#career-chat
1 messages · Page 75 of 1
I would consider a video or exe to be similar to a website with an intro page
Just let me get to the content
A really well made video could sell you I guess
But it would have to be like
a trailer that gets them excited to meet you
Can you catch their interest in less than 3 seconds?
totally agree, when looking for potential employee we are usually see if he is fine for the job in first 5 seconds, but thats modelling, I dont know what aspects are important for level designers or level artists
then if we think that person is good enough, we dig into details, like what he utilized in his portfolio, what potential skills can you expect, which software they use etc
Thanks for the feedback!
is it 100% necessary to get a university degree ?
No
so what should i do without a uni degree ? @west sonnet
How much do you know with development already kostaxr?
What occupation are you looking at doing?
Goal would be working with a big company or doing something on your own?
idk yet
Would recommend honing skills, make something cool but don't feel like you need to make an entire game for purposes of resume
Studios don't care about a piece of paper. They need someone who can walk the talk.
Point is, having a degree doesn't mean you're qualified. Studios are well aware of this. You do however, need to have the knowledge for your discipline. If you think university can provide the academic resources, then by all means. Just know that paper doesn't mean job. It's your comprehension, knowledge base, ability to work in a multidiscipline environment, networking, amoung other things that will.
for programming as far as I know degrees are better to seek out
i just feel tired studying to get into uni without actually doing or studying programming
it doesn't mean you're qualified, but it means you've passed courses that are integral to the type of thing you'll be doing
are you not studying programming?
ah I see you're still in high school
yeah, been in that shoe kostaxr
enjoy 2 years of unrelated courses 😛
4
4? At least half your credits should be going into the discipline
I'm assuming bachelor though
some unis have 4 yr bachelors
generally as long as it adds to what, 180 ECTS it's however you wanna take it
bachelors are minimum of 4 years
Half the degree requires liberal arts crap
I don't know that years have so much to say in comparison to the ECTS though
wait what kind of bachelor though
BA?
yes
Programming? Time to take a biology course.
I'll never understand that
💸
the most "liberal" course I did was a course on level design
Academic Education is too mainstream tbh
yes I too prefer cult indoctrination
The amount of money you pay is rarely worth the education you get
at least from my experience 🤷♂️
I do want to get a degree at some point, just a really hard trade-off
between getting a degree, work, and paying for the degree
Well, in my perfect world, I wanted to get a Bachelor -> Masters in CS
You can achieve any goal with out college, but that degree will give you more opportunities. Even with a degree, you need to teach yourself programming and get yourself a job.
I unfortunately knew more than what master's degree could offer, much less a bachelors. At least I'm not drowning in student loans
That being said. A CS degree is more worthwhile. For outside the game industry especially
I did software development, which was compared to CS a little lighter on hard code technique and more focused on teamwork and elegant code practice
software architecture as well
and you're going to need certificates anyway. But at least that's a $500 per test bullet to bit at least
probably
btw uni is free
then go to uni
but i still need to pass the exams tho
where do you live @supple timber
Greece
lucky D:
you say that but you kicked Alexander out :p
The names elude me but they're along the lines of security protocols
I'll be honest I've never heard of them
but it may be more of a SAP thing
which is its own little cult
common in the government sector, software architects, and advance software engineering
oh lol
I found some, it's just a shorthand way of saying "I have worked with this API/IDE before"
Certifications may or may not be worth it, depending on where you're applying. The "elite" software companies -- Microsoft, Google, Amazon, etc -- are generally not neutral about certifications for software engineers; they're actually negative. Y...
so general modern consensus seems to be "don't bother"
so what do i do?
Consider not aiming for gamedev as your main career.
why?
try for uni
more options
figure out whatever else during or after uni
you're still young
you have time
CompTIA was the name
Regular software engineering probably more secure, flexible, and lucrative
Do games after or in the side. I figured that much during college.
Keyword there is more lucrative
Yeah 120+ after 6-7 years
i do only want to do game dev
Be lucky as an entry game Dev if you remain on the team after the project ship's
Plus you'll need seed money for a solid game
for what its worth, people have always thought gaming would tank. And it somewhat has thanks to the appstore and stuff
games are pyramid schemes
Game dev isn’t a good career. Only the crazy do and love it😜
they rope you into it and then from that point on you can only ever get into more games
I always thought it was silly to just go straight after your dream job unless you're rich and privileged
If you're not play it smart, get comfortable, then work on your dreams
Be smart or yolo it
also consider what role you really want to do
I did programming in uni and still ended up a designer
but to be fair there's a lot of overlap
I love working on games
if you're still in school, I doubt you know what you love working on yet
but also, living in Greece, your industry options are going to be pretty limited
I am not actually in school
it's usually better to study something generic, then migrate into a field related to said generic that you enjoyed
You thinking that you are going to love what you'd be doing working in gamedev is just an assumption, not supported by anything.
Will say if you stick with it kostaxr you'll likely get better.
Trying to associate that to a living is hard.
but game dev is a tough racket, you earn peanuts, have to live in expensive cities, and you end up working pretty long hours, probably on a game you'd never even consider playing yourself
but hey, someone has to make 6 Barbie Horse Adventure spinoffs every year
barbie horse adventure team is likely highest tier
I actually have been experimenting for a couple of years with game dev
Since i think 2014
Not trying to dissuade you. We just want you to make a wise decision. It’s going to be a long hard road if you pick this route. As everyone here has and currently are
If you’re steadfast in it. I welcome you fellow yolo brother/sister
aye - even if you went to one of the best universities and did your 4 year Bachelors in games - you most likely would still have a couple of years of dedicated self-study and portfolio work before you get your first industry gig
it's a tough industry to get into
engineering tends to be the easiest track because it shares a lot in common with normal software engineering and it's highly tangible - art these days, the standards are so high for entry-level it's nuts
yea I don't envy artists
This is my friend Colin's bear animation. And this video is genius I can't stop laughing. So here you can laugh too. You have to listen to it with sound, and watch it twice cause the second time is way better.
So this video was created by a third year Game Development studen...
haha, classic
yolo is probably the best advice if you don't see yourself doing anything but games kostaxr.
would highly recommend not hanging things on projects that you need though. its a common mistake to put tons of effort towards a portfolio piece.
