#career-chat
1 messages Β· Page 80 of 1
i just dont know how to get started
are you going to hit it from a programmer or artist perspective ?
a tech artist is a unique combination of a engineer / programmer and actual artist.. but who knows how to break things down
it might not actually be what you want
I always start these projects with this super clear, amazing vision. I know exactly what I want. I just always give up, even if I still like the idea.
that's because your ideas are to big
im split between artist and programmer
noone can keep them inside there heads
write down the basics of it... always
then split it into parts
keep splitting it up as you go along
don't try to do a massive thing.. keep it real
your 1 person.. not a 500 person company
and if you wanna do a MMORPG.. I'll block u right now
no lol
ive never even considered that
ive thought of a 5v5 close quarters game
lots of singleplayer games
nothing like that, though
would a portfolio be mostly materials/shaders, actual games, or just a combination
@bronze dew I had an idea for a singleplayer game with a lot of atmosphere. My ideas come from my artistic side, so they're usually quite nebulous and hard to put into words. It's a 2nd person game with some modern-steampunk design. Probably set in Industrial Revolution London. It's always night and it's usually raining. Thought of adding detective and rpg elements. Draws inspiration from Bioshock Infinite, a movie called Hugo, a series called The Man in the High Castle, and lots of piano music.
if its just for portfolio, focus on things you want to be hired to do. don't make the mistake of not applying anywhere because the mmorpgfps for portfolio isn't finished
if its just for portfolio, focus on things you want to be hired to do. don't make the mistake of not applying anywhere because the mmorpgfps for portfolio isn't finished
oh, this is an amazing tip! If i were to, let's say, focus on Game Design, what kind of projects that has a high value? short games with unique designs? fleshed out GDDs? I mean of course, besides portfolios from previous studio experience.
@formal birch For game design, start with a small, specific idea, and flesh that out. Keep your scope reasonable, and see that one thing to completion. For beginners, it's really easy to get mired by the details of a "pie in the sky" project. Better to have tightly focused, small experiences, that really explore an idea and show your thought process
Hi everyone.
What do you think about the future of houdini in game industry? I mean if I want to become an environment artist should I learn it now? (btw I know programming)
Yes
Definitely yes.
Yes
ok then. thanks!
just dooo it
@bronze dew I'll start tomorrow π
All the cool people are watching it
agreed.
@pine dagger Familiarity with Houdini is definitely a plus, but far from primary perk for environment artist. Also it is a tool, not a skill. If you skip on essential artistic skills and conventional modelling techniques on your way to environment art, your path will be slower and harder.
Houdini, applicable to environmental art, should not be your focus, if you are just on entry.
@ashen lynx Thank you ! I'll keep that in mind. The problem is I come from a coding background and I'm a bit confused about what path I should take.
code = much easier to get a job
@bronze dew But I like art too!
become a tech artist with a focus on tech.... that way you'll still get to do art.. but be able to get a job π
^can confirm
Very happy with my niche specialization
I also wanted to do art but am really more of a programmer
Am now a technical artist, which is definitely my favorite branch of work in gamedev, and it's in-demand
for years.. I swapped between doing tech jobs and art jobs.... but over past 6+ years.. I've been able to combine both
but you need a certain drive to make it work
I see courses existing for this kind of thing and I despair... it's not something you just teach ppl
sure.. low lvl stuff is teachable
Definitely
You need an inherent understanding of the tech side
As well as the inherent understanding of the art side
And then you need to decide that actually you don't want to do them separately, so you're going to try putting them together
At which point you further your tech knowledge to specialize in the rendering pipeline rather than just general programming stuff
(At least that's what it's been in my case, and for most other tech-artists I know)
Because you just really need to deeply understand both tech and art
And then on top of that you often need to be rather social as well, because you're in one of the most consultant-esque role in gamedev
(Because guess what, you're in the middle of the programmers and the art department and you've got to make them work together and fix their shared issues in ways that are acceptable to both)
Could you explain a bit more? What should I learn? What do you do exactly?
@hybrid phoenix It's interesting!
What a technical artist actually does varies wildly per company
At my new job, I primarily handle lighting and materials/shaders
and changes massively each week
That too, yeah
As for what you should learn..
I can give you a decent path on pretty much any role in gamedev, but not for tech-art
I've covered everything from optimisation of lighting / textures 1 week.. then the next week. .developing an interface for 3D displays with eye offsets and dynamic camera systems
The best path I know for tech-art is to do the artist path and the programmer path separately
And then end up mashing them together
yeah.. and that's what stumps most ppl
But that takes massive motivation to do, because you need to actually really want to do both
@pine dagger how far out are you from applying to places?
it's like.. 1 tech artist to 400 artists
So basically I should learn everything about art and programming π I like it
Yup
but the thing is
you can't learn everything
you just need to learn how to break things down.. and how to connect different bits together
Tech art is very intuitive business
seriously... technic will teach you better then most uni's
But the intuition isn't a very common kind of intuition, because it's a weird mix of stuff
@vocal meadow I am currently a computer engineering student . year 4. so I guess I have 2 or 3 years to learn
I've been doing a mix of it for 20+ years now... and I feel newb still
@pine dagger Do you have a strong desire to make pretty things?
would recommend just getting used to learning software no matter what position you potentially look to fill
@hybrid phoenix Yes
python...
Then start making pretty things on the side
learn python...
it's my 1 regret...
I don't know it myself, but I like to tell myself I could get into it easily
feeling like you have to learn everything under the sun is counter productive and probably stressful. since you've got some time would just hone in on what you like to do and get a better idea of the future job title for it when it materializes
I'm a programmer who can't do traditional text scripting properly...
Got too stuck into visual scripting? @bronze dew
I've been exposed to normal scripting since I was 7 years old...
But...
Lol
but I understand how to code well LOL
@vocal meadow Yeah you're right. I probably overthink it
@hybrid phoenix so visual scripting works a treat for me
I know a bit python.
but not being able to code.. slowed me down massively in my early career
@bronze dew How did you start?
its possible you end up liking to do it all erfan, but shouldn't feel like thats a requirement. Though if thats the case, a smaller dev team where you have more luxurious hats to wear is something you should consider. The big studios don't have as much use for these types, but its good to be well versed in things
my dad locked our home PC behind a batch file that obfuscated everything by offsetting names of files
Tech art! I love tech art
I entered tech art through my silly programming exercises and little projects of writing software renderers and similar stuff
@vocal meadow big studios are begining to see the light for tech artists
i meant more in terms of responsibilities
I've seen a mix of massive amount of responsibilities and very restricted.. it seems to shift a lot
it's partly a problem with being entirely to useful
tbh i'm not sure what tech artist means so i'll agree with you π
it kind of is just like: do it all?
what don't they do then?
they generally wont do just 1 thing π
music?
<- trained musician
Learn to problem solve, learn to be comfortable being scared and confused in a new software/environment/engine.
you got it @flat gazelle
@flat gazelle yeah I like problem solving
I'm not an artist, I'm defenitly not a coder, but I am very much a problem solver.
we must attribute a title though glad. thems the rules.
It makes for fun estimates. Hey, could you make this thing that's never been done in a game before? Sure! How long will it take? Yes.
Then I pick the title Overlord.
@vocal meadow tech artist is a broad term that maybe should have been split into like 5 terms, but maybe not
@flat gazelle that is the bane of my life
It's happening.
well
But there's a whole range of tasks that start with writing engine code and ending with 3d modelling and texturing
The specialization of Specialists is happening.
There are simulation VFX artists and UI Tech artists now.
you can have "Charector Tech artist" Or "Systems Tech Artist"
You might need to do a few 3D models or textures as a tech artist, might not. Won't be doing 3D models for the sake of doing 3D models, but might have to make 3D models just for technical aspects of it
"We're trying to figure out a new workflow, come help us make some assets with this new workflow and iron it out"
Idk
lol π
Source Engine eyeball shaders supported eye dilation, but I don't remember if that was ever used π
Thank you guys. This was really helpful! I'll do some more research. I'm really interested
I missed out on a good chat π
Why is it that most people active people in here are artists as opposed to engineers? π€ I feel left out π
engineers exist here also.. but most of them have zero time as they are fully employed hehe
im a 3d modeller here
your portfolio is going to SUCK so much if your trying to do it solo
Yeah, it does π
@vocal meadow In my experience being a technical artist is basically; someone in the art department has a problem, or someone in the programming department has a problem with the art - whatever it might be exactly, it goes to a technical artist to be solved
So tech art is very much a specific specialization, but you need a generalist background in order to make it work
@plucky hatch p@t is correct. This is not a recruitment channel. Feel free to post in #looking-for-talent for that (read the pinned message in that channel for instructions)
cheers
Hi guys, If you are applying to a company and they don't mention a cover letter, should I write one?
