#career-chat
1 messages · Page 97 of 1
One month is not a long time to be training, I would give it a while more and see if you still enjoy it.
Do you mean VFX as in the VFX industry, or game VFX?
oh sorry i meant game vfx.
What tips are you looking for ?
Looking to see what people would do. I know that game vfx artists are rare and they get paid a lot. As a 3D artist, as time passes, more people go to 3D art and more people learn and get good. Basically VFX artists are in demand while 3D companies can find 3D artists easily nowadays. Thinking long term stability. I have friends from game companies and a lot of them said that the industry is lacking VFX artists since they are more technical and you actually cant just be an artist or programmer and that you should be both.
So what tips are you looking for then?
Do you think I should go for 3D or VFX artist, for long term
It sounds like you already made up your mind that it’s something you want to learn, so are you looking for courses etc ? Well up to you, when it comes to design it’s always a good idea to follow what you are passionate about and enjoy, if you just want money you are in the wrong industry (games).
While VFX artists are less common than 3D artists, it’s still an oversaturated market.
Well I dont see myself working outside games, so I dont mind if it isn't that high pay. I feel like I can work longer cause working for games seems more alive
Well if it’s something you enjoy then go for it, you will certainly be more hire-able. It all depends on where you live too, where I am they are not rare, just more expensive than the usual.
Alright, thank you! I'll think more about this if I'll lean towards VFX or 3D.
Then I'd start here. I've arranged the material in segments that make sense based on your skill level. https://realtimevfx.fandom.com/wiki/Tutorials
Then join the forum and discord (not allowed to link) and you'l be up and running in no time.
I also disagree wholeheartedly with the statement that it's oversaturated
My vfx artist ad has been out for a year. Granted I need a lead/senior. But getting good applications are very rare.
It's the same everywhere
Where the hell are you!?
Sweden, so have a lot of game studios in my city (over 20), Volvo, Volvo Cars, Polestar and half a dozen other auto companies, Thats before going into all the tech companies and agencies. So really quite lucky (so far)!
Yes I think oversaturated was the wrong term, but I have been lucky with location we always manage to get who we need these last 4-5 years.
That's super odd. I'm in Stockholm and I think I know basically 70% of the FX artists in the countryby name at least. A ton of studios are trying to hire but none of us succeed because there are no unemployed FX artists.
Ahh I’m in Gothenburg, I can give you some names of some who may be free if you like?
Yes please
For sure! I send you a DM
Nvm, I was confused, I thought you were talking about general VFX/CGI not specifically game VFX, who are very rare indeed it seems.
Courier
vfx artists were rare in 2000. Today they are a rock throw out a window away
rare in terms of quality? Cause there are literally hundreds trying to get jobs here everyday
I was saying that the VFX artists I work with and employ (CGI, advertising, media etc) are easy to find, but @flat gazelle was specifically talking about VFX game artists (that I have no knowledge of as I don’t work in games).
I am also in vfx for tv/film, not games, yet, I dont see any issue with them finding people they need, just quality people
Insomniac is across the quad and those guys dont seem to have any problems here. I see endless apps for vfx from ppl doing both. /shrug
What country are you in?
US
And yet their ad is still open
Seems weird that so many companies make up things about this being an issue if they get hundreds of apps.
This is my entire community and my peers we are talking about. It's quite a common topic in my sphere, but I'm sure there are outliers.
I barely get either
Yeah I get spam applications from vfx people who have never touched a game engine.
Some could be trainable but having done so twice, it's a really big investment for a small payoff.
Slap on some performance restrictions and their skills evaporate. It's frustrating
Howdy!
I don't want companies hiring my thingy.
Ah, highest, like 250k
and that's amazon
because their comp is dumb
yea for mid
my buddy just got hired there for 350 at level 6
senior is level 5
mid is level 4
3-4
Sounds so much like Scientology.
Sounds about right I guess. I'm contracted for 160/month.
uhhh show up and do your work
lmao i mean we say 40 but what does that mean?
not like we track time or anything
Pretty easy to tell whether or not someone is putting in the work
Tbh for me it varies. Depends how involved in the work I am. OBviously today I'm quite invested... it's 6am and I'm still working.
yep
if you get assigned 60 hours of work for the sprint and you show up to standups saying everything is going well then you're not done at the end of the sprint 5 times, that's sus
Or you have to onboard someone.
Clean up after juniors!
ah yea
I don't clean up, I comment the PRs and send em back
if they have questions, they know how to get ahold ofme
#whywedon'thaveinterns
That's super interesting. I might be misinterpreting you, but since this differs so wildly from my experience I asked the twitterverse.
The first reply was from an ex bungie fx artist calling bs. That has since been liked by fx people from Epic, 343, Insomniac (!), codemasters, amazon, beyondfx ans so on.
So it seems you have found a fairly unique supply of talent, and Im very jealous :)
Found? I said endless apps. Like I said, we get endless submits. How many are quality was the point
Yeah, nobody else seems to even get that.
Didn't you say you weren't in games?
I also said I get apps with experience for both. So, either I am reading things wrong, or applicants are lying, for years. I got no other thing than experience and what I see in front of me, at work, and places that do hire for it.
Because it sounds a bit like you are mixing up the two different meanings of VFX. If that's the case, then I have no problem believing it, as that's what Robots vs Dinos did as well.
VFX in film: Umbrella term that includes a bunch of different disciplines.
VFX in games: Ther equivalent of FX in film.
the only thing that could be confusing is I do the traditional "form" of VFX but we dont even call it that anymore either
yeah, we dont just throw out VFX in tv/film as it means anything anymore
you call ppl and depts by name, like in a game pipe, same same
old school would call all the technical animators "vfx artists", etc...
Interesting, then yeah you have very much stumbled on something unique. In my years hiring for the role, I don't think I've ever had more than one application with any game experience at all per week. Getting one with Good experience is near impossible.
that last part, yes.
