuring out how to approach an actual career. Rather than advising him to pass up on a role and sit on the sidelines because from what you've told before, that's not great either.
Actually, I'd recommend to any dev to do 1-1.5 years in QA testing for the experience of it and get a better understanding of where games fail on a technical level.
The problem is, I don't know many people who have the experience, will power or maturity to turn their life around and get out of it.
And that's what Im stressing out the most.
The guys I worked with 4 years ago.... are still there.
Or they are doing QA elsewhere.
They were supposed to become designers, artists, programmers, etc
@broken hollow
I believe in you. Keep hammering those design skills. Get into UE4 and start bringing your concepts to life.
Build a portfolio.
Make friends at ND
Oh! You've changed names! Now I get it xD I didn't recognize you. Your arguments did sound familiar though
💗
Personally, what QA was in 2008was the same it was in 2015.
I dont think it changed all ofa sudden in 2019. Even if it is a nice thought.
@flat gazelle
Did you know that Quake Champions has been in development since 2013? Still early access today. And that in less than 5 years Id Software had time to release Quake 1, 2 and 3?
@flat gazelle did you know that all weapons in quake2 contain 173 animation frames
Unsubscribe!
Haha
If you ask around, many vets are convinced that studios have started to lose sight of how to make great games in a reasonable amount of time.
Alright
That's a common human misconception, it's not entirely untrue though
"Things were better in the old days" has some basis behind it, but it's not literally true
Companies start off in some tightly knit seed where people work together and create projects with a very solid view on its design and all of its aspects blah blah first project sorta thing
After the first project, the company has to mature and develop working processes for sustaining its operations
the old days being better wasnt my argument
What was the first exciting project becomes mundane everyday work
but there is a middle ground...
Companies that did great and innovative before don't innovate in same ways as their processes have changed, maybe they didn't mature quite right, or maybe that's how most companies have to mature to stay around... But sure, I think many studios haven't matured well and moved into conveyor belt approach to making games
League of Legends, Team Fortress 2 and Overwatch are pretty examples of a middle ground
Titan...
You can even get action figures of Overwatch and Comic Books.
Finally business well done.
We don't see enough of this.
I remember purchasing Duke Nukem and Street Fighter figures like 15-20 years ago.
Those guys were smart.
It is still a thing... game studios still try to make ''games'', but they forget the whole business side of being in this business
I expect that more and more game companies will realize that they need to create their own market.
And they'll come up with their own Game Publishing Platform.
And beyond... 🕵
Uhh
Do you know the setup costs of making a toy
Before you start making super cheap toys, the molds and such have to be designed and the entire manufacturing process set up, it's not a little extra side thing you just throw on top when you remember about it
It's a big business move you have to evaluate really thoroughly
Otherwise you might have just wasted a couple hundred thousand and were left with a stock of toys you can't sell
I'd say that's the primary reason why merchandising for videogames is generally limited
It's clear how toys will sell for something as popular as overwatch or pokemon or fortnite, but is it so clear in the general case
I'm familiar with the toys business and selling. I get mine from a specialized toys and the employee there is a former store owner specialized in action figures. I had a few business talks with him, since I was interested into starting my own thing as well. In terms of making toys, that would be new. I've seen how McFarlane makes his with 3D apps and 3d printers.
But that's about it.
in those instances the developers arent making the toys
a toy company will reach out to the ip owner
@plucky hatch can you link where it was said that quake champions has been in dev since 2013
@sudden island you could join the Quake Champ discord and use the search, type "2013".
what is that going to tell me
makes sense
You'll find a lot of interesting info by typing keywords such as:
- Quake Live Engine
- Saber
- 2013
👍
or search history of the users with Red Tags that are Id Devs.
im not very interested in quake tbh, but to your point that vets are saying that games take too long, i mean i think that we see games having a longer pre-production and ideation period
watch dogs started in 2009
entered production in 2012 i think? (ill have to double check that)
When I have joined the production of a AAA game that I won't name.
We were 4 years in and the prod really was just beginning.
And the 4 years before that I have heard of was really ''we were trying to figure it out''.
yeah that makes sense, was it a new ip
They didn't have the right designers/lead in place
i do remember hearing that game in particular, had issues
But it's also to highlight the facts that ''good designers'' are hard to find in the business.
It's a difficult skill to identify.
And multiple sub-areas.
The one we had when I joined, he was really good. The lead LD
He had worked on Freedom fighters before.
yeah in terms of design roles honestly while the job title is an indicator the roles and responsibilities are what i really pay attention to now
because at least in my area
companies tend to have different needs of 'design'
so it may be my context, but in australia, it's very indie mainly
we have big studios
wargaming ea firemonkeys
also SIE just opened up shop
but where internationally, you would tech design, level design, ux design, combat design etc. most places here are just "Design"
sometimes it's just "unity developer" where you're expected to just be able to kinda design and code
Different schools of thoughts
Some people praise the uber specialization while others might praise the more holistic understanding of things.
uber specialization makes sense in large companies
Depends
where you're making huge games that are incredibly complex
I don't believe you can have a good UX designer who isn't a good Game Designer, as a whole.
because that's what it really is, why games are taking longer to make, consumer demands get higher and higher
well yeah, but in those cases, you'd want a Great UX designer who is also a good game designer
yes
Basically, you want a game designer ''specialized'' in combat or UX or systems or else
Not just a ''specialist'' in combat or UX or systems who isn't well rounded in game design
also UX itself is a huge amalgamation of different things
people tend to think it's just ui
but UX starts from t he moment you hear about the product
UX is currently being invaded by neuroscience that keeps trying to enforce the belief that the brains create the experience, the brain learns ,the brain thinks, the brain does X, etc.
