#career-chat
1 messages ยท Page 69 of 1
Yes - they need a recruiter. First priority is people with recruitment related skills, secondary is knowledge about those roles.
If you apply for a technical design position with me and send me a CV with zero TD experience but tell me how great you are at ballet dancing, making sushi, and rollerskating, chances are you're going to get overlooked for another candidate
I mean, portfolio is important, but so is tailouring your application to the position at hand
you may not have direct experience in that role, but you could at least justify why ballet / sushi / rollerskating and your outside experience might make you a good fit, alongside this other more tangible experience you have
Im pretty sure I know why they went for a more HR-oriented candidate.
And some people will hate it. lol...
Especially HR people. ๐คฃ
If you want to build a Canadian team for anything you need someone who has done it before AND has a knack for spotting talent. One doesnt go without the other.
you need domain knowledge
And if you are a coach you also know how to help them grow
There are jobs for specialists
Some for generalists
And some jobs require a multi-specialist.
Level design, coaching, recruiting or designing interactive UI interfaces are some of those multi-specialist jobs.
But funny enough, most companies are willing to pay a programmer 45-120k
But only willing to pay a multi-specialist 25-65k. Because...?
just had another interview where I've been told oh your background perfectly matches the profile that we are looking for.
Art, coding and design. Great.
But it pays 18.00$ per hour
And the person adds ''web devs (code, art and design -> wasn't referring to web programmers exclusively) are really hard to find these days and there is a huge demand for it''
When I started working as a level designer, we weren't even called that. We were filthy low level integrators. Was just a way to underpay us.
Pretending that ''Game Designer'' was the promotion.
But it's a different job... rofl
We'll talk about how the portfolio matters and yet, the recruiters will be completely ignoring the guy who is either a student or past employee, doesn't have a job, need one and the recruiters will be harassing Seniors in X studio around even if they never applied or even have a portfolio. 
if you have a provable senior title you are definitely more likely to be recruiter bait regardless of portfolio
people proven they can do work over time are innately more valuable and a safer risk for recruiters to earn their commission
if you don't have proof you can do work over time, build a portfolio
That's nice on paper, I really wouldn't agree nor support such theory.
But, if that's what you believe in yourself. That's all good.
Tbh as long as I get hired I dont care what the reason is ๐
There are Seniors because they work fast and produce crappy work. But that leaves a good impression on people hire up
There are Seniors because the company just like to reward anyone who sticks around with them for years.
Or ''friends'' of ''friends''
Thats exactly how I earned my title
lol
If a recruiter started making calls on technical ability on any of my applicants, I would have them removed Real fast.
Not even close to being their call
That's not what Im saying.
Why split the job into two?
If you can have 1 for it.
At the moment, it's almost like recruiters are actually just finding potential candidates and leads or directors are splitting time between prod and recruiting.
Why not just put a former dev doing the recruiting?
Same way we have former athletes coaching
Food for thoughts. ๐
Because then we'd need one recruiter per speciality.
The recruiter is a link and a very early filter. I highly doubt there are ex devs who know exactly what I need for my team as well as the concept people and engine coders.
Let the recruiter handle the recruiting part and the experts the evaluation.
Not only would they need senior or above experience in all fields they recruit for, they also need to be up to speed with the needs of the projects at the time of recruitment. If not, they are less efficient than the standard setup.
"Because then we'd need one recruiter per speciality."
Why not. I think that would be great.
So if you do find that unicorn, throw all the money at them
Matter of the fact is I believe you'd still have recruiters even with the setup your propose
Sure, but very expensive and wasteful as not all departments are recruiting at the same time
simply due to the fact that whoever you hire would only have a limited amount of time
they would then need to do all the functionality a recruiter + senior do
i.e. spam people on linked in, figure out what the project needs are, interview the candidates, follow through with the hiring process etc etc
XD
kind of defeats the purpose, since you'd need multiple of them still to get the same speed/efficiency out of
might aswell stick to how its done now ๐คท
I can see it working for say indies, which I believe already do that
if you have a smaller studio, maybe not
I've never seen a recruited work for an indie before (doesnt mean there arent, just never seen em)
Same
no, they own tons of smaller studios
and each of those smaller studios have their own processes afaik
Im seeing some nice recruitment companies for games popping up
Eh, nice is a relative word.
Cv harvesters :p
On the other hand, if we just focus on who we know we get like.. games made by polcyounters
lol
Anyhow, long story short, hire me ๐
๐
Nope
damn it
XD
I'm not hiring atm :D
Im not a tech artist anyway sadly ;-;
I mean, as much as Im not all happy about friends recruiting friends. It's not something you can get rid of.
It's kind of part of being humans
For better or worse
There's nothing wrong with that tbh
I know I would recruit some of my friends if I ever make a studio
Well, in a way yes.
but not some others
Because you have people that work for studios, and students
ANd openings end up being filled by people from other studios and not students
Doesn't have to be directly related ๐คท
I dont think that relates though
if you need interns you will hire students
Less risk. If I have shipped a game next to someone, I already know if it'll be a good fit. No need to waste a probation period on an unknown then
if you dont then you wont ๐คท
@mystic hull The thing is you might hire people from other countries now too... video games are international
Students waiting..
How is that a bad thing .-.
The tech industry in general is very heavy on show-off nowadays
Students not finding work, trying to survive, end up leaving games
Devs layed off, same
Friends recruiting friends
Mediocre students, sure. The good ones find work.
Your friend could be a relative who's a student
Sure
And yeah that, its insanely competetive over here ๐
But if you look at game dev or esports, you'll notice... that pro gamers by example keep their circle closed. they do NOT WANT NEW COMERS
Woah woah
A student with the skills of a senior is a bargain as they are cheaper. Worth the risk
I am really involved in esports and follow closely
and can tell you that is faar from the truth
They're not obligated to train you really, no idea who Rapha is
but if you take a look at the DotA2 pro community
There's a whole industry going
on pros coaching noobs
Some pros actually got there through doing just that
Talent, too
I scrimmed on several games and from personal experiences, trust me they keep it closed.
Hmmm
A student with the skills of a senior is a bargain as they are cheaper. Worth the risk
@flat gazelle I see most things are risk vs reward in the hiring process hmm? ๐ค
Yes
Closed esport circles mean short game life-spans
They'll scrim with another strong team
I'm pretty damn sure nobody want that
they wont waste time training new comers
There's a clear distinction between training & coaching
or competing & growing the community
When Ive fought for the headcount I'll make damn sure it's filled with the best possible candidate.
you don't have to do both, and they're not exclusive of eachother
What Im getting at is if you are starting in a new discipline, you learn a lot faster when surrounded by stronger candidates
Doesn't matter if it's esports or game dev, art or programming or design
Yep
That much is true, though you gotta earn your way there ๐
7 billion humans on this planet
WHen I got into 3D I surrounded myself with artists I admired, asked questions a few times here and there, but you got to grind the social ladder too
You need to put in the work, show them you took their advice, trained, learned. And eventually you reach a point where you can help them too with certain problems
Same as internships are usually a net loss
That whole social grinding is real
Just curious. Would it be true to say that the bigger the industry gets the more difficult it gets to find talent?
Interesting
There's a serious lack of people in my area, so any above average students get snatched straight out of school.
Technical artists or VFX specifically?
Vfx
Whenever I hear VFX, I think about particles. (smoke, attacks, destruction, etc.)
Are there other things?
maybe VFX differs a bit between games and films?
Im guessing, there is physics, fluids, etc.
Would that include like... the detective vision in Batman Arkham too?
Could do
That's wild.
Lots of overlap with tech art
Yeah, that's why I wasn't sure what VFX contains
I guess, we shouldn't always put everything into a single box either so..
overlapping is good
Like if you are going to work on a new game project
How does that work for you?
Do you know like...
Hmmm we'll need footstep VFX, landing VFX, hit impact VFX, etc
Yeah that comes with experience
We may never know
XD
I thought it was your real name.