Get side tracked thinking you can make money off a market where its really difficult to get any visiblility
What about getting into a big studio?
graduate assistant programmes exist
well by your answer "Idk yet" I figure that means your not really looking forward to working with a team haha
but yeah, I don't have much advice on that front. Haven't worked for a big studio
really depends on the studio
a few studios will take graduate interns, but it's not exactly common
consider that there are thousands of graduates in Europe and probably less than a hundred interships available
@supple timber knowing someone who works there definitely helps, some studios offer internships, otherwise you can try to get on as QA or FPA and build a raport in the studio
the other problem with internships is actually affording to be able to do it, some studios offer them unpaid only :/
I dont know anyone
hiss game meetups lol
best case is probably ubisoft romania for your location
Yeah i dont money to travel there
one of the reality you're going to have to acknowledge. Accept tiny studios or be prepared to move to other countries
that's where a degree would actually help 😛
you might prefer small studios anyways kostaxr
Well actually after i finish uni i wont be able to get a job right away
Since we have mandatory military service
imagine someone telling you exactly how to get things done
I've lived and worked in Guildford, Newcastle, Christchurch, Manchester, Munich, Brno, and Hamburg thus far - welcome to working in games 😂
big studios are actually really good for learning a bunch fast
you could just start applying places and yolo it too, its not illegal
yeah I've been around most of Yurop as well
That damn millitary service wont exactly help...
uni is free for them
Sigh
so I say why the hell not
yeah, I'd take the free uni any day
it's £9000 a year in the UK by comparison
never underestimate the value of a free education
agreed
I have to pass thw exams to get in tho
still worth
well that's on you
And they are not easy at all
more than anything it's a test of tenacity
if you can't be arsed to put the work in to finish the exams, you have ZERO hope of working in games
would highly recommend the most nauseating and boring cs courses. game industry is low in this dept.
you gotta work hard
Shoot. forgot about swagger dolphin
I got it 👍
swolephin?
dolpwagger
Exams are too much pressure
then working in games is absolutely not for you
because I can assure you, there's always a lot of pressure to perform
unfortunately, yeah eating pressure for breakfast is a thing
short deadlines, difficult problems, long hours, and fraying tempers
*caffeine for blood
Not to mention, a really, really hard life if you want to go indie
wheatgrass
understatement of the year @mystic hull
oh yeah, let's not even forget the crushing constant financial pressure if you're not in one of the rarer, stable, decently paying positions
YAY STRESS
a trick to make it easier on yourself with self publishing is to avoid that nonsense of a term
😢
But like working on something i love even under pressure is another thing from studying maths,economics and learning how to write essays all the time
you're not going to be working on something you love
and yeah, maths & writing is way up there in the needed skills
you need the ability to learn to love what you work on
maths is maths

I've always loved math
Its what they learn in the 2nd year of harvard
You need to love math and/or physics (at least partially) in order ot not get bored in games
LOTS of math
;-;
To the point where I wish I paid more attention in HS
just think of math as the understanding of people on how things worked before tehy had games to make
(too tempting)
https://youtu.be/3QtRK7Y2pPU
Incredibles 2 (2018)
Bob gets frustrated with the new way of 'Math'
This is really damn exhausting tho
that's life
^
I wish I could say it gets better, but really it's just that as you get older, you get better at managing it
a wise person once told me, sometimes you must lift the toilet lid first.
there are things you have to get used to doing
with programming its generally math and documentation reading
and writing
aye, some disciplines can be pretty heavy on the writing
Think you’re missing a few words there pat 😂
and dear lord is writing documentation a skill that needs to be valued more highly
Im suffering with the Agones docs right now
I would read code before docs any day
Some codes are unreadable 🤷♂️
you can get good at reading that code too
“Put the tree in the lime and swirl it all down”
just wait until code archeology becomes a thing
what documentation is that High Tide? lol
I hope code archeology is never a thing. Copyright office doesn't even treat code different from books.
welllllllllllll
hate to disappoint you
Software archaeology or software archeology is the study of poorly documented or undocumented legacy software implementations, as part of software maintenance. Software archaeology, named by analogy with archaeology, includes the reverse engineering of software modules, and t...

Everything that is there is there for a reason, and there are 3 possible reasons:
It used to need to be there but no longer does
It never needed to be there and the person that wrote the code had no clue
It STILL needs to be there and YOU have no clue
functionality over pretty combinations of letters, digits and punctuation
all true though haha
write an entire engine without line breaks
for me its more about if you see a peice of code that was written badly to facilitate its reading
makes sense
all paths must go through here because it easy to think all paths go through here etc.
but the mantra goes make it work, make it neat, make it fast
but yes I get what you're saying
i get what you mean too.
I do software archeology quite a bit. It feels like discovering that there was a world here before.
Inherited, undocumented content...
Wtf where they thinking here it makes no sense!
Unless...
Oh
Oooh Omg they were clever as hell!
Was it C?
Graphs
Ahh gotcha. Cool. Reading C is clever too, such a limited amount of built in things
I do technical archaeology
It’s really fun. Mostly 50-70 year old stuff. Can’t wait till software is included, though the threshold for deeper archaeology (about two-three generations or 40-60 years) just passed for early computing
pretty sure people are already doing software archeology, for example trying to find copies of lost games
I don't know why your timelines start so far in the past, this morning I was doing software archaeology on some code I had written yesterday. Trying to decipher the culture and environment that led to it being so shit 
sounds more like an autopsy
Does anyone have any suggestions on a good free portfolio website? Google is saying wix.com is the best but I'm curious what everyone here actually uses
Artstation
Is it viable to include both my gitlab and github in my CV? They're pretty much incompatible, I use gitlab obligatory for work, but github for the open-source & contributions etc
@graceful oyster Depends what kind of portfolio youre looking to make. For my game design portfolio I use wix because its relatively easy to use and you can get your website exactly how you want it. For an artbased portfolio, definitely use artstation though. A lot of programmers I know have a shell on wix, squarespace, or wordpress that links to their github
Thanks @junior lark For the moment I guess I'm just showcasing screen shots of level design so it sounds like artstation is the go-to for now
Definitely the simplest as far as just needing to upload your work. For level design, I definitely suggest talking about your process and having an overview of the game with the screenshots so that and recruiters know what theyre looking at
thank you!
generally for level design screenshots work, but videos of a player playing through your level give a much better idea
but other than that, include process and layouts as much as possible
you should be able to frame your intent for the entire level as succinctly as possible as well
Would anyone possibly be willing to link me their portfolio so I can have a better Idea at what a professional game dev portfolio looks like?
Go look at the credit of your favourite game and punch in a name here https://www.artstation.com
^ayyyyyyyy
hey human beings
no art station allar?
holy damn @vernal wolf I just hovered over your avatar, this is incredible
I do have an allarstation
I've got a whole 11 likes
wait those are things I've liked
lmao
How have people here been getting along with building indie Dev teams? Namely in America.
I already have a career as a software engineer, but wanna to get into games as a personal venture. Has anyone here has success with indie startups?
With a lot of luck, stubbornness, and connections
a lot of work
a loooooooot of work
@jolly charm even for a simple project it's gonna be insane levels of stress and responsibility unlike anything else
What I'll add is that you're also likely to fail a lot before you make any success
I'm certainly still at the failing part 😄
the best question is, how to get experience, if noone gives you a job to earn it. But to work in a company you need Experience, 👌 xD
connections
its all about connections
im working my ass off, but have no chance, cause no connections
Rather essential that you have a more than proficient communication and collaborative skill with others in an industry that consist of multi discipline collaborative environments.
