#career-chat

1 messages · Page 71 of 1

scarlet bloom
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Ok that’s fair. Thanks

plucky hatch
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That's why the portfolio is not everything.

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production work, depending on the project can be average to high

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So they look for solid employees, work ethic, production speed, team players

fickle hatch
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@scarlet bloom I always have stuff to do, once I finish something I move onto another task so I don't get tempted to stick to that one forever

chilly pebble
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@scarlet bloom so even if you're done with your project you can still do like bugfixibg

tender quartz
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When you gotta ship, the ship sails

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So sometimes it’s like how can I do this as quickly, hacky, messy, point a to b & whatever so that the ship doesn’t sink

plucky hatch
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Anyone got any info on "Platanito
#0058"

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positive or negative feedback if you have worked with him before please

supple timber
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Is it worth it going to uni for game development?

broken hollow
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Not sure about game development since that usually deals with programming and stuff. However, in my opinion, (as I have completed my diploma and bachelors in game design) its quite beneficial as they can teach you certain key industry tips that can be very very helpful and most importantly, group projects. I have learned so much from group projects especially after upholding numerous roles such as game designer, level designer and even narrative designer.

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Looks good on your portfolio as well.

gentle stone
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As someone who went to uni for a degree in computer science with 'a bit' of games programming and who researched private schools that exclusively teach game dev related content, including knowing people who went there: it's worth it only if you can see students produce good results (see Gnomon or Hertfordshire) . Those unis tend to cost you a lot though. Those are primarily game art, so if you are looking for programming then I'd say HELL NO

A lot about games programming is common OOP and the industry grew up without people needing to specifically study 'games programming'. You can teach yourself all of that once you have a trained analytical mind and know more about computer science in general and chances are you'll learn more doing it yourself than if some guy did the equivalent of a youtube tutorial live.

The only thing I think where a uni has some advantage is the possibility to meet your peers and network and do group projects. But if you know your way around those will happen automatically with time, skill and effort.

swift crown
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I went 3 years for a technical game development course but then I felt the need for more theory because even tho I knew how to make games I didn't know what kinds of game I should make and didn't know how to perform researches so I went to college for a bachelor degree in game design and digital entertaiment which was exactly what I needed to better learn how to plan my games and research what should be included in my game and how exactly to do it

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Ok.. now answering your question, if you want to be a game designer or programmer it is worth, you can get along very well without it too so I advise you not get debts of any kinds

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about going to uni to be an artist I personally think its kind of bullshit buuuut university is very good for you as a human being and it will always be good for you to get in touch with that people. Marc Brunet from cubebrush talked a lot about it in his tutorials that I have watched a lot, he is the guy who made the 3D model of Tracer from Overwatch and he never went to college, he has the Art School for Digital Artists program with a lot of digital videos about many subjects.. thats what I would do if I wanted to be an artist

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but if you can pay for university, its always good to have a diploma.. if not then dont do it

karmic kayak
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One thing to keep in mind: If you plan to migrate to the U.S or Canada a degree helps greatly regardless of being an Artist, Coder or whatnot.

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Those countries are locked down well

swift crown
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yeah I agree with that Dizco

frigid fox
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@supple timber Depends on the country aswell I think , how accepting is your country government of games , where are they using them , for how long have there been courses there , e.g how old is the course you would like to get into? try to talk with graduates or current 3rd years and ask their opinion . In my opinion being in the 3rd year of Game Design and Development course in Portugal , I dont think is that worth , I consider myself self-taught even tough im in uni because there hasnt been nearly anything valuable I actually got from classes , in my opinion if you go to uni , go for the connections and for the social experience .

supple timber
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@frigid fox there isnt a uni for "game development" in my country so i would have to go programming , we arent actually taught anything about game development

frigid fox
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Well , thats the route most people take actually , and to me seems to be the safest one , since if you have a cs degree , you can find programming jobs easily and work on the game development area of your choosing in your free time , I dont know what exactly you want to do in the area of game development , if you want to do something specific, to get a specific position in the industry , like 3D Character Modeller , VFX Artist or the like you can just do it without uni , there are amazing courses online for it. If you want to be a solo indie , just do CS and work on some safe job while you do it as a hobby , until you get enough so you can quit for a few years I guess. The uni degree paper has its uses ofcourse , but its up to you , to see if its worth the investment

supple timber
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tbh i only want the uni degree as a backup since i think i am going to start as a freelancer @frigid fox

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proggramer prob

gentle stone
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that would be fine then, lots of open doors remain

fickle hatch
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I would half seriously suggest an applied physics degree or another practical engineering degree of your choice that involves computers and lets YOU learn gamedev on your free time in a way compatible with other studies

flat gazelle
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I wouldn't

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"Never half ass two things. Wholeass one thing"

fickle hatch
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The primary purpose of the university is to teach you to learn and practical engineering gives you the math & other knowledge fit for more technical positions and more specific programming (physics, rendering etc)

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But it is an unusual path

tidal moth
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math you can always google out, but it's harder to google technical approaches to problem solving

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I did CS in uni

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and while I don't work as a programmer the way of thinking I was taught is something I use every day

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especially as a designer

nova tartan
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You won't be able to google how to solve a given problem very easily unless its a very well defined common problem
Most of the time it's like
"I know how to solve this through experience and education but I need to google the small technical implementation details"

tidal moth
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well yeah, that's basically what I said

nova tartan
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it's not really a way of thinking though, moreso just understanding how computers work

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also from experience googling math doesn't help a lot of the time because you don't know what the academic name of your problem might be

tidal moth
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it's less about how computers work and more how systems work and interact with each other really

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whether it's a computer based system or not is irrelevant really

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and it is a way of thinking, understanding stuff like polymorphism, hierarchies and system architecture in general leaves you with a better understanding of how to compartmentalize your work and workflow

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it teaches you how to think of the world in modules

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at least that's what I got out of it

tender quartz
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many roads may lead to one destination, you gotta find what works for you

iron cave
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Someone who studied games as a degree. It was worthless to a major degree due to the fact that you can learn it all at home, but I finished it simply because the degree let's me study in other countries, and access to programs for free due to the student profile.

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So honestly it's always better to do stuff that isn't game design related, and gradually move to that by practicing at home.

turbid pulsar
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can you start working for a dev team with almost no experience?

flat gazelle
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Yes

nova tartan
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depends on your abilities, if you can't produce art assets or program, you have to look at it from their perspective and think why they would hire you

calm thorn
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Get an internship

gentle stone
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If you want to work with people who know what they are doing, no

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if you want to work with beginners, sure

plucky hatch
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Im finding it hard to find work I am looking everywhere, they are advertising for care workers at lot so I have gone for that but even they are asking experience sometimes

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I have a job but no job security and they are giving me fewer hours

gloomy rose
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Hey, are we allowed to make fun of some of the postings in #looking-for-talent ? Cause there's some comedy gold in there and I'd hate for it to be against server rules to riff on it.

nova tartan
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I would say no, don't make fun of people in this server

gloomy rose
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Alright. Thanks anyway.

spice dagger
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@gloomy rose I suggest you read the #old-rules and act accordingly.

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Act professionally and respectfully.

gloomy rose
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Thanks, man.

tender quartz
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Question for this channel: What’s the best way to display your portfolio?

tidal moth
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simple and to the point. if you're an artist or a designer show off screenshots or gameplay videos first, then descriptive text or breakdowns of assets/areas

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if you're a programmer, good luck

nova tartan
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My experience with programming applications is you just put a github link and if they care they can check it out
(as a someone who's performed several rounds of hiring interviews and candidate review)

sharp hinge
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As a programmer, it's important to show you've completed things

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"I got half way through 10 hobbyist projects but got bored" is of 0 or negative value on a portfolio

gentle stone
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I think 'completed' is the wrong term, but it's semantics really. You need to show that what you've done works, regardless of bugs or future improvements. If you are going to gate your game with a log in screen and it doesn't work, either make it functional or take the login screen out

tender quartz
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All salient points. I've done a ton of work this year, and now would like to put some of it online to show the world my capabilities. As a place to point potential clients or employers to should I put it up on a website, Youtube, Behance or where?

nova tartan
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what's your field of expertise? What kind of role do you want on a team? That might change how you show it off.
Usually any easy to click links in a resume get clicked by me, "I worked on this, here's a youtube video showing it off" I'll click that

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If you aren't going to make it look good though don't put it on your resume, it'll make you look worse

tender quartz
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UE generalist, VR specialist. I would aspire to be a technical artist.

plucky hatch
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If you are expecting for a BEST WAY TO DO X... it doesnt exist. Especially in the design department. Everyone that will look at you portfolio will come from a different place.

tender quartz
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Well I am always looking for empirical best practices, in all aspects of life generally and for sure in work

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Of course I see you're point though, this is an art sometimes more than a science, and it lies in the eye of the beholder

plucky hatch
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No. I meant many recruiters wont select your profile based on a portfolio. Many wont even understand what they are looking at. There are many factors that come into play. There is a reason why so many people complain about "recruitment" these days. And this isnt exclusive to video games.