And then realized the word play
And I feel like super stoopid now
hahhahahaa
Are you actually an artist? @plucky hatch
I've never been comfortable calling myself an artist.
So... I'd say no.
Like if you give me a cool concept art, I would love to reproduce it in 3D with great fidelity.
But I wouldn't necessarily create scenes in 3D by myself just for fun
That's not where my creativity works.
If you match me with a concept artist, good team
If I have to do both. Not a good fit.
@mystic hull
Personally, I think people should explore who they are as designer, programmer and artist.
Understand what they are and make a more informed decision about what kind of career would better fit them
I didnt know I could be an artist and a programmer.
At all. I forced myself to do it until it became a thing.
It's like discovering new parts of yourself you had no idea were even there
--
The most accurate answer that I could provide is I'm a combat designer
Who, over the years, added skills to my belt to become more and more independent creatively during my free time.
So the challenge was just to break my creative barriers.
That included adding level design, 3D modeling, rigging, 3d anim, coding
But good luck finding jobs as a combat designer specifically...
@plucky hatch that sounds like a technical designer
it's a great job
I've started this blog over a year and a half ago, but I never really explained where it takes its name from. So what's a technical gam...
@plucky hatch Perfectly agree with that, I tried art, always wanted to have some sort of reliable artistic skill(s) but failed miserably ๐
I'm apparently just better suited for problem solving & network programming ๐คท
This might be a bit philosophical, but I do believe that everyone exist to fullfil a specific range of tasks.
And I don't think we can really know that range unless we try hard enough.
Some friends and family thought I did everything I did out of love. No man, I really forced myself (hated it) to learn 3D and programming until I started to enjoy it, unvoluntarily.
Almost like... becoming able to express yourself in new ways.
aren't you that skilljutsu guy?
The esports angle did feel familiar
@tidal moth
I doubt that's very important.
Your reputation proceeds you. For good or ill.
same thing ๐คท
Definitely not.
same practical use? ๐
if you were to work with me VS what I do or say online.
Two different universes...
But if you believe they are the same thing.
Hey, who doesn't like surprises?
๐
You have a weird definition of things ๐ค
Pretty sure to me (the average online user), your reputation is your online presence ๐คท
You do realize that it's all a game.
I don't behave the same here.
I don't behave the same in other gaming servers.
I don't behave the same in my server
I don't behave the same at home
And I certainly do not behave the same at work
But... wherever I go, it sure will be memorable.
๐
I do realize that to me I only care about what I see, as opposed to what I can not/will probably never see ๐คท
(joke)
Should be applicable to everyone xD
And I actually thought
you were serious there lol
Usually, everything I say*has multiple meanings.
More fun...
Just saying, if you are going to paint people as something based on what you read on Facebook, Twitter, Discord, etc.
You are going to get a really distorted picture.
Communication in writing has always been bad.
You cant see the person's face, how she move, what she does, what she feels, can't hear her tone, etc
Hell, just ask that person to join the Voice Chat and you'll perceive a completely different person
And the you go oh I better understand now why she was talking X way
Fits the tone
Hell, I worked at Call Centre just recently and there was that guy, I thought he was really rude at first.
Until I heard more of him. Was sitting right next to him
Took me almost a week to really get the whys of his tone.
He was just trying to close the deal fast, stressing the urgency of the matter
He was actually nice.
333333333
this is a bit embarrassing to ask and i don't know if this goes here but
i got an interview coming up for a game studio and i don't know what to wear :I
yes, this is my first time.
i heard some people say go formal and wear suits, but i've heard some also said just go for formal casual attire
Don't wear shorts.
Jeans are fine.
Don't wear headphones.
If you wear something fancier, it's fine. Depending on who is doing the interview, it might even be better...
That said, I did go at an interview with shorts and headphones and got the job anyway.

Go for business casual. The team aren't going to keen to work with a slob sure, but they most definitely won't want a pretentious individual as far as first (visual) impressions go.
Alright, thanks for the answers ๐
I went to my interview full suit and tie. I got two offers :V
Personally, I would probably expect something along those lines for an interview. Something a little bit fancier than casual, but still casual.
I would find it really weird if the guy shows up is if you was going to purchase and lead the company...
just saying...
hahahaha that's true :p
Hello Guys,
I want to know is there any price range for youtube sponsoring video? for example what's the good price for an overview in a channel with 12K subs?
that's a great question for a forum that specializes in youtube
I don't think anyone here does
@keen moat You probably wont get any sponsors with 12K and only the subscriber count doesn't say enough to judge an actual price range
It depends on how active the viewers are, where they are from, their interests. And it also depends on the sponsor, what they are focusing on, etc.
You wouldn't see GameStop sponsor a makeup channel, would you?

to yesterday's question, I wouldn't be surprised to see someone interviewing in a suit and tie unless the company suggests otherwise
sure it might be out of place, but more likely to be viewed neutrally than dressing down too far ๐
how about shaved vs unshaved
if my beard is full it means im hard at work and dont have time to shave, but will the interviewer get it?
So many devs with beards, it doesn't matter.
Well groomed regardless of beard length
@runic ledge Actually I don't own a channel but I want to sponsor a video to make a tutorial base on my project, that channel views are very different for each video depends on the topic
@formal birch Where at bud?
@torpid whale local dev here at indo, why?
just interested ๐
meh, don't let indecision block you
pick anyone right now, knowledge gained in one can translate somewhat in the other anyway, no knowledge because you didn't start won't ๐
Man, it was so simpler 20 years ago
You could just answer "write your own engine" as a reasonable advice
Hi i have this error: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe
now i tryng to compile 32bit
help me please
64bit and 32bit windows are this problem
@plucky hatch @plucky hatch
..
can you help me?
lol: Users/Hackers haha
Dont think I can give an optimal solution for it..
there are an solution?
mine is user/abuser
hello can someone help me with estimating cost for a level design so i can give a quote to a company?
Just ask, what're you wondering?
@hybrid phoenix well, they want a quote for a level design, high quality nature, i have my own material setups, textures and plants but i am not sure im going to use them because i think they are after a more cartoonish style. also i will place on the landscape buildings to form a small village (assets that other people make) i have to give a quote asap, been trying to figure out a price 2 days now. it will be used for an animation short and possibly for a feature film, if they find the quality meets their standards. i havent done this before and i dont know what price to ask. i will be working as a freelancer from my office
Take a realistic hourly rate (which is to say, don't you dare go under $20/h, it's ruining the industry), multiply that by the amount of hours you expect to work on this, then multiply that by at least 1.5x, and that's a good starting point
If you're a good candidate and they're a good client, they'll find that reasonable, if they don't find that reasonable, either you're not good enough or you should be glad that they don't want to work with you, because their expectations are wrong
(Though, of course, this is all easier said than done)
my main problem is i have hard time estimating time it will take me, also i how do i compensate in case they want changes after changes after changes? i deliver for the agreed price and then charge for changes?
You need to discuss what they want from you in terms of revisions
Then take that into account in your quote
(Or say "this price includes four hours of revision work" for instance)
And then for any more than that you can charge extra
also i have done landscapes before for myself the way i liked them, but i havent done it for someone else. what could be called a realistic estimation of the time needed to make a nature landscape? like the ones in unreal marketplace for example
As for having a hard time estimating... That comes with experience
That really depends on the artist and the specifics
I personally tend to find my own landscapes higher-quality than the ones on the marketplace, but they also take me a lot longer than something lower-quality would
thats nice, some of my landscapes are higher quality as well, than the ones on the marketplace. so how would you charge for a high quality landscape? give me a very rough price, that would help a lot
as a starting point
That depends on a lot of specifics
Just estimate the amount of days you expect to make
Doesn't have to be exact, and it's better to be too high than too low
If they don't like your quote, they can always ask for something lower
Which they should, unless your price is entirely out of their range, in which case, your price is entirely out of their range anyway
(Or they have a buttload of high-quality applicants. Which is, in my experience, unlikely)
does 2k sound like a reasonable landscape price?