But, I assume this is what it is in Burbank/Glendale/Los Angeles county USA. This is a huge place for games and tv and film. People who cant make freelance doing one, do something else in the meanwhile
there is also a huge explosion of XR "game" companies in that area the last half decade
tangential, but maybe a point, I would not recommend anyone move there for a job, unless its a job that is paying north of 140k (US) a year
what if it is paying exactly 140k a year?
negociate to 141k a year and you're set
glad it's that easy
Could always go for the 140,000.01, as im sure they would be more willing to do that
good thinking
If it's exactly 140 you could only afford to live in a cardboard box and shop at Vons. If it's one penny more you're allowed to add a door and shop at wholepaycheck
I dunno I think people exaggerate it
like if your rent is 3k
ok you pay 36k a year in rent, and you probably pay between 30 and 40k in taxes
but that would still leave you with like 30k in raw spending money at 100k
30k in spending money doesn't sound like bad living to me, many people don't even see that much period
am I missing a variable?
a lot. Take home is roughly 72% of what you make after taxes, insurance, contributions, etc... Your home should only ever be 30% of your existence. Why is your rent 3k in the first place (try more like 3800 btw) -- that is RENT btw, not a mortgage, so even worse.
So, lets take 3000 / .30 x 12 months to get the total we should make a year to "cover" month to month... 120k! Woot! Except, I didnt remove the TAX yet..... so lets adjust that by another 25%+ since tax in the U.S. is avg'd out around 27%. 120 / .75 == 160k ..... which is 20k+ more than I already suggested.
Keeping in mind, rent is higher, and cost of living in LA is 2.5 that of any where else in the U.S.
the 30% rule is on gross usually
and even with all of that that still gives you HUGE amounts of spending money
like more money in spending money than people in LCOL see period
in absolute terms
So good, when I lived in London my rent was about 50-60% of my salary
that 2.5 figure sounds like outright bullshit, come on now, I haven't been able to find any statistics that say it's even 1.5x as much as other major us cities, let alone 2.5x
I guess they have other costs too they have to equate too inside the high salary, so it’s not all spending money.
Medical, education etc
I dunno I'm looking at different factors
Car insurance is the same as my LCOL city
Internet is the same
Phone bill is the same
Taxes are lower
I'm not seeing any noticeable food pricing differences
like rent is substantially more, and I'm sure as an attachment parking is also way more
but overall that still means your spending power is ridiculously high compared to lcol salaries
We are talking GROSS salary. 140k US + a year is GROSS
Might sound like bullshit, it aint.
can you source it then for me? all I'm seeing is that LA isn't even the most expensive city in the US, let alone 2.5x higher than the next
yes, the census
The median California home is priced nearly 2.5 times higher than the median national home, according to 2019 Census data.
that's home price, not COL
bro, dont be obtuse. Local economues rise to the value they are seeking
You get paid 150k a year in CA for a job that is 70k in Nevada and the houses scale the same
I'm not being obtuse you literally said cost of living is 2.5x higher
it is
140k gross is still hella high
correct, it is
and Except, I didnt remove the TAX yet..... so lets adjust that by another 25%+ since tax in the U.S. is avg'd out around 27%. 120 / .75 == 160k ..... which is 20k+ more this is where you didn't use gross properly
but yes, lets argue about reality and everyone out here saying that the last 20+ years along with evidance in census data as the day is long
That is correct. I literally calculated the gross payment per year salary you need to cover that scenario lol
160k/year GROSS salary
no
yes
gross is pre tax
and your image litearlly backs up what I said. Look at the index
LA is 3rd place
lol, obtuse. yes, at 202
you said it was not only #1, but #1 by a huge margin
well that makes sense now that I see this chart Carthage, My friend was offer a job in san francisco for 250k a year for tech artist
indeed. its expensive as f in SF
Keeping in mind, rent is higher, and cost of living in LA is 2.5 that of any where else in the U.S.
what's the definition of anywhere again?
but it was a Work form home job so he would stay here in canada and basically make 5 times our salary lol
does it include newyork, portland, chicage, seattle, boston, jersey...
which is exactly why we moved to vegas. 3 hours away from office, 1/2 the cost of living
Damn, I can travel to the other side of my country in 3 hours 😂. I remember when I had to drive from Palm Springs to Santa Barb and it was a full day mission 😩
I couldn't do that, I like working in an office and I'm zero productive from home so I have to stay close to my actual job
a former colleague of mine went to LA for 140k, hence why I asked
it did seem excessive
Fuck, I can drive 15 hours north and still be in the same Province.
yeah but you'll end up in the middle of nowhere probably haha
Sort of, but that's the difference between Winnipeg and Gilliam, which has a hydro station, plus only a few hours south of Gilliam is the city of Thompson. Canada's stupidly huge for the population.
yo are you in winnipeg?
if I do that from quebec I end up in some empty place lol
Nope, Close though, Gimli
ah cool
So I'd like to get more into unreal in a professional sense but I feel I don't know anywhere near enough to start freelancing. One of my friends is helping me out by paying me to work on his game which is going good aside from that I haven't really allocated a lot of time to work on it. I've browsed through some of the job board postings and I can't even help with most/any of them which indicates that I'm not ready and it would be a poor decision to give up my current job (at least in part by reducing available hours) to take on freelancing. I've learnt a ton about unreal in the ~8 months I've been using it but I'm nowhere near where I want to be, or anywhere near some of the posts on /r/unrealengine that say they have been using unreal for 6 months and have made a production ready game solo. I know it's not a good idea to compare myself to other people but I can't help it. Does anyone have any suggestions about how I can get good? I guess the main answer will be something along the lines of "keep practicing"
Unfortunately you answered your own question at the end there.
There is no magic pill to take that makes you instantly good at your chosen discipline.
Experience only comes with time.
As you mentioned it is very unwise to compare yourself to others, at least at this very early time in your journey.
People who claim to have a “production ready” game after 6 months are either already seasoned developers or talking out their arse.
Focus only on what you want to achieve.
Take as much time as you need to get ready to take on jobs.
