#career-chat

1 messages ยท Page 68 of 1

lilac walrus
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laptops are not great for game programming though

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I'm not entirely sure why they'd require you to have one

leaden fulcrum
misty shadow
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something that can run notepad++?

lilac walrus
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if it's a decent programming course, a lot of time will be spent in Visual Studio

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if it's games orientated, you'll probably be expected to run certain tools / editors at some point too

leaden fulcrum
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Yeee my thaught thats why im asking here .

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I know my way around PCS but dont have a clue when it comes to laptops/notebooks

misty shadow
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contact the prof's/course admin and see what it's for?

leaden fulcrum
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Will do next week.

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Thanks for the reply tho.

misty shadow
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amber is spot on if you want a comfy/doable ue4 rig

lilac walrus
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aye, I would assume a desktop is sufficient - and that you'd have your tutorials inside a lab with all the software you need, and the lectures you wouldn't need a machine anyway

plucky hatch
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when i went to school for computer science they had us all buy the same laptop. i contacted the school to let them know the laptop they wanted me to buy would not run the programs my classes wanted me to buy. i got nowhere. granted this was 1994, you may have more success.

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Interesting saw a 'generalist' position near where I live for Epic. That's exactly what I am (apart from a musician). I'm probably not experienced enough but gave it a shot.

mystic hull
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More importantly, dont feel down if you dont get it

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It's really crucial to keep that spirit up, you'll get denied a lot at first if you dont have prior triple A experience ๐Ÿ˜›

plucky hatch
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I won't. I'm not even 100% I want to work for a big company but might as well try.

tidal moth
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entering into into a big company as a junior is definitely a young man's game

plucky hatch
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im not old

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though may look it

tidal moth
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I'm just saying

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no reflection on you

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I was more thinking of how well I would handle or not handle being a junior again

plucky hatch
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Also, the job is for Fortnite development. Ewww

tidal moth
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sure beats warehouse work any day of the week

flat gazelle
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And that right there, is the exact attitude that will keep you out of the industry

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"So why do you want to work for us?"
"I don't really, I'm just out of options."
"Thanks for coming, never call again."

tidal moth
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lmao "never call again"

mystic hull
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๐Ÿ˜„

tidal moth
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"don't talk to me or my son ever again"

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I'm sorry I shouldn't make light of it

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but yeah, @flat gazelle is right.

mystic hull
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Since we're talking now, I wanted to know how much value you guys think developing an MMO server (although no triple A stuff here) adds to my portfolio ๐Ÿค”

tidal moth
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what's your role

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exactly

mystic hull
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We're nearly into pre-alpha testing

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Well, it's a small team so my role is a little hard to define

tidal moth
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what are you most concerned with

mystic hull
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but mainly, I coded the entire server

tidal moth
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right

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I think that's pretty solid

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especially if you go into places that do live ops

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and dev ops

mystic hull
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Yeah we're getting there, not as easy as I had expected though ๐Ÿ˜…

honest cipher
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if its an "MMO" with more than a dozen players and persistent servers, its pretty much an instant auto-hire at anything related

mystic hull
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It's pretty much so, though we're not live yet sadly

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It's also a bit of a weird genre, TD/RTS kind of mashup

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It's also legit the first "professional" game job I have/had ๐Ÿคท

plucky hatch
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Um sorry did I say I don't really want to work in games? Maybe I just wouldn't actually shed my own blood to get in? Or am I not allowed to just be 'interested' in something and everybody is expected to be 'passionate' about everything even if their job is completely mundane?

flat gazelle
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Being passionate about the job is pretty much a requirement these days as it's a quite competetive field.

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Just kinda wanting it is'nt really enough.

mystic hull
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I'd have to agree, you'd get by in other industries just fine, but not this one sadly

plucky hatch
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At the end of the day being 'passionate' is a word I'd reserve for people close to me, not a job, no matter how interesting

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Have you seen what David Mitchell says about passion?

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It's a serious word and overused too much

mystic hull
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Are you referring to one of the Ted talks?

plucky hatch
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no david mitchell's soapbox he's a comedian

daring parrot
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doesn't matter if he's not the one hiring you though ๐Ÿคฃ

plucky hatch
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I agree with it and it's funny

flat gazelle
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Then I wish you the best of luck!

plucky hatch
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thank you

flat gazelle
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To offer an analogy before I leave. Consider professional athletes. For them it's a job that many people have as a hobby. Be that practicing or spectating. However, it's not the easiest thing in the world to become a professional athlete. People who kinda like playing football are very likely not going to do it as a profession.
Game development is similar even if it's not as extreme. (200k gamedevs in the US vs 5k professional athletes) Anyone can do it at home for kicks, but to get to where you have it as a profession does require drive or passion.

plucky hatch
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If you can recognize how a job at Epic would be a step towards achieving a goal you are passionate about, it may help you be more motivated or passionate about it. Until you recognize that, try out some fake enthusiasm or drive while you go through the motions.

mystic hull
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Fully against faking here, might as well just not try alltogether at that point

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It's a burden, and it only helps you hate your job further

surreal sapphire
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ehm if i know on 30% how epic games engine works , and i have around 70% understanding of its architecture( mostly 2.5 version, but i'm talking about the base) , how can i advertise myself ? my Skills , my knowledge, i guess for someone it would be needed ? HUh yeah, only way its your own PROMO project, but cmmon you do your projects in a team, and i dont have it =)) any suggestions ?

plucky hatch
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@mystic hull longterm i agree, but if you think you will be motivated at some point, i would try pretending until you get there

mystic hull
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Well, also the fact that people are usually educated enough to call through the bullshit ๐Ÿคท

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All it takes is to read your bodylanguage

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Imo it just really hurts your chances, no matter the reason

plucky hatch
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As much as I understand the analogy, there are some significant differences between sports and game dev.

You dont need necessarily to be the most skilled to work in games. Athletes dont have to build portfolios or keep up to date with technologies. Regular lay offs.

flat gazelle
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I give up on this channel

mystic hull
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Dont leave us ๐Ÿ˜ข (no sarcasm intended)

ashen lynx
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Glad, channel is hopeless but not all of its occupants are !

plucky hatch
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Internet hasnt changed much in 15 years.
Just more users. More of the same.

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๐Ÿคฃ

mystic hull
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Sadly true ๐Ÿค”

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Though, being one of those users for a decently long time, I'd argue people change ๐Ÿ˜…

plucky hatch
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We had those same discussions in 2005...

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and 1995

mystic hull
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I was born in 96 so I wouldnt know ๐Ÿคท

plucky hatch
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The design department us still as obscure and misunderstand as ever.

Art however changed quite a lot.

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Much harder now to compete for jobs

mystic hull
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It's much harder now to make good games

plucky hatch
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In 2004... wasnt that hard to be a 3d artist

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@mystic hull do you have link so i can look at your project?

mystic hull
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the ceiling is always getting higher, you best it or you lose it

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@plucky hatch Does linkedin work? ๐Ÿค”

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My current job is the only relevant game dev experience, so not that much

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just a few generic jobs prior

plucky hatch
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i meant the current one, it sounds interesting

mystic hull
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Oh, well, I can't show it yet sadly, they'll let me talk about it after we go into private-testing hopefully ๐Ÿ˜‚

plucky hatch
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fair

mystic hull
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It's a very weird project though, we're virutally non-existent. Not even a valid website yet ๐Ÿคท

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I think overall about 10 people know we even work on a game

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We figured it's best to show up with something that works, rather than some fake hype

plucky hatch
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not the way i would do it, but i can see the merits in that

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I'm leaving retirement. I guess you can't escape what you are. We'll see how that goes...

mystic hull
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Huh, you were retired? o.o

plucky hatch
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Not 90 years old retired

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retired from working in studios

mystic hull
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Ah, went indie?

plucky hatch
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Family

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working closer from home, something unrelated

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I'm not really into the whole building a personality cult thing but I see nothing wrong with showing off the game itself and premarketing

mystic hull
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Mhmm, makes sense

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Well, you gotta have something to premarkert right

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We're not particularly "known" either, so there's that

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Once we have a good looking/sounding pre-alpha, we'll start the marketing

plucky hatch
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maybe wait until you're sure you can finish the project before announcing it, otherwise might give yourself a bad rep right

mystic hull
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I'm confident we'll be finishing it, been tough though

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Not your typical benefits job, but it's one of those things that show the commitment you need to have to be able to get into this industry ๐Ÿคท

plucky hatch
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got to risk it if you want the biscuit

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who needs benefits

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The best way, I think, to gain visibility is just to produce content. And never say a word online...

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๐Ÿ˜

mystic hull
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Ha, I certainly hope so! ๐Ÿ˜„

plucky hatch
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best way to market a game is to build a fun game

mystic hull
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Yep, I've also decided to work on a few hyper-casual online games on the side

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to populate my non-existent portfolio ๐Ÿคท

plucky hatch
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Saying that I put my game on steam and it has done terribly, literally one player. So I think marketing is important. I'd say it's 3/10 game, but it works and isn't super laggy or buggy. I wanted to reach about 50 people, that would be a game made at a loss, but enough to motivate me next time.

mystic hull
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Making games is hard man, I wouldn't even bother putting games on steam untill I have players prior

plucky hatch
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Well then you need to market, I didn't market

mystic hull
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There's itch.io if you're full indie

plucky hatch
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Actually, I don't know the first thing about it. Not sure whether I should market a bit for a mediocre game that has already been out 2 weeks.

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Yeah itch, doesn't make money though

mystic hull
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Steam is rather oversaturated, your game needs to be special to success there

plucky hatch
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Devs have a limited approach to game business usually

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you have a link satan?

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Of course however I just wanted a few dozen, even just for player feedback

mystic hull
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you have a link satan?