I know this might seem obvious but I've read different answers to this (mainly yes always or if its not mentioned. dont) so Im unsure.
Err on sending one, they take 15-30 mins to write.
Yeah the time to write one isn't the issue, its more the way they will interrupt my decision to write one or not . As in "He wrote a cover letter when we didn't ask for one, he doesn't read instructions" or "he took the time to write a cover letter when we didnt ask, thats initiative"
Either theyβll read it and throw it away or just throw it away immediately. Either way, send your resume with a customize cover letter. Studio gots some issues if they throw out your app on the basis of the presence of a simple cover letter. So consider it an warning system π
Alright understood. Thanks π
Hey guys, you should make a Harry Potter rpg game.
you licensing the rights?
Get the rights from NBCUniversal and Iβll gladly make that franchise specific game.
if you dont have the rights then change all the names of the places
and dont use harry potter
How is it still a harry potter game, then?
perry motter school magic
why not marry hotter? π€
haugwertz
Hogpimple
On a more serious note though, at what age did you (or the average dev) started professional work? π€
I would
Positions you can include in your resume, that were paid
- by a legal entity
20
or maybe not by a legal entity, I guess freelance counts?
everyone is a legal entity
Next question, how do you define "seniority"? I see firms giving you that title at 5-7 years of experience, so roughly 25-30 years old on average π€
But it feels reaaaaally loose, I don't quite grasp what "senior" even is anymore
If you made the mistake of getting a game design degree + the standard 1-2 years unemployment (for that career). Late early 20s-mid 20s isnβt a far off estimate
I mostly started at 19-20-ish
Degrees are too mainstream, I guess π
I admittedly am horrible when it coems to career management, though
I just happen to find jobs is how I've been going at it so far
I made this mod and got a job working with strange hardware from it. https://youtu.be/H9tAGGp93oM Didn't go to school or anything, just word of mouth got me first job
seniority is anyones guess btw, its completely up to the people applying names to roles
Thats some video quality my man π
old digital video camera of age
Looks ahead of its time though bad phrasing
Now he makes magic water
essential oil of dihydrogen monoxide
Thought it was dehydrated dihydrogen monoxide
What is magic water? π€
hydrating dehydrated dihyrdrogen monoxide with exfoliants and antioxidants
Prefer to just set it on fire
lol, yeah.
I've never really been interested in studio work at the big companies, have worked to get in a place where I can share experiences with the player that I find interesting and magic water is part of that.
Amen to that
Its different now with how the industry has changed from when i got into it. But that said, you can still lose everything making games as most who try this path have (including myself). Just saying this cause it'd be misleading to not mention the hardship
@mystic hull being a senior does not mean years in industry
it's more based on your role... specifically leading others
admittedly your more likely to have been around a while if your a senior π
Next question, how do you define "seniority"? I see firms giving you that title at 5-7 years of experience, so roughly 25-30 years old on average π€
@mystic hull it's because industry is/was really young, different countries "mature" with different speed
majority of devs finishing The Witcher 2 was under 30, older guys or guys with kids were rare
in such environment you actually marking senior anyone who already worked on bigger project, finished it up, was in proper place to mentor noobs
and such senior could become the department lead at the first oppportunity
and it's was quite common to jump from Junior to Specialist within year if somebody was simply good/effective
now it often slow down, it's weird to make guy with 3 years experience a senior if you have many guys with over decade experience (veterans!)
however, it's also just labels...
bigger studios need this basically to justify salary tiers (if there are tiers, not just everyone negotiating his pay individually), and this became a funny thing when company runs out of ranks: junior, specialist, senior, lead
and then you have guy is better than "usual senior", but lead position is taken? who's the guy? "principal" or sth like that... could be also called Palladin, if you ask me, all just labels... π
another take on this: senior is the guy who knows his stuff, he's planning his implementation better thanks to experience with prior projects - not just to have the feature implemented, but to foresee possible issue: performance-wise, how to make so would be easy to others to use it, how to make so it would survive design changes and won't have be refactored just a month after implementing it, etc.
and so many people in small teams have no idea how implement things properly or design systems/tools, so if team have a guy who see dozens of failures in team operations just by coming to the office and starting work... he's your senior and he's gonna ask you to change the way you work π
First job at 19. First senior role at 24ish. First associate lead at 27 or so. First full on lead at 29/30.
That's quite neat o_o
And titles are funky. Leads and expert/principal tracks are not the same.
I'm lead over a guy with twice my experience.
But he's an expert/principal.
I wanted to be lead. Then I hired him.
He used to be my boss at a different company
When I was associate lead, he was Lead
Lead is a separate track with more managerial duties, like staffing, planning and training.
Experts are just really fucking good at getting work done.
Ah, makes sense π
This all varies a lot between companies. Ubisoft has a fairly short ladder with pretty well defined guidelines for promotions. EA has a lot of grades and a very convoluted system. I mean, I think it starts at like grade 12 or something :S
And those grades can then translate to weird titles like senior desinger 2.
Which is higher rank than senior designers.
And so on
It's varied and messy AF π
Oh god the grades
Ehhhhhh the heck tbh
I've always preferred working in smaller teams
I can just participate a lot more, it feels
I think some Director levels start around 24
I can't even remember what I had
Ubi is easy by comparison.
Master Lead Expert Important Person of Experts Extreme.
lul
Environment artist 1= entry
Environment artist 3= senior
Junior -> Intermediate -> Senior ->Expert/Lead depending on what you want.
Yeah, and that's just the HR side of it
Then the grades change names between studios
As many EA studios don't want to use the levels, and go junior, associate and so on.
So comparing two titles is a pretty pointless task
Yep
I'm more or less trying to figure out what my title would be in my next job
Or rather, what I should call it, in my resume π
Next time I'm putting out a CV I'm changing my freelance title to second assistant janitor.
one man company = Pick any title you want
why only one?
Huh?
Because no one will take you seriously. In which you demonstrate that you cannot commit, work in a team, nor specialize in anything
For my regular job I just put ion whatever is in my contract.
Is it normal that an investor could get scammed by a dev though π€
@flat gazelle in one man company you are CEO,CFO, VFX Director so why only one
Because I'm only one person and titles in one man companys make no sense.
So I just pick one.
I think mine says VFX Director just because someone else did that and I found it funny
what about 3 man companies? π
Just send a mug shot of you with a pair of tryhard glasses at that point π
If you have a 3 man company, 1 needs to be a shaman, and the other one - a bard. Third one will actually work. Shaman will boost your luck. Getting nowhere without a skilled one. Bard will keep morale high. And the third guy will do rest.
Yep. I've never seen a bardless company of more than two people succeed.
Quality tips you guys π π
fortunately "technical designer" does a trick of labelling person capable of design and programming
and "designer" already contains 20 different roles... so... π
technical being the designation of programming?
kinda π
Isn't the guy that just do docs?
thats the technical chief senior of documentation authority
Programmers should be called black magic specialists
More like arsonists and firemen
that works, too
Isn't the guy that just do docs?
@mental drum source code is the best documentation π
Or the worst, it depends, I have seen a nightmare write in 4 different languages back in the time spanglish^2
:p
Tech Artists can also be called designers if they create systems / workflows... weeeee confusing
@bronze dew those would be Tech Designers, who are more focused on design than art needs
they like to mix things up in my experiance
I think it all boils down to the company your with and how many shoes you gota fill (especially if it's a smaller place)
hey guys, just had a question in regards to portfolio level demonstration format ( level designers), wanted to ask your thoughts for what some of you would be considered a 'better' or more valuable to recruiters:
- Screenshots of level
- Video Walkthrough [camera travelling through level]
- Video Analysis [a video where one discusses the level, how it was achieved, the research conducted, one's thought process]
- Blog with video walkthrough [same as #3 but in the format of a blog with some images]
5: playable level
the rest is just a way to lure people to download and open the level
decent video would definitely help, but level designer would be immediately asked to create a "test level"
perhaps not if your downloadable level already works and shows your skill
@gentle chasm ah ok. So when you say a decent video do you mean the analysis of what I did? or just a walkthrough? As for the playable level I could just attach a download Itch.io link or something under the video?
both approaches sound good - it's all about to show you know what you're doing, why things are done this way
not just random placing cubes π
whatever it's easy to click & download π
I got level designer quickly hired after he sent "video overview" and ready-to-play level in genre on which studio was working on
ah Right. Got it. Thanks a lot @gentle chasm . Really helpful info! π π
Wouldnβt say itβs critical to have playable for portfolio, Would put emphasis on need for pictures and video much higher. Itβs a safer thing for the company to review. Personally Iβm careful to not download random binaries, but might as well link to it if itβs there yeah
@vocal meadow mind if I PM you?
