#career-chat

1 messages · Page 76 of 1

nova tartan
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That's my experience with small companies

vocal meadow
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Oof watering plants

mystic hull
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As a guy who wears almost exclusively all the hats possible, I can confirm 😄

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In all honesty though, not the worst thing

merry sequoia
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Getting paid to water indoor plants and take a break from code-headache? Im in!

mystic hull
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you end up gaining a ton of experience on the thing you work on the most, but also know a bit of everything

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gives you the valuable skill of being able to unfuck most situations

merry sequoia
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plus you are proficient indoor gardener after its all said and done

mystic hull
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Can't put a price on that! 😄

fickle hatch
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Can confirm

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Small company you do multiple things by necessity

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My side jobs included office planning and other dumb stuff

west sonnet
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Can confirm. I have no idea what I officially do anymore

bronze dew
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yup... I also have no clue what I do now.... done everything from photogrammetry to webdesign to pipeline tool dev to modeling to virtual production and UI design... and that's just the past few years...

merry sequoia
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photogrammetry

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noice

plucky hatch
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Hey everyone!
I am looking to have a chat with a few individuals who regularly hire freelancers. Anyone would be open for a few minutes to answer some of my questions? Thank you! 🙂

valid lance
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What do you want to know? @plucky hatch

west sonnet
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Would be best to just ask your question instead of ask to ask @plucky hatch

mystic hull
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Yes, so we can all (read: me) benefit 👀

plucky hatch
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I am mostly trying to understand your pain points when it comes to hiring and working with freelancers ;)

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And i have lot of questions!

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And then based on your answers i may have more

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Haha

west sonnet
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Quite literally what this channel is for 😜

fickle hatch
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Pain point no. 1: it's hard to understand the persons working ethic without investing some time into them before contracting them

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Assuming the portfolio perfectly conveys their skill (which by itself is pain point no. 2), that doesn't say much about if they can stay in touch and do things timely etc

nova tartan
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This is all layperson's thoughts on the matter, not someone experienced with freelance worker hiring, so feel free to ignore it if you want
1: Art style consistency
Games require an absolutely ridiculous amount of art assets, how can I ensure a consistent style if I use freelancers?
2: Multiple projects
I assume a freelancer will act in their own self interest, which means taking on as many profitable jobs as possible
What if the freelancer puts my commissions as a lower priority and starts blocking another person working on my game by being late?
3: Quality vs time
Your portfolio pieces were gorgeous hence being contacted in the first place, how do I know I'll get the quality I require in the timeframe I require? I assume people will lie to me to get the contract(again, self interest), but if the high quality portfolio pieces took a long time to create and I need stuff fast, I might end up not having what I need by deadlines

mystic hull
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As someone who currently works as a contractor, I'd be interested knowing how to overcome these issues when presenting myself to a potential client 🤔

west sonnet
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I find number 3 a big issue for both clients and freelancer. It takes time to make a quality asset that one see in a portfolio. I’ve came across many clients who wanted a game ready (sculpt, retopology, uv’d wrapped, full pbr textures, rigged, skinned, LOD’d) asset within 3 days. All for $50

fickle hatch
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I overcome the stated issues by giving contractor an evaluation task first, contracting them for something relatively small and well defined in scope

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Which is kind of a pain, but it puts me into contact with them for a longer time before I have to decide on the actual work that must be done

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So I can talk to them and see if they have the traits I want

mystic hull
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I find number 3 a big issue for both clients and freelancer. It takes time to make a quality asset that one see in a portfolio. I’ve came across many clients who wanted a game ready (sculpt, retopology, uv’d wrapped, full pbr textures, rigged, skinned, LOD’d) asset within 3 days. All for $50
@west sonnet Pretty much the majority of clients these days, sadly.

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Been going for the longer-term projects

west sonnet
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Send me your portfolio. I'll at least keep an eye out for you
😛

fickle hatch
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I'd say the same, but I mostly end up hiring people from eastern europe because they are cheaper D:

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I feel extremely uncomfortable with the idea of undercutting artists. Hiring people from USA is quite a strain for our basically non-existent budget 😦

mystic hull
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Sure, I'm actually a dev tho, that still alright? 😅 @west sonnet

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I actually wanted to ask, how/where do you get a dev's CV peer-reviewed, I have no family/friends who actually know anything about software .-.

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None that I'd ask, at least 😅

west sonnet
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Dev as opposed to what?

mystic hull
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To an artist - in relation to my question, yeah?

west sonnet
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Artists aren't devs? You wound me so 😛

mystic hull
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Ay, shoulda said software engineer 🤔

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I find the term triggers some given I have no certificate, though 😅

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I need to learn how to use my keyboard jeez

nova tartan
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I make the rock output the correct lights with lightning

mystic hull
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That's an interesting way of describing your job o_o

tidal moth
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an interesting exercise in how to word your job in your technical tasks

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"I make documents that I hate to write and other people hate to read"

plucky hatch
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@mystic hull you should not be concerned as much as you do possess the requisite skills and have a work ethic and motivation that would exceed most hirer's expectations. in your case it will be a matter of taking on small tasks until you are trusted with more. as far as hiring an unknown contractor for jobs that actually matter, you would be crazy to ever do that. prove your worth on small bs.

fickle hatch
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"I tell people the first thing that comes to my mind and it somehow helps them every time" is half of my job description

mystic hull
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"I tell people the first thing that comes to my mind and it somehow helps them every time" is half of my job description
@fickle hatch wish I could put that in my job description 🤣

plucky hatch
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Pain point no. 1: it's hard to understand the persons working ethic without investing some time into them before contracting them
@fickle hatch how do you figure out their working ethic by just talking with them?
Are you in the need to just build relationship with them so you can gain trust?

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Huh i feel like i started the fire here haha

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This is all layperson's thoughts on the matter, not someone experienced with freelance worker hiring, so feel free to ignore it if you want
1: Art style consistency
Games require an absolutely ridiculous amount of art assets, how can I ensure a consistent style if I use freelancers?
2: Multiple projects
I assume a freelancer will act in their own self interest, which means taking on as many profitable jobs as possible
What if the freelancer puts my commissions as a lower priority and starts blocking another person working on my game by being late?
3: Quality vs time
Your portfolio pieces were gorgeous hence being contacted in the first place, how do I know I'll get the quality I require in the timeframe I require? I assume people will lie to me to get the contract(again, self interest), but if the high quality portfolio pieces took a long time to create and I need stuff fast, I might end up not having what I need by deadlines
@nova tartan N.1 you need a style guide document, and proper management process in place.

N.2 not sure i understand. Wheres the problem here?

N.3 Quality is always first. You can be late (hours) but not too late (days). If your freelancer can't estimate a project properly then he's no better than you doing the job in my experience (find someone else as he's no professional)
Also always plan for delays when working with people. There's always something that blocks finishing the work.

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I find number 3 a big issue for both clients and freelancer. It takes time to make a quality asset that one see in a portfolio. I’ve came across many clients who wanted a game ready (sculpt, retopology, uv’d wrapped, full pbr textures, rigged, skinned, LOD’d) asset within 3 days. All for $50

@west sonnet 3 days work for $50? I pay my maid better than that!

manic vigil
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Why would you pay your maid less than anyone else

plucky hatch
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@plucky hatch you would be surprised how unclever people can be when trying to conceal their poor work ethic. most people forget to hide it and try to make jokes about it, thinking everyone has the same pent up disdain for being useful.

tidal moth
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N.1 you need a style guide document, and proper management process in place.

to make a good style document you need an artist in the first place. this is bordering on circular logic in the realm of freelance gamedev

merry sequoia
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Well it’s practice to have one staff art person at least for art direction right?

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It seems like a bad idea to have a non artist try and coordinate freelancers and make sure they have matching art styles

tidal moth
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@merry sequoia sure but that still requires trusting one artist to put down a proper style guide

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the issue is you still have to hire a person to do this, and probably provide examples of this style guide as they do, so it's not exempt from the loop

merry sequoia
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Gotcha

wispy spoke
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Y'all have any tips on becoming a good programmer? I've been at this for a while, shipped some games, starting work on a big-ish indie project soon and sometimes I feel like I have no idea what I should learn... Anyone get into this existential train of thoughts sometimes?

vocal meadow
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Completely normal, things start to blend into a daily grind of what collection type is suitable here etc

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Try doing things you don’t think your able to do. Houdini is a cool thing to learn too

gentle chasm
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@wispy spoke

  • always try to learn more advanced/low-level stuff or things that would cleaner than existing "simplest" solutions, like using smart pointers, their new programming subsystems (immediately used to clean systems)
  • learn writing editor tools if you didn't yet (including Slate) - property/details customizations are simple thing to start with, but make user's life much better sometimes
  • think of longer term goals while starting work on new systems/tools - if your team and project design allows for it
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  • always evaluate your soft skills, communication with other people and you react on them
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there's always something to improve here, and maybe some issues with other people to solve

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but perhaps the most important

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excellent programmer is not someone who just knows to write efficient C++ code

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gameplay programmer should learn design things, understand how designers works, what are their needs, why they work this way not another

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the same thing with artists/rendering/visuals and basically any other thing

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one of the most annoying kind of programmer is guy who writes really good systems - but he never thinks on people using it, use cases, usability, UX

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so he gives a tool which is super inconvenient to use

merry sequoia
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If my background is art, as in I have worked as a freelance / commission / vendor artist for years and fairly confident in it but have grown to enjoy programming and am fairly decent at it, is there any position that fits that in the industry? Or am I going to have to pick a side basically

gentle chasm
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@merry sequoia that sounds like good base to become a technical artist

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even indie teams need guy who works closely with artists every day, doing tools for them, thinking of better workflows/pipelines

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or simply guiding them through the complex tech like UE

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as many artists don't care or aren't interested by making thing in proper way - they just want to do stuff

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and complain about everything around if framerate goes shit 😄

merry sequoia
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Having never worked in a studio, what tools would you be referring to? Workflow/pipeline/optimization I understand

gentle chasm
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anything that people in team would be lacking - also in terms of skills

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in some studios there's only one technical artist working on materials

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or keeping eye on performance, memory, vertex count - general correctness of things

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if you'd C++ and rendering, you're welcome to write shaders or modify engine's rendering a bit

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also could prepare procedural tools in Houdini

merry sequoia
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oh ok so materials, particles, procdedurals, and the more 'active' art stuff

gentle chasm
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or custom editors for artists, i.e. Time Of Day editor

merry sequoia
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I wasnt sure what 'doing tools for them'

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gotcha that all makes sense

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Interesting. Well at least I have a job title to shoot for beyond "I can make a game with enough time and do the art myself. Please hire"

tidal moth
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tech art is an umbrella term

vocal meadow
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Umbrella Ella ey?

tidal moth
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you're essentially a stand in for a material artist, a tools programmer/designer and worst case, a 3d artist

stuck mountain
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What would you guys recommend for getting your first UE jjob after college? I study software development at Uni, and want to be a C++ programmer

gentle chasm
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so apply to be C++ programmer in studio using Unreal 😛

fickle hatch
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@plucky hatch I figure out the working ethic by giving people a small (paid) task - it's a real task, but super limited in scope. Also intuition, I've had plenty of success in telling the character of a person from limited communication with them. Also for N1 point about style consistency, we give out specific workflows to follow to the artist (tailored to the artist if needed)

vocal meadow
hazy bramble
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Are there mostly blueprint jobs? I can do c++, I just don't see a reason using it, blueprint workflow is faster (with plugins), it has no compilation time and it's less error-prone. Are there much teams which share this position?

tidal moth
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unlikely, it's mostly done by designers and part of the design workflow

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best practices will have you convert most if not all blueprints into code eventually

nova tartan
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do blueprints still have substantial execution overhead that makes them slower? I read that in the past but haven't looked into it personally

tidal moth
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yes

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VM overhead

digital gate
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Unless it's nativized but that's not a flawless transition

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@hazy bramble nothing wrong with BP only with a few catches. Small team of programmers (ie: you), you have to be able to write C++ in order to extend functionality or fix plugins, and you have to take great care to manage complexity.