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Did you just call him satan ๐Ÿ˜‚

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I think making games for money is the wrong way to approach it

plucky hatch
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Sure it is important to market a game
But that depends on other things.
Do you think Valve has to work hard to market their games?

mystic hull
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I'd be happy if my planned hyper-casuals made even 50$

plucky hatch
mystic hull
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It's more of a build to be recognized kind of thing at first

plucky hatch
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I'm still a beginner. At first I had no interest in money but ultimately I would like to be able to make enough from games to support myself, that's all

mystic hull
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Then discipline, it's a tough cookie to crack really

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That's where passion comes in

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if you're passionate enough, you wont really care about the money until it starts flowing

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Gotta build and build until you get there eventually

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Passion & discipline

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its soooo easy to give up

plucky hatch
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well put it this way even if I made 1000 GBP from this game after deductions that's like < 10% of minimum wage. It's not about money it's just about reaching a few dozen people

mystic hull
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You wont reach on steam unless your game is that good

plucky hatch
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yeah but more than 1 player

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XD

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or am I just that bad. Maybe I am

mystic hull
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It's not that your bad

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it's more so that your competition is way better

plucky hatch
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I don't care about 'striking it rich' just don't want to feel I am wasting my time

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entrepreneurs do not get an hourly rate, so it is dangerous to think in terms of minimum wage, unless you are punching a clock for a check

mystic hull
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Yeah tbh, I would suggest you change your approach completely

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you're not wasting your time if you're learning

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and it's a process as anything else in life, it takes time and you get better at it the more time you give it

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you should probably watch some of the GDC talks about indies

plucky hatch
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yes that is how I thought for 2 years. I had no interest in money because I was such a beginner I was under no illusions anyone would buy stuff from me. After a couple years I just wanted to do something more ambitious

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It's still quite mediocre of course

mystic hull
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If it helps, I've been trying to become a game dev since I was like 15 or something ๐Ÿ˜„

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I've only recently even come close to it

plucky hatch
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And my PC limits me, it's a massive headache doing artistic stuff because it slows my computer slow

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so much*

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you are doing better than I blue, and i had a 20 year head start

mystic hull
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My gaming/work rig broke a couple years ago, I hit a financial block

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this is what im making my MMO on

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@plucky hatch That's really good to know aha! ๐Ÿ˜„

plucky hatch
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I painted my neighbors house and bought an electric guitar and a great gaming rig. probably turned over $100 an hour on that job.

mystic hull
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Wow that's worse than mine ๐Ÿ˜…

plucky hatch
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It's 10 years old

mystic hull
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I painted my neighbors house and bought an electric guitar and a great gaming rig. probably turned over $100 an hour on that job. this though

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You gotta work your ass off for it

plucky hatch
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apparently you can pay for PCs in installments so that's not too much an issue I am just lazy

mystic hull
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You just solved it, there we go

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progress ๐Ÿ˜„

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For real though, making games is one of the best things ever

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If you really want to get there, dont give up ๐Ÿคท

plucky hatch
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well of course if I was rich or we had a more socialist system (sorry gotta go there) I would have more free time to do this shit. Same goes with everyone. If there was a benefits system I'd probably use it, maybe work 10 hours a week for some random guy and work on games. But that's not our reality

mystic hull
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I won't go there, but I'll tell you this, I currently live in Egypt

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officially a 3rd world country

plucky hatch
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that is why i provided the house painting story. i work on average 40 hours a month.

mystic hull
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I hit a financial block so hard I ahd to drop out of university & whore myself out on freelancing websites for about a year or two

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Guaranteed everyone else in this channel can share a similiar story

plucky hatch
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What kind of freelance work

mystic hull
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Anything that ends with dev

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anything I could do generally

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At some point I ran ads on facebook for people

plucky hatch
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I'd be ok doing that, just not more than 50 hours

mystic hull
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and replied to inbox messages lol

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You can't give life some constraints and ask her to go by them really

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you just do with what you're given

plucky hatch
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Maybe I'd turn down the ad jobs if I had a choice

mystic hull
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if I had a choice

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You always have a choice though, it's just one you dont want to take ๐Ÿคท

plucky hatch
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Well anything web related is miles better than my current job which is far to travel to and is damaging my back, also boring and extreme low pay

mystic hull
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I know for a fact 2 years from now I'll be comfortable again, but right now I gotta work my ass off

plucky hatch
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Well I'm already working in a job I didn't want to take so

mystic hull
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I'd argue you can find better tbh

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jobs aren't exactly hard to find, just good ones are

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regardless, you can still work towards your goal on the side

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it may take a year, or a few

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but does that really matter if you're guaranteed to get there?

plucky hatch
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I admire your optimism

mystic hull
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Thank you, I can assure you you could be even more optimistic ๐Ÿ˜„

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I'm living proof ๐Ÿคท

plucky hatch
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you know I hardly ever play video games. I used to play a lot of WoW and might go back to it. The only game I played lately is 'The Room'

mystic hull
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That's unusual for game devs ๐Ÿค”

fickle hatch
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Is it? I don't really play videogames anymore, sometimes I play some niche stuff

plucky hatch
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idk I kind of feel you need someone on your team with an imagination, maybe that comes from books, travelling etc

fickle hatch
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I feel like hobbies shouldn't be same as your job for the sake of own sanity

plucky hatch
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But you need the art and the story to come from something

mystic hull
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Sure, but there are many other higher paying industries one could work at

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I'd assumed people worked in games because they loved games ๐Ÿคท

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@plucky hatch Books are a great way to grow the mind

fickle hatch
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Loving to make games isn't the same as loving to play games!

mystic hull
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Valid argument, though how would you know the game industry exists if you dont play games? .-.

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@plucky hatch you dont really need art or story to make a game

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it highly depends on the kind of game you're making

plucky hatch
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I am addicted to WoW because I got addicted to it when I was younger and have a ton of memories of it. I wouldn't commit myself to a game other than that with any intensity especially as I'm older. Maybe this is best in #lounge

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also I much prefer more fantasy stuff to more realistic but the current trend seems to be towards realism

mystic hull
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I shall be moving to the lounge then

jovial hollow
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๐Ÿค” if you're a beginner who best identifies as a generalist, eww shouldn't be in your vocabulary when talking about things you might get paid to work on.

plucky hatch
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because I can't have private opinions about stuff? I understand professionalism

jovial hollow
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As soon as you state it here, it becomes a public opinion.

plucky hatch
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yeah maybe I'm being spied on who knows

mystic hull
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Well some of the people here do work for epic

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and the game dev community in general isn't as big as other industries I believe

fickle hatch
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It's at least as big as an orange

mystic hull
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Word travels in these mediums ๐Ÿ˜„

jovial hollow
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My point is also that just because the work is in the entertainment industry doesn't mean the work has to entertain you

plucky hatch
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yeah @mystic hull you probably have a point, I see this as a more casual space, however I did just put a job post up, could probably change my name to something better here too

mystic hull
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Also worth adding that your attitude hugely impacts your interviews

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Even if it's just text based, you'd be surprised how much educated interviewers can tell about you

plucky hatch
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Everyone is entitled to think what they want in private, there's no thought police. However you have a point that this discord is semi professional so I could do with acting more professionally

mystic hull
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Not that I want to change your opinion, but it does help if you change your own opinions to align with what you want to do in life

plucky hatch
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I forget, it's a fairly casual medium

mystic hull
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Or well, what I mean to say is that your opinions are what you want to do/be in life

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If that makes sense ๐Ÿค”

plucky hatch
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there is your private self and your public self

mystic hull
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Same person, you'd just be lying to yourself and to others if they were different

plucky hatch
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?

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Of course they are different

jovial hollow
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I don't see how you could hate what you do at work with a passion and stay doing it.

mystic hull
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^

plucky hatch
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Well I've made it clear I enjoy making games

jovial hollow
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If there's a point where the difference cannot be reconciled, there isn't a divide; you're the same person.

mystic hull
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you can't believe in two different things privately vs publicly

plucky hatch
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If I didn't enjoy it would I spend 6 months on an indie game at a loss

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It's not about belief it's about roleplay

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In your public life you are expected to roleplay things that you might not identify with privately

mystic hull
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That goes back to what I said earlier though, if you so much as try faking anything in an interview

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you're legit screwed

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Tbh I'm all against that kind of lifestyle

jovial hollow
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Its not about fooling others. Its about sustainability.

mystic hull
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to each their own though ๐Ÿคท

jovial hollow
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If you're good enough at "roleplay" you could convince others that you don't hate everything about your job. But you'll still hate it and if you reinforce that hate you're setting yourself up to suffer.

plucky hatch
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It's about professionalism. If you are a manager of a company you need to be fairly tough/. You might not be the most dominant person or identify as such privately but you need to do so as part of your job. Good employees will understand that and respect it. Sorry to bring things like this up but you are pushing the issue

jovial hollow
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Nah I can drop it.

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Bye ๐Ÿ‘‹

mystic hull
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I would highly disagree with that, but again, to each their own ๐Ÿคท

fickle hatch
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"Roleplaying" can be a useful skill

mystic hull
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It's just all a burden imo

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If you're already doing a job you dont like, pretending to like it makes you hate it even more

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Better off finding something you're actually fine doing

plucky hatch
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The point is everyone knows the person you are at work is not necessarily who you are as a person, of course the person going out drinking on a Friday is not the person in a suit sitting at a desk, any civilised person can switch between 'professional' and 'not professional'

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Or is what you do outside of work under scrutiny or something

mystic hull
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That's professionalism, doesn't mean your opinions have changed between work and home though

plucky hatch
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well I don't like my job, nobody seems to care

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I mean my employers dont

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not you lot

mystic hull
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Speaking purely out of experience/personal bias here

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but I do think the games industry is very different

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Anyhow, I shall be heading out for a while

plucky hatch
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If you want a job in the circus, you have to put on a clown suit. Everyone has to sacrifice a little bit when they go off to work. Is all about being a happy clown or a sad clown.