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It is true now just like it was 10 years ago...

west sonnet
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Technical art encompasses many things. Have a look at some like minded portfolios

plucky hatch
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My advice is find what you really want to do. Focus on that. Keep applying until it happens. Because no matter what you apply for, it is very random. And some companies have a really really slow recruitment process while some others are blazing fast.

narrow vigil
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So sort of along the same lines how much should you put onto your portfolio? Whether it is completed projects or works of art. I know you shouldn't clutter it up, but I've never really understood where to draw the line.

plucky hatch
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only your best work
And enough pieces to inspire confidence that you will deliver

flat gazelle
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A portfolio != A page where you try to round up clients for freelance work.

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A protfolio is muich simpler.

tidal moth
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@tender quartz nobody is going to hire someone that is "just" good at an engine, you need to focus on a discipline

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plus technical art is considered more of an advanced role that will probably require you to spend some time being a 3d artist or a programmer in some capacity first

plucky hatch
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O_o
It will definitely help you if you are a pro with UE4 specifically when applying for UE4 projects.

narrow vigil
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So for completed projects would four or five be a decent number? Enough to show that you can complete projects but not enough to seem cluttered

west sonnet
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Quality. Not quantity

vernal rune
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Tech Artists are cool ppl

tender quartz
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Sage advice fellas, thanks for the considered feedback

narrow vigil
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I know quality not quantity, but I was looking for a number of projects that shows the ability to complete projects. Or would just a couple of projects be good?

tidal moth
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just a couple is fine

nova tartan
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Your two best projects will look better than your two best projects + 3 slightly worse ones
Whoever reviews the application will probably be a bit fatigued after seeing two

tidal moth
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way less text

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and show more of your content on the main page

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pick a role

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either you're a game designer or you're a programmer

pastel estuary
tender quartz
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@pastel estuary thanks for sharing

plucky hatch
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I find it very interesting that depending on where you apply, you have companies that are looking for some kind of prestige while others are really focused on skills/potential of the candidate.

flat gazelle
plucky hatch
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Ive seen some very creative designers being asked in interview for technical jobs (mainly python programming) they couldnt do without even having an available portfolio online. And they knew that didnt have the profile for the job.

fickle hatch
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What do you mean @plucky hatch

steel creek
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finding a good company is just like finding a good life partner. Most companies overestimate what they need and most applicants overestimate what they can do - just like a first date

zealous gyro
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how and were do you find people to make a game with ive been trying but cant seem to find people

tidal moth
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you don't, generally

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you make a game as a single person

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then at the end you might get help from another person

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but that's about it

nova tartan
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Does your city do game jams?

zealous gyro
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no they dont not in a very big city sadly 😦

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like i understand you cant just find anyone to make game with. like you have to get a connection with someone first but i would like to find people to do that with you know.. have made couple of games by my self but i would like to take to next level

nova tartan
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As a hobby or as a job?

zealous gyro
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will in the beginning a hobby but i would like to make it as my job.. thats why i wanna find some to make game with to get some type of income in

tidal moth
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perhaps there'd be money in a "dating" service for game developers, where they can find each other for work

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I think there may be some sites where you can advertise yourself as looking for work

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but be prepared to sit through a lot of shit, since people aren't very good at working in games unless they have experience

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and by experience I mean working in a studio or team environment

lilac walrus
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they're called recruitment agencies

tidal moth
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I meant more as in a hobbyist thing, not as in paid work necessarily

lilac walrus
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(as an aside, websites like that have existed in the past, but they're never successful)

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IndieDB has a jobs board as an example

plucky hatch
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I really recommend that you find ways to get in touch with dev teams directly to find jobs. If the dev team wants you on board all together, it is a good way to get someone in.

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But that also depends on the company structure/culture and how they approach recruitment.

bronze dew
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also consider the dev meetups

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most citys have them

plucky hatch
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I thought being an indie was very hard and to be successful you need lots of experience + usually outside funding, so not viable career prospect but fine if a hobby, and easier route is to go pro but they also want experience + you need luck and also to focus highly on one area

barren lotus
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Success isn't exclusively tied to experience and funding, Dante dropped out of college and built Onward VR by himself with no game dev experience or funding.

plucky hatch
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A career in games is great if you live life solo and don't have kids

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For no lifers

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Because it really never stops

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New version of Maya, new version of substance, new game engine, etc

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It will eat your life

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And depending on your current situation
Could be good, could be bad

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It's difficult for me because this is my hobby, but it's difficult to find employment elsewhere, because they treat everything as a 'career' rather than a job, so the idea of having hobbies and things is alien to a lot of people

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yeah

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and I could make this my 'career' but firstly I am not that smart which I'm fine with, and secondly I don't even care that much lol

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And if you make it a hobby and are working on X game, that could also be seen as a threat by employers

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that or if you have a popular youtube channel

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yes but how else to answer 'gaps in employment' questions

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There isnt a magic answer

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everyone will have different opinions about it

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If you make indie game, they might think of you as less of an artist or programmer or designer because you do multiple things

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And some people will see it as a very good thing

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You just never know

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Yes that is true I would find it hard to specialise because I like to be involved in the whole of a project, except music

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But for large companies it's more profit I suppose to have very specialised people

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From experience, the greatest minds Ive met were often involved with the main 3 spheres

  • Art
  • Design
  • Coding
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It wasnt making them less of anything

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And that's the difference between a generalist and a polymath

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or a multi-disciplinary specialist

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This isnt widely accepted in the video games industry

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which is weird considering how everything is interconnected in video games

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I think generally people who do multiple things are not the best at those things, so probably better for hirers to take 3 specialists in 3 areas than 3 generalists. But it's more fun for me to be involved in many places 🙂

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I dont see it that way

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I see it as anyone can be a Game Dev at large, but for production and saving time, we all focus on specific tasks

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I do see a small advantage in seeing how different aspects of the game interlink

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Personally, during my career several people came to me and tried to discourage me to dive into other fields.
Claiming it would be impossible, would be too difficult, wouldn't be feasible or nothing good could come out of it

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But they didnt understand why I was doing it either

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Well on a small scale indie project makes much more sense than on a huge game

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I disagree

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I mean... making a game yourself would be harder than joining an AAA team

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but yeah, making a small indie game is better than making a huge impossible one

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What I meant is making a game is hard. Almost impossible solo

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ALMOST

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I think you mean

kindred mason
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Nothing is impossible unless you make it so

plucky hatch
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'Making a good game'

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:p

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I could have made a game ten times over.
But it would have been shitty too.

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I wanted more.

kindred mason
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Also, sometimes... people... just... talk... too... freaking... much...

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Less talk, more action. Or you won't be finishing up anything.

plucky hatch
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lol what here?

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Or in general

kindred mason
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No, in general. I thought I was adding to the conversation

plucky hatch
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XD

kindred mason
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Maybe not?

plucky hatch
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No it's true

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I met many devs who wanted to make their dream games

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but didnt have the will power to do so

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Yeah it's easy to rest on your laurels, gloat on your achievements etc and not tackle stuff

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learn the different disciplines

kindred mason
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So...

plucky hatch
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and learn how to make games by first breaking down their own creative barriers

kindred mason
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There's a difference between able to do your dream game now... and knowing that you could do your dream game in the future

plucky hatch
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Who you are as a designer or artist or coder is different
from what you would be as a... I know it all

kindred mason
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Sometimes people try to do their dream game as their first release...

plucky hatch
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first I need a secure job, then I'll worry about working on another project

river copper
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"Don't think! Feel. It is like a finger pointing a way to the moon. Don't concentrate on the finger or you will miss all that heavenly glory."

plucky hatch
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Yes you do

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You do need a high paying job to ensure you have freedom and free time

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and money to pay the bills, PCs, etc

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whatever

kindred mason
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I'm not saying it's not impossible to do... but it would be easier to do a for-sure doable game, learn from the experience, build upon your skills, and get to the level where you can do your dream game

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Especially if it requires multiple people 🙂

plucky hatch
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well my last game was a failure commercially. I spent 6 months making it and although I had no illusions it was going to make decent money just how badly it did surprised me, I thought I would get around 10 buyers at least. But if I say so myself I am improving A LOT every time I make something.

kindred mason
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Especially if you're trying to be the boss and running the whole project

plucky hatch
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well for my next I would be fine with 2-3 people and also hiring a musician near the end

kindred mason
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Indies have a crazy hard time with exposure nowdays

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Well, past 4-5 years or so

plucky hatch
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Or maybe indies don't know how to do business

kindred mason
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Depends

plucky hatch
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and Im not saying big companies know better

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Times are different now

kindred mason
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No, but big companies have money 😉

plucky hatch
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Marketing is different

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Options are different

kindred mason
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Money to spend $$$ on PR/Marketing

plucky hatch
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That's one style

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I think it's just only the top games do well, rather than it being linear, most games make nothing and the top 1% make LOADS

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Do you think Valve has to invest in marketing to sell their games?