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I've seen BPs which take over 30s to open the context menu or drag a pin

tidal moth
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jesus

digital gate
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I would shy away from literally only knowing BP because that really hamstrings you and your team

civic stratus
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I thouhgt I'd share this here, for weeks/months/years I've been trying to find a decent mod project to work on and its been 'a bit difficult' to find likeminded professional people to work with. (sidenote) last few days I found a professional paid project so Im all good and happy. However its funny I just had a message from another person I contacted a few days prior regarding their vague mod project and that person came across as: 'a bit of a dick'. after a few quick messages to/from on sunday, my last message was: 'could you give me some examples, or the sort of items you want or the polycounts/LODs requrired, what sort of engine, what bitmaps sizes etc etc?' and after a long blank silence from them, I just got a message 'Hello there, is now a good time to start the models?' expecting me to magic up a load of stuff for their project with no input from them, no illustrations or reference examples etc etc.

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im trying work out how to ghost them...

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in a stylish way.

quiet wyvern
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might need to just suck it up and order them around, just tell them what you need to get started. you fill the gaps in their knowledge, and if they don't get that then just walk away

tidal moth
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if you're not getting paid you don't owe them anything, and if they're dicks just block em and move on

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there's no reason to spend more time on them than absolutely necessary

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I don't recommend doing the same once in the industry however

civic stratus
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yeah of course, like I said I got offered a foot in the door doing low end stuff for a studio elsewhere, but im surprised at how many (using professional language now) 'fucking losers' post stuff on forums for team members and they have zero skills or experience and expect others to do all the work...

tidal moth
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I wouldn't personally frequent groups that invite that level of standard

civic stratus
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this really sums up a lot of the people who post stuff recruiting others into their mod groups or whatever... sorting the 'wheat from the chaff' (if that makese sense) if the hard part.

merry sequoia
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FB groups in general probably aren’t the way to go

civic stratus
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it was from a link on polycount.

tidal moth
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slackers started out as a facebook group 🤔

civic stratus
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Facebook groups for Blender/Unreal are fucking hillarious, everyday those groups get worse and worse with more people asking dumb questions.

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hahaaha.

tidal moth
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well that's this discord

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I wish there'd be more policing in many cases

merry sequoia
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clutches his bad blueprint pearl string

civic stratus
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for example, an exmaple of a 'shit post' (not a shitpost, just a 'shit' post) will have a title like: 'need team members for our project' and then the post itself might say 'we are doing a FPS RPG game and we need a modeller and animator to join our team. here is the discord: ...' I dont take those sort of posts seriously but I sometimes message them just to ask for 'more info' and they are so fucking ropey.

tidal moth
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there's definitely a lot of pipedreaming going on

civic stratus
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first thing, I want a to know what country the team is based in, at least what timezone etc, especially if they say 'post launch royalties' etc cause payment and what country they're in can be a big deal.

quiet wyvern
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ideas are cheap, just make the games yourself lol

tidal moth
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people with no experience attempting to make the next mmo

civic stratus
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if someone is based in Bangladeshi and they have a great idea and need my modelling skills, chances are, I'm not getting paid.

merry sequoia
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People with no experience trying to make any MP game at all cranz lol

mystic storm
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If i had a $ for every "game idea" that was just a story or character concept

tidal moth
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generally if you don't sign a contract saying "you get paid" and the company doesn't have an address in a country or more than 1 employee then you're not getting paid

civic stratus
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meanwhile I had someone from Peru/Chillie (and they were purposesly vague on their location until I asked them directly) who emailed me a 20 page pdf book explaining the 'feel' of their game. only 1 page covered the techincal stuff, and that was 2 sentences. 'the game will be done in Unity. It will use PBR textures'

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WTF!

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is that all?

merry sequoia
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Now just imagine trying to hire actual people and sifting through all the nonsense applications :p

tidal moth
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yeah I'm glad I'm not a recruiter

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on the other hand you get to fine tune your bullshit detector

civic stratus
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I I had a good compliment yesterday 'I like how you wrote that email, straight to the point'

merry sequoia
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If I wanna fine tune my BS detector I’ll just play ‘Papers, please” ;p

tidal moth
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if you don't die of boredom first, sure

mystic hull
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Greetings,,
I have this implementation design/architecture for a fresh networked system that hasn't been done before (afaik) - I lack an actual game to implement this system into, or if I choose to write a GDD around it, I'll still be hugely lacking in art. That is to say, I only know what I do best, write the code.
What would you do in such a case? Just write the code down & hope somebody notices you?

tidal moth
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senpai notice my code pls

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sell it as a plugin

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write REALLY REALLY GOOD documentation for it

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and support it

mystic hull
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hey, I haven't thought of that

tidal moth
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create a small demo for it using barebones

mystic hull
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I legit feel stupid now 🤣

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Thing is though, no games that exist right now use anything similiar to what I have in mind

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I was considering open sourcing it, just so I can have an excuse to write it

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but eh..

merry sequoia
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Make it first

tidal moth
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^^^^^^^^^

mystic hull
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Thank you!

merry sequoia
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Need a proof of concept if you’re going to pitch it to begin with. Implement it in a bare bones demo like Cranz said would go a long way

mystic hull
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Makes sense, that I shall do

acoustic jay
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Does anyone know how to use the unreal bot? I'd like to post some jobs here

west sonnet
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DM it

acoustic jay
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thanks

brave owl
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Facebook groups for Blender/Unreal are fucking hillarious, everyday those groups get worse and worse with more people asking dumb questions.
for example, an exmaple of a 'shit post' (not a shitpost, just a 'shit' post) will have a title like: 'need team members for our project' and then the post itself might say 'we are doing a FPS RPG game and we need a modeller and animator to join our team
@civic stratus these are great. gamedev.net used to be full of these. You know theyll build a team of 30 like minded newbies, and the 'leader' has no game development experience or even software project management experience, and theyll sit on discord for a month saying how awesome their COD killer will be, they might draw or commission some concept art, then the project quietly dies.

pastel estuary
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@brave owl wording!

brave owl
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wording?

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can you please clarify what you mean @pastel estuary ?

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oh sorry. i just copy/pasted someones quote

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didnt realise

pastel estuary
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np, just trying to get people to use the curse words less, enough of that in the world already

brave owl
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this is true 🙂

pastel estuary
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that said, dont listen to me when I am on a tirade :p

brave owl
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lol

steel creek
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cursing is fine. words are words. What I am looking for is the part where this had anything to do with careers.

tidal moth
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are you saying people without experience recruiting other people without experience to join a discord where they talk smack isn't a career choice?!

steel creek
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strange, i know.

chrome bone
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you would be surprised.. i wonder if discord has stats on how fast game dev discords become dormant.

bronze dew
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building the game is one of the easier parts... managing the people (especially unpaid) is very hard

vocal meadow
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different things are more difficult for other people though, its easy to say the majority of everything is hard compared to game building lol

bronze dew
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building a team that can work long distance over long periods of time without pay is hard 😛 but doable occasionally...

marsh stream
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Hi guys , just wanted to ask a question regarding a career in VR. Its recently become a hobby of mine, which I really like and I was thinking "is it too early to specialize in VR" ? Is it a crowded market for developers, compared to the audience size? Therefore the demand for VR devs is quite low? If I wish to obtain experience in the industry, I might have to shoot for something that is more in demand? I have little to no experience in the Game Dev world (just studied Game Dev at Uni). Im really trying to find a path for me that I love and ofc see some potential in obtaining a job in that desired field. Atm I really enjoy Level Design and Virtual Reality development. I enjoy both fairly equally. Do I just learn how to do both? do I specialise in either?

Any thoughts/advice would be appreciated 👍

bronze dew
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VR is a cruel mistress.... while it will very likely become a much larger thing... currently it’s a huge amount of work to get even the most basic things working well compared to traditional games or other far more established pipelines

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(Been full time job for 4 years )

marsh stream
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@bronze dew Yeah I see that. But in regards to demand or opportunities, how does that look? Simply too difficult/competitive to get into, this early in the VR realm : /

bronze dew
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I’d say there is demand... but not as much as you might think. It’s still very much RnD work. If your skill set is there along with understanding old school optimization techniques you might do fine 🙂

marsh stream
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@bronze dew I see. Well I guess the tricky part is determining what your skill set requires in order to be in that position 😅

tidal moth
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depending on where you are based VR start ups are a thing, usually backed by larger companies

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still getting into them as a designer requires some experience mostly, but I reckon it's such a niche field that hobbyist experience is going to be a very strong positive

west sonnet
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Seen such position within government and medical sectors. Not so much game studios.

crude coral
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Hello people,my name is Luiz,im new here,can i get some knowlegde of your experience on the areas that you all work on ?

fickle hatch
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I do tech art and engineering and designing workflows and lots more stuff

crude coral
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hi @fickle hatch ,you work in those areas since ?

fickle hatch
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Since like 10 years ago. It's kinda hard to tell where it begins since I've worked on varied things

crude coral
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oh got it,how did you get engaged on unreal ? it was because some specific project ?