You'll read an article with 50+ times the word brain in there rather than the player's mind.
yes because user experience at its core is about emotions and attitudes
also the term was coined by a cognitive scientist
I mean, there is a big dilemma at the moment in neuroscience about the Brain/Mind problem.
No one has ever been able to prove that the brain produces the mind. But neuroscience tries to prove that the brain does. But that's what they teach us.
Which is wrong.
Basically they are alienating game designers
Trying to enforce the belief the they can manipulate the brain
i mean you totally can, in fact that's kinda why the industry is in a bit of trouble right now
because we're adopting the exploitation techniques that are common in gambling, but thats a whole other debate
granted of course, sometimes with the psychology, maybe it can go too far
What I'm saying is that UX design, explained from a Neuroscientist, isn't neutral in its teaching.
They should stick with talking about how to manipulate the mind.
That's fine.
But not to teach us that it's the brain that does things
also sometimes ux can come up with false leads, like in halo 2, they presented the idea of matchmaking to people just as an idea on paper, they all responded negatively
Halo 2 and how it broke Xbox live community apart is why I got into this industry
but it's because of our lack of ability in affective forecasting
The design of Halo 2 negatively influenced players and encouraged some really nasty behaviors.
Because of how the gameplay was designed and how it had a psychological impact on online players and online clans.
Thx I'll read that.
do you have a background in psychology or cognitive science?
I have a background as a competitive FPS player. Essentially applied player psychology to the point where I can manipulate in real-time multiple opponents.
Most UX designer have no understanding of this and have no real understanding of player psychology. Which is why earlier I said... there are different schools of thoughts.
I believe in the holistic approach. I understand psychology because I've used it at the highest levels in a real-life scenario.
Lot of people don't understand that pro gaming, at the highest levels is mental. Really... mental.
Psychology
Applied psychology, as advanced as it gets.
Not to be rude or anything, but this sounds more like #industry-chat
you are right
It's interesting but not for this channel
How do you achieve work/life balance as a game dev
Everyone is in a different stituation, so what do you need?
Are you single? How many people do you need to feed?
How much money do you make monthly VS expenses?
Do you make passive income on the side?
Etc.
Are you a work day, work night guy?
Yes single don't need much money
Some people just work in the industry and don't do anything game dev related at home.
others do it 24/7
Don't mind a little crunch but overall I would like a social life very important to me
I think you need to relocate close to your job and save a lot of time.
And then there is why do you work in the industry? Is your day job fulfilling your needs?
Well both
Or is it beneficial to what you do after work?
I have a day job very boring ATM, I do game Dev in spare time so have 0 time for social things
I do enjoy game Dev on an intellectual level
Me too man
I don't work in the industry anymore. I'm a debt collector during the day.
I come back home earlier. I live closer to my home.
And can work on the stuff I want. But have a family to take care of which ultimately leaves me 2 hours off per day to work on my stuff.
Being single saves you a lot of time
I try to make an hour or so a day at least for the gf
If I was single, no kids. I'd have 6+ hours to work after work
plus time to rest
I dont rest...
there's always 1 or 2 days that social gatherings happen or her mom comes over or family events etc
You always gotta sacrifice something
I sacrifice sleep and social life
Trying to grind until I finish my game lol
I think if someone wants to work in the industry, it would be important to spend a few years working super hard to step up your skills, get a job and secure that. And once that's done, you are kind of settled. And you can afford to have a family life.
I mean screaming rave kind of social XD haha
lol
lol
Don't want family but respect to those with one (I mean extra family wife etc)
If your kids are 1-5 years old. They won't give you much rest.
If your wife/husband is sick, got injured, has special needs ,etc.
It's hard
game Dev makes me cringey except when I talk to other game devs
XD
Would be nice to be able to work a 30 hour week
yeah
That would be ideal
for me
at least
2 days to rest isnt enough
Would be nice to work a 1 hour week
Nah you would get restless
you might have a family reunion or birthdays on 1 day during the weekend. only leaving you 1 day to rest
it sucks
yup then 5 more days of day job
then parents need some help next weekend
or errands start piling up
i swear i havent gotten 8 hours sleep in a year
I think we all have periods in our lives where money is more the priority and once you are settled for X time period. Then it's more important to have more time to do what you need to do.
Like oh I need a guitar, a keyboard, a mic to make youtube vids, I need a house or whatever it is you need to do what you want
Grind now so you can have time later
exactly
hopefully retire before you need a cane
It's a good opportunity now for everyone to become a bit more entrepreneurs
Learning how to make youtube vids, build an channel, an audience, make a bit of money on the side. etc
while giving bac kto the community
win-win
for everyone
solo game dev is basically entrepreneurship
lol no argueing needed
yeah im scared to start getting into the audience building part
like already so much time is spent on design and dev, how to possibly fit in making community content
In my experience, it's best to just focus on producing content
and not interacting too much directly with the community
The more you talk, the more people find reasons to hate someone
But when you just produce content, it's just giving value to people
You don't give them opportunities to dislike you
And that's great.
Yes.
Been interacting online for 20 years.