@jolly charm is important to make something you/your team think needs making as well. The grind of trying to put something out trendy is what gets most people into trouble with visibility. App stores don't want to knock competing, better selling match 3 puzzle games off the shelve to give you a fair chance.
@dim osprey So this isn't true. You have way more limited options, and you should strive to make connections... but it's possible to have somebody stumble on something you did and that be enough. That's just relying on chance.
@dim osprey when I started out in 3d art I joined a few teams and did unpaid assets for a few weeks here and there - built up portfolio and a bit of workflow experience
Yeah thats what im facing now. Basically I get a bunch of frauds and wannabes who just wanna chat and not ever actually do any work, 80% of them have never actually even made as much as a level or beginner project.
@jolly charm is important to make something you/your team think needs making as well. The grind of trying to put something out trendy is what gets most people into trouble with visibility. App stores don't want to knock competing, better selling match 3 puzzle games off the shelve to give you a fair chance.
@vocal meadow This is valuable advice... Thanks. Im actually looking to build something pretty simple, and half the work is kinda already done because im taking much of the mechanics from another game.
I found some established projects that had quite a bit done, so my stuff back then was added in game and tested. Just have to filter out from the bad projects
I started doing UAV control systems and now I’m doing my thing with the simulators
Hi guys, just a question regarding what would be a better 'starting/entry position' for someone that has zero work experience [I'm excluding my Uni/side projects]. So fare I'm very interested in Economy Design and Level Design. Equally interested. Any thoughts on which path has more opportunities and/or companies are more willing give zero experience individuals such a role ?
Don’t quote me. Probably level design. You don’t need a large game design team -much less a specialist unless it’s a big studio- but there’s never a smaller level design and world comp team. That being said, do what you’re best at and continue to improve. You’re going to go into a metaphorical fistfight to land a job regardless which path you choose.
Yeah I agree though am unfamiliar with economy design
@green oyster yeah I already worked on a couple of games . Mostly free projects. But no really company experience. My portfolio is decent but I'll guess it needs to be awesome to compensate the lack of connections 😅
@dim osprey it doesn't need to be "awesome" and connections don't matter if you're able to prove yourself
- showing that you able to learn and solve your problems
- show at least one nice thing, either scene composed out of marketplace assets, your own assets possible to use in game, working example of source code which doesn't make elementary mistakes everywhere
- showing that you're not a selfish dick
- a bit of lack helps, especially if you don't to move far away and you have decent studio around you - but for the first job in this industry moving to other city/country could be necessary
i would love to move to other countrys/Citys, i would also move to the usa, Canada, if i get a job there, but i dont know, if this is possible with no visa 🤔
i think i can handel all of this points, respectively im a lovely person 😛
If you guys are curious, you can checkt out my Artstation^^
https://www.artstation.com/jariah
environment art is probably the hardest position to land in the current climate
but if you're in a city with a game dev scene, look up and go to their meetups
that's your best chances of getting seen
if you get an internal reference it's a lot easier to get into a bigger company like Ubisoft for instance
@marsh stream economy design doesn't exist as a role
so your best bet is level design
@tidal moth are you sure? Ubisoft just said they were looking for 1. Its more for F2P mobile games
@west sonnet @vocal meadow thanks for the info : ) a lot of people i have spoken to have said level design. definitely something to think about 👍
I have personally never heard of it being called an economy designer because it's too broad
monetization designer
is a term I've heard though
which seems to be more correctly scoped
then again every ubisoft studio is independent enough to come up with their own titles
@tidal moth ahh ok gotchya. Thanks for the info 🙂
I'm happy to be enlightened on the difference
Economy Designers are needed for large games, where players are able to trade with eachother
They make sure the economy in the game doesn't get wrecked by someone farming a certain object and so on
isn't that directly tied to real life money?
Doesn't have to be
You can still trade items even if you can't buy them with real money
my thinking is that if it's not, then while the role may be useful from a player experience POV it's not going to do anything for the ROI of the game
Look at Eve where the economy is so big they have to counteract inflation
And sort out issues of rich players who stop playing
It's not just currency either
that falls under the scope of monetization as well
Fair enough, I guess I'll go tell our economy designer then
"You're fired! The internet says you don't exist"
those were not my words
Monetization affects how the players spend real money.
Economy handles how the gameworld stays fair.
sure, that's their primary responsibility
but it doesn't exist in isolation from the game
which seems to be the implication here
You are confusing two concepts because they both they both involve some sort of currency.
In a completely unmonetized game, you can still have an economy.
In small games, the economy can be handled by other designers, but that's not feasible on large projects.
I don't disagree, I'm just saying that if the game isn't monetized, the economy probably isn't important enough to justify having a role on board to balance it
Sure it is
do you have any examples of that?
I thought it was to handle game resources. How much does this buffed sword cost in-game currency or how much resources it takes to craft it
I think in broad terms they may be the same role
Hightide got it
I've just never heard it being called an economy designer
again, because I've never seen it be separate from a game that doesn't market its economy
Monetization designers would work with the economy designers, but they are quite different roles.
what is the distinction?
Economy designers make sure the game is fun, the monetization designers make sure it generates money.
But they do that by linking some of the systems together
I don't think they are separate roles tbh, especially from that definition
You are welcome to think that.
I think all coders are the same, but that doesn't change much.
a monetization designer doesn't create a strategy for monetization without first having created and worked through the economic system of said game
that is all
Incorrect
Economy designers are often part of the project a lot earlier than the monetization folks
But to be honest, the economy designers are not common
and often handled by other esigners.
They have two very different goals
I think they can be pretty different, like in monetization you have a different set of rules to make people buy, maybe stuff like rechargeable counters, share to get more coins, etc which play on other things
Think Skyrim or any single player rpg. Someone worked as an economy designer -perhaps not as an official title but at least the role.
Yup
my thought is that both of them have the main goal of keeping player retention high and preventing churn, which keeps the game alive long term
Isn't that the goal of all designers?
not necessarily?
Make the game fun and keep them playing.
Live ops doesn't require an economy designer.
So are the Live ops all the same then since they have the same goal?
depends
can a live ops QA or programmer do the job of a live ops designer?
keeping the game alive in terms of infrastructure is different than keeping the playerbase alive
I could state the same about monetization and economy. They are different roles, with different tools.
The fact that they work together doesn't make them the same
still looks to me as if they share their main purpose of a goal
Level designers and Level artists have the same goal
but I'll concede the fact that economy designers exist
they don't have the same goals
They both make levels
level artists don't care about the gameplay
or that it's fun
or whatever metrics that players are going through
Economy designers don't care about making money for the company
Monetization don't care about fun
no but they care about player retention
again I don't think fun is the main driver for their jobs
but if there is an economy designer who'd like to correct me, I'm happy to see that happen
Perhaps not where you work, but Make the game fun has been a very clearly stated part of projects I've worked on
Anecdotal, yes
Economies which are not broken are more fun, right?
depends?