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or just because it was a need for you to learn ?

fickle hatch
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I was working on simulating subway trains and built a prototype based on Source Engine. It worked out really well and there was a big demand for a more proper version of it so we started to develop it using UE4

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At the time, we evaluated Unity vs UE4 vs Cryengine and UE4 was the only one at the time that had any sort of source code available - so we went with that

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The project required a lot of custom engine changes and stuff so I got engaged with unreal because it was the only thing that offered that

hybrid phoenix
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I'm a technical generalist with a focus on tech art (optimization, materials, tools like foliage generators)

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Been doing gamedev for over six years now, started out with CryEngine as 'level designer', moved to Unity and got into programming, moved to UE4 because Unity 4 didn't suffice for our rendering needs and was closed off as heck, and since then I've been specializing in the tech-art side of UE4

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(The artsy tech-art side, not the Deathrey side)

crude coral
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@hybrid phoenix i really have no idea now to use unreal today,and i want to engage on dev area specfic for the art side of the sutff like you do

hybrid phoenix
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My daily work revolves mostly around the material editor, lighting and profiling (checking for optimizations and such), with a bunch of blueprinting on the side. The blueprint things are usually more quality-of-life than things that you see as a customer, but they can speed up my work massively

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(I.e. bulk material edits - the tool takes a few minutes to create, while doing the materials one by one would take hours. It doesn't help the final product though)

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The best starting points I can give for the stuff I do is do a bit of programming to develop the technical mindset and learn color theory and such

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Because those are the two knowledge-sets you're trying to combine

fickle hatch
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You should also be aware of basic physics and how light works, how materials reflect light, what is light and how it reacts with solids

hybrid phoenix
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Yeah, that's the "and such" after color tehory

fickle hatch
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How do your eyes see light, what is intensity vs brightness, what are some of the surfaces that aren't properly simulated by PBR and why

hybrid phoenix
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You should basically learn the stuff an artist would learn

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As well as the stuff a (base-level) programmer learns

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For my specific area it's more towards the artist knowledge than the programming knowledge

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But that varies, I think BlackFox is more towards the technical side

tidal moth
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it seems like a long road considering, have you considered just jumping into the engine and doing stuff @crude coral?

hybrid phoenix
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Aside from the theoretical knowledge I use on a daily basis, that's the main thing ^

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Just do it

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If you're driven you'll also learn more and more about that theoretical side as you do things, because you'll run into problems and search for solutions

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And those solutions are often grounded in theory 😛

fickle hatch
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Yeah I do more technical things

crude coral
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it seems like a long road considering, have you considered just jumping into the engine and doing stuff @crude coral?
@tidal moth its a possibility too,im open to make for learn too

fickle hatch
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Example of a practical task - create a very good granite material

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Polished granite specifically

tidal moth
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If you're starting from zero, I recommend just making stuff

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it's going to be a long road before you get to a place where you can advertise your skills though

hybrid phoenix
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Really the biggest advice I've got, which is generally applicable in gamedev

fickle hatch
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This required studying the composition of granite and each of it's components and then the purely technical aspects of setting up a material that supports two roughnesses (polished granite has two roughnesses and two normals - cannot be recreated with PBR workflow accurately by default)

hybrid phoenix
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Be self-critical. Be proud of what you do, and then proceed to look what you should improve. And be honest about it to yourself, don't act like your work is perfect, because 'criticism' (whether from yourself or others) is the only way you'll get better

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I see too many beginning artists who overvalue themselves and refuse to hear anything else

tidal moth
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ego is a huge issue yeah

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sadly it's linked to dunning kruger

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so the only real "cure" is the bitterness of experience

hybrid phoenix
#

For me personally, in the moment I always think my work is great, but I can't stop tweaking and seeing little issues, so I'll keep improving it anyway. If I look back a year later, I'll think it sucked

#

So I'm not very negative about what I put out, but I keep looking for little things to improve about the thing I've already achieved

#

(Nowadays I do also have my moments where I produce something very sub-par out of the blue and I just trash it, but that's because my own standards have risen a lot, so trying new stuff has a steeper learning curve)

tidal moth
#

I think it's just about creating stuff

hybrid phoenix
#

Yup

tidal moth
#

the improving comes with iteration

hybrid phoenix
#

Definitely

#

But you do need to be self-aware about where you're at

tidal moth
#

like once you know how to make such and such asset, then the next time you'll make it better

hybrid phoenix
#

I was incredibly proud when I first made cubes move in Unity. I wrote AI! Barring the fact that they moved through everything because they didn't actually have proper navigation...

tidal moth
#

yeah but it's not something that's easily taught

hybrid phoenix
#

So the next step was the obvious missing piece being navigation

tidal moth
#

some people are naturally grounded and understand how to self improve

hybrid phoenix
#

Then after that the next missing link is a bit of extra behaviour

#

And it just keeps rolling like that

tidal moth
#

others aren't and need the bitterness of experience in turn

hybrid phoenix
#

Suppose that's true. I'm a bit too ambitious for my own good, so I'll push for self-improvement any day

tidal moth
#

that's also why experience is such a key indicator of a person's skill level

#

because it goes beyond the skill in a particular field or role

crude coral
#

i feel kinda of the new rookie hearing you all talk

#

its pretty great to see such passionet people about what they do

#

so you guys can me recommend some tutorial to get things for do ?

tidal moth
#

depends on what you want to do

#

I would suggest trying to make a small game prototype happen

#

and then once you run into issues look for tutorials on that particular issue

#

if you can't find any info, ask around in the appropriate channels. #more-resources is a good place to start

fickle hatch
#

I've not read a tutorial in so long I just don't have any pointers there

hybrid phoenix
#

For as far as I've ever done tutorials, they've been general ones, like videos explaining how to work with arrays or something

#

Other than that it's really a matter of deciding what to do, trying to do it, and then googling like no tomorrow when you get stuck

#

(Googling for the specific thing you're stuck at, so in the case of Zombie AI following the player, you should be asking "How do I get another actor's position", rather than "how do I make a zombie follow the player")

fickle hatch
#

I generally dislike tutorials, I jump straight into example code/projects and fiddle with them myself

hybrid phoenix
#

Oof

mystic hull
#

I like books

#

; formalized, structured educational content

#

Tutorials are a pain almost always

bronze dew
#

books are pretty rare for this kinda stuff anymore

fickle hatch
#

Books have a long turnaround time

#

By the time you release a book it might be well outdated

distant bough
#

@crude coral It's important to start small. It's a marathon, not a sprint. Similar to hobbies like guitar, if you start off with too big a project you'll either give up because it's too hard, or get yourself into a complete mess because you don't yet know how to lay your projects out. Not having an understanding of blueprints can lead to you making a mess, which is absolutely fine; let yourself make messes! (It's all part of the learning process) But do so in small projects. You're less likely to hit a wall that frustrates you to the point of stopping, and you can quickly move onto the next project which will have a plethora of new challenges for you to solve. It's tempting to go for "the big one" straight off the bat, just contain yourself 😄 I'm assuming that you're wanting to make some games end-to-end. Have a read of some of the getting started pages https://docs.unrealengine.com/en-US/GettingStarted/index.html

If you're an artist, don't ignore Blueprints! Embrace them! I understand that programming concepts can be hard to grasp at first, but I can guarantee that you'll have a moment where it will just "click". There's plenty of people on here who will help you accomplish what you're trying to do ^^. Having an understanding of Blueprints early on is insanely valuable! https://docs.unrealengine.com/en-US/Engine/Blueprints/GettingStarted/index.html

Are you looking to make 2D or 3D games?

Introductory information for developers starting out creating games with Unreal Engine.

If you are just getting started with Blueprints, this provides a high-level overview of what they are and what they can do.

tidal moth
#

By the time you release a book it might be well outdated
@fickle hatch I don't know if that's true. perhaps if you're referencing exact versions of a product, but beyond that most principles in any of the roles of game dev are pretty timeless.

crude coral
#

@distant bough wow,this is kinda a whole topic,thanks man

merry sequoia
#

Is there an age that’s too old to get into the industry? I mean I know “you’re never too young to learn something new!” And all but realistically is someone entering the industry later than their 20s going to be looked over more easily?

wet tundra
#

No

#

Age really doesnt matter as long as youre capable of doing what you need to

#

You could get in at 18, or 60, theres really no discrepancies if your work is the same as anyone elses

tidal moth
#

some people might resent a too old candidate for a too junior position, but equally that won't really be a common scenario

#

I've seen juniors well into their 30s though so I wouldn't worry too much about it

ashen lynx
#

There are plenty of sugar-coated stories, but if you enter at 30s, you will have roughly a decade of disadvantage and nothing would ever change that.

merry sequoia
#

I mean in comparison to other 30 year olds in the industry, sure. I would think 10+ years would land those people higher than junior level positions though

tidal moth
#

consider that even within the industry there are different roles that people can bounce between

#

it's not uncommon for people to try things before finding their niche

#

I've seen QA become UI designers, then moving onto level design

#

game designers becoming writers

#

game designers becoming programmers

#

programmers becoming tech artists

#

there's a lot of skill overlap in many of those cases, but most times when you switch roles you start from the bottom

merry sequoia
#

Well I mean Im going from art to programming pending all goes according to plan. I wouldnt expect to do anything but start at the bottom in programming 😛

tidal moth
#

in our company we picked up a few mathematicians and physicists as programmers as well

#

generally I don't think anyone's going to hold any prior experience in any field against you, but it depends on how present it

merry sequoia
#

My blueprints are super organized and visually appealing. ;p

tidal moth
#

a friend of mine went on to become a roboticist from being a vfx artist

#

tbh though if you're looking for a programmer role you'll need to deep dive into code

merry sequoia
#

I just havent gotten to coding my game im using to learn UE4 yet. Im pretty familiar with Python as a whole, and I know cpp just not a lot of experience in it yet.

#

well. Im blueprint coding to prototype etc and just havent gone to cpp conversion for efficiency etc

#

art made me money and I programmed some for fun, seemed logical to combine the two to make games. Just new to the UE4 process

tidal moth
#

I'd recommend you take a look at good system architecture and design patterns as well

#

that's something independent of UE4 that is really solid knowledge

#

and will get you far

#

solving logical problems is just a small step in solving structural or organizational problems

#

e.g. making sure that you future proof yourself against changes

#

and don't acquire technical debt

merry sequoia
#

Im not sure what you mean by technical debt, you mean like when something doesnt scale well?

tidal moth
#

technical debt is when you make an okay solution that you know down the line you'll have the refactor but don't have time to flesh out properly right now

#

so you know there is a better more malleable solution and you need time to implement that solution

#

but then you get pulled away to do more urgent tasks

#

and the backlog fills up with refactors that you have to make

merry sequoia
#

Isnt "okay solution" part of prototyping and the like?

tidal moth
#

Technical debt (also known as design debt or code debt, but can be also related to other technical endeavors) is a concept in software development that reflects the implied cost of additional rework caused by choosing an easy (limited) solution now instead of using a better ap...

