#career-chat
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No, there are too many variables involved. Look at places like Glassdoor for local estimates.
Contracting and internships are also wildly different beasts from actual salaried positions.
Internships are likely to be paid very poorly, if at all. Contracting is a matter of finding people that are willing to pay you for your work at a rate you're happy with. It's generally more challenging to find clients than you'd think.
so what is the solution to get a decent job as a unreal programmer
for example, the programmer
is Bs computer science degree important? without 4 years degree, can i get job if i already have skills
it is quite important for entry level, a lot of people don't get past initial screening without a degree
solution is to become decent unreal programmer and not make many enemies while doing so, then apply, pass recruitment process and here you go. The job.
Spend a few years growing up and figuring out what you enjoy doing. This discord server won't be able to make any of those decisions for you. You clearly are quite young and worried about the future. Let it take time. You don't need to figure it all out now.
what mean by not make enemies, can you explain in better way
lol
It was just a joke with a bit of truth in it.
i agree, but what is the truth in it, can please explain
I mean this is the least negative way possible
But keep your mouth zipped, and absorb all of the information your fellow programmers can provide
If you aren't confident in your programming abilities, you need to talk as little as possible while trying to take in every bit of helpful information you can
In regards to this; I have a masters degree in CS. If you want to work for a professional AAA studio, they are almost certainly going to require at least a Ba in CS or Mathematics. Much like culinary school, you'll learn how to code, but you won't learn how to work in the industry
If you plan on doing your own projects, the degree part doesn't matter as much. However in my opinion, the CS Ba provides a very solid base understanding of programming and problem solving
You won't code day in and day out. You'll learn to problem solve more than anything
I think it's not so much talking, so much as acting like you know things. Being vocal is fine as long as you're questioning and trying to learn, not because you're trying to tell people what to do
That is what I meant, just poorly worded it
Yee, figured, just wanted to clarify it
And I cannot stress this enough. ASK QUESTIONS
If you don't know something ask. If you are confused on something, ask
If you don't know how to do something, odds are one of your colleagues does.
This server fits well that idea, lol
lmao
You will never truly master any programming language. I've been using C++ for over 15 years and there are STILL things I have to ask questions about. Still things that confuse me
Just be determined. Determined to do your job the best you possibly can, determined to write beautiful code and determined to create a beautiful project
@plucky hatch Do you know of any Unreal C++ or blueprint tutorials that you could recommend to a beginner? π
As in complete beginner with no experience aside from messing about with Unity and making a basic platformer with C# with no animations or anything, just a jumping capsule xD
@pure kettle Thanks man π
Also if anyone has any tips or knows of any tools/resources they wish they learned about when they started please ping me with a reply, I'm happy to absorb anything
Also Youtube channels and links to other Unreal Discords and communities would be super appreciated from anyone π
Also this question should be asked on #ue4-general
@warped nexus I've seen it recommended before, but this one was amazing to me. Good pace, beginner friendly but still very useful even with some experience:
https://www.udemy.com/course/unrealcourse/
And by all means, avoid the one below. Videos are uneditted, solutions unscalable, bad coding practices. Very overhyped because the end result looks cool
https://www.udemy.com/course/unreal-engine-the-ultimate-game-developer-course/
@thin halo Thanks for the advice π Yeah I've heard some negative things about some Udemy courses in YT comment sections aswell :L Thankyou π
I have so much to say about that course... but let's not go there. β
Nay, it's the Sun Temple sample, which also repurposed in Spatial Audio sample.
when you get no showed at an interview
everything's fine now
How to know when u are ready for a CPP programmer job?
@idle void contact your favorite game developer and ask them for a programming test
Well first of all you should narrow it down. Do you mean Game or Engine? Do you want to focus on a specific area? (UI, Systems, Network layer, Tools)
Then, you can delineate levels of competency. You might be ready for a Jr position (which, good luck I don't think most places are hiring Jrs right now) but not ready for a Sr position.
For a general midlevel Game code "Gameplay" position
I should be able to give you an idea and you can make it basically unsupervised. If you are working in the context of existing systems (GAS, say, or custom game code) you can leverage those. If not, your implementation of the mechanic does not preclude minor twists or related ideas being implemented quickly off the bones.
In example if I ask you to make physical ammo clips that can be dropped into the world and used on compatible guns that keeps track of the ammo, with the example of a M16, I should be able to follow up and ask you to implement a flamethrower and it take you <1hr (ideally it wouldn't require programming at all).
That's not even mentioning the ability to work within a team, ofc
Well I guess Imma keep making my own games for a while then
that's great! Try to lean towards challenging engineering over surface level stuff
I had to wade through CustomThunks and other fun stuff before I got noticed
I'm currently reading a networking book with unreal, and I barely understand anything but since its the first time I do something related to networking I have no doubt that I will get grasp of it sooner or later
Nice, If u don't mind asking what do u do :3?
midlevel general "gameplay" programmer (AAA), I generally work on features that span anywhere between UI and backend stuff. Mostly C++
That's nice, you gave me motivation now btw π
Anything in particular? I've been meaning to learn React.js but im down for whatever is going to be in demand for the next few years.
Node and React are pretty likely to be in demand for a while
What's the book called?
Is QA testing a good way to get a leg into the industry? And is there anything I could to make my resume stand out? Like I just got rejected by Square Enix so Iβm kinda stressing out
Ehhh. There's not much upward mobility in QA, especially since it's primarily contractors. Maybe into QA engineering/management. Moving from QA into dev/design/art isn't unheard of these days but it's certainly uncommon.
If you're good at networking and can handle the (possibly) long hours while trying to build up your skills otherwise... maybe. It's not exactly a great way to start though.
I mean Iβm willing to do whatever it takes tbh
No matter how agonizing it is
Tbh Iβll probably try to specialize in programming. Iβm really into Python and Java and C++
Just go build a programming portoflio and apply as a programmer
plenty of people move from QA into other disciplines - so it's not the worst thing to do. The important thing to remember is that it's not working in QA that will allow you to move into said other discipline, so you still need to focus on developing your skills and portfolio
Hello everyone! I have a question, i've been hired to make a 3D animated series that will have copyright. It is legal to do it with the unreal free license? or should i pay? In that case, what kind of license i need?
Not really a career-chat related question, but see here: https://www.unrealengine.com/en-US/faq - your use case would probably fall into the "Unreal Engien End User License Agreement for Creators"
oh, my bad sorry. So i don't need to pay, right? It will have copyright but it will be a cheap proyect. In that case the creators one is the legal option, right?
Based on what it says on that page as long as it's a project you're doing for a client which is not published on some kind of storefront (ie. "off the shelf") then yeah
ok, thanks a lot!
@icy hare to add on, you obviously need to build the skills of the role you want to transition to, but if you also build your QA skills it will help you.
I interact with some talented QA, and I can rely on their insight even if I actually wrote the system we're dealing with. Being able to point to your effective QA skills would not be a detriment.
That's a whole lotta hustle, I just went directly at my role until it worked out.
also if you're reliant on the extra visibility, you want to go QA (any position) -> QA (internal fte)
Has anyone here experience with seeking grants (Other than the EPIC Megagrant) for the first stages of development. We have some here in Denmark, but I am also very open to International and European Union grants, as our team is in more than one country. If you know of any website that has updated lists for current openings, I would be very appreciative of your help.
Would recreating a scene inspired by The Last of Us 2 look good for my portfolio? What would recruiters think of such a scene?
Recruiters mostly care about how good your environment work is, not strictly what inspires it.
Are there any good resources for game-writing ya'll would recommend? i've come to realize i literally can't write a line of code or make an asset without a strong story guiding my decisions, which is a Problem when i need to be prototyping. Mostly advice on sceneario setup and how to block out a story's beats in a way artists/devs can work from.
there are a few videos about it on the gdc youtube channel, one of them actually goes over a lot of software and books one could use/read to learn stuff.
:clock2: Festus#6990 was muted for 5 minutes.
I hope this is not you posting in the wrong server.
...
I am a student do you guys know how to get an internship as a gameplay programmer?
Step 1: Find an advertisement for a gameplay programming intern
Step 2: Apply
that's... about it to be honest
companies that offer internships will usually advertise them one their websites
but internships are pretty rare
Ok
Make games in your free time and build a portfolio. Tiny finished projects look MUCH better than large unfinished projects. Focus on what you are wanting to do, e.g. if going for gameplay programming don't worry about graphics, just use some free assets and call them good enough.
though a word of warning, if you walk in with a portfolio with a few puzzle games and a platformer with a quest system, all wrapped and polished as small games with title screens and the other expected bits to release them, you'll end up walking out with a job instead of an internship
oh, and be ready to talk about code you wrote, not just throwing libraries together
So will it be ok to put a lot of gameplay mechanics which I built with the source code
In my portfolio
finished projects look a lot better than code snippets. IMO the best way to have code samples as part of your portfolio is to release a couple small projects on github and link to them
keep in mind entry level gameplay programming is going to start as primarily fixing bugs, and then moving on to implementing the design a designer gives you. Focusing on showing off that you can make stuff work will put you miles ahead of people that are just trying to show game ideas they have. Showing some novel solutions you've come up with never hurts, but if they are interested in having you involved in designing how a mechanic works early on they'll ask you how you'd solve issues during an interview
I have been an engineer writing in JS and C++ for about 10 years. I am looking to move from engineering and eng-management to a more evangelist/devrel type role! I would love to hear about any positions you guys know about π
@sage vigil FWIW, just because I suggest focusing on one thing doesn't mean you can't also include other stuff. A resume should be succinct, but a portfolio can be vast as long as it's organized. There are very few "wrong" things to include; as long as you have some "right" ones they'll ignore the stuff they don't care about, and every place is different and some will be more interested than others.
Hello everyone, just in case if anyone is interested in making anime style game in a startup studio, please DM me. Our team is looking for game dev and artists right now.
#instructions to post on #freelance-jobs #volunteer-projects
Ah, my bad
so i saw there is the unpaid gigs on the job board how do i sign up for one. i feel like i just need experience in development and dont care about being paid rn becuase I'm not some amazing programmer and I feel like job experience is more important the money
it kinda annoys me when people complain about small projects not paying when i feel like the value of a completed project is more important
yeah how do you join or talk to the unpaid gigs posts
I think the issue there is that the vast majority of unpaid gigs won't result in a completed project.
It will likely be run by someone inexperienced and the gain is probably a lot less than you think.
But I definitely don't qualify for any money.
Being paid towards me
Either way hoping to find a project to work on.
I made one really good game for a game jam and it won technically in front of some pretty important devs. Other than that I really don't have a lot under my belt.
How would I even contact these people
the posts in the board should have contact information, but tbh, most of those postings tend to not be things you want to pursue
fair if you think so
what do you think i should do then
i mean tbh i know a guy who works for a big studio who told me what i should do
but im also looking for other things
and im working on those things he told me to do
looking for a 3d modeler
You're in the wrong channel. See #instructions
I am looking for someone experienced in Microsoft Azure Kinect DK development that can help us with our Unreal Project
Please see #instructions on how to post to job board.
Hi guys, I have a friend who knows the basics of Maya. But he is considering getting into Blender due to the abundance of resources it has, the growing community and of course how Blender is growing increasingly powerful. He does want to break into the industry and it seems Maya is mainly used (for larger companies). Any thoughts on how one goes about making this decision?
Do companies have a preferred software? Or do they a 'Whatever you use is fine for us, just get the world done' kind of mentality.
Ideally he'd know the basics of whichever software he doesn't select as his main 3d software.