Gonna go with the guy who works at Ubisoft define a Ubisoft job 😜
Good interview with an economy designer
He talks about what they do to balance the game
@west sonnet I mean I used to work at ubisoft
VS
and I thought Glad worked at DICE?
Vs this where it's about finding ways to get money from the player
I worked at DICE. I work at Ubisoft
Work with design to tune the in game economy to work in harmony with the monetization scheme
I worked at DICE. I work at Ubisoft
my bad Glad
Just to clarify Economy Designer draws the line at in-game funds, and Monetization/Live Developer draws the line at player-purchased funds?
I don't think there is a clear divide between the roles
but I suppose your guess may be a good starting point
Well, more or less asking. I am unfamiliar with this kind of specialized field
same
My guess is that economy designers jobs often fall on progression designers.
If I can sell my starting sword and buy the best armor in the game, the game will have issues.
This would be handled by economy/progression, not monetization
Few games are large enough to require this level of specialization
Very interesting to have the go-to person for that sort of thing.
I've heard the role/term game balancer before, I guess it may be what came into its own design role as an economy designer
I'd say economy design is a subgroup of balancers
I think the confusion lies in that the roles are often placed on an individual who has to wear many hats.
design in general has very broad overlaps
Yup
I think it'seven more confusing as the role probably gets bundled with monetization design on many games.
Like, all mobile games.
I did a double check and found that some mobile studios are employing economy designers separate from monetization designers
Damn, mobile is growing
but on the whole I think it's a relatively new development in the game design world. like would we have seen that role 5 years ago?
You wouldn’t consider any mmo having one? Or I guess you mean an exclusive specialist.
True
yeah I think most previous economy designers probably reigned under the banner of game balancers
Damn wrangler took all the sprite monkeys job away.
I heard the same thing with shader programmers and technical artists
hi guys... are manga/anime artists categorized under concept design or illustration?
why should an art style be limited to a role?
I’d like to know what concept design is.
it's this guy https://www.artstation.com/scoro
its concept art only for things you want to create in the real world :D
it's the initial sketching phase of an industrial/product design
So concept art?
Ah. Ok
Now I have a nightmarish image of an anime character walking around
dude strikes me as Syd Mead Jr.
an hour like demo reel with full process
hella cool
Systems design is the broadest design role, covering everything from economies, progression and gameplay. Most studios and projects have different expectations of what is owned by systems designers and how specialized the roles can be.
Economy design is fundamental to many games, especially ones with progression elements, and largely is the design and balance of how systems and content interact — much broader than trade, as the name would imply.
Many RPGs don’t have anyone working primarily in an economy role. On WoW they don’t, on EVE they used to, but it’s more generalized now across the team given how important the player economy is to that game’s identity.
Free to play, especially mobile is the most common place you’ll find the standalone “economy designer” as most of those projects are built around weak core gameplay but depend on very specific economies to support live and monetization needs.
ok so i got a question if i were to make a game on itch.io and have the price as 0$ pay what you want(donating basically) would that count as non-commercial? or would i have to find music that allows for it?
@reef turret donations count as revenue toward as far as the licence is concerend
even kickstarter funds etc count
@mystic storm thank you 😄
how are job prospects coming out of uni specializing in UE4 in the UK?
what's your degree in
afaik they don't let UE4 be a major
If they do. Run
its level design with a bigger knowledge in level theory
hmm sounds like you are in for a very cut throat job market
any secondary softwares i can learn that would help BUT arent too different
something thats industry standard but easy to learn hard to master kinda thing
I wouldn't necessarily say your skills are lacking
You probably need to focus on networking and portfolio/personal projects
its not what you know, more who you know?
are there many people at events looking for ue4?
Be prepared to adapt is the key.
*kick arse
here to kick arse and chew gum
benna great help clearing my mind and some worries
cheers guys<3
We expect great things to arrive at #work-in-progress 😉
@west sonnet Arent most roles in the Game Industry cut throat xD
That’s not a statement I made
Believe it depends on the studio cardoor
@west sonnet oh wow. i dunno how that happened. mb
@soft quest - your knowledge of any individual software will have some value, but it is entirely secondary to the skills you can demonstrate that aren't dependent on said software. Many studios use their own internal tools, and some still use 3d art packages for level design.
The bigger problem is going to be getting noticed at all. The UK farts out 2-3000 games graduates every year, into an industry that only supports about 9000 full-time developers
Historically many of those who went on into gainful employment did so in Europe, before coming back with experience a few years later, but that door is no longer open to you and other regions are fast catching up with regard to quality graduates.
Expect to need to spend a couple of years working on your skills and portfolio before finding a job at present.
That's a scary thing to read as a graduate :/
Although the use of the word 'farts' with such news, definitely made it easier
I don't know if you have any specific experience in regards to Level Design but would you suggest just have a large high quality portfolio of custom levels to be the way to go ? Perhaps analysis documents for each level you design?
In terms of portfolio, quality is better than size. Pick your two or three best works, present them as best you can, and try to breakdown your workflow and reasoning for constructing your levels the way you did.
Any work that is not as good as your best work will just detract from your portfolio as a whole
Ah wow ok. Atm i have around 9 projects visible in my portfolio[including old Uni projects] so I'll have to select top 3 and as you said present them as best you can, and try to breakdown.
Thanks for the info @lilac walrus 👍
and other regions are fast catching up with regard to quality graduates there's a massive gap in some countries from eastern europe. for example here there are no gamedev or 3d schools or anything of sorts. you can do graphic design, illustration, or product design, the only colleges remotely related, while more and more studios come to life and there's quite a demand for artists
tbh, Eastern Europe doesn't exactly have a huge games industry either, so it's kind of a given
maybe its because game development seems very hard for many people here
programming + art + many others, and there is no university that has a degree that combines knowledge needed for game dev
also income seems uncertain as well, it seems easier to just get a job as a programmer somewhere and be relaxed
Well shit
getting into game dev is hard yo
especially nowadays
environment art especially seems like a discipline with oversaturation
I've yet to see the same effect on design roles
perhaps because they are a bit harder to grok
on the other hand, there never seems to be too many programmers around
Level design and level theory is my passion
it's good to have passion but it needs to translate into something tangible
@reef raft gamedev is strong in Poland but still we don't have decent gamedev schools
mostly kind of courses or private schools where most students are people dreaming on being famous & rich youtuber
programmers often come from standard universities, artists from classic academies of fine arts
and I'd question quality of both types of these non-gamedev schools when it comes to practical skills learned there... university-grade education here isn't that modern... but it's difficult to get in (not many people studying every year in public, non-paid education), so you need to be really good to start and finish such univ/academy here
but industry is needs a lot more people than are available, so if you know basics (programming/modelling/design) and you can prove it - you're in 😉
it's also easy to find any designer/programmer/artist here, but it's difficult to find someone really self-sufficient
- who would be able to manage his area entirely in small indie studio
- who would be able to spend years in narrow specialization, trained in the specific workflow, game type
I’m a bit confused why schools would matter. If there aren’t studios, there aren’t studios. Not that schools generally produce adequate graduates prepared for the industry anyway.
most game dev degrees don't produce graduates that are remotely near entry level these days anyway, so it's kind of moot
I would consider a more general software engineering or fine art degree to be superior to a 'game design' degree
(many of which aren't even worth the paper they're printed on, sadly)
the former degrees allow you to get work in tangentially related fields more easily, which may help you build a broader portfolio and relevant experience
since you're going to be spending a couple of years after graduation working on improving your skills anyway
best candidates I've seen for entry level positions has been from vocational schools that work akin to universities
where programmers artists and designers are bred together in one environment
while still maintaining important lessons for each discipline, respectively
something like DigiPen used to be decent in that regard, but I gotta admit I'm a bit dismayed by the games this year
there's a school in Italy I've seen produce actually good PoC and demos
with the intent of pitching to publishers as well
I think there's one in Sweden as well... Game Academy, I believe?