People love that guy who never talks and produce 10 concept arts daily and never says a word
And they had the guy who produces 10 and has a mind of his own
It's just... sadly how people are.
And there are rare cases where the person is both productive and has the charisma to appeal to a large audience
But that's rare.
Must be nice lol
Cliffy B used to be loved
LawBreakers failed and all of a sudden everyone hates the guy
People are hypocrites.
It's the internet
Yup. everyones a hypocrite
me included
but i try to squash that shit when i realize it
Real story, when Epic was working on UT Pre-Alpha, many of us did our best to help and contribute.
The number 1 favorite contributor was Gooba.
A talented concept arttist who was producing crazy amount of concept arts all the time
for months. even years
But he posted 1 comment once...
And everyone was like... this guy is a fucking elitist douchebag
And everyone forgot about that comment
XD
But how important is that image in a career?
Have you ever seen videos from Grant Cardone? A salesman.
He realized that it was important ot have haters.
Yeah used to watch his stuff a lot
if you have haters, you are doing something right
And haters talk about you
It's free publicity
The most important thing in the world in business is that people know about you
People hate Trump. And it's freaking good for him
Yea thats true
The hardest thing in the world is increasing visibility.
Wonder how well haters translate to marketing games tho
You dont want everyone saying "Skilljutsu's an asshole dont buy his game" lol
Trust me. I don't mind.
I got sooo much stuff to do. I cannot afford to care.
lol
people will buy the game anyway
Do you guys remember when Quake Champions was announced? It was going to feature champs, abilities and stuff. And Quakers went mad! it's unnacceptable! it's not quake
And they are all playing QC now
Someone could argue that hate for Cliffy B killed LawBreakers.
Which you know is a reasonable argument
But it's really not what killed the game if you investigate the reasons why it failed
It wasnt cutee enough, the player progression wasnt good enough, etc
It could sell copies, but not retain players
@rotund totem
In the video games industry, there are several individuals that are doing quite well by branching a bit out of just making games
Marc Brunet (Cubebrush), Warrern Marshall, William Vaughan (more film industry), Jonas Ronnegard
As long as the game sells copies
Thats the end goal unless you rely on repeat transactions
Man ive never heard of Cliffy B
or look at BlenderGuru
Did he start in games?
Who?
BlenderGuru
i have no idea
I know he's probably doing so well for himself now
So many ways to make money on the internet tho
"Quakers went mad! it's unnacceptable! it's not quake
And they are all playing QC now"
hang on
QC has players now?
seemed to be quite the opposite :/
That's what some people didn't really understand yesterday during our discussions.
https://www.blenderguru.com/about
Blender Guru is the perfect example of someone who built something great for everyone interested in the subject and make it a profitable business.
But how many times did I hear that his skills were questionable, his videos werent so great, etc
He is a fraud, etc
bla bla bla
He has 700k+ subscribers on youtube.
did you just ignore me? 😦
lol, you are next
QC is still alive if that's what you ask
Is it dying? apparently the game hasnt been released yet
still early access
And this is kind of a new thing in games now
We'll see if the game can avoid suffering from player fatigue at this point
quakers have been playing this game for 2+ years
early access or not
They are probably bored
Hello everybody, I was wondering if I could get some advice on how to start a career in the gaming industry. I'm an event/environmental designer currently with advanced skills in 3d modeling and rendering with Rhino and Vray. I quit my job 2 months ago and started to learn Unreal Engine and I'm looking to transition into a junior role somewhere. Can someone tell me what are some good methods to start doing this? Do I need a portfolio of made games? Or can I make 1 really advanced game as my portfolio piece? Because I'm currently running with the advanced game.
Build your portfolio as an Artist. You dont need to create a game yourself to be noticed. Make amazing Art that highlights your skills and interests and then apply for positions as you go.
You also do not have to create entire scenes. You can make well thought props or scene corners.
Ah, ok great thanks guys. Would game developers even look at previous non-game work like the stuff at www.jwawong.com ? Or I should create a separate game portfolio?
Im not an Artist but it would probably better that you focus on game related art if thats what your hoping to get into in the future.
But any portfolio pieces are better than none.
If you have nothing but high poly archvis pieces and your trying to apply for a low poly fantasy style job position, you would fair better had you took the time to make a few geared towards that style.
generally game art is better because it shows that you paid attention to the special cases that exist in games... key of which is performance optimization @urban skiff
Heyo, I just got in here from GameDev - Anyone here point me to the right channel to find a Team as a 3D artist?
Build a strong portfolio first.
Might help you make friends.
Sucks. But it is what it is.
You'll always get different answers.
However, it's best to ask those who are directly in charge of recruiting those who need such portfolio.
In general, companies look for potential employees that already embrace and match their style
You won't show a hand painted portfolio to work on the Rainbow Six Siege Art Team, right?
Just like you won't show a League of Legends-inspired game design document if you intend to work at Id Software on DOOM Eternal or the one after.
How hard is it to join the games industry without a bachelors degree?
I might've screwed up my last year of college because for some stupid reason I decided to prioritize my own dev projects to college work
If let's say I have a solid portfolio, would that be able to balance out a missing degree?
@dire whale from what I've heard, portfolio is the most important bit
That's what I've heard and seen too
Places I have looked into have actively said on applications that they don't care how you learned, only how good your work is.