Build a portfolio
Do unpaid work to get a feel for what means to work for/with others on a project that isnt your own.
@spice dagger great advice, thanks. Sometimes I just need to be grounded I think since I get in my own head
say they have been using unreal for 6 months and have made a production ready game solo these guys are generally coming from a preexisting 3d art/gamedev background
oh, beat me to it
It makes me wonder what type of game they consider "production ready"
I mean, a tetris clone would probably take you a week.
And it'd be totally production ready.
A NaNite number of triangles.
-NaN. For reasons.
Probably those that has the initial price of at least $60
Its like that really bad fighting game on steam thats like $200
||Dead or Alive 6?||
It might be, dont remember the name, just saw moistCr1tikal play it
I know which you're talking about - it was literally just an asset from the Unity marketplace.
That may be a general definition, but I'm pretty sure people are going to stretch that definition to sound cool.
Some HRDs might also put game jam / itch.io mini releases out of the equation of "production ready" or "released games".
I don't know if that's actually the case tho
Just curious guys....What are the most in demand skills in the industry with unreal engine?
FX is up there
UI/UX
Virtual Production, if you're looking for the more generic stuff that can make you money at all
C++, the deeper you know the engine the better.
Engineering is always in demand. Specialties like graphics or networking even moreso, but good engineers in general are always needed.
Good {insert chosen discipline here} are always in demand really.
Fair enough.
Appreciated guys
hey guys i need advice
what are the best ways to make money from all this game dev stuff
like 3d modelling, animation, programming, music, art, video editing etc
if you have all these skills what is the ebst way to make money ?
Lol
Getting a job usually does the trick.
Lolol what would you say is better then - job or freelancing ?
Or can they intertwine
It's hard to freelance without the experience from a studio job.
That makes sense
I’m thinking of learning on of these skills for game dev then
Either programming
Orr
We’ll probably just programming lol
I’d learn programming heavily and then learn other aspects slightly too
For example if I learnt unreals programming language, I’d learn how to use unreal in general quite well too
Gunna be tough tho I’ve never programmed before lol
My area of expertise lies elsewhere 😵💫
You are at least a few years from viable freelancing, or working with Unreal. So don't worry about the career part and start learning the things you enjoy.
Hi everyone, I have a question for you. Could you recommend the best sites with offers for game developers?
wdym by offers?
The pay rate?
Full-time offers. I mean where I can find offers from a gamedev studios, on which webpages?
Indeed and Glassdoor are one starting point that I can think of.
Some job vacancies will link to other sites too.
I personnaly just use linkedin
......yeah....... good luck I guess. Sounds like you need it.
Just don't......expect results fast no matter your ambition
If your area of expertise lies elsewhere, it might be best to consider focusing on other areas besides coding. Obviously if you're really interested in coding, great, but there are lots of jobs beyond programming, if you have another skillset you want to capitalize on. Starting from scratch without coding before is pretty challenging - totally worthwhile - but yeah definitely can be a long road before you start getting work.
oh yea dw i already do that
i never meant taking on coding as a new full time thing i just meant learn it on the side as a side hustle to maybe make money in a year or so time
im not sure though, still on the fence about it, since its a huge thing to jump into
and not really my thing anyway. im an artsy guy, dont do well with code 🤣
Not suiting with technical artist stuff?
hm wdym ?
Is anyone in here a big fan of ARPG genre, titles like D2/Poe? pm me please 🙂
Hi everyone. I have an interview coming up for a Technical Artist position focused on procedural model creation. I will need to answer a 'scenario' type question. Does anyone have resources/examples for what these questions might be? There are plenty of examples for UX and Product designers, can't find much for technical artists. Thank you!
So I know that this is already probably asked before
But is doing game development as a career a good idea? I would love to get into it but I hear stuff online about it being unstable and it being really rough
That it's better to just do it as a hobby with a job that's more stable supporting it
But I wanna ask you guys, what do you guys think? Is it worth it to do game dev as a career?
It's as stable as any other tech industry. I'm about 14 years in and no redundancies or unemployment. But there are others who have been unlucky and hit by plenty or studio closures and the like. It will also vary based on location.
Hello everyone, I am from India and looking for VFX (gaming) courses overseas. Can someone recommend me a good college to study and will it be worth it?
I just completed my undergraduation.
Do you look to move out on your own? You can get most of the necessary knowledge online anyway. It will save money.
I wanna move out of India and work abroad
I think you will have hard time to prove your worth without any demonstration of what you can do. Therefore, I can only recommend you you start to learn a lot online, work hard and the apply for positions. Make yourself a portfolio, show your worth.
Besides, I don't think there's a class specifically for video game VFX (at least from more formal academy institutions)
Here's your hub for anything realtime VFX related
https://realtimevfx.com/
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Substance Launcher will be gone Sept. 30, 2022. Any idea what will happen to substance source and all the materials I own for unreal engine?
Never mind, I think I found it. It's called Substance In Unreal Engine by Adobe Substance 3D in the market place. This is replacing Substance Source.
Looking for input outside of GDC talks: Do you guys think that attending GDC - especially as a Conference Associate - is a worthwhile or significantly helpful way to help get a foot in the industry?
if you are going to network there, yes.
Make sure you plan it though. Book meetings, figure out which parties you are attending, what companies you want to speak to etc.
I planned on going primarily for the networking, just having second thoughts about the trip, all though it's getting a lil late to back out now 😅
I appreciate the input none the less
it can be scary, and there are a lot of impressions, as a hermit/agoraphobiac it was certainly scary for me, but that feeling went away soon as everyone there is kind, friendly, and its so much fun to talk with fellow developers about things you are interested in and enthusiastic about.
I've made some friends for life this way.
As a hermit that lives in the woods of Pennsylvania, San Francisco is waaay out of my comfort zone 😅 I'm worrying about a whole lot of stuff all of sudden. I appreciate hearing about your experience though Luos.
SF is just far too expensive. Love to go though.