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Of course and I'm not arguing that. just that you wouldn't expect the guy to go home in his suit and sleep in it would you? Which is what people are trying to suggest.

mystic hull
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On the contrary, I suggested you dont go to work wearing a suit, but rather jeans & a shirt

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we're no longer in the industrial age, you work with people you meet daily for very long periods of time

plucky hatch
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well I like suits because they hide my bad fashion sense

mystic hull
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if you can't get along, you cant' collaborate

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And collaboration is a pillar of game dev, or rather any job in the tech industry

plucky hatch
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@mystic hull that sometimes doesn't matter tho, some companies contract people out for only specific parts of a game and as such the company does all the writing / pre-production but pays people externally to do the rest.

mystic hull
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How does that go against collaboration?

inner anchor
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I don't see how contracting stuff out somehow means that collaboration doesn't matter anymore?

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yea

plucky hatch
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Because the collaboration is broken down as the workers don't speak with each other but only to the company itself which assigns them work. It's less collaboration and makes communication 1-1 somewhat with the handler.

inner anchor
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are you trying to claim that when contractors work on a project, all project / work coordination goes through a single person and the contractors don't actually work as a part of a team? that seems like a pretty daft way of running things...

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any technical project that has multiple people working on in requires coordination and communication, or you'll end up with a bunch of people writing code that works in isolation but is a shitshow once things need to be integrated at any level.

safe cove
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So, to bring some fresh air in here, just a quick dumb question from a noob, sorry guys D:

Royalty-based payment at the core means one's getting paid based on the revenue made from the final product - is that correct? (my interpretation)

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While having had a partial time in the music industry, I'm not sure if royalties work like this in gamedev as well

inner anchor
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depends on the contract. they can call it pretty much anything, and the small print might say "% of net profits that occur on nights with a blue moon"

safe cove
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I know that topic can be pretty vague

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Haha OK, thanks @inner anchor :)

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So pretty much the same at least

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  • thinks about last seen blue moon *
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Welp, I guess that answer was deleted

plucky hatch
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sorry typed that in the wrong place

safe cove
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It seemed quite fitting anyway haha

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Like what could have been an answer at least

inner anchor
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but yea, royalties can mean a lot of things - net, gross, per sale, net up to a cap, gross up to a cap, minimum payment with a % above it, etc etc etc

safe cove
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OK, so even more important to look out who you're working with I guess

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I mean is there something like a minimum paid standard for example? Sorry if I'm really coming across noobish here

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Because if one work's for another but that person never ships the final product - the other one still did work for it right?

inner anchor
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even better, hire a lawyer to look at it. if it's not enough money to be worth hiring a lawyer to look at a contract, then it's probably gonna default to pro-bono anyways

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depends on the contract

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if the contract says "You will pay me $X + a % of profits" then you will still get $X if they never ship.

safe cove
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Interesting

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Yeah makes sense

inner anchor
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if it doesn't you're screwed

safe cove
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.-.

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Fair enough, my responsibility to look out for it

inner anchor
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also, I'm not a lawyer, but don't expect to make any money on royalties when starting out unless it's for an entity with a strong history of actually shipping stuff. And even then be careful, because they can and will weasel out of paying for stuff

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"Oh, there weren't any profits after paying my $500,000 salary from the LLC"

plucky hatch
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royalty can be generalized to mean 99% of the time you will be pro-bono or grossly underpaid. if you get lucky 1% you will be grossly overpaid.

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its better to have a set rate and accept a deferred payment if the project generates revenue.

inner anchor
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^

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treat royalties like a bonus, not as the core compensation

safe cove
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Ok ok, that's a good message!

inner anchor
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the only other time that royalties really make sense is for really small projects where you have joint ownership of the project, but it's usually not worded as royalties in that case.

safe cove
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Like being a set member of the team from then on?

inner anchor
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like being one of the people starting a company

safe cove
#

Yeah gotchu

plucky hatch
#

royalties and dividends are death sentences for any new or growing company

inner anchor
#

but yea, generally if you're starting a company, profits will be re-invested to make the company sustainable, not go towards making the owners rich

plucky hatch
#

if the owner is promising either, do not expect them to survive without outside funding

inner anchor
#

yup

safe cove
#

Any bad experience one of you guys made in that regard?

inner anchor
#

which brings us back around to "royalties are not compensation"

safe cove
#

(Or experiences)

#

Yeah, one could easily guess so when first browsing the LFT/LFW channels

#

Or checking classifieds online

inner anchor
#

that's mostly "idea" people trying to get free work

plucky hatch
#

i had a guy ask for 15% royalties once, for doing less than 1% of the project and taking on 0% of the risk. lucky for me maths is strong, that could have been a bad experience

inner anchor
#

which is another thing entirely

safe cove
#

Ouch, hurts to read

#

Yeah, I got some of those vibes when browsing #looking-for-talent @inner anchor, hence my whole curiosity :D

plucky hatch
#

i think i remember a story about the NBA where these guys had an old contract that basically gave them a large % of the TV profits for decades.

safe cove
#

Read on /r/gamedev earlier that one dev agreed upon 250$ in rev but with a 10 grand limit for an artist, the artist seems to have reached that 10K limit after 6 months..

plucky hatch
#

sounds like a success story

safe cove
#

Apparently not for the dev though..

#

At least his reaction didn't seem to have stem from excitement

inner anchor
#

what, the person paying or the person being paid?

safe cove
#

Arguing it could have only been 250 bucks :D

#

Person paying (programmer/general developer)

plucky hatch
#

he hit his max expectation in less than a year

safe cove
#

I certainly wouldn't be mad I think

inner anchor
#

that's kinda weird. "My game was successful enough that I maxed out the payouts for all my royalty based contracts in the first 6 months, everything else is pure profit for me!" sobs

safe cove
#

:-D

inner anchor
#

unless he just signed a stupid contract that said something like "artist gets paid first up to $10,000 "

plucky hatch
#

any artist could have signed the contract, not every dev could piece together a successful project while taking on all the risk.

safe cove
#

Oh NVM, is he talking about ONE MODEL HERE?!?

plucky hatch
#

yeah

inner anchor
#

so he signed a stupid deal

#

but well

#

you can sign a stupid deal without rev share as well

plucky hatch
#

still, cry over 10k one time when you just hit six figure gross in 6 months

safe cove
#

Yeah right

mystic hull
#

I wouldnt even care lol

safe cove
#

Agree on that Lucien

inner anchor
#

rev share isn't at fault here, he wanted work for no money up front, and he signed it with the expectation of making no money

safe cove
#

Exactly

#

Even stated he didn't expected to make one dime

inner anchor
#

artist got what he deserved - he took a giant risk that the work would be worth nothing

#

and it paid off

mystic hull
#

That artist must feel lucky tho ๐Ÿ˜‚

safe cove
#

Guy must have been happy ^^

mystic hull
#

Hell I hope the risks im taking are that profitable ๐Ÿค”

inner anchor
#

I hope I win the lottery.

mystic hull
#

I won life ๐Ÿคท

inner anchor
#

would probably help if I had lottery tickets though

#

but eh, they're expensive

#

anyone want to do rev share on lottery tickets?

#

you gotta front the money, I'll scratch them

plucky hatch
#

@mystic hull if you did what you said you did yesterday, you should have no trouble reproducing that for $$ any time you want.

mystic hull
#

Yeah I have done it, but as far as any potential employer is considered it doesn't exist yet ๐Ÿ˜›

#

Also since we're talking about that

#

I've been actually pushing the issue lately, working more than I should (or am being paid for at least) etc

#

just so I can get that thing slapped onto my portfolio

inner anchor
#

like, working harder than you're being paid to because you want the project to be a success?

safe cove
#

Well, no matter the amount, I'm just gonna be proud when I made my first dollar

mystic hull
#

Yeah more or less @inner anchor

safe cove
#

Most people that win the lottery can't handle the amount anyway :P

plucky hatch
#

i would spend it on game devs

#

and coffee

inner anchor
#

do you have that much influence on the success of the project? Like if you worked 100x faster, would the project be guaranteed to succeed?

#

out of curiousity

mystic hull
#

Guaranteed is far fetched

safe cove
#

Paid or Royalty? @plucky hatch ;)

mystic hull
#

but yes, I would say (not out of ego hopefully) that I'm one of the main pillars the project is built upon

inner anchor
#

what I'm getting at is: will working yourself to the bone actually do anything positive if the success of the project depends on factors outside your control

plucky hatch
#

you are responsible for all the coding and networking correct?

mystic hull
#

Yeah, and anything on the client side that's related to networking as well

#

I create the tools/code, the dudes build the game

#

thats more or less the current process

plucky hatch
#

and they pay? that is winning

mystic hull
#

They pay what they can ๐Ÿ˜›

#

Like I said, not your typical benefits job, I still have to freelance on the side

#

but to me the benefit of being able to do something of this scale as my first job in the games industry

#

is rather huge

inner anchor
#

good luck man

mystic hull
#

Given we make it through, at least ๐Ÿ˜…

#

Thank you sire

#

Would you have taken the risk? ๐Ÿค”

inner anchor
#

hah I'm still working in web dev and fucking around with game engines on the side.

plucky hatch
#

if you are comfortable taking on risk, then take risk

inner anchor
#

any advice I give is generic to tech / work for hire, rather than the game industry specifically

mystic hull
#

Not looking for advice specifically, but rather different POVs

#

I just get self-suspicious sometimes, if that makes sense ๐Ÿ˜…

#

You know, it's been a good year since we started on this

#

Not much that I can show off yet, been a bit slow

inner anchor
#

It's hard to say from the outside whether a risk is worth it - I'm not living in your shoes, I have different responsibilities, a different background, different stage of career etc