#

as a programmer, prototyping isn't really your job

merry sequoia
#

well not working in a studio and making a game to learn ropes its all my job right now lol

#

but I get what you mean

tidal moth
#

generally technical debt is unavoidable, but the ideal is to keep it at a minimum through best practices and good knowledge of system architecture

#

hence why learning design pattern and maybe picking up a couple uni courses in software development would get you far

#

generally for programmers a degree is seen as mandatory, but if you show good knowledge you may be able to skirt around that

#

I'll let more savvy actual programmers do the talking here though

#

I just do design

#

also this is hilarious and relevant: https://en.wikipedia.org/wiki/Code_smell

In computer programming, a code smell is any characteristic in the source code of a program that possibly indicates a deeper problem. Determining what is and is not a code smell is subjective, and varies by language, developer, and development methodology.
The term was popular...

vernal wolf
#

thats what they used to call me in high school

#

technical debt

fickle hatch
#

Haha

#

As a person who gets stuff done, everything ends up being my job

marsh dome
#

Ah.... so.... im prepared to take whatever beating for this question may inspire someone to inflict on me.

west sonnet
deft plaza
#

Re: programming books

News of the death of programming books has been greatly exaggerated. They don't go out of fashion as quickly as people like to make out, and they are THE resource that makes the difference between a noob and someone worth working with.

learning to program is like a pyramid. You want a strong base of time in seat and iteration, but you need to top that with collaborating with others, mentorship, an independent study. Because you are not going to independently discover the best practices in a vacuum.

Carpenters do not just make up joints and techniques as they go along. They learn from other carpenters, and stand on the shoulders of others that have gone before them. It's the same for programming. Too many people never build on what they've learned so they stall out early.

It's also similar to learning a new instrument. Practice is important, but you also need people and resources to help you learn new techniques and improve your flaws. Drummer of RUSH was taking music lessons well into the 2010s. Even he had more to learn from study and mentorship.

tidal moth
#

GoF is still the authority on design patterns

merry sequoia
#

some new reading material. nice.

deft plaza
#

Any degree helps a lot. It is possible to get a job without a degree but it is harder. The entry-level positions are crowded with applicants and the industry is not as hot as it used to be.

If you want to be a computer programmer, your best bet is a computer science degree.

78% of working developers have a degree of some sort, the numbers get higher when we are talking about FAANG or higher-level positions.

crude coral
#

good night(at least here) for everyone

#

you can find online jobs on the area of you all works at the industry ?

west sonnet
#

That’s a pretty broad question

#

Earth is a big place

fickle hatch
#

I have an 'online job' I suppose

#

People who work for me are on another continent

west sonnet
#

Wonder if they mean remote work. If so, why would location matter.

crude coral
#

its remote that in refering,sorry for the wrong words

fickle hatch
#

@crude coral well, do you have a specific question? The answer I can give you so far is "yes, it is possible to get a remote job, though it's kind of a niche"

crude coral
#

gathering experience as junior,its possible that i can get a remote work ?

west sonnet
#

Yes

fickle hatch
#

It is entirely possible to get a junior remote working position, but it has it's own serious drawbacks (people don't trust you with as much responsibility, autonomy etc)

tidal moth
#

lol people don't trust juniors generally

#

I'd be more concerned with being screwed out of money

west sonnet
#

People are less likely to be scummy if they have to look you in the eye.

#

Or maybe it’s a black raven case

tidal moth
#

what's a black raven case

west sonnet
#

Basically finding unrelated correlations and treating them as causation

tidal moth
#

never heard the term, good to know

crude coral
#

i more open to work for gain portifolio,not too much concerned about high payments,as long as i can pay my daily bills

west sonnet
#

that's the exact thing not to say to a potential employer

vocal meadow
#

wouldn't advertise that yeah, does yourself no favors

crude coral
#

you're right, @west sonnet

steel creek
#

please don't work for exposure dollars. it devalues yourself and everyone else trying to do the same. i know it's hard to resist, but you will be better off in the long run of your entire career. if you plan to make one.

crude coral
#

@steel creek sorry for what i said above,and i really want to build a solid career on the industry

steel creek
#

no worries. i think most people have been in the same spot. it's hard.

crude coral
#

and also @steel creek you work in wich area of the industrie ?and what is your connection with the ureal engine ?

nova tartan
#

I don't like the idea of junior level staff working remote, there's so much company culture and work experience to be gained from being with the team physically
If you were an expert hired because you are an expert, I could see it, or someone who had to move but is staying with the company, but not a junior staff
Also I'm kind of wary because one person who joined our company and asked to work from home frequently was a scammer who lied about their abilities

crude coral
#

@nova tartan i really would apreciate to work on a company on the area related to the industry that i want to work,but this is not the thing that i can find on the area or even in the country that i live.

#

and i don't have conditions to move to somewhere without the guarantee that i would be hired

steel creek
#

@crude coral I work in VFX and we tool lots of TD/Animator tools around it and Unity. I also do freelance for both, etc...

crude coral
#

@plucky hatch yeah,i got it,i'll have a more appropriate posture in a talk with an employer,i'll make sure of that

nova tartan
#

We've hired remote before and had it work out
But that was a very experienced dev with lots of open source contributions
I would personally veto attempts to hire beginner/junior devs remote

bronze dew
#

it really depends on what you need developed... juniors can be very useful

tidal moth
#

juniors are useful, but they need to be monitored, often closely

#

and this isn't a knock against people who are juniors, it's just that the entire idea behind a junior role is that they require effort to blossom into a fully fledged <role> person

marsh stream
#

Its tough. I remember when I was studying and I wanted an internship, I couldn't find one and the main reason was due to lack of skill and sometimes experience. I understood. Im a student I have lots to learn. So then I graduated and was looking for internships, pretty hopeful. I had learnt so much and was ready to work hard and show my knowledge I had spent years gaining. Then i discovered a lot of internships required you to be a student which is so frustrating (i suppose its due to payment reasons? tax? some government issue for free work i guess). Thats when I have up on internships just wanted to work in game dev in my free time and build my skills that way. Still building my skills today and growing as a developer. Looking forward to one day getting into the industry 👍

hybrid phoenix
#

Gamedev has this enjoyable situation where everyone's like

#

"Oh as long as you're good at what you do it'll be okay"

#

But then junior positions proceed to have released (AAA) titles as requirement

#

As well as 3+ years of experience

#

So in fact it's very hard to get started

marsh stream
#

Yeah 😞

#

I know this is even worse than doing work for free, but I've become so desperate for any work that I even wished I could pay for a studio to take me in and have an internship (context: "wat do i have to do get any form of experience...do i have to pay someone???")

#

Ofc I havent and wont ever but that was one of my more 'down' days

Although in my case I do really need to sharpen up on my skills, im ok at a lot. not great at anything .

cerulean bone
flat gazelle
#

Damn, where are you seeing these 3+ year and shipped title requirements for juniors? That sounds insane.

hybrid phoenix
#

Don't have any links, but I come across them every now and then

#

(Not really actively job-searching, I just see stuff come by and click out of interest)

crystal summit
#

you sometimes might come across something like that, but you'll never see senior positions that don't require previous experiences

#

so unfair 😦

tidal moth
#

But then junior positions proceed to have released (AAA) titles as requirement
@hybrid phoenix I've never seen this before, can you screenshot that for me?

#

ah I'm late to the conversation

merry sequoia
#

That part I’ve not seen, but plenty that require the years of experience

tidal moth
#

feel free to screenshot it

hybrid phoenix
#

If no-one else has ever seen it then I'm probably remembering things incorrectly

merry sequoia
#

Next time I am browsing studio jobs and see it I’ll share :p

#

Generally the bigger studios not indie or smaller

tidal moth
#

I'd like to know who

#

Ubisoft doesn't do this, not for a junior position

#

I've seen them require 10 years for a regular LD position, but I think it's because they're internally using a different system

#

so I assume it would fit into their role of expert/super expert

merry sequoia
#

Looking at a blizzard one that just says “experience with...” but not the specific year requirements. Programming wise

Their art positions do have it though now that I’m looking

tidal moth
#

screenshot those as well

merry sequoia
#

That’s for concept artist, not lead

tidal moth
#

but not junior

merry sequoia
#

It’s rare to see “junior” art from my experience

#

Usually intern, then standard, then leads

tidal moth
#

well I thought the idea was that we were looking for junior positions that required experience?

#

and no, junior comes before intermediate

#

and after intern

merry sequoia
#

Usually, but like I said it’s rarer to see junior artists

tidal moth
#

junior/associate are usually the same level

#

in either case let me know if you see a junior role that requires experience

merry sequoia
#

Next time / if I see one yeah

#

Not gunna comb for junior jobs this morning lol

tidal moth
#

yeah I did mean when you have time or if you had an example ready

merry sequoia
#

I can’t speak for programming but as an artist I can say it’s a common complaint to need experience to get the jobs.

Maybe it’s because art isn’t as straight forward as programming but it’s much rarer to see junior jobs available.

I don’t know if that’s because they recruit straight from places like “the guild” and are filled fast so not posted or what but it’s rarer to see those available

tidal moth
#

art is a very competitive marketplace

#

perhaps the most of any

merry sequoia
#

Most of my experience came through freelance since junior positions were not available

tidal moth
#

unless it's VFX I think, I think VFX people seem pretty rare in games? @flat gazelle would know

pastel estuary
#

basically, there are not even enough bad vfx artists to fill all the positions

flat gazelle
#

VFX is rare.

#

Eh

#

There is these days

pastel estuary
#

but we do see an influx of people getting hired on our vfx discord

#

which is awesomesauce

flat gazelle
#

I've never put a shipped title nor a years of experience requirement on a junior role

tidal moth
#

same

merry sequoia
#

Thanos is that you snapping comments? ;p

flat gazelle
#

Nah, I just remembered which server I'm on

merry sequoia
#

Either way it gives hope. Finding art jobs even as a decent experience artist can be difficult.

It’s why I’ve picked up programming and lean towards technical art / VFX / Design type stuff

#

Got a fever for creation and the only cure is more studio work. :p

tidal moth
#

that's a weird way to spell cowbell

merry sequoia
#

I set it as a reference.

merry sequoia
#

I have worked as a 3D artist through freelance, commission, vendor, etc

#

yes

fickle hatch
#

I saw junior jobs with multiple year experience requirements for programmers

#

Mostly in smaller companies

nova tartan
#

I tend to just ignore those and apply anyways, very little to lose

flat gazelle
#

I wouldn't.