You probably don't see a glut of programmers because game dev doesn't offer much.
"Would you like to make 20% less money and deal with crunch for work that isn't actually different from the companies that pay more? video games!"
Very in demand profession so they tend to have the power in negotiations
Sweden has one of the best ones afaik, and the one in Breda (netherlands) has been doing much better as of late
@tidal moth Game Assembly is in Sweden. That's the school that took over from the one I went to some time ago. There's also Futuregames that's reasonable quality i Stockholm.
@flat gazelle game assembly was the one I meant. I was gonna mention you but I figured it best not to give out more notifications 😅
old man voice back in my day it was called School of Future Entertainment. But then GA opened in a better location, got the funding and then grabbed all the teachers from SoFE and that was it.
What's the average career length now? It used to be just a few years :S
Hopefully it's increased
@lilac walrus had a number last time it came up I think
But I can't recall
can't recall, but most people don't make it to 30, which implies < 7-8 years
Them ultra senior devs at
28 years old
I mean, I'm one of the most senior people in most of the teams I've worked in, and I'm in my early-mid 30s
compared to other industries, that's kinda nuts
yeah I've seen leads at around 28, which does seem a bit younger
Yeah, I think I was 28ish when I got my associate lead title.
It varies within the industry as well though. My little niche hasn't been around for more than 20 years so there is nobody more senior than that.
Making a 31 year old 3D artist putting his programming knowledge to use feel bad
Sheesh
aye, as a specialist TD, I'm already in a modern niche, before getting into specialisms
still a huge amount of studios that don't even have TDs, which for me is kinda mindblowing
TD?
Technical Designer
Ah
someone that drawns and maths at the same time 😛
Like I said I’m usually just in the art cave until recently
there is literally no art involved with my position, I'm a designer
it's a designer position that is orientated around technical tools
in my particular case I do primarily do gameplay systems design and rapid prototyping
in other studios it varies, some people do things like mission scripting, or scripting individual items etc based on broader core code
Technical Designer is a bit like Technical Artist in that there is room for a significant amount of variation in role, but a lot of studios haven't cottoned on to that yet
right, having gameplay designers with technical knowledge would be neat I must say
Do designers not usually?
not ours 😄
Weird I would think top level could be able to develop the simplest form of mechanics and ideas to better pass down
most designers have almost zero technical expertise, and it's something of a barrier sometimes
I've come to prefer my own leaning, because I can literally just try out concepts without the need for much support, and iterate very quickly as a result
removing the big communication wall between design and programming results in colossal improvements in iteration time, and iteration quality, IMHO
as an example, we built a complete reconfiguration of our game mode here in 4 weeks in order to try out some different concepts, and we did it with myself, a supporting engineer, and a level designer
I would expect something like that to take 3-5 times as long in other studios I've worked in, and require double the headcount
It blows my mind there would be that big of a gap between “idea people” designers and programmers.
I’m in no way discounting the value of creativity and game theory ideas but like I said I would imagine some very basic programming / blueprinting capability would be a requirement
Like if you had a staff full of Swedish employees you’d want to be able to communicate in Swedish
Lol
designers aren't 'idea people', they're problem solvers
if your designers are 'idea people', you have a problem
good designers are usually lateral problem solvers
whereas engineers tend to be logical problem solvers
I wasn’t phrasing it eloquently, you’re right. I’m just saying it seems programming knowledge in a minimal way would go a long way in cutting down the lost time you described in previous post resulting in miscommunication and trying to figure out what the other is asking etc
basic programming knowledge takes a lot of time to obtain, unfortunately
the ability to engineer rudimentary systems is in itself a three-year degree ¯_(ツ)_/¯
Huh.
That wasn’t my experience, but I had a lot of time and practice being self motivated as a freelance 3D artist for decade
advanced programming knowledge can delay things too
"Oooooh I could rearchitect this with the new knowledge"
gotta get the refactoring spray bottle
"I can optomize this."
I’m used to “finish it and fix it later if it’s necessary” as a project workflow lol. Obviously optimizing and planning are part of the early parts but I’ve learned not to backtrack unless crucial. Better to “do it right” on the next one
we build things as very rough prototypes first, then build a proper system later once the concepts are proven
engineering proper systems around unproven concepts is a great way to waste time (another problem with the designer-programmer split, usually)
a lot of our gameplay concepts have a large part of their implementation in throw-away BP script still, after a year or so
said script is good enough to ship, but we would prefer robust native code given time
If it works and doesn’t slow anything down don’t fix it :p
I joke. For shipped products always put your best foot forward but I understand why it’s stayed in that form for this long lol
it means not sinking development time into things that can still be thrown away quite late in development
Right
our company has instead chosen to stock up on technical artists that sort of overlap with some of the technical level design aspects in creating tools for our engine
I like that... stock up on TAs lol
You never know when you'll need em 🤷♂️
Asimov's It’s a dead hand (of the mathematics of human behavior) against a living will - I recently worked on a functional proof of concept for automating content creation for videogames engines (including Unreal), which among other things was proof that certain human designers traditionally needed to manually add content via a toolset are becoming obsolete and replaced by a machine. It doesn't make me the most popular among my fellow men though 😄
I've heard that being said about game designers as well
I've yet to see actual proof for it
Heard the same thing about printing press
@plucky hatch ubisoft are the kings of that
they just make bigger games
XD
thats why you see ubisoft teams still growing, and the landmass size of their games grew a massive fuckton
well yeah because you're inevitably going to pigeonhole yourself with a design like that
"we want it bigger"
"okay but how do we traverse it?"
"VEHICLES ARE NOW A CORE FEATURE"
"okay but how do we fill it"
"USE MODULAR ASSETS"
"okay how long do we have?"
"SIX MONTHS"
climb the tower to unlock the themepark
that and they reused gameplay mechanics all over the place
'use the eagle / drone / rc car to tag enemies'
comes from having a small central executive team who control all your game design teams to keep the brand 'internally consistent'
Hey, we started a two man studio last night and our first game is slated for April (we've been working on it for a while) any last minute studio/gamedev advice?