It's a bit scary thinking about it
Yeah it is lol
I'll do whatever it takes to get there anyway, but thanks for the insight
Sadly I have a degree in an unrelated field, only just relizing what I actually want to do, sighs
I still have the last resort of convincing the headmasters of the universities to accept me, but that takes a good interview and portfolio
Good luck to you, it's never too late to change your degree, I hope you'll get there one day ^^
Good luck to you too! I'm sure you'll figure it out :)
Oof family hurdles haha, always fun 😅
Unless they are required by law to hire people with degrees, for many jobs in the video games industry, what degrees you got won't matter
It's just nice to have
It's all portfolio + networking
But if you are a programmer, it's a big plus to have university - anywhere
All companies are a business and they often do their best to underpay you
When I first started in the industry, our company didn't even have level designers. We had a different title, because they were trying to underpay us by pretending Game Designer was a promotion.
Rather than being a different job
Urgh
careers in game dev can get pretty rough
At least it seems attention is starting to be pulled onto that though
It's not for everyone. And not everyone is accepted...
The same way we've seen students get teachers fired
Because they didnt like the teacher
Ive seen nice people lose jobs because their team didnt like them much
One of my teams got the lead fired or they basically forced him to leave the studio
Softly
He became a teacher and I have no idea where he is at now
But that's lame.
☹ oh no
If you do martial arts and do tournaments with your school
Or if you go in the army, etc. or play games competitively
You don't have to like your teammates
You team up and do the work
But people in game studios are really trying to find friends
wanna work with friends
And I dont think they get that,... not everyone can be your friend
Bizarre
Sometimes, you just need those loners or those guys that are socially awkward
That are really good at what they do
I'm not at all a social person, I just want to make something cool
But tbh I see that as a real handicap, all openings stress being social/team oriented
Well it depends
In general, you have 1 core team and everyone else that tend to be more expendable
You want to get into the core team
& that takes befriending/networking?
Well it depends also of the studio culture
Some studios do probably a better job at including everyone in the meetings
True I can imagine
When I first started to work in the industry, we had small teams of 10-25 people.
When it jumped to 50, only the core team had meeting and everyone else was just... there
Like they couldnt feel personally attached to the project
they were doing work for the core team
like numbers
I think some studios solved this by creating multiple sub-teams
Hub team, mission team, etc
open world team
whatever
So every little sub-team feels in charge and invested
@verbal escarp Are you looking for a job?
Or you work already in the industry?
ha! oky nvm, I found your post in intro
Well I'm not too far into getting a good portfolio together:) just thinking ahead.
I really struggle to niche down
Right now Animation is definitely my best skill
If I'm brutally honest with myself, I'm secretly a 3D animator who decided to get into everything else
Because I always felt there was no job in 3D animation X_x
Ahahahaha that sounds familiar
This is my recent piece, just working out knee pop
I can tell it's animated. 
🤣 I'm sure there is still room for both
Your animation reminds me of something
OH YEAH.
I know what.
Here is a video withe the best martian in mars attacks,the spy girl the song is martian spy girl,by danny elfamn
There it is. That's what it looks like.
Omg lmao
And thanks, :)
I just got told what to make:p they like giving wacky assignments
A lot of animation jobs ask for really broad skillsets though
I keep seeing jobs at major studios asking for animation/rigging/texturing/modelling
I have a question, How would someone that is aspiring to be a game designer go about getting attention in the industry? I have several game concepts in the works, most just in the general idea and one almost fully flushed out. what can I do?
think most people just lie on their resume
that is not very helpful @plucky hatch
hmm
@rain pebble
You can get a level design job or else and gain visibility within a company
@vernal kraken might be the fastest way, i like skilljutsu's long approach too
Game design positions are hard to get
I doubt lying on your resume will be the fastest way
unless you mean how to get out of the industry
it's the fastest way into the trash bin
yep
game designer might be the most difficult position to get for a wide variety of reasons
No real secret formula; have a portfolio, network
^
Id say make great games
Think about joining Game Jams as Game Designer and/or Game Design education (which will allow you to struct your stuff and learn more, plus get some pretty white piece of paper), either way should allow you to increase your portfolio
3d portfolio is tangible
A game designer portfolio... it is very abstract and it is difficult to confirm the value of a designer
?
I've seen plenty great GD portfolios online honestly
Either straight up GDD drafts
for GD you can make mods
want to show you can be a good game designer, why not a dota2 custom game or something of the sort
yeah
tbh in my exp. it even varies from studio to studio what a game designer does
You don't need to be a programmer to do simple prototypes, especially in UE4
pretty hard to pin down
its better than doing prototype games because you are building on top of something, and at least you have assets and an engine
I think Game Jams are the best bang for your buck
If you can find a team that allows you to just do the creative thinking part, and everyone else can do their jobs to create a game.
2-5 days, you have your game
Literally hundreds of jams going off every day
well, maybe every week
I personnally dont think game jams are good way to show off gd skills for games that can take years to make and need to sell millions of copies
the job of a junior game designer is going to do stuff like create sidequests or balance some spells, not much more than that
@kindred mason is that well received? joining a game jam with little skills but the ideas for a design?
Well, for jams, you design around the theme typically
That's part of the creative thinking part that people want to see
Since you will typically aren't going to be doing anything YOU want to do at a studio. You'll be doing what someone ELSE wants to do 😃
So you'll need to design around what they want.