#

and its really easy to say that a risk wasn't worth it if it doesn't pan out - hindsight is always 20/20

#

the only thing you can do is make the best decision you can with the information you currently have available

#

and be aware of the tradeoffs you're making

plucky hatch
#

remember, it is risk versus reward, so make sure the rewards are proportional to the risks, or skewed in your favor.

inner anchor
#

and also plan for the case where things don't pan out

#

don't just hope that it will succeed

mystic hull
#

Yeah that makes pefect sense, thank you ๐Ÿ‘Œ

plucky hatch
#

out of curiosity, do you believe in the game they are building or are you uncertain of their design?

safe cove
#

Anything else to look out for then taking that first job?

mystic hull
#

I'm certain we could make it work one way or another

#

It's not specifically the type of game I would make/want to make

#

more of a financial choice than anything, we took the route that's had more chances to work out

safe cove
#

Oh and opinion on free work "for that exposure"?

plucky hatch
#

if you have free time then do free work

inner anchor
#

eh, "exposure" tends to be minimal

mystic hull
#

I think what really got me confident in this is their confidence/persistence, not everyday you meet people willing to take the same risk eh ๐Ÿ˜„

inner anchor
#

if you have time to do free work, why do the free work for someone other than yourself?
You have a better idea of what pushes the boundaries of your abilities than other people do

#

most "exposure" never pans out, and even in cases where it does, you're rewarding someone for undervaluing your work and taking advantage of your situation

plucky hatch
#

free work is the old way of networking. it is very effective.

inner anchor
#

but eh

plucky hatch
#

that is if you have the free time. if you have your own work then go with that

safe cove
#

What would be the definition of new way of networking? Being social in general?

mystic hull
#

You guys mind if I add you btw? Given networking and all ๐Ÿคท

#

(will do free work for bread)

safe cove
#

Free time still goes heavily into my learn processes at the moment

inner anchor
#

i mean, sure it's networking, but it's also time that you aren't spending doing other kinds of networking like finding an industry mentor and figuring out how to get people to pay for your stuff

plucky hatch
#

i think the new way involves alot of #'s and @ ing

safe cove
#

@mystic hull I don't mind as well

#

Learning more and more C++ at the moment and focusing on that, not sure how I'm gonna dabble with the networking stuff in the future

mystic hull
#

Oh it's easy, fail a lot and bang your head against the wall ๐Ÿ‘Œ

#

at one point it just works

#

๐Ÿ˜…

safe cove
#

So far had a BP project running through the Steam subsystem, that worked quite good

mystic hull
#

Also a bit offtopic, but I really like this channel o_o

safe cove
#

First time here and got a really warm welcome :]

mystic hull
#

Not unusual as long as you ask the right questions ๐Ÿ˜„

safe cove
#

It was kinda noobish so I appreciate it even more :D

mystic hull
#

Nobody born a pro ๐Ÿคท

#

I consider myself quite a noob myself tbh ๐Ÿ˜‚

safe cove
#

Yeah, I consider it a good thing most of the time as well

#

I just love diving into stuff on a free day

#

Things that naturally keep me awake at night, out of curiosity

serene apex
#

I can make money by making smaller games and publishing his into indie sites like itch.io or Gamejolt?

late axle
#

Hey, if someone wanted to work at Epic Games do they have to have a masters degree in computer coding orrr..?

west sonnet
#

They have a portfolio

shell night
#

It's mostly going to be based on what specific role you apply for. Every job has different needs/requirements. Like if you were going for a marketing role at Epic, you prob won't need a Comp.Sci degree, but if you're looking to be a Network of Graphics Engineer, ya, the core programming skillset is going to be needed.

plucky hatch
#

@safe cove actually, random questions, when doing interviews

hazy zealot
#

@late axle here's some qualifications from an epic games job listing

โ€ข Excellent optimization and debugging skills
โ€ข Well versed in software engineering principles
โ€ข Strong C++ & math skills
โ€ข Familiarity with Java or C# an advantage
โ€ข Excellent communication and interpersonal skills
โ€ข Experience working on a live service game
โ€ข Keen interest in games and knowledge of what makes games fun```
plucky hatch
#

@late axle I looked at their website, they are taking applications for many positions. Having a Master's would probably give you a leg up on some of the better positions.

late axle
#

Ok

safe cove
#

@plucky hatch What's that?

normal sparrow
#

He probably meant to ping Bub.

high turtle
#

Hello to everyone ...
First of all i would like to tell you about my interest in Unity .. I'm sound engineer in the field of post production and music industry....

I want to find opportunities of working in the field of game industry as sound engineer and designer..

I already checked many vacancies in the big companies. They mentioning some requipments as knowledge of cripting/coding (C++, C#) . Coding is for game engines such as Unity, Unreal, Fmod, Wwise..

We need knowledge of coding to add and operate all designed sound in game engines.. For instance i produce all background music, sound effects and any noises in advanced music production softwares (Cubase, Protools) then placing those sounds in game engine.

#

Could someone give me advice of a starting way for a beginner? (any online tutorial )

#

Thanks in advance

tidal moth
#

well this is an unreal discord channel, not a unity discord channel ๐Ÿ˜‰

high turtle
#

@tidal moth Thanks for reply . I really have no clue which engine i shall learn . If i were good at Unitiy, could i use Unreal with experience of unity ?

lilac walrus
#

can you drive a car having ridden a bike?

#

(no, the two are not alike and require some different skills)

#

you will need to spend time in Unreal to get to grips with how Unreal handles audio by default, and the same is true of Unity

high turtle
#

@pine jungle Well then is it better to start with Unreal Engine ?

lilac walrus
#

that I can't answer

#

lots of different companies use different engiens

#

in some cases their tools are totally proprietary anyway so it doesn't even matter which you use

high turtle
#

As i understood from your words , if i were good at Unreal , i could handle with Unity

lilac walrus
#

you would still need to learn how Unity does things

tidal moth
#

the functions beneath the hood are roughly the same, but the form is different

#

and the workflows necessary for both are much different

high turtle
#

@lilac walrus I need to learn only for audio and sound that's why i need to learn audio script if i'm not wrong

tidal moth
#

you'll need to do more programming for unity, and more node based graph scripting for unreal

#

for instance

lilac walrus
#

"audio script" isn't a specific thing

#

both engines have totally different approaches to implementing audio in gameplay etc

#

but the core tools are often similar

high turtle
#

i'm not in graphic .

tidal moth
#

nobody is talking about graphics

#

we're talking about how you implement audio in the engines

#

for one engine you do it one way, for the other you do it in a different way

high turtle
#

i wish that i could have a clue from where to start..

tidal moth
#

in the end, the result is the same, but to get there requires learning different things

#

if you already know programming

#

it's easy to do whatever

#

if you don't know programming

high turtle
#

@tidal moth I know whay you meaning ... It is same for advanced music production softwares.

tidal moth
#

well that's going to be harder then

high turtle
#

i don't know programming

tidal moth
#

unreal has a node based scripting language

#

which may be easier to understand than pure programming

#

especially for a non programmer

high turtle
#

I already checked vacancies in the company . They asking for C # , Unreal , Unity for sound engineering and designing

tidal moth
#

C# is for unity

#

c++/blueprint for unreal

high turtle
#

Experience in scripting/coding (C++, C#, Java,โ€ฆ) ....Basic skills in Game Engine Editors (Unity, Unreal...)....Good skills in Audio Engine Editors (Wwise (is preferred), FMOD...)

they want everything ๐Ÿ™‚

tidal moth
#

Wwise I think is getting to be industry standard

#

so as an engineer you're probably looking to bridge the gap between Wwise functionality and whatever engine they're using

high turtle
#

yes game industry

tidal moth
#

so if you can get to a point where you can create Wwise audio objects in any engine, you're well on your way

high turtle
#

Should i know C # for Wwise too?

tidal moth
#

I don't know Wwise that well

#

so I would figure out what you need to implement it from a Wwise perspective, and then figure out the pipeline from Wwise into the engine editor

#

and I don't know where you are looking for work either, but if it's internationally, you need to ensure your english skills are good enough to communicate

#

right now it seems you are misunderstanding some of the concepts I am mentioning

high turtle
#

First of all i tried to figure out what game industry wanting from a sound engineer.

#

and it goes with softwares such as wwise , unreal , unity and also c# , c ++ skills

drowsy dirge
#

Looks more like a broad list than an exact one. But in your case if it's international work your looking for I'd focus more on English skills and getting examples made in an engine such as unity or unreal. Building yourself a portfolio. Sorry if I missed an important part of the conversation.

fiery bay
#

Howdy - there is a game instructor job. Would this be the write channel to post?

west sonnet
karmic kayak
fiery bay
#

Thx. Iโ€™ll hash that

sour cosmos
#

stuart .. i suggest you compare the definitions of write and right ๐Ÿ˜‰

sour cosmos
#

I can't move anything in my scene .. no idea what is causing this. I can select any objects but can't do anything ... help !!!!