Fail often and fail fast, nuture your ugly babies
Hey guys,
Anyone willing to help me with a reload animation?
I need one badly for my fps project
@plucky hatch I dunno man, maybe #more-resources can teach you
I know how to use them, I just need an animation to use
@versed citrus This belongs in either #released or #work-in-progress if you are looking for critics. Please don't post the same thing in multiple channels.
@plucky hatch if you knew it then you'd know this isn't the place to post
My project about automation stems from my interest in efficiency which leads to replacing people with machines. Because one thing people have that interferes with efficiency is hierarchy of needs. Compare a team meeting or a collaborative project ( a collection of humans ) with a data center ( a collection of machines ) from a scientific perspective regarding efficiency. Humans need to drink coffee, go pee, navigate emotional landmines, etc. which chip away at efficiency. Whereas a machine currently doesn't care about the Sino-Indian war of 1962, as a random example (I live in China, I am a biased human :D)
To me as a scientist make sense to focus my efforts in increasing the efficiency via machines, because historical statistics shows a positive trend in efficiency taking the machine route versus the human route. And the moral dilemmas of the future of the replaced humans it's not my problem.
data centers require human maintainence tho
Sure I can be used as a scapegoat, but so does Canada or the smurfs 😄
so it's a real false equivalence
efficiency will always be relative and it is always an idea to fullfill a goal, not a goal of its own
plus someone actually needs to generate software for said machines to run
if you want to take it to extremes, sure
my point is that we're still (mostly) humans
Again, I'm not talking about replacing ALL humans, I'm talking about trimming MOST or at least SOME of them
so we should ensure that we're making things efficient for us, not against us
every month or so.. I see someone who thinks they can replace half the industry
even if their system works.. all it does is help the people already there do EVEN more work 😛
I mean, I can't see any way someone could actually 'automate' content creation
the creative industry will be the last to be replaced
ook ?
was that a machine? 🤔
someone who died in fortnight most likely to many times
maybe they just got replaced by a machine
The machines I'm building are useful to me. The side effect of replacing other human beings gainful employment it's a predictable outcome of evolution, an obvious example of automation from near past is Watts' Steam machine
I personally care about science
just remember the end goal is supporting existence not erasing it
because science on its own doesn't care
just remember the US post Marshall in the early 80s, and his attitude about email 😄
science is science: I feel good about it, it's not my problem if you don't 😄
the advent of email didn't wipe out the planet, whereas a singularity might
so, false equivalence
the advent of email didn't erase the postal service either
if anything there's a record number of items being shipped
Again, I'm not talking about replacing ALL humans, I'm talking about trimming MOST or at least SOME of them
yeah but you're moving into territory where you have less and less control
there are probably more humans in the postage logistics chain now at any point in history
I have successfully done so, and as a scientist I feel accomplished
Don't pat yourself on the back too much yet, you haven't actually made anyone's life easier yet that I know of
and even if you do, at the expense of what
because it sounds like you're willing to throw a lot things under the bus just so you can feel pride and accomplishment
as I mentioned before, humans and the pesky hierarchy of needs 😄
it's all a fun hypothetical.. but I don't think anyone here is going to be replaced anytime soon...
most of us are super adaptable considering what field we are in.. and how fast it changes
the creative industry will be the last to be replaced
I agree on this one
even science can be automated before creativity
and it will be unlikely to be totally replaced
I disagree
I've switched major languages 3 times since I started
All the platforms I used to work on have been deprecated
My day to day now is completely different from 1 year ago which is completely different from 2 years ago etc
I haven't moved companies or anything, just the nature of software dev
both science and creativity are already partially automated
like folding at home project
or machine learning algorithms generating new symphonies
some stuff is easier to automate than others
we're talking about full automation
anything that lends itself towards logic, especially boolean logic is easy to automate naturally
machine learning is also hardly automated
it requires a vast data set, and it requires human input to determine which tests were successful and which were not between iterations
anyway in the end we're automatons as well, even if our processors are different there is a lot of overlap
@lilac walrus I don't think that's because it couldn't be automated, that sounds more like a safety precaution
nah, it's because you need a way to quantify results
at the moment subjectivity is something that is entirely alien to machine processes
well.. I'm a trained scientist... how'bout you give me something to actually wrap my brain around then...
👆
question: what type of c++ language should i learn to get easily job at even small or big company? what kind of skills required for unreal c++ to get job easily?
should i learn c# too or only get high experience in ue4 c++?
If you use the term 'easily', you may want to reevaluate this career choice.
How familiar are you with programming @rigid talon ?
i know unreal c++
mean i'm intermediate in ue4 c++
just want to know what kind of skills required for job as a career
Programming is kind of a wide field even when you limit it to unreal engine jobs. The smaller the company, the more likely your range of familiarity of the engine will be tested.
The bigger the company the better you have to get at the specific sub category of programming you'd be going after
Every release of C++ adds a lot of features, currently C++14 is the target by default in unreal. Theres not really different types beyond the features, just different programmers, since the language largely puts trust in the programmer to do the right thing.
I would say the most valuable things to pick up as a C++ programmer for unreal would be blueprints
but most companies and some of the project require c++
But yeah theres not really an easy path.
Yeah the art of writing blueprint code and understanding how people will use it, how they work and how to work them is very important
should i learn vector math concepts?
Are you doing gameplay, audio, AI, physics, UI, graphic, build, network, or animation programming? Or one I haven't listed?
yes all of them
Yeah no
each one of those would be a role somewhere at a big company slack
that's where i'm confused
No one wants a jack of all trade. You physically can't master all, therefore you master none if you try to be a jack of all trade
Well, a smaller studio might. but finding jobs at smaller studios isn't super easy for the obvious reasons
at bigger studios you might have a AI programming manager and a branch of programmers under them for the one area of code
question: what is the average salary of a small/beginner unreal engine programmer? working in even small studio
free
👆 lol
Your not gonna regret learning a bit of everything slack but if the goal is to get a job, look at job listings
learn everything as a hobby. Specialize if you want a job
please let me know i just need idea about salary of average unreal programmer, i can understand you
You'd be surprised how many people at the big companies intern for free slack, just for portfolio cred.
They're desperate students who want to work at their dream studio. And said studios know it
Don't let them exploit u
If you are a programmer it is not hard to find a paid job with a few high quality own project
Outside of games even without that
Also dream studio can turn into nightmare studio :(
Would recommend not incubating yourself into a project for portfolio work and instead actually looking at job listings and applying too slack.
and actually pick a job title
What usually happens is you're a novice in most areas, apply for jobs, get into an entry level position, and are given work that ends up in one or two areas. You spend a few years doing those things and getting good at them, get a few promotions, and now that's your area of expertise. It might even get baked into your title if promoted enough.