I wonder if it would be possible to write down FAQ article for people trying to get to the industry... a basic reference... π€
yeah that would be cool
I agree that would be fantastic
s maybe some day π
it would be help it they would fire me from my job, would have more time for community service π
hello everyone
curious about how people handle things in regards to looking for jobs/being recruited while still at a job. A recruiter messaged me about looking for an intermediate unreal c++ programmer, but held back the name of the company/specifics in general.
I'm interested in hearing more about it but it's not like I'm looking to switch jobs right now. Im mainly looking to get some more information to get a feel for the national industry.
should I just answer "I'd like to hear more" and in the end still say "nah sorry"?
If you determined at this point, that you'd inevitably go for nah sorry, why bother ?
The odds of you actually getting meaningful information out of it without putting in proper effort yourself are rather slim - you'd also be massively wasting the recruiter's time
because I'm curious about the state of the industry and to position myself more strongly in the future, when it comes to wage expectations, benefits etc. @ashen lynx
and yeah @hybrid phoenix that's what I've been thinking might be the case, hence I wanted to see if someone has some experience in that regard
In response to what you said to Deathrey; talk to people in the industry that are willing to talk about it
Perhaps consider analyzing state of the industry without draining recruiter's time ?
Heck, that recruiter might even be willing to talk about it with you for a little bit if you're open about it
now if information was readily available I'd gladly do that deathrey, please don't act as if I wasn't considering that given that this very reason is why I'm asking in the first place π
goosey, I found it particularly hard to find someone to openly talk about the stuff I'm doing because here in Germany I find many devs use unity much more so than unreal, and then finding people who talk about it is even harder. Perhaps just asking the recruiter for some more basic information about the job could do the trick already, you are right
You'll likely want to talk to people internationally
Your odds of finding a job in the industry are significantly higher if you're willing to relocate
definitely, but I'm not looking for a job right now but rather I want to be able to evaluate my options better in the future. I have a job rn I'm happy with, but I might not stay there forever
As far as I've seen, salaries and benefits very wildly throughout the industry - even in the same place
if that's the case here in Germany as well then I guess the point is moot
thank you
Quick question that I'm sure gets asked every day or so. I am a programmer who us going to school (online) for software engineering, I shipped a game to playstation, and I am working on a second game currently. Now that my background is out of the way here are my questions
- How should I present my portfolio? I want to just put a video of me walking around but is that impressive enough?
- Is there some steps I could take to getting a job soon? (Ignoring covid for the sake of information)
I am working on my degree but it wont be done this year. Is there anything I could do that I would get results sooner?
You don't need a degree to be hired as a software engineer, you need things done and demonstrable experience for the most-part (purely my experience)
So yes, if you can catch a recruiters' interest with your portfolio, then nail the code test & the interview, you'll be hired π€·ββοΈ
Has nothing to do with your degree, degree's just a plus, from my experience
not the main
I've not worked for AAA studios though, so take with a grain of salt π
Yeah that's why I am not really focusing so much on the degree. I really think I could find a job without it. But I haven't so much as seen a code interview. I'll have a recruiter reach out to me, I'll send them my resume and it kind of stops there. I can always rewrite my resume etc. But I feel like a portfolio might help me out. I passed the c++ competency test on LinkedIn and maybe could possibly take some certification classes. I also dont mind what area I am in. Whether it be software engineering or a gameplay programmer. Honestly I'd be up for anything I'm just not great with art hahaha
Don't do that kind of certifications, get the degree and make a portfolio
Did a couple of these tests, very superficial.
And yeah well, it's a little harder to demonstrate ability as ap rogrammer π
Yeah the degree is another 2 years off atleast. So I 100% am working towards that but as of right now I feel capable of a junior role and can pass practice code interviews.
Was just kind of curious if there was a quicker (doesnt have to be easier) way
For myself it was mostly getting lucky
Wait a bit for some of the more senior dudes in here to give you some hints, maybe π€·ββοΈ
For sure. I am very aware that luck is a large element to all of this
Walking around is not going to impress anyone. Not unless you've made 3D QWOP and provide source for eval
But you don't have to go that far, an impressive port piece can just be a nice twist to an existing mechanic... but you have to demonstrate why that's very cool quickly.
Take a common take-home-test case, eg: Make the standout mechanic from _INSERT_GAME_ and do that in an interesting way that isn't straightforward and demonstrates elegance.
Have some Github presence too
Well, that's doable I appreciate it
For the portfolio of a programmer, should it be something like full projects? Or more like just the demonstration of core mechanics with basic graphics. Asking this because in my specific case, the mechanic which I aim to achieve pretty much comes along, but the looks? nope.
same things applies to animators.... can you make a sphere funny...
Both are fine @vale belfry
In either case, it needs to prove you're a competent programmer, so make your source-code available
Yes, I have most of my projects uploaded to github. One more thing, does having a github presence a major factor?
I mean, all I do in github is upload my projects basically so I can access them later easily. Should I be looking into contributing to issues also?
hi , can i find job (outsource) here as junior 3d artist ?
No. #looking-for-work , check the pinned message
@vale belfry Speaking as someone taking a coding bootcamp, I was told on day one that employers check your github to see if you're coding consistently and pushing to github. They want to see lots of green, especially the dark green. They want to see if you code in your free time, if it's something you are passionate about or something you only dabble in.
@supple cliff Gotcha, thanks. Will push daily updates now instead of functionality by functionality.
Orrr I shall proceed to update my read me everyday xD.
I'd like to comment on this; I think companies looking to see contributions made by interviewees on sites like stackoverflow or github is asking too much, but depends on the job. If someone is looking for a reasonably competent coder, there are so many ways someone can demonstrate competency; tests, proposal of a problem and traversal of a solution, source code, ask someone to read some snippet of code and ask them to tell you what it is doing, read code and spot the error(s), how about a conversation.... People are entitled to have a life outside of being on the clock, and if someone frowns on you for not contributing to some opensource project or a community forum when off the clock (or never going off clock), or coding in your free time, I would not give them my time and go somewhere else. These days, businesses seemingly expect/invade more and more of that off clock time
Anecdotally I have a terrible github presence and it didn't matter for me.
I've done quite a lot of programmer hiring over the last couple years now, I am the lead of our dev team
1: Github is not required. It just looks good to have it on your resume
2: Having really bad code on github is worse than having no github
3: Activity on github doesn't matter to me when evaluating if you get an interview, but if you are more active and interact with more people your chances of getting noticed increase dramatically. We've hired more than one person through their open source community efforts because they've worked with our company on open source packages we use.
4: If you are brand new github helps you stand out a bit. You are competing against many people with similar experience levels to you(a university education and maybe an internship or two), there are many applicants with that background and level of experience. You want to stand out with something more. If you are 5+ years experience it isn't necessary at all.
@nova tartan well written response. I like to look at it from another perspective: Do HR reps continually contribute to HR related communities in their downtime? How about sales people or CSRs? I feel development has this unnecessary, and unfair stigma attached to it that says, if you're not coding when not sleeping, you're not worth the money. I think an equally impressive way to stand out is with a very polished resume and a cover letter that grabs attention. Show you know who you're talking to, sprinkle a little comedy, make sure you map job expectations/experience/responsibilities to your experiences. HR is usually doing the headhunting (not always, but usually), then passes applicants off to departments. Assuming this is correct (which in my experience it is), you [unfortunately] have to grab HR's attention first, and the only way to do that is to wow them with a standout resume and awesome cover. There has not been one job that has not called me that I did not supply this stuff for.
Does anyone else get stuck on "preparing epic games launcher"
I have to delete the appdata EVERY TIME to load it
fair
@nova tartan @fading scarab Appreciate your responses! Thanks!
And yes, I'm still a university student so looking to maximise my chances.