#

I have been using Mesh Tool from Mary Nate, i uninstalled it to see if it was related but still not working

karmic kayak
#

wrong channel

cursive geyser
#

hi friends
To make a long question short, I'm looking for advice on what to put in my portfolio (Game Designer/Level Designer) when all of my projects have not yet made (or in some cases will never make) it past the prototype stage. Is it ok to have a lot of unfinished work if I explain my design sense / knowledge properly and what I learned from my experiences? How do I create an insightful view of my skillset with only work in progresses?

lilac walrus
#

I'd work on getting something past the prototype phase

#

even if it's just one small finished project (and that doesn't have to be a 'released game', it can in itself be a demo or polished prototype), it'll go much farther than a load of unfinished things

#

people don't want to hire people who don't finish their work

plucky hatch
#

When I hire designers I want to see their logic applied thru commented scripts or blueprints. Finished levels with postmortem on how and why it was crafted to create which player experiences and how those build/feed into/loop through the overall gameplay experience

vivid aurora
#

Helpful info ๐Ÿ˜„

plucky hatch
#

\o/ Is there info on what a junior ue4 coder should know ?
job descriptions tell "good c++, know unreal" but what does this even really mean? googling this doesnt show any clear examples

mystic hull
#

It means you know how to get stuff done

#

and are able to demonstrate that

#

Both with the language & the engine

woeful iron
#

I'd say you don't have to know everything or even that much, but you need to be comfortable enough with the development process to be able to research and implement basic features/functionalities on your own

#

Solid c++ understanding definitely falls under that, cause if you don't know the language it would be hard to understand engine functionality or best practices on implementing stuff

plucky hatch
#

thanks guys for trying ๐Ÿ™‚ but these are exactly answers I find googling ๐Ÿ˜‰
non specific, be comfortable, know language... yada yada ๐Ÿ™‚
You know in art You can atleast see the final picture (in this topic that would be example project / code I guess) but in coding: nope.
I guess I look for junior code / project examples ?

tidal moth
#

implement some systems that you find in particular interesting/fun to do

#

show them in a demo video/reel

#

show the code or give it to them upon request

#

explain the steps you went through to polish the system

#

and how you figured out the in depth tech stuff

#

like if you wanna do animation programming, IK is a good place to start

#

how to do IK, how to make it cheap etc.

#

for gameplay programming, try perhaps something like an interactible system hierarchy

#

for AI, behavior trees etc., behavioral modeling

#

show that you do the research, show some forethought and reflect

mystic hull
#

I mean, that's what programming comes down to in general. I'm not sure how any of what we said is obscure

#

You have to know how to get things done, without needing to follow a book or have a tutorial open next to you, i.e. create things yourself

#

And you need to have a good enough grasp on the language to be able to acheive that, and as such be able to demonstrate it either through your portfolio, interview or both.

#

You have a specific problem or feature, you have the ability to fully execute the solution & implementation in an efficient way

#

As for the art analogy, you don't see every stroke being drawn

#

which is what example project & code would be

#

instead you see the final polished picture, which is what your working prototype would be

#

Reading code is a very time consuming thing, I'd assume most people just skim through your code, that is if they read it at all pre-hire

plucky hatch
#

it is best practice to skim the code for bad coding habits, no one will read them to see if the code is successful or not, you would need 200iq to do that.

grand glen
#

Anyone wanna start a project with me? I've had an idea for something for a while.

tidal moth
#

also

#

ideas are cheap, execution is expensive

#

and if you want people to join you you better know how to motivate them, either with money or effort

plucky hatch
#

That's probably the thing I hate to hear the most "ideas are cheap".

#

If you know what you doing in game design, you can help a dev team save months if not years of playtesting to figure out what works, what doesn't, etc

#

That's your useless idea guy

#

THE TIME SAVER

#

THE FIXER

#

because that guy possibly has 10-30 years of experience with specific game genres and design problems

#

The thing that you just can't show on a resume

hybrid phoenix
#

But that's not just an idea, at that point

#

At least, that's not what people mean when saying "ideas are cheap"

#

Ideas like "Overwatch but in space and everyone has jetpacks" are cheap

#

Ideas backed by an extensive GDD written by a veteran designer are not

#

But at that point I really wouldn't refer to it as an idea

plucky hatch
#

What Im saying is some of us knew from day one that to add Extra-Damage in Gears of War after performing an active-reload was going to break the multiplayer.
Took 5 years to cliffy B after the release of the game to acknowledge it

#

Some of us knew that 3rd person cover was going to ruin R6 Vegas 2 in mp, causing the gameplay to freeze, everyone hiding in 3rd waiting for the other team to move
It got removed in Siege

#

This kind of ''idea'' comes from years of XP

#

Either playing or making games

#

The kind of stuff that is really difficult to show on a resume/demo reel

#

This is the kind of stuff we could describe in great details and people still wouldnt get it.

#

They would get it 5 years later through life experiences

pale yacht
#

Just a Smol heads up

hybrid phoenix
#

Right, but now you're talking a single design-point as idea

#

So you're mixing two discussions

plucky hatch
#

There are three ways an 'idea' guy can get his project made. None of them have a high rate of success. You can take the Entrepreneur approach, and generate the jobs that developers will fill to do the 'work', you can learn to do some of the Work yourself approach, find a job doing that work, slither your way through the office politics until you reach the place where your ideas are heard and evaluated, or you can get your Friends together to work for free for your ideas. Do not get discouraged, at the end of the day, it is the 'idea' guys who have provided all the opportunities for this work.

plucky hatch
#

@hybrid phoenix i think i can work out most of the jetpacks, if you can handle the space and the overwatch thing.

plucky hatch
#

My point was always that competent and valuable idea guys are very difficult to identify. And it is difficult to evaluate their worth.

#

And with the current market making casual games, it is just making it more difficult for the better designers to stand out.

#

--
Think of it as you got great designers that make great maps
but everyone just plays brainless ice_world in css or csgo

#

Ideas are important, but they need vetted. 99 out of 100 great ideas should not survive the vetting process. Someone trained in vetting ideas is called a 'business' guy. Developers hate idea guys and business guys. Mr4Goosey brings up great points about ideas. If youre great idea for a game is just rebranding other peoples games and changing some adjectives and nouns around, no one wants that, it should not survive the vetting process. Most games made today are like this because there is disfunction in the industry. If your idea is innovative in some way it has merit, but you would need to marry your idea to some practical production skills to get it considered.

#

I really dont think you should split idea and business. that is the whole point of having game designers on board to design best selling games

#

but it is fine
you ll always have different schools of thoughts

#

people who prefer sub specilizations and others who favor a more holistic approach or understanding of things

#

Most designers Ive met were either just creative or technical.

#

Design missing

#

I am saying the majority of what a business man is trained to do is evaluate pros and cons, risks and rewards, and decision making. Those are learned skills and they need to be applied in the design phase. Otherwise it is called shooting from the hip, and it is better to take aim.

#

seems to me like you are trying to split game design into multiple categories

#

When I design games, each idea needs to be fun, sell and hopefully also speed up production time

steel creek
#

Developers hate idea guys and business guys. good thing i am all three then

plucky hatch
#

a wolf in sheeps clothing

plucky hatch
#

@plucky hatch
what is your background

#

pretty much an idea guy

plucky hatch
#

And how would you define idea guy?

#

Would that be a game designer?

#

Controls, gameplay, camera, enemies, game system, combat system, multiplayer features, menus, lore, etc.?

pale yacht
#

A person who has ideas but has no skills

#

It's pretty common to see that

mystic hull
#

Why does idea have to be so strongly coupled to design tho

#

๐Ÿค”

#

Im legit asking btw

shell night
#

it doesn't, but for it to really be treated as a "valid" position on a team, it does need to be directly coupled with implementation/execution

#

otherwise, that's where you get the more negative perception of "idea guy", where if that's all they do/contribute, and don't directly assist towards making the idea real

hybrid phoenix
#

The discussion we were having was basically that. An idea guy is not a designer, an idea guy tries to be a designer but really has nothing other than a vague idea

#

And by the way, I also consider my three a developer, idea guy and business guy

#

But there's the kind of business of "how can I live off my ideas" and there's "how can I squeeze every cent out of my ideas" - I think game developers tend to dislike that last one

shell night
#

depending on who is in control of whatever product/IP is in question for the developer, those 2 things aren't implicitly exclusive though

mystic hull
#

That does make sense

flat maple
#

Anyone can explain Unpaid means?

spice dagger
#

You arent paid for the work.

#

You do the work for free

flat maple
#

Someone was insulting me because I just ask what I get for it.

tidal moth
#

I don't think the notion of an idea guy exists inside the industry as a separate entity. everyone has ideas, and everyone can feel free to suggest them. as a designer the thing I am concerned with is keeping all the ideas or features in the game consistent with what the premise of the game is.

hybrid phoenix
#

That's exactly why the term came to be. Idea guy isn't a role or function, it's a description of people on teams who are literally just spitting out (generally rather vague or useless) ideas with nothing else to add to the development process

#

Whereas good designers are incredibly valuable

tidal moth
#

well, people say that

#

about designers

hybrid phoenix
#

Those people don't know what designers are supposed to do

tidal moth
#

you'd be surprised how many people like that work in the industry

hybrid phoenix
#

Idea guys, you mean? Or people who don't know what designers are supposed to do?

tidal moth
#

the latter

hybrid phoenix
#

Honestly, I think that's why we ended up having this conversation here

#

๐Ÿ˜›

tidal moth
#

it's been said before that you get great design by removing elements and polishing down your work rather than adding new elements.

#

and I think this ties into the designer as a role

#

since people don't understand this

#

they don't understand what the designer does

plucky hatch
#

"CranzEstebogenToday at 6:53 AM
you'd be surprised how many people like that work in the industry"
hahahahaha

#

true

#

That's one of the frustrating thing about game/level design.
Design in general is still heavily misunderstood and underated

#

Even here, it's obvious in the Design and Level Design channels.