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Steam is theirs

kindred mason
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Yes

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They do

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What

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That's not even a question

plucky hatch
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but I can understand people only want to play good games because I was having the same feeling myself. I would much rather get into something meaty and good that cost $20 than 20 crappy $1 games

kindred mason
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Just because they have Steam, doesn't mean much

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But sure, having Steam is crazy good exposure for them

plucky hatch
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If you have Steam, you have revenues.

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You own the Steam app and adds

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you can put your game on front page anytime

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you want

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You control your own sales

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yeah but the game just isn't that good

kindred mason
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Honestly, Valve is a terrible company for this topic

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So would be Epic

plucky hatch
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Im just saying... what do you need to sell games?

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An audience

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But what can you do to build such audience?

kindred mason
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And how do you typically get an audience?

plucky hatch
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Plus, an audience that fits with the products that you want to sell?

kindred mason
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You need visibility

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How do you get visibility?

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You need people playing your game, talking about it?

plucky hatch
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Well I'm not really the person to 'sell my personality', BUT if I worked really hard on a game and was convinced it was actually good, I could market it. It's just marketing feels sleazy if you aren't convinced the product is actually good.

kindred mason
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How do you accomplish that? Well, sure there are some freeish options, and sometimes you get lucky with viral hype

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But...the sureway, PR/Marketing campaigns.

plucky hatch
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A business needs to be sustainable.
There is a start and a period of growth

kindred mason
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Paying Influencers to play your game

plucky hatch
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You don't need 50,000 buyers on an external platform
You can build your own platform and build your own audience

kindred mason
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(of course, you could always try to get some influencers to play you game for free...but I wonder how long those lists are 😉 )

plucky hatch
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There are several ''Steam-like'' platforms on the Web

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Companies that have built their own market

kindred mason
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All have the same issues

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You need to start somewhere

plucky hatch
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Yes, you do

kindred mason
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You don't get visibility Day One

plucky hatch
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I tried kartridge and it's a nice platform but it's so few users. Even the best, really well-made games hardly have any reviews

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The earlier ,the better

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My neighbor owns a restaurant and he complains about how expensive it is to run VS tech companies

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all the food and stuff.

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a lot of work

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If you own an online marketplace...

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Create the product, leave it there

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that's about it

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you want to maintain it? update it? your call

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But your business expands as you add games

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and you can publish games you have not made yourself

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and players or modders can add free value to your platform

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Yeah but this is just ,how to make money, not how to make games :p

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How do you make games if you arent making money?

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You make games to make money to make games

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lol

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You don't

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of course you want to make money

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But you are also talking about using other peoples' games to make money

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You need money and generate money to make games faster

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What Im saying is, game devs should stop thinking that they are in the business of making ''games''

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Because you arent going anywhere with that approach

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Fail once, you are dead.

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Boss Key... is dead

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well isn't that the point? I mean most indies want to make money from games, if you are making money from other sources then that's fine but you are no longer making games...

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Of course you can do both at the same time

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The point is you don't just want to make games.
In order to make games, you need buyers.

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So the most important thing is to build your pool of buyers

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How? the answer depends on what profile you are targeting

barren lotus
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If your main motive for making games is to make money gamers will be able to sniff that out, and is probably a big part of your problem

plucky hatch
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Well yeah but how long before the actual game becomes irrelevant? Why be in the game biz at all in that case?

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The goal isn't to make money

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it's to build a SUSTAINABLE BUSINESS

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One that wont crash if your game fails

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That's why you have companies like Ubisoft and Gameloft focusing on multiple games

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That's why Valve... owns steam

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that's why Epic sells game engines and has a store now

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which has been their strategy for like 20 years

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long term game

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plan

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  1. making games
  2. making game engine
  3. Store
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I'm not saying making money is unethical, just this is more general advice on how to get rich and not to develop games

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See, I wrote money and some of you concluded it was about getting rich

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Money isnt the enemy

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Money is what you need to speed things up

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that's a vehicle, it's all it is

barren lotus
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Hold a regular day job and make games in your free time, distinction between hobby and career shouldn't be giving up your day job on a gamble

plucky hatch
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The more money you got, the more you can change this world

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For better or worse

barren lotus
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Gunpoint dev was a journalist who didn't really like his job and worked on the game for several years

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for a couple hours a week

river copper
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I've gone for the full roll the dice gamble

plucky hatch
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@barren lotus yeah I agree with you the problem is most employers want you to be 'passionate' about your crappy day job and it's hard to fake that if what you really care about is making games. You will fail their personality profiles because you'll be seen as a weirdo

barren lotus
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Would you want to work at a company like that though?

plucky hatch
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If you want to play smart, you might want to first build a website and sell gambling games
Generate income and then move to what you really want to do as your income increases

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well if im desperate them um yeah ofc

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A friend of mine makes AAA games, but was working on a side project, a mobile game

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because he thought it would be the best way to start up

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I dont agree, but if that's what he felt was right

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it's a business move

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not his dream game

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just a business move

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I would happily chop fu*king logs or something for a living but this kind of 'casual' (even if boring or strenuous) work doesn't really exist any more

gritty hill
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ahh

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i have 7500 usd

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To spend

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for a developer

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can't find anyone

#

lol

plucky hatch
#

My recommendation is always, find a high paying job that allows you to have a lot of free time
Then make games during your spare time.
And dont have a family.

If you do else...
Then dont cry.

#

XD

#

Some people will just live poor and make indie games

#

They'll wake up 40 years later thinking yeah, I should have done it differently

#

I should have invested 3-4 years building a business and then I would have been free

#

lol idc about being poor just stable in money

#

since my current job is 0 hour contract and I have no security

#

If you are a programmer, you have more ways to make money than everyone else do

#

And look, the whole ''ethical game dev'' thing.
I get it.

#

But the reality is...
You need to generate income to work on the game you want.

river copper
#

I don't know ... as much as i like money I didn't even start a career until I was 28 ... had fun times around the world when I was younger and don't really regret anything.

#

definately not a business man 😛

plucky hatch
#

It is very common that you will see people that will create questionable products or platforms just get off the ground running

#

Porn, gambling, weird addictive Facebook apps

#

whatever it is

#

Then it helps them build revenues, they can live off it

#

and they can make the games they want

#

For some people... Youtube Channel did it alone

#

You know yourself better than we do. You probably know what your options are

#

lol porn isn't questionable.... only if you feel you are forced into porn because of financial situation I find that very worrying

#

What Im highlighting is simply that you cant stop the world for doing stupid stuff

#

Some people invest in anything
You shouldnt feel bad if you take advantage of this situation to get yourself started in business

#

There is a bad side to everything

#

Video games are addictive and can eat your life

#

We ignore it, because we love games

#

But it's not all ethical

#

--
@plucky hatch
So what kind of games do you like to make?

#

or what kind of games would you like to make?

#

My last game was like Astroneer but more amateur

#

It was set in space.

#

I was thinking my next game would be about bees and wasps and multiplayer, with more focus on one or two game modes (my last one had multiple game modes). Interestingly I saw a bee themed game on Steam recently, priced quite high too

#

multiplayer with campaign mode as well

#

So you are into weird games 😛

#

XD

#

yeah idk why I had that idea but I was thinking like Rome:Total War insect version

#

But why is it what you want to do?

#

idk why not? Because I thought a cool name up for it

#

Vesp

#

copyright me

#

Why not? Again. There are different types of game devs or game companies.
Some devs or companies just want to make what the hell they want to make.
And they HOPE that it will sell.
Ultimately, they either end up selling games that... well don't sell well.
Or.. to our greatest surprise will release the game that will pioneer a new genre.

#

And then you have the devs that study the market and do their best to create something that can have mass appeal.

#

yeah but I think ideas are sometimes a bit random like that. I could spend forever coming up with the 'perfect' game and it just be crap. Why not just roll with a floating idea

#

It will be better than my last for sure due to more experience. Will it sell? Probably no. Will be fun though

#

But would it be possible to merge both making something for fun + making a commercial success?