Learn both.
The industry in many areas in starting to adopt the latter attitude; whatever DCC you use is fine, as long as it can be made to work with the general production pipeline. Blender is gaining ground. Nevertheless, Maya is prevalent and generally more well-integrated, so many place will rather have someone familiar with Maya than someone exclusively Blender-based. The safe route is to do what Zero said. Know Blender so you can use it where allowed, but be familiar with Maya so you can use it where you have to
if you can sculp or model in 1 program you can learn how to do it in another program in no time
The maya->blender userbase has found that to be a point of contention π
We are mainly Blender and Houdini at our studio now. People who join tend to migrate to it just because of the tools built for it inhouse.
We use both. Blender if the artist wants to use it but you still need to use the pipeline tools in Maya, so you can't survive without knowing it if you're an artist that needs to make assets.
Alright, thanks for all the info! I'll be sure to let me friend know that knowing both is important! π
I just had a job offer for a Unreal Generalist Developer, they asked me what my salary expectations are. I have NO clue what I should be expecting. Looking up a generalist dev, is it the same as a full stack dev in comparison? Please someone let me know! @ me if you must!
Heavily depends on location, company, area of the industry (AAA? Indie? Middleware provider? Support studio?), etc. Your best bet is to start looking on glassdoor for similar positions at the specific company you're looking at in addition to other similar ones.
If your question is about game dev vs full stack developer, game dev will generally be a lower salary but even that has to come with a whole lot of asterisks based on circumstances. Do your research on the company and others like it.
@valid dune that title is somewhat vague and seems to not be standard. If it's comparable to "Gameplay Programmer" you could be looking at anything between $40k and $120k+ a year - that depends on your background and capabilities, plus the location and the studio.
If they mean literally a generalist, eg full stack, your sliding scale starts higher (or, imo it should)
But in the eyes of others it could start lower^
I always just say what my last job paid
https://www.youtube.com/watch?v=xH4KG3KKo5g I'm working on a gameplay mechanic like this game. I intend to put it in my portfolio so it's not for profit. As a programmer, I'm thinking of using one of the Paragon characters and their animations. Does this have a negative impact on recruiters or is it still an impressive project? I will do all the gameplay code, VFX and environment
Returnal (PS5) 4K 60FPS HDR + Ray tracing Gameplay
Returnal is an upcoming third-person shooter roguelike psychological horror video game developed by Housemarque and published by Sony Interactive Entertainment. The game is set to be released for the PlayStation 5 on April 30, 2021
Returnal is a third-person shooter video game[2] featuring rog...
you are just using some content as placeholders, if you are clear on this, and what your goals are it should not obstruct those points.
Quick question, is it ok or advisable to showcase a work in progress project in a portfolio?? Or only completed projects?? I'm a level designer currently expanding my portfolio with a goal to get a permanent job in the industry. Thanks
If it's not tied to yet to be released projects under NDA, it's fine.
Oh ok. This project that is wip is a personal project of mine. Would you recommend to place this project towards the top/recent project or towards the end of the portfolio since it's a wip??
The order doesn't really mater IMO
Alright, I just ask since I've heard before that only "finished" projects should be in portfolios. Just wanted a second opinion
Your portfolio is a sales pitch. You want that sales pitch to be as good as possible, therefore generally speaking it's recommended to only have it contain recent, finished works that represent you doing your work to the best of your current abilities
How viable would it be if I gave my code to multiple different people to allow them to build their own game, and take a comission from their profits? While also ensuring they all keep the code private and dont give it to other people?
Pretty viable if you are a multi-national corp with outreach in each corner of the world and millions and millions of them budgets.
lol hmm
Sounds like a plugin with extra steps 
sounds like literally every bit of middleware out there
You have a lawyer draft a license agreement that's compatible with UE's licensing options, which allows you to sue the shit out of anyone who breaches the license. Majority of developers who actually pay for something like what you describe will not risk their business/livelihood by sharing something which they have no reason to share with anyone anyway. Epic's marketplace license agreement already says you're not allowed to share things you buy from there except with people working on the same project with you and those you share it with are not allowed to use them except with that specific project
Okay thank you for clearing that up! Was really curious. So just need a lawyer I see
Yeah it kinda depends on what you're trying to do. If you just want to sell it on the marketplace, you'd probably be reasonably safe because of Epic's own license agreements forbidding it already
Hello everyone
So im 15 and I wanna be a game developer I wanna learn c++ to be able to create games
by 17 i wanna have a few small games out
does anyone know how i should get started
like ik i gotta learn c++ first but idk good resources to learn c++
Go on youtube - Bucky C++ or Cherno C++ (or both, why not); Follow along with these and get your feet wet that way.
learn how to read documentation (https://en.cppreference.com/w/ is common) so that you can go do things without needing a tutorial (tuts are fine, but being overly reliant on them isn't).
Get to where you're comfortable making a console application for just about any basic task and also using C++11 language features, and you'll have a much easier time in UE4.
There's some excellent books on C++ you could follow as well
yoo thanks alot
Go with C++14 tho. It is kinda patched ++11 and what is used in UE
im confused learn c++14 language features?
instead of c++11?
but if i learn c++17 shouldnt it have 14 and 11 but more?
14 is what UE uses, next add, sometimes deprecate features
ohhhh ight
Where do I do the $ job cmd? Iβm new sorry
private message to the Manny bot
Thanks sorry
Hie,
Hope everyone is doing well,
My name is Ronald gomes
I am looking for sculpting artist opportunity in game or movie industry. Specialised with Zbrush, Nomad, Maya, photoshop, Substance painter and Marmoset. Please let me know if there is any opportunity.
Not in this channel there isn't. See #instructions
Sorry π
Hey lads,
So, I'm going to be going to Uni in a year, and I have the choice of studying Animation or Game Art (there is also Gamedev/Game design, but I already know that stuff)
I think either one is really going to better my skillset. The university ranks in the top 10 in Europe for animation, at least. And it's very close by.
The good thing about these 2 courses is that they help you build an extensive portfolio, which I've heard is very important if you want to get a job in the industry.
However, I just can't decide on which one I want to choose.
I can do programming, 3D modelling (kinda mediocre, struggle with textures/materials) and I'm getting better at animation slowly but surely.
There isn't really "one thing" I specialise in, I kinda just enjoy everything.
Any advice?
Develop a specific, but general skillset
Don't do game animation, do animation, don't do game programming, but computer science etc
Don't spread yourself too thin across all the game development fields, music art programming etc, pick your favourite and become great at it
yeah, out of the 2 available I was considering animation, as that could be used for careers outside of gamedev
unfortunately, I don't think I can study computer science for uni
What is with the unprofessional behavior from some freelancers in the Unreal Engine industry lately?
This is the 2nd time I've hired a 3d model freelancer and their behavior is just completely unprofessional when it comes to getting details right.
It happens all the time. I worked with 4 or 5 UE$ devs, completely unstatisfied with results every time. It's just very hard to find someone good, because all of them are already working on something
I guess it also doesn't help that i'm solo (mostly) developing a game, so learning all of the different parts is something that was necessary
Still, it sucks that I have to repeat explaining what I want to every new person I hire.
I know you can share individual badges but is there a way to share an entire Unreal Online Learning profile with a potential employer?
Probably not, but who would ask for that anyway? It's meaningless
There was such question in the survey. Epic might consider it to be a source for people showing off.
Should be a way to make it have meaning.
Personally I'd give my collaborators more room to improvise, as long as it stays within the project's overall vision and thematics.
the only thing it means is that you started streaming the video and it finished - which someone's cat can do
coughs Fiverr
Lol yeah, but tbh, that also could be enough for a lot of what is needed... I mean, no need to reinvent the wheel, the code is already there a lot of the time.
And they could of course make it more difficult and thus more relevant.
To be fair, Unreal Online Learning is still fairly new, and not much recruiters look into online courses histories anyway.
And that can be fixed too. It doesn't take a ton of creativity to do either.
Time limits, test costs, you know, similar to accredited learning. Perhaps multiple layers, I mean, plenty of places we could easily say the same thing about there... just better reputations on it.
If skills matter, then you test skills.
Yeah, accreditations aren't really a positive for us either; most can be trivially obtained, and most don't evaluate your ability to do much more than open a tool and press some buttons or follow along a basic tutorial. If anything, they may actually look bad, though most reviewers would probably try to ignore them.
Hmm but aren't there some prominent examples in SW dev where it seems to work rather well e.g. Microsoft's Azure Certifications or AWS Cloud certs or Tensorflow machine learning certifications?
Clearly, there are industries & certificates which hold some value, though sometimes that goes only up to the HR. Just in general, for software/art e.g., most ppl prefer to evaluate themselves how much the candidate actually knows.
I do, but when they start being unprofessional is when I start firing people.
Seriously, 3 people so far and one of them was a scammer.
Plus, whenever I post a job, only one person responds on the day that I need people, then as soon as I give up, 100 people start applying.
It can be difficult to find folks especially if you're not a well established business (read: cannot afford big salaries)
Have you tried asking for recommendations from other developers?
I have no issue paying big salaries
But last time I paid someone a big salary they did horrible work that wasnt even worth 25 of that.
Sounds like it might be worth asking around for recommendations, I'm sure there's experienced artists you could hire that have a proven track record
Unfortunately, "someone's gotta start somewhere" isn't going to cut it.
@snow pendant Were did you do your recruiting? I recommend the polycount community, good, experienced people there
I use the job board here.
I'm about to to start using fiverr
Against my better judgment
I get the feeling you won't have good luck on Fiverr... Definitely sounds like polycount would be a much better choice
Fiverr's competition is somewhat lopsided when it comes to this.
absolutely won't recommend fiverr, the kind of artists you want are established and experienced and wouldn't hang on there
you can also look up artstation for some art that you like or want and message the artists
Fiverr's top creators are mostly musicians, voice actors, and writers, not CG creators.
Whats poly count?
My personal experience with fiverr for 3D is uhhh - very very bad honestly. Most of 'em just flake out. Pixel art however, I've had okay experience. I was testing the waters to see the kind of quality that would come from it. My best finds have been in the community or on reddit honestly.
@snow pendant If you're willing to disclose, what's your rough work description and budget for said work?
Just want to make sure your expectations are in line with the market
It's simple
Looking for a blueprint coder that can design a train sim.
I gave up on a 3d modeler
For a train sim you should really be looking for a C++ developer (just my 2 cents)
The answer you've given provides zero useful context for me (or anyone) to be able to assess whether your expectations are reasonable, though
I've seen lots of people over the years who are convinced that $300 (or even less) for a week of work is reasonable. It is not. If that's what you're willing to pay, you can generally expect low quality results.
For a decent developer you will probably be paying $200-300 for a single day of work
(if not more)
Develop splines and track building tools
And train physics, that's basically it.
And your budget?
So how much do you think I should be charging
Because I've charged that same rate last year and got good products
Why is so different this year
Im not a programmer, but I am established and reliable. I would not look at a short time project below 85$/h
If its a few months of fulltime work, I could stretch down to 60 ish
When I was freelancing, I got ~23/hr at my peak - I get over 2x that now that I don't freelance any longer.
If I were to go back to freelancing, I suspect $85/hr is not sufficient
Gotta factor in taxes, unbillable hours, time without a client, etc
Yeah, my numbers are from 2016 so I would add a bit
I honestly haven't considered going back to freelance, so maybe I'm being a bit greedy but it doesn't even approach $20
Its what companies paid
Depends what you're trying to get out of it
If you're getting good work product out of $20 then that's fine. But know that your talent can likely (eventually) find a better deal for themselves
Yeah, you tend to get what you pay for. Unless yoy get superlucky with someone who doesn't yet know their worth.