Yeah, that's one of my biggest concerns. It's not friendly on the college kids bank account to say the least
How to set up a nice portfolio if you have worked under an NDA and your former company doesn't allow to share any relevant information?
Or any nice screenshots and stuff? I'm not even allowed to tell what I was working on technically.
Maybe use some of the stuff you learned to make a custom solo project?
Not copying anything from their stuff, of course, just to demonstrate your skills.
Yeah but it would take some weeks to do that and build something similar. And it misses the industrial scale and complexity maybe. I'll think of that
Maybe if some footage is publicly available, you can use parts of if and highlight what was your job in the scene
Also if possible communicate with the former company about that.
Hey guys just wanted to ask for some advice. I'm a Junior Game Designer that got my first break in the industry (at 26). Despite almost having 1 year of experience, I am constantly feeling:
- Insecure: Constantly comparing myself to my peers, especially those in the same position as me but are 4-5 years younger with a much better education.
- Insignificant: The designs I work on either mean nothing or no one cares about my designs.
- The typical 'imposter syndrome': Constantly feeling like the black sheep of the department, feeling I am not pulling my weight or my designs aren't innovative/brilliant in anyway.
Working over time or learning more in my free time doesn't seem to help either. Any methods of eliminating this? Does it go away over time?
Apologies for the essay.
I don't know your designs so I can't tell what's going on there. I think imposter syndrome is common though, and not just inside the games industry
I hear a lot of people that go through it are able to beat it by faking it till they make it (as in, keep trying to think that they are good enough until they convince themselves)
in the end, imposter syndrome isn't a reflection of reality, it's your own preconception of how you think things are
as for feeling insignificant, I think it's easy to feel that way if you're a small cog in a big machine. a lot of studios aren't necessarily pushing better attitudes towards juniors, especially if people are already swamped with work. I can't tell if it can be anything else based on just what you've written so far
as for the age difference: it doesn't matter. education isn't a big deal, and in many instances older people are often more mature, which usually reflects positively rather than negatively
I've seen people at 35 being juniors and handle it well. don't stress over this
I'm a SW Dev so things might be a bit different but I studied and worked in a different field for a couple years before I made the switch to SW dev so I can relate:
- Insecure: It doesn't matter what education somebody has but what experience they bring to the table. Experience doesn't just mean in GameDesign but can also be cross-domain. Whatever you did before that must have taught you some fundamental things you can apply to anything in life. If you can't think of anything, think again. The fact you did something different before isn't a burden, it can be your advantage.
- Insignificant: Make it significant! You can do that either by personally caring for a design you did (although that comes with pitfalls - emotional investment...). So something I like to do more is to focus on the process when I do things. For example try to focus on one small element of your design process and maybe do it a little different a little improved to how you've done it before. Keep track of these things and all of a sudden even though nobody might care about your designs they matter to you because you're improving your design process and your thought process.
She's an actress but her powerful message can apply to all creative types: https://www.youtube.com/watch?v=xc3bKzrz4D4
The award-winning actress tells 60 Minutes how a healthy level self-doubt can be beneficial. https://cbsn.ws/2JHHLQH
Subscribe to the 60 Minutes Channel HERE: http://bit.ly/1S7CLRu
Watch Full Episodes of 60 Minutes HERE: http://cbsn.ws/1Qkjo1F
Get more 60 Minutes from 60 Minutes: Overtime HERE: http://cbsn.ws/1KG3sdr
Relive past episodes and in...
nice one
Hi, I need help with something. I am trying to apply to one of Epic's internships but my college is not listed in the the drop down options. I tried to look for an active email address where I could address this. But I am not finding anything. Is there something else I can do? Does anyone how I can contact the internship team at Epic?
I believe the email alias is just internships@epicgames.com
ty.
np, good luck!
@tidal moth Yeah I guess I'll just keep going, and hopefully my brain will see enough evidence to believe I am sufficient. As for the age thing, I just have this terrible habit of thinking where I'll be in the future in comparison to my colleagues "okay at 30, I'll be Intermediate designer. But at 30 my colleagues will be senior designers." It just makes me feel I am destined to always be behind my junior colleagues. Thanks for your input btw : )
@stuck holly Yeah true, your last point especially is something I've never really thought about. I've always been focused on the end product and not on the process on getting to that end product...ways to improve and grow through this process. Definitely something I need to focus on! Thanks : )
@barren lotus Thanks for the vid! Pretty crazy to think even the most talented and experienced of artists can feel like an imposter...
I used to do the same comparisons when I was younger, but you have to remember that this is all your own understanding of things and not reality.
there are no guarantees, and there's certainly people out there who take longer to get to a senior level than others. but that doesn't mean that those same people who started earlier will be able to reach that level as soon as you think. most people will plateau at some point.
keep your focus on yourself. see how you can improve. be curious and interested in the work of other, more senior designers. if you show that you listen to them, it should reflect in their behavior too. and in the end that is only going to reflect more positively on you.
At the very bottom of the drop down you should see an option for "Not Listed / Other / Unlisted / Not Applicable"
my dude. i am 31 and i am still looking for a game job. relax. comparison is the thief of all joy. you may not be as young but you still have more life experience. if your designs dont seem that great to anyone why not turn to some of them and ask them for a critique. let them tell you what's they think is wrong the designs. imposter syndrome I dunno about.never had a job where i had to worry about that sort of thing (yet). i might just be different, I dont foresee myself experiencing said syndrome. i know when i know things and know when i dont (and how to get an answer, generally).
i dont assume i know everything or that anyone else does either. if someone says you're stupid for not knowing something, thats their problem not yours. knowing nothing means you have room to grow.
Wrong channel, see #instructions
Turns out it's a cross post actually. Mathew already told him this.
lmao
@narrow vigil I wanna give you a kiss so bad! TY!!!
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Glad I could help. Best of luck to you!
so if an internships says as a qualification: Demonstrable strength in cpp.... Does knowing all the basics to linked lists and nodes, with a few basic applications enough demonstrable strength?
Nein.
Hey so, I'm pretty stuck on what to work on.