You don't master 12 things and get a high level "Programmer of Everything" title and that's your job now
What about the people that make their own games? I mean that’s basically jack of all trades
I mean obviously those people aren’t looking for jobs at said studios, so I guess that’s it’s own answer in a way.
They cray cray
Lol why
I mean unless your goal is to make millions like some major studio that is
That’s cray cray
I'd say it has less to do with being able to accomplish tasks in a lot of areas -- like making your own game -- and more to do with mastery being a function of time and depth. With a year I'm sure any motivated person could grasp enough of $random-engine-concept and use docs and refs to make it go, but the person making well over 6 figures working at the major studio should be able to do it in 1/10th the time
Do you guys include your references in your CV, or wait for recruiters/HR to ask for them?
I've never been asked for a reference, but I've been called up as one a couple of times. It seems to vary between countries
@mystic hull In the not sure if it is everywhere but in the USA they will ask but I think most people know that references given by the candidate are useless, mostly they ask around the industry.
The best ability is availability. In any field. In respects to taking a free intern at a dream job, if you can afford it do it. The best thing about working for free is you are available to quit and take a great job at anytime, and everyone is happy for you. If you are stuck in entry level trying to work your way up, you may not be available for a great job or you may be too busy to look for a great job.
in some countries references are mandated by the gov
usually in those cases though the onus is on you to provide them though
I see, thanks to you all ❤️
@mystic hull In the not sure if it is everywhere but in the USA they will ask but I think most people know that references given by the candidate are useless, mostly they ask around the industry.
@merry tartan What if I was never "in the industry" per se? 🤔
@mystic hull I would wait for them to ask then give them people you have pre-setup you have to make sure they can be trusted to say what you want them to hear.
you need to interview the people that you would use for references with some basic reference questions and hear how they handle it
Why would I want to hire Blue? Well he smokes meth better then anyone I have ever known, he is the best meth smoker I know. << not good.
Makes sense, gotcha 👌
Thanks a bunch 😄
How'd you know I was a good meth smoker though? 🤔
just a guess
🙂
When this was more common, I would ask people I was listing as references and talked to them and realized I needed to find new references. I didn't need people being honest about me I needed good liars.
and thats also the reason those references are usless to employers, only shows you managed to make friends who can say the right thing
exactly why nobody uses them and they seek out 3rd party people that will say all the bad things about people.
I wouldnt bother calling references unless I needed bread crumb folks to find other folks I knew already.
sometimes it gets hard to remember where everyone is working, all I can say it is a very small industry and you need to protect your rep, all those times I ran around in the 90's naked during a crunch period have come back to haunt me, and it makes me sad.
But then if that's the case, how would people verify my previous jobs
They've all been remote
one thing I wish I could change is that I started when I was 19, and some people remember that version of me even though I am 50 now.
I've always wanted to run around naked not gonna lie
Kudos to you actually, for having the courage! 😂
But yeah I think I know what you mean
The previous jobs you have had required you to do work, all they have to do is ask you questions about that work and find out what exactly you did
Mhmm
I was kinda worried about the whole reference thing to be fair
one of my previous jobs didn't end on good terms
they dont need or want to talk to other people they want to talk to you about it if you are lying and get caught then that is very bad and should be avoided.
we had one artist bring in art saying it was his portfolio and it was art from an artist already working at the studio, image me going to that person and asking them to interview the person knowing that the person had lied and taking credit for another persons work.
we had people bring in originals as we started to see this as a pattern people would just bow out of the interview we knew they were full of shit.
That's kind of reassuring actually
I'm a developer, but it wouldn't be hard reciting everything I've ever written so far
not in detail obviously but yeah
Only got a few years to remember so 😄
you just need to give highlights and think about what you learned during the process of doing that work
I tend to talk to much during interviews people get caught up in my stories and forget why they are in the room, so even if you can tell a great story it is a power that needs to be tempered, I tend to get carried away with telling the story and holding the audience and forget the objective or I used to do this more in my 20's.
it is a great tool during the feel good ending the meeting or if they want more after the objective as been met.
so think about your career as a story and keep the details to what they are asking about, if you see the eyes shifting into glazed then finish your sentence and move to the next question.
Thank you for the gold advice my good sire!
No worries lots of people helped me over the decades, good luck!
My friend in HR was telling me that you have to have references to seem normal, but they were only called after they had decided to hire a person, to kind of cover their ass legally.
If your reference is a former employer, there are only a few questions they are legally allowed to answer, if you reference is a former coworker or a peer, they can elaborate more. You can use both to your advantage.
I’m having trouble with water and terrain. I’m really new to unreal and I would like to work as a team
you can check out #looking-for-talent #looking-for-work and any local gamejams/game dev meetups
This is channel is mostly for career advice, are you looking for any specific help for your career?
Not really
If I'm part of an indie studio that is not officially listed as an organization but has a name/website/ and everything, should I put it under the "work" area of job applications?
As a general rule of thumb - an advice I had received - if you got paid to do a job, you can consider it a "professional" job
okay so in this scenario, since I'm not being paid, I should not list it under the work section of an application
it is listed under "experience" on my resume, however
I've seen people list them as work
Yep, the main reason (purely from my experience) is you'll be asked questions about it
you could opt to lie, but I personally find that unethical
all relative to who you ask tho 🤷♂️
Best to just have one section called experience in my opinion
I recall specifically being asked "Do you own the company? Did you get paid at X job?" when they're listed as indie
I find the word "indie" triggers the recruiters though for some reason
it triggers alot of people
Sorry I didn't mean to confuse. This has to do with the websites that companies have that you have to fill in the information outside of the resume
on my resume, I only have one section called "experience" but on the website, they ask for "Work Experience" but I have never professionally "worked" for someone so I don't put that in and I'm curious if I should
Good question
yeah I have never used that word in my applications
just used the name of the studio lol
I'm just triggered 😄
When microsoft or some other big publisher introduces you to a market of indies, where prices are 1 to 5 dollars and not everything works this is how players are also introduced.
What role are you applying for if I may as Beest?
the indiepocalypse is real
that's why when I go indie I actually have a setup ready to start a food truck company if it goes bust
Sadly so 😢
Sadly enough I've not been in the industry enough time yet to have a backup plan of starting any business
but hey, I could always go web dev
if you're a programmer take it easy
go into financial software
you'll be making money hand over fist
literally making money?
but @worn whale i'm also curious what your applying for, didn't mean to derail.