20$ an hour is less than entry level wages for most programmers in my low cost of living location. When I was first starting out 10 years ago, I took a job with higher pay than that full time and considered it low paying compared to my other options(I liked the company)
To keep an non-exact figure, I make the equivalent of 65-85$ an hour in my current software development position, with full benefits and many weeks vacation. This is as someone with 10 years experience.
20$ an hour will get you a hobbyist or student I think.
Or nab talent early enough they actually haven't gotten to that worth (yet)
I guess
As a software engineering intern I earned $36/hr. That was at a decently large company and in a mid-high CoL area to be fair, but it should help put things into perspective. You're very unlikely to get someone who has much experience for that price. Maybe you'll get lucky with a student who needs some cash but don't expect a pro at that price.
The thing about Games is that there'll always be another body. But is that what you want to base your (highly technical) business on?
Maybe worth kicking about
What would be the fair amount to ask as an environment Artist ?
Job type : Permanent
Fwiw, with 20-30 bucks / hour you're pretty much gonna have to hire folks from eastern europe or asian countries and such with cheaper labor. They can definitely do good work (we had some really good devs in slovenia) but it may make it harder to find skilled people willing to work for that amount.
the lowest I was ever paid in my very first programming job was almost 20 bucks an hour
I'm freelancing in eastern europe and I wouldn't work for 20$ / hour π
We're in the EU too, costs are similar, and for example, software license prices are not cheaper here, if anything more expensive than in other regions
Yeah we paid our slovenian guys way more than that :P
but point mostly being that you're more likely to find affordable folks from areas where the general cost is less, which makes it harder to find those in general because you're effectively removing half of the candidates from your list
Interesting
Not sure how often this gets asked but would it be realistic moving out of enterprise SWE without dropping below 6 figs (US)? I studied gamedev in school but I needed money so I took whatever I could get. I want to move back toward what I intended but I don't think I can afford to take a huge pay hit for it.
For clarity, I've been riding this train for 4 years
Possible, heavily depends on where you end up.
I'd assume similar pay would be doing the same thing as enterprise software engineering, just at a large developer/publisher instead of a non-gaming related company
Games industry at large tends to pay (quite significantly) worse than it's non-gamedev counterpart
People take it because they like working on games more than they like working on software, so employers get away with it
hey, I've done programming always as a hobby. But never really learned much. Everything I know is self taught. But for making it a job, what are the things I need to learn, bcs I dont know a lot of the fundamental stuff and how to do some complex things(I know that comes later, but same thing. To do complex you gotta know the basics). What steps do I need to take and what to learn in order to know everything I need to know? any information is helpful. consider me a beginner
Hey guys, just wanted to ask if there's anyone here who considers themselves a professional game Dev that started learning later in life?
It depends a bit on your ambition and where your interests lie. The absolute start is to build up a solid understanding of software engineering and usually that adventure starts with programming.
I know various such people, here and elsewhere, that fall under that category
Hi, I'm a corporate programmer (c#, typescript, angular...) But i've always tinkered with games (simple xna c# game, simple c++ opengl game, Unigine hackaton entry, Unreal simple game, Unreal minecraft-like world...).
I don't scare from pointers or more memory oriented discussions (had no issue with assembler at school), but I don't know how best to transit from retail (c#, architecture heavy) to game (c++, performance heavy) programming.
The problem is that I use C++ and Unreal only as a hobby, in my spare time (which is limited), so while I have like 15 years of experience in programming, I have none pro-experience with C++ or Unreal.
What would be my best chance of transitioning to the gamedev?
@frosty geode If you think you might have the skills required to be a game dev, you can make all that experience apparent on your resume and apply for a job. You'll probably be invited somewhere and you'll proof your skills with a work test. If you have friends in the industry they might even be able to refer you to be considered for a position. It's basically all there is to it. Try to get invited, and then proof you got what it takes.
Hi im very interested in working in the gaming industry and I have a lot of creativity, imagination(I have created and designed game modes for games that I love in my free time for myself) and im starting to practice drawing. Does anybody here knows in what direction I should go based on that?
Maybe you should start with trying to design/build a very small game first, see where your passions lay before making a decision.
If your starting out, you have the advantage of being able to try whatever you like without committing.
Maybe Level Design or Concept Artist is what you prefer? Building your own small game can help you explore other facets of making games that you might not have previously considered or thought you would enjoy so much.
thank you for the advice, what do you advice for the design/build of a game for a beginner like the engine and such? @spice dagger
Well considering your in an Unreal Engine Discord server, maybe try Unreal Engine...???
LOL, good advice I will do that thanks
Is it a thing to commission someone for code ? Like for instance if I wanted someone to build a level for me for 50 dollars would that be consider a contract?
Coders don't make levels usually, most of the time it is a work for level designers, environment artists and etc. Also 50$ ain't much. Check out the job channels.
That was a poor example lol
I just donβt wanna look like an idiot in the job channel lol
So If I needed a specific task of my project done that would fall under a contract job right?
Or is that not how it works
probably better than the alternative which is to do nothing lol
i'd want to know about some shiz like that before paying someone tbh
I suspect <@&213101288538374145> disagree, in accordance with #rules. Rule 4 specifically
doesn't look like they shared private info just a blocked convo
Which is a private conversation that one party did not agree to share
I've been on the hook for Rule 4 for a lot less
Not really, but the server has rules, whether I agree with them or not
I mean, the poster just made himself radioactive as well by posting a private conversation claiming things we are supposed to take only his side for. All while showing how immaturely he talks to people he hired. So I don't see what was gained here.
It boils down to "There was a delay in communication" and then the retaliation is to name and shame on a server with 15k people.
Absolute career suicide if I ever saw one xD
If people are genuinely interested in the details they can DM me for receipts. The fact that you choose to view it as a mere 'lapse in communication' is very telling of your own career prospects π€·
You're saying that to an established senior VFX artist, fwiw
I refrained from sharing anything more than I did explicitly due to the rules.
Either way, specifics on the situation aside, sharing the private conversation is against the rules
If you have bad business practices, I will out you. π€· Do better business. If I get muted or banned it's whatever, I made my point.
imagine reprimanding someone for bringing attention to something like this
as i said, this community pretty trash
I'd think by your phrasing that you're being held here by force
Thanks for reporting it. I cleaned it up now.
oof dat coverup tho
It's simple rules. If you can't follow them you have to live with the strikes.
If you want to name and shame users, do it on your own platform.
extreme coverup vibes but explain yourself into a hole some more ig
I'm not explaining myself in a hole. It's rules, that's it
I don't care for either of the two parties
saying "i am not doing this thing" doesn't make it true js
It's their job to secure their business practices
Not ours to generate a list of people who might be problematic
i'm just saying by removing his posts you're covering up someone's shitty practices
you can have your reasons, but don't claim you're not lol
I only applied the rules, that's all
i agree, you did
If you have issues with those, feel free to chat with @tawny kayak
I didn't make the rules
just don't act like you're not actively employing a coverup job in the process π€·
It's not Slackers' desire to be a platform for worker reputation
didn't say it was bro
It's impossible to determine the validity of these sorts of claims
So it's not at all a cover up
i'm done with the convo i'm just telling how it looks π€·
So much as just not wanting to bother with the "he said, she said" mess that these sorts of things cause
Hence they're not allowed at all
i'll be straight up, if his screenshots can be believed anyway, it's pretty one sided
and it's not like i don't understand the rules, but it is what it is
you can't kill someone with a gunshot and then be like "they didn't die because I shot them" π€·
tbh, the way the author handled it puts me off to ever work for them too
Sooo
as much as it shows that the other person did something bad. the way it's handled was bad too
i mean there's no good way to get ripped off, or respond to being ripped off imo
I'd say this is more akin to there having been a gunshot and two people and a gun on the scene, but you have no further context telling you anything
imagine telling someone who just got robbed "eh, you could've handled that better"
There is definitely better and worse ways to handle such things
^ agreed
i'm js i saw the screens, seems pretty easy to figure out why bonsai is angry
Either way this is #server-feedback material
Sure, but we usually take a very "neutral" stance here. We can't validate anything and we don't want to be a platform where people shame others. And that's why we have those rules and apply them
#server-feedback π
because i'm gonna go ahead and assume nah, y'all still wouldn't do anything lol
neutrality is one thing, but you can't claim to want a positive platform, while simultaneously allowing situations like this to transpire (who knows how often if not reported somehow?)
:triangular_flag_on_post: Array Custodian#6112 received strike 2. As a result, they were muted for 1 hour.
I don't think they're gonna abide by the rules
when that is banned then another will join
wack-a-mole
It's faster to ban than to create an account lol
I'm pretty new to unreal engine and GameDev in general, so I'm still learning the very basics. So far I've used UE4 and created a couple basic static scenes with asset packs from the market place and learned about lighting and the basics of UE4.
Now UE5 EA is out, do you think I should continue learning UE4 or switch directly to UE5? Is knowledge of UE4 still applicable e.g. CPU / GPU Lightmass, etc. still useful after UE5 dropped?
Ok, thank you. The hype about UE5 and all the people trying it out got me all worried haha
Yeah I would imagine UE5 would be like "It's UE4 AND..." not a whole new learning experience
You don't have to imagine. That's literally what it is. It's not a new engine, it's just a larger update than usual.
Probably like how Frostbite stuck to version 3 for a decade.
That's very reassuring for me to hear :). Thank you
Hello! I don't know where to ask this...so please be kind xD ...I am going to make the first job as env artist (not sure is the correct name) , they need me to build environments readymade assets, so no need to model them, just assemble... I have no idea of how much to ask for this kind of job! any idea ?
Depending on where you live or where's the recruiter located.
I'm not a Canadian nor North American, your kilometremileage may vary.
Hey, I'm an aspiring hobbyist game dev and I was wonderin what kind of resources you guys recommend for starting out in UE(free or paid, good education costs money)
"what kind of resources" - time and money
You can checkout the UE's online learning portal
Oh I should've specified learning resources xd
Haha cheers, I'll look into it!
Im houdini side fx artist anyon looking for fx for games artist tell me
Do you have any game fx experience then?
Houdini FX work is not close to game fx work.
:triangular_flag_on_post: fxforgames#1498 received strike 1. As a result, they were muted for 10 minutes.
Welp
reading them rules is hard yo
I used unreal engine for 1 year then moved to houdini for 1 and a half year
srry i just joined again after 2 years
Lots of studios are hiring fx artists, but a lot are also burned by film fx people coming over with no clue how games work.
Im a technicle artist
Right, so far you've listed three different roles xD
I'm doubting your skill level at each now.
lol technicles working are my normal working
because only with technicle workflow artist can make something better
... Alright
is unreal good for career?
Would not recommend if you have an interest in becoming a Chef though, not super applicable unfortunately
Or a shop clerk
so my current job - hate it, mood killer every week. yeah some days go fast but the ones that donβt are justβ¦ shit. the only upside itβs a guaranteed income per week for me, but i want to quit. the only thing about working online is that itβs completely reliant on me looking for people and then accepting me, meaning i could go weeks without any income
itβs funny @pure kettle says job clerk as thatβs currently what iβm doing part time, and itβs not my style lol
i have a hunch itβs me overreacting and being physically lazy, but i also have a hunch that itβs time for me to leave and take this opportunity to boost my career
May I suggest you going indie and make your own project.