I really love game development, but based on what people have stated online, it's a bad field to do as a career. I was wondering, what do you guys think? Is there any strategy to doing game development as a stable/well-paying career, or is it mainly just bound to a hobbiest idea?
I mainly want to work in game dev because it's what Iike, but I hear that it's quite unstable and underpaying compared to other computer jobs, which is a major turn-away towards continue to study this field overall. I study game development cause it's an artform I enjoy doing, but I don't want to spend all my time studying it right now if I can spend that time on getting a stable job that'll support me doing game dev later on.
Who are these people saying this?
It's a great career.
It's not an easy one however.
The easiness is not the hard part in my opinion, I'll get by, it's mainly the work environment and pay I'm worried about
I'm willing to dedicate my life into this as long as it's predicted to be a good job choice
Or at least if there's a way to plan out to make this a good job choice
But again, it's not the job, it's the fact that I love doing this. My only issue is that I want to know what to spend my time on now to support my goal in continuing this field. If it's a bad choice career wise, I could study something with a better chance of career and work on game dev as a hobby. If game dev is a relatively stable job, I'll gladly spend all my time now working and learning for it and obtain opportunities that way
I'm currently 18, in college, and am trying to figure out how to dedicate my time. Which is why I'm asking here, as people online and in person give very mixed answers on how to help. I was told to ask people who've worked in the field for their advice so here I am
What does stable mean to you, and do you have examples from other industries you consider stable?
Sure thing, for instance data science is a field that has a lot of demand and also pays well. It's average starting pay is quite good as well (70-80k). It's determined to increase in pay rate over the upcoming years and it's definitely something that could be predicted as valuable for the next 20+ years. Almost any company requires it right now. That's a field I see as stable and growing.
Ah, you can probably match that in games depending on what you specialise in. Stick to large established studios where there are clear and defined careerpaths.
Do you have any examples or ways I can find them? I'd love to know about these.
Any of the big publishers have all of this established. EA, Ubisoft, Microsoft, Sony and so on. You can go smaller, but the smaller it gets the more ad-hoc careerprogression and roles becomes.
Basically, going indie is fun if you are doing it from pure passion and willing to take the high risk. Studio work is very unlikely to make you rich over night, but instead it's pretty stable and predictable.
Gotcha. Thank you so much!
If you really feel like you want to do game dev, do it. And if you want to change careers later, that’s fine too. People very rarely stay in the same career for their whole lives.
I myself changed to game dev when I was 32
If an internships says as a qualification: Demonstrable strength in cpp.... Does knowing all the basics to linked lists and nodes, with a few basic applications enough demonstrable strength?
That's like 1st year comp sci it's really basic
What they really want to know is can you work in CPP and solve their problems with it
Have you hooked it up to a database?
What about networking?
Can you implement common data structures and algorithms in CPP
Do you have experience working in a professional software development environment, ie worked with other people collaboratively and professionally to accomplish something
Note that if you are good at this stuff it's an EXTREMELY valuable skillset
usually that means SQL database
like if a game company asked you to work on their microtransaction system which involves customer information stored in a database
got u, what are some applications for networking that I should be looking for?
multiplayer game infrastructure, cloud services
one example might be
can you implement a matchmaking system that takes players and matches them according to their skill levels
or a quick match function that takes players from a pool of searching players and drops them in a 10 person FPS game
I can work with that. but that would be mostly for multiplayer? I am trying to get into rendering. Any specific applications, that might be helpful with multithreading?
oh yeah that can be just an entirely separate specialization
that's all computer graphics
do you know all the basic rendering algorithms
and math
matrices and vector geometry comes up a lot iirc
This would most likely just be doing basic REST in C++ and the endpoints would be in a non-C++ language because they're actually sane.
I am good with math, the rendering algo? Im looking into them
lol
im insane...
expecting company systems to be sane will drive you insane
Hello everyone. I'm a 3D Character Animator and last year I made a simple mobile game in UE4. I'm pretty well rounded as a Generalist but animation is my specialty. If any of you have ideas of where I can find some work I'd really appreciate it. Here is my Generalist Reel for now. https://www.youtube.com/watch?v=LHtBPV_QIXk Thanks!
All images and audio by Kevan Balmer.
Made with: After Effects, Autodesk Maya, Unreal Engine 4, Adobe Photoshop, and Propellerhead Reason.
Checkout #instructions there are channels where you can offer your services.
100% this
Thanks, will do!
Is it possible to transition into game dev as a career (as opposed to just a hobby) without qualifications? I have what I would consider a decent background in programming outside of gamedev but have no formal qualifications. I'm willing to bet any place worth its salt will accept sufficient experience, yet I don't really have much to show in the way of projects. Most of my projects are either long gone, or I don't have permission to make them public
Its certainly possible, in fact its more prevalent than you think. I have no doubt many here could attest to their entry into the games industry was done so without any form of qualification from an institution and they found their way on their own. Myself included.
And myself as well
Yep^
not just one industry; did it with 3
110%
Do you guys think a games development bachelor/masters degree is equivalent to a computer science degree?
I've seen many jobs and always wondered, since it's technically technology and programming based, would it count?
Usually degrees are less about the content you learn and more about the perception that employers have of your skills. If you don’t care or worry about their perceptions of you and your future hirability, then take the degree with classes that you are most interested in. Computer science is looked on as “more balanced” by other industries, where as if you had a game dev degree you might get some strange looks (though I think this is slowly changing as the older generations who never grew up with games are going into retirement)
In any case, your portfolio will be the determining factor for programming jobs. So I’d pick the degree which has the most interesting classes (just me personally)
yes definitely, a good portfolio will determine if you get in or not!
No, not equivalent
A computer science degree will get you hired by most software companies including game companies
I would not hire a fresh grad with a game dev degree for a non game dev software role
fair enough, your definitely right there.
Hello
I am looking for a remote job on unreal engine , can anybody help me where to find it ?
