#career-chat
1 messages · Page 77 of 1
@merry sequoia good code is a rare and beautiful thing
Armmah a good programmer is constantly profiling and timing things and avoids such generalizations
You are talking premature optimization
what does it have to do with anything?
Are you saying ALL optimization is premature?
@vocal meadow well yeah, and sky is blue
Trying to pigeonhole all projects into 50% one thing 50% another is premature
If you mean blueprint legibility I’m finding that is true the longer I’m exposed to this side of the industry @tidal moth lol
I asked a clear question, how much is good BP to C++ ratio
I've shipped titles that are 10% blueprint and 90% blueprint and they both run at target framerate
so
¯_(ツ)_/¯
To just assume blueprint is the root problem everywhere and act like you get a magical 50 percent boost will get you into more trouble than it’s worth
Its not only about optimization by the way
BPs can be as fast as C++ code
C++ >= BP
@merry sequoia technical debt is a very VERY real concept, and it is true for almost all industries. there's an article I always post about it: https://www.stilldrinking.org/programming-sucks
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 ?
@blazing talon
proportions depends on a team and project, and what you're able to produce on time
if you can't have enough programmers to script everything, then go heavy on blueprints
if you there's a tons of custom and small scripts - go blueprints
Yeah I’m just saying it’s stupid to suggest blueprints can’t keep 16ms
You can easily ship a VR title using 95% blueprints at under 8ms
Oh I understood technical debt to be inefficient coding more than legibility but I suppose both make sense
Bookmarked for reading
if you're able to make systems for that stuff and remove likely 50 blueprints with one nice system (inventory items or weapons defined as data table instead of blueprints) - awesome
and blueprints can run as fast as c++ as long as you got the ratio of code/BP for what you're doing just right
@vocal meadow well I never said that, it was assumed from my words
sometimes its writing a 2000 line base class in c++
where each milisecond of runtime matters.
sometimes its just writing 2 helper functions to do heavy math
@tacit siren exactly what I said above 🙂
I just see blueprints as more of exposing tooling for high level manipulations as an abstraction
one thing i would never do in BP is networking
Lemme rephrase then: it’s not smart to say you can even gather a percent of what is c++ and what is blueprint. I mean how is that answered?
it can be done but ugh
Considering the vast majority of BP functions are 1:1 c++ functions
I wouldn't say they're that much of a higher level
@vocal meadow it can be interpreted many ways - how much time you spent on implementing each, or how much of your codebase is of each
They’re just pretty looking cpp
like compiled assembly lines
Which were you asking then
@tacit siren I do not believe you can write clean and efficient code for complex game with majority BP
blueprints can easily kill performance if putting to much stuff on tick, but there are worse thing there generally
- blueprint people don't understanding coding entirely - which is often a fault of programmers moving everything to code instead of educating people, so blueprints in given team are always doomed to be crap
- huge graphs costs performance, not executing blueprint functions per se
- memory issues... if designers don't know about soft references and cost of casting to blueprint class
it would imply that you have existing functionality and API for everything your game needs specifically, which would imply that it has been written by someone on C++
I do not believe you can write clean and efficient code for a complex game with majority any language
Fortnite is useful of blueprints, they even have many anim blueprints per character, i.e. different for pouch, backpack, etc 😛
@gentle chasm On the other hand you can write code that performs worse in C++ than in BP if you dont understand what you are doing
So bp is code now?
yes, but C++ requires some minimum from you, otherwise it won't compile 😄
Yeah lol I’m just confused where it’s gone
This circling back is why this kills interviews
you can get offended by anything man
but not everyone needs to be interviewed so
i do some stuff in BP, because its just faster and/or more convenient
the failure of Epic here they say "blueprints it's not programming" too often and docs don't explain shit, it's about "how to click into blueprints"
@vernal wolf I can use your own logic and say if you are offended by one statemtn and do not try to understand what I meant by that one sentence than its a big red flag for me
and if you do that you'll probably also tank an interview
i also find that claim that BPs are always faster way to prototype to be very wrong
Not offended just trying to illustrate it for you what your saying
@vocal meadow wasnt referring to you
I'm not offended at all, I'm just stating that that opinion when expressed will hinder your career in #career-chat
I'm full of opinions I don't dare to express for the sake of my career
The more you gate keep, the less likely you’ll build a good network. Lack of adaptability is a turn off for many employers 😉
What I was trying to say is that a complex game in my experience is like a hhuge well oiled machine where each tick works in a meaningful way and its impossible to achieve with BPs only. But as I said I see utility in BPs as ahigh level abstraction.
I mean in either case there's no reason to gatekeep. keep your shit organized, employ good guidelines and everyone on the project team can be happy
well yeah true, genuinly thanks for that advice than @vernal wolf
I would love to work on a complex game that is a huge well oiled machine
Or a meatgrinder
They really are
it can be well-oiled machine, if you have general plan for it, willing of management to spent a lot of man-months of tools and systems
Are we talking about fallout 76?
I'm talking literally any game dev project that involves a number of people
any big game
An illusion of functionality
All big games I've worked on have been hacks on a hackbase
If there is a game project that has 50+ people working on it and there are zero fires
I want on it
I make the fires 😦
Lol
I add fuel to them😜
lol
there can be fire on 2-person team 😛
@gentle chasm or in 1-person team
but such statement bring us nowhere in discussion, guys...
and I guess ArmmaH was asking how to approach things so fires would be less likely 😉
That is an interesting statement though. Your game is so broken that you think it’s perfect
lol
this is also why unit testing is important
Having a hard rigid structure of the make up of your codebase is a fire or will result in fire
One must see the fire, feel the heat, fan the flames
if you have decent automated testing, you can see when your hacks backfire and break stuff
which is all the time
One must see the fire, feel the heat, fan the flames
BECOME THE FIRE
Which is exactly why you shouldn't have a rigid codebase structure of x% thing
I never suggested I do?