#

Absolute alarmbells. It means the company wants an intermediate, but they only want to pay a junior pay. Proper scum.

honest cipher
#

can confirm

devout saddle
#

Junior positions with multiple year experience. “Were looking for someone just starting out for this junior position but you also need 40 years of coding experience”

fickle hatch
#

You need 5 years of experience with a technology that came out 3 years ago

devout saddle
#

Feelsbadman

tidal moth
#

You need 5 years of experience with a technology that came out 3 years ago
this I've seen happen but not tied to a junior role. it's just recruiters not understanding tech most of the time

#

or company people in general

fickle hatch
#

With a non-junior role I've seen "you need 10 years of experience with a technology that came out 3 years ago"

devout saddle
#

Feelsworseman

hybrid phoenix
#

I remember that stuff when UE4 was new

#

And a lot of the job posts were like "4 years experience with UE4"

#

Yeah pal, that ain't gonna work. It's been out for two

acoustic anvil
#

read between the lines: they want to hire Tim only

tidal moth
#

a few studios did get UE4 at a time before public release if I remember correctly

mental drum
#

Well every studio ask for years of experience, you can proof your value without them I bet in many cases (but yeah request more years of exp than years the software is out is absurd)

#

@honest cipher private things keep private

#

Non related with my last job in anyway, but to point cases from friends, beware of who put the job offer and who gives the job cause could differ and isn't a good idea find out the numbers aren't the same on last instance

west sonnet
#

What

#

what

vocal meadow
#

<@&213101288538374145>

north narwhal
#

👍🏽

bronze dew
#

my favs are asking for 5 years HLSL and 4+ AAA titles with 3 years houdini, C++ and (insert 20 more types of experience) but they list it as a normal position.... seriously... who writes this stuff.... (oh yeah... ppl with no actual clue.. just given a wish list... someone did not think this would actually be multiple ppl)

#

rant mode off

#

or asking for a "fullstack" game dev

#

that's a fun one

tidal moth
#

that could be interpreted as core tech / gameplay though

crude coral
#

i just feel that some companies want to set a high bar but they just search all the new tech name and paste on the requirements

fickle hatch
#

I feel it's the case of "oh, so you don' thave 4+ AAA titles shipped? Well, normally we wouldn't hire you but... well, if you agree to this smaller salary, we can see if we can work something out?" sometimes

#

I know I've contemplated doing something like that, but it's so gross I'd rather use more ethical means

tidal moth
#

the other end of that is that people don't care and just apply

#

so you end up having to sift through hundreds of daily applications

#

especially for what are considered soft roles

fickle hatch
#

How is putting up odd requirements gonna help with that though

tidal moth
#

it's not

#

but it may put a damper on the influx

vocal meadow
#

tbh though, seems like more often than not people avoid applying to places where the problem of too many applicants is really a non issue

fickle hatch
#

Maybe put a damper on the good workers, dunno

tidal moth
#

it's a give and take

fickle hatch
#

I know it would discourage me, but I know people who don't even read what the job offer is

tidal moth
#

at any given time there's plenty more supply than demand

vocal meadow
#

"i'm going to apply there, i just have to finish my mmorpgfps to prove myself first for the portfolio"

#

Yeah

tidal moth
#

I don't want to seem like I'm defending bad job descriptions, I personally think they're terrible

vocal meadow
#

yeah sentiment was just, i don't think that listing highest expectations should deter people from applying when they don't meet them (but it does)

tidal moth
#

but there are realities of the industry, so even in the case of them turning potentially good workers away, there's so many more worker that will apply to them that they will still have a good choice between them

gentle chasm
#

especially that in gamedev you could apply for position without any official job offer and get hired 😉

crude coral
#

@marsh stream about the intership situation,i kinda faced something like that some years ago when i was searching the possibilities of an intership,and the requirements were just insane,me as someone alone there,i couldn't have a full day job to pay the colleague,so i would have to work half period,but this wouldn't be enought to pay the bills,it feels just absurd for me.

west sonnet
#

It seems to do the opposite of what I assume is the goal of attracting qualified individuals. Those that aren’t naive know that such broad requirements aren’t feasible. Thus, you’re attracting desperate individuals instead. Which I guess is the goal

#

Not get qualified employees but desperate ones. Red flags all around 🤔

vocal meadow
#

Makes sense really. I mean internships and royalty / free work sets similar expectations

tidal moth
#

desperate... or passionate?

#

not to sound like a salesman

vocal meadow
#

Making a living is a thing, they aren't necessarily different things

#

I dunno the kungfu behind their goals of course, with such expectations

west sonnet
#

Still think it’s just some silly recruiters

vocal meadow
#

100% likely

crude coral
#

i would be full spot on to pay a colleague and to work hard on that to improve on industry,but when all the purposes contradicting themselves,this doens't sound a good way to start something

vocal meadow
#

all the qualifications?

crude coral
#

this can apply for this situation as well,i was talking about the intership stuff

#

how they put some many rules,so many subjects that you as an indivudual

#

cant affort pay your own bills

gentle chasm
#

it's awesome they paid anything 😄

#

I know companies that would pay a minimal wage to juniors because "we're giving you this opportunity to create things, you know, you should pay us" approach

#

there's should be a special place in Syberian mines for such employers

vocal meadow
#

gee thanks, what a favor

tidal moth
#

I think I know those same companies cough

vocal meadow
#

wheeze

fickle hatch
#

With all this exposure you're getting, you ought to be paying us!

vocal meadow
#

i really wonder how much these companies back you when you list them as references too

crude coral
#

everyone,as someone that its starting on my studies for work at this industrie,wich would be your tip for someone starting now ?

#

PS : i'm 20 years old

vocal meadow
#

Houdini

gentle chasm
#

if you'd have doubts if your univ teaches you anything, quit it - save time and money 😛

vocal meadow
#

it encapsulates everything except for maybe sound design

tidal moth
#

if you're in a technical role, invest in learning programming. from uni, if you have to

#

single best decision I ever made

gentle chasm
#

if possible, choose a job that you can learn - you should be making big progress first months in the first job
if your progress stop, always think what you could be changed so you can learn things again, look at "learning opportunities"

tidal moth
#

even as a designer, I'm not required any particularly hard programming, but the mindset I learned from programming has taught me to seek out and understand problems ahead of time. secondly, whatever projects you start, see that you finish as many of them as possible.

#

scope down if you have to, but finish them

gentle chasm
#

people who always try to learn - there are people who you want to work with and respect, and be such person
if somebody stops learning, after few years he's like old grandpa not understanding new phones

crude coral
#

i'm actually concluind an colleague course at another area,long history,but ill apply for other course more focused on the area that i want to work when i end up ,but im in a stop that im pretty sure that what i want to learn i can find online and make efforts for dedicate as much as i can for achieve my goals(not sayn that wouldn't be nice to be in a collegue course focused on that,but you know what i mean)

#

hi mister @tidal moth can you anwser me some questions ? you work in a area that i want to work along on the industry,if you have some time for it,of course

tidal moth
#

just ask

#

I'm just one of many

crude coral
#

sure,im the spot that you are today,wich would be the advice that you would give for yourself when you started ?

tidal moth
#

what I said above

#

thirdly, I may add

#

take as many free lessons from other people as possible, whether they be given by people online, in person or by observation

#

not listening/not observing is perhaps the single greatest failure of a worker

crude coral
#

okay

#

and also this is a question for everyone here,just a curiosity of mine : have you ever worked with someone from brazil on your area ? i kinda see a lot of people from here taking some good spots on the industry,like rafael grassetti.

west sonnet
#

Generally people don’t care where you’re from. Your action speaks of you, not your place of birth.

bronze dew
#

I've had a few co-workers from brazil, great people to work with... became good friends

crude coral
#

i agree with that,like i said,before its just a curiosity matter of fact,its not a big deal for me

#

@bronze dew thats great to hear mate

bronze dew
#

I would have to say... Aussies have historically been the hardest for me to work with

west sonnet
#

Large multicultural workplace is a delight. Must say.

pastel estuary
#

dutchies for me, and I am dutch

tidal moth
#

lol

pastel estuary
#

not all of course, but especially younger dutch people I dealt with have a lot of ego/arrogance

bronze dew
#

Canadians have been hit / miss for me...

#

it's either they hate me.. or really like me... "shrugs"

tidal moth
#

I've felt that same sentiment, but I think it's true for most countries

#

I think italians have been among the best to work with though

pastel estuary
#

but generally I'd like to get along with everyone

tidal moth
#

just on a general level

crude coral
#

i really would apreciate to work with people from everywhere,even there that its a big country,i really feel great making friendships and working along with peoples from different background

#

part of the human growth comes from you sharing yourself and your qualities with someone,and i feel that more on a different reality scale

nova tartan
#

We hire a bit from brazil due to good connections with the academic community there
Fun people

crude coral
#

@nova tartan good to hear

nova tartan
#

Get them drunk(which was easy they tend to go hard after work) and they tell lots of good stories

gentle chasm
#

that reminds of caipirinha...

#

and Brazilians drinks: half booze, half passion fruit 😄

#

and churrasco ❤️

crude coral
#

@gentle chasm great to see someone passionated about churrasco,=

#

@nova tartan its not just in work,get some of them in colleague parties(calouradas how we call here) you will probably see some of the funiest and absurds situations

gentle chasm
#

@crude coral Some Brazilian girl attempted to kill me by taking me to the restaurant where they kept coming with new type of meat for an hour

#

I almost died because of eating all of that

#

It was properly insane 😅

crude coral
#

damm,the rodizio its not for everyone,all the cuts are great but i usually would recommend to jump a meal for go to one,if not you will probably not pass through the third dish,but you're a lucky man,having someone for taking you into this experience

gentle chasm
#

So you have the name for this type of murder 😅😂

#

Come to Poland, you'll get meat & vodka treatment easily, just ask 😎😎😎

crude coral
#

@gentle chasm the rodizio culture its big here,they just killed me sometimes too😆 ,specially with pizza rodizios,its pretty great to apreciate with someone or a group,but yeah i would apreciate to go to there,a lot of respect for your country history,and sure i would love to take some shots,and i also invite you to try feijoada,but with the same recommendations that i said above,or that will put you down more fast than some rodizio of meats

gentle chasm
#

Everybody say they love our history, but they actually come to steal our women 😂

crude coral
#

i wouldn't blame it,i would do the same thing :v

west sonnet
#

#lounge this is making me very hungry

unreal heron
#

And freelancer here with an invoice template

#

*any

west sonnet
#

x/hr

#
  • license fee[s]
unreal heron
#

just hours

west sonnet
#

That depends on the individual 🤷‍♀️

fickle hatch
#

I think he wants a template for an invoice, like a page with a table you fill in

west sonnet
#

what they specialize in, and what they’re making

fickle hatch
#

You can find those online, they are kinda common

#

You need one that leaves you a breakdown of tasks and total sum and stuff. I actually only see invoices and never give them out though, they seem to be super arbitrary

vocal meadow
#

generally,

| description   | hours spent |
| cake          | 4           |
| cookie        | 1           |
-------------------------------
|         total | 5           |
|          rate |$20.00       |
|           due |$100.00      |```
unreal heron
#