Thank you \m/
Why not be a entrepreneur. You will be your own employee. If you have talent than start with a small studio. Like a game designer
real talk. anyone ever get actionable jobs in their inbox? I always get jobs sent to me over either linkedin or through a job network for sh!t that isn't even remotely in my field. what about "computer scientist" screams "nurse practitioner"? or "recent college graduate" screams "senior java engineer" i feel like im being taunted 😦
Indeed is very awful about unspecific job results
I think you need to just use specific toolsets and languages as searches instead of "engineer" which has a thousand definitions
even though everyone knows what you mean when you say "computer engineer" the search engine will just apply it to those words individually and not really in context
im not talking about job search results... im talking about when recruiters hit you up
because people brag about being offered jobs in their field to me all the time. all ive ever gotten has been garbage like that
Aah, that makes sense
Does anyone know how can I find artists that work with revenue share contract?
Everyone is so negative about revenue shares🤦🏻♂️
I've tried the unpaid gigs channel btw
My question is more general
How can I get them to work with us, make them interested
Most people avoid it because there is very little chance that they will actually get paid for their work especially if the project is still in early development, I mean there are exceptions ofc
Plus most people need money and can't afford to work for free
i hate to break it to you but revenue share is not attractive to anyone looking to make money or a living. profit sharing maybe. but not revenue share. game development is a lot like gambling, nobody really ever knows whats going to sell a lot of units. gta 5 being the biggest grossing game ever made but many other multimillion dollar projects barely broke even if at all. asking someone to work for revenue share is like saying "yea well pay you if we make any money" its the bottom of the barrel.
however you could sweeten the deal. if you could provide training or teach things to make things more equal for both parties I think that would be more balanced. like an unpaid internship. look for some teenager who wants experience. im not saying a teenager wont know what theyre worth but someone very new to the industry might appreciate the opportunity for experience
Thank you for your advice
not a problem
I joined a project like that when I first started with UE, didn't earn anything but it was a valuable experience
Like nothing? Or small amount of money
one thing though. make sure your project hits a mark. if this person you hire on goes on to bigger things they're gonna want to be able to show their experience was worth something. "yea i worked on a project with 5 other people, we sold 10,000 copies and generated X profit" would be a good thing for them to be able to say
im just saying dont quit before its done
Nothing, it was revenue share
Each of us eventually found full time jobs (which is now my current job as a programmer) and kinda just stopped working on that project as we don't have time anymore
I don't regret it all tho
Awesome! Now I get it
But wasn't working for yourself better?
In terms of your creativity and freedom
It is nice if you are just starting out and want to gain experience or have extra free time you are willing to spend on it
But eventually you will need to make a living from something and working for free won't really be an option
I mean you ‘get what you pay for’ as they say. For this type of deal it’s typical you are only going to attract students, hobbyists and very very junior artists who maybe don’t have a lot of financial commitments.
Its quite an in-demand job right now, so why settle for the unknown when you can actually get paid. But like others have said, if you can offer anything else of value (training etc) it’s a possible compromise.
Also consider that they're human beings, so with rev share / pay later, don't expect full time or breakneck speed of development. They'd value more on work that put food on the table, as opposed to uncertain pays.
The catch with rev share project / unpaid gigs from the perspective of the worker, is that they get no material incentives to commit to the project, and no real guarantee that it's going to paid off once the project's somehow came into fruition.
It's done indeed
Ah I just realized you said demo, you wanna play it?!
Can you criticize it a bit? This will help the development a lot
Like why isn't it enticing enough?
Thanks 🙏
One of the main things I'd point out is player feel level polish. I'm not even playing it and it looks irritating in a couple of major spots. Two things jump out at me the most. One is the transition to ADS. Another is the little jump. Feels bad to fall from such a small height and get such an abrasive damage indicator. I think it's well made, but definitely prototype feel.
Ty very much
just dropping my 2 cents: the main thing is that the demo doesn't feel like a game, but a list of features. it's like there is no vision for it. it seems like there's not a cohesive player experience, and that you aren't showing anything other than "here's a bunch of things that are cool to do". what would the premise of the game be? how does the level design mesh with the systems design? how does the narrative affect any of this? why are you, as a player, doing any of the things that you do?
This was a very different point of view, really appreciate it.
I'm working on a draft letter to send to some professors I've found in TED. It's to talk about my material of calculus and linear algebra. I'm not sure if this is a waste of time. I do have intentions to get a job overseas and I was willing to not go straight into a game company because I have no background in game dev
what role are would you aim for?
it's not uncommon to have maths or physics majors join as junior or intern programmers
I always liked level design but I have a feeling that I don't want to be an env artist
maybe a technical artist
I believe that by having the foundations in math I could go learn AI
level design isn't the same as environment art. they're two distinct disciplines
from what I've been told technical artist is not an entry level position, but something you move into after you have experience in related areas technical artists try and bridge
There are entry level Tech Artists.
But they need to be part of a Tech Art team.
solo ta is not a junior role
I know that there is a lot of research on AI, automatic content generation, GPU programming, etc. but I don't know if I'm ever going that way.
Irony is there's not a lot of math in current AI. It's just Brute Force weight adjustment based on averages
I know there is when there is physics, collisions, reflections, etc.
all models are simplified because it has to be fast, compute many times per sec
? AI as in deep learning? How is that “not a lot” of math?
AI as in game NPC behaviour lmao
And yeah, NPC behaviour is more of a matter of weighted set of action.
I'm not an expert or anything but your blog alone is a perfect material for your portfolio to get a job easily overseas in my opinion
If you are anxious about math knowledge, vector math and linear algebra is ones you need to focus first from what I can see from the people I know
:triangular_flag_on_post: DeadEagle#9730 received strike 1. As a result, they were muted for 10 minutes.
I work in unreal engine and unity i make shaders for fun, do you guys think there is many careers in this field?? I am very curious
There are still few positions for VFX / technical artists for both engines.
Cool i want to learn more do you have any advice
Put some cool realtime VFX as your portfolio.