Doesn't sound unreasonable, depending on the situation
It depends on a massive amount of stuff, but 2k definitely isn't absurd
Depending on the situation it might also be way too little
ok lets see how it goes
It's difficult ๐
i know, it is difficult. thanks @hybrid phoenix
The terms for changes and the terms of acceptance should be in the agreement.
so level design wise, speaking as a level designer, is the second longest iteration process during a production cycle
the longest is the env art
depending on size of a level, implementation of gameplay can take from days to weeks to months
if they're after a basic landscape your costs are down probably, but any amount spent on iteration equals better quality
if i cant see you at work totally cant judge how much ur worth
The people he's offering to will see his work and can judge if he's worth it. What I said is just general stuff
@shut tree
I totally agree.
(which is to say, don't you dare go under $20/h, it's ruining the industry),
Thank you. ๐
I've been cursed by the ridiculously low price competition almost my entire freelance career (not game related though)
What is more time consuming?
Art or programming?
The biggest bottleneck on a prod
Programming should come first.
Without it, there is no game
I'd say art is just as important, they're indivisible as far as I can see it
unless you've got a REALLY genuine idea that can go without the art
except if you're not making a text rpg
But the bottleneck is mostly the programming. If you see how the developing systems in art and programming department differs you can explain it best. Most of the parts of art is an waterfall model where you only run through a pipeline, where programming is usually most of the time an agile system where you have to iterate over and over again until the feature is finally implemented
@north plover yeah, unfortunately not many people aware that programming and art should have different pipelines/production cycles
Not all companies waterfall their art past asset creation, often switching to agile for levels of quality / polish / revisions
To be brutally honest, Im still amazed that we still use such methods lmao...
What kinda methods would you suggest, @plucky hatch
Don't you already know what to do??
Game dev is pretty straight forward
GD create a guide for the team
Here is the content
Here are the level
The features
Gameplay, etc
The level designer spends two weeks on a layout, placing his stuff, starts scripting
Artists take over, etc
Agile, waterfall, etc. Seems like business people coming into game dev trying to make sense of things.
Game dev teams do just fine without a producer to babysit
"I ran out of stuff to do''
''Great. Time to learn a new skill...''
The most companies don't use an agile or waterfall system. Usually they use both in different states of everything and you can indeed use the one or the other in different circumstances and it's really important to do that. Even if you want to make a game by yourself or maybe with a friend at the point when you want to do it as your job you need money and if you need money you need to calculate how much time you need for your project to present it to a potential stakeholder. By differ between agile and waterfall system of work you can calculate in a basic way how long you will need and that's really important whenever you talk about money.
And if you ran out of stuff it's time to make anything from next sprint or even in the backlog before random learn everything ๐
I've been on teams from 30 to 1200 people, producers are necessary at any size to make sure everybody is working in unison and there is no feature creep so the game actually ships.
I respect that. Obviously, producers have a role to fill like anyone else.
But we all have our opinions on this...
https://venturebeat.com/2018/08/14/former-artist-tells-how-naughty-dog-functions-without-middle-managers/
https://www.gamasutra.com/view/news/273911/Uncharted_4_and_the_impact_of_Naughty_Dogs_aversion_to_producers.php
On most projects I've worked, the lead game designer was already filling that role
@plucky hatch, I do know what to do, but always seeking new ideas. Was more curious on what YOU think should be done ๐
If you start a prod, you know you need to produce a First Playable Prototype. Unless it's done, you aren't done. So all you need to do is keep working until that's done.
There is no magical workflow that will help. All you need is a plan, that the GD's job to create it (game design docs).
Level designers are in charge of their levels, they also act as managers.
So you already have the lead designer doing management and level designers
And you have leads in every departments
That's a hell lot of managers already
There have to be people keeping track of where project is headed, even if they share other responsibilities ๐
Yeah, the freaking lead designer
Ah yes. Naughty Dog. The shining beacon of well structured production.
Not at all famous for crunch.
Maybe you should try working on a large team/project before teaching the people who do, what the best approach is? Perhaps there's a reason for some of the things you seem to condemn?
I would say everybody should do it like he wants to do it. Even in smaller teams a producer can be helpful and some bigger teams don't want some producers. If you go through such an intense experience like game development there are a lot of roles to fill. Producers are a part of that and even if you don't think you need them at some point maybe you will think differently and vice versa
There can totally be too many production people. However, whithout production assistents or DDs or whatever you want to call them I'd never get any actual work done as I'd just be handling tasks, dependencies, bugs and planning
If you have teams of more than 60 people, I definitely think it's useful to have producers on board.
Or... people filling more management roles
CV plus link to artstation (or similar) @mental ruin
As I said earlier, it's not a is it right or is it wrong answer...
There are a lot of down times on prod here and there when people are waiting for something
If your producer can jump in and get his hands dirty every now and then. That's nice...
A producer that just sits there from 5pm to 11pm during crouch time
it's fucking lame
Enjoy the pay check...
or the pay raise after
or the bonuses
Hi all!
I'm in the process of applying for jobs but have a few queries regarding the application process.
- Do I include images from my portfolio in with my CV as well as providing a link to my ArtStation, or do I just include said web address?
- My CV includes my name, the position I'm applying for, ArtStation URL, contact details, a personal description and skills/software proficiency. Anything else I'm missing?
- Any tips on writing cover letters that will allow my application to stand out from the rest?
Thanks for any and all advice!
@karmic kayak Thanks!
Sometimes it's best to not even send a cover letter...
Don't mix up CVs, when applying to multiple entities. Pro tip.
lolol
The cover letter could give them more reasons to not ask you for a first phone interview.
People judge everything.
I got a lot more interviews this year by not writing any cover letters
In my cover letter I've explained why I want to work for each particular studio and more about me as a person, down to interests and activities
It's weird 'cos I seem to get conflicting advice regarding cover letters... some people say it's essential as it looks less like you're carpet bombing the industry with your CV and making more considered applications, where as the point you raise about skipping an interview also makes sense.
Yeah, that's how it goes
Everyone has different experiences and contacts
Different people fill the roles of recruiters, etc.
You'll get different answers
As an artist, I want employers to see my portfolio first and foremost. I figure sending a PDF CV with a URL is the best way to do this?
Either way, Non, CV is not more than 5%-10% of successfully landing an interview.
Right. That's why I want them to see my work first.
What would you suggest then @ashen lynx ? Focus more on the cover letter and ensuring my portfolio is up to scratch?
On paper...
Your portfolio speaks first.
If you worked for big companies, it's prestige bonus.
If you are referred by employees internally, that's a big plus.
If the leads, directors, recruiters, studio owner, etc want you on board... hey might be the best way to get a job, right?
I should probably mention - I have zero experience and will essentially be applying for a junior role. I have no credentials, qualifications or past prestige to mention. This is why I figure it's most important for an employer to see my work first.
Make a professional looking resume without artistic nonsense on it (like skill bars or whatever), then make awesome work and start networking. Sending your stuff out blindly doesnโt get you anywhere, youโre just spinning your wheels. When just starting out, you need to be able to talk to people, preferably in person.
@mental ruin
Do you post work on polycount?
Can you get the mods to refer you?
Earthquake, etc
Zero are you asking me out?
7.6/10 in Photoshop
(Noted)
Getting someone to like you in person will get you leagues further than you would be otherwise if you just sent it out blindly. 100% of my jobs were because I was lucky enough to be able to talk to the recruiter or one of the leads face to face.
I don't post on Polycount. I probably should. I'm active on ArtStation, here on Discord and Twitter, but have few connections
I actually uhh, never got hired by sending a CV yet, I've always been invited into doing work by someone
Hmmm. I don't live in great circumstances to be able to meet people in person right now. That is, I'm not in a city or around any industry landmarks.
Then youโll be playing the recruitment game on hard mode.
This is the dilemma - I always felt moving elsewhere in the hopes of meeting someone by chance or circumstance would be an enormous gamble.