Then why ask about it
lol imagine the conversation. "hey I need to create a new BP class" "you can't, that would put our BP percentage to 51% so we'll have to write it in cpp"
because a statement like less than 20% of code for complex game should be BP is a valid answer and not rigid at all
it can be 0% or 5% or 19%
Lol
what is hard rigid structure?
- like in our current company we know that certain systems will be refactored into proper C++ systems and some point
- we know that some features shouldn't be ever done in blueprints - because we would need to rewrite from scratch, so designers wait for some features
- obviously there's a lot stuff done a bad way by designers, some of them will be deleted, refactored, some abandoned to be a crap forever
Still think it’s fruitless to even assign a percent to here. Makes no sense
any percentages makes no sense to me
same
*should be refactored
Moth I thought you were a designer too?
LOL I did not suggest putting a ban on BPs when it exceeds percentile
so Allar's 20% makes zero sense too 😉
don't judge
@tidal moth I'm always designer, only with time more a programmer
that is @blazing talon's 20%
ah, ok 😄
use blueprints to do blueprint things
so there's two of us 😅
and my 20% was an example of a valid answer to my question
but what's the blueprint thing? that's the question 😄
and 100% is not a valid answer?
well moth
as a programmer
this is up to you
its part of the job
there isn't an authority on this stuff
I thought you weren't a programmer if you did blueprint things...
That's where all this started
I never said that?
So then you'd agree it is valid to write a complex game with 100% bp
I said BP isnt coding imo
But that game would have zero code
But I do not consider blueprint to be coding, altho it is my personal opinion
@blazing talon Fair enough
it wouldnt have zero code
but bp is not code
I said BP isnt coding imo
Yhea guys I remember what I said
or up to "is this guy gonna handle this in blueprint well? if not, if I have time to do in code instead?"
it's should more like this nice infographic/mind-map to help make a decision EVERY time
take a moment to collect yourself armmah, it's fine
It’s all pointlessly arbitrary and shouldn’t be gripe is what everyone is saying
Oooh! Marketing opportunity. 100% codefree games! You can't have bugs in the code if there's no code.
it has C++ running under the hood, the thhing is you sticking to blocks together isnt coding, if you write the blocks yourself than stick them together it can be coding
lmao
or programming
so I can ship a project with 100% bp
its your project, do what you want lol
it has C++ running under the hood, the thhing is you sticking to blocks together isnt coding, if you write the blocks yourself than stick them together it can be coding
@blazing talon
making instructions is always coding, why to make a difference?
In that case my C++ compiles down to byte code so my project actually has zero c++ and 100% bytecode
So if you use a compiler, doesn't that convert what you have written to something else?
Hehe
that
so c++ isn't code
Logicd!
Your sticking blocks of text together 😜
@vocal meadow admittedly I dont have as much experience in UE4, and this is not a topic I should be arguing about with professional UE4 devs lol.
My background is C++ C# and Unity for gamedev
is C++ isn't coding because it's not direct instructions to CPU?
assembler is only the true coding then 😛
@vernal wolf thats semantics - define code
That's what I said!
again you can do code on electronic circuit boards
iif its only assembly, than yes, your statement is valid. For me code is general purpose language programming
Glad is always right
and anything else that has executable instructions
C++, C#, Java
so how is Java or C# different than blueprints?
all 3 run on VMs
all 3 pass instructions
R language is language for processing statistics/data, but still programming
Its general purpose programming language
and BP isn't?
if you separated BP from UE4 could you not use it for general purpose programming?
There are sooooo many app specific domain languages that are considered programming
unless you disagree with that too
@gentle chasm I was talking about C# and Java not R
Hey! I'm from the future. This discussion is going to end in" Coding is only coding if you type it".
still, R isn't a "general purpose language", still coding 😄
I type to search for the function nodes I need in BP! 😅
@vernal wolf they are usually called scripting
Its good to have an open mind armmah. believe the thing people are responding most to here is you disqualifying blueprints
you do have to do some typing in BP too 😄
I never did disqualfy BPs though?
scripting implies interpreted over compiled, not whether it is code
The only time I worked with UE4 I wrote BP library that is still being used
I said I see its utility
and there are many app specific programming languages that aren't scripting
why does everyone wave off that statement?
Stick with sexy letters, that’s the only qualifier
so my python coding is no longer coding :*(
You straight up disqualified BP as code
that would be saying "C++ is the only way to program BP is bullshit"
which I did not say in any way or form
because many here used BP for more than "one time I wrote library, so it's not coding" 😄
my 5 cents on the matter: if BP wasn't coding i would not be nearly as annoyed with the design team when they do something unspeakable
Yeah I admit I might not know full utility of Bps

What I will say though is I am not close minded and I do not take any matter personal or religiously defend something. If you tell me a pragmatic reason why something is useful I would only askk whats the catch and the tradeoff
This is literally every discussion about "bp is not code it is a tool" and thus why it is inadvisable to state such
where's that video you always post Allar
its on the internet somewhere
Yeah okay folks, since more than one professional UE dev tells me BP coding is coding I will conceded untill I am better educated on the matter
that video only serves as a confirmation of people who already believe
and have fully thogut out argument I can defend with facts and logic
Great, one less vector for this fight, which is my only goal
See yall next week when someone else says BP is not code
it's coding, just less "capable" than C++ in many ways
and Python would be a worse language for games than blueprints
you should receive your complimentary "I got dragged" t shirt in the mail any day now
and C# could give worse effects if you would handle it to artist 😛
BP IS JUST A DESIGN TOY FOR PROTOTYPES
lol
fightme
To be fair, Allar did warn about triggering people 😜
blueprint code is not c++ code. this is my line
Visual Studio is a toy, use Vim 😛
blueprint code is not c++ code
how dare you
lol
Y IS UP
NO
take it back glad!
lol
Burn the witch!