Thing about mods though, you need to still be familiar with that game/modding tools
You don't have to really know anything about anything in a jam
that is what worries me
You're a spreadsheet/google docs person
in a jam you need to be able to use unity/unreal (mostly unity)
In a studio, it will be the same thing though
You aren't' going to necessarily know whatever engine they are using.
most game jams projects Ice seen were really bad
So they aren't exactly giving a poop about if you know how to use it
just what can we do in 3 days
You had bad team
Or you've seen bad teams
But trust me...plenty of nice projects have come in 2-7 days jams
(plenty of them also keep working on them post jam)
I am joining Victor's team, great positivity
😉
I've enjoyed making games in 2-3 days long time ago
takes 2 weeks to design a multiplayer map. what can you do in 5 days? 🤡
I wish game jams were a thing back then
@lilac walrus maybe you can elaborate on how you got your start on being a GD
@plucky hatch That's not true
You can easily make great MP maps in 2-3 days
Again, just look at any number of random UE4jams
Especially MegaJams though
You'll see some crazy things that people have been able to build within those time constraints
ive particicipated a few times, but ive allways (ALLWAYS) got bottlenecked from lack of artist/level designer
But anyway, the gist of it is, there are many ways to get into whatever field you want to get into in game development. Up to you how you do it. Some are easier than others.
But strictly speaking, Game Designers may indeed that the higher cost of entry.
The highest struggle showing off their skills
But it's not impossible.
due to how hard it is to demonstrate, and its a set of skills that is not very well defined
Aye
agree
In the end, it's also about raw time investment
You just gotta keep doing it over and over
i think there is extra emotions and egos involved with the game design position, because of a perception of authority
if i wanted to hire a designer
You only get professional if you get what, 10,000 hours of doing something? Something roughly like that 😄
Do you think it is easy to show that you can make something fun, challenging and can have mass appeal?
i wouldnt give the slightest fk about degree (game design degrees are worthless)
and i would look at mods, gamejams, or prototypes
just a GDD would matter nothing to me
i want to see products that work
The answer might really come down to what kind of designer they need
@honest cipher do you think good design skills are directly related to good programming or production skills?
Those are all skills that are valuable and difficult to show off
as that means he can (even if shoddily) implement his own stuff
Honestly. For me, if I were to hire a Designer (either GD or LD), I want to see documents
GDDs or LDDs
Because you save quite a bit of time in the long run
Before implementation
You can usually spot lots of issues before then
Game design is a fun thing for me, ive made many mods for games, written many questlines/stories. I even went to a school that taught animation and game design (more animation than design) but did really good in the design courses.
currently a WIP for my revamped porfolio with game design documentation and the like, but this is all I currently have in general. http://leer3dmodeling.blogspot.com/
Would be nice to have a more up to date idea of what you do
You also mentioned mods, pretty sure those can be important if they're significant 🤔
I made a mod for older games, Star Trek Armada 1-2 Command and Conquer 3 Tiberium wars, Heroes of might and magic 5. I currently am working on a design for a RPG, (Witcher 3 meets Dragon Age)
@kindred mason I'm out right now, and can probably answer later, but what would people like to know?
I look forward to continuing this conversation, but I need to step out now, life calls.
Thank you all for the conversation and information, I really appreciate it.
@lilac walrus Basically what steps you took to land your first job as a Game Designer. How did you (if you did) flesh out a portfolio? (since it's hard to "show off") and any other little tips/tricks for anyone trying to make a name for themselves as a Game Designer.
@rain pebble Your "blog/portfolio" is very lacking in the direction of what you're trying to do (be a GD)
Also... Interesting that you chose to do this clay thing: http://leer3dmodeling.blogspot.com/2014/
I love that
Heh, yeah, must be a basic thing all the schools do
I tried to combine as many animals as I could there
I like the silly eyes
For a game designer. I would want to make sure that the designer is well rounded.
Show some game analysis. Tell me what sold games and what killed others. Show me that you understand fun challenging gameplay. But also show me that you understand how to make a game that can appeal to a majority. Show me some understanding of gameplay, controls, game systems and mission structure.
Some understanding of game menus, ergonomy, UI... Show me you understand story telling for games, camera plans, wow moments, etc. Show me your familiarity with the games we make. Show me you are good enough at this type of game and understand how players think, how they play, what they want and are looking for. And show me that you have a certain understanding of game dev, programming, level design, 3d modeling, etc. Show me you can manage a team, a project and make them understand a vision.
I think I have much of that on actual paper for the GD doc I am working on ATM, but I was also told to not share too much and that I find hard to do if I am trying to get attention, kind of like being told to go left while going right.
Game design documents that are well balanced, I find, are really cool.
A mix of text and images well put together to be really straight forward
I hate when designers write a book and are unable to explain something efficiently in just a few lines and 1 image.
One giant brick of text... is that how you teach players how to play? 🤡
I don't like the classic game design documents
(For me) it's easier to make a prototype than try to imagine forward into the future how the players will interact with the game
So instead of the GDD in the classic sense we have a folder of documents that does the same thing
But the separate documents evolve separately
Biggest one being the actual design document, for visual and audio stuff
👉 📁
It's a conceptual folder 😄
😂 All good.
Not a real one since it's all digital
Yeah, either that or a Wiki I prefer.
A folder is just one specific engineering type of organizing documents
A folder is basically a large document concatenated from many
in my experience, everyone on the team doesnt care about reading a GDD.