#

It's also obscure about how much valuable it could be to be good at playing games in general.
Or how valuable could it be to have played a wide variety of games during the past decades

#

All that stuff is very difficult to add to a resume/portfolio/demo reel

steel creek
#

I think it's really because people feel that design is a thought process and since they can think and have a thought process design must be easy

#

The same dismissiveness that most people use about anything once they learn a little bit about it

plucky hatch
#

There is also the fact that designers benefit from being also proficient in coding and design.
But for some reasons, some people in the industry just want ''level designers that just make map''

#

@steel creek could be

mystic hull
#

I think it's really because people feel that design is a thought process and since they can think and have a thought process design must be easy The same dismissiveness that most people use about anything once they learn a little bit about it

Wouldn't that be a bit stupid to think though (for the people who think it ๐Ÿ˜… )

#

Theoretically design goes into many many jobs, engineering, programming and what have you

#

That doesnt mean just having a thought process makes it easy

plucky hatch
#

Well, how many people think programming is just typing stuff? And there is no design aspect related to it?

mystic hull
#

There are a lot of practical skills & experience required

plucky hatch
#

Lot of people think coders are just code monkeys

mystic hull
#

Oh well, valid point ๐Ÿ˜‚

#

This channel always has a way to remind me of why I should lose faith in humanity ๐Ÿคท

plucky hatch
#

Programmers are inherently designers as well within ''programming softwares''.

mystic hull
#

True

plucky hatch
#

And that's one of the reasons I know some programmers hate designers who just think

#

Because they feel like they do it all

mystic hull
#

It's two entirely different fields of thinking though ;-;

plucky hatch
#

Depends on the programmer

mystic hull
#

I legit been trying to write a GDD for months now

#

and it's so damn hard

plucky hatch
#

Some programmers got into games because they are actually secretly designers too

mystic hull
#

I was hoping to become that guy some day

#

๐Ÿคท

plucky hatch
#

They just do their ''programmer role''

#

Gameplay programmer, etc

mystic hull
#

Yeah

#

Honestly though I find it very hard to learn game design

#

Aside from the talks and random articles, I've yet to stumble upon a formalized scientific approach

#

if that makes sense, maybe it's that I'm used to learning that way from all the programming

#

but yeah

plucky hatch
#

One of the issues we face as game developer is that video games take so much time to make, it's kind of difficult to spend time thinking about game design

mystic hull
#

It's one of those things I just admire people for, if you're a proven designer you're almost definitely talented

#

that too ๐Ÿค”

plucky hatch
#

While you think game design, the game doesnt progress

mystic hull
#

True

plucky hatch
#

And then you spend a full week writing docs and you feel like you just wasted a week

mystic hull
#

That's a very good point. I've also haven't worked on the game for months, given I havent finished the GDD

#

not even close

#

partly why I decided to start with smaller hyper-casuals

#

no gdd required ๐Ÿคท

plucky hatch
#

Yeah, that's good.

#

pretty good

tidal moth
#

unless you're on a big project gdds are more or less meaningless. as long as everyone is on board with what you're doing, you can settle for creating powerpoint slides noting down specifics. it's easier talking to people than it is for people to read and understand text

plucky hatch
#

have any of you had to put a lot of work into a game with a bad design or a dysfunctional producer or designer?

#

Yes

#

In the earlier years of my career, I had to do a lot of babysitting. Did a lot of design/management work to cover for what lead designers/producers werent doing.

#

But that's also because the company was shifting gear.

#

Entering a new market and they didnt have people in place for it

#

The company started to work on First person shooter games, but the people in place had little to no experience with the game genre

#

How did they decide on FPS if that was not their thing?

#

hahahaha, Im glad you ask

#

Well, the guys at the top of the company saw that Call of Duty was selling well and their company was in the business of creating console games ripoff for mobile

#

smart phones

#

Or basically, that's how it started

#

CoD clone, Halo clone, Diablo clone, Uncharted clone, GTA clone, etc

#

For mobile

#

ah so their design philosophy was based off of risk mitigation, or copying an already successful model. did they abandon all their games after initial sales slowed?

#

They had the market for themselves

#

I do not know much about mobile games, I have been gaming for almost 40 years and never had a desire to play games on my phone

#

Same...

#

But when you work in the video games industry, it's a job. You work for the guys at the head of the company and for your lead.

#

You don't necessarily work on your dream projects

#

It's production work.

#

You have a skillset that a client needs you to use.

#

I would only enter the industry to make my game or volunteer on idies. There are better ways to make money.

#

for me at least

#

I don't know. Being paid 70k a year sounds like good money

#

45-120k a year. Is pretty good.

#

Depending on what your role is and where you work.

#

And how experienced you are..

#

unless you need a 150,000k + salary

#

it is good money, but for my skill set i would have a hard time qualifying for those jobs, and i would lose my availability.

#

plus, if you work in the industry, chances are you also might have to invest some time outside work hours to explore new tech, etc

#

That's something to think about...

#

i am of the philosophy that we all work 24/7. so 'taking work home' is another way of saying 'i have made plans to get drunk today, where is that timeclock?'

#

lol

elder mist
#

@plucky hatch You probably could not play games on your mobile 30 years ago...barely 20 years ago.

plucky hatch
#

Without buttons, it just feels wrong

#

you dont get feedback from touching a screen

elder mist
#

@plucky hatch do you have haptics on your phone?

#

*probably oftopic

plucky hatch
#

Dont get me wrong

#

making games for mobile VS console isnt different because you play with touch vs controller

#

So I dont think it prevents people from getting jobs

#

And it doesnt make you hypocrite to work on mobile games if you are coming from PC / Console

plucky hatch
#

nothing wrong with taking a job at all. it is difficult for me to get invested in a product that i would not be a customer of but it seems like making mobile games would be a good way to make money.

drowsy dirge
#

Waaaait a sec.

#

Mobile phones existed 30 years ago?

#

They were just starting to be a thing when I was a kid how even.

elder mist
#

@drowsy dirge yeah, first one appeared in mid 80s

drowsy dirge
#

Well holy crap.

south osprey
#

First smart phone was in the early 90s as well. Lot of recognizable names there. https://en.wikipedia.org/wiki/General_Magic

General Magic was an American software and electronics company co-founded by Bill Atkinson, Andy Hertzfeld and Marc Porat. Based in Mountain View, California, the company developed precursors to "USB, software modems, small touchscreens, touchscreen controller ICs, ASICs, mul...

#

The original iphone was essentially a lot of the same people remaking their original dream from general magic.

#

I don't know why you would go into games if you only wanted money. It's not too hard to get a job at 'big tech' and senior people there pull about 350-550k and have better working conditions overall.

drowsy dirge
#

In what field exactly?

#

Not worked in programming jobs but the research i've done suggests that it's about as stressful as game dev, lots of pressure to move crap out regardless of quality, as the clients demand stuff be shipped faster.

#

Overall though supposedly webdev pays a fair bit better overall. And that's not hardware oriented most times. Game dev only seems profitable more so than that stuff if your actually investing into a business from scratch, and actually have the passion and knowhow... And luck.

#

Actually though it's pretty hard to get work as a programmer if you don't have a degree and are mostly working with low level languages like c++, c, and asm.

#

And game dev for indie's has the advantage of "work from home" which for some of us is a requirement. I've got parents and siblings to take care of, and stability is mandatory since am helping someone get through college. And there's no programming work here really.

#

Also can't travel reliably since am blind >.< If none of that applies to you though and it's all about the money, webdev would be a better place to go.

mystic hull
#

Actually though it's pretty hard to get work as a programmer if you don't have a degree and are mostly working with low level languages like c++, c, and asm. huh, thats not true

drowsy dirge
#

Heeeey there if you got leads i'm happy to take a look.

#

Very happy~

#

@mystic hull Seriously I've been searching for ages. Did lots of prototyping stuff but nothing that relates to what a business would want. Stuff from implementing game engines, voxel engines, cross platform basic frameworks for 2D game dev in assembly(think processing or openFrameworks but for asm), real mode osdev for funzies though not that advanced.

#

Basic AABB physics engine with spatial hash tables...

#

None of it seems to get attention.

#

Maybe my searching methodology is very incorrect.

mystic hull
#

So you're more or less an engine developer yeah?

#

Are you a junior?

#

Im probably not the best to ask, but I would say indeed your searching method might be the problem

drowsy dirge
#

It's just things I've practiced, since doing it solo that's all that's really interesting at the moment.

#

That specific field is pretty badly populated as well.

#

I'm kind of piss poor with just one working computer really, i'm not hosting servers or anything of the like, i don't have any need to fill to justify doing something different.

#

Yet that is.

south osprey
#

@drowsy dirge Moving protobufs around pays about that, you need to be good at it though and willing to locate to a location with a lot of other tech people. SF, Seattle, NY.
https://www.paysa.com/ is pretty accurate

drowsy dirge
#

Hmm may I ask what a protobuff is?

south osprey
#

Protobufs are a serialized protocol for communication between two web servers normally. Shoveling protobufs is just slang for back end development.

#

They are like json but faster and not human readable. Normally not needed unless you have massive scale requirements since lag is almost always in other areas first

drowsy dirge
#

Seems pretty easy in theory.

#

But intuition says that's naivety

south osprey
#

No your intuition is right

drowsy dirge
#

It reminds me of c style struct objects really... Hard to figure it out at the moment.

south osprey
#

The hard parts are always in figuring out requirements and building the right things. If you are good at c++/c there is a lot of work. ASM not so much outside of a few boutique shops.

drowsy dirge
#

Intriguing~

#

Sorry for asking a lot of basic stuff, just nice to hear it form someone's perspective while researching. Maybe going further with networking things in an optimized manner would be the right angle.

south osprey
#

Are you in college yourself?

drowsy dirge
#

Na can't really afford to do that with everything going on.

#

Moreover legally blind.

#

But that's not an issue really >.>

south osprey
#

Getting interviews and not offers or not getting interviews?

drowsy dirge
#

The majority of what was tried was honestly remote work especially if they titled it as junior, which is difficult to find. So honestly not even got interviews yet.

#

Actually I did get one job offer but it was overseas. In sweden

#

They have a lot of immigration... which seems off in some way, mixed with family not liking the idea of me moving, kind of became a non option.

#

If i actually tried personal face to face attempts, such as talking with someone's hr, and if I actually moved around and would be willing to move it might not be so bad come to think of it.

#

That specific job was wanting me to work low hours but at high pay >.> Something about that felt off.

#

Yeah the more I'm thinking on this the more it seems a personal issue instead of a general one.