I will religiously defined Z is up

and that everyone else is wrong
Right-hand cortesian coordinate system for the win
this is why I don't work in graphics
Z always up, Y-up is not an art
Inverse z and drop it
But I will also defend that
Z is screen space depth
which contradicts Z is up
so
Yes!
Up is relative
more reason I don't work in either graphics or physics
No, it's Y
in Unreal Z is always up because gravity is hardcoded
so
practical knowledge vs theoretical
I mean Y-up is bad enough, but then there are people for whom -Y is up
Nooo
(This is my favorite non argument)
Z-up is great because it's intuitive for people thinking about in-world coords which is more people than rendering-thinking people 😛
The day gravity is fully decoupled from -Z is the day I'll make an engine plugin that swaps out the gizmo axes
😄
heresy
Z is only up in top down games, so it aligns with Z depth!
It'll be my equivalent of Unity's "Lightning needs to be rebuilt" plugin
lets define up first
^
Z
Define Space you are talking about/in
so... would be blueprint coding if it would use Y-up? 🧐
camera depth = up. this isn't a stretch
it would be coding, it would be wrong
incorrect code is still code
Tick(float DeltaTime) { for (AActor* a : GetAllActorsOfClass(AActor::StaticClass)) { a->Destroy(); }}
yolo
single letter variables 🤢
if that is what you think is most wrong with that code
okay, lets talk about tabs vs spaces now
all my variable names double as MD5 checksums
So many great career advices 😜
Linting is good for your career
I'd argue conforming to a style guide is more important than do you use C++ or BP
:p
allar you meant for (AActor*const&a : there right?
no, fuck your ram
lol
lol
if you're deleting every actor on tick
you're going to have more pressing problems than memory overhead of that copy
especially if that function returns a reference
well it is tick, but an actor destroying itself in its own tick probably isn't good either
single letter variables? take a look at this hipster_lower_case style of Godot
how Epic could support that? 😛
More importantly
you mean snake case?
Which is up in Godot?
W
WUP
Weast
snake_case_should_die
two downward arrows means up
also using ^ as a axis is too annoying to type
@gentle chasm tell that to STL writers
shift plus numbers is a stretch yeah
In my perfect world the axes are <, >, and ^
wait
thats not right
GET IT NOT RIGHT
lol
aye front on
in any case my point is http://ue4.style/#0.1
@blazing talon yeah, I'm happy Epic didn't follow some "traditions" 😉
theres another thing
Up is up, down is down, left is right, and puppies are adorable.
the python wrapper strips the b
Fuck you /j
lol
I mean... up is by definition relative, it shows difference (delta) not absolute direction
and puppies are adorable.
^
well we don't work together so works for me
says 0.1
I can't write in fun easter eggs because then it will ruin the integrity of the guide
which is already like, failing integrity checks
but thats what pull requests are for amirite
wouldn't say that. its a fine document. the more serious style guides take themselves the more fear they strike
Boost your career
submit pull requests
to everything
Get your name in the UE4 credits as a fun fact
Engine Contributor is a cool badge
"get your name as fun fact" - fixed 😄
Engine Contributor is some top tier big d*ck energy if you have it on the forum
I always dream to become engine contributor by submitting some trivial change in .ini
like changing value from 2.0 to 5.0
would be funny
I think I prestiged my badge due to a one letter change pull request
lol
one-letter typo fix to comment in .ini file would be unbeatable
When I stream sometimes I'll give out free opportunities to get an engine contributor badge and very rarely does anyone actually go through with it D:
wouldn't a successfully resolved bug report also technically count as an engine contribution?
That'd be wayyyy harder to track and manage though
Well, I suppose it could be automated
but I would bet automating any interaction between bug reporting, solving, and epic's forums would be a total nightmare
haha yeah, and for like no gain anyway
would be cool to have a bug report badge
I may or may not list my epic badges on my resume
I helped fix the submit bug button, where’s my badge 😜
ayyyy
just attach a screenshot of your unreal forums user profile
Does it include your business card?
I mean I can kind of get it for something lik engine contributor
I rarely give my business card to someone I'm actively interviewing with lol
and perhaps some people are swayed by the size of your post count too
But that’s the ultimate Allar move
Because my business card gives the wrong impression if given during an interview
They get it after if they hire me
its a reward
exactly
A sheet a metal with your name and only your name
It isn't like they don't have my contact info
GDC cancelling saved me sooo much money in business card related costs
want to ask how you materialize such thing but perhaps its best to not mention such magic
It is easy, I outsource to a buddy :p
He does all the hard work and I pay him for it
Thats better than metalcardz.buy
We have a metal plant in China that is happy to source us
And do custom tooling
You can find all kinds of crazy things on alibaba? aliexpress? one of those
If you don't mind outsourcing your marketing material it can be hella cheap
I would like to present you... the business cube
Hey guys, as some of you may know I recently stopped working on my own games professionally. For the first time since I've started gamedev six years ago I'd like to get a proper full-time job as a technical artist. I'm now very much wondering what my CV should look like, as I've never really looked for full-time stuff before; I've just done contract work and indie-stuff in the past
Any input with regards to resources, advice or experiences is appreciated, especially coming from people experienced with tech-art roles and/or hiring 🙂
(Or if anyone here knows of any positions they think would suit me, that's of course also very welcome)
post your portfolio
Current portfolio is scattered and (mostly) outdated, so I'm working on reworking it, but here's my artstation: https://www.artstation.com/victorgoossens
A custom AI system I've created using Unreal Engine's Blueprint solution. The system came into existence after running into major performance and usability issues in the Character component - mainly its lack for exclusively forward-facing motion, as I generally do not want AI ...