I'm sure @flat gazelle has some other tips in terms of getting realtime VFX jobs
Go through this list in the order that makes sense for you. Build a portfolio. Enjoy the jobs. https://realtimevfx.fandom.com/wiki/Tutorials
Do people Get hired with just blueprint experience? Or should I learn C++?
yes, and if you want to.
Technical designer roles at studios with UE does
depends for what. blueprint is a tool in a bigger toolbox for a role
Technical designer as a game designer or art designer ? (artist)?
Both. Technical game designer and technical 3D artists
At our studio our designers and technical artists uses BP heavily
That's a relief. Luckily, I am an artist and I recently picked unreal. So I am essentially doing both.
Yes. It’s great because it can take workload off from a programmer that needs to be doing other stuff.
For example a tech artist on my team is prototyping the day/night system
Both how it works in BP and visually, two birds, one stone
Then one can just convert it to c++ later
@idle maple
Thanks for the info! Did not know that an artist is sometimes responsible for things other than art (like programming day/night system)
Depends solely on the studio aswell
But it’s working great for us
We have snow deformation in our game and one of our artists set the landscape material and deformation logic up
One more example where other deparment jump in to assist
And it’s all done in BP for now, and it’s quite fast surprisingly. Sometimes we deform over 50 objects at the same time
Lots of things to check every tick
Would love to know how that is set up but I am sure my head is gonna explode as I have a few weeks of experience in ue xD
I don’t even know honestly. Haven’t been in that system yet 😛
Yes, I love blueprints but was concerned it was not taken seriously despite it being powerfull.
Ehh, don’t be too afraid of BP honestly. The only thing I’m scared of in BP is the lack of control you have of how your BP works, everything is generated as you add stuff 😄
It’s a bit scary to change variables/structs and stuff, then magically stuff works and sometimes it doesn’t and crashes
Yes, i did notice this as I was using it.
I do most of my work in c++ and usually blueprints for widgets and stuff.
This might not be the appropriate channel
Just DM if you have any more questions or something
Hi im working up on publishing a game to put up as a portfolio piece, it takes a lot of time and effort and i want to break in with a career in gameplay programming. Do i still have to do the usual leetcode grind or are studios focused on engine/game dev related concepts?
@hidden river Naming and shaming is against our #rules
If you have an issue with another member of the community bring it to a Moderator in a DM
I'm new to both Unreal and Blender, but I've made significant progress and I'd like to form a team to help me with my game I have in mind
Cool. See #instructions on how to post to job boards channels.
hi I'm working on a game and I can't find attach component and i use attach component to actor but its don't work with me . why i can't find attach component ? how i can find attach component ? and thanks
depends.
Studios really have one focus: Get the game done and according to the vision/quality desired
as long as it runs smoothly on target devices and is readable: not much of an issue
basically:
if you focus too much on game dev concepts but not algorithms: you will struggle with certain aspects (like optimization or solving certain problems)
if you focus too much on leetcode but not game dev concepts: you will struggle with game stuff
The correct answer is a balance in between. The actual amounts differ between studios but yeah, you kinda need both.
Feels like the good balance is being comfortable with medium problems. Then work on a project thats atleast 2 months of quality work.
Hay so im a 14 year old game dev and I have been trying to get my career going for a long time and I just dont know how to does anyone have tips on what to do
You have at least 4 more years to hone your skills before really focusing on career side of things.
That is if you want to work with someone else. Usually studios can't recruit underages, so you have some free time to "git gud".
Of course you can still release your own prods at the age of 14+.
Look into joining game jams to make up your gamedev portfolio, and if you have the specs and guts, you can join the competitive jams as well.
So I'm about 9 months out from graduation, but had a question. I'm studying game design and was looking at a junior position at a company, but they're looking for "Experience creating numerical designs and modeling their impact on gameplay or combat" Problem. my college has focused more on the art side of things and I honestly haven't even heard of "Numerical designs" wtf are they on about and where can I learn more about them and practice them?
lol, game design is so frequently mistaken for modelling props or doing art
fr
watch interviews with actual game developers and they career
Game Design is a fairly broad term, but unfortunately there's no better term for "Designing gameplay systems" There is "Level Design" but that often gets confused with "Environment design"
Game design is more than gameplay design or level design
You are 14, you should be having fun and not worrying so much on a career. The majority of companies can not even legally hire you for another few years and probably won’t give you a second loom until you are (at least) over 18.
I started programming around that age and never really thought about oh I should do X or Y for career... I just did X or Y because I thought it was interesting or fun
Worked out fine, got job as programmer as an adult as soon as I felt like it :P
Hell I didn't even think about doing it for work at 14, I just found it interesting so that's why I did it ¯_(ツ)_/¯
My point being, I'd very much like to learn whatever "numerical design" is, because I'm not interested in the modeling. I can do it if you point a gun at my head, but I'd rather not. Art is not my forte, but design and project management is, however, I only have a singular gameplay design class under my belt and the fourth edition of Game Design Workshop by Tracy Fullerton. I feel extremely unprepared despite having gone through a full course study and would like to know if there are any resources. Interaction loops, prototyping, player psychology, I'm familiar with all of this, but "numerical design" is a completely alien term for me and google is coming up blank.
Open up an excel doc, use it to balance all the systems in a game. Done 😄
unsure if serious because that sounds too easy 😅
Then you'll be fine
hello
the industry neatly splits game design into: systems, levels, narrative, technical. some of these overlap, but those are the general roles you'll find available
numerical design modeled on combat sounds like a fancy way of saying balance math formulas in combat to work well (combat being a system)
also "modeling" and a "model" is not the same thing. game design will often work with the concept of a model of a system tweaked to the context that it is used in
that is not the same as a mesh created by artists
there is no such thing as environment design. environment art and level design are the two roles concerned with building worlds
Understanding your target player experience and how tuning (e.g. combat balance, reward economy, enemy damage) helps you deliver that experience is the real goal of that kind of design. There are many ways to do that and being familiar with most of those skills are a good place to start as a designer - spreadsheets, data analysis, playtesting, feedbacking, etc. Each studio has their own culture for design and collaboration and some are more data-driven (e.g. most mobile studios) and some are more experience-driven (e.g. most AAA studios). When hiring junior designers, I'm mostly looking for someone who is interested in learning and open to collaboration more than someone who already brings the exact skillset we need - this is different for every studio and hiring manager, but I recommend not being too worried if you don't feel you cover 100% of what they're looking for in a role, just as long as you show an interest in learning how to do it.