Look development in ue

vocal meadow
#
| description   | hours spent |
| programming   | 4           |
| bug fixing    | 1           |
-------------------------------
|         total | 5           |
|          rate |$XX.00       |
|           due |$XX.00       |```
#

Google drive has pretty good spreadsheets

#

its good to number your invoices too

fickle hatch
#

I know this is probably irrelevant here, but I strongly suggest including a field for your outgoing invoice number (something that clearly identifies your invoice and only has numbers, letters, maybe a dash or a slash)

unreal heron
#

Thanks guys

digital gate
#

I can't imagine why you wouldn't do that. Plus you'd have each one saved such that finding that invoice is trivial by the number alone

#

You could even go so far as to itemize by task ID if your client has a task tracker.

fickle hatch
#

Our numbering/document system supports that and we have unique ID's per task. It's really convenient

mystic hull
#

Paypal templates are fine for a start 🤔

split quail
#

wave is an awesome free accounting/payments system folks. Ive used it for years. :)

flat gazelle
#

WRT the invoice question: Check local regulations. Different countries have different requirements of what must be included on the invoice for it to be legal. Miss one of these and the client has the legal right not to pay you.

tidal moth
#

oof

#

good catch

pastel estuary
crystal summit
#

Luos going ham today with his hammer

plucky hatch
#

hello

#

i need help

west sonnet
carmine siren
#

@plucky hatch Don't message every channel asking for help. Pick one channel that your question best fits in and ask your question there.

plucky hatch
#

nobody is answering

#

and okay

carmine siren
#

That doesn't give you the right to break the rules

plucky hatch
#

okay sry

nova tartan
#

Also you will not get help with a generic "I need help"
You should ask specific questions.
"I need help with X, I tried Y and it doesn't work"

quiet prawn
#

Gentlemen.
I am looking for people that are interested in a project.
Said project will be a remake of the tie-in of the 2006 animated film "Cars".
PM me for more information.

west sonnet
quiet prawn
#

oh sorry

plucky hatch
#

hello

#

anybody online?

vocal meadow
#

have a career question actioninbro?

plucky hatch
#

yes

#

a prob i cant solve

mystic hull
#

Quite insightful. Care to share? 😛

west sonnet
#

Guess it’s one of life’s mysteries now 😜

nova tartan
#

If you really want help please just ask your question as specifically as possible.

lilac elk
#

Hey everyone, just need some quick info - or to be pointed in the right direction. How much would be the market value per character for an artist to do the following: 1. Concept a character; 2. Model and texture it; 3. Make ~5 animations for it. I know "it depends", but before I post an announcement, I'd like to know if I'm looking at USD 1000 or 100. I need "units" for my turn-based game. It's top-down, aiming at something like PathOfExile.

west sonnet
#

Quad digits for sure. Ultimately you need to figure out an hourly rate. Then how long it takes. For a single person to do full stack work like that -assuming you want high quality asset from scratch... it’ll take a while, even full time. Ultimately, you’ll want the potential freelancer to break their pipeline down, give you a generalized time estimate per milestone, whether they have the license to their tools, full time or are you time slotted, their hourly, whether the final product has exclusive license, etc.

vocal meadow
#

Yeah you definitely don't want to assume you lose the rights to your work no matter what field your in. If someone wants exclusive rights to it you should be including that in the price.

lilac elk
#

Thanks for your answers. It's weird why anyone would want "exclusive rights" to works. No, I don't care how much/to how many others you sell your work to...

#

It should always be the artist's right to do that in my humble opinion, but then again, I'm not an economist nor artist so I guess I don't "get" an opinion 😛

nova tartan
#

Intellectual property is carefully guarded
Like nintendo will destroy you legally if you try and use Mario
Same with disney
People trying to build brands don't want others to damage it through using their characters

#

also you can sell the rights to use these characters because they have advertising power
like "This fighting game has cloud strife" will get people to look at it and has large value

vocal meadow
#

People will try to get you to sign away the rights in an nda or by agreeing to arbitration if not literal agreement of rights and ownership. But yeah, some of the most famous paintings in the world were paid works, fixed for a client to own.

lilac elk
#

Either way, I get it. I am currently making my own chars and takes me about 10-12 hours/char (NOT an artist). I sculpt them, retopo, texture, skin them (fast) and I have anims for most of them...My "artist" works worse than me since he's not technical at all, computer skills amass to not knowing how to install a blender plugin and I just kind of "had enough" of doing artist work. He gets better ideas and then he lacks technical knowledge to make things 😦

#

Aaaand he's slow...And by that I really mean slow.

#

I was hoping I could get some units to be made by others especially since I don't care much about "quality". I'm texturing in 1024 so yea...

#

Anyway, just blowing off some steam here I guess, thanks for the answers. Much appreciated 🙂

west sonnet
#

If you already got a base mesh and animations to retarget to. It’ll be significantly cheaper.

manic vigil
#

why do people post unpaid jobs

#

like

#

isnt royalty bad enough

mystic hull
#

Many look for jobs just to gain experience

#

it's that hard to break in

bronze dew
#

Should be a separate section I feel

west sonnet
#

#looking-for-collaboration

plucky hatch
#

?

#

there is no channel for this @west sonnet

west sonnet
#

Exactly

plucky hatch
#

so?

tidal moth
#

missed opportunity for a #looking-for-group channel

patent mountain
#

just got offered a unreal developer

#

contract position

#

at a game studio

#

and they are asking me for my hourly rate

#

i dont even know what to ask

#

it would be c++ and BP work

mystic hull
#

first job?

patent mountain
#

yes pretty much, all my previous work has been freelance

tidal moth
#

where is the company located?

patent mountain
#

i have 3 years experience, but for myself...

#

40 mins away, in Mt Dora, Florida

tidal moth
#

I mean country would have been sufficient

mystic hull
#

If it's local then just ask your normal rate, give or take your freelance premium

patent mountain
#

its a 9 month contract, with option to be hired tho

#

so i dont want to oversell myself, nor undersell

mystic hull
#

the struggle ;-;

patent mountain
#

haha

tidal moth
#

60k/12/22/8

patent mountain
#

i understood the 60k, what are the other numbers

tidal moth
#

60k is a number I just pulled out of my behind

#

but basically taking yearly into hourly

#

12 months / 22 days per month / 8 hours per day

#

idk what developer salaries are in florida in particular, so worst case I'm a ballpark or two away

patent mountain
#

yeah 60k does sound decent tho

#

technically is my first job

tidal moth
#

look at glassdoor perhaps

patent mountain
#

im thinking of asking for 40$ an hour, and if they say no i can do 30$ an hour at least

tidal moth
#

$40 is around 84k, just saying

patent mountain
#

its just

#

there arent many unreal engine developers

#

in my area

#

central florida

#

so i imagine they need me, just as much as i need them

tidal moth
#

honestly sounds high, but it's your call

#

maybe we can call in @vocal meadow for some meaningful advice

patent mountain
#

lmao

#

i told you pat

#

pat has become our oracle

#

at this point

vocal meadow
#

I'm not sure of what that position goes for hourly. Would just warn you that they likely are going to expect you to bill for 40 hours no matter how much you request -- so you might want to get that clarified with them before figuring out a number.
Should also consider who owns the rights of work you do. Example: Famous painters will do work on consignment regularly where they create a piece for a client. The client owns the piece but the artist retains the right to reproduce it. So stuff like that you'll want clarified. You don't want there to be guess work involved with that sort of thing.

tidal moth
#

I'd expect a lot of this to be covered by contract

vocal meadow
#

You'd be surprised

tidal moth
#

well, yes and no

vocal meadow
#

when its not covered by the contract, its up to the courts. The laws favor the company

tidal moth
#

I can imagine

vocal meadow
#

Especially if they hand you things with language of employee and contractor on seperate pages

#

you are broadening their vocabulary of ways to put you into different boxes when you sign such things

tidal moth
#

what would be a good entry level dev salary though

vocal meadow
#

Laws for employees are different than laws for independent contractors, so if they can say "well they expected to be treated like an employee the whole time" they will when you seek rights, and when you complain about benefits not existing its because you thought you were a contractor and not an employee.

#

So sometimes the positioning of something not in the contract is still there and handled for

#

Idk tbh. It's been a long while since I've contracted.

patent mountain
#

Its a lot of good food for thought tho

vocal meadow
#

yah, treat every page you have to sign as its own seperate agreement. because that is the purpose (of all those signature lines)

west sonnet
#

The joys of the endless chain of "this does not apply to below/above"

vocal meadow
#

Mhm, you agree to it all unless its irrelevant to the other thing

west sonnet
#

I've found many agreements will nullify the first page

#

In hopes that you don't read the first page

vocal meadow
#

Yikes

#

"But the first page didn't matter they said." "But you signed it anyways?" lol (yeah, read everything)

#

Definitely want to notice that sort of thing. If you ask them to reword things and they act like its written in stone, this is not a good sign.

patent mountain
#

thanks everybody... working on some code samples now, picking the extra pretty ones

daring parrot
#

keep in mind t a x e s when setting your rates

patent mountain
#

i forgot about that entirely

#

6.2%

#

and it seems like its best to have a LLC with s-corp election

#

so you dont get taxed twice

west sonnet
merry sequoia
#

4 hours a day?

west sonnet
#

The ultimate lazy artist

nova tartan
#

That would be an average, because as freelance you do not have consistent work
You have to work to find work

#

unless you're super well connected and sought after etc then you might have a near infinite backlog but I imagine that's an exceptionally rare case

flat gazelle
#

Not to mention all the non productive work you need to do. Taxes, marketing, sales, IT and so on

west sonnet
#

That is included in the calculator Glad 😜

flat gazelle
#

I don't click random google docs from strangers

#

😛

nova tartan
#

You should have an accountant if you are freelance btw
My sister works freelance and thought she didn't need it
Turns out for the 300$ accounting fee or whatever she saved like 5 grand

west sonnet
#

I suspect that’s why the example stated 4 hours per day. The other 4 hours is trying to line up the next gig.

tidal moth
#

giving a high fee perhaps also incentivizes employers to make employees a permanent staple of the workforce

west sonnet
#

Bigger issue is that it doesn’t seem to account for write offs and other taxes. At least it’s a starting point for a broad ballpark figure. You definitely want to invest in actual financial management systems at the end of the day.