#

Woops I never answered >.<

#

Getting to the point of even getting an interview is the issue.

daring parrot
#

Full-time remote is hardly a thing currently unless 1) you already have remote experience or 2) you're an on-site employee transitioning to remote

#

Over a year of searching for that sort of remote C++ work I had 1 relevant hit ๐Ÿคท gotta be willing to move where the jobs are

mystic hull
#

Or if the employer really knows & trusts you

daring parrot
#

That sounds like a very specific situation

mystic hull
#

true

flat gazelle
#

It comes with experience and connections. When I freelanced, I didn't have much trouble with that because I know people at a lot of studios, so there was always someone who could vouch for me. After enough years at a studio you've met and worked with enough people that have since moved on to enable this.

mystic hull
#

I guess you could find such opportunities in indies though

#

All my jobs were remote, purely through recommendations & connections

#

not the best paying jobs mind you, but they exist

daring parrot
#

Contracting though?

mystic hull
#

and only this last one is actually in game dev

#

For the most part yeah

#

I was supposedly gonna get full-timed on one of them, but management ๐Ÿ˜…

daring parrot
#

Always management ๐Ÿคฃ

flat gazelle
#

I was fulltime remote on one project.

mystic hull
#

They mostly went like "ty for your service sir, bye bye"

flat gazelle
#

I think that's more up to the size of studio

#

The studios who could pay for fulltime, had too much security restrictions to allow remote work.

daring parrot
#

Heh. More security on entertainment products than defense contracts

flat gazelle
#

Yup

lilac walrus
#

Entertainment products are worth more money

#

which is kinda funny, but true

flat gazelle
#

Freelanced on Battlefront 2. First the EA layer, then the Lucasarts layer. A lot of vetting needs to take place ๐Ÿ˜›

drowsy dirge
#

Oof painful.

feral bloom
#

where can i check what are the standarts today for digital art

urban stump
fiery peak
#

Not sure if this is the right channel to ask... We are looking around for UE4 tech artist live in/around NYC with a bit of VFX industry experience for some non- gaming projects. It's been very difficult to even get the search started. I can get a posting up in the posting channel but am wondering if anyone has recommendation for other places that we can look for people. Thanks!

west sonnet
fiery peak
#

Yes! Any other channel may be outside of unreal slacker that you can recommend?

west sonnet
#

ArtStation, Glassdoor, Indeed

winged lotus
#

hello, can some one help me. i am wondering about Archviz industrial in europe , do they require this level of render detail ( in big studio of course ), i am working in VietNam and here we dont really need to reach to this level at all when it come to rendering interior. ( subtance designer )

lilac walrus
#

it would not be unusual in Arch Viz

halcyon slate
#

looks average/normal

willow remnant
#

It is a pleasure to be with you, I tell you some of my professional experience, I am an architect by training, but the platforms such as archicad, 3ds max, grasshopper for rhinoceros and now my most recent unreal challenge for architecture.I write these lines in order to gain access to the inverse professionals within a real and especially those who use it for architecture to acquire knowledge and work in parallel, I hope to hear from you soon.I say goodbye that my experience comes since 2005 and I would like to continue growing

winged lotus
#

@willow remnant not sure what do you mean, are you talking about me and my comment?

tidal moth
#

obviously it's google translated

willow remnant
#

if you use the translator

#

I was talking about myself, I am impressed by your work and I would like to know how to get training to achieve this level

celest summit
#

How much would you guys pay for game design consulting and how long would you expect to work with them for the amount paid?

Here's some payment models I came up with:
1.Consultation paid in advance and lasts for
certain amount of time
2.Milestones setup before consultation and paid
after the completion of each milestone
3.Consultation paid in advance and lasts till client
is satisfied

daring parrot
#

3 is risky biscuits

#

Make them decide up front what "satisfied" means. So basically turn 3 into 2

hard fog
#

I agree, some one could very easily take advantage of 3

celest summit
#

PSA
Can't figure out how to advertise your unique skills and talents? Take the Plum personality assessment

https://www.plum.io/job-seekers

It will tell you your top talents

#

Where you'll be happiest working

#

Even areas where you can develop

#
Plum

Plum Predict Certain | Everything you need to know about beating the Plum Assessment (which we also call the Plum Discovery Survey) when completing your Plum Profile | Talent Take 5 HR Blog

#

Found a career assessment system that's been super helpful to my personal development and thought I'd share. ๐Ÿค—

elder mist
#

@celest summit just one more useless data collecting service

#

YOU WOULD BE HAPPIEST IN POSITIONS WHERE YOU WILL... not ever be

tidal moth
#

seems more like an ad plug

tidal moth
#

@lilac walrus is ad plugging a breach of conduct?

celest summit
#

@elder mist why do you think you'll never be in a position where you're happy?

elder mist
#

@celest summit it's not what i've said, that all those criteria not exist in any position...even while being self employed

#

some of them are actually oppose each other

celest summit
#

Which one's oppose each other?

elder mist
#

@celest summit have constant feedback and have less social interactions

celest summit
#

Less social interaction with different people. So having constant feedback from the same small group of people.

elder mist
#

@celest summit so..."collegues" are not among them?

west sonnet
#

Thatโ€™s called an echo chamber ๐Ÿ˜œ

elder mist
#

@celest summit well, i'm glad it helped you...but for me it's kinda useless service. It won't help you find the job that fits all those criteria.

#

it's like on LinkedIn...people spammign you with random offers that have 0 relation to your resume or what you're looking for

#

I'm still getting offers from companies that are developing AI for self driving cars...No clue why.

celest summit
#

@west sonnet You don't surround yourself with people that challenge your views?

elder mist
#

"people that challenge your views"...those were my former bosses. Didn't like that i challenged theirs.

celest summit
#

@elder mist How did you challenge their views?

elder mist
#

Just told them they are wrong straight away when they were, without sweetening.

celest summit
#

How did they react?

elder mist
#

Depends on case. But I think never accepted as their own fault.

celest summit
#

How was it supposed to work? You tell them they're wrong and then they accept it?

flat gazelle
#

Is it just me, or is it really annoying to listen to the "I took a two-day corporate communications workshop" types? It's very common in production assistants with ambition (but not necessarily talent) and recruiters.
"How would YOU want it to work?", "I hear you, let's table that idea for now and go with this other one I thought of!" or "If you don't feel empowered in your current situation, let's change it together!"...mumble grumble

elder mist
#
  • Make a statement
  • Get a feedback that statement was wrong
  • Think about it
  • Reconsider if it was wrong
flat gazelle
#

Everything is a question.

#

No solutions.

#

No actual contributions to the discussion.

ashen lynx
#

I did not recognize Andreas with new profile picture ๐Ÿ˜ฆ

flat gazelle
#

Shh

#

it's not him

ashen lynx
#

oh.. I thought it was him.

elder mist
#

I'm using compact mode

#

I wish Discord has option to rename people on client side

celest summit
#

@elder mist What step of that process do you think your bosses failed?

elder mist
#

@celest summit i can't read minds, so it may be after 2, or 3

tidal moth
#

is this turning into a psych eval session? what's going on

celest summit
#

Let's say they failed after step 3. What do you think could be preventing them from succeeding at those steps?

tidal moth
#

how about you take that conversation with them

celest summit
#

@tidal moth I don't really know @elder mist bosses. Nor have they asked for my opinion. Is something wrong?

elder mist
#

@celest summit Mentality?

tidal moth
#

the issue is that you're asking questions that you can't really get clear answers to

elder mist
#

some people not fit to be bosses...they just some how managed to get there (btw both companies are ceased now)

tidal moth
#

and those same questions are also irrelevant

#

in the end if you're hired by a company, you're paid to do a job, and that includes subordination

#

whether or not those bosses are doing the "right" thing is less of a factor

#

principles are great until your job gets to be on the line over them

elder mist
#

sorry, what does "to be on the line over them" means?

tidal moth
#

meaning you can lose your job for standing up to your bosses for instance

elder mist
#

ahaha, yeah, that's what generally happened ๐Ÿ™‚

celest summit
#

@tidal moth So you'd forgoe your own principles to keep your job?

#

@elder mist Thanks for answering my questions! I agree with it having to do with mentality and it's unfortunate that those type of people are put in a position of power.

elder mist
#

it's a rare case when people climbed there by own skills, or founded own company...at least here at my country/city

celest summit
#

That's why I shared the Plum personality assessment thing. I want to encourage better hiring, so that the right person is hired for the job and these situations don't occur as much or at all.

elder mist
#

@celest summit yeah, i think 0 people here using one, and not much in gamedev overall I assume

flat gazelle
#

Thanks for providing a live demo of the type I described! We'll played

celest summit
#

@flat gazelle ?

flat gazelle
#

Tell me, how did the assessment help you land your current gamedev job?

#

How did the interview play out after you revealed its findings?

tidal moth
#

and also how much did Plum pay you to share?

flat gazelle
#

Yeah, that

#

Also important

#

Can I get in on it? I hire people now and then.

celest summit
#

If you're asking for results, then I don't have any that I think you would see as acceptable.

They haven't paid me anything and don't even know I exist. Genuinely just wanted to share a tool that was helpful on my journey of self development.

plucky hatch
#

Well if you have a different idea from your boss ultimately it's their decision what happens to the game... That's a given of course. If they are acting illegally that's a different story

tidal moth
#

very rarely it's a question of legality

#

a boss being an asshole is just par for the course

#

in the end you have to be the professional and acknowledge that someone is paying you to do a job

plucky hatch
#

Hey is there any kind of school I can take to learn more about unreal engine 4

#

Or tutoring

#

I really want to get better at it

hybrid phoenix
#

Following tutorials, reading or just getting tutoring

#

That said, tutoring tends to be expensive

#

Also, you need a solid amount of discipline and dedication to make any of these work

plucky hatch
#

Dive deep, do as many tutorials as you can until your become creative and can do everything you want by yourself

sand wyvern
#

hello

#

my name is siddarth

#

can anyone be my unreal engine 4 mentor?

narrow vigil
sullen skiff
#

@plucky hatch for me, it's just been messing around and having fun. Personally, I started by looking at other people's projects within the editor (via Unreal Tournament 3 editor, and Unreal Tournament (4) editor, the latter of which is free and on the Epic Launcher). Copy and paste stuff into your own project, move objects around and fiddle with the settings of stuff -- just explore and discover, and don't put any pressure on yourself.