#

Sometimes, it's not possible

#

But Im asking if it is

river copper
#

I found it quite strange how much my game has had to change from my original concept

plucky hatch
#

idk it's to do with experience man, I am getting better each time but maybe I need another game until I get good enough to actually get money from it

#

and I need to properly learn source control and maybe substance, also improve knowledge of multiplayer, I learnt some stuff past week tho

#

Ill start Jan

#

Im all for gaining the experience.
ALl im saying is if you know what people are looking for or what will trigger them
It's not about being good
It's about creating the right thing at the right time for the right people

#

Who knew Angry Birds would sell

#

or Minecraft

#

or Fortnite

#

idk you have hits like Flappy Bird then you have stuff like Hollow Knight which is just really good

river copper
#

right thing at the right time though...we cant see the future

plucky hatch
#

so either you get reallly lucky or you just make a really good game

river copper
#

I cant believe there are still 4 million plus still playing fortnite

plucky hatch
#

What is 2+3?

#

What is 3+5?

river copper
#

ahh fibbonacci

plucky hatch
#

If you know the past... and the present, you can tell what tomorrow will be

barren lotus
#

You suggested business owners sit around all day not doing anything with lots of free time, and now saying Rovio and Notch were concerned about market trends more than just making a fun game they wanted to play facepalm

plucky hatch
#

"Innovation is found at the cross-roads of multiple disciplines"

river copper
#

things usually happen in cycles ... things go out of style ... then come back around again

plucky hatch
#

What im saying is there are thousand ways to make games and stay in business for years to come

#

Making games... and just making games

#

is just 1 path

#

And it often leads to failure

#

Make a business hire devs and exploit their surplus labor

#

Because if you make 1 game at a time, that's a big risk of failure

#

If you make 3 games at a time... 1 failure is less risky

#

It's about cash flow

river copper
#

I see your point but I hope to make a fun game instead of 3 shitty ones

plucky hatch
#

That's why gameloft runs so well by making all those games that aren't top 10

#

They cover various markets

#

and they keep making money

#

they are steady

#

So they keep making games

river copper
#

gameloft have been established for a long time now and have huge budgets to develop multiple games

plucky hatch
#

Dude, I was there when they started making 3D games on iPhone

#

It worked because they put themselves out there and took the space

#

And they had enough budget for it

#

And back then it was nowhere near what they must be spending now

#

bye

river copper
#

yeah the trouble is now that space is alot more crowded

plucky hatch
#

What space? how many companies can make the games that gameloft makes now?

#

They own the space

#

the AAA mobile space

#

But they got there

#

They didnt start there

river copper
#

I meant game making space in general .... not alot of room

plucky hatch
#

Welcome to NES Duck Hunt

#

Oh... with a world map

river copper
#

yep pretty much

plucky hatch
#

And then they saw Call of Duty sell like crazy on consoles
And went... what if we can make FPS work on smart phones

#

And that was pretty much the start.

#

of FPS on smart phones, that and NOVA

#

There werent many FPS on mobile before those

#

They all sucked.

#
2009    Modern Combat: Sandstorm    iOS, Android, webOS, Bada
2010    Modern Combat 2: Black Pegasus    iOS, Android, Xperia Play, BlackBerry PlayBook
2011    Modern Combat: Domination    PlayStation Network, macOS
2011    Modern Combat 3: Fallen Nation    iOS, Android, Bada 2.0, BlackBerry PlayBook
2012    Modern Combat 4: Zero Hour    iOS, Android, Windows Phone 8, Blackberry 10, BlackBerry PlayBook
2014    Modern Combat 5: Blackout    iOS, tvOS, Android, Windows 8.1, Windows 10, Nintendo Switch
2017    Modern Combat: Versus    iOS, Android, Windows 8.1, Windows 10, Steam
river copper
#

I cant speak for mobile gaming as never been a fan myself ...but I get your point

plucky hatch
#

It had to start somewhere

#

So, Gameloft studied the console market and created Mobile equivalent games for Smart Phone gamers

#

They built for themselves a market

#

And THAT is something you can all do as well when making indie games

#

👌

#

It is part of game design

river copper
#

thinking of a new market in this time is as hard as finding a new game genre

haughty ginkgo
#

Hello there, everyone. I am a noob here. Any course to get started.

#

Recommendation.

plucky hatch
barren lotus
#

Epic Games template projects for technical, GDC vault for design

haughty ginkgo
#

Okay, thanks. It will take time for me to get familiar. alex

plucky hatch
#

What is your current background?

#

Nothing? Or else

#

Are you starting from scratch?

haughty ginkgo
#

Intermediate CPP and Java.

plucky hatch
#

Oh, so that's pretty good

haughty ginkgo
#

Yes, I'm starting from scratch.

plucky hatch
#

And why are you getting into game dev?

#

Do you have interest to make games by yourself from A to Z?

barren lotus
#

To make money, isnt that the only reason

plucky hatch
#

Or do you have the intention of becoming a game programmer or else?

haughty ginkgo
#

I was seeing The Cherno channel, but he mostly creates game engines which too much for me as a beginner

plucky hatch
#

If you want to make money, video games might be one of the slowest way to do so

haughty ginkgo
#

Yes, you are right. So true.

#

One youtuber was saying the same.

#

Where should I get started? Unreal or JMonkey??

plucky hatch
#

Always depends on your end goal

#

Making game engines isnt making games

#

You already got UE4

#

you can make games

#

Each game you make will take a lot of time to make from A to Z properly

haughty ginkgo
#

Yes, just downloaded it. Completely new to me. No experience with UI. I think I should see beginner courses by Epic first.

plucky hatch
#

If you want to make X type of game, you would be better to go through several game prototypes to learn the fundamentals that you need to make that X game you want

#

That's why I dont actually encourage people to copy like.. 10 classic games

#

before making their dream games

haughty ginkgo
#

Is it okay? Should I copy?

plucky hatch
#

why not

#

Just know yourself and what your end game is

#

Then you'll know where to invest your time

#

If I want to make a FPS, im not going to make megaman games

haughty ginkgo
#

Want to make just a simple platformer like bomberman as a learning experience. Is there any github source you can recommend for the same.

plucky hatch
#

You are probably more a programmer than I am

#

You might know better

#

🙂

haughty ginkgo
#

Okay, thanks for your time. ::blessed::

plucky hatch
#

If you are new to Unreal Engine 4
Then I suggest you learn the basic of how to use UE4 first.
Get an overview of the engine, the tools available, workflow, pipeline

#

And learn the basics of a bit everything to prototype games yourself on your own

#

How to create an object in blender, export it to UE4

#

add materials

#

Dont need to look good

#

just be functional

#

How do you rig a cubic character
How can you animate it?

#

How to export it

#

to UE4

#

Visual effects? How do you create them? How to get them into UE4?

#

Audio, sound FX, music tracks

#

What tools are free?
What tools do you need to pay for?

haughty ginkgo
#

Oops, I forgot blender. Installing it now. I used it previously. Seems like I will not be able to take part in current MEGAJAM.

plucky hatch
#

But you should be able to get most apps for free for the most part

#

Let's be honest, FREE is great 😉

#

It's the first part of FREEDOM

#

😛

haughty ginkgo
#

As a learning experience, I backed a Kickstarter project last year. They created this amazing game.

#

Ninja Chowdown

plucky hatch
#

I like blender a lot, I actually got used to the right click lol and they changed it so now will need to get reused to that

spice dagger
#

@haughty ginkgo Please no KS links thanks

haughty ginkgo
#

Okay.

pastel estuary
#

@graceful sandal please read the rules

#

read the pinned message there.

#

thanks

graceful sandal
#

But this channel is read only

pastel estuary
#

"read the pinned message there."

graceful sandal
#

Thanks , last question , how do I message to unreal bot ?

pastel estuary
#

he's in the member list on the right

#

under the forum mods.

#

@plucky hatch , just send him a dm message.

west sonnet
pastel estuary
#

be sure to keep the message ready

graceful sandal
#

Thanks a lot 👍🏽

vocal meadow
#

i can call unrealbot? (hope it accepts my friends request)

pastel estuary
#

unrealbot is shy

vocal meadow
#

must just be slow to reply to friends requests.

nova hill
#

Most studios have a bunch of jobs focused on individual areas like modelers, animators, level designers, et cetera, instead of having 1 person doing many things right?

kindred mason
#

Actually, if you can find me one person who can do everything

#

For cheap

#

Let me know

west sonnet
#

Cases that have someone doing multiple disciplines are within a small indie studio

kindred mason
#

^

#

However, I would say that there's nothing wrong with being duo-disciplined in some regards

#

Like Character Modeler/Rigger/Animator

#

(I guess that's kinda triple)

nova hill
#

um

#

I'm not cheap, but I am not a dev by trade 😄

kindred mason
#

I know folks who are only Character Artists, only riggers, only animators

west sonnet
#

It’s certainly important to have familiarity. Especially to avoid the next guy down the pipeline from strangling you 😜

nova hill
#

I have a game I've been working on myself, and need to know what kind of person to hire/bring on for help. I need someone who can do many things, has multiplayer exp, and can help me launch the sucker and make the single player once beta is going

#

or alpha

kindred mason
#

And while, yes, you can do that. And find some really nice jobs.