Hi all :) Been kicking around some ideas in my head. I'm a senior dev working in FAANG, and I'm more or less on-track for PE over the next couple of years. But my heart is really not in it anymore. I've always wanted to do something in this industry, but I haven't been in the right place in life to make a serious consideration until now. Over the next year or two, what would be a good path for shifting industries? I'd be interested in working on either engines (even working on Unreal would be really cool), or working on the cloud platform side of things. Ideally, I'd like to find a role where I'm doing a good mixture of design work, but I imagine that's a pretty unrealistic expectation considering the shift in skills required.
So what I'm wondering is, should I wait until I'm a PE, then hop, or will it not matter that much.
Time is on my side here, so I'm really looking at a 3+ year timeline.
@ivory olive you're right you don't need a degree, but you still need to get one to get in the door. I was in the same boat, did a ton of coding even in high school and I kept applying for jobs myself until I got one. That job gave me a ton more experience and opened the doors for even more opportunities. I think a recruiter will put you low on the list since a junior position nets him less $$. He will prioritize his other clients. I would apply to as many positions myself with demos of games, feature demos, engine work, you've done(maybe post them on your website) while you pursue a degree. If by 2 years time you haven't landed a job, the degree will likely get you in by then. If you got a job, then you have a choice to work full time but I'd only do so if, 1) You're going to learn code theory(not just application) on your own and 2) the Job you have is a good job, can teach you a lot, and will be a huge thing on your resume
Yeah I understand that, I think the degree will help, but i know that it's kind of a fork in the road. Either I just finish my degree and wait 4 years. Or I do a myriad of small projects just to show that I am able. I think the better move is to do some plugins and useful features with the unreal engine, some other work, and finish my current game. It's all pretty much solo work, and I was kind of hoping the stigma of hobbyist work being next to worthless.
Not sure how you can't do that while pursuing a degree?
Having a degree will also make it easier if you decide to change industries while still early in your career.
More like: get a degree then spend the next few years on a myriad of hoppy projects
Though once you're in for a while, experience will win out regardless of your domain.
For example, if you don't have a degree but 2 years of games industry experience, it's still gonna be really hard if you want to hop from gamedev to say, fintech.
But if you've got 5+ years, then it's not gonna matter much.
@ivory olive Like everyone is saying. I think a degree is a no brainer, gives you a ton of options. Do the demos on the side.
Apply for work while you're at it(this takes a lot of time too but it also gives you experience selling yourself. Once you're out of school and if it takes you years to find a first job, people can look at that suspiciously)
Yeah for sure, I'm doing both it's not a mutually exclusive thing for me. The original question I had was not "which should I go all in on" but rather I was curious what specific things would help my resume.
Good resume pieces: Do a major side-project with a lot of technical depth. Take an OS class and put the OS project below your original project.
There, you now have a highly competitive resume for a new grad.
#1 degree is big, launched games is #2 and quality of games(flappy bird is ok..it's better than not launching but it's better to launch say, a fully functional match 3), Number 3 I'd say tech demos that shows you understand a lot of the tech, i.e. your own cloth simulation, global illumination engine, etc
Alternatively, a plugin or a suite released in an asset store.
yeah that's a good one
If launching a game isn't feasible for some reason, asset store stuff is a really good alternative.
Launching a game requires resources that you may just not have.
Yeah plugin was one of the projects I listed above. I also have already launched a game
What world do you live in where degree matter in the game industry? π
@west sonnet Yeah, which is why I'm more or less obliquely mentioning that you want a degree incase you get into gamedev and decide to run away ;P
Having the degree is really helpful for keeping your doors open.
It's more about when you're first starting off and you need to get in the door
I'm perfectly capable. I think I am going to follow the advice that of one of the initalial responses. I've spoken to many people that work in companies like blizzard entertainment and their number 1 thing is titles that have been shipped. And I will keep working on that. Obviously I am going to work towards my degree, but I am really looking for an oppurtunity before 4 years from now.
For the game industry. A degree means nothing. As birdwatcher stated, itβs for when you want to switch career. And for immigration
My name is right here my dude. :P
I don't know much about immigration, but yeah, having a degree is probably critical for visa.
there are 2 birds and a cat here...
@tender canyon have a internet peck on the cheek π
Yeah I mean I've been coding video games and personal projects for 12 years with 1 professionally shipped title on playstation. I am not worried in the slightest about switching careers once I am in...
blushes
@west sonnet I think not having a degree still closes a lot of doors for you even in the game industry, especially when you're entering. There's a lot of qualified people. Unless you're talking about indie games then a degree does matter and give you more available jobs.
Closes?
Yeah closes, it makes sense, it doesnt look like a typo
(I edited sterlin)
Ah
Again. Would like to know what world you live in. My certification is currently used as toilet paper. Very very expensive toilet paperπ
California
Seattle.
Ton of game devs here...easy to get 1000 resumes
Same
junk the ones without degrees usually..it's a thing
Won't confirm or deny that
I've talked to a few recruiters and they sometimes say that it's not required but I'm certain it's just based on what that company values and what position.
Generally, portfolio is what matters. Walk the talk
Experience is way more valuable than a degree. Got my current job without a degree and before that had a few big AAA teams reach out to me just based on the plugins I released and my personal project
@wary idol Can you PM me the plugins you wrote? I'm debating if writing plugins will be a good move for me career-wise.
I just want to see some examples of work.
Sure, give me a sec
Thanks :)
I've used my degree a total of... never...
it's more important if your dealing with the "scientific / research" areas of gaming.. such as physics.... simulations... stuff like that... but you don't need it for art... you just.. don't
I've dropped out twice. #NoDegreeLoserClub
Both was because I got jobs that were more interesting than the studies, but still.
Talking about degrees, I am in the last sem. of my Computer science degree, went through some shit, flunked my 2nd year, got back on track. I wanted to get in the industry so I got a job as a QA tester. Happy as I am now, I want to switch to the dev. side of things. I am decent with C++ and I've been learning UE lately, its really fun. Now I have a marksheet that looks really bad and no experience as a game dev. to show. Someone said something about a portfolio, What sort of portfolio should I be working on, so a recruiter would look over my marksheet which has more than a dozen retests on itπ ?
Plugin, small project, system showcase, repos, open source contribution
Literally any of that
Hallo all!
real world does not care about marksheets
Does someone of you have an address where can i look for some work regarding UX Research/User Testing?
that was fast. π
My coworker is giving a live-stream presentation on breaking into the industry and power of failure at The XP Game Developers Online Conference: https://mixer.com/XP_Online
Just a quick question, am I the only teenager here?
Probably
I'm 20, close enough :P
You're definitely not
tooo old π
Signed my contract for my new Job!
Eyyyyyy congrats! π
Moving from Troubleshooting TA to Environmental TA!
no more trying to make VR work for me!
5 years.....
I want to celebrate
Just fixing things for years... pays well... but itβs hard to make a name or move forward
Nice! Going from making things work to making things look good is a fine move!
Can you disclose where you'll be working?
Congrats @bronze dew ! π₯³
Woo
@marsh stream thanks :)! @hybrid phoenix Untill I have been there a couple weeks... I think it would be.... inappropriate π
This is not the channel for that. @zenith prairie Please use #looking-for-talent and refer to #more-resources on how to post there
^
Alright, thanks for the heads up
(Probably I do not have enough information) But where do I exactly find open source games to contribute to? As I look around github most are years old or just small solo projects?! Where can I find something I can contribute to? Or are the smaller solo project issues I should aim for?
There aren't many open source games, really
That defeats my purpose. I cannot actually commit that I'll be able to do it. Open source contributions are better that way, I can see the problem, try to solve it, and if I can, do it
theres that ocean project, you can ask the devs if they accept contributors
which is why I think asking people for permanent rev-share roles can be quite a mistake, why not ask them for small contributions?
@patent mountain could you give out a link or a full name something for me to go search for?
@mystic hull will surely check that out!
Still in it's early stages, but you should find stuff there to do sometime soon
i know EvoPulse is specifcally looking for help with inverse spherical vector math (but might be looking for more as well)
and hes on discord if you search his github name is the same as on discord
Inverse spherical vector math. That doesn't sound like something I can help with for sure :P. But I'll look into other issues as well. Thanks!