@mental ruin getting picked up by someone would be a pretty good second line to pursuit. Networking and doing cool stuff, showing off cool things to cool people (including on here)
You can meet a ton of cool people online
And then even more cool people offline
Well while I'm at it Blackfox, and others, here's my work: https://www.artstation.com/nonplus
I appreciate it's a little thin, and there are improvements to be made to particular materials and their presentation, but you get the idea of where I want to be.
Itโs not bad but you might want to try and make some more complex materials if youโre going to be a SD specialist. Look at Daniel Tiger for instance.
I'm a fan of his works, though I must say his materials never evoke complexity, more just quality? Many are organic. Brilliant, nonetheless.
I would like to see an emphasis on what you did yourself - and if the answer is "everything", I want to see that emphasized (by showing elements of the workflow like your intermediate resources or such, just a glancing overview)
Literally everything.
Yeah, you should emphasize that
Organic things in SD are very hard to do, plus he shows a mastery of being able to practically sculpt in SD like it was ZBrush.
Sure, I think the breakdown I have provided in my most recent PC Debris material is more like it, but I need that breakdown across the board...
Yup
@urban stump Right you are.
I will say though, good on you for not putting substance designer tutorials in your portfolio. Iโm so tired of seeing that.
Ha, thanks
I second that.
https://www.artstation.com/artwork/e0dPaX did you make the pattern of the lions here? Did you derive it from some external source etc? This was the question that came to my mind, it's something that would be more easy to understand seeing some examples of the source assets and the "breakdown" of it
Some of the older renders (and the church wall one) need work. They're too washed out. And including breakdowns would help a lot I agree.
@fickle hatch Made it all 100% in SD, no external images or source.
I should make some breakdown gifs of the heightmap process shouldn't I?
I'm tempted to say that no.
I guess I'm underselling myself otherwise, as that one took a lot of work.
No Deathrey?
Regarding including breakdowns, is what I've done here appropriate, or do you want so see more?
Seems fine to me
I enjoyed this one
The lions were just relevant to my work more so I'd value someone with a skill to do something like that, for example ๐
Thing is.. that if the result is good, a breakdown won't add any benefit on top of it, but if the breakdown reveals something, that could be done (as perceived by reviewer) easier and faster, it will work against you.
PC debris texture speaks already quite well of you.
Get in your portfolio 2-3 textures, as detailed as possible, and what is more important, select something, that does not have analogues. Top it up with demonstrating ability to do sculpted ones, and consider yourself one foot in.
Sure BlackFox!
Thank-you Deathrey, that's really positive advice
Why I've refrained from including too many images in with my work in the past is because I'm wary of giving too much away about my process and also worrying about overwhelming people that view it
@ashen lynx When you say analogues, do you mean I should try more organic forms?
Gotta find the right balance between showing the key things about yourself and not revealing too much for a variety of reasons
And when you say 2-3 textures, do you mean in addition to what I have?
Just.. something.. unique.. that only you and nobody else did.
Sure.
Yep, in addition, replacing your weaker ones.
Like a floor full of knees
Nothing derivative or done before. That's what I set out to do with the Ishtar Lions and the PC Debris Substance.
Oh I should re-create my blueprinting process in substance designer ๐
I came up with image processing to turn a B/W CAD drawing into a what looks like a copy left by a diazo chemical process
Sure. I'd take out the Ogee Tiles for example, because that was more a 'doodle' done over two days anyway to be honest. It's not the best representation.
Thank-you @honest cipher ! I've tried Houdini a few times. It scares me. But I digress.
Oui
Thanks all for the advice. I'll refine and add to my work. I still want to apply for positions in the meantime, though - this shouldn't work against me, should it?
You are on a pretty good track overall. Keep it up.
Thanks man, greatly appreciated!
I'll put my hand up in favor of your approach with coverletter.
It doesn't have to be long. It just have to ensure me that you actually know what role you are applying for. It's more common than you might think to get applications that have no relevance at all and the cover letter is a quick way to find out.
@flat gazelle Interesting. What would you advise I include?
What you do, why the studio is interesting, what you hope the role is/could be.
That sort of thing
Sounds along the lines of what I have so far. Thanks!
Yeah, it doesn't have to be complicated.
I've gotten applications without coverletter from people who clearly didn't know it was a games industry job. In a cover letter they could have specified that they were deliberately trying to move over to games because of X,Y and Z. as it were, they went in the trash instead.
I know it's almost another kettle of fish entirely, but would it be wise to apply for a position within the studio as well as working remote/freelance for an employer too? Or is it unlikely I'll be considered for the latter
Hah, good to know!
Sounds like a thing you could add to the cover letter.
Sure, that makes sense - I'll outline the possibility.
I'm interested in role X but I would also be open to Remote work for Y reason
but would it be wise to apply for a position within the studio as well as working remote/freelance for an employer too? Unlikely, yet possible. Was the case for me.
I did actually include real motivation about whys regarding that in CV back then.
If it's worth a shot I'll take it. I'm really eager to contribute in whatever way within my role.
I think my old cv has some sort of crap like that as well to be fair.
What's that?
My most successful cover letter to date is one that was structured like so:
- Who I am
- Why I want to work for the studio (And what I found about them through google that tickled my interest)
- Why I think I'm a good fit for the role
I also added some things I'd learned from playing their games
Longterm goal/mission stuff
Ah I see
and I wrote it completely in my personality, no fake formal stuff
Motivation as reasoning for why I was considering only remote opportunities, not a wall of text of how of a well motivated employee I am. And yes, I am a madman, Glad.
What Blue said
though your experience may vary
I've tried to do the same, Blue. I didn't want to come across as trying too hard. I've kept it personal in places and been frank about my motivations.
I see Deathrey
All this has been extremely helpful, thank-you. I'll continue to work on my portfolio, and make some applications in the meantime.
It should go without saying, but if any of you are in the position to hire and like my work, I'm open to any and all contact in that regard!
I'll even send you my cover letter...
It would be in your very best interest to put all the chances on your side.
Meaning, do things that will help you gain visibility and... trust.
@mental ruin And by that I mean boosting your social media.
You want to make a portfolio that stands out?
Search badass concept arts on pinterest and reproduce them in 3D.
- You'll learn a F ton.
- You'll attract viewers, fans of those concept arts.
- Nobody has the balls to do it anyway. It's a lot of work. You'll be ahead of the game.
- You'll have a stunning looking portfolio, even if you didn't design all those 3D scenes.
- Ultimately, you saved time...
And as you do this, you'll pick up work speed.
Tbf, he has pretty solid social media already. One thing I would add is publishing your work under your real name, have your CV, personal blurb and such available on your artstation. Makes it come across as more professional.
You're pretty much on the level of material/texture artists I worked with in AAA.
I second that. ๐
So I learned a little bit of blender and a little bit of Maya . Still not sure which to choose to focus on for modeling. I do like how blender uses modifiers for stuff makes it easier to undo and fix things. Any advice for building a portfolio and future jobs / free Lance ? I have zbrush for sculpting and I will be using substance. I know Maya indie was just released which is an improvement.
maya is currently industry standard, but blender may be up and coming
I see just feel like every cool artist I see is using Maya for portfolio or something
Blender seems like a at home project
Should I just use Maya until blender picks up or is officially released?
Feels like they are always having cool must have features gettit ready to be released
The Maya artist working for me is learning Blender. Not an advice to focus on blender or anything, my personal advice would be mastering 3D modelling on a level where all you need in a new 3D editor is to get used to the hotkeys and the UI
I do like how to quickly render something up in blender . Is the Maya artist learning blender to help aid in work or personal reasons
@fickle hatch
Personal reasons really
But also to help in work (we used to use a mixture of blender and maya), though that wasn't required
I see thanks for the input I'm finishing up a tutorial series in blender and will try to mimic it in Maya and see how it goes
It doesnโt really matter. They both can get the same result. Such 3D suites are negligibly similar when it comes down to it (learning curve wise). Though, Maya requires a pretty penny every year yet it broke its own mirror tool. ๐
I knows it's 250 year but student is free
For personal indie
I just feel like if I were to have a portfolio and have Maya on it , it would give me a little more advantage
The result is what matters. Youโre expected to be able to adapt to new software regardless. The larger studios uses in house/modified software after all. Studios wonโt care what youโve used unless itโs a tiny indie.