There's also this which shows more technical stuff
I'd like to integrate all of those projects into the Artstation page
Thats a good question I suppose I have. What should I gather my portfolio in? As a 3D artist Artstation was sort of an easy decision but now that I am trying to transition to the technical side I am not sure
I personally suspect Artstation is still a good place, as it's a system people are familiar with
It's also been perfectly adequate for me to show of more technical stuff in the past, so I'm not too worried about that
Just a little concerned people may go "Oh it's on artstation so it's just pretty stuff, but not technical"
yeah tbh the way it's laid out is very nice, but I'm not sure how viewable it is e.g. on mobile
ArtStation is mobile friendly
ah fair enough
if you look at a lot of the "killer portfolio or portfolio killer" videos on yt/gdc almost all of em do suggest artstation over personal website
especially the bigger companies, because their recruiters cant be arsed to learn how the website works or where to find stuff
My reasoning is just that everyone's familiar with it and it works well enough, even for more technical stuff
so unless you grab them with the first thing they see, they might nope and go to the next person
That said, I'm less concerned about where my portfolio's at, and more about whether it's any good and how to organize it... Let alone my CV
I mean it seems to be fine on different platforms plus there's an app, so I think artstation seems like a sensible choice at this point
you got a few seconds to grab their attention, so it's a good platform
pickings wise, pick the top 3-4 things you like, remove anything you dont like, or is outdated/easily replicated by current standards
I can't say whether the content is good or not since I'm not an artist, but pretty much all of the entries have me intrigued
but yes what Luos said
From a tech-art perspective I find that pretty difficult, though, because it's a broad job description :/
I've got at least eight things I think are worth showing
well we had the discussion earlier
Just really don't know what to prioritize
but basically, if there's an area you like to focus on, go for it. shaders, pipeline/workflow optimizations, tools for ease of use/ease of placement
to me, and saying this as a friend, unless that water has something really unique going on, a simple waters edge effect is not that interesting.
The wireframe glowthing and afk-scene are the same, somewhat generic for the average tech-person
Definitely agree on the AFK-scene
unless you found a way to do it cheaper (performance wise) than anyone else.
The water's opaque and just very nice-looking so I'm personally just a bit in love with it
@pastel estuary out of curiosity which would you say is the best piece of what you see?
Wireframe... Yeah, it's not astounding
The water's opaque and just very nice-looking so I'm personally just a bit in love with it
Not sure if this is good enough though
@tidal moth hmm, frankly, with just images nothing stands out besides the afk, and thats a lighting test, not a performance test.
I see
A demonstration of the effects of the Universal Wind Shader on realistic foliage. Assets shown are from the Environment Set asset pack(https://www.unrealengine.com/marketplace/en-US/product/environment-set). These assets are not included with the Universal Wind Shader.
Follow...
this image on the youtube page for the wind shader is way more inviting
Yeah, I need to add the realistic stuff to the wind-shader page. Didn't test it with realistic assets yet when I did that
i'd almost use a gif for it, same for the custom foliage system
really sell it
amaze em in 7 seconds
i think so, not sure.
Disregarding if piece is good or not, never make it sound like it is not. Those comments belong here, on the forum, but not on portfolio.
gif for thumbnails would be extremely annoying
^
Heck, the clustering tool isn't even on the Artstation. That's one of the big ones that needs to make it onto there
back in ye olde day if you made a website showcasing your unreal/ut maps, just add a wireframe, and a lighting pass image, and they all thought you'd know your shit XD
the 800x600 resolution days
oh, and one last one. also remove any image that does not sell your content in a good way
iunno, I personally have yet to use a portfolio, never needed my cv either
though, id cherrypick the last few good jobs with an interesting thing you did, and call it a day
inbe4:
"2019-2020, made AI foliage spawner, tuesday"
having a CV for talking points might be relevant
if you achieved something cool
at least from a design persepective it's one of those things I love to hear about
like what did you do, what were the pitfalls etc.
How did you manage jobs without portfolio O_o
@pastel estuary Do you think I stand a chance of being hired at a PC/Console-dev company with my current stuff
@merry sequoia Reputation and network
Luos just releases random free vfx packs that speak for themselves 😄
Most freelance jobs I get care more about what I've got to say during initial calls than about my portfolio, honestly
Just absolutely clueless when it comes to proper job-hunting like I'm getting into now
Same. Hence my earlier convo. Trying to visualize a good path towards studio work though and get out of the vendor art cycle
@hybrid phoenix I know you have skills, just need to showcase em more.
I just really don't have a clue how to do that 😛
I manage to get contract work because people hear I know what I'm talking about in conversation, but if I need to somehow convey that through images of my work.... Wellp
id watch some of the portfolio killer vids for ideas.
even has wyeth on the board, and he is quite the tech artst
might be worth to get familiar with houdini
You're talking about that GDC panel, right?
yuz
And yeah, Houdini's been on my list... Just never really had the motivation to actually sit down and get past that steep learning curve
with procedural becoming more and more important, its good time spend
maybe if you find out there's a tool you can make with it the inspiration will hit 😉
Houdini is both the most amazing and horrible thing at the same time
as I said in stream last night (about *houdini), its like meeting your significant other, most pretty, kind, amazing person.. but oooooooh boy the baggage.
If your familiar with full node based stuff.. it makes it easy to start with... then goes to hell once you try and mix things up a bit more
Sooo much baggage!!!
But worth it for any tech artist
@hybrid phoenix houdini is on crazy demand
its also the single hardest program in all CG
but if you have mixed art/programming skills, you can do incredibly cool shit with its procedural tools
ive used it myself on a basic-ish level for:
vertex-animated magical fx created from particle syms + trickery
optimization tools to merge meshes and remove faces that cant be seen
terrain systems
automating low-poly + uv unwrap + bakes
procedural level design stuff
oh, and weight-painting character models to ue4 skeleton
Well anyway
I'll just go cry in a corner now and start reworking my portfolio again come monday 🙃
if you dont have one, make a linkedin
@pastel estuary Mind if I message you for feedback/help?