Sure, you have to split your income to pay collaborators you want to commission for asset creation and buying marketplace assets, but IMO it's a good opportunity if your project pitch have something fresh to offer, while seeking attention for publishers.
yeah, iβm currently doing that now.
been doing it for a while, hard to find programmers lol
itβs even got a decent bit of attention over on tiktok
The thing is, TikTok clout alone wasn't enough, since TikTok are mostly for bite size short videos.
I'd wager that you'll have higher chance getting noticed by the game dev space by posting your work and gameplay recording on YouTube, or at least a playable build on itch.io. You can also ask someone to record the gameplay for you, if your hardware isn't strong enough for the highest quality capture.
yeah, was planning too, got around 3500 in a discord server too, shoulda added that.
just currently on the search for programmers, some people arent so willing to put their effort into an unpaid/rev share project, and understandably so
Can you blame them? Programming work is a lot more involving, and have to get through a lot of things, thus unpaid/rev share for programming isn't really justifiable.
Even free open source software programmers had to rely on donations to keep the project going. Otherwise it'll fail to go any further, just like how MB-lab went abandoned because the dev didn't get enough funding to keep it going.
not at all, im the exact same with my freelancing, i dont really go for them
Particularly web development
Anyone know of another site I can hire a dev on
I'm only getting requests for modelers and I need a blueprint coder
Indeed, Remote Game Dev Jobs (or something along that line), JobStreet
Thanks
Remote Game Jobs
I do think it could help out for beginning programmers to take such a project though. Ideally you would have another programmer who's a bit more experienced on that team from who you could learn and maybe even vice versa. If the project also actually ships then you can put that on your portfolio. You obviously do have to make sure it's all safe and not a scam etc. Which is probably a lot more difficult then I make it sound π
why would there be 'another programmer who's a bit more experienced'?
a programmer who's more experienced isn't going to be working unpaid or on revenue share in the first place
because they can do the exact same thing and get paid for their time
I was referring to someone who maybe is a few weeks / months ahead of you in experience, not someone who is so experienced that they wouldn't be there. And even if that's not the case they may likely have different knowledge then you do. We don't all learn the exact same things at the exact same time.
eh, beginners don't learn well from beginners
as the expression goes "blind leading the blind"
I guess that's a good point yeah.
What skills should i try to pickup for game dev when i start college this fall? My dream job is being a technical artist or ML project specialist
For starters, don't go to a local college's gamedev courses. You're better off spending the same time and money self-educating with online resources
That aside, tech art specifically is very much a role you just kinda roll into... You need both artistic and technical background, which means it's not very easy to build up the relevant experience and expertise without already having been in the field in other positions for a while
Hello everyone, I'm stuck at one of those life changing situations where I don't know what to do, and how I can progress myself!! I'm 19 years old graduating in Game development (Last year), and until now I was focused in Increasing my skill levels. I have 3 years of experience in Unity and Unreal and I'm confident enough to say that Unity and Unreal are my specialities ! Talking about portfolio, I have 2-3 game protoype(Which I'll upload the link here), I have linkedin profile, but I don't know where to start applying for jobs or even how to Increase your network in LinkedIn so that I could progress myself! Sometimes in Servers like this I search for jobs which are posted in "offering paid work" channel, but then I overthink too much and I'm at the stage where I think that I'm not capable of the doing that job! I'm very nervous, and Don't want to get stuck! Any advice for this stupid nervous guy? Link for the Portfolio game which I made :- https://drive.google.com/file/d/1IvQ7wpVLJ5C1AVulSJqvajtm_6BOHL3f/view?usp=drivesdk
(Models and environment are not by me, just the logic and programming)
If the engines are your speciality, why do you second guess your abilities to do a given task?
Whether I can do the job which they expect me to do
Well I understand what you're second guessing.
Why, not what
Maybe because it's my first time that I will be taking any freelance job, so I don't know how things work>
im bad
the best thing ive done is make a building system similiar to rust/fortnite
Breaking into the industry is tough, especially the first 3 years of being a dev. Just keep practicing, and apply like crazy to as many entry positions as you can. Don't be afraid if you can or cannot do the job. Just be honest in the interview, and show your work. The employer will be experienced enough to decide if you can do it or not
Thanks for your Opinion π
Question : What is the responsibilities of being a Unreal Engine Programmer?
there are many things, for example AI, networking, prototyping, animations etc, but should the programmers needs to be learn everything? or should focus on only one for example AI, or networking, or whatever specific module
when we go for interview in company, what is the requirements that programmers needs to meet their criteria
Only that company can tell you. In general one can guess.
Bigger studios, you want to be specialist in one of the broader categories. It isn't that you can't do the other work, it's that you have an encyclopedic knowledge of how to do work in the domain. This doesn't map to picking any particular module though.
For smaller studios, you should be more generally balanced.
I know it's different per company, but an is an animator generally expected to know how to get the animations working in unreal and using the animGraph? Or that's up to the programmer?
@hasty spade you might wanna read the #rules and #instructions :)
@scenic moon an animator should at least know how to import them and get them working, else its going to be really hard to finetune/tweak them if they constantly need to wait for someone else to set it all up.
In my opinion, it depends, it is more practical for a team to let the animator program the animations, but letting the programmer doing it may reduce bugs.
Err, really depends on the company. A large AAA will likely have tech artists or other people dedicated to implementation. On a small indie team the animator may need to do it.
There's tons of stuff that can go wrong in the export import pipeline. I'd expect an animator to know the process well enough to be able to bring the anims in and implement them (maybe the code isn't clean but that's fine).
Not sure if this is career related but is there a place to advertise your own game for people to put forward their own 2pence or even assist. Im not looking to hire a studio or free lancer because we are just a couple of guys trying to make something and put some assets together with some cool ideas?
This is more of #industry-chat IMO. That aside...
Pitch your idea and show off a playable build of your game to publishers. Otherwise, seek for attention on social media by showing off screenshots of your build.
Sounds reasonable
any social media really, tiktok has a habit of blowing up random videos, so if you get lucky and can manage and direct them into a crowdfund, then it wouldnβt be a bad idea
all it takes is a few words and a 20 second clip and your luck will to the magic i guess
That was very insightful regarding the animation. Thank you everyone for your answers
To add a little to Jericho's advice, @short wind
https://www.youtube.com/watch?v=IGC-Cdwsf30
In this 2019 GDC session, Future Friends Games' Thomas Reisenegger provides tips on how to market your game through animated .gifs, as well as platform-specific gif advice for Steam, Twitter, etc.
Register for the all-digital GDC 2021: https://gdconf.com/passes-prices?_mc=sm_x_3pvr_un_x_gdcsf_x_x-yt-gdc21
Join the GDC mailing list: http://www....
now, lets go back to this being a career chat :p
quick fast dirty question:
for a mid-poly character (highpoly-sculpt -> retopo -> texturing, without rigging), which will be later used in UE
does 800β¬ sounds too much??
there's too many unknown factors to really answer that.
for an npc in a breath of the wild knockoff, yea probably. for Nathan Drake, not even close.
ah yeah..crucial info sry
its a "fortnite"-like character
without any additional meshes like weapons etc
I cant really answer that myself (and feels a bit outside of the scope of this channel) but I'd expect to pay at least a few grand for a fortnite character.
sry if that is the wrong channel, i just thought..."hourly rate" "career-chat"..its a good fit π
anyway..thanks alot for your input!
tis fine, and dont take just my word for it, I barely have any experience when it comes to hiring artists for such things.
NP, i too gather infos around the net π
if you have a character design (with detailed description), you can always put it out there and see if people can give you an estimate.
i heard of hourly rates of 30$...that sound so much O.O
π
thats... on the low end actually
yeah totaly!
i averaged out a number for that character of total hours
ca 60hours multiplied with that rate....it looks so much
it all depends on the quality you require, how experienced the artist is (and how fast he works), and quite a few other variables.
I'd probably keep a placeholder until I am so far into production that I am almost 100% positive I'd finish the game.
but im saying that as someone who'd have to take great care on what Im doing with a small budget
hello, im a games design student, and while i was focusing on programming (because i suck at drawing and i dont see myself creating 3d objects and meshes,textures etc), i descovered i absolutely love to do level design and putting assets togheter to create environments. I was wondering what's the job availability for a level designer or environment designer(from my understanding this require to be at at least decent and sketching and creating 3d assets) and if its worth focusing more on this over programming(im ok using blueprints but im trying to learn c++ and i cant seem to be able to focus more then 30minutes and fail to actually fully learn it).
Important question before we get into career prospects etc.:
What is Level Design to you? Does it include placing pre-made assets to make a pretty scene? Does it include programming things like doors so they open when you interact with a button? Does it include psychology and game design; thinking about how the player will move through an area and how the level they're in will impact gameplay?
Yeah so when i think at level design im thinking of creating the path the player takes, things he interacts with, creating the story steps withing the level and the mechanics he may encounter while placing the assets togheter, when im thinking of enviormental design im just thinking of putting the stuff togheter to make a beautiful realistic/or not scene but keeping in mind that the player has to do something specific in there
Hey there! I'm wondering about pursuing a career as a Gameplay programmer in the industry. I've been a Software Engineer for quite a while now (almost 6 years), and I've been working on a UE project with friends for the last almost year.
I know the industries are very different - but I'm wondering, how realistic is it to jump from one to another. Any tips from people who done similar things? Any insight on the interview process?
@plucky hatch thats a shame, but I guess expected - problem spaces are very different. Did you find the interviews in the two industries to be similar though? In terms of questions. I'm trying to prepare right now - I haven't interviewed for 4 years now haha.
That bad huh? that sucks! Hopefully I'll have a different experience with some of the companies here in Stockholm.
There's a Stockholm/Sweden google sheet with salaries that are somewhat accurate. At least on the art side. It's missing a lot of data, but you can get a ballpark figure.
ooh, where can i find it @flat gazelle ?
@JFGnorD yeah! the responses are viewable here:
https://t.co/o4WMjXUyC8
but i'll be putting together some "meaningful results" with my collaborators once we've gotten a good chunk of responses and posting those everywhere!
Jobs in games in general pay quite a bit worse than software counterparts, even barring your seniority being disregarded. Between going from senior to junior (or mid-level if you're lucky) and the industry paying worse, you really shouldn't have very high hopes in the salary realm
It's a bit on the lower side as it seems skewed to junior people and smaller studios. But some data is better than no data.
thanks @flat gazelle , yeah i'm not assuming i'll keep my salary. the differences are quite crazy though. looking at some of the figures theres also quite a big variance, i guess it's a question of how you negotiate as well.
I mean, according to the doc I'm the best paid VFX artist in the whole country by a big margin π
Like I said, it's on the lower side.
Some companies still pay crap salaries.
Some have woken up.
ah nice! My wife is a VFX artist too, at Fatshark.
Nice. She's working with one of my old juniors then.
I'm a game designer. I love working on AAA console/PC games. I have a full time job already, earning 70k/year, BUT on mobile. I just got offered a contract for 70k/year for 5 months. the contract job is at a company that makes PC/Console games and furthermore exactly the type of stuff that I love. I've finally got a job offer for a console studio but should I consider taking the contract even though I have a full time job?
I had applied to 2 positions, first being full time, 2nd being temp(which i wasn't aware of)
Shortly after another position for the 2nd role I applied for was put up (with the exact same requirements but permanent this time)
I asked them to clarify since I had applied for a full time role, but they said yes while they had this other position in the late stages of the process now and they can only offer this contract. (First reply, I haven't asked them to change it to full time/extend etc yet)
Still, the way this has all played out feels like some sort of sick joke. I was on point and basically applied the day I saw the positions put up since I've been following the company for a while π¦
the roles could be for different teams within the company, that happens sometimes
Personally wouldn't be interested in a 5 month contract position if what you're really looking for is regular employment
So that's what I'd say, really
Also considering that this pandemic doesn't seem to end within months...