tidal moth
#

the beginning of an enterprise

shadow ether
#

Hey guys, just wanted to ask, where do I post lfw to be able to post in the looking for work section?

tidal moth
shadow ether
#

Where do I locate the Unreal bot to DM ?

vocal meadow
#

any job post there is posted by the bot. dm it

west sonnet
shadow ether
#

Nice thanks guys!

blazing talon
#

Hey, can any (remote) programmer share his/her experience working remotely as a UE4 C++ programmer? I am curious to know how easy it is for an experienced person with good CV/portfolio to find remote jobs, how stable is the work, any complaints about the market, etc? And if possible the market hourly compensation range (I'd expect 20$ hr junior to 50$ hr senior).

mystic hull
#

It's not easy to find jobs that's for sure

#

as for my current experience, it's great

#

one previous experience (wasn't game dev) was HORRIBLE, clients legit abused me

#

Pay highly depends on who you work for and where you live

#

That is to say, I have no idea how good my CV is kappa

#

Working in games in general is a lot harder, lower pay & generally more work. I love it though.

blazing talon
#

Indeed, that has been my experience as well, although I have mainly worked as a Unity dev. But I struggle to find exciting PC / Console projects to work for, most of the jobs are mobile, so I was thinking of going good ol' UE, since I have a bit of UE experience and C++ background. Seems like working conditions are the same across the engines, just matter of luck and pay is around the same too I guess. Still not sure how easy it is to find exciting projects on PC. Surely a lot higher chances.

mystic hull
#

Well, UE4 definitely warrants more than unity, not for anything more than the cheer amount of saturation unity has

#

Everyone and their mothers work as a "Unity dev" nowadays

#

And the C++ background surely helps more than C# when it comes to the more specialized roles

#

I wanted to get my UE4 portfolio running for a while until my work-rig died 😅

#

I would agree on the luck part though, from my personal experience, it has been largely based on just that.

#

Still though a lot of the people here could probably give much more insight than I could 😛 so I'd wait a little

blazing talon
#

@mystic hull Where / How did you find the job though ,if you dont mind me asking. I know the server has paid jobs posted regularly, just want your experience.

mystic hull
#

It's a unity job, and through one of my contacts from a freelancing platform

#

more luck than anything really

pastel estuary
#

lol, 50 hour for a senior. thats rookie numbers

hybrid phoenix
#

My experience is that getting high-paying jobs takes more effort and build-up

#

In your first month freelancing, you may be able to find enough low-paying jobs to stay busy, whereas you can barely find a day's worth of well-paid work

#

That obviously complicates matters, because you need to make money

#

But if you continue to only do the well-paid jobs, not investing in cheap-as-heck clients, you'll eventually end up with a large network of people who are willing to pay you properly

#

It'll take longer to build your network, because it's harder to find these people, but in the long term you'll be in a significantly better position

flat gazelle
#

Yeah, I hope that 50 example was just a random number as that's low for art, nevermind coding

hybrid phoenix
#

I'm now doing €50/h for tech-art, and simply rejecting everything that doesn't pay that

flat gazelle
#

When you start out, that's fine but it was listed as a senior rate

mystic hull
#

I was interested in where you guys find your freelance work 🤔 Connections still?

flat gazelle
#

I don't freelance any more, but yes.

hybrid phoenix
#

The marketplaces generally largely get you frustrating customers who aren't willing to pay what the service is actually worth

merry sequoia
#

$50 an hour is pretty good when you are competing with MUCH cheaper artists in China, India, etc.

Unfortunately for artists freelance is getting harder in that respect. Part of why I’m transitioning to programming and design to expand my portfolio to get a studio job

hybrid phoenix
#

Yeah the tech side of the tech-art title is the reason I can charge what I charge

merry sequoia
#

That was sorta my idea. Art is a crowded field especially character art my focus

#

If I can get some decent tech knowledge I should be more marketable

blazing talon
#

Well here I am having trouble finding good projects as a senior unity dev even for $30/hr. I mean, dont get me wrong, finding mobile and other stuff is easy, I could probably build portoflio for that and ask even more, but Im looking for PC/console projects which I have no luck in as a unity dev, altho I do have a fair amount of projects and more than 5 years of experience at this point.

#

My assumption was that unless you got some kind of AAA title under your belt you will have fat chance of asking more than 50/hr.

#

And honestly, those numbers vary so much, in job postings all I see is 20-30 maximum, in dicussions and or for-hire posts 30 seems to be the norm as well. Than some people like you guys once in a while jump in and say 50 is laughable for a senior and I dont know where those numbers coming from or where do you find those clients. Are we talking remote? What kind of prerequisites are there for those jobs? Is it UE C++ expert specific? @pastel estuary

nova tartan
#

For a software dev, 50 is laughable because of what your earning power is if you work anywhere else
If you have 5+ years experience and are good, and live in a low-medium cost of living area(not california or new york etc), you are probably starting negotiations at 100k or more for a full time position, which is about 50$ an hour.
Contract workers ask for even more, generally quite a bit more hourly pay because they have to cover all expenses themselves.
Basically don't let "working for video games" kill your earning power that much

blazing talon
#

What if I'm in Eastern Europe? haha

nova tartan
#

Then a north american perspective and numbers won't be as useful to you

blazing talon
#

I have had freelance contracts from USA though

#

and probably clean income for me with 30/hr is more than someone living in low-medium cost of living area in USA with 50/hr

blazing talon
#

Checked just now, in the last week there were 3 people who were looking for a full time unit dev role for 10-15$ hr LOL.

pastel estuary
#

thats up to them, I dont get out of bed for any less than 60,- for long projects, more for shorter, with some variables depending on country, tax treaties between countries, how fast I need to deliver, and such

#

60 euros btw, not dollar

blazing talon
#

Yeah, Im confident those are only possible because both UE and C++ have steeper learning curve.

merry sequoia
#

Need to up my cpp conversion game

pastel estuary
#

I do vfx

#

never touched cpp :p

blazing talon
#

I see, would for sure like to hear some programmers out

#

@pastel estuary the rates you mention are gross, right?

pastel estuary
#

i wouldnt be surprised that high end coders can be in the 100-150 or more dollar ballpark

#

gross

blazing talon
#

I can't imagine such rates as a remote dev, unless you have AAA titles under your belt

west sonnet
#

You gotta pay rent 🤷‍♀️

pastel estuary
#

then broaden your imagination hehe

#

there is at least one here who makes double that

tidal moth
#

those rates do seem pretty high for games

#

but I'm not a programmer

#

earning $300/hr is what you can expect as a programming consultant for financial software institutions though

blazing talon
#

Well yeah

  1. In EU you guys have 40+ tax rates and steep rent prices, I bet I have higher clean income in here with 30/hr than you would with 60 over there.
  2. When you go remote the competition is worldwide, so you already have a huge disadvantage.
pastel estuary
#

when VR became the next booming thing, you could ask them for near exorbitant rates because they wanted to be the first on the market.

tidal moth
#

an aside but VR will never become the next booming thing

pastel estuary
#

they didnt know :p

tidal moth
#

fair point

blazing talon
#

full VR might, who knows

tidal moth
#

nah

#

there are human limits to perception that you can't change

blazing talon
#

correct, it will

#

I am talking full immersion

tidal moth
#

and until those are solved, VR won't take off

#

VRs successor might

pastel estuary
#

I think once VR goes the way of streaming games to it (what all the big game companies are now focusing on) and you arent limited by your own hardware. itll become much bigger

tidal moth
#

but that'll be something more like a dream simulator

#

it's not the hardware that's the issue

blazing talon
#

aka Stadia VR?

pastel estuary
#

lol stadia

west sonnet
#

It’s still strapping a monitor to your face. Movement seems to be the biggest constraint

tidal moth
#

stuff like saccadic masking is still a massive issue

blazing talon
#

a shitty monitor might I add?
Also most people cant bear more than 20 min

tidal moth
#

and a hard problem since it's not to do with hardware

flat gazelle
#

30$/H as a Senior?!

#

What the actual F

#

Either, the lowest paid senior ever, or you are driving the race to the bottom and screwing everyone in your field.

gentle chasm
#

movement would be less a constraint with hardware and software providing proper framerate
and hardware without cables

west sonnet
#

Welcome Glad, to disillusion

gentle chasm
#

walking in the first Oculus Dev kit with these huge pixels made me terribly sick, but I can stand current kits somehow 😉

tidal moth
#

@gentle chasm no amount of hardware can fix the human eye

flat gazelle
#

Maybe we have different frames of what constitutes a senior

gentle chasm
#

it's not about an eye, actually 😛

tidal moth
#

it is though

gentle chasm
#

this our sense of locomotion and balance that make us sick

west sonnet
tidal moth
#

yeah balance is governed by 2 things: visual balance of eyes, and the balance organ in the ear

#

in particular for visual balance the offset durations between saccades is what makes people sick when for instance looking through a first person camera

#

hence why saccadic masking is a hard problem in VR

blazing talon
#

@flat gazelle maybe, I will just mention that I have not failed a senior role interview for a unity dev role and before you say its because of my low rates - I never mention my rates at the start, I leave it for final negotiations when the interviews are done withh

pastel estuary
#

generally if they agree to your rate fast, you undersell yourself :p

blazing talon
#

well duh

flat gazelle
#

I'd say I'm a senior something like that, and the lowest I've been negotiated down to is 65, but that was for a fulltime long project.

#

not programmer

tidal moth
#

so many factors contribute to salary though, role being key as well

blazing talon
#

I have always known that senior programmers are making more than artists unless its some kind of art director etc

tidal moth
#

but I have no experience freelancing

flat gazelle
#

Exactly, which is why I'm shocked at your 30

#

I'm not a director

west sonnet
#

30 is a junior artist

blazing talon
#

Well seems likek the disparity is betwween unity programmers and unreal programmers

#

unity has a faaar lower entry point and C# is far easier comparde to C++

flat gazelle
#

I charge the same whichever engine I work in

ashen lynx
#

There isn't really any disparity. Unity and Unreal are tools, not a skill.

flat gazelle
#

^

west sonnet
#

Likewise

blazing talon
#

Okay, genuine question

#

Why do I find only 40-60k job postings all over the internet then?

#

annual, of course

west sonnet
#

Location location location

flat gazelle
#

No clue.

blazing talon
#

I am looking remote

west sonnet
#

Location of studio

blazing talon
#

If I ever laid my eyes on the rates you suggest, i would obviously charge more, but I had the feeling the game dev is capped at 90k

#

which is wayyy lower what you guys implied with 150 hourly rates

flat gazelle
#

my baserate was 85usd/h

#

As a fairly senior vfx artist

tidal moth
#

freelance or salaried?

flat gazelle
#

freelance

blazing talon
#

Yeah something is def wrong with my job hunting.
Either you are all talking on-site roles or its dependent on the engine. I have no other clues.

flat gazelle
#

Less salaried, but then again, salaried gives a lot more benefits that outweigh it.