#

You'll be competing for those spots only against however many others

nova hill
#

I don't want to look for an indie studio or large studio job, I want to bring someone on to help me. I don't have my own studio yet

#

but my game is in the last parts of creation before recruiting players

#

I need more time than I have by myself

#

like if I were to post an ad, would I just look for a well rounded developer with multiplayer experience

#

I assume the biggest thing to look for would be their portfolio/projects?

west sonnet
#

Take the time to make your portfolio. You’re not going to attract many (if any) worthwhile clients by slapping a free price tag. The results from working with them is often less than stellar. They generally have a low bar of quality

celest summit
#

Bruh, I just spent 2 months in your exact situation. Do the personal projects (which I know you're more passionate about). As @west sonnet said, low quality clients = low quality work. What's your financial situation like?

#

Np. Do whatever you can to gain stability. Get a job in retail, ask friends or family if you can move in, rent a place with roommates, etc. You may or may not lose some respect in your social circle, but it doesn't matter. Cause nothing beats coming home and being able to say, with 100% certainty, that you are going to work on your project.

balmy zealot
#

@celest summit Renting a place with roommates has been the one thing that has saved me tons of money. You essentially “rent a room” but get to use the house obviously. Works well especially in a region where rent is super high.

broken hollow
#

What's the usual recruiting process for a level design position? I am currently giving a design test for Treyarch but don't have a clue about what comes next.

lilac walrus
#

If they like your output they will ask you to do an interview

#

Usually you get the test after a Skype call or whatever (if you did not do that yet, that is next)

#

After that will be an on-site interview

broken hollow
#

I see, I heard there is an on-site interview but didn't know there could be a Skype interview beforehand. I did have a little "chat" with the HR Person before the test though

#

Thanks, though!

steep orchid
#

@balmy zealot me and some buddies are thinking about doing that

#

we are basically 2 couples (or 3 if the other joins in)

#

and renting a big big house like

#

4 rooms

#

is like 1200€

#

so if you take 1200€ and divide it by 6

#

you get 200€ per month on rent

#

with pool and stuff lmao

#

meanwhile a single room house can get to 500-600€ per month

#

and that fits like two people lol

#

so you end up paying 250-300€ per person

#

if you know your room mates and have a good relationship with them it can work i guess

#

as long as everyone takes up their collection of chores etc

balmy zealot
#

That’s the way to go dude

steep orchid
#

so basically

#

you end up with better housing conditions

#

more rooms , bigger house

#

pool

#

vs a single T1 room lmao

balmy zealot
#

That’s the idea lol

steep orchid
#

mhm

#

and well

#

you get your freedom ahah

#

and can save at a stupid rate tbqh

wild flame
#

what country is that tho

#

and what city

#

because where i live its wayyyy more for a 4 room 😂

lilac walrus
#

lol, 1200 euros is like normal rent here for a one room apartment

vernal wolf
#

1200 euros here isn't enough for a studio

lilac walrus
#

one room = studio, but yeah

#

I've seen a few that weren't big enough to put a bed in 😂

wild flame
#

ikr right ahahah

#

where is that 1200 euros for 4 rooms ima move there 😂

#

@lilac walrus no one room means there is one room for the bed

#

studio means the bedroom is also where you have the kitchen

#

i think

lilac walrus
#

here one room literally means one room

wild flame
#

bruh

lilac walrus
#

one room, not bedroom

wild flame
#

sorry , then it means another room is dedicated to something

#

like the kitchen

lilac walrus
#

nope

wild flame
#

huh , yes ...

lilac walrus
#

(I've been apartment hunting here for weeks)

wild flame
#

and ?

lilac walrus
#

one room means one room

wild flame
#

one room is like a F1 do you agree

#

or T1 bis

#

yes or no

#

if one room was meaning one room

#

then we wouldnt use studio

lilac walrus
#

they don't use studio here

wild flame
#

where do you live

lilac walrus
#

or 'F1'/'T1'

#

Germany

wild flame
#

well in other parts of the world a one room isnt like a studio

hybrid phoenix
#

A studio is usually just... A bedroom with its own kitchen and bathroom... Whether that be with a door in between or just a single large room

#

Also the heck is F1 and T1

wild flame
#

its a flat where you have one room that serves only one purpose , appart from the living room

#

usually called one room here

#

sometimes its the bedroom , sometimes the kitchen

vernal wolf
#

jesus christ real estate semantics are cultural

wild flame
#

😏

vernal wolf
#

no one here uses the word flat

#

so

#

yolo

wild flame
#

lol what do you use

vernal wolf
#

apartment

#

townhome

wild flame
#

i prefer typing flat

vernal wolf
#

condo

#

etc

wild flame
#

its 4 letters

#

see

#

im a lazy one

vernal wolf
#

yeah, its cultural

wild flame
#

well not really i just learned english that way , my teacher always insisted with flat

hybrid phoenix
#

You saying laziness is cultural, Allar? 🤔

wild flame
#

no its universal

vernal wolf
#

@hybrid phoenix in this case, yes

dense isle
#

haha, studio or flat .... what about 2.5,3.5 etc ? FYI 3.5 is one bedroom app

daring parrot
#

Lol these prices. 750 here rents a house

#

(too bad the only reason to live here is because housing is cheap)

shut tree
#

we call it a flat if its in bad hood

#

10 towers exactly the same 1000 rooms

wild flame
#

@daring parrot what country is that lol

daring parrot
#

US 👍

plucky hatch
#

anyone else find it much easier to focus if they work in a voice call or in the same room as others focusing on a project (even if it isn't the same one)? I've found that that's the case for me. I'm in the voice channel down below working on implementing audio if anyone wants to join me.

vernal kraken
flat gazelle
#

O.O

#

Why would you post such torture?!

vernal kraken
#

it helps some people 😉

pastel estuary
#

into a depression

#

:p

vernal kraken
#

also agree: open office plans are evil

modest grotto
tidal moth
#

@vernal kraken good choice, it's my go to music for working

pastel estuary
#

@tall nexus this is a channel talking about working in the industry

#

Also, why not just contact them

#

they are very friendly people

tall nexus
#

i dont have a way to contact them, i tried looking for discord server but nothing shows up

pastel estuary
#

<_<

tall nexus
#

oh my bad

west sonnet
#

Wrong channel

tall nexus
#

kk soz

lyric coyote
#

Hi guys, i would like to ask you for some piece of advice. I hope it's correct channel. I'm currently learning programming with ue4, but I had only done some curses on udemy. After this I don't realy know how to move forward. To the question: What would you expect form junior developer applying for a job? I'm mostly concerned of what kind of test project i should create, and what it should contain. Previously I was only intern for 2 months at mobile game unity company. Hope this question isn't mentioned every friday. I'll appreciate every help

tidal moth
#

generally if you have been on a couple of projects and understand the lay of the land you'll be fine. I'm not a programmer, but figuring out how to make a gameplay system (let's say interaction/inventory) would be a good way to show that you are capable of creating a proof of concept

#

but it depends on what kind of programmer you want to end up as

#

core tech you need to do more deep diving, gameplay programmer just make efficient systems

#

@lyric coyote

lyric coyote
#

I'm looking forward to be a gameplay programmer. But it's still troubling to me, when to decide that the state and mechanics of the project are enough to get accepted. That's why I'm trying to look for some more details

tidal moth
#

@lyric coyote if you show you can make complex systems that work together efficiently I'd say that's as good as it gets for when hiring a junior

lyric coyote
#

Look like I will have to try. I will write again when I will have something to show. Thanks for Your time

digital gate
#

Am gameplay programmer @lyric coyote. Personally, I'd expect to be able to hand you a mechanic that needs to be made from the ground up, and you generally handle it.

Not for your first 'project' on the game, and not entirely on your own, but having the capacity to handle it from start to end.

wheat hinge
#

So I've ran a contract studio for 5 years now solo contracting myself out to other larger companies and recently found that I've been pricing myself pretty low in comparison to employee positions which are typically lower pay than contract ones. So my question is: Will people share their experience/portfolio and general range of rate when they work contract?

#

(Specifically for engineers)

flat gazelle
#

I'm happy to share what my freelance rates were, but I'm not a beginner.

pastel estuary
#

Glad is an end boss

scenic cloak
#

@lyric coyote in my opinion, to be a solid gameplay programmer in Unreal you need to have a good foundation in math, specifically geometry (vectors and matrices, dot products, etc), as well as data structures (going beyond arrays, how to partition data and reference it properly).

#

At heart, most gameplay work is either spatial reasoning (how do I aim at my enemy) and fetching data (I need to figure out the buff that's applied to the character when they get hit and some other modifiers that are stored all over the place)

#

In Unreal you need to be able to function in C++, I doubt you can limit yourself to Blueprints.