See #instructions on how to post job listings to the job boards.
Oh, my bad I will remove the post and redirect it to the correct channel
From a guy who has been looking for a job for a while now and knowing how difficult it can be to find a job as a game designer, I'd say go for the steady contract. It's your preference ofc, but honestly it the jobs pays the same, in 5 month the other offer will be off the table for sure. So it all depends on what you want to go for, if you want to remain flexible and not bind yourself to a job yet, take the 5 month thing, if you really want to work on that game and your contract allows you to switch. What I do know is that some bridges you don't want to burn and if you have a good thing going, it might be a waste to toss that away.
In any case, it's all about building up portfolio and network in this industry so be mindful of that when you make this choice, that's all im going to say.
Well I recently got my current job and had basically asked for the same amount at both, so this 2nd one is offering the same as my current, and it does offer health benefits/vacation(prorated of course) etc
I'm planning to take the job that I love, as it will help me develop skills in the industry that I need to get and retain more jobs like it by being able to do it 8 hrs a day, every single working day, while immersed in an environment of other people all doing the same thing, while also having a manager/mentor who knows what's up and can evaluate my progress accordingly, VS just staying at my current job, not gaining any new skills or doing anything remotely related to my field and then maybe spending a couple hours a day to learn/make my own personal projects.
The way I see it, the professional experience which can also go on my portfolio as 5 months of experience in the types of roles I'm interested in is the key
Came to this conclusion after asking myself how I can valuate my current job vs this opportunity, even if its only 5 months
Hey all, I'm a Unity/C# dev looking to transition to Unreal especially in terms of jobs. What's the best resource, and any advice in terms of applying to the right job to make the transition?
check this out if you haven't already
https://docs.unrealengine.com/4.26/en-US/Basics/UnrealEngineForUnityDevs/
and the unreal learning portal has a ton of great stuff, including stuff not for beginners. check out the kickstart for developers
https://learn.unrealengine.com/home/LearningPath/113226?r=False&ts=637619638761087993
Ok cool
if you live in California and youre working as a professional UE4 engineer, could you send me a DM so I can poke your brain about salary expectations and cost of living? (I'm in the process and I desperately need to share notes with other engineers)
i have just installed UE4 and do not know where to begin, can some1 suggest a good tutorial or guide me
after you learn the basics start a simple learning project
and as you encounter problems in that project you have to try to find the solutions and you will become better and better !
What are thoughts on getting employed in the video game industry (whether large or indie) using Unreal Engine as a primary skill without a specific or niche specialization? i.e. Publishing a couple games as an indie, not necessarily getting huge sales, but the games themselves being solid and getting a handful of sales and decent reviews (as a portfolio)? Is that a hopeless path? I personally enjoy the "whole pie" that is gamedev and get bored focusing too long on a singular aspect like modeling, animation etc without it contributing toward a project I really believe in. Thanks to any who are able to provide their thoughts in advance!
there is very little space for people who are both a 'jack of all trades' but also restricted to one specific set of technology
most people enjoying steady employment will have a specific set of skills orientated towards a specific discipline, and even if they have strong familiarity with one engine, should be able to transfer them to another without too much difficulty
tbh, even devs gone indie tend to be strongly orientated towards one or two core disciplines
there's only so much time to learn how to do something well
yeah that's where the plan falls through. you might be able to do the entire game, but in any particular area you aren't going to be a contender for a dedicated role at a studio that can hire a person per-discipline.
There are a couple of places I might think of that would benefit from an across the board general unrealist. But those roles are going to be better served by multi-specialists and involve hardware.
A) Read the #rules and use the job boards.
B) Sounds like revenue share, except you're taking an extra 20%.
:triangular_flag_on_post: Niklaus Mikaelson#0186 received strike 1. As a result, they were muted for 10 minutes.
< cleaned up some stuff.
How can I make a post in #hire-a-freelancer ?
#instructions has all the info you need :)
If you can read you can see where the 20% is going to computers, servers, applications, data management, cloud computing isn't free buddy.
Is it easier to start arguments/debates instead of reading #instructions on how to post the job vacancy listings accordingly? Just asking.
"Just asking"? I know that bud, I'm stating what he said if you read it you can see... stop trying to cause issues that make you look eneducated.
I'm replying to someone saying I'm stealing, go back to school dude.
You're a pleasant bean, aren't you.
:clock2: Niklaus Mikaelson#0186 was muted for 10 minutes.
is there that can help me out with some animation replacment ?
Hello can anyone help me please
I have animated camera but I want to change camera location but I can't becouse of camera animation is there any way I can change my Camera location with all the keyframes ???
My gut says that's a bit too narrow of a career.
lol
Please do not crosspost across channels unless correctly redirected.
Does anyone have any tips on how to get started as a 3d/ environment artist?I'm a recent graduate and I've been told that my work is not at the level of being able to get hired within the games industry. I would like to work on my craft but as I am in a situation where I need to pay my bills it's hard to find the time. As I need to find overtime for a job that I can get paid at.
@twilit fern I started by getting in a related industry (archviz) as my main job and working / learning on my portfolio in my free time. Managed to find a enviro artist job after 6 months
Archvis is architecture right? I think my main issue is i have no idea what my current skill level is, and my confidence of applying for jobs is just terrible.
just keep applying and improving
at some point, someone will think you're good enough
in the meantime, you need a job that will sustain you whilst you improve, so just take anything you can do that earns enough and use your spare time for personal growth
@twilit fern yes, doing 3D models and rendering, I had a ton more opportunities in those fields than game dev jobs (maybe it's different in your area), and it was good experience. Still used some of the common software I would later use
I have a job at the moment which gets the bills paid but another big issue is my lack of motivation. So getting a relevent job would allow me to get my motivation back.
I mean that sounds like a great opportunity
i have no idea what my current skill level is
If you want honest opinions on this, share your portfolio (and potentially CV/resume) here
Ill put my artstation in. My biggest critiques was my cave environment is too dark - my lighting in general then some of my models was too basic and blocky. - https://www.artstation.com/h0lyk1ll
Hello, my name is Max Brett. I am a university student located in England, About to graduate with a BA Hons degree in Independent Game DesignΒ that focuses on 3D. Before this degree I did a level 3 BTEC within Creative Media Production this is where I found my spark and drive to create 3D environments and assets. Within my final year, I completed...
I think to get my motivation back i might start making smaller environments or just assets
If you're a 3D artist and not good at lighting etc., stick to renders
Also depends what you intend to do, if you want to work on weapons that's generally very different from specializing in something like trees
If you're doing weapons, you don't need in-engine renders
Cheers man i appreciate it. Nah i specialise in environment design
Your lighting and material work makes your assets look immensely mediocre
Hard to judge to what extent they really are in the context you show them
But yeah, to be blunt, you've got a lot of practicing to do
cave environment is too dark
This is beating around the bush kind of criticism
Sure, it's too dark to see the assets properly
But the sword and lanterns here look like they're out of Oblivion
to be a little blunt, if you're not motivated to do gamedev for your own sake, why do you believe you'd be more motivated to do it for someone else's?
Oh, I'd actually missed that part entirely
Games are not an industry to work in if you're not very strongly motivated to be doing this specifically
And doing it for someone (where you'll generally just be assigned things that need doing) isn't going to make you more enthusiastic about the work than doing it on your own stuff (where you'll generally choose to do the bits you love)
Yea i see what your saying. I was immensely motivated to work in the industry and honestly i still am im just in a motivation slump atm.
I would suggest starting on a few brand new pieces, but a lot simpler (one sword and stone, a single well, etc), and just pick some works from your favourite industry artists, try to do a similar subject and mimic their quality level
^agree on that
Do a single piece to the very best of your abilities
Rather than trying to assemble a full environment
https://www.artstation.com/artwork/DxxxRn Here's an example for you, hiring peeps would want to see that you can do subd or zbrush high polys, normal baking, optimized low poly, materiality in your textures, and being able to showcase it. So good (simple) lighting!
Yea sounds good thanks for the advice
you guys know of any people in need of a level designer, kinda itching for some work at the moment,
yeah, had a look there, looking for extra sources
I want to package to windows and i have VSCode installed, but it says i need Visual Studio. Is there a way to get around this? I kinda need a lot help!
oops srry my bad
Can you add me?
:no_entry_sign: Niklaus Mikaelson#0186 was banned.
ah, was gonna ping a moderator since they were sending me abusive messages for some reason, but I see they've already earnt their ban
Guess I'm not alone then.
do unreal engine has more job opportunities then unity?
I searched on LinkedIn and the results of unreal jobs were much greater than the unity
Job "opportunities" can be pretty relative.
Mostly comes down to experience and networking
Also heavily depends on which part of the industry you're looking in... mobile is going to be almost all unity. AAA will be almost all unreal and custom engines.
I am a highschooler from India... There aren't a lot opportunities here for game development so naturally I wish to settle in some foreign country(Germany or USA ideally) but have a question for working devs there. As I just told there aren't a lot of opportunities to learn gamedev, let alone get a job here. And from what I've read online in this time, there aren't a lot of people who have a degree in game dev and still have a job and recommend others to do the same. So, is getting a gamedev degree high priority or should I be fine with cs?
If you recommend me to just get a plain cs degree, how would I get an actual job?
you'll need a master's degree just to get the work visa
a CS degree for that however would be acceptable
the real trick, is that you're going to need to be a better hire than someone local, because it is expensive and risky to hire internationally - so expect to need to get a decent amount of development practice in before being able to get a job somewhere like Germany or the US
A friend of mine got into the US on an O-1 "alien of extraordinary ability" visa somehow lol
as a software developer
where did he land his UFO?
Slovenia
I see
Thank you for responding π
I definitely do not recommend Germany if you want to get into game dev. There are only a hand full of notable studios and pay is really bad typically
An interesting tidbit however is that the German state has pretty recently started to embrace its developer-side industry. There used to be no state-wide subsidizing of development efforts. This has changed in 2019 with 50 million β¬ per year, as some sort of pilot project, and should continue giving out money until 2023, as far as I know. It's a start and could potentially lead to establishing new, interesting studios.
From the games that did get funding most of it seem like... Words I should probably not write down
"From the games that did get funding most of it seem like... Words I should probably not write down" - that's how many "steal" money. Also sweet EU funds.
Is that really the case for Germany? Germany is the EU funds πΆβπ«οΈ
Germany's games industry is not well established, but you could say the same for most EU countries
Yeah, mainland Europe as a whole just isn't great for gamedev...
There's a pile of mostly Unity-based mobile/VR places in Spain, and then a few big studios scattered across the continent
But pretty much all of Europe's gamedev presence is UK and Sweden
Sweden has a large development scene
Australia has little to no scene at all unfortunately for me.
It's really only a handful of places that do; primarily US, Canada, UK. Sweden's presence is growing quite rapidly, but nowhere near those three - only notable within scope of Europe
Do you have numbers for that? I can't find any up to date on canada. The latest figure I can find is 470 studios which I feel isn't quite on the scale of "nowhere near" swedens 435.
But this number might be too old and Canada has exploded recently.
Don't have figures for Canada, just going off gut feeling based on where I've seen companies be based etc.