Precisely. We try to write stuff that people read and don't write stuff nobody would read
Except the lead designer, the producer and the bosses
lol
So, documentation can be a bit of a huge waste of time
I'd rather have a designer focused on the game itself
Yup. I think a prototype that you can play documents the gameplay way better than any text that was made prior to any gameplay being implemented
Yeah
Okay, this is again not career chat, I'm gonna go to design chat
Nah it still is career chat
People have no idea what companies expect from designers
And many expect different types of designers
I have a stack of notebooks, binders, stray papers, sketches, sketch books and other random related papers next to me and other documents on my computer in many folders just for the one project I am working on. I have dissected and gutted several games that I did and still do play of the RPG ish style, I googles ones that did good and bad, why fans loved or hated them and talked to friends and co workers about the ones they liked and why. My game idea, is bigger than skyrim, but I am no fool to think that I could make a skyrim on my own, no no no no no. Bare bones prototype, that much I know should be the over all goal. Many people told me to start small, but I always felt doing small things get buried in the masses, needed something to stand out.
because you dont want to spend all that time on a game that you.feel wouldnt be worth your time
Id say you need to work on the biggest SMALLEST thing.
🤡
What is the most you can do with the least amount of efforts?
if the bigger than skyrim project is your goal try to find practical steps to get there, and execute the most important steps first. at some point you will need help and that help will cost money. estimate how much help and money and develop a plan to get it. a good back ground in the game industry could help you get that money. i cant imagine what it would take to get an established studio to trust you with a project that large. do not be deterred, some ideas are outright winners, and if your project is that, you just need to get the right people to believe in you.
My goal I think, is to just make the little prototype, but have the massive concept worked out the best I can and make a site etc for it and so on. The hope getting some attention, I also have an idea for an actual novel for it (not main story but for a character) that could help too. In my GDD class, we were asked to make 1 concept, I made 6 fully fleshed out, small, documents for different games of different types, did it in about 2-3 weeks. was so much fun ^_^
Update: i asked yal for advice long ago about pay per hour for freelancing, I ended up accepting 30$ per hour and got robbed by my client. Then I charged 50$ for a week of work for another client. I now charge 79$ an hour. Clients pay, I'm happy they are happy and life is great. Never sell yourself short. (also people here told me to charge more than 50, and i was stubborn and was like nah i can do 30 for first time, another thing, always charge up front or use something like upwork where things only get delivered once you are paid / or by milestones)
you have to be persistent though, on upwork i spent a couple of hours applying for the all the jobs they had for programmers, and i think 1 of them eventually replied back after like a month...
also in the #looking-for-work #looking-for-talent channels post your profile ocassionally and look at jobs available
@mystic hull
Interesting, I used to work on freelancer, but it has been oversaturated with very cheap bids from chinese devs
Would you say upwork is reliable as a freelance platform? I honestly want to quit my current job at some point
@patent mountain I'm glad to hear you got that sorted out!
I personally follow the "pay by milestones" model when working with artists with always something (substantial) upfront, I think it's a good balance between power to the artist and power to the client
Blue, so far i've gotten 2 bids on upwork(but 1 has been continuous work).. i think a good client knows the difference between low cost dev work and high quality stuff, i was doing some VR arch viz, i think that sorta client would know what they are looking for.... i wouldn't go and quit your day job on this though... im still planning on launching some games as my main gig, the freelance thing is a side gig
Hey guys,hope that this is the right room to ask this! ^_^
I want to add some Level Design stuff to my portfolio (I see a lot of positions but I only have 3d models for now)
what I want to know is -
- Is it OK to download asset-pack from some marketplace and use that to build a level for my portfolio? (with credit of course)
- In order to stand out more, should I also put extra effort on lights, effects and such? or there's just no need
- if there's any other stuff that I should add to my level designs I'll be happy to hear, how to present them and such...
I'm asking this because I have very limited time to work on my portfolio each day and if I'm going to work on it I want to know that I'm not just wasting my time...
thank for anyone who helps 😉
@plucky hatch Level Design != Environment Art
Many people confused by those 2.
LD is placing blocks and game logic to make gameplay and lead the player through game.
EA is making LD look pretty/atmospheric and focus the eyesight on a particular places.
Regarding the LD the only good place is - https://www.mapcore.org/
For the EA - does not matter actually. Just make a pretty looking level. Epic provided a LOT of free assets on MP for free, also on Learning tab. I've spent days just sorting them.
This article/tutorial is a best place to start with for ue4 Level Artist imo: https://www.worldofleveldesign.com/categories/ue4/ue4-how-i-created-the-corridor-environment-in-10-hours.php
Workflow overview of Unreal Engine 4 The Corridor environment and how it was created in 10 hours.
@patent mountain Well, thank you sire. I shall try my luck on upwork 😛
Does anyone know where I can get some ue4 character workout animations. I'm willing to pay for a few.
@frosty minnow Try Mixamo
Hey guys and girls. I have a question because I need help making a decision. How valued is a University degree within the industry?
I'm really struggling with the idea of staying at Uni. All I can think about is my business. And I'm finding I get unhappy when I'm not working on my project. I am also starting to feel like there isn't much left for University to teach me. The stuff I do on a daily far surpasses the stuff I do at Uni in terms of skill level.
Search this channel for degree. It gets discussed a couple of times per week.
My ex-boss (design director) told me that he rarely hire Game Designers that don't have university degree.
"Some" people value it, others don't.
Life.
Won't hurt you if you have one...