Theyโre talking about maya indie
Maya Indie
The only reason why you see more experienced people using it is because more experienced people tend to be working at studios and thatโs where you see Maya a lot. It has nothing to do with whether or not the program is going to be better for you specifically, itโs just it has a different audience than Blender does. Blenderโs audience tends to be more hobbyists because itโs free, and that means a lot of the content you see using it isnโt made by people doing it for a living.
That being said, even though it wonโt really impact the final end result, it can still impact your chances if you have Maya experience or not. If the company you want to work for uses Maya then the fact theyโll need to train you to use it and get up to speed will be a consideration when deciding whether or not to hire you.
So it's safe to atleast be familiar with blender just incase and learn Maya for job opportunities
To have both under belt
Know enough to say you have experience with maya
Or blender. Up to you which one you want to focus on.
Tbh , I did like how fast I was able to render something pretty with blender with a tutorial. I dabbled with Maya for only modeling and never dived into cloth, particle simulation and rendering so I'll give that a try and see how I feel about it.
Thank you for your guidance
Houdini is another beast that will be dealt with later
Heh. I assume you want game related jobs? ๐ rendering wouldnโt matter
Well for portfolio pieces . I did buy marmoset when on sale m Eevee was fun
Use marmosets if you do want to show off your model with pretty renders
Gotcha
Well, youโre pretty set ๐
I have marmoset, student zbrush for now and student substance.
Nice 
Not sure if I should incorporate Houdini at all for anything
Look into Fusion 360 if youโre interested in hard surfaces
If you want to do VFX, learn Houdini. If not, donโt bother.
You need to decide what you actually want to do for a job before knowing if you should learn Houdini or not.
It enjoy Houdini for procedural environment modules
If you spread yourself too thin, you end up in a spot where you donโt really know enough of any single program to really be able to use it fluently.
I see I'm just not sure which are right for the job seems like there are a lot of buzz words
Blender, Maya, Substance, ZBrush, these are all massive programs that cover a ton of subjects already.
Would Houdini be like an added bonus once comfortable with the others ?
If you say you know everything, people are going to look at that and question if you really do or if you just say you do.
I see
If youโre doing environments and props and do NOT plan on being a tech artist, Houdini isnโt something you need to concern yourself with.
You really need to be willing to get into scripting and tech art to take advantage of Houdini.
But if you want to do scripting and tech art, youโre then probably not going to be using much ZBrush in your career.
That isnt even a question.
If you want to be appealing, use the software that companies need you to be expert with. Ready to produce.
Maya.
Why wouldn't you use zbrush if you are using Houdini as a tech artist
Pick your battles, make sure you know what tools you need for your job to a skilled degree. Donโt hop between programs just because you hear itโs good, do it because you find a need for it.
That's a weird way to spell 3d S Max
Because tech artists are never sculpting. Thatโs not their job.
Tech artists are building tools and scripts for the other artists to work with, sitting between artists and programmers.
Oh I see
So they take the assets and they create the generators / scripts for the level designers or something
In like ue4 or something
Yeah. Tech artist are the ones who will make those massive complex Houdini scripts to generate where to automatically place rocks. Theyโre not the ones sitting in ZBrush and sculpting high poly rocks for 8 hours.
Tech artists needs to know how to do everything there is to do in the workflow, but they won't be producing actual assets beyond maybe a few test assets
^
Youโre forgetting you can make rocks and plants with a few noise node ๐
So if you want to be an environment and props artist, thereโs not really going to be any overlap there. And if you actually want an environment or prop artist -job-, knowing scripting can actually harm you in that regard. Iโve had to fight -hard- to make sure I actually do art at my job and not just get thrown to scripting jobs 24/7 because I just happen to know some scripting.
Herecy! Rawks should be handcrafted ! Respect the rawk!
You can. Making rocks is artists job. Tech artists job is to answer the question of "but what are the implications, pro's and cons of using noise nodes for rocks?"
A lot of employers I find, if they come across an artist that happens to know how to script, will not allow you to do actual art and will throw you at tech art instead since tech artists are scarce right now.
I see thank you for your insight
@urban stump ha ha that's sort of my experience in life
A lot of employers I find, if they come across an artist that happens to know how to script, will not allow you to do actual art and will throw you at tech art instead Could not be more precise than that.
I've never had an official job title as a result
I mean I know some programming but I'm assuming the language is completely different
If you want to do art, never let your employer know you can program.
Almost all my environment assets were made in Houdini. Granted, I learned Houdini because it was required to. Iโm a character artist by trade
My unofficial job title has always been "get shit done person" and I always would end up doing broad things outside of what I was initially hired for
All I know is JavaScript tbh
Itโs 2019 and I still get some potential employers asking if I can also do IT for them even though I havenโt done that since 2011.
You -never- shake that off if you do it.
I refuse to touch anything IT related, even at my current job, even if I can do it ๐
Like wise ^
I'm delegating all server configuring junk to my minion
yep
Alright well it all makes sense at the end of the day I don't want to come home and bang my head figuring out code , already do that at work
The tech artist doesn't seem like something I'd like
Wanna zone out model texture stuff
Thank you all
I know, right, I love zoning out doing textures too
But the forces beyond our scope want us to our full potential ๐
Isn't there tons of integration tools with Maya substance and ue4?
Sorry I might be going off topic
To what degree?
Thereโs substance plugin but itโs... well, I never found it useful. Thereโs ART for maya. Havenโt touched it myself. Exporting has always been sufficient.
I'll switch over to a different channel fee like I'm going off topic
Depends on the studio. Usually you have scripts and tools made for your by your resident tech artist or tool programmer that makes exporting and setting up your assets in to fit with project or engine requirements/guidelines easier and almost automated. Here we have tools for Max, Maya and Blender. I also worked in a studio where some artists had to shift from maya to max because our new engine only had a 3ds max companion toolbox, and production couldn't wait until we had TA make a maya version.
For example, Ubisoft recently joined the Blender development fund, and a lot of artists internally there picked up Blender professionally, or started learning it.
Other studios like Machinegames for example almost exclusively work with Modo. There is also a big push for using procedural workflows in Houdini as well. So it depends a bit on what studio environment you'll end up in. They tend to specify it on the job posting however.
just out of interest @west sonnet, how do you use houdini as a character artist?
I very rarely do so for character art. Some instances may include; Small props creation and/or assembly, starter uv wrap if Iโm lazy, mesh deformation using vellum, laying down fur/feathers cards, general fracturing or noise for additional mesh deformation.
I see, so you're not creating custom functionality
Not at all. Just simple scripts with limited application.
fair enough
3d artists favoring 3d modeling specifically tend to prefer modo/3ds max. Or zbrush
but Im seeing maya everywhere now as the common one
3ds max for old schoolers
Maybe 10-15 years ago yes
#sickburn
some advice ages badly i guess
maya has become the standard these days, but the standard of the future might be blender
was someone asking what most people use?
It was a combination of which people used the most and which was ideal for portfolio.
generally if you know pipelines already in a company you're on a much better footing than otherwise
hence why knowing the industry standard being so important
I mean I still prefer max personally, but I understand times have changed
and really I need to put in some effort to learn blender and maya
Still find them so similar that it's almost negligible. But hey, recruiter may disagree yes? ๐
it's just impressions mostly
any lead will know that the skills are transferrable
and if your portfolio shines there's no reason to be worried, especially for a junior role
Smoke and mirrors are cool. Don't get me wrong, a good looking portfolio is great.
But if you are going to hire a production artist, you need a certain quality + work speed.
But when you make games, 3D art is a huge bottleneck and you need to ship a game ASAP.
You need work speed. Doesn't matter if skills are transferable. You need fast production artists to get the job done
Credibility is quite valuable hmm?
There is a reason why we hire ''designers'' to design better software.