#

I freelanced both as remote and on site

blazing talon
#

I am talking about remote full time

tidal moth
#

so, salaried then

blazing talon
#

There is also a huge disparity between task based work that artists are usually hired for and full time.

#

Yup

flat gazelle
#

Well that's a whole different beast. I thought we were discussing freelance rates.

#

Disregard everything I said 😛

blazing talon
#

yeah its fine since you came in the middle of dicussion

#

That's exactly why I quoted annual salary also.

flat gazelle
#

That's trickier to give an opinion on as all the surrounding benefits and so on matter so much

blazing talon
#

for me only the project matters, as long as the baseline of professionalism is kept

flat gazelle
#

That's very far from my views.

#

Team matters most to me

west sonnet
#

Thought living mattered 😜

flat gazelle
#

Projects come and go

blazing talon
#

How does living account in job benefis?

flat gazelle
#

some are good, some are not

blazing talon
#

Well thats more to luck though, no?

flat gazelle
#

Yeah, that's why it doesn't matter much to me

#

I've made some really good games, and some really bad ones. And the correlation between which ones were enjoyable to work on is a mystery

blazing talon
#

yeah true, on the hindsight working with passionate and cool people would make me a lot more motivated to work.

#

Though I consider it a pipe dream at this point lol

flat gazelle
#

Hehe, it's possible!

tidal moth
#

agreed

flat gazelle
#

I'm at the point in my career where I can choose where I work based on the people and culture

blazing talon
#

I have been seriously considering relocation for some time, its that hard for me to find a cool remote project.

merry sequoia
#

So I am a capable 3D character artist that has worked freelance/commission/vendor for a while and I have a solid understanding of blueprints / general understanding of UE4 in general + can program in cpp just havent had much experience with it in UE4 yet so obviously will need to spend time with that.

Realistically whats my best path forward applying for studio positions and such? I would prefer to get into the tech side but dont have a degree in CS like most. I have been told to maybe look at tech artist but I assume thats not just a position I can apply for with little resume.

blazing talon
#

So now I am also considering dropping all my knowledge of best practices etc in Unity and migrating fully to UE4.

flat gazelle
#

Sure you can

tidal moth
#

@blazing talon do it, having an actual team with real people and the ability to be social matters so much

flat gazelle
#

Junior tech artists are needed

blazing talon
#

@merry sequoia you can be a tech artist

merry sequoia
#

RIght but how can I show my qualification beyond "Heres some pretty art ive made, and I promise I understand blueprinting and UE4 well"

blazing talon
#

You dont need CS degree to be good with shaders. Just having good fucking math is enough

#

Portfolio - make something cool

tidal moth
#

yeah I don't think CS degrees matter for tech art just yet

flat gazelle
#

Make something clever

west sonnet
#

That’s the point of a portfolio

flat gazelle
#

and show it

tidal moth
#

you're not expected to be a full on programmer

blazing talon
#

CS degree is more about Data Structures / Algorihtms, theoretical knowledge etc. You dont give a shit about those as a technical artist

ashen lynx
#

Make something that can be used to speed up others making something, which was never made before.

blazing talon
#

Unless its a cs degree with really big emphasize on graphics

merry sequoia
#

Right but my issue is having been a 3D character artist is im not really sure what to show and make in general. Like having never worked on the studio side im just unaware of things to make besides just like a full on game lol

ashen lynx
#

Shiny showoff thingy in tech art is just tip of the iceberg.

tidal moth
#

in which case you become a render god

blazing talon
#

@merry sequoia do you ahve any 'dream' jobs in your local area?

tidal moth
#

@merry sequoia workflow improvements, pipeline improvements

merry sequoia
#

Im in TX currently so the studios are a little more limited. I would have no issue relocating :p

blazing talon
#

@ashen lynx you can really ask that of someone whho is just starting off, you need a good understanding of workflows etc in the industry

#

@merry sequoia find a studio you would absolutely love to work at, lookk at their last games, find an effect or something alike inside their game - replicate it

#

it will make the application process so much smoother if you can talk about how you copied their work and what you did, was your version better or worse (its a tricky question, its all about tradeoffs)

merry sequoia
#

@tidal moth Like I understand the theory behind those improvements but not having ever worked in studios I dont know how to demo that.

@blazing talon Like particle / lighting effects?

flat gazelle
#

Careful with that one

#

If your copy is worse, it's a bad look

blazing talon
#

@merry sequoia no, like lighting, shadows, etc

tidal moth
#

@merry sequoia well for instance the foliage tool in UE4 is a good example of something that could have been a tech art task to make

blazing talon
#

swaying grass - yeah

tidal moth
#

spline meshes as well

#

retopology tools

merry sequoia
#

Ok so like im working on a road system in my game. It connects static mesh junctions /corners / T's with spline

blazing talon
#

there are Witcher 3 and GTA 5 graphics breakdown articles, go look at it

flat gazelle
#

That's one end of tech art. It's a wide role

merry sequoia
#

that fits in tech artist stuff?

tidal moth
#

yep

blazing talon
#

its artist stuff but not technical artist / graphics engineer

#

unless you programmed it to automatically work kfor any asset

tidal moth
#

that's kind of the point

#

you create something that artists can use to populate the world with

ashen lynx
#

Tasks do vary greatly. Scope what areas you do not like and steer away. I did find it easier than focusing on what you enjoy.

flat gazelle
#

^

#

Listen to Rey. He is wise

blazing talon
#

hah, a good advice

#

never thought of it that way

west sonnet
#

Says the oceanman, heed his words

merry sequoia
#

My issue is converting the knowledge I have to marketability and scoping it to job titles. I like the art stuff but I also like the design / programming / AI and the constant puzzle aspect

flat gazelle
#

Follow the fun

merry sequoia
#

-most- of it is fun lol

flat gazelle
#

Studio work is usually more specialized.

blazing talon
#

well you will have endless opportunities to take you career towards

flat gazelle
#

A wide role like that is more common in indie

blazing talon
#

start somwhere

merry sequoia
#

Aye Glad, I just dont have the experience to narrow it more. Tech Art seems to be the most fitting simply because it combines so many aspects.

tidal moth
#

if you previously enjoyed character art then perhaps looking into tools that make character art easier to work with might be a good way to start

ashen lynx
#

I've realized that rigging and tooling, associated with it, is definitely not mine for life. Sad part, that it was a result of failed contract work and as a result I wish I probed that a bit earlier before committing.

flat gazelle
#

A somewhat common way in for junior tech artists seems to be shaders

#

Building really advanced, cheap stuff is a valuable skill

blazing talon
#

Tech artist should know HLSL / GLSL instead of only node based shaders. Although I do not have that much experience in UE4 shaders

pastel estuary
#

yesterday I made a 6500 instruction shader (both pixel and vert) because I could.

flat gazelle
#

I said CHEAP

#

😛

pastel estuary
#

it took me 1 minute

#

it was cheap

#

:p

blazing talon
#

So through a node graph

pastel estuary
#

thats like about a dollar

merry sequoia
#

I havent spent much time in shaders and such yet, I suppose I should do some work there after finishing my road/spline system.

west sonnet
#

How many switches did you put in there 😜

pastel estuary
#

4, but that was unrelated.

blazing talon
#

I'm talking real shaders here

pastel estuary
#

saying nodebased isnt real shaders is like saying blueprint isnt coding

blazing talon
#

yup

#

exactly

#

That last one 'real shaders' was me memeing tbh

#

But I do not consider blueprint to be coding, altho it is my personal opinion

pastel estuary
#

no comment :p

flat gazelle
#

But including AutoLight.cginc is? lol

#

Where is that line drawn

west sonnet
#

Usually said when never use bp 😜

merry sequoia
#

I feel like coding knowledge helped me pick up blueprinting easier.

flat gazelle
#

If you use anything higher than assembly, you are basically an artist.

#

Write everything yourself, use no tools.

tidal moth
#

blueprint is coding

blazing talon
#

LOL Glad, yeah, that shader was not meant for custom lighting

tidal moth
#

it's the same thing you do, with the exact same principles

#

it just has a fisher price aesthetic to it

#

and an expensive VM

vocal meadow
#

Woo this is great news glad

blazing talon
#

@flat gazelle Why not start with silicon while we are at it?

tidal moth
#

if you're not coding using electrical resistors then what are you doing

flat gazelle
#

Nah, that'd be unreasonable. Assembly is where I draw my own arbitrary line

blazing talon
#

You just need GaAs, Si and SiO2 for basic CMOS transistor if Im not mistaken

#

my nanoelectronics is abit rusty

tidal moth
#

using anything beyond a NAND gate is superfluous

vernal wolf
#

I find that claiming blueprints aren't coding is a great way to tank your interview, #career-chat

blazing talon
#

Well yeah I see I insulted some people with my careless statements, lol
I do prefer well structured C++ code over blueprints. So much easier to understand stuff. Although I do see the utility of blueprints as high-level abstractions exposed to level designers / artists / or just for your own convenience as a programmer.

#

But thats not coding, thats tooling

vernal wolf
#

I'd much rather work with blueprints which are treated as programming than those treated like just a tool; differences stack up greatly over time

tidal moth
#

I just have a hard time understanding how they would not be programming

#

are you not creating instructions in the end?

vernal wolf
#

to some they are a quick and 'irrelevant' means to an end

#

to others they're an integral part of the engine

vocal meadow
#

Yeah your understanding here is off armmah. While you can redefine meaning of things by personal beliefs or gut feels, it won’t amount to a hill of beans

blazing talon
#

Well okay, let me ask you a question then @vernal wolf

#

How much of the codebase should be clean C++ and how much blueprints, just a rough parts. I am talking about a serious complex game here, where each milisecond of runtime matters.

#

50 - 50 ?

vernal wolf
#

A serious complex game where each millisecond matters is not a game that is shipped

blazing talon
#

hah?

#

What do you mean.

merry sequoia
#

My OCD and artist background don’t allow for spaghetti nodes Allar. Also because I like to be able to read it when I inevitably forget how I did something

vernal wolf
#

If you're optimizing your code instead of moving forward you're either a solo/indie dev team or don't plan to meet deadlines

merry sequoia
#

I see some blueprints and don’t understand how people can be so crazy with their nodes

blazing talon
#

you've got 16 miliseconds to you available per frame to do everything - rendering, pathfinding, AI, etc etc

#

how does it not matter and not shipped game?

vernal wolf
#

Yeah, and when you exceed it you then fix it