Any other companies having trouble finding quality UE candidates?
Unreal Engine?
Sure, but what role
engineer
Again what role?
mid, senior, principal
Are we tslking ai, network, rendering, gameplay?
What company is going to have a principal engineer dedicated to one aspect of game dev?
Most?
I would not want a gameplay coder touching rendercode
Or are you talking small indie?
When does small indie become big indie?
When they have specialized roles :p
But to answer your question, I don't know the world of generalists. But I know we've had some trouble picking up render people.
Hey I have a question for everyone - I don't know if this is the appropriate space.
I want to apply for copyrights with Legalzoom. Says I need to send my work on a flash drive to their copyright office. Can someone who's successfully done this process walk me through it?
it's a candidate's market currently. as far as I know it's difficult even for bigger studios atm to find candidates
Good morning 🌞! I have a technical interview with a medium/big gaming company for one hour regarding a developer position (c++/UE). I have a 15 years background in development but not in games.
How do you reckon the interview might go/should expect from them ?
Thanks :)
That's my first interview for this kind of role in gaming, and I have around a year in UE dev
:triangular_flag_on_post: 280I#0981 received strike 1. As a result, they were muted for 10 minutes.
a lot of the questions I ask resolve around knowledge of C++ and UE rather than game specific topics. especially if it's a generalist position
Thanks 🙂
I find a lot of companies are simply unwilling to let some people grow. Everyone wants a senior as well, but no one wants to pay senior prices.
That's the big one
If you aren't offering 200k+ you are probably not competitive for senior software developers compared to FANG etc
Yea I feel that. We have 4 juniors and no mid/senior other than myself
I'm not hiring engineers, but we are quite happy to pay for seniors but extremely few apply.
As comparison, Spotify is across the street and according to Glassdoor I out earn their average senior engineers.
I have no idea if they pay well or not.
But I think we pay the second best in the city in games. Hard to go toe to toe with Epic if they really want someone...
What do you guys pay for senior?
Depends on the number of years experience. We don't do titles.
so like 7ishh
Dunno. I haven't hired any mid levels like that yet at this company.
But the actual numbers aren't really relevant as that depends on location.
you say you think you pay second best in the city, what does that number look like for average roles?
Here in Stockholm, you'd probably need to be looking at fintech to have a serious step up from us.
For me it's almost twice what DICE paid.
Ubi outpaid dice by about 20%
Then coming here added another 30%
I feel like I'm in salary negotiations where no one wants to go first. Can you give an actual number rather than percents?
Are you in stockholm?
Then what does the number matter?
Curiosity's sake?
Does your number include 30 days vacation, free healthcare, unlimited sickdays, free education etc?
If it doesn't it's apples and oranges
I don't understand why you're so defensive about giving a number. I have no idea what the cost of living is like in stockholm in general.
i wouldnt mention what I pay my employees in public, as competition can use that against you.
Here's a pretty good summary of averages
and there might be people with same role that get paid more/less, that is all related to negotiations
That link is very helpful, thank you
these numbers for US seem extremely low though
Senior UE4 engineer 50k?
I never considered game devs being paid well.
but then it says Mid-level in US is $70k
ah i guess the senior one is across all countries
even 70 for mid seems low. maybe we're at the high end
Yes. Gamedev typically pays less than enterprise software.
Keep in mind that even within the US there are huge differences. If the people in the survey were mostly from the bay area, it would seem super high to the people basically anywhere else. Same if the opposite is true.
Salary comparisons outside a single city is very close to pointless. Comapring between countries, is completely useless.
I disagree with outside a single city where basically everything in the US went remote
Ok!
there's a pay gap between europe and the US
I've heard it being said that cutting a US salary in half is the rough equivalence of a european salary but I'm not sure how true this holds
(this may be biased towards CA and the west coast especially however)
Is that for gross or net numbers? here we only ever talk about net in all aspects, the employer pays the taxes
Depends where but that's in pound sterlings, where it also shows the mid level programming in the US is about 70k pound sterling, which would be about 116k here in the Canada.
True, I guess pounds have diverged a bit more than I remembered
@ionic rose What city? Most larger studios in the US are still paying similar with remote jobs. Higher end markets (e.g. Los Angeles, San Francisco, Seattle) are all going to be way above average for any role, especially senior engineer.
What do you mean what city?
You asked for a salary ballpark for Senior engineer. It'll vary significantly depending on where the company is located if it's not a purely virtual studio.
Imagine not working fully remote now-a-days lmao
You've got my curiosity, what games are you guys dropping? Anything I've played?
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Ah, yeah that checks out. Nice
but we need more UE devs 😦
gross. as in gross salary. no relation to other conversation 😅
Salary negotiation should be the last thing on your mind lol
Anything CS related is oversaturated af
people say it's oversaturated, and people say the demand is higher than ever ¯_(ツ)_/¯
Both? We have troubles finding experienced personnel.
How experience is considered good?
After working remote for 2 years due to Covid I’m really enjoying being back in the studio finally. We are doing 2 days from home 3 in the studio, it’s a nice balance.
yep, this.
Refusal to invest in people = very high as well.
You can invest so much, at some point you need the work done.
If you have juniors you are not only investing in them, but also dedicate other people to teach them.
So, it is a business decision.
Yeah, and it leads to the situation we have now. Everyone wants seniors, but there are not enough seniors and people don't want to pay senior prices.
investing in people takes time. it's not always feasible to do with a production schedule in mind
Yeah - obviously it takes time & money. If your production relies