Thanks for the response guys. I will definately do some searching. For me I plan to work only for myself. Having worked for myself I don't think I could ever go back to working for someone else.
I agree with Skilljutsu#1073 totally @cunning sonnet
I'm speaking as someone.. who doesn't have a design degree..
I do have a business grad degree
I have a diploma and associates. I'm just struggling with it. Because I want to work for myself. I can't actually decide how much I value a bachelors degree
- Look around this server or other high traffic servers.. and the struggle of other people .. and you will find.. that people with degrees and without them.. are both struggling
- Then ask yourself in all honesty... what is life without some struggle?
here is a little meme for you.. (a life lesson and a movie suggestion disguised as a meme)
@cunning sonnet a degree shows that you can complete a task (a task like completing uni) even when it doesn't make sense or is un enjoyable. this is important because employers need you to show up and finish their tasks. Starting salary negotiations tend to get pegged to level of education too. As far as being an entrepreneur or learning things, you can try to do those while you are taking classes. I would only abandon education if you had a concrete opportunity waiting.
I have 3 degrees
- ACS, Game level Design from Campus Ubisoft
- ACS, 3D modeling for games Campus ADN (formerly known as Campus Ubisoft)
- ACS, Programmer Analyst /Internet solutions developer
And it doesn't make it easier to get jobs.
📝 take notes
You need a strong portfolio. And that takes a F lot of time to make.
And then you also need to stay current with tech.
That's more time to invest.
If you have acquired multiple skills during your career... guess what
The industry is fucked. We don't have time for those portfolios and tests for every job
Unemployed? Recruiters might ignore you and be trying to spam seniors at X studios instead that don't even want their jobs
But once you are in.
You are good.
@plucky hatch I think the best chances you have are doing an internship somewhere, and then staying in that company after the internship
Thats how I got in, and stayed in for almost 13 years now
The issue is when you leave ''for too long''.
Or get layed off, can't find jobs.
Or get fired for X obscure reasons.
Etc
Once you are in, it's all good.
I know a guy who got fired for no valid other than the producer just felt like it
And that guy... never found another job after in the industry
Wrong place, wrong time
more welfare > employer's won't be able to give out so much bs, disgruntled employees can just quit and try and go indie
I should point out that an ACS is not a degree, nor is it the equivalent of one
it is a secondary-level diploma
it would be held with the kind of regard that a UK BTEC or Foundation diploma would be
What is ACS?
Regarding diplomas, i wanna ask you guys something
I took mathematics (linear algebra, differential calculus etc) back in highschool
but tbh outside of the stuff I've been using in my work, I dont remember much 😂
How do interviewers measure that kind of thing?
ACS is an 'Attestation of College Studies'
Quebec, like the UK makes a distinction between 'College' and 'University'
@mystic hull - if you're going for a junior programming position they may well test it
Not junior no
So it doesnt get that much attention in the higher ranks?
I'm almost positive id fail anything outside from vector math & physics
it's assumed if you've held positions before that you're probably competent enough already and don't need to be tested
Aha, fair enough, thanks!
I don't remember most from my maths degree, it was very proof based and all built on itself
Yeah exactly
mind you some of the vector space stuff is pretty useful, I can go over that
Yeah same, I still remember some of the calculus really, just not nearly as much as I used to back then
been years 🤷
I just use resources to get the formulas, if I ever need to now
as far as I can tell, linear algebra stuff is pretty useful, plus you need some 3d calculus skills if you want to do some graphics stuff
but you don't need anything super advanced
since it's probably all built into the game engine already
@lilac walrus
You are so fucking WRONG
an ACS is not a degree
Yes it is.
it is NOT equivalent to a Bachelors or Masters
YES IT IS
Those Attestation of Collegial Studies are specifically designed for the market
The game design courses in university aren't better than the ACS
I know.
I talked to the creator of those courses
🍿
game design courses at university might not be better, but the ACS is not equivalent to a Bachelors
it's a vocational diploma
Those programs are intense 1.5 years programs
And I had countless discussions with the creators of those programs.
The fact is, ideally those programs should be 2 years long.
By law, they cannot
So 1.5 years is what they come up with
And those courses are equivalent to a 3 years DEC
there is no University equivalence
it is ''it''
An associate degree is an undergraduate degree awarded, primarily in the United States, after a course of post-secondary study lasting two or three years. It is a level of qualification between a high school diploma or GED and a bachelor's degree.
The first associate degrees...
Here we have high School -> CEGEP -> University
sounds like an AD
yeah, an American Associates is somewhat similar
in the UK Associates was replaced by Foundation
i don't know anything about @plucky hatch 's program, but i'd say that the word degree isn't necessarily limited to bachelor, master, diploma
It is a level of qualification between a high school diploma or GED and a bachelor's degree. Ambershee is victorious in this verbal battle.
it's a post-secondary / secondary diploma
The ACS I've done were designed by Ubisoft exployees.
It's very specific to the industry needs
The creator of the design program was Lous-Martin Guay
it doesn't matter, it's still not equivalent to a bachelors degree
even if it were the best quality qualification out there, and the course was far better than any alternative, it is what it is
so are BTECs
it's that or the job
a BTEC is still not a degree
University makes no sense in this conversation
It's you not understanding what those programs are
i thought you guys had already agreed that ACS != bachelor ?
ACS is industry specific
BCs>ACS
It's basically a 3 years DEC without the bullshits (English, French, Philosophy, maths, etc.)