Sure, skills are transferable. But people use MODO and Zbrush because they are fast
the point there is to look for certain quality and work speed, or just work speed?
For the record, the whole meaning of MODO was the change ''What can we do?'' to ''How fast can we do''.
so time and quality is important
Careful now. Youโre going to hurt yourself if you keep spouting half bake nonsense from a decade long past. ๐
yea i mean, the advice in there is hard to comprehend.
essentially, do your job as quickly as you can right?
You do know that Adnan Chaumette not too long ago was creating tools for Maya inspired by Modo, right? ADN Modeler Tools is a smart modeling script tool for Maya
Even long-standing Maya users envy Modo's modeling toolset and pipeline for its power, flexibility, and speed.
Oh and that not his quote. Just a general note.
Game studios such as Naughty Dog invested in his work.
[just pick up Modo, but hey... ]

If you think it's a 10 years old half bake non sense, I really don't think you are up to date.
At all...
whys that
Because by now most people know that MODO exists and has some of the best modeling tools in the business. Because that's just what it does best and was designed to be.
On the flip side, MODO isn't a well-rounded as Maya.
So it just make sense for studios to stick with MAYA, overall.
But that means... slowing down your environment artist.
Pros and cons
modo has been around for a long time though
A while yes. But it started as a sub-d modeler
And was made by ligthwave devs that left to build something better
Faster
As a designer myself, I got huge respect for that guys at the Foundry that designed Modo all those years ago
They really did a good job on fixing annoyances we find in other apps to step up workflow
Like it's on genius level.
But you really need to use the app to understand what I mean by that.
From controls to camera handling, tools like Bevel (all in one Extrude + Inset + Bevel) all in one, Edge Slice with sliders in the viewport, fast contextual actions, smart selection, the fact that you can combine tools together, etc. And since MODO 10, the Modo dev team added more and more game art related tools.
Let me put it differently
At the end of the day, you can move stuff, extrude, bevel, push verts, etc. in all apps.
But by default MODO just does it better. It's like a game with well designed game controls
It just make sense and it flows well
What if you play CoD and suddenly the game requires you to press X to fire!!?
Well... it works right?
But that's not very smart.
The Modo dev just went... yeah it works better on Right Trigger
hahahahahhaa
I just figured gamers/game dev might better understand the game-analogy
XD
As time passes, I do think Maya, Blender and Modo will become more and more relevant for different reasons and industries.
maya is general (expensive)
blender is free
and modo is 3D modeling/Rendering comfort (affordable)
we'll find out yea. art is hard stuff. it's not my specialty but i do appreciate the work artists put into their creations beyond the platform they make it on.
don't think theres any clear cut winner
Didnโt you have a crazy ranting co worker one time pat? How did you deal with it?
Eh, you listen, help identify the subject. Try to get on the same page. talk through it.
Patience is a virtue yes. But to what point in which theyโre wasting production time and degrading team cohesion?
Man Chris youโre a riot. Iโm going to get Bryce 5 to make terrain in my game now
Stick to video toaster fox
Question is, how to deal with people who are wasting effort and time right?
Yes
Iโve noticed such individuals are incredibly insecure too. Pointing them to some learning resources help
If they don't / won't consider what they are doing to the team, vision or progress they gotta go. Have not dealt with someone like that myself though.
Know they are out there yea
But then there are those who are arrogant on top of that insecurity. Could never figure out the best approach to deal with them. Aside from limiting engagement.
But again, such personality are damaging to the production
Oh hush, I know youโve dealt with such egos ๐
Do share the secret
SO, yea internet has a lot of people in it. Only thing you can really do is verify what people are saying and or press them when they make such statements with attention to how they respond.
Egos are avoidable in general
but they emerge from nothing sometimes
so they happen yea
Probably shouldn't get into specifics tho
It certainly depends on the production pipeline, but often... the thing with 3D modeling is often it just doesn't matter where the 3D mesh is from
It will end up in UE4 anyway
could have been done with anything
From Valve Hammer Editor through the mesh exporter feature
I suggest it, VHE is fun
You could. But... if you read terms of use.
That's illegal.
Doesn't mean people havent done it. 
I wonโt report you itโs okay
Intra personal relationship simulator. Always enlightening
Sounds groundbreaking
lesson of the day
forget about Blender or Modo.
Want to work in games?
Master Maya. Add Maya thumbnails to all your Artstation images + Substance Designer/Painter.
Get a student license (3 years) as free license.
Dumb question, would PS also help there? Or would Maya, SubP/D, Zbrush, and UE4/Unity do the trick in terms of estabishing a solid base of knowledge for entry?
Depends on what position youโre trying to enter
Ah right, going for environment art.
Yes. Photoshop is fundamental in that case.
Ok! Do you know of any asset oriented resources for PS I could look into?
photoshop? I mean photoshop is just basic but the standard for env art has been Substance Designer and Substance Painter for a while now.
they already were in 2014...
industry standard for both films and games
Substance Painter didn't even release until 2014
Designer has been around a little longer, but I don't think too many people used it in it's first 2-3 years of existence
@plucky hatch @errant ermine Huge compliments and valued advice, thank-you both! Anywhere I can get feedback on my CV?
And Chris, when you talk about reproducing concept art as a primarily textures materials artist, are you advising I branch into environment design as I intend to?
Also I have another question - I've been learning Zbrush lately to expand my tool set and delve into areas I'm not typically comfortable in. Would it be worth uploading this work in progress sculpt to my Artstation for future employers to see alongside my texture work, or is it irrelevant and best kept out? It's nothing remarkable nor is it finished but might be a worthy inclusion:
Is it your best work?
Is that the area you are applying?
Then I'd leave it
Learning pieces doesn't belong in a portfolio.
Understood. I thought perhaps for the purpose of variety and demonstrating an eagerness to learn and expand it might be worthwhile, but I fully admit that it's a) unfinished and that it b) misses the mark in a number of areas for it's intended purpose (namely some anatomy and proportions).
Oh, almost forgot - it's also as I've mentioned experience with the program in my CV, so I wanted to demonstrate this in my work somehow, just as evidence. Still unwise?
I had impression that you are applying as a texture artist.
If so, character sculpt won't help you at all.
I would only include the Very best works. That usually rules out areas where you are still getting up to speed.
The progress you've gone through getting to those very best results isn't really interesting.
I am Deathrey! Noted, thanks all
@plucky hatch
no substance designer started with games around that time. but it took years before game artists accepted it as the new standard. people were still claiming that photoshop was better. they had no idea what sd was
I mean, when Designer was new it wasn't really competing with Photoshop
different tools for different parts of the toolchain
to an extent it's still that way
The OP already has both substance in their repertoire and was merely inquiring if photoshop should be included.
I mean, if you actively use it, sure
Artists would need something to paint bitmaps in regardless no?
Both work well at the weakness of the other. Hence, using the tools in conjunction.
proper tool for the job. Also, Substance D has been around 19+ years. I first saw it at Siggraph 2000 at their tiny presentation booth with a tour by Sebastien himself. It took half a decade just to get ppl to stop using Dark Tree Textures.
Dark Tree! Enjoy this blast from the past http://www.darksim.com/html/dt25_description.html
Substance didn't exist in any form 15+ years ago. Substance Designer was released in 2010
Substance Air / Engine came first, but eh
in 2010ish, Substance Designer was barely competing with shit like Crazybump
โก The history of Substance
https://www.substance3d.com/company/history
Photoshop was never designed for games.
We used it anyway.
Substance 3.5 made a lot more sense, but it lacked the ''image editing by hand'' tools that Photoshop had... still has.
I really liked where SD was going.
I promoted the hell out of SD around 2012-2014 on polycount.
Because nobody knew about it
Just like Modo...
Soo, forgive me for my ignorance since I'm just starting an online program to learn this all, but what purpose does PS serve now if SD and SP are industry standard? Seems like the non-destructiveness and variability of those programs greatly surpass PS?
Photoshop can be used to edit photos, create images, add text, create concept arts/illustrations.