LoL
hi does anyone use a macbook here
For UE4? I seriously doubt it
what do you think someone of my modelling skill should charge say hourly for commissions? https://www.artstation.com/deathblossom47 (my portfolio)
im new to commissions and i need advice π€
ive heard double the minimum wage of your country but i think thats for more advanced people
than i am
It is a skilled job π€·ββοΈ
Shoot higher than you normally would. Chances are, the rates will be haggled down
Worst case. Look at the income reported for full time
Then the income reported from the clientβs area
Of similar position of course
i heard it comes down to how skilled someone is
Thatβs true for anything
Look at entry level position for reference if you lack such confidence
its less of a confidence thing more of a idk how good i am and stuff
like i find it hard to compare something i make to something someone else makes
and i dont want to get ahead of myself with things like prices
Thatβs the definition of confidence. The certainty of truth π
fair enough
This is something more so gain through experience. Youβll make many mistakes initially. Deal with bad clients and whatnot. But know youβre at least building up experience in how to market yourself
though Iβm of the philosophy that bad clients are a waste of time
That will be a bitter lesson π
thanks
@hallow tide in America maybe $15 per hour or so? Your modeling is ok, you probably need to work on your smoothing groups a bit. And you could use more tris on things, especially for portfolio stuff. Donβt wanna give you a full on portfolio critique cause you didnβt ask for it, but id say that sounds like semi-reasonable rate to me judging by your portfolio.
Thanks, I'll look into smoothing groups since so far I've been using blenders auto smooth thing
If you charge as low as $15/h you are part of the problem with this industry. You are driving the race to the bottom. Please don't.
I think some smaller studios from USA hire contractors from developing nations at around 15-17$/h. don't think they offer more. so it depends where you are
If you're just getting jobs off the forums, this discord, or other communities like the forum or this discord... maybe.
And the only way to make them offer more is is people stop accepting such low bids.
^
@flat gazelle yeah but it's not a low bid. it's a huge salary, especially if it's full time. did you know average salary in Moldova is $350? why would anyone there NOT accept $2500?
sigh Fuck it. I don't freelance anymore so I don't care. You can tank the freelance industry if you want. At least you know YOU are the problem.
that's how it is for the rest of the world sorry
of course I wouldn't expect 15$ in any western country
Imagine how much richer youβd be π
If you are working in a low income country, for a studio in the same country, sure go ahead. But now the question was regarding accepting 15 from the US. If you do so, you are actively destroying the industry for everyone.
I don't think so. Sites like fiverr or freelancer or upwork are destroying it with a race to the bottom
By asking for 5$ per character
The point is that participating in that helps the site tank it
When I freelanced, most places that I even bothered looking at had no problem with my rate and those that did ended up tanking due to non financial reasons
there are outsourcing studios in eastern europe that work with US companies and are asking for 15$, and pay their employees from that. some small US studios can't afford 45$ per hour, and maybe have a lot of menial tasks to do for their art, and the outsourcing studios are really well off on 15$, in their respective countries
yeab but in what country?
US
The Mafia kills people so therefore it's fine if I do so.
I'd also work remotely with people from other places
it's a whole different story if you're from eastern europe
I worked in Sweden. I charged the same from my clients in the US as I did from the one in Vietnam.
that's an unfair comparison @flat gazelle
I might be. I think you are unfair as you try to ruin livelihoods of others on the server.
So I guess we're at some kind of impasse.
am I? what if somene from Moldova refuses 15$/hour from US based on your advice? they're never gonna get a foot in the industry if they refuse 15$. their livelihoods are at stake maybe?
that's how the industry is. US studios are asking for cheaper labour, we (third worlders) are responding. and if we're refusing that (really good) money, is going to go somewhere else. it's not something we can change by refusing (that means going out of work). I'll be happy to accept more money, but those studios have to offer it (and they don't want to)
think it's based on average country salary
How do they even know what country you are in?
Whenever a client contacted me, they asked for my rate, not my adress
@vocal meadow it's not a race to the bottom, but for most bang for your buck. LIke 3$/hour artist - it might not have the skills or vision to do that task, or cultural differences, etc
Remember your skill is a bargaining thing here. There is value in skill, not where your from
@flat gazelle I actually worked a few months for a US studio in freelance, and their ad specificaly mentioned eastern europe or latin countries
Out the studio. We will vilify them
Thatβs like advertising for a certain ethic slave while wearing a confederate hat
@vocal meadow true, but also, some branches of the industry have a lower cap, so to say, depending on specialization. like with VFX, you can't go low due to the technical knowledge required, I would say. but doing LODS? cleaning 3d scans? or upscaling assets? etc
@west sonnet haha yeah...π
Dm me if you prefer
There should be some sort of listing of studios that pull this crap tbh
@west sonnet I would prefer not to out them
but it happens
I'm happy to jump at US rates, but a lot of the freelance positions companies are looking for are just like this
only in devleoping countries though
if you're in the western world, just ask a proper rate
Again. Why would you reveal your address?
they were sending some equipment over for videocalling
.>
I never thought of that honestly
like it's usually in the first emails
it's in my CV
artstation
US is a splatmap of ethic diversity (in majour cities to be fair). Iβve heard a rainbow of accents, I would not think twice if someone could barely speak English and claim that they live in the US
Or not speak English at all
That is normal and expected
I'm not sure about that, I for one wouldn't work with someone if I can't communicate 100% with them
The best freelance work, is the one, that has least comms. By strange coincidence, it is also the best paid one.
Long story short. Your address should never be revealed until after contract had been signed. For theyβll see it in the invoice and scheduling
If they make assumptions based on your accent. Then theyβre a racist piece of shit.
I would care about address because if someone is 12 hours offset from me timezone wise communication will be a pain in the ass
Plenty of people willing to do night shifts
@west sonnet I don't see how that can work...I usually get contracts and have to fill in my company details and address, then send it to them for signing it
I live in canada and our other office is in the UK
What happens is that canadian people have to show up to work early and UK people show up to work late to create some overlapping work hours to communicate
But there are places people can be where even that isn't enough
And having to do like voice calls off work hours sucks
And?
Negotiations are mostly over at that point
They can say yes or no
Even then. Company can be registered in one area and the employee located in another
So again, if theyβre trying to renegotiate, theyβre an assumptive piece of shit
I donβt think itβs okay for companies to assume they can get a lower rate by geolocation really either
I could understand a company entirely based in a single country having adjusted rates but over the internet it really should not be a matter
Companies have been outsourcing since forever
Manufacturing moves entire factories to different countries to get cheaper labor
It's not an easy to solve problem
It will always be so, provided, that there are individuals or entities, willing to accept the rate.
I adjust my rates based on client location. Thatβs about it
willing to accept the rate. you're making it sound like that for whoever accepts it, it's a compromise, but for them, that rate is making them live like kings
You can live like an emperor instead
You should be really
@west sonnet π
Have you tried asking for 300$ per hour on your next project?
Live like a bigger emperor
I have asked for higher rates yes
Some clients insisted on higher rates infact
And Iβve done the same when hiring people
Tripled their rates
There is no sin starting off from 15$ or lower. But if you keep it for longer, you are a problem for yourself and for your fellow colleagues.
What cities in USA/Canada hire a lot of UE4 developers?
for searching
I know Atlanta , San-Fransisco and Montreal
Denver (is unfortunately on the other hand) very limited.
Why would you even bother looking up cities?
@tiny cloak Why wouldn't you just concentrate on the job posting itself and what requires of you and also what the company is like?
UE4 jobs are all over the place in USA/Canada (less so in canada...because it's well Canada, and they only have two real cities right?)
Montreal and Vancouver is all I know about my brethen up top
I also wouldn't look for an engine specific role
If you're actually looking, getting a good recruiter's not a bad idea
More-so a well defined role, using whatever tool/engine
You never know what you'll end up with, but it's a better way to look for jobs imo
With most everyone WFH right now it's probably the best time to apply to start remotely and plan the move later down the road
So, then don't go to Canada
Or Washington state
Actually just stay in Cali, San Fran and south
The only caveat to all this... is if you like nice weather
I'm hoping to move to a place with tropical climate one day. Not many gamedev studios in those places :v
So for now
I applied for a job in Vancouver and Washington before. In Denver now. Almost no UE4 jobs here.
I'm moving from the Netherlands to the UK π
Denver is also terrible for weather
Because why not go to a place with even worse weather
But if this has nothing to do with weather, please stop looking at cities and concentrate more on the job postings and company history π
got it
You'll find UE4 work almost anywhere
Yup, agreed with Victor
Check out Austin, Certain Affinity and Arkane are both using UE4. No income tax here and good food.
And yes, remote work is DEFINITELY even more so anywhere
Hmm
So, only because I've been to both, I would know this.
But if you're looking for a greater chance of success in the industry, it'll be Seattle, hands down
You'll have much better chance for connections that will span years
Good to know
Also, I only know of one or two studios in Phoenix area.