I've got one
Just really don't know what to do with it
put your work experience in
I even have a recommendation on there 😛
@hybrid phoenix if I am around/not busy sure.
But do note, I am far from a good tech-artists, and not a master of quality either hehe. most knowledge I gained from those videos and reading a lot of portfolio-related convos here and elsewhere :p
More eyes is always more better
Well
Usually
I'm panicky enough about this to want as much feedback as I can get
why panicky?
Because I just feel incredibly lost in what I'm doing, but I really would like to just get a bloody job and start building up my life a bit again 😛
And uh
Well that^
I see
I'm afraid of messing it up
And I really don't want to mess it up and be inutter uncertainty about my future for another few months
I'd say chill out. I don't think there's a reason to panic. tech art is in heavy demand
gotta use that motivation to keep your focus
houdini is not all that hard when you get used to it
See the pragmatic part of me is like "It'll be fine, I'm competent and specialized in an in-demand niche"
if you struggle with the math there are always places you can go like brilliant.org to learn the math
Whats learning another program when you already need 4+ to do your daily work 😛
But the not-so-pragmatic part is dying a bit
if it's some kind of imposter syndrome, I think that's something that comes with the territory
It's definitely partially imposter
Because I'm just like "I've got no clue if what I've been doing so far is up-to-par and sufficient for getting the jobs I want"
you gotta look past that my dude. remember that you did actually achieve those things and made things happen
a friend recently told me that imposter syndrome is basically gaslighting yourself :p
what helps me a lot is daily affirmations and meditation.
or a personal drill instructor
and I am far from a spiritual person, but for me it does wonders
I try to do my part and compliment people at work when they do a good job
because I know how quickly you can lose morale
^
@merry sequoia lmao right? reminds you we are all near the same point in such a rapidly growing industry
It really does help to see people I know are miles ahead of me hit teh ole professor google for reference
The thing I always tell newbies trying to get started and asking for advice is to learn how to google effectively
everyone uses google
Single-most important resource as a tech-guy
google is a required skillset
so many people use stuff like stack overflow as well
I use stack overflow if Google sends me there 😛
I think another pretty universal skill that helps tons, is knowing advanced math. It helps in everything from shaders, specialFX, programming (obviously), Animation, financing/budgeting, pipeline workflow, ect
Houdini is easier than ever to get into.
The portfolio and CV is what gets you attention. A cover letter shows you have actually read the ad.
That's what get the interview. After that, it's just showing that you're not a dickhead and a nice person to be around.
You seem to know your shit, it'll be fine 🙂
Houdini 👍
Houdini 👍
David Copperfield 👍

did you just create that
nah i think its from thinkprocedural server
Thanks Glad 🙂
I mean, really, thanks everyone taking part in this convo, I'm glad we had it
If anyone's got any good starting points for Houdini (good tutorials for instance, preferably free, preferably text) I'm all ears
And other than that I suppose I'll just need to pick and polish my best work
Hm, there's more there than I recall there being. I'll have a look Monday
You'll love VEX Mr4Goosey if you like coding. Check out Attribute Wranglers
and Group VEXpressions
I really don't like her tutorials ^
so picky 😛
I keep getting distracted by how intensely bored she sounds 👀
It's a bit too evidently scripted for my liking
get over it? lol
Yeah that's one option x3
But that's exactly why I'm asking for particularly good ones 😛
I think preference in presentation is allowed
Thanks HighTide 👌
Can you go ahead and tag me here? Makes it easier to find it again
Susie has alot of basics. So you're shooting yourself in the foot here
@hybrid phoenix boop
Yeah, I know... I started with her tutorials, but it just... Really drained my enthusiasm 🙁
But anyway, thanks a bunch!
so many 😛
Yup
https://www.youtube.com/watch?v=-SHZ70cKMwE it could be worse, much worse
houdini will consume your soul regardless
let it run over you
For sure
Houdini in 5 minutes by Entagma. Made for people transitoning from other packages. Entagma are the best in the biz.
Not gamespecific though
@hybrid phoenix are you looking to be a lead tech artist?
:p
I'm not saying you should or can but all I knows is https://careers.jobscore.com/careers/nexonamericainc/jobs/principal-lead-technical-artist-dHV4Pcdwyr6PBYaKirYR2p?ref=rss&sid=68
Gotta aim higher !
Also not widely proficient enough to be a lead. I'd need to be more all-round tech-artist than I am right now
there are also a few high quality tutorial series for houdini about procedural modelling
like scifi-stairs, scifi-panneling, and scifi-entire corridors
released not long ago
Quite a lot of Houdini educational material seems to be disjointed and scattered. Most material is either too case-specific or fully generic. Middle ground seems absent. It is likely contributing to steep learning curve. But as with any other software, you won't be able to get good grasp of it, before you start using it for work routinely.
Yeah I’m trying to narrow down projects I can use it for more often. I know the answer is a generic “so much!” But not having used it for more than a little particle work that is just a blank list essentially lol
the way i learned houdini was fairly simple
my initial goal is "i want to learn how to do procedural level tools, like stairs and the like"
so i then found tutorials that did similar stuff
did them
and then went to implement my own procedural stair
https://www.youtube.com/watch?v=DDDdditXhRE basically the first "actual" thing i made
important detail. There was no tutorial about how to make this sort of stair, the one that uses unreal meshes
there was a tutorial about a dumb stair fully parametric (including houdini-side modelling), and other tutorial about how to grab meshes from engine into your procedural stuff
so mixed 2
Yeah I def need to pick up Houdini and stop relying on my art background to just make stuff quickly lol
yes how dare you be good at art
Well I mean my stairs don’t modify themselves like that so objectively im behind on the stair game.