So I might well be off w.r.t. exact scope
This would put the counter near 700
Yeah, that sounds reasonable. Found that my figure was from 2016
If you want to go corporate there is also Ubisoft / Gameloft / EA in romania
They are generally support studios however.
And I'm personally not generally thrilled with the premise of moving to a place that pays less than the place I live now for a job
Makes it very difficult to move back to where you were if all goes poorly
that's not the case coming from India though
What does that mean?
EA Romania is/was a QA studio without any projects of their own. At least when I worked with them.
I seem to recall the same for ubi.
But it's been a while.
I don't think that's the case now. Sure they do QA too, but I have some artists friends at Ubisoft for example and they contributed to major releases. If support means they take over and help with some parts of production from other Ubi studios, from art direction to programming then ok
'number of studios' tends to be a meaningless statistic, because what it means is 'registered businesses'
some businesses might be large companies with an office of 400+ people, another might be Gary working in his shed.
Yeah - but what Gary is working on is friggin' sweet
Why do so many listings have this?
Unless I am being dense, these things do not go together
Because LinkedIn automatically sets the level without input from the company
Dont trust it
Ahh, that does make sense.
Fair fair! I am just looking for entry roles myself. Hence the frustration! Haha
Question, been a long time gamer for awhile now, built my own tower, and been playing in tools like WC, Unity, and Unreal for a good year have 5 years of experience being a Product Manager. Possible to switch to a Game Producer?
depends on what "Product Manager" actually entails
being a 'gamer', building towers, and playing with tools all have nothing to do with a Producer's role
Makes sense, thanks for the insight!
Unfortunately, especially in Germany, big money investments do not guarantee growth. We're world champions in throwing out money with the least possible gain. As an german it would still probaply make more sense to try to get work in Germany instead of moving, right? We have Ubisoft & Crytek
True, so much tax payer money just poofs away. As far as I know relevant politicians still want to tie the funding to "cultural or historical value". Games "for fun" without relevant narrative would go without money.
We sure do have some important names in Germany but those are few in number, and pay isn't necessarily great or even good. If one is fine with it, sure, why not stay in Germany? But personally I don't see much promise looking at German game dev culture (which is different from the established and internationally acting studios here).
I think the inspiration would be too loose for it to be accepted with a map like that. You have to imagine, the bureaucrats involved have no clue about gaming. It's just buzz for them.
(I know you were joking, but still)
I mean you'd probably have to create a several stacks of paper long proposal first
so if you can write enough beautiful prose about Lederhosen the Videogame...
:D
Singstar Schlager would probably work hahah
lol
pretty sure there are already German market only singing games
https://www.bmvi.de/DE/Themen/Digitales/Computerspielefoerderung/Projekte/computerspielfoerderung-projekte.html here is an overview with funded games
Voxler was created in 2005 and has been specializing in music games since then. We focus our energy on developing the best games based on the latest technical advancements. Our studio works with worldwide and local leading publishers and we invest continuously in order to exploit the full potential of each platform.
lol, grim
this I can see
the playlist doesn't seem particularly German hah
a lot of these... do not look genuine
I know. But that's German games startup culture like from what I've experienced
a ton of serious games with pretty bad game design and art among other, less great concepts
a battle royale type game in which 60 players jump on each other in an arena that gets smaller over time; funding ~100kβ¬. Huh
608,000 euros for a match 3 game, for a license I'm not convinced they even have π
yup
I'd guess they do have the license if it's a multinational company, even if small, which has existed since 2011. Although I don't know how they got it. The excerpt seems uninteresting to me
it doesn't seem like something Lego would go in for tbh
but there's some good stuff on the BMVI list though, e.g. Fermi Paradox
I agree. I just don't see how something like this would slip past authorities
same way a lot of the other drek does - those responsible for dealing with applications etc don't know a great deal about what they're dealing with
yeah it's not all bad for sure. It just doesn't seem like the industry is making use of the new funding to grow
it mostly looks like small companies exploiting it to shit out Match 3s
exactly
quite possible, but then again, they could get in serious trouble. But who knows what the plan is
haha, right?
do you know how many marketplace / template assets I can flip for 100k π ?
as a registered freelancer I don't think I'm allowed to apply π
but all my marketplace assets would sure come in handy here
a culture test is literally part of the requirements. Whew.
everybody knows match 3 really defines German culture :)
I think if we teamed up that would be alright. 50/50 splits
I'm as German as that Danish company Β―_(γ)_/Β―
I recall that you are living in Germany; where were you from again?
Pretzels and beer for everyone
Hamburg is a nice place though :) any place with a lot of water has to be nice
hmm, my german is pretty decent, and im dutch wich often gets mistaken for Deutsch.. (not by German people tho)
considerin subsidized covid test streets here had a firebase database with admin rights for every1 everywhere it seems free money is just up for grabs
just need some balls to ask for a whole lot of money and u might get it
yea that database with lives and countries economy/travel restrictions depending on it was less secure than the average gamjam highscore list
50.000+ names with read/write access that would if turned to positive would notify millions of corona app users they came in contact with a positive
good game
corporate speak for "do we like you" π
nah, because it isn't corporate
it's just a bullet point list of hoops to jump through in order to qualify for funding because arbitrary government bullshit
other countries national programs will be the same
I promise other national programs are a hell of a lot more adept at funding worthwhile games and studios rather than whatever this is. Canada for example. And certainly "killer games" without some moral judgement wouldn't get funding here either I'm pretty sure. German politicians have started to realize there is a ton of money in games and they can no longer ignore it, but they haven't understood that it's not serious games and educational games where the money lies.
and while it's not corporate speak, it's pretty much the same. Have some game design professors with connections vouch for you and you're in
nah, they're not
the UK one will fund literally anything that passes the BFI cultural test, as an example:
https://www.bfi.org.uk/apply-british-certification-tax-relief/cultural-test-video-games
sure, I didn't mean to imply other similar requirements don't exist; just that the program here is extremely new and the people organizing it have barely started to get into the topic
there have been massive delays in actually giving out the funds for example. Indie studios have sometimes been waiting half a year after being assigned a specific budget to actually receive the money, which is a no go if your plans have accounted for receiving it. At some point there was some statistic claiming at the pace the 50 million β¬ are being given out after being promised to studios it would take until 2040 or something along those lines hahah
sounds about right
I'm considering switching from being a full stack web developer into being an unreal engine freelancer. Do you have any idea what kind of hourly price ranges there are in ue5? A senior can make between 60-100β¬ per hour in web development, but I was looking at the #hire-a-freelancer channel, and saw senior ue5 developers with 5-10 years of experience asking for 30$ per hour. Others were asking for less. Is that really a common price range for ue5 skills?
You'll also be able to find senior web-devs underselling themselves for $30/h. The numbers you see in #hire-a-freelancer are not representative of what you can be paid in the industry, you can definitely make more than you do now in web-dev. Only obstacles are building up the network needed to do so, and the skill to back it up
okay, that's a relief
Fwiw, as a non-senior technical artist my hourly wage as full-time employee was higher than your quoted $30/h
Was sort of "not technically senior but we basically see you as a senior because you're exactly what we need"
So got a bit lucky, being paid more than I should've in that instance, but it provides some perspective
Do bear in mind that his varies a lot by position
What about animators? I'm still a bit conflicted about average pricing as a UE animator.
Tech-art pays well, about in line with (or in some cases more than) engineering, which is generally quite a bunch more than most art disciplines (excepting VFX)
Varies, but we generally tackle stuff that is too techy for the artists and too artsy for the techies
yup that sounds like something that would suit me, being a programmer and interested in animation
It's a bit of a silly title because it can be basically anything from "animation technician" to "UI optimization" to "make the world look pretty" and "import pipelines and cleaning up behind the rest of the team"
Hard field to get into without track record by virtue of its broad scope
Unifying factor for tech art is that you need both artistic and technical background to do you job, which means you generally need a bunch of experience
(Junior tech art is therefore also a very weird position and not commonly found, or it's called junior but isn't entry-level)
Same as "junior full stack" in web dev
assuming I have a lot of programming background in web, and some time in my hands, do you have any tips for making it into ue5 freelancing?
build a portfolio and build networks?
Yep, and for the latter, try and find core industry people
The Slackers job channels are... Not a great place to be as a serious freelancer
oh
Lots of semi-hobbyists and startups without money
hmm.. I have Frozenbyte, like next door, and I think they are starting to dabble with ue5.. π€
Which isn't a very useful network to be based in as senior-tier freelancer
also Remedy next door to the other direction, but they have their custom engine as far as I know.. Also housemarquee is near here and they use ue5, but they only make console games and I'm familiar with pc games mostly.. hm
Do you specifically want to freelance?
I think so.. at least in the long run. Maybe I could take a job for some period of time
It doesn't matter much with console/PC development, as 8th gen console onwards are closer to PC anyways, and no longer the exotic hardware like its predecessors.
Yea probably. biggest problem is just that it's awkward that I don't own consoles π
hey guys ,im gonna buy a learnbook for ue ,do You think it does matter how aged is the book?
cuz the book is since 2017
Things have changed since then, lots of stuff might be severely outdated or have the UI/names changed.
2017 was 4.15 I think, and it's already quite a lot different from 4.26
Also this is mainly topic for #ue4-general
but the book is for the beginners basics and for the advanced
redirecting to #ue4-general
The short premise to this is;
Don't buy books for basics (how to use engine X), buy books for advanced universal concepts (how does PBR work, how do we go from mesh to pixel output)
Use web resources for the former, they'll actually be up-to-date and they'll do fine
so I'm working very low paid manual jobs to fund my UE4 game, most of these environments are highly racist/homophobic/sexist and it feels like it doesn't matter if my UE4 projects are successful if I'm only able to take this job route because of my identity π
wut
You should find better groups of people to hang out with
piggybacking a bit off the tech artist chat, remembering the same points, such as, there is no such thing as a junior tech artist, in what scenario/project would you seek out a Technical Generalist, and what would you expect out of that role? (Games, AEC, VP, ect)
If I was doing an indie thing and had no money a generalist might be appealing
As somewhat of a Technical Generalist... The only context in which I really see much use for one is as founding members of a small indie team, where you just cannot have enough people to distribute tasks in a sane fashion. That's why I pivoted into tech art
@buoyant girder
mind chatting in dms for a bit?
:no_entry_sign: ΛΛΛΛΛΛΛΛΛΛΛΛΛΛΛΛΛΛΛΛ#3852 was banned.
damn zero width unicode name

really wonder when discord auto-picks that shit up and auto-block/ban
they don't seem to have any interest in preventing spam / abuse at all tbh
Hello, I just start learning how to be a game developer, can someone share with me some experiences of how you guys become a game developer and how you all get first your game-developers job? Thanks
step 1: follow all the guides, tutorials, and documentation you can find.
step 2: find out what interests you the most.
step 3: follow all the guides, tutorials, and documentation you can find of the thing that interests you the most.
step 4: see step 3.
step 5: see step 4.
ad infinitum (as long as you need it to become decently good at it)
step ad infinitum +1: make a portfolio
step ad infinitum +2: ????
step ad infinitum +3: profit
in other words, practice, practice, practice, and apply what you learned, apply what you learned, apply what you learned.
can anyone tell me like how to make a game reach to a wider audience I dropped my 3rd game and I am confused should I work to improve it or just make a new one
What have you done to market it?
Assuming your game is well made (not so buggy people would call it broken, not impossibly hard learn), most games do appeal to at least some amount of people, so it's generally a question of marketing the game so that the people it appeals to will learn about it
However not all types of games will benefit from same type of marketing (eg. getting pewdiepie to play a niche grand strategy game might not really generate much sales because it doesn't appeal to his audience)
You should apply a development process that involves advertising and marketing.