Next, try to make a simple game. I'm talking super simple. Start with a 3rd Person Blueprint Example, place a trigger volume somewhere in the starting area, and make an event where if the player collides with the trigger volume, the game ends. Now you have an objective to reach. Just move around some cubes and make yourself a little obstacle course, and make sure the player has some way of knowing what the goal area is (maybe make a cube green and non-colliding so the player hits the volume instead).

The most important thing is to have a basic game that you can add features to. When you need to learn 20 things just to get started, it's overwhelming and intimidating. But if you have a simple game with a criterion for completion, now you can add things between the start and end of the game, one element at a time. Want to know how to add a new, red obstacle which causes the game to be restarted? Easy to look up. Want to learn how to modify BP Third Person Example Character so he can sprint? A little challenging, but possible.

The most important thing you need is a space -- a playground, if you will -- in which you can have fun, experiment, and teach yourself, one piece at a time.

limber mantle
#

@plucky hatch if you dont already know a programming language I'd start there. I found buying a book on c++ and going through it offered a faster and more fleshed out experience than youtube programming tutorials. Even for blueprints it's really important to understand programming concepts.

Looking at other people's projects and reading the documentation is a great way to learn the engine, and the learn tab on the epic launcher has a bunch of example projects. I'd recommend downloading all of the projects under the "games" category. Also I'd recommend not watching too many youtube tutorials, I wasted so much time early on thinking I was learning how to make games when in reality its more like watching a 'lets play' of game development than actually doing it. Watching the first couple in a series can be a good way of finding your way around the editor the very basics but you shouldn't watch 40 parts if you know what I mean.

Pick something to work on, or work towards, I really don't think it matters what you choose as long as you're passionate about it because the important thing is sticking with it.

Its all going to feel overwhelming for a very long time and you're going to have to accept this if you want to make games. Good luck!

I think this video is a good example of the right attitude to learning something new https://www.youtube.com/watch?v=FEiNBVVCq_A He tries to figure things out on his own, he reads the documentation. He watched the first bits of a youtube tutorial on 2x speed to get the gist of things but then immediately does his own thing. He also breaks things into smaller tasks eg "how do I start scripting" "how do I add textures" "how do i make things move on screen" "how do i add player input". This is a really great way to learn game development.

Is Godot any good or should you stick to a different game engine? I tried to make a game with it and here is what I think. Hope you enjoy! Here is the Godot ...

โ–ถ Play video
plucky hatch
#

Thank you sm

leaden fulcrum
#

So hey guys, im soon going into a interview into a realtime visualization real estate firm(working with ue4) and feel not ready. Im good with UE in general but im not the best person to talk about myself.

Stuff i would be doing if i get accepted is expanding the plugin base and help out theyre visualization team.

What should i maybe look at before going into the interview/what would you reccomend haveing a good look at?

tidal moth
#

self confidence self help videos from the sounds of it

mint coral
#

We're looking for a technical artist (maybe two) at Rocksteady, if anyone is interested. One tools/pipeline based, another procedural (houdini) based.

tacit siren
mint coral
#

thanks!

tacit siren
#

check pinned messages for how to make a post there

plucky hatch
#

How are CGMA courses for 3d modelling? Worth the $700? I know the 2D courses are worth for the 20 min crits

#

Focused on character design, could entail sculpting and substance

tacit siren
#

that is what source control is for

#

you can't edit the same BP at the same time, but thats about it

crimson kiln
#

UFF

inland pond
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UUNF

crimson kiln
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๐Ÿ˜„

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well now we are here

calm berry
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this is new unreal engine chat for now.

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until the old channel is fix

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๐Ÿ˜„

crimson kiln
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hahah

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yeah

inland pond
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is no one with mute powers on?

calm berry
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there soon will be ^^

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its a sunday

crimson kiln
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yeah

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and I make homework

summer chasm
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Anyone know anything about applying for Epic Megagrants? I've read all the information available from Epic and done a good bit of research, still have a question.

flat gazelle
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58 hits when searching for Megagrants on this server. I think "How do I make my wireframe visible on my mesh" has been pushed down to second most popular question!

summer chasm
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So I guess that's a "no"...

karmic kayak
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Is it a no? to which Question again?

toxic pulsar
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i've applied for a megagrant. But I couldn't tell you what they really need or what they look for

west sonnet
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The answer will always be yes considering thereโ€™s always thousands online at any given time

toxic pulsar
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I think you can take what little information they've given at their word. They look for projects that fit their own internal criteria, and they probably favor projects with some kind of working prototype

karmic kayak
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feasibility is another point

toxic pulsar
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yep. real, practical, probably good looking. shows off the engine in some way. probably wouldn't hurt if it did something cutting edge with technology, like VR or AR for example

summer chasm
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Thanks Iggy! My specific question is, how do I "Link to project build" for the application form? Are they looking for a github repo link or something like that?

toxic pulsar
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i doubt they would actually play it before looking at a video. but if you have a build, just give them a link and keep it simple

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like a steam page or whatever

karmic kayak
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or ftp link to the file etc.

summer chasm
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@toxic pulsar @karmic kayak Thanks! We have a video and a playable demo that closely approaches a vertical slice, just want to make sure I get the form right! FTP link is what I was thinking, I just wasn't sure if there was something more specific they needed.

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Thanks again

toxic pulsar
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good luck

karmic kayak
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np. all the best with your application!

summer chasm
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All my fingers are crossed, that's for sure.

uneven leaf
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Hey everyone!
I'm looking to be an environment artist. I have traditional university schooling, so more computer science heavy.
I just enrolled in an art college, rocky mountain college of art and design (rmcad) because of the modeling/material focus the course has.
Have any of you heard of this school? If so, what have you heard? ๐Ÿ˜Š

plucky hatch
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Some people need the traditional school system to get started, some people dont.

But after school, you ll be on your own.
Like all the others. All that matters is your portfolio and network.

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Surround yourself with some if the top artists in the business.

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If you ask them short question, improve...
They wont mind helping you.

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usually

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And at one point you ll reach a point where you can help them too

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That is the goal.

velvet crag
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I'm a programmer. I have an associates degree in CS, and I've spent the last 14 months learning about UE4. I have now finished Tom Looman's, Unreal Engine 4 Mastery: Create Multiplayer Games with C++, and GameDev.tv's Unreal Multiplayer Master: Online Game Development In C++ courses on Udemy. I don't know where to go from here. I don't know what my next step should be to finding work.

lilac walrus
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make something

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if you've followed the tutorials and learnt from them, then that should give you some idea of how the engine works and what you can do with it

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so the next step is to sit down and make something notable

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either a small game prototype, or a technical feature, something along those lines

velvet crag
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I was in the process of asking if It should be a game, or a feature, haha. I have a few ideas for both.

tacit siren
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a plugin...

velvet crag
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Should I make a plugin to sell on the store, or just throw it on github to show off?

tacit siren
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start small is usually a good advice

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something you can complete and polish in reasonable amount of time

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tossing it on marketplace can't hurt, you can list it for free

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but it being there means it passed thru the epic's scrutiny

lilac walrus
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what you should make depends on what you actually want to do in your job

velvet crag
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I simply enjoy the creation process. I started coding 8 years ago, and I love making things work elegantly. I'm not sure what the subsets of ue4 C++ programmers are.

tacit siren
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you've been in #cpp you probably noticed all kinds

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i prefer my code tidy and elegant, but when i have a deadline, it doesn't always end up that way, missing the polish pass

velvet crag
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Well, if my goal is for other people to read it so they'll hire me, I should probably make the polish as important as the functionality. First impressions ๐Ÿ™‚

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If I make something for the store, and Epic denies it, will they tell me why? That could be an excellent process to continue learning.

tacit siren
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and tell you what you need to fix it afaik

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(in general terms)

velvet crag
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That's wonderful!

narrow scaffold
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is there any tips for recent grads? i have been applying to jobs but most either reject me saying they moved on with another candidate (assuming with more experience) or just dont contact back.

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^ as a programmer

lilac walrus
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portfolio is everything

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make something

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make something specific that demonstrates your ability in the field in which you want to work

vivid pivot
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This ^

plucky hatch
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You are lying to yourself if you think the portfolio is everything.

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I just had an interview with a company for a recruiter job. Instead of hiring someone who professionally worked in game/level design, programming, 3D art and QA they preferred to hiresomeone who has a background closer to doing interviews, sourcing, etc.

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Most of the times I had a recruiter that looked at my portfolio the employee literally said I have no idea what Im looking at.

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And it is a huge problem in this industry.
It has been the subject of many discussions among graduates and employees in the industry for as long as I can remember.

inner anchor
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eh, there are shit recruiters in every field, but that doesn't say much about what the people who are making hiring decisions care about.

jade glade
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Is there the opportunity to join some hobby projects to gain more practical experience? Which sites are recommendable? I'm starting a job as a VR/AR Developer, but I also wanna work on sth in my free time as well. Working by my own does not work for me!

lilac walrus
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" just had an interview with a company for a recruiter job. Instead of hiring someone who professionally worked in game/level design, programming, 3D art and QA they preferred to hiresomeone who has a background closer to doing interviews, sourcing, etc."

....because they wanted a recruiter? I mean come on now