#

In your case, I'd study how the Ability plugin functions (not just how to use it, read the code for how it's implemented)

near reef
#

Hi i am new and is this server have a help room ?

#

I have question

pastel estuary
#

read
the
rules

near reef
#

ok

plucky hatch
#

can somebody help me with projectile movement?

radiant canyon
#

in career chat ?

plucky hatch
#

oh

steel creek
#

@brune 20 years vfx, tv pipeline. 50$-75$/hr depending on what.

wheat hinge
#

@flat gazelle i don't think I'd call myself new to the industry but it's all relative. Would you want to share your rates in private?

#

@steel creek interesting, thank you.

#

To put it in perspective I'm a "full" stack engineer which just means I have a lot of experiences with web backend as well as gameplay and game engine. So my prices ranged from 60k to 91k. Getting an employee position in socal I'm at 110k. Talking with others even at my work it sounds like I should be at 125k. Talking with those outside of my company I'm getting 130k to 140k range. So it feels like contracting I should be able to go to 170k to 200k.

flat gazelle
#

10+ years as vfx artist. Baserate for shorter gigs, less than a week, 90usd/h.
For longer, full-time gigs, 3 months or so, I could go as low as 65.

wheat hinge
#

Ahh okay cool. Lots of well experienced vfx artists.

tidal moth
#

yeah apparently they're all hiding out on this discord 🤔

pastel estuary
#

VFX artist, 5-ish years (in ue4)
give or take 50-75 euro/hour (depending on variables/tax treaties and such)

covert viper
#

Hi everyone, i am trying to figure what would be the best method to integrate c++ and blueprints in a single project. I would like to know whats things should be implemented on c++ instead of blueprints and vice versa. Thank you for your help.

digital gate
pastel estuary
west sonnet
#

What? Pennies per hour?

brisk hearth
#

@west sonnet well earned quarters 😛

fickle hatch
#

It's probably per month, which is a more common way of specifying salary in many parts of the world

plucky hatch
#

Oh, I got several emails recently for jobs (remote at home)
And Im very afraid that those are just criminals trying to get your personal info.

#

I was baffled, because I really wasn`t expecting stuff like this from common Job Hunting websites

#

You can`t know for sure.

#

Also, a guy from a different city right next to mine claimed to be working for X agency. We had a video interview and everything and then I checked with the actual agency in my city and there was no existing File under my name at that so called Agency.

#

So as far as Im concerned, that could have been a totally fake recruiter.

#

working for himself, but pretending to be part of a big company

pastel estuary
#

we've banned one person a while back doing just that.

nova hill
#

I can't work from home

#

the fiancé would kill me

plucky hatch
#

If it was the other way around, it would sound bad 😛

mental ruin
#

Including a CertHE (Certificate of Higher Education) after passing a year at university in your CV/resume, yay or nay?

nova tartan
#

I just say I'm attending university and what year I am in

#

or I did when I was back in uni

hybrid phoenix
#

I'm guessing he means the certification you can get when you quit after a year

hallow lagoon
#

Im not looking for anybody just yet, but what kind of prices do Programmers go for? Like what would some of you guys personally charge

hybrid phoenix
#

Depending on the job prices range anywhere from ~$20/h to $100/h

#

I really wouldn't recommend for people to charge <20/h

#

But some people do

hallow lagoon
#

Alright doesn't sound too too bad

hybrid phoenix
#

$20/h is, in my opinion, the absolute lowest you should be paying a programmer

#

But that's just me ;3

hallow lagoon
#

Was asking cause i may need help in the future and i only have 300 dollars in my account. I wanna know if I should start saving up a lot more which is a definite yes

#

But tt

#

Ty*

hybrid phoenix
#

As a rule of thumb, the less time you need someone, the more it'll cost per hour

west sonnet
#

unless you're hiring a kid, they'll go triple that price

hybrid phoenix
#

Unfortunately the current market makes it difficult to actually charge what we should be charging, in my experience

west sonnet
#

indeed

hybrid phoenix
#

I tend to get "Sorry someone else bid lower" on most of my jobs

#

Which is okay for me, because I don't need the cash

#

But if I did, I'd be forced to lower my rates

digital gate
#

It's really hard to convince someone to not go for the $5/hr people sometimes. Makes it way easier when they want to pay you to fix that and you can just add $5 to your rate

daring parrot
#

I'd say that you could take $5 off your rate, but realistically it adds that much more work to clean up before starting work

digital gate
#

And that's why

wise rampart
#

$5 sounds like few money, but there are countries where $5 per hour is a lot, like Argentina or Venezuela that are actually in crisis, so that is why they acept that pay, because that is a lot for them.

mossy pine
#

Hmm. And here I am just trying to be a part of a solid team.

bronze dew
#

asking to much 😉 j/k

river copper
#

if you pay peanuts, you get monkeys.

nova tartan
#

As a software developer in a low-mid cost of living north american city(1200 CAD a month for downtown 2 bedroom), 50$/Hour is roughly what I make, and I am full time.
For contract work, 35$/Hour is probably the lowest any person with a degree would accept in my city, even fresh

#

I guess you can probably pay less if you have that perk of "working for video games" because it's a better sell than working for an insurance company

hybrid phoenix
#

And that's exactly why people get paid horribly around here

bronze dew
#

Know your worth... remember they are making money off you so you deserve to be paid properly

#

What do you do @nova tartan ?

hybrid phoenix
#

Props are "re-usable" (non-specific to a particular game)

#

That depends on the contract you would have with them

#

If you put in their contract that any assets they get access to for the company's projects aren't allowed to be used for anything other than company projects, then they're not useable outside of the company

#

Or at least, if they use them they're using stolen properties

#

If you assign rights for those assets to your employees, yes, they can use them themselves for whatever they want

#

Any assets in gamedev have whatever license you assign to them as owner

hybrid phoenix
#

Correct

#

But then if you just have four employees, for instance

#

I'd say it's pretty easy to keep track of the games they're making and to see whether they're using your assets

#

If you're working with four other employees, you can just look at the other stuff they're making and see if it re-uses assets it shouldn't

#

Because there's not exactly a lot

#

And for larger studios, either you stop caring or you have systems in place to keep people from taking assets off their work-pc's

#

I do mind

#

I really don't see what you think the issue is :v

#

If you're an employer with a handful employees, just keep track of what they're doing with their life. If they release another game, make sure that you know

lilac walrus
#

if you don't trust your employees, you shouldn't hire them in the first place

hybrid phoenix
#

^ That's also a very valid point

lilac walrus
#

references, etc

#

also the interview process is useful to get a feel for someone's personality

#

no, I mean references

#

character references, from previous employers or whatever

ashen lynx
#

@plucky hatch Realistically, you have 3 options. First, hiring ones who are within legal reach and ensuring enforceability of whatever terms you lay down. (Note, that it varies greatly from country to country and in most cases, you will not be able to reimburse your losses to full extent). Second would be restricting access to minimum parts required. Your programmer does not need to have access to full quality art assets. Third would be relying on professional reputation of the personnel you contract and not worrying too much.

karmic kayak
#

How would an Anti Cheat prevent people from using the assets tho?

#

Also: i doubt monitoring people will work out.

ashen lynx
#

If you are establishing indie studio, and considering in-place security measures, it will increase the changes of drowning.

#

Darn, ethernet port on a padlock still gives me shivers. brrr.

karmic kayak
#

another question raises... How will you even monitoring people?

#

Have a custom monitoring tool? 😄

#

with a tracking collar you provide?

daring parrot
#

But also what do you care if they do steal grass clumps

#

Is it worth the trouble of monitoring employees with a hawk eye esp as a very small business owner

chrome bone
#

@plucky hatch We have had probably 100 employees over the years as an indie and as far as I know the incidents of "borrowing" from the studio are so few its not even cost effective to try to monitor. Plus.. value is almost always in the sum of the parts.. not any one thing.

flat gazelle
#

Add to contract that they agree to be put to death if caught stealing. No reappeal.

#

Then rely on trust

plucky hatch
#

hey, this might seem like a weird question, but would anyone here who currently has a job in software development or game development be willing to do a short 6-question interview (can be over text)

#

I need to talk to someone in a career I'm interested in for a college success thing

bronze dew
#

it's not strange... but the biggest thing I can say is this... it's not an easy career choice at all. Not to say don't try however

ember plover
#

Imo dont put a monitoring tool in, especially if the developer/creator knows it's there. I planned to leave because I felt like I had someone watching over me so they offered part time at home so I dont leave. I'm a lot more productive doing the job and part of it is the fact I dont feel I have someone staring at the back of my head.