This means that once you are out of the prototyping phase and you're in the Pre-Alpha and things get clear enough on how the game will start going, it's time to create an announcement trailer and advertise that while your game keeps developing. Then, when in Alpha, maybe a Gameplay Trailer might be a good catch.
You can also make it without trailers but I've always seen them as advertising milestones. A constant presence on social media and the web is necessary, the more you have it the more you're gonna spread the word
Depending on the game you can have an Open Beta with a demo that contains most game mechanics and a bug report feature. It's a good way to get people playtest your game for free and have downloads/reviews as well
This^^ obviously once you enter beta
I have uploaded mobile game on playstore
:triangular_flag_on_post: Here'sCapK#6661 received strike 1. As a result, they were muted for 10 minutes.
the only way to get any reach on the PlayStore is to start with a lot of money to burn on advertising or artificially buying your way into the toplists
getting noticed on the mobile app stores is a game of financial attrition as much as anything else
ohh so other than that no way out
Question, is there a place where we can leave reviews for other devs that have been horrible?
On this server? No. In general? Probably, though I wouldn't know where
that sucks
especially when they scam you and you cant warn other people in this server to stay away from them
Tell the mods if you got scammed by someone on this server
It's near-impossible for anyone to verify these sorts of events, and they always devolve into a 'he said, she said' type of debate. It's not constructive.
even if you have proof from DM's?
Yeah if you have some way of showing what you're claiming is true I think it's a good idea to talk to the mods
I strongly doubt anything will be done. DMs can easily be forged, or simply framed to leave out other relevant information
Regardless I think if people get scammed you should tell the mods, maybe they can't do anything immediately, but I'm sure they can keep a record if enough users complain Β―_(γ)_/Β―
Anyhoo that pretty much illustrates it... As straight-forward as a lot of this stuff may seem, it's honestly impossible to determine which parties are truthful and who are at fault
which is why we have the protect yourself clause in the #instructions channel.
it will always end up in a he says she says kinda thing, and we rather keep slackers clean from such things.
Wait, Neoplan aren't you the guy who got pretty upset when you found out you can't pay 20$/h and expect quality work? Or do I have you mixed up?
Did you pay more now and still ran into trouble?
Somehow I doubt it...
It's tough to find good folks for cheap, but it's also tough to afford to pay more. Gotta make best of what you can I guess
In relation to the car purchasing discussion. My first couple of years in the industry were... slim.
Just out of school, moved to a new country. I had enough to live but no savings at all.
But then, over years I built, and... I still don't have a car xD But that's because I don't need it
yeah, same - my starting salaries were decent enough in my first jobs, but the cost of commute / rent ate so much of it that a car was never an option
I would not expect to make big money as you sre starting out.
I wanna either work as a game develoepr, work for nasa or become an engineer
Lol
Take a few years and figure out what you want to do. There is no rush. There are very few similarities between those roles so you still have a lot of growing and learning about yourself to do.
I wanna work for nasa..
And I say that as someone who tried to leave games after 8 years to study mechanical engineering. Only to run back to games.
Do it!
As I said earliier, being 15 years old means that you have a long, long way to go.
Ok
π
??
Kid's got much more to learn, but has the wrong perspective on things.
Yep, that's life for you
That's normal
Growing up just means you get to be confused And have a mortgage.
Just go into non-game software dev and make enough to not have a mortgage
you guys think that someone in his 20's is too old for begin in a game software carreer? i mean, a lot of people start when they're very young so, what about the other people that they're just starting on this, from learning about the engine to other things like modeling?
Some people start older than that.
Wasn't quality work I was upset about, it was the professionalism.
Like for example, one of the "devs" here decided to talk crazy in my PM because I didn't choose him for my project. Someone that does that shouldn't be in this server.
If another user of the Server is not applying themselves professionally (nasty attitude, threats etc) towards you or someone else in DMs we encourage you to contact a Moderator. We can handle the matter privately with you, as we also have a policy of not sharing private DMs in a public server, hence why coming to us directly is your best route for it to be addressed.
We cant help resolve an issue if we arent made aware of it.
Sent you a PM
How do you get an internship for gameplay programming
Step 1) Be in college
Step 2) Do some independent/class projects that you actually try on/work with a research group
Step 3) Attend any and all company career events that visit your campus
Step 3a) Apply to studios as a college student looking for an internship.
Not a college student?
Good luck
Apply anyway
Bow, scrape, lick the floor, prostrate yourself before the lords of the Ivory Tower.
Pray
If you ARE a college student
DO NOT just do your coursework.
Your GPA doesn't matter unless you make a 3.8 or above and went to a ballin' school.
A) You don't need to go to college to work in game development. If you are and you're going into debt for it you're making a Life Mistakeβ’
B) Your GPA only matters otherwise to go into grad school, which is 10000% pointless if you want to do game development. Only matters for doctors, scientists, engineers, lawyers (gross) and professors (double gross)
One sidenote on degrees; depending on where you live, you may well need one to be able to get a job in the industry as you won't be able to get through immigration without degree
doesn't tend to have to be a relevant one though, a lot of immigration authorities only care that you have the degree, not what the degree is in π
Yes.
Not sure if this is the right channel to ask but here goes did anyone study Computer Animations, Games and Visual Effect at college or university?
Sure didn't!
General recommendation in these parts, as far as I'm aware, is to stay far away from any sort of specialized education on these topics, and to pick a broader, more standardized degree (like Computer Science for programmers, or psychology for game/level designers), and to take internships in fields you're interested in and teach yourself what you need to get into those fields
sweats with no non gamedev skills
^same
Rather than announcing that you have questions, just ask. Those that can answer will answer.
https://www.dontasktoask.com
This still applies outside the usual UE channels
[Help] Hey can anyone give me some advice as to what sort of work and at what level I should be seeking? I've been devvin in Unreal for 3 years now, 1 in Unity before that.. I recently solo developed a game and released on Steam, its called Heroes of Eldemor.. It's got working multiplayer over a listen server, uses the gameplay ability system. has voice acting and all that good stuff.. it still kinda looks and feels pathetic.. but all the code works.. and I know how to optimize things.. I ran into a lot of problems when trying to build my SUPER MEGA AWESOME PROJECT for the first few years of devving lol... so ya piling feature after feature, untested into a blueprint shit stack... i quit on that project and just decided to work on something fresh and shipped that steam game in like 4 months..
anyway, im looking for a job.. still trying to level up, working on c++ code and trying to learn to make things look pretty in Unreal, i feel like that's one of the main things people want out of the engine when they're lookin to hire
Can someone recommend some game development books on audible? Thanks!
@hoary peak from what you described, it would be gameplay programming intern.
Thank you
@ashen lynx 3 years of experience in unreal and 1 in unity and he'd be an intern?
depends on the quality of experience
If it was 4 years working with engines in a recognizable studio I would say they are now mid level
but solo projects? That's an internship imo
If you have no C++ experience and are looking for programming positions in Unreal, you're an intern
but all the code works.. and I know how to optimize things...
Different countries have different "college is useful" stats.
in the real world, you apply for a job at a company, the company asks you what you can do, you say X, then they test you for X, fail? goodbye. Mostly no-one cares if a piece of paper says you are Y or Z.
Being in college is a requirement for internships in several countries.
There's a lot more to most jobs that require specific degrees than X
That's why it requires 4 years of preliminary training before you even get in the door to begin the on-the-job specific stuff
I can't test every interviewee on the full breadth of knowledge I'd expect from them in a reasonable time frame
we got em
It's often case by case. Some people get their feet in the video games industry faster than others. It's easier to find jobs if you have a University degree (baccalaureate) and this is valid for many other jobs outside the video games industry as well. It's hard to get in. But once you are in and have several years of experience to your belt, you'll receive offers from multiple studios trying to snatch employees from other studios, not necessarily rivals. For jobs such as artist or designer, the portfolio matters more. But in all cases, you'll be able to get many jobs through only networking, friends of friends. By using social media, Artstation, Youtube, etc. You can increase your visibility, opportunities to connect with more people, even people you admire and can learn from.
Baccalaureate != University degree
An Undergraduate Degree is the first degree you can complete at the university level. It is commonly called a baccalaureate or bachelorβs degree, and may be further classified as honours or general (see below).
yeah, no, there is a strong distinction between the two in almost every country. Baccalaureate programs are secondary eduction programs, and Bachelor's are tertiary
e.g. the International Baccalaureate Program:
https://en.wikipedia.org/wiki/IB_Diploma_Programme
or the European equivalent:
https://en.wikipedia.org/wiki/European_Baccalaureate
the latin root word hasn't referred to a Bachelor's degree in most places for a very, very long time
it may or may not be written in latin on a degree diploma, however, as per tradition
I'm not here to play with words. If you do the research, you'll notice that most jobs ask for a College/Professional degree and 3 years of experience OR a Baccalaureate Degree with no prior experience.
That was my point.
the only place you'll ever see a "Baccalaureate Degree" is probably Canada
Thank you that really helps to know cause im tryna work in either us or canada after i finish college cause my country doesnt have any game dev company π
:no_entry_sign: trancepx#8382 was banned.
thanks
Oky. But Canada alone represents what % of the workforce in the world?
In 2019, North America alone represented 60%.
Europe: 20%
Australia & Oceania: 8%
Asia: 8%
Latin America, including Mexico & Puerto Rico: 4%.
Africa: 1%
In recent years, many game companies opened studios in Canada, including Epic Games, Google, Amazon, NetEase, Microsoft, Bethesda, EA Games, People Can Fly, Square Enix, Unity, etc.
It's insane. And it keeps growing.
it doesn't change the fact that outside of Quebec a "Baccalaureate" is not a degree
Again...
It is commonly called a baccalaureate or bachelorβs degree, and may be further classified as honours or general (see below).
You'll find Bachelor's degree in IT in other provinces.
The point is, go to University.
Of course, that depends on where you live and what school system you are in.
Should be self-explanatory.
Rule of thumb, check job positions in your area.
Sounds like you assume there are only programmers in the industry.
What I wrote earlier is that only programmers strongly benefit from holding a degree from University, since Design and Art are more portfolio-related.
That's because of computer science.
In cybersecurity, it's more about getting specific certifications. Such as...
Entry level: CompTIA IT Fundamentals, CompTIA A+ Core 1 & 2
Beginner: CompTIA Security+, CompTIA Network+, CompTIA Cloud+
Intermediate: CompTIA CySA+, Certified Ethical Hacker (CEH)
Advanced: Certified Information Systems Security Professional (CISSP), Certified Information Security Manager (CISM), Offensive Security Certified Professional (OSCP).
And we start seeing more of those jobs in the video games industry now.
Hey everyone. I was wondering what is the avarage hourly rate for unreal programmer contractor / freelancer in USA. More specific in New York area
If you could narrow down the skill level, that'd help people give you an estimate. Pretty sure NYC is a higher COL than where I am, and freelancing has more overhead between dry spells and tax burdens. I'd say $70 and up.
Here's another funny story about someone I hired from the Unreal fourms
So basically, I'm a 3d modeler and used to use my models in a steam game that allowed 3rd party content.
I got tired of using that game and I decided to create my own with the models that I created.
I hired someone as a blueprint designer to import and make the model functional in unreal, everything was good.
Until, they decided to randomly start looking at the file directory for the model (for some reason, it kept listing the old game engine as the directory for the models except they came from my desktop).