Ue4 C++ jobs available in Denver, CO on Indeed.com. Apply to Senior Engineer and more!
1 job for UE4 C++
in Denver area
Yeah, don't look at cities.
Any legit studio will pay for relocation anyway
Just find your "dream job" that you qualify for (or maybe slightly almost qualify for...since most job posting go above and beyond what they really need to scare people shitless to weed out the newbs)
yeah, many job postings want both a graphic designer and a C++ programmer as the same person. Dumb, people just don't know the industry.
Where did you find a job like that? O.o
Do you also want an aerospace engineer with that?
did they also want 10 years of experience with unreal engine 4
Depending on how awfully the posting's written, go ahead and apply anyway. It's likely the posting was written by HR, whereas the actual recruitment wouldn't be and they'll know that the posting's weird
Some are indeed just horrendous
But often times it's a matter of being okay enough to get past HR (recruiters and/or connections help here) and then the people who actually have some idea what they're talking about come into play
Any of you know of links to the worst projects that were approved for a UE4 Grant?
so I know what the cut-off is for getting approval
or even the best projects that were un-approved?
I know of some stunning projects which've been rejected
Haven't been keeping track of the ones that've been getting the grants though
do you have links to those projects (video recordings of gameplay maybe?)
I think you should make something great, before deciding to apply, not the other way around.
Or you can be a real chad and make your portfolio right before the hiring interview
While waiting for your turn
I think you should make something youβre genuinely proud of.
Of course I wouldn't spend hours of my time making something I didn't enjoy.
I was more thinking, do people just work a normal dev job and then pivot to a game dev job, or do they just go into business themselves once they have success and with a financial cushion.
Generally someone decides they want to do this to a living then tries to obtain work doing it, but not always.
I literally did that, for instance. Beeline straight towards a position
When i got out of school i got a trade, i built up my programming knowledge and experience over time on the side of having a fulltime job for years.
Then when i was comfortable, i made the switch fulltime to game dev.
My experience of employment is probably least helpful. I worked on many side projects during university (or maybe the university was a side project), a company then hired me right after to do control systems for UAV's and later lead the aircraft team, then I started my own company
I think the best thing to take away would be that there are many paths you can take to where you want to get, you just need to choose one that benefits you the most. Remembering that the quickest path isnt always the best.
@spice dagger what was your trade?
Electrician
I did that for about 5 years fulltime, then went parttime to focus more on Gamedev, after about 2 years i went fulltime Gamedev.
That was roughly 5 years ago now.
Maybe more, i cant remember lol its been so long.
@spice dagger I'm surprised you haven't done an Electrician Sim yet
If i felt the urge id just go back to work with my old boss... lol
hi guys, can you give advice how to find remote job? where should we search and ...
Discipline?
@wintry trellis
Step 1: Have a portfolio
Step 2: Look on #looking-for-talent , Unreal Forums, & any number of freelancer websites out there like upwork or freelancer.
Step 3: Apply to all that don't say anything about "must relocate"
Step 4: Get a job or get rejected
Step 5: Rinse and repeat
thank you @kindred mason
read the pinned message.
removed the post because its a nono
(the pinned message in the looking for talent channel) or #more-resources
Hi, only posting here cause this is the only Dev server im on atm, and looking for help. My entire life I've been building my skills at Object Based Programming. I am looking to take a job as a JR Data Analyst using SQL (way outside of my "Norm" but I'll take what I can get lol) Im picking up SQL quite quickly. Data Pulls are so much easier than Logic... Anyway, my main question is, does anyone have any tips for when taking the plunge into a new language? I just feel, because its job related, alot more pressure on my mental state. By tips im referring to testing sites that are legitimately credentialed, literature that is easily accessible (also free lol XD), etc. Thanks in advance!
Most of the time you want to understand what the language likes and does not like
That will make learning it easier. Trying to not have it work differently thank it wants to. Yeah, things like python your meant to think action when, action when for example. where most other stuf is when: action, when: action
getting a feel for "why does this language exist" can help you understand and make educated guesses on how things work as you get deeper into them
I was hoping noone would notice 
I missed what happened, if that was to protect anyone though that might not have been a great thing to do lol
I have no idea what it was for, I was halfway through reading it whilst it was being purged
makes no sense
Quite off-topic, advice was given where possible
The messages were off topic and therefore removed
Can I post a Blender paid position description (with no identifying information) here, to see if you all think the rate is reasonable for the job? I know there are subjective variables like experience, lurking here I've learned a few red flags look for, just wanted an opinion from some of the experienced users here
I almost directed you to go #looking-for-talent just out of knee-jerk reaction
Go for it. Post the draft
Sorry to be clear, I'm not the one hiring, I saw the position and I'm just wondering what the general consensus is on a position like this:
Subject: Animation of a rocket engine
Description: In the frame of a scientific documentary, I have to illustrate how a rocket engine works. I already have paid someone to create the detailed mesh of the engine based on technical documentation, including gears, injectors, etc. The objective is now to show how the engine starts, where the fuel/oxydizer go while running, etc. The general output I expect should look like this: https://youtu.be/t3J61QaVaOU?t=18 (starting from the 18th second), with a nicer-looking rendering though. The expected video would last ~2 minutes, and fluids/gas running through a meshed engine is the only thing to animate (well, with rotating gears but those are already animated). Based on our discussion, we should agree either for a full rendering or for an updated Blender model that would allow me to just take the camera shots I'd like.
Payment: $10+/h (dependent on experience and quality). Professionnal only, I need a quote and an invoice. If you're a skilled animator but cannot provide an official invoice to my company, our collaboration is not possible.
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Dude wants a vfx artist to do fluid physics. Not an animatior.
I would expect something more cad than blender for all this tbh
$10/hr?! suppose it depends a bit on where you live but that's not close to a sustainable rate
QA start at $10/hr at big studios
Youβre comparing vfx artist to an entry level qa position?
Just adding to the comment directly above mine in pointing out there are people that somehow manage to live off it even in major cities. I agree with Raskec too it's very low, regardless of position.
Ty for the input, if you were starting out and trying to gain portfolio experience, would you take it?
300 and u prolly dont deal with proper invoice π
It sounds like a nightmare project, animating liquids. For a portfolio piece, idk how much your getting out of it
Saying no because this isnβt an animation job. Itβs vfx.
Hey! I'm new to UnrealEngine and was thinking how the "pay 5% when your product succeeds"
Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your gross revenues from that product exceed $3,000 per quarter.
https://www.unrealengine.com/en-US/faq
basically once you make $3000.01 within a quarter (3 months) of the year they're due $150.00 from that $3000.01
and by make i mean gross revenue @vestal kernel
@vocal meadow So i need to pay them 4 times a year if my product succeeds?
or just once?
no
150 is 5% of 3000
you give them 5% of what you make in gross revenue, but you aren't due anything until it exceeds 3000
every quarter there after is how i read it
Okay, so i pay them the 5% 4times a year?
if you make more than 3k yes
Okay!
if you sell on epic game store, they waive it
steam and retailers will take much more than the additional 5%
Yeah i was thinking selling it on steam, but i need to think about that
I'm not sure that EGS is a open platform yet like steam is too.
(I've got no idea if its there yet, if someone wants to correct me)
so you might not be able to get on EGS.
but yeah 5% is a great value imo
iirc, EGS is something like 12% if you can get on it. All these percent's are likely subject to personal agreements though. Highly doubt the big publishers are paying this much
Yeah!
blame the indie trend
brand your game indie and its never worth more than 19.99 and your percent of income is way lower than big guys
Now I just need to study the unrealengine in general. I moved from unity to unreal just because the graphical things
Yep π₯
Big publishers all have their own store because of the percentage
hiss uplay π
it boggles my mind a bit that steam and egs agree to do what they do with publisher stores the way they do. but when you got the games people want, it gives you power i suppose
So is the 5% like the payment of the software, like is the free version the "best" version?
Digital distribution and storefront is not a particularly challenging endeavour these days, so pure storefronts don't have much power aside from the userbase(admittedly huge), they still need the games.
Yeah it's pretty big cut if you are trying to make money!