My babies will be smart AND beautiful.
I was gonna write a comment about how you could make the mesh move in mysterious ways because it is ARTE but I don't think that would sit well with users
ahem, getting off topic
what does houdini cost for hobby work with Unreal to make a portfolio? Doing some dungeons inspired by diablo 1 and want them to be semi procedural.
270 a year if you want to use unreal
couse the free educational version cant connect to unreal
also for dungeons you dont want houdini, houdini cant create anything at runtime, its strictly editor-only
^ That makes no sense. There was no mention of runtime. I can't think of a better tool to make semi procedural dungeons with.
yeah build chunks you can load in at runtime
Yep. Anyway. Far enough off topic for one day
if its to build the dungeon chunks, thats something ive done myself. can confirm works great @tidal moth
This was an enlightening read
Another good factor is that companies are ready to pay 2-5 times more per employee for security reasons (no code leak, etc).
https://www.sidefx.com/tutorials/houdini-isnt-scary-part-1-basics/
Looking at these now
Definitely the most well-presented and easy-to-follow tutorial for someone who's got no idea what they're doing I've come across so far
Hi guys, I've been thinking of getting on twitter. i've prob taken way too long to decide this. but I am. My name is Ricardo and i have had the name Cardoor have a long time, mainly from playing games. So there is some sentimental value in it.
I wanted to ask if it seems unprofessional to use ur 'in-game name/ gamertag ' as your '@ x y z' ? or on my game dev youtube channel? Might be a silly thing to worry about but i've been wondering.
That really depends on your
What you've got to think about is whether you want to still be stuck using this name professionally in ten years
I've had many display-names before this one, but this is the first one where I don't see any problems for future me in having this name
I mostly distance myself from tags under professional circumstances, but at work we have loads of people preferring to be called by their tag/handle
My tag's signficantly easier to find me by than my actual name
Because my actual name matches a high-profile pro-gamer
If you're 100% about that freelance life
Marketing is marketing
There are many ways to get into game dev, self promotion is one of them
You can either work in advertising or be an influencer
¯_(ツ)_/¯
I see. Yeah definitely something to think about for me. Thanks for all your advice 👍 🙂
I swapped from a bunch of random names to Partikel when I started freelancing.
@marsh stream It worked for Ninja...
@primal bramble when u say ninja u mean the fortnite player right? i guess i meant from a game developer's perspective as opposed to content creator's
Yeah, I meant him. Fair point, for sure. I think gamertag and real name aren't mutually exclusive.
is freelancing worth it?
you have to actually know the engine before freelancing
i mean as a path
freelancing is one of the hardest things to do
i am currently studying to get in uni
since you have no safety net
you have to find stable work yourself
it requires a lot of self discipline and requires people to acknowledge the skills you have are valid
would uni help?
depends entirely on your role
i am a programmer
And if we’re talking about us uni😜
?
programmer is by far the easiest path, it shouldn't be hard to find a stable job once you're done
I don't recommend freelancing though
at least, not in the beginning
there are no big companies here
or any company of any notable size
people will want to hire a junior before they will hire a freelancer without experience
Programmers tend to relocate to find work
because the pay difference is usually staggering
like a programmer can make 60k if they stay put
or 100k if they are willing to move
or 150k if they are willing to relocate to a high cost of living area
these numbers aren't exact but like
the pay difference usually encourages relocation
so the average wage for a programmer here is around 10K/yr
you'll have to relocate almost certainly
I will say this is especially true for the games industry
As they said, cost of living is a factour.
i would have to spend almost my entire wage on just basic living needs
i have calculated it
well yeah if you want to stay in your country then go ahead. but if you want the big bucks you'll need to go abroad
That much might be enough to rent a closet in LA.
or a vacant lot
Depending on how well the company I'm dev lead for does I make that in winnipeg
but afaik it's pretty common in the biggest cities like new york and silicon valley
I feel like working in IT in the US though you would do nothing but work
depends how you define work
burnout/crunch/overtime is extremely common but you can control it
sometimes
I've been close to burnout a couple times
I mean, I live in Sweden. I am used to 6 weeks payed vacation and nine to five days
Really strong unions
Isn’t the point of working is to work?
Yeah I work a pretty well controlled 8-4 day for the last several years
but there were months where I would just work
in the early days
Of course, don't get me wrong. I just don't want to be like the fellas over at Rockstar games for example
Not rarely sleeping in the office because they feel like no reason to get home as they work so late
That's not a life
Sometimes during crunches sure, but
want a family too you know
I talked with a dude at Ubisoft who told me about family members of Rockstar employees protesting outside their offices as they rarely saw their family member. Like wtf that is crazy
and that 10K/yr is a standard 40 hour week @tidal moth
@supple timber did you understand the point about relocation?
yeah that i will be making more money if i move
so what's the problem
you know its not that easy to move countries
idk man, I've done it a few times already
Wish I could move countries
for work, mind
it's easy in practice, just depends a lot on the responsibilities you have
but if you want to resign yourself to your country, nobody's stopping you
but if you can barely live for a salary then I'd recommend a different industry
companies will give you money to relocate
that's kind of the entire idea
hmm ok
also its not just industry specific
most people here barely live paycheck-paycheck
Had a call with a recruiter for the niche I'm in yesterday, one of her (very few) questions was relating to willingess to relocate
just for the basic living costs
Just goes to show how massively important relocation is in this industry
very few people are lucky or stubborn enough to not relocate
and even so they will at a bare minimum probably relocate once
Personally I'm actually somewhat hoping I get to relocate
I'd like to properly live in a different part of the world, at least for a while
i dont think that i could adjust in another country
But I'm looking for my first non-freelance job, so ya know, that makes relocation a bit harder
then I recommend looking into a different industry
wdym?