They start doing all this "research" when I think that they're working and they tell me to show them proof I own the models. I was professional about it, I explained why the directory would look like that but I created the models and the reason why the directory is referenced to the old game is because it was developed as 3rd party content.
Then they became extremely rude and unprofessional, saying this is copyright, the game developers can sue you, you didn't show me any proof these are yours, blah blah blah.
Not sure why people don't listen instead of accusing people for no reason.
Might want to make sure you understand the license agreement. Content you upload may no longer be exclusively yours, and you may be granting that company extensive rights to those assets.
Your contractor was being super paranoid, but I suppose if the other company was invested in using your specific meshes and wanted to make a fuss, they'd be culpable in a small way.
It shows the original location where you imported from. Move the assets before importing.
It was never publicy released
And, actually, if this was revshare I'm with the freelancer on this
I'm sure they could have spared you a lecture, but if you're not satisfying their reasonable requests when they have a stake ... I'd walk too
Not sure it matters. That's what lawyers are for
Revshare?
Respectfully, I disagree. I explained why the directory was like that, 2 times. I even showed screenshots of when I created the model from scratch.
If your going to be paranoid like that, then maybe you shouldn't be freelancing if you can't trust someone who hires you.
There's a minimum bar of proving that you're not in murky water legally, and just from what you've said here you wouldn't meet mine.
If I have a stake (rev share) it absolutely changes things. If I'm just some node pusher, then maybe I don't care about this
But yes, perhaps I shouldn't be freelancing which is why I'm glad I don't anymore.
People screw you over all the time, welcome to working for forum jobs
Yep, it's probably inconvenient for you, but for the person who's working for you it's their livelihood at stake
Back when I used to freelance with no stake at all, I wasn't out there grilling everyone for their marketplace receipts.
But when I worked revshare I kept an eye on that.
Why? Company is in hot water, legal fees eat the revenue. That comes before my cut.
If I have a public brand, and my brand gets wrapped up in a suit, I will have to deal with that with most clients down the road.
It's not superficial.
It's just unlikely with your case here. But if you can't show a chain of custody that satisfies me when the game never went public, what else is going to be hard to get clarification on??
There was no stake involved
Well. There's always going to be some extra detail that'll mean I don't actually have a point.
No I get it
So, enjoy
And this is where paranoia comes into play
Companies will absolutely end careers over IP
You just never hear about it because the same settlements typically have gag orders
I see
How can I avoid this problem in the future?
Ive already moved the directory so it wont say that anymore, but there are still some references left.
Hey, it probably has been answered, but I didn't find it in the FAQ, so here I go.
I'm french and I've been studying development for 4 years now (3 years on a school that doesn't give a diploma, now 1 on a 2 years formation that does), so I had time to experiment with a lot of different branches of dev, but never really considered game dev because of how poor the opportunities looked like to be in France even though I love making games and that "gaming" has been my world since I was 6.
Long story short I gained on maturity and now I'm considering it anyway. I always developed my games in C and sometimes C++ from scratch (with just the window management of some C libs), mostly 2D games and 1 3D using raycasting only (wanted to rebuild the first Wolfenstein), so now that I'm more serious about it, I'm learning Unreal Engine and it has been a blast but I've one question that I'd like to have some advice on it before I screw it up from inexperience.
Basically next year (after I get that 2 years diploma), I'll be facing the usual choice; I'll be 23, I have professional experience in web dev and embedded dev, and so I'm wondering if getting the 3 more years are worth it or not in this industry, I'm a self taught for both jobs I had and my employers were happy about my work, so if everything were perfect I'd love to just build my portfolio for a year and then apply for a job in game dev directly, but that seem to not always be the best choice.
So I see 2 options for me next year: 1) continue on a masters and build my portfolio meanwhile, meaning I'll only be able to actually start my career at 26. 2) build my portfolio now and try to get a lesser interesting job but game related so I get experience right now instead.
Option 1 sounds super depressing to me but more realistic, option 2 sounds better but no idea if it could work.
In my position, what would you have done ? (thanks for reading if you got all the way here :o)
the age at which you try to enter the industry is pretty much irrelevant and at 26 you're still young enough that it isn't even remotely a topic of conversation
the diplomas you are going to obtain are unlikely to help you in the games industry much, but may help in other industries, so it is up to you whether you want to pursue them or not
a master's degree may be useful if you want to look for work abroad, but as an EU citizen you're a lot less likely to need that than someone who is not
(basically only if you want to go to the US / Canada / UK)
everything else is portfolio - how and when you build it also doesn't matter
but it's generally accepted that nobody walks out of school into a games job so it makes sense to take other employment whilst you build it up on the side
ok, that's super encouraging to me, but yeah I'm considering quit hard Canada, as a Canadian friend of mine working in 3D told me that Canada was in high demand right now, and obviously, the most well known studios are almost all there
there's a few large studios in Canada, but no more than anywhere else with an established games industry
(I've been told that age doesn't realy matter already but that's so hard to get through my head, as all my friends are starting their careers now)
eh, you are not your friends, everyone does things at different times and there's no point measuring yourself against anyone in that regard
I know but even if I know it to be true, it's still hard to acknowledge, I'm human after all
as an aside though, I believe the French games industry is larger and more established than Canada
Realy ? I have Canadian friend working in 3D right now telling me that Canada is currently in high demand
everywhere has demand for capable people
true
Well I'm going to keep doing embedded soft while building my portfolio, and I'll see for the degree depending of my options next year
seems reasonable
The games industry has a big shortage of competent people. Most teams I know are looking for mid-level to lead people in various disciplines
Only hard part is getting in and establishing your competence
It also starts with competent recruitment.
When I ask around, industry vets inform me that not only you are right... there is a shortage of competent people or talent.
But the source seems to come from the recruitment process.
Also, we can observe that for many new jobs... they are often taken by already established employees moving between studios.
We aren't injecting enough new blood into the industry. For every batch of 30 graduates, maybe 4 are really good.
Mixture of, people hear the horror stories and they don't want to stick around/enter the industry, or just the standard story of the company not wanting to train anyone.
Those stories are a big part of what kept me out of considering this industry for a long time
And I wonder, what do you consider a "good" game dev ?
or maybe easier the other way around, what do you consider a bad one
both come with a long list/description XD
First counter question. What do you consider a game dev?
I can easily describe a good FX artist, but beyond the basic people and office skills it won't be very relevant to an AI coder for example.
I guess you could genericize it to "Ability to utilize tools effectively and consider how work fits with previous/future work and other disciplines"
You could be a rockstar with visual studio and systems arch, but if you can't work with artists you aren't going to do well on almost any team. Plus it doesn't matter how strong a system you make is, when you've implemented something that doesn't fit anybody's design.
You could write the most cohesive world, but if telling that story is not feasible with the current game it will go to waste. For instance, a world emphasizing dynamic faction interactions when the game code has never considered factions or doesn't have any sort of relationship tracking.
Anything more specific is going to vary by role
And I don't think either of that makes some a "good" developer. Just an existing one.
It's like saying I'm a good human because I both breathe and eat food.
I'm a default human π
Yes my bad, to used to say "dev" to only refer to prog but indeed, that's not really the case, so yeah I refer to an Unreal C++ programmer, in my current case, I guess it would be gameplay wise, but I'd love to hear about other specialisations too
To reply to everyone,
Yeah what you described is basically getting down your client's expectations and designing your product in consequence, I agree that's a basic thing for any programmer really ^^'
I'm more interested in the details, what makes you find x better than y given that they are both capable devs
(my initial question was way too large, sorry)
That being said from your answer I understand that's it's really not that different from my experience as a web dev or embedded dev, besides at all the stories told about game programmers, if I extrapolate from your answer, it seems like it's not so different from other prog branches after all
You need to be a team player, you need to be eager and willing to learn - both 'standalone' and in the sense of learning from your (inevitable) screw-ups, you need to be competent enough that you won't be a detractor to efficiency beyond your first few weeks
is it possible to work on remote jobs
are there many unreal dev jobs out there?
or is it rather hard to get one
@placid frost I did the opposite of you. I am a 32 year old American living in France looking to work in video games after telling myself I wasn't dedicated enough to get a job or that the industry wasn't stable enough to support me for 15 years. It will only be right for you if and when you decide it is. There are wonderful and crappy companies and environments in every field. Do your part to make it a good place to work and don't think any further.
-France has an unapparelled support system with its social security system. Don't look down on it and keep that in mind when thinking about moving to another country. Health insurance in the US is no joke and it is very expensive for anything medical, and I am led to believe that France is better then Canada on a whole (unemployment, economical stability, etc) except for the job market.
-Degrees are about 10% as important in North America when compared to France. Completing any diploma is good enough unless you are trying work in the medical or engineering/sciences fields. There is no need to get a masters or doctorate. All it does is says "you had the means and the mental fortitude to tough it out and get this paper." In France, well you know how limited it can be, but I don't know if that transfers over to video game companies as well...so if you plan to stay in France, I would continue with school since your opportunities would only increase.
-If you are thinking about moving to another country to work, do it, its a wonderful experience and it will push you to meet your expectations (in my opinion).
For experience. Keep making stuff, join in game jams, and keep adding to your list of projects and experiences. Join a team developing a mod and release it. These are universal strong points in getting a job in the industry that haven't changed for the 15 years I watched it.
"Health insurance in the UK and US is no joke and it is very expensive for anything"
The UK has almost no concept of Health Insurance. All residents of the country are entitled to 100% free primary care through the National Health Service regardless of their personal status. It is supposedly one of the best, and most accessible health services in the world.
Thank you @lilac walrus for the correction...then I misunderstood where expenses must come from living in the UK. I just heard it isn't so easy.
I could have sworn people complained to me about healthcare and expenses, but I guess I took them as one and the same, no two separate topics.
Problem with UK is that you're generally paid very poorly relative to cost of living
^I did always wonder about how this works, I once considered moving to London for a dev job and I was looking for apartments and it was super expensive even at the outskirts unless you wanted to live in a broom closet
A broom closet which looked like it was from the middle ages
Apparently yeah, not sure why anyone would move there on the kinda salary that was being offered
The salary wasn't like low or anything, it seemed typical for the area and position, but at least to me it was a pretty bad deal
That first part you mention is exactly what I went through, and "Do your part to make it a good place to work and don't think any further." is exactly my mental state and why I say that what made me consider getting into game dev is basically getting maturity.
I totally agree with France's support being realy good (but it is also true that I lack visibility on how the US / Canada's social security system is), but I also value experience a lot and that's why I considered moving if I have the opportunity to do so.
My current plan is to finish my current degree, afterwards even though I'd love to get a full time job asap, I guess the best compromise for me would be to finish with a master allowing apprenticeship on embedded soft (I may even have an opportunity to do a master in cybersecurtity allowing apprenticeship, I may will go for this since I could actually get to learn something out of my degree then), and build my portfolio and doing game jams in the meantime.
That being said, thanks a lot for the time taken reading and answer me ! As someone living in a place in the countryside with not a lot of ppl to talk to about that kind of stuff, it was super helpfull
That's a good point about embedded π
And yeah cyber is a little special but what's nice about it is that depending on what you do in it (and it's as large as the cs world itself) you can learn stuff about anything. And since it's a blackbox for a lot of ppl currently I might not have as much problems explaining it to recruiters, at least I hope
(because web dev was fun but for me personally I'd rather reverse C++ code all day than doing that again π )
and yeah the salaries are also much better than embedded, at least in france
Which country side, I am in Franche-Comte
Embedded in is a bit of a passion career/field too.