I know you guys are talking about IP theft but the knock on effect is just an overall sense of surveillance lol

west sonnet
#

Eh, still not seeing much of a point to surveillance. Systems rarely work well outside of a project regardless.

vocal meadow
#

especially if the developer/creator knows it's there
Pretty sure if they aren't agreeing/aware of your monitoring you would be committing a crime.

regal folio
#

So, basically hiring freelance or remote work, especially artist freelancer is mostly bad idea? Since a lot of this have to rely on trust.

flat gazelle
#

And contracts.

#

That's how the world works

west sonnet
#

Do everything yourself /s

flat gazelle
#

Ndas are there for this reason

fickle hatch
#

I don't think hiring a freelancer/remote work is a bad idea, but distancing yourself from them is definitely is

#

People are social creatures and without tight interaction with your remote workers (or some sort of a framework in which you two work), even if they are the best guy out there, they'll lose the sense of their tasks

#

A contract is a strong message that hopefully stays in the back of the contractors head and your work gets completed, but even doing everything proper by the book won't magically make everything work out

#

I like a kind of a "bad cop - good cop" approach, my business partner is the mean "do everything by the book" guy who gives our contractors the contracts and such, gives them strict instructions and acts mean when he has to, keeps things professional and separate, but I give each contractor a back channel (in form of being able to talk to me) where they have an atmosphere of freedom to talk about anything that bothers them. They don't fully realize it, but when they report problems through the back-channel, we resolve them together with the business partner

#

So there's both some (normal) pressure on the contractor - he signed a contract, he has a sense of responsibility, there is money at stake for him in the job etc, and a way to get feedback from the contractors that they would otherwise be scared to bring up (people tend to get secretive and conceal their failures under pressure sort of a thing)

#

So... if you gotta put more pressure on your contractors for one or other reason, make sure there exists a comparably strong back channel for them to voice their real opinions and concerns. A monitoring tool sounds like an attempt to put pressure without creating a back channel, isolate yourself from your contractors and sounds like a recipe for a disaster

kindred mason
#

Interesting conversation

#

I definitely will need to do a 30-page postmortem after shipping Neko Ghost, Jump! but I have 9 developers working for me, I use remote time tracking (includes screenshots and other things), and do daily standups on Discord. Everyone is remote (all over the world). We use Jira and Confluence for project management. Honestly after the first week or so, people just get used to how things are run. Sometimes people aren't the right fit, either they go, or you have to show them the door.

Life is all about taking risks...Indie Game Dev...even more so. Up to you how you want to run your business anyway. You do you, and if it works, great! If it doesn't, reevaluate and try something different.

#

So basically, I'm like some of you fine folk's worst nightmare it looks like 😉 Or you're all just talk and haven't actually experienced how a fully functional, realized and properly managed project can be under those conditions.

fickle hatch
#

My experience is that doing daily standups and getting feedback in form of screenshots and other things is one of the most correct things you're doing here

#

You can use any tool no matter how inappropriate for management, the communication and social aspect of it has always seemed like the key to me

kindred mason
#

Yes. A lot of people these days are "introverts", but actually want to socialize.

#

Human nature dictates we aren't truly introverted anyway. We need to have sex and procreate. We crave socialization.

#

Interactions (standups/meetings), especially on a daily level allow people to follow a routine.

ashen lynx
#

Do you check desktop icon layout of your employees during standups ?

kindred mason
#

You don't want to be sitting on a blocker for days anyway.

#

Desktop icon layout?

#

I could care less what they are doing during our standup. Hopefully they are paying attention. I have too much on my plate to be that detailed.

ashen lynx
#

And if any icon is out of place, your re-shuffle them and order them to sort it again ?

kindred mason
#

I just want to know what they have done, what they need, what they will work on next and if they have any blockers.

#

I have been trying to make our standups as short as possible. Quick and to the point. Sometimes that doesn't happen.

#

Especially Mondays (Sprint Planning day).

fickle hatch
#

Btw, we mostly share screenshots (many times a day) and do text-based progress reports combined with discord-based weekly meetings

#

So similar stuff

#

I don't think there's any one right way, but 1) sharing media is fun, 2) talking is fun in moderation (some people get tired from socialization)

kindred mason
#

yeah, I need to get my team to share more media

#

(so I can post them on our social media accounts!)

#

They do pretty well with progress stuff though.

daring parrot
#

so screenshots of their progress on the game then

bronze dew
#

one thing that's very useful is a quick ability to create gifs / movies and upload them to slack / discord so you get an actual visual on whats going on. Make sure to make them aware that bugs are useful to know about also... this will let you keep track in a nice way that makes them feel like they are useful no matter what

daring parrot
#

we're understandably confused because some of the more awful freelancing platforms in the past have required software that periodically screenshots the computer 😬

fickle hatch
#

We use telegram, it has superb media capabilities (but it's mostly text-only)

bronze dew
#

ugh.. I would outright refuse to work at any company that monitors my screen like that

kindred mason
#

@daring parrot I do that also

daring parrot
#

ugh

bronze dew
#

your not paying me for x amount of mins.. your paying me for my skillset

kindred mason
#

Time Tracking/Screenshot Monitors

daring parrot
#

if I wanted someone watching over my shoulder I'd go back to an office

kindred mason
#

It works. It's highly effective

bronze dew
#

and aprox what I can produce in a certain amount of time

kindred mason
#

You are at the office

daring parrot
#

what's the morale cost

kindred mason
#

When you're working

#

Morale cost is nothing

#

Literally 0

bronze dew
#

your entirely wrong

kindred mason
#

First few days maybe some anxiety trying to remember to turn on the app

daring parrot
#

you're blind to it

bronze dew
#

it costs you your workers

kindred mason
#

(since no one gets paid if they don't log in hours)

#

Blind to it...rofl

#

Nah, again. It's been working just fine for 6+ months

#

You do you. I do me.

#

@bronze dew What are you even talking about?

bronze dew
#

it sounds to me.. (I might be wrong) that your not taking into consideration peoples human rights

kindred mason
#

Again, I honestly don't think some of you have actually worked in such an environment before

bronze dew
#

I've just spent the past 4 years as a remote worker....

kindred mason
#

Yeah, nevermind. You just said "sounds to me"

bronze dew
#

I've been in this industry for 21 years

kindred mason
#

Grats

#

Times change

flat gazelle
#

My first company didn't allow us internet access below manager/leands.

kindred mason
#

What worked 21 years old may not work now

#

Or vice-versa

bronze dew
#

ok.. patronising much

daring parrot
#

regular screenshotting software is a remnant of freelancing platforms with no trust

flat gazelle
#

It didn't do wonders for morale

kindred mason
#

Hehe, honestly...well, with Facebook. MySpace and all that @flat gazelle

bronze dew
#

track the results...

kindred mason
#

It's hard. I understand.

flat gazelle
#

Facebook was barely a thing then

kindred mason
#

Yeah, back then though. We didn't have all the wealth of info online

bronze dew
#

uh....

flat gazelle
#

Trust isn't as necessary on tiny projects

tidal moth
#

how old are you Glad

flat gazelle
#

Ancient

kindred mason
#

See his beard?

daring parrot
#

you're ignoring that they've also been in the industry in the intermediate period 😂

#

not just at one point 21 years ago

kindred mason
#

Ignoring...

#

wtf are you even talking about?

#

This is a conversation

bronze dew
#

I'm seriously hoping this is all a giant misunderstanding.... this conversation needs to reset itself.

kindred mason
#

In any regards.

#

Yeah, not sure what's going on.

#

It was a civil discussion

flat gazelle
#

Indeed! I'm not ancient. That's a ludacris statement and I will not stand for it.

kindred mason
#

Everyone's entitled to their opinions. But I mean...don't knock it until you've tried it.

#

And if you've tried it, then talk about your own experience.

#

Don't just shit on an idea/jump on the bandwagon.

tidal moth
#

a ludacris statement

flat gazelle
#

The company that blocked internet also had digital time loggers at all doors of the building

#

Sucks to be a smoker! 😛

kindred mason
#

Well, I'll be honest

#

If I ever do a physical studio...

flat gazelle
#

Luckily I am no such thing and always had the highscore of times

fickle hatch
#

I've heard that Glad was around when the first videogames were invented back in the Ancient Rome times

kindred mason
#

I really don't want smokers on the team 😦

#

Because 1) I don't like the smell

daring parrot
#

that's ok, force them out with extra health insurance costs 🤷

#

I mean reduced health insurance "rewards"

kindred mason
#

and 2) if they go on smoke breaks, I feel very obligated to give everyone their own breaks at the same time

#

But alas, labor laws

flat gazelle
#

I don't smoke. I take at least as many breaks as them

daring parrot
#

there is uh regulation about breaks

kindred mason
#

I couldn't weed people out just because they smoked

tidal moth
#

what? are you not a perfect work robot?

kindred mason
#

(I don't think anyway...will have to check up on that)

fickle hatch
#

Weed can be done without smoking

flat gazelle
#

Nobody in a trusting company cares about your breaks as long as you produce the results you signed up to do

kindred mason
#

And...imagine when weed is legalized ...