But i think my project will be under the 3k anywaysπ
Yea Carthage, I just mean: You'd think steam would put a foot down on the nonsense of these extrenal stores for the consumer
Money pat. Money
such as: "No we'll not allow that."
yeah, and I could see all these big stores working together to not have to compete
steam has consoles, egs, gog, and publisher stores as competition
if they say "no you can't do this" publishers make the game available elsewhere and steam gets no cut instead of some cut
From their perspective trying to force publishers away from things probably means a strict decrease in profits
yeah i understand why its not lucrative to say no.
take it to #industry-chat
@plucky hatch this is not the #looking-for-talent section. please read the #old-rules to clear some things up :)
also, please dont ask the same thing in multiple channels.
Just cause I'm curious, but I pretty much already know the answer: When putting together a resume as an engineer, does it help to include any samples of artistic skills like promo art that I've done, music, etc? Or is that just noise to a recruiter?
are you an artist? π
Is the position art related
I've made key art, promo art, concept art etc. that's at a serviceable level. I'm not like, Ruan Jia or something, but I can do it. I wouldn't be applying for any art asset positions, but what I'm wondering is if it helps as part of a technical loop to have that sort of skill included, or if it's just noise that's gonna bog down any interview processes.
You have to be very confident in your work to include it on a resume. I've turned down candidates because they had poor quality work examples.
I mean, I'm like 99% sure the answer is no, it's not helpful at all, but I could be surprised.
I'm pretty confident, but I'd sanity check it with somebody who's you know, actually in the industry :P
Also it sends a mixed message "does this guy want to do software development or does he want to be an artist"
@nova tartan Does it help if it's good, or is it something that can really only be used against you.
Mm, yeah, sounds like it's really leaning towards the latter.
That's what I'm confused about
Makes sense.
why are you including music and crap when you're apply as an engineer?
If one can't even demonstrate their understanding of the responsibilities of the position, you're not in good shape.
Hah. Yeah, I can imagine it'd be funny if somebody submitted an art portfolio to a recruiter and was like "Here's my resume."
Oh, you know how I can simply this question? Ask the recruiter when I'm looking at a specific position.
Bam, problem solved.
Also, HighTide, I dunno. I guess it's something I consider important about myself and the way I'd like to be seen. But on the other hand, that's probably something that's more useful after the foot is in the door.
I could list the computer, art, and music merit badges I got ;P
"My qualifications: As a teenager, I spent 3 days of summer camp doing 2 hour drawing sessions, while older boy scouts bullied me. So I think I'm emotionally capable of handling this job."
Who knows what theyβll take seriously I guess but sentiment of βI can prepare for tortuous work conditionsβ isnβt fair to you and might offend the person reviewing. (But really, last part, probably unlikely)
I get the feeling that my sense of humor may not be translating well here
It depends on the job specifics, talking as a software engineer with a mechanical background, applying to robotics jobs they care about my mechanical background because I'll be working with mechanical engineers - I can understand them. Applying for pure software they don't care (if anything it's a negative) because it's not relevant to the job
So if the job has you working closely (by which I mean back and forth regularly) with musicians // artists then yeah mention it. But if you're applying for e.g. a network programmer position they probably don't care, and see it (potentially) as you not focussing on the task at hand.
If there was sarcasm ther bird catcher Iβve come to expect anything so idk
That's fair.
I'm closing in on my 100th interview (as the interviewer) and...you meet some people.
Some very interesting people.
βPile of secretsβ - Dracula
What are some good portfolio pieces for this line of work? May sound obvious but I just want to make sure.
Pieces of code you've written?
What line of work? Boyscouts?
Thatβs not a position
Thanks that is good info.
Thereβs several hundred roles in the industry
Ah I see, so even within the title of developer there is more narrow specialization.
Like Game Engine developer, maybe.
No
The basic devision are; programming, art, design, audio, qa, production
So. Technical artist, environment artist, system designer, animation programmer, to name a random assortment
Thank you for the information
How fungible is an engineer in a studio? Is it difficult to switch internally between domains?
That's company specific
I suspect that'll heavily depend on the company, but also whether there's an in-house engine with its own engineers
I have a question, But first... this article... (for industry noobs like me)
https://medium.com/@Slayemin/your-indie-game-dev-team-will-fail-108d4b663e7e such a good article (pls don't let it put you off) I was basically asking google what makes the industry difficult at the lower end... and yeah.. have a read, I joined twitter literally to send a ty to the author (I don't do social media)
Which brings me onto my question... I want to make a portfolio, GIFs would be good, but not needed... I have heard much about many places... Where should i make a portfolio?
Predominantly models, Though i plan to do a small 'other' portion π Ty in advance!
@stark bough go to GDC's youtube channel and check all the "killer portfolio or portfolio killer" videos :)
Hey guys, most of you probably have careers in tech. Which generally is a bit introverted field, it comes down to focusing on what you are doing and building up these abstract thoughts in your head and solving problems even if you are on a team. but there you have somewhat of a healthy life. I assume there is the other side of it, the working-from-home side, which is where I am in. Which leads to my main question and currently as much as I don't like to look for help or look weak but its f-ing lonely. Have no friends, no social life. have business partner who doesn't give a damn about me, all talk is usually about business and then "See ya!", we mostly chat and that only happens few times a week. How the heck do I solve this? How do you find friends in 21st century as an adult? Without coming of as desperate or like a loser. It's really getting to a point where I hug my pillow and pretend that it is a woman (I know..). I mean there is nothing wrong with me, I'm a normal guy but its just that I have no friends right now but I dont want to be desperate, I guess Im too proud to be the one that initiates something with someone else, I want them to come to me for some reason..
Cmon, this server has a combined IQ of quadrillion you must have some ideas how to solve this mess I have created
I really need to solve the social life issue
its killing me]
Work != social life, you don't necessarily make friends at work
Personally, most of my friends are completely unrelated to my career
yeah but you have a shot to make a friend
That's an important distinction to make, too. Mix your bags and you're in for some tough issues
when you are in your underwear all alone all day its none to say Hi to
Your coworkers arenβt your friends.
Go out, play games, there are tons of ways to make friends outside of work really
Get a hobby, join groups, do community services
Find clubs or groups that participate in things you're intrested in
It's as easy as asking someone to become your friend, really π
why the fuck am I so proud to do it
I dont understand my psych
Im terrified of being rejected
Yes watch. Yo Blue, you want to play Secret Hitler sometime? I have a group that does it ever now and again π
Hell yeah, we friends now? 
Bahaha
I legit don't know the guy, and definitely would play with him
It's quite literally that simple, whether the other peer accepts or not doesn't matter, it'll more often than not hit & you'll gain a new friend π€·ββοΈ
I have sick ambition, I don't like to hang out to go do useless stuff. I actually realize now, I want coworkers not friends, I just miss having people around, I love working
That's unhealthy π€
but anyways, I have just signed up for guided meditation free class, will open up there, just say Im pretty lonely and would like to hang out sometimes
No idea who Blue is either. But I will be sending them dm notifications of any random game parties that occur. Until they grow bored, annoyed, or a friendship actually blooms. The most one can do is try and let people be individuals. π
you are right. I can solve my fear of being rejected problem by engineering it, making sure it happens inside a private place with few people
and find a company to volunteer for, to have co-workers
will be tough time-wise
thanks guys, really needed some outside brain horse power, need to solve this shit quickly.
Honestly though, if you think you have some sort of anxiety issue that needs counseling, go for it. It's more often than not just yourself not knowing how to deal with certain situations π€·ββοΈ
I have zero anxiety
its just that Im too proud of looking weak and say "will you be my friend?"
I dont like to be in weak position
It's not weak, if that helps you out π
I know but in my head it is
like a loser begging for friendship
thats why I like co-workers idea
no obligations like with a friend, but you get daily does of social interaction
Im thinking now of choir
singing in one
you guys have friends?
I just made one
I see your point
i find when i'm saying i have no anxiety about things is when i have anxiety of things
I would agree, don't wanna push the issue though
lol its fine it's fine
I have 5 employees
the issue is not anxiety, its my pride and not wanting to ask someone to be my friend
I need live social interaction
thats the main social-bug
to fix
Im going to guided meditation thing tomorrow
hope I meet some smart heads
social games, maybe that would be interesting
monopoly or similar meetup
Everything takes sacrifices. Trust, pride, etc. Its a two way street. Thatβs what a relationship is all about
@ember matrix you have employees? I feel like I'm in a vaguely similar conversation so I'd be up for talking. Though I can't offer you video chatting or voice chatting right now π
yeey I made a friend!
I do have friends, though basically none of them are running business or anything of the sort so I can't relate to them with the issues related to running a company or just managing a lot of people
EXACTLY!!!