And it's industry specific
many Bachelor programs are industry specific
phy arrives precisely when he means to
k understood I'll leave
If you remove maths and other bullshit, what is there remains that isn't self-explanatory ?
What you dont understand is those ACS could be thought in University.
Instead, they created the UBISOFT CAMPUS
I know what the "Ubisoft Campus" is
The Game Design program was thought in University, but was far less complete than our Game/Level Design ACS
Im sure you "know", I've studied there in 2005-2007 and 2013-2014
@finite mulch honestly ive learnt far more math on my own than on uni
Khan Academy has all the knowledge you need
So I don't think you "know" much
I guess it depends on your uni 🤷
in fact, i passed path subjects at school thanks to khan academy XD
@finite mulch well, the thing is that math, like programming, is very "personal"
it cant be taught in a clasroom scenario
this is why khan academy is such a massive improvement
and 3blue1brown
Guess it does depend indeed. I had to catch up on math quickly on the job. And yeah, khan did help.
3blue1brown has lots of visualization stuff
so it teaches things not in a pure math way, but in a much more visual way
makes it easier to understand
khan just has everything
and if you dont understand
watch video again
Memories of writing down notes on math lectures still haunt me.
And I guess it depends on the maths you're doing too
"gets distracted 5 minutes"
"wall full of random unintelligible math formulas"
"... shit"
@lilac walrus
The bottom line is those ACS for game dev are the most efficient way that game companies/governments found to get people from ZERO to JOB READY.
They are completely different
Your bachelor's degree means the perosn wasted 3 years prior in something possibly unrelated and got ''some'' courses in university
It's bullshit
I dunno man, it seems to me you spent 3 years of your life on these courses and don't have a job in those vocations either
pot, kettle, black
It's like claiming that someone who spend 3 years in Computer Science and 3 more years in Uni is more efficient than the guy who spent 1.5 years in a programmer analyst course and than worked for 4.5 more years.
Who is more job ready?
lol...
@mystic hull my problem with math at university was all the bullshit
though it was quite a heavy program
That means that you have mastered it @mystic hull
I know what I learned fduring my programmer analyst program and I know how super inefficient it would have been for me to spend 3 years for a DEC and 3 more in University
in my university, the first year math was near-impossible to pass. It acted as a barrier as students need to pay twice if they fail
Hah, good to know! @ashen lynx
so they merged 2 math subjects into one
I would have forgotten most of it
i'd say that the person who actively studied CS for 6 years will run circles around the self-taught person
generally
It's not self taught here
Sounds like the single year I spent at uni @honest cipher
Though where I live, we take that kinda math in highschool if we so choose
It's 1.5 years instead of 3 years with random shit and then 3 years working for real VS the person who comes out from Uni
@mystic hull in my case, it was bullshit at the highest degree
I practically did the entire math course of CS + a bit more in HS
the first year, i did the algebra part well
but failed calculus, by like 5% of the mark
The physics too, mechanical physics, electrical physics
it was a bit overwhelming at some point
the second year, i didnt go to class on algebra (i already knew the stuff), and passed the calculus exam
Companies can't wait for people to spend 3 years in college + 3+ in University.
They need programmers NOW
but because i didnt go to class, failed algebra with a 8-10 exam mark and failed both
like.. fucking NOW
NOw
There are 3000 progs for 9000 jobs
nOw?
lmao not at all mate
yes now
What they need is senior progammers
My experience was mostly as vblanco describes, just reinforced by a fact that I would never use math intended for a job and a time, when no interwebz existed.
fulltime salaries outside US still don't show that
a dramatic oversupply of very junior programmers who aren't quite where they need to be
From my experience, at least
universities dont teach programming well
they teach CS
not programming
and the first thing a junior has to learn
is to unlearn most of the theoretical bullshit and focus on what programs actually do
if you make a research on IQ and population and how many smart ENOUGH people even wants to get into programming... It's not looking good
Software Engineering courses != Computer Science courses, at least in the systems I'm familiar with
the former is programming heavy
@lilac walrus in mine, there is both software engineering and CS
There's honestly a huge logical gap in what you just said @plucky hatch
and they are 90% the same
just CS gets extra math, while software engineering gets extra Java
Programmers != game engineers of any sort
I've known a 14 year old doing javascript websites 🤷
lol, extra Java
not kidding
whelp, that'll get them where they need to be 👍
they have extra "
business software" classes, and thats 100% java
so more OOP bullshit and weird patterns, with a hint of webdev i think
Software Engineering in the UK usually starts with C++ from week one
and IQ does not correlate to how good someone is or can be at programming by any means
its a virtual measurment of a very specific kind of "smartness"
@lilac walrus top 3 spanish CS university. We start with C++ first year, and then do only java
and they'll be using C++ throughout the course (and exposed to other languages here and there)
which can and does increase the more you learn/practice
iquilezles.org <- the real IQ
can i buy more IQ via micro-transactions?
asking for a friend
my friend also inquiries.
What I said is that to beging with, you are all here in a game dev channel.
You guys are surrounded with people with decent IQs.
But in the real world, at large. If you do the research, you'll realize that there are ,millions of people that aren't smart enough to become programmer or get into game dev.
And then among the ones who are smart enough, not many are interested in working in this industry.
inquiries
M8, I'm surrounded by the dumbest people you can imagine, if I measure it on programming skills/IQ
Most people have no interest in programming