#

Like...wtf

bronze dew
#

it is here

daring parrot
#

eg kentucky allows coffee breaks occurring outside of meal breaks

kindred mason
#

I just can't even imagine how work places are going to function

bronze dew
#

not really changed anything

tidal moth
#

ah yes when weed becomes legal

fickle hatch
#

You can have weed without smoking it and for most people it's not what they'd wanna do at work

tidal moth
#

just like when alcohol became legal people immediately began drinking on the job

kindred mason
#

Well, one again...don't like the smell...and two...well, I want them focused....not lucid!

daring parrot
#

alcohol is legal and you don't see people smashed at work (as much anymore) 😛

kindred mason
#

Ah, strange times we live in these days.

#

Actually, I know a lot of offices (game studios) that drink during the day

#

or at least towards the end of it

daring parrot
#

yep, local large tech place does free beer fridays

tidal moth
#

I've had drinks with colleagues during lunchbreaks

bronze dew
#

Friday drinks are very common

tidal moth
#

friday drinks are usually after core work hours though

fickle hatch
#

I'm the boss so if I want to get high during work hours, I do it (I don't drink alcohol so I can't relate there)

daring parrot
#

yeah, not as much of a fan of the offices that hit up bars after work on fridays

kindred mason
#

I mean, I wouldn't want people drinking at their desks...not with the expensive PC rigs

flat gazelle
#

Hmm... Only two of the studios I've worked at had actual bars

daring parrot
#

tends to get a bit in-club-y

flat gazelle
#

And only one of them had full rights

tidal moth
#

a friend of mine works at a studio with a built in beer tap in the kitchen

#

he told me that some of the programmers come in and grab a glass in the morning

#

I suppose it's part of the culture

#

but I'll be damned if I don't think that is weird

bronze dew
#

yeah.. I was at a place like that a few years ago

#

CEO trank most of it

#

drank*

daring parrot
#

damn I won't even drink a soda in the morning

fickle hatch
#

I can't imagine how can one be a CEO of anything bigger than a garage band and not be drunk about 50% of the time, exaggerating of course 😄

tidal moth
#

I guess you can only play so much golf

bronze dew
#

he used to be in a garage band

fickle hatch
#

Haha

#

It doesn't have to be alcohol, but you gotta have some sort of a way to escape reality

tidal moth
#

I hear games do that

fickle hatch
#

I like doing architecture, playing management games and getting high for this purpose

#

Because I'm weird and it works for me

tidal moth
#

hobbyist architecture? like making your own blueprints then getting some structural engineers out in the back yard to construct a shed?

fickle hatch
#

I mostly try to build stuff in games like minecraft and such, but I do prepare blueprints for those and I study the real blueprints a lot (as part of my job, I got access to a ton of them)

#

So hobbyist architecture, but I like big things I can't build in my backyard 😄

kindred mason
#

@fickle hatch Oh, not sure if it's really for this discussion, but how's progress of the Train Sim? (I always forget the name, sorry)

#

You've been working on that for what, 4-5 years now?

daring parrot
#

Train Sim But Legally Distinct Name From Train Simulator 2020

#

as it is known in my head

fickle hatch
#

Subtransit. Working hard on a side version of it (a smaller version of this exact train sim with just a few simplifications), doing lots of work right now, got funding for some time

#

@kindred mason yeah, though that's not 4-5 years of continuous work (sadly, I wish)

tidal moth
#

I mean it could be a fancy ass shed

#

or like

#

three sheds connected with tiny walkways

kindred mason
#

Ah, okay. That's good. I didn't want to work on my first commercial release for years and years.

fickle hatch
#

I don't like sheds. I'm currently working on Palace of the Soviets in Minecraft based on the real plans I have and plans I made myself

tidal moth
#

arranged in a partie

kindred mason
#

So that's why when NGJ presented an opportunity...I latched on. Something I could crank out in about a year.

fickle hatch
#

@kindred mason it's kind of an odd case and it's more of an engineering project than a videogame project, there is too much value for society culturally and from engineering POV so we can't just easily drop this project. It probably sounds kind of silly, but when we see the results of our earlier work every day, we just can't stop easily

daring parrot
#

@kindred mason I think about Kine in that regard, it was maybe 2 years in development?

#

so it is possible \o/

fickle hatch
#

There is commercial value in the project and stuff, but really being able to make a little positive change is a huge motivation

tidal moth
#

you could clean and arrange abandoned trainwagons and containers in a complex fashion then ask some structural engineers to do it for you

fickle hatch
#

We've been infecting Moscow Metro for years now with the dangerous ideas of proper engineering and responsibility for quality and now people who started off as dweebs are working actual jobs as drivers, dispatchers, station crew

#

This stuff is great for marketing and it just writes itself 😄

kindred mason
#

@daring parrot Well.. Kine is a very different story... she had some serious connections before working on her game.

#

And everything pretty much fell on her lap whenever she needed something.

fickle hatch
#

We started with zero connections, no sugar daddy, nothing

kindred mason
#

According to herself.

fickle hatch
#

Spent a tiny amount over these 5 years, pocket change for many

kindred mason
#

(I read a few interviews that she did over the past year)

daring parrot
#

yeah, but it seems like most successful indie games look like that to some degree from the outside 😛

kindred mason
#

So I mean... she's totally the exception to whatever rule you were trying to bring up 🙂

#

I hope her sales are doing well.

tidal moth
#

that's why most indie games out there are made by industry veteran that broke off from the mold of larger companies

kindred mason
#

I don't think she's released (or can) that info

tidal moth
#

whereas the ones made by people with less experience or network are more likely to fail

fickle hatch
#

If you want to do your job well and get some money in return, there's absolutely nothing wrong about trying to do short okay projects and get good money in return

daring parrot
#

it's interesting that out of the 3 puzzle games recently released on EGS (Kine, Manifold Garden, and Superliminal), hers was made the fastest (2 years vs 5/7) and seems to be the least buggy/most polished

#

and still has a satisfying set of puzzles

tidal moth
#

@daring parrot see my previous comment

fickle hatch
#

I can hardly find any reasons to judge any project based on desired/real development times and the mass or niche appeal of it

kindred mason
#

@daring parrot Well, the thing is...when you have a simple game (mechanics, art, etc) you can polish the crap outta it much easier. (NGJ is the same way)

fickle hatch
#

If your goal is to make a specific project (not just any project), there are so many ridiculous factors that can multiply your development time tenfold

kindred mason
#

True.

fickle hatch
#

For me, I'd say the toughest stuff was non-technical so far

daring parrot
#

lots of variables I agree, I don't know how much time MG/Superliminal teams were spending early on, so it could have been mostly part time until it showed a lot of promise, just thought it was interesting 🙂

tidal moth
#

hence why you want an experienced core team to mitigate those factors

kindred mason
#

hmm

#

I didn't know Kine was still on Steam

#

(the page)

fickle hatch
#

The technical aspects of our game lay out perfect, it's so great to work on something where every piece fits together basically perfectly, things just shape up without too much conscious effort etc (it's only because of the nature of the project and the engineering basis for it, not because we're good at it or something)

daring parrot
#

valve heavily suggested she put the page back up so people could at least wishlist

kindred mason
#

I feel like Valve is going to do something in the future.

fickle hatch
#

Buuuut you also gotta feed several mouths even if they work for you out of ideological reasons

kindred mason
#

Kick all exclusives out until time's up

daring parrot
#

valve has the SEO right now 😛 might as well get the consumers eyes on their site if you have a store page for an EGS exclusive

bronze dew
#

if you ever have more C lvl people then workers.. you might wanna rethink 😛

tidal moth
#

I think that's a given

bronze dew
#

you'd think so right 😉

tidal moth
#

well for any serious effort

daring parrot
#

unless people leave until only execs are left 😬

fickle hatch
#

The good management to worker ratio is something like 1:7 - 1:10

#

Though it's kinda hard to estimate because some things might create overheads that draw in more managers than workers for stupid reasons

#

I'd say THAT is what you wanna avoid

daring parrot
#

is that counting team leads as management?

tidal moth
#

I don't think it's really worth to talk about a separate management role until you figure out how your core team looks

fickle hatch
#

@daring parrot yes

daring parrot
#

personally I like teams ~5 including lead

bronze dew
#

I think a place I was at in the end had... 3 C level people per worker... (this is one of the big reasons I left)

fickle hatch
#

Treat the cause (management bottlenecks), not the symptom (too many managers), but that's like, superficial and doesn't actually tell you how to do anything in practice 😄

#

@daring parrot yeah, the sweet spot is variable, but it seems like a single person can manage about 3 to 7 people before they need to delegate their responsibilities