I too am curious
I have applied/am applying for level design and/or game design positions @vocal meadow @tidal moth @west sonnet
Then I can see why they want to know if you had any industry related paid work in that case
Yeah so I have been omitting listing it as paid work and simply putting it in my resume. I am applying for associate/entry-level/intern positions though
My only concern was that my application automatically gets filtered out because I have no paid work experience. I do have a lot of experience, just not paid
5+ years of experience for an entry level job am I right? 😛
Other professional work doesn't technically involve immediate financial income (IE investing personal income to develop a mobile game). They're more interested on whether you published something
Yeah tbf I did go to school for this - hoping this degree does something
It makes a good fire kindling material
🤣 Degrees are overrated
Hasn't even arrived yet so it is even more useless
I never even looked at mine
I've always wanted one, haven't gotten the chance yet
it's kinda hard to commit when you already work
I understand
It can be really tough trying to balance the two sometimes
Okay so what about on here? Should I put in non-paid experience or no?
of course
Okay thanks I haven't been doing that on this website (smartrecruiters)
places that give you a form like that need to get better HR tech
"oh you have a CV? how about you write YOUR ENTIRE CV AGAIN because our system demands it"
fuck knows
another reason it's a terrible system
and if that's the first impression they give potential applicants, it's not giving them a favorable view
at least that's my take
Would agree, you do have to attach your CV regardless
at least when I applied to ubisoft I needed to do that, and rewrite the entire thing on the website
which ubi did you apply to?
were you US based?
Sadly not
my mistake
Ubi goes through smartrecruiters (that one I posted) at least in the US
but it sucks because like i'm never sure if I should rewrite my entire fucking resume
you should only rewrite it if it's not readable
or if you have enough experience that you need to rewrite it due to the design not being able to hold the experience
Oh sorry for the lack of clarification, I meant like on the website when they ask you the same information that you have on your CV
write it since they ask for it
then for attachments attach your CV as well
though if it's for design, your portfolio >>>>>>>>>>>>>>>>>>>>>>>>> your cv
Okay thanks yeah I do put in my portfolio website both on my cv and in any separate spots asked by the website
yeah I mean your CV is for general applications, it's just this one company that likes to take the piss
Smartrecruiters is great. For the ones recieveing it. Not for the applicants :S
Yeah unfortunately Ubi applications for me just go immediately to that website 😦
It's nice! You get all the info neatly packaged, and all relevant people get access at the same time.
Shame it's so bad for applicants it actually turns some of them away
I'm assuming you work in HR/at HR-level? Does your company even look at the CVs? @flat gazelle
Asking for curiosity's sake
Google him and have fun 😜
last I heard he was lead CEO of all gamedev
Lead senior ceo you mean
Wtf...
Fair enough I'll stick to the channels I belong in then. Just thought I'd offer some perspective from the other side.
@flat gazelle we meant no harm, it was just friendly banter
How does it work against the applicants glad?
Not sure if that's the right place to ask but... how do I post a job offer here? The posts at the channel are done by a bot but how do I make it post?
@safe gyro Second post in the Guide-channel.
"Using The Job Board
• DM the word talent or lft to Unrealbot to post on #looking-for-talent
• DM the word work or lfw to Unrealbot to post on #looking-for-work
• IMPORTANT NOTE: The bot will wait up to 30 seconds for a response to each question. Because of this, I recommend writing the larger portions of your post outside of Discord and pasting them in."
Hey everyone!
I am looking to connect with a few individuals and businesses who regularly hire freelancers. Anyone would be kind to give me 5 minutes of their time for a chat?
If one really wanted to pursue level design as a career, is it wise to focus on a genre and stick to making levels for that genre? or should a level designer be flexible and be able to design levels for a variety of genres (FPS/third person adventure/horror/competitive multiplayer)?
not sure if this belongs in the #level-design since its career based?
I think it's fine here
the more design experience you get the more you realize that all design leads to the same place
at a junior or intern level what you want to focus on is building stuff, and get design experience from testing it
you want to be your own scientist really. have an idea, execute the idea, iterate on it until you have something that feels good to play
then leave it for a while and come back to it later, and see if it still plays well
so really, just pick any genre and get something done @marsh stream
Anybody have a list of stuff to study/look up when applying for a application for a Software Engineering position in Unreal Engine?
Or just some common topics that get brought up
Is this entry level?
Yeah, though mid-level topics would be appreciated as well
Do you know the gameplay framework like the back of your hand?
GAS (it's a plug-in) would also be good to know.
Other than that, what's your area of focus?
I'm more of a gameplay guy, but the position I'm interested in doesn't really have any specific areas of focus
So in that case my recommendations stand
Basic stuff you can expect in almost any software dev interview:
Do you have a github or any other examples of work you've done in the past?
Have you worked professionally as a software developer before?
Do you have a computer science degree?
We use language X here, have you worked with it before? (C++ is probably the most likely)
Here is a C++ programming problem, whiteboard how you would solve it
How do you test your code? ("I run it and see if it breaks" is a bad answer)
How do you document your code? ("I put in comments" is not enough)
What do you know about source control? Have you set it up etc
Have you worked with automatic builds/tests before? To what degree? Can you set it up?
Right yeah, I've been studying up/creating answers for those types of questions, just curious what Unreal-API/Editor specific questions get asked
Expect questions related to their tools and languages and products they work on, because that's what you will be working on. You can try and look up what they use to be better prepared.
Heh, it's an indie working on their first unnanounced game 😅
but I do know some specifics about the game their working on, so I'll prolly practice up on those things
It really can depend on the studio
Some of them won't start with UE stuff, others won't have you write code
Yeah we didn't use to ask people direct coding questions
Then we got scammed by a sweet talker
now we have to ask them
Right, so as a strong candidate you would be able to tackle a variety of interview methods
I wouldn't be surprised to have the interviewer ask for a high level discussion on something you did and then drill down into detail at a whim
I wouldn't be surprised to have the interviewer ask for a high level discussion on something you did and then drill down into detail at a whim
For an indie studio though? They’re more often than not just as inexperienced in hiring talent.
For an indie studio though? They’re more often than not just as inexperienced in hiring talent.
I wouldn't be surprised to have the interviewer ask for a high level discussion on something you did and then drill down into detail at a whim
damn am I going crazy or is everyone sending repeat messages
I'm not seeing repeat messages
discord is acting up strong
I'm not seeing repeat messages
I'm not seeing repeat messages
my messages, grey.
What the heck O.o
Discord is bork
lmao it's like watching a strange timeloop unfold
my messages, grey.
it has stopped
my messages, red.
And it thoroughly depends. Most studios that are likely to schedule @still shard are going to be smaller, newer studios (maybe?) but that doesn't preclude them having someone on the team who thinks a strategy they encountered in one of their own interviews is cool
smaller and newer yeah, but in this case, has high level talent that has interviewed people at AAA companies
Wait, I don't get why this video makes you glad you moved out of Unity?
This issue here is just an inexperienced programmer
that can happen in any engine
is that playmaker gen code? Haven't seen it before
I would imagine they’re going to be extra picky in that case. New hire is going to have a large impact when it’s such a small team that knows what they’re doing. Glad you’ve landed an interview with a experienced team at least hcorion. I wish you luck.
Yeah, the smaller the team the more hats you are going to have to wear, there's going to be fewer narrowly defined roles. Your job would probably be primarily development, but also "literally anything that needs doing" from watering plants to proof reading the next pitch.