Substance Designer exists to create procedural images. Instead of adding finite layers, you build an image by pluging nodes together.
At any time you can change a node and it will affect the end output. It's non destructive and for mass production
And we now basically sculpt in 3D using tesselation in Substance to create normal maps and height maps, etc.
But you don't sculpt by hand, you sculpt by applying processes
Almost everything in SD is just about using black and white images lmao...
@spare jasper
You can get up to speed with Substance by visiting the Substance Academy
https://www.youtube.com/watch?v=i_q_JaCg7hk
Creating your first Substance Material course introduction. The course is divided into four chapters: Ch1: Discusses workflow, Substance Designer and node ar...
thanks for the resource! So with creating assets PS has mainly become ancillary in that if you wanted text or some sort of non procedural detail added to your material you would use it
right?
The current workflow is a bit like...
Create Substances with Substance Designer
Use Substance Painter to paint masks, apply Substances and adjust procedural settings.
But you can texture only with one or the other.
This is what I mean by Substances or Smart Materials. Either in Substance Designer or Substance Painter or even directly in UE4, you can edit this on the fly.
https://docs.substance3d.com/spdoc/files/162005019/162005022/1/1502118931111/anchor_height_blend_optim.gif
that gif looks like a heightmap based blend, which tbh is better done at the material level
SD has better nodes for this now.
I really like where SD is at now, minus... i can't freaking paint 3D masks ๐ก
SD and SP, separated... feels like something is missing in both.
Should have been 1 app
But hey, it's a start...
We use both tools internally too. They even give us programmers a good base for making materials.
before Substance they did mapzone iirc
just because it was not called substance designer, doesnt mean it didnt exist and in use as a concept for many years
he gave a white paper presentation 2000/2001 siggraph at the booth they rented. Same year I bought Zbrush 1.27b for 129$
The game jobs in my state use Unreal Engine 3 and 4 with C++ and not blueprints. However, most of the tutorials and resources I find online are in blueprints. I read online that it's not worth converting blueprints to c++ but I honestly would really like that option so I can understand C++ better and ace the interviews.
Any advice?
Btw, graduated with a bachelors in Computer Game Design and Development back in July. We only worked in Unity with C# however, so I currently don't have the C++ skillset to get an Unreal job. Therefore I'm working with a company right now using Unity to make a desktop application
Youโve never touched cpp nor unrealโs api?
quality degree if they dont teach c++ in a game dev degree
Sounds like my terrible university. They didnโt even know how to use source control ๐
source control? https://media.giphy.com/media/kaq6GnxDlJaBq/giphy.gif 
Where did you find the picture of the head of department? ๐
Yeah no I had used base c but never C++. I had opened unreal but not done much with it
duckman, would advise you to just jump in. Take something like shootergame or any open source c++ unreal project and start playing around with the code
questions will come from that, which can be better answered in the discord
Random question, it's purely theoretical. If you worked at a place that you can't/don't want to reveal, how to handle that on CV? ๐
Like, we're assuming that there's no company name but there is contact info
E.g. one of the theoretical past workplaces was something like "Nuclear Weapons and Chemical Weapons of Mass Destruction, LLC."
I know gamedevs basically never end up in this situation, but I'm curious what gamedev people think of this
Probably the same way you'd handle a resume including a classified job description, although thats slightly different
The more I think about it, the weirder it seems to omit company name
Yeah. Sometimes things get complicated ๐
If it was just personal reasons I didn't want it revealed then I'd still send it out to specific individuals with the company name there
I'm betting if there are legal reasons then they'll also have given suggestions for what to put instead
Yes
This was a more theoretical situation, the real situation the real person has a second company name to put in place of the actual name
Hehe
Resume obfuscation would be a small red flag for me but I've also rarely been in the hiring chair
"Why does your CV say you've been a weapons specialist at Biscuits & Cakes Inc."
Could be seen as faking credentials
Random question, it's purely theoretical. If you worked at a place that you can't/don't want to reveal, how to handle that on CV? From own experience, it will be treated as non-existent or irrelevant.
If you leave a time gap in your resume, they'll usually ask about it in an interview and you can explain to them "oh, I was working at Burger King to make ends meet" or "Yeah I was doing contract work for a company I'm not at liberty to divulge" or whatever you're comfortable with saying to that specific person
hows your diet been
its has been good
i think i eat only 1k calories daily but i weight 80kg and 185 cm
and i also workout
i will add more calories after few weeks i guess
When Im saying recruiters should be former devs
Just saw a recruiter that read oh my a game designer + oh my a full stack programmer (nothing to do with 3D)
And then tried to push the person into a role of 3D graphics programmer for 3D training simulator
with Unity
Would have been a disaster
I think there might be less former devs who want to do this (or maybe former devs in total) than there are HR people in some big international companies
And we have jobs for people with 30 years of XP like this one
https://jobs.zenimax.com/requisitions/view/1373
A 3D artist who has 5 years of XP, can draw, paint and model his stuff, is familiar with VFX techniques and has programming experience

So a concept artst + 3d artist + vfx artist + game programmer
Paid as an artist.

well, Zenimax probably pays a ton for this kind of skills, right?
Whatโs the recruiter for
recruiting programmers for a company that developers 3d training military simulators
the recruiter works for an agency and the person suggested the worst job in the list for my profile
literally, the worst match
At first, I wasnt told what job it was going to be about. I just knew the company and programming was involved
And then I told the person, well... I do have a game-related background. But the worst match would be a type of 3D graphics programmer job. Or game programmer job.
And right after, that's exactly the one job she sent me
XD
They had like... 30+ jobs.
Bottom line...
You recruiters shouldnt just be HR people
They should have domain knowledge
A lot of it.
A job involving 3D, front end, UX. worst case... back-end programming.
Would have made sense
I've seen some people start as recruiter and then they became like Level Designer or else
But Ive never seen the opposite.
They each should have at least 35 years of experience in the field
It's pretty obvious you cannot be a recruiter unless you know how to program a z80
oh so they dropped the punchcard requirement now? finally!
yea a real recruiter also knows asm language tbh
Do they hire without woodworking skill these days ? The best code is one, that was written at own hand-made desk.
I've heard of hires without it... They let anyone in these days. And even when they do follow up its often revealed they didn't even grow the trees themselves. Shameful.
Gross. Younglings lost all their manners, taking shortcuts everywhere imaginable.
wait ... they didn't grow the trees themselves? That why game dev sucks nowadays they let people in who have no real commitment.
a lot of studios i notice have a notice asking recruiters not to apply
๐ Question of the day
You open a game studio tomorrow.
You need to hire a recruiter.
You have 3 candidates.
A. Human resource person that just graduated from University
B. A senior recruiter who has 10 years of experience in the video games industry, but has the traditional HR background.
C. A game dev with 10 years of XP, someone who pretty much worked professionally in all the different departments. So he knows the job, the portfolio, did mentoring, has great soft skills, etc. And he is a bit sick of production work and he is considering becoming a full-time Talent Acquisition Specialist.
I will choose A, because none of the others will accept work in a newest game studio with 1 day.
B
I would need the hiring and HR skills. A is too junior and C is pointless.
When starting a studio, the first hires will be department heads/experts. All of which likely would be sourced without a coldcalling recruiter. You team up with people you already trust. Those people will then be the arbiters of who gets hired when you start filling the floor.
So the skills C has would be obsolete before the first day on the job.
In our startup I joined a few months before the recruiter did. All of my interviews and so on was organized by a generalist contractor recruiter.
๐ฟ
๐ฟ
?
The question wasnโt meant to be constructive I guess?
Yeah I guess
It's better if you wait for more comments to be added.
We are all coming from different backgrounds and experience, Im expecting different answers. I had friends in recruitment, my sister is HR, my sister in law recruits, etc. Most of the people I know in the industry see recruiter X way. It changes how you view things.
Doesn't mean it's ''right''.
I'm more interested in the why than the answer A, B or C
That's right. I just answered with my point of view. When I get another experience and another way to view things, maybe I'll answer in another way
At the end of the day, we always get both sides.