It's the source of my anxiety mainly so it'd be cool to find someone who is up for talking about it
There we go, you landed your first friend! π
Hurray! π
I dont care about going out to drink or some random non-productive crap that wont improve my life and move me towards my goals
I feel like shit when I do useless stuff
feel guilty
this is nice
why do you have anxiety @fickle hatch
That may be a problem though π€ Drinks with friends are nice
Your inner machinery probably requires that kind of social interaction
even if it's not frequent
@ember matrix because several people depend on me for their livelihood plus long term burn out. Can't take a three month vacation (everyone will lose motivation in already tough times), but also can't continue doing work at 100%
No, but I assure you these feelings are normal, it's the hell many before us went through
@mystic hull you are right, I dont like to hangout on the beach or park have an energy drink with a friend and talk. but topics I like to talk about (business, state of the world, future, trends, tech) not a lot of people like to talk about that, when I say talk I mean really talk not just pull facts out of their ass without any logic or open-mindedness.
The advice is of course to abandon and do something else that isn't stressful, but if you're the kinda person I wanna talk to, you'll understand that's kind of a lame advice π
This is it, I have just made a long-term friend = @fickle hatch
exactly
today is bad tomorrow will be worse but the day after tomorrow there will be sunshine
social life issue is just a challenge along the way
and I think both @fickle hatch & I have just solved it
Ahhhh, that's a bit naive excitement, but hold onto that feeling π
I had a friend that I loved talking with for hours, we had similar minds but he just didnt have the ambition, and we drifted apart, I started 2 companies so far, live in 2nd best residential building in the city and he dropped out of college and isnt doing much
not much to relate to each other anymore
but enter @fickle hatch
the train maestro
Okay but just so we're clear, trains grew out of a side project, I do much more than just trains π
its okay trains are fun, buffett loves them too!
heck he is the 3rd richest guy walking the earths soil
weird compulsive liar
Who?
@woeful vine your tutorial on overlap scalabity does nothing ;-; when i click these buttons in game nothing changes WHY
@stiff saffron I am guessing because you missed the part where after I set the level I then tell you I apply the settings
how do i apply the settings
you use one of the apply settings nodes
Wow, #blueprint changed a lot
hm
<_<
yea it seems to work now
I question my career choice after pinging Mathew too.
.>


how does a person usually apply for gaming studios? and what kind of jobs can i expct to get(im graduating this year)
What's your major?
Lmao
What's your major?
@mystic hull
digital media arts
go to a studio website >> open career page >> apply >> repeat
@west sonnet but the second part
what kind of work could i expect
well what kind of job do you want? is "digital media arts" 2D or 3D work? characters? environment?
Whatever youβre qualified for
Can likely expect Associate Artist with no prior experience and right out of school, working closely with a senior mentoring you on your work every day.
Hello guys. Hope everyone is safe and doing good. i want to ask this question frankly.
Everyone already saw how fast this megascan thing is growing and now UE5.! so im kinda afraid is it future proof to pursue career into 3D art? i mean learning ZBrush, Substance Designer to make those things , things back then when megascan didn't exist ?
now a days most of the companies are using megascans. So im wondering will the HR people hire anymore 3D artists that make those things? is the career at risk in future ?
So what to do for people like me who still wants to pursue a career into 3D art ? i personally took a decision that ill make hard surface , machine type, cyberpunkish , styalized game assets ( league of legends type ) that cannot be scanned and used as drag and drop. my little brain came up with this solution. π¦ or should i start doing technical art thing? like making engines, rendering etc since my background is based on software engineering. im getting confused here.
im from a middle class family, i dont have that all money to you know live with the passage of time and chill. i need to invest my money properly into a future proof career. atleast where i can work and support my family.
again my little brain maybe missing something and i meant no offense to anyone . straightly asked the question whats on my mind.
So anyone may shade light to my visions please ?
Considering that megascan is primarily archived with rocks, youβre fine on that front. Cleaning up a scan is still required regardless. Itβs about as much impact to you as motion capture is to traditional animation. Merely a tool, not an apocalypse. That being said if you want more in demand roles, proceduralism are studio favourite. Basically any form of tech art. Look into Houdini.
Iβm from a similar background, wanted to get into 3D art and picked up programming as a necessity. Couldnβt develop my art skill out.
What worked for me was to do cool things people liked to see on YouTube. I didnβt have that mentality, but YouTube was what got my name out there.
Most of the software has at least a βlearn me to pay me laterβ license which is good if your trying to learn these things.
Agree with HighTide, if studio work is ideal latch on to trending or high demand things
Games like The Ascent still gives hope.
Houdini is a real power house, very multifaceted for unreal
i get it. now is an era where we just can't stuck to one thing. we need multiple skills to be able to survive .
well what kind of job do you want? is "digital media arts" 2D or 3D work? characters? environment?
@green oyster
still figuring it out but in the long run i just aspire to have influence over the creative decisions i can program to a decent extent on ue4 and unity
@novel yoke there's always gonna be room for hard surface, sci-fi stuff, buildings, etc. There shouldn't be any much of difference for those
@novel yoke there's always gonna be room for hard surface, sci-fi stuff, buildings, etc. There shouldn't be any much of difference for those
@green oyster
character design too. lot of stuff is not possible through scanning think of demons from doom and spaceships
@rapid iron art direction or concept art then?
@rapid iron i want hard surface weapons, machines, cyberpunkish thingies like wolfenstein, The Ascent, Cyberpunk etc and some cute things like league of legends, legends on runeterra, plants vs zombies battle for neighbourville.
@rapid iron i want hard surface weapons, machines, cyberpunkish thingies like wolfenstein, The Ascent, Cyberpunk etc and some cute things like league of legends, legends on runeterra, plants vs zombies battle for neighbourville.
@novel yoke
yup you cannot scan those. megascans csn help with texturing here though
@rapid iron art direction or concept art then?
@green oyster
art direction. i dont have perfect knowledge over how stuff works in big studios but after looking at doom eternals panel , hugo martin is the creative director of the game so if im not wrong he influences the plot visuals aand the overall feel of the game right?if yes thats what i want to be in the ling run.
i can code in unity and ue4 , animate characters (still got much to learn) model inorganic stuff am working on a game for my final college project
well in that case, you have a long way ahead - start in a concept art position, perfect your drawing, illustration and design skills
@novel yoke Just being an artist is difficult but not impossible, not by a long shot. Just be careful not to fall into the trap of being a human photocopier or technician. Because right now, if all you think your profession is consists of making assets 100% true to reality, you're not going to be replaced not just with megascans but with outsourcing. Anyone can hire an outsourcing studio to make a ton of assets for their game.
You need to take the approach that animators took when motion capture came onto the scene. Sure, motion capture can get a perfect walk cycle but can it get someone doing a somersault while wielding a giant hammer the size of a car? Or can megascans get a scan of a cybernetic arm that'll turn into a gun that'll exist in around 200 years? No.
There are always going to be things that we need to make that either don't exist or need to be designed. What megascans and other modern tools do is they invalidate you from being able to just learn software and call it a day. If you want to be a 3d artist, you need to be an artist before everything else. Learn to draw, learn to paint, learn to sculpt, learn to do your own concepts. If you're a strong artist, that will give you something that a download button can't ever offer and make your work better in every way.
Love to you guys for clearing the fog β€οΈ
well in that case, you have a long way ahead - start in a concept art position, perfect your drawing, illustration and design skills
@green oyster
ok but out of curiousity does having a diversity of skills increase chances of hiring?
To some extent, yes, but primarily it means you've got and will actively develop artistic insight; that you can do more than just trace a mesh over a piece of concept art
nice
Do you have a link to a web page that lists all the companies that use the Unreal engine?
Not only dedicated in video games
Hi everyone, my names Alex.
I didnβt want to post in the looking for talent page as itβs not exactly work.
Iβm doing a project for a mining company I work for and Iβm relatively new to unreal. Iβm looking for someone that can help me and guide me through everything unreal.
This is just a project for fun and to showcase the possibilities and technologies out there. There is a large possibility this could lead to a well paying job in the future.
If anyone is interested in some further information please pm me!
I think it still belongs in looking for talent, there are work for free type posts there
You'll have better chances in there, as well
Why are you asking in career chat.
Didnβt know where else to put it
Top in what regard?
Altitude above mean sea level
(but probably number of different companies having offices in that city?)
but that would some big studios then? if total, Warsaw would be on that list
and every city with just few small mobile studios π
it would be nice to get context @tiny cloak π
'London' - there aren't that many developers actually in London