Recruiter has faith in my ability to find a job with my current credentials, though
He means that if you don't want to move, the gamedev industry is a bad one to be part of
if you're not going to find a good job in the games industry in your country, and you don't want to relocate
@supple timber Where do you live?
then why would it be worth it to stay in games?
i live in greece
i just love game development
there is not single way i am changing industry
and tbh this level of stubbornness seems ill advised for an industry that is so reliant on teamwork
Since you know Unity you could try coding some shitty mobile games and spam ads
While we're being genuine, this level of stubbornness seems ill-advised in general
That's what I'm assuming, admittedly
That said, with the position you're in
Don't study game-development
Study something broader, like Computer Science or something
i cant study game development
That way you're not stuck in game-dev long-term
Well then that's that problem taken care of 😛
or college
Ah now I know you sounded so familiar. You asked the same questions a couple of months ago
i am just re thinking of it
I mean the answers haven't changed since then
Answer won’t change
so in the end it might just be my age
How old are you?
i am 19
some people join the industry at around that age
Eh, same. But then, I've been looking for opportunities to emigrate for years now
but most join about 24-27
@supple timber Are you aware that you can study for free in some EU countries as an EU citizen?
Either way, as I said
Well, obviously, but don't you get those at home too?
well i still live with my parents
Wouldn't worry about it too much for now, because you'll have all the time in the world to worry about this after you're done with your degree
And you may look at things very differently by then
I mean considering the tuitions can be between 8-19k per year it must still be cheaper I think
But you're only 19
uni is free here
I agree with @hybrid phoenix , don't sweat it
Oh, you also have free uni, I didn't know
Then I would study Computer Science
Same answers 😜
Either go Computer Science or try and impress a company
For me it's always been very clear that I'd prefer not to go to uni for another four years, and that I'd like to get into some industry ASAP
A lot of IT-companies don't care about a degree, as some people with a degree still doesn't know shit
That's fine
They only care about what you know
well my goal was to maybe join a AAA studio
(I'm counting on it myself, aforementioned recruiter confirmed I stand a chance without degree, just my current portfolio)
See I've got to wonder
Degree is good for migrating. Which they’ll need
How'd you envision joining a AAA-studio in a country without AAA studios, without relocating
🤔
well then yeah i would have to relocate
if thats an absolute requirement i think that i will do it
Degree is good for migrating. Which they’ll need
This is honestly the only reason I'm still thinking about getting a degree
@hybrid phoenix if you're 19, it's worth spending the time
But I'm gonna go and see how it goes without for starters 😛
Only reason to get a degree honesty 😜
there's a significant chance that people won't take you seriously at that age
In the long run, yes, it would be. That said, I genuinely think I'll be depressed and burnt out by the end of it
#justsupersaiyan
Yeah, true
I've run into that before
I fully intend to sell myself through my portfolio and CV without mentioning my age
Until I either appear in-person or absolutely need to
(Most people estimate me as being older)
speaking of european AAAs
i would love to work in like at ubisoft
i like their games
@supple timber Ubisoft has a program you can apply to after uni
yep
everyone speaks english
You know English
oh wont they require like french?
well except the Paris studio smh
If you turn out to be spending a good amount of time somewhere, start learning the local language
Lol
Yeah, French studios are a different story
But other than that, it's a highly international industry, and almost every studio I know has English as working language
Yeap. I know that even in vocational schools in Sweden, usually people speaks English during lectures etc even if everyone in the room understands Swedish as well. Since they are preparing for the industry standard
@supple timber https://www.massive.se/job/programmer-743999687955398/
I would recommend looking up job offers like this
It basically tells you what you need to learn
Usually they want C++ experience, so that would maybe be a good reason for you to swap to unreal
yeah just thought the same
Mobile developers would probably rather have C# thouhg
ah yes, mobile, the death of design
i hate making mobile games
I was completely against mobile game development until a few weeks ago. I started playing an online pvp game (pay to win obviously 🙄 ) and I was fucking annoyed with how the people who payed got an advantage.
yeah thats what i hate
I was annoyed until I heard that one of my opponents had spend 800 dollars on the game in like a month
i prefer seeing all players playing on an equal level
Suddenly, I am very interested in developing mobile games xD
Imagine how money you could make from people who waste their money on that
yes, but you need spend on user acquisition first on the incredibly crowded market
and spend your life on designing features around monetization 😛
Can you be visible though?
Well, yeah that's true :/
And it's a lot of luck as well
Imagine the person who made Flappy Bird, what a lucky lucky person
How long do you think that game took to make? Like a few hours maybe, and they made millions
You are starting to sound like a udemy commercial
the ads are alive
Hahhaha
only if Flappy Bird was his only game...
usually mobile studios work on dozen games at once
it's almost as if having a tiny screen for real estate and a single haptic input doesn't lend itself towards dynamic real time games
🤔
@supple timber I work at Ubisoft Stockholm. Let me know if there's anything specific you're wondering. Language isn't a problem in Sweden as long as you know english.
@flat gazelle Let me know if you mind the tag, but you were working on the Avatar project, correct? When did that start development again?
Yeah, I'm not gonna discuss any project specifics 😛
unwritten rule is that project questions in general are "don't ask, don't tell"
I'm aware, I just assumed this wouldn't be too problematic ;3
@flat gazelle what programming language is required?
c++
I'm an artist so I'm not involved in the hiring of programmers I'm afraid, but qualifications in general are less important than being able to show some quality work
a positive can-do attitude, willingness to work and relocate and a slight interest in machiavellian politics
from my limited experience, finished projects are worth a lot more than code
So long as they're not rip-offs or plain pre-made code stitched together
Probably all the better if they're open source, so people can actually see what you did etc
but that's usually not possible on commercial projects
@supple timber from junior programmer candidate I'd expect one of these things - in order to able to judge his skills/mindset
A) Implementation of generic mechanics or game type, i.e. looter shooter, how you would handle basic things like shooting, AI and... Inventory - which is simple concept, but easy to mess up - code around it should be relative simple and easy to understand for different programmer. No complex mechanics required, basically prove you can keep simple things simple, clean and maintainable. As cost of maintaining shitty code is high and would slow down producing a game.