Someone is going to ask hey should I write a cover letter when I apply for a job?
And you'll get one recruiter who is going to say, hell no I don't have time to read cover letters.
And you'll have another one who is going to say, of course it's best if you can tell me a bit more about where you are coming from, what your long term goals are and what you can do for us.
And when people apply for jobs and get rejected, they aren't explained why.
What is there to fix for next time?
The people who applied don't know
And no one really wants to question the current system in place, because... obviously you won't make many friends that way.
Let's say Simon writes a book about why recruiters are useless.
Then Simon can't find jobs anymore.

Simon would not care, if he is the one, handing out jobs. Hence, you want to change the system? Climb up and do that from the top.
I don't disagree, but I don't think anyone of us can dedicate our lives to every single problem out there
If you want to change the system, build a more successful system
it's more or less the only way it's going to change, after all
There are other ways.
If we talk let's say... about The Foundry developing Modo. MODO suddenly started to receive more game dev tools between MODO 10-12. Why? The timing for them was good for it. Plus, James O'Hare joined their team (game tech artist/char artist). And Warren Marshall, Tor Frick and myself were pushing for more useful game art oriented tools for future versions of Modo. And I was promoting the hell out of it on Polycount.com. So everyone together was pushing for it, every way they could.
(1) identify the problem
(2) get everyone on board
(3) push
When I was studying at Cegep de Matane, all the students that we living on Campus had less than 56k internet speed. I asked a friend to assist me in the process, we organized a meeting with someone responsible for the Life on Campus. And after 6 months of surveying, petitions, meetings, etc. We were finally able to create a new Gaming Room project. Students could bring their PC there. Couldn't leave it there either, so that forced people to move in and out. But we fixed the lack of high speed internet problem. And even after our gen left, students for years after we still using it.
If you want X software to become industry standard, just allow schools to use it for free. And future employees will be competent with it for years to come.
I am loosing track. What is the connection between MODO and surviving as a student ?
It wasn't about surviving, it's about solving problems.
You always need to get everyone on board for the push.
And after, there is always someone to like you for it... or hate you.
lol
I would pick D - recruit people with own resources, because if weโre a new game studio, weโre probably still tiny and hiring overhead isnโt a killer yet
for a small studio that makes sense, but once you start getting to the 40+ people mark that starts to become more difficult
Iโd say the mark is at around 12-15
Is around the time when you have enough distribution of responsibilities that you can no longer allocate HR responsibilities to random people and likely now you are past initial setup and ran out of initial set of candidates youโve prescreened
So you have to take in way more potential candidates suddenly
I would agree that beyond 12 people it starts getting hairy
maybe even beyond 10
exec + leads + core essentially
@flat gazelle can I ask which company you work at? I understand if you don't want to mention it
Ubisoft Stockholm.
Hehe, beyond 12 is perfect. I'm employee 13. ๐
I'm still at 1, I could use 1 more lol
and I don't think I'd qualify as a studio
more an IT guy, now if a studio, needs an IT guy, who can make games
yet being at university 4 people in a group project feels almost un workable depending on team mates
At university in my experience we had a lot of slackers, people who were just there because they liked video games and not the development. People would miss a lot of lectures and group sessions (especially in first and second year). The easy way people gathered was to give them the smallest jobs
hahaha
so we didn't have a gameplay programmer for a project being someone who was not in class for 80% of the time
... well yeah. That's how it is
instead we would be like "yeh can you o the UI for the menu"
In my experience with school...
The ''great students'' are just the good to hire future employees
While the others just won't do the job
And recruiters still hire them.
God knows why
Yeah I know half of them rn ( im in my final year) and half of them are like "im not even gonna look for a games job"
I went to school 3 times and the 3 times everyone was just wtf recruitment is so random
I know one guy who could do sub-d modeling ,never cared. he is a lead now somewhere
Still makes me laugh...
You seem to have a big hate and grudge against recruiters. Like in what studio have you worked ahere your HR and Talent acquisition does not vet candidates or interview them with the actual team and leads?
It's not against ''recruiters''.
Recruiting is different for every studio , but at times from what i have been told and have experience in placement year it is random at times
Look, easy man. I went to college 3 times and the 3 times game studios werent hiring the best students.
And who they hired... was very random.
It's just how it is
There is a good side to it
and a bad side
Pros and cons to everything
I've worked in studios where people doing shitty work, but working fast would get promoted
Is it a normal thing? of course not
It's different everywhere
I am well aware. Every single company I have go through the hiring process with, I only talked with HR and talent acq at the end. The problem with the current system is that it very much is a people/social game. And people who are good at the social game aren't necessarily the hardest working or brightest student/employee. And that is unique to game industry, it's any industry imho.
Same with promotions, etc. A lot of comes down of how good you are at interacting with people.
I mean, it is also a bit different depending on the discipline. The portfolio of an artist is more explicit than the one of a designer.
But when people tell you your portfolio is everything and you realize it's not so important because that guy with a shitty portfolio just got a job
it's weird for people
and frustrating
It's kind of why we have art and intro tests. Hell, I've had to do art tests during interviews (late stages, usually onsite or the third Skype interview). There were studios where I didn't have to do a single one.
And I've also heard horror stories from people just having someone else do their test. That is like next level retardation. Luckily that dude didn't get hired because they smelled his bullshit during the on-site.
First thing we were taught i second year going for placements and it was aimed at particular students was "If you are more qualified than someone but you smell bad you wont get the job"
Well, not bad life advice. I've smelled game dev students. At our school, the game development campus, we have signs in the bathrooms where we remind people that they should take showers. No joke.
Seems they were more trying to solve a campus problem tho :p
When I graduated in 3D art, I should have applied everywhere.
And kept applying.
I didnt. I just wanted to boost my portfolio first and get it good.
And then apply.
And then... life stroke
And I had no more time to make that portoflio
Wife got sik
Had a kid
Was fucked
Job wasnt paying, had to do overtime all the time
no more time for folio
But you learn.
It's oky if you suck. What matters is getting the job
Get in the door first, boost your portfolio with shipped work. I basically just got lucky with that. My portfolio was shit, honestly, got hired at small studio where I did my internship, then got poached by AAA.
Although, 3d art fields are ridiculously competitive, and I was a better problem solver than artist, so I just transitioned to TA and Houdini instead.
Im currenttly like emailing and calling all the ones I know to try and get my foot in the door after i grad next ummer
Currently going to be full time Houdini artist, mostly procedural 3d. Past two years I was TA at Ubi, mostly doing shaders, python tools and hero asset integration.
awesome
Started out as a 3d artist tho.
Im moving to web dev ๐
for... so many reasons
I'll get back to game dev later.
For the same reasons
lmao
Game dev is changing
Valve showed the path
Everyone has been too busy making games to learn from it
Dont make games. build a business
To sell games, you need a platform.
you need an audience
The best audience, is your audience.
Build it.
Build your own platform.
ALWAYS
You act like this is a new revelation ๐ค
People don't want to build shovels they want to see what's in the hills ๐คท
@plucky hatch what you using for your web dev stuff? eclipse??
Depends on the project.
I did some projects with AJAX
Last time was React + Redux, Typescript, SQL, .Net Core, C#, Node.JS and json.
My website was done with HTML5, CSS3 and JQuery.
At the moment, I'm moving to Visual Studio Code + Angular + Bootstrap.Not sure what I'll use for backend.
The MEAN stack, I'm guessing.
Yeh I only every did basic Web design with HTML , Javascript , CSS etc
only basics never too far
Pros and cons
I got a lot to do on the web side
My game is almost ready to have people play multiplayer, but I need to tie in game stats to their accounts for the website and such, and I just need to finish my website
right now I have a very basic template up for a few demos
Awesome
I have a quick question so i had a interview at a company to be a unreal engine programmer and listed and kinda listed my tutoring channel but havent linked it should i send it or leave it?
I would personally say yes. Its proof you can walk the talk and explain the process on top of it.