B) Implementing a very specific mechanics or solving specific development/design issue. But I don't think this should be your "first project". Probably better to learn how to implement typical things in proper way.
Although your test from potential employee would be often something like "here's how AI should behave, we give a simple design, make it work"
Hey everyone, don't know if this is supposed to be industry or career, but I was pushed forward with an interview for a game dev company and they use UE4. The req says that they want someone who is strongly proficient in C++ but my resume only said 1 yr of C++ with UE4 and they still pushed me
This is for a gameplay engineer/programmer
is this something that I could still manage with such little exp in C++ with UE4?
If it's a junior engineer position go for it or If they have a position for designer mention you feel more suited for that to focus on BP and some C++. Otherwise it doesn't hurt to just go to the interview for practice unless you feel completely out of your element based on the job responsibilities from the job listing.
During the interview they'll likely ask you technical programming questions related to what you'd be working on which is where they'll find out if you have the chops.
I really appreciate that @barren lotus definitely makes me feel a little more comfortable about the whole thing
@wooden pasture honestly, interviews are the best thing that can happen in your career - you learn so much about things you dont know. What can be better?
Imagine it like this - the company is paying a senior person to sit and go through everything you need to know for your dream job with you.
^
If you got the interview, the company thinks you have the skills needed.
They think you might have what it takes and they like the rest of your portfolio/CV, so you stand a chance even if you're not necessarily exactly what they wanted
I guess this question can be applied to different disciplines in Game Dev but for level design.
Should I create levels for a variety of different types of games? or choose a genre and make levels for that one genre? iguess choosing to be decent at a variety of genres as a level designer or being very good at 1 genre? [asking as a graduate with little to no experience]
@marsh stream didn't you ask this same question a while back?
focus on what you like to do, or, focus on what the studios you want to get into, make
yeh good point . Argh. I guess when you want to get in the industry, u'll do anything but ur right. it wont work unless you love the levels.
I'll have to think about it then. thanks
hi,everyone , i want to know how to home Office
Set boundaries - Set either a physical space like a room, or part of a room as a "work space" and only do work in that space. If that's not possible, set a time. "between 8 and 12 and 1 and 5 I will do work" and stick to taht.
Just try to start off by keeping up a normal work routine, just... at home.
As a #gamedev who has been working from home for the past 5 years (and somewhat a hermit in general) here are some tips.
-
keep your sleeping schedule.
It's easy to sleep in, but it can become a habit. -
Eat healthily.
Speaks for itself. -
Don't smoke at your desk.
- Don't smoke
*25. Exercise. More importantly, leave the house and computer.
perhaps you might not want to leave the house during quarantine 😅
Yes, you might infect the deers when you walk through a forest.
@west sonnet yeah ok i am failing everything
:sadman:
and there are no forests near by
Why not smoke at your desk? I mean I don’t like smoking indoors in general but curious
probably because you don't wanna end up chainsmoking while working
idk tho
I don't smoke
Fire safety, obviously!
COPD is not a pleasant way to die
@supple timber there are way more in that thread :p
yeah same
I read your tweet whenever it was posted and now all I do is smoke
cant blame you with all this stress :p
yeah i still fail Everything
San Francisco just labelled weed as essential
same here, they kept coffeeshops open after a massive run happened when they wanted to close em
have an organized sleep schedule... & smoke
yeah i fail all 24 of them @pastel estuary
contrary to popular opinion, smoking weed every day is not good for your health
:sadman:
just eat it :p
Buy some applewood and smoke... a delicious meal
only eat healthy smoke though
although I am the ultimate hypocrite, I took it as a challenge to ingest weed every day of 2019
mesquite > hickory
did so from my 18th till my 28th year. its not that good for your mental being either :p
ayyy
Anything is better than hickory
The key is moderation. One or two puffs or small edible dosages. Get the benefit of freed mental blocks and not the haze of being actually high.
I mean minus if you are going into work obviously. Unless you have it for medical reasons? I don’t know how that works tbh
so, microdosing
Yes
depends on the company
though, once someone who finances enters the building, they want you out of their sight :p
anyhoe, while an odd topic for career-chat... /shrug
Has anyone ever had a role where they solely worked on blueprints?
I'd be very surprised if that were a thing outside of hobbyist indie teams
Follow up question - how transferrable is the blueprint knowledge to C++? Really enjoying using them lately (as an artist).
Blueprint knowledge is... Decently transferrable?
The logic is more or less the same in C++
There's just a lot more complexity involved in the entire process
Basically, everything you've learned for BPs is very transferable
The same stuff just without the clarity? 😄
You'll just also need a whole bunch of other stuff to do cpp properly
If you haven't programmed before, learning to deal with syntax will be a pain for you. Add to that C++'s pointers and such, and you're in for a treat
BPs teach you the words, CPP requires the grammar along with the words
cpp is just a bunch of nonsense
it's all fake
classes don't exist
it's all just static functions
and memory allocation
and this one thing called a vtable
^You can safely block him
haha, it's true though
I've done some swift before on a separate topic completely, got stuck with it but in turn it aided the BP learning, just on how things are spread apart and the ways in which to reference each other
cpp is apart from other languages as the well is very deep
but it also allows for the highest speeds and general optimizations
I'm great at C# and blueprints
Never bit through the sour apple to learn C++
It absolutely sucks
the syntax will be largely the same, but you'll have to figure out how to play with pointers, when to allocate and deallocate memory, how to avoid dangling pointers etc.
how to use variables as references and how to dereference them etc.
Can you substitute C++ for C# in the engine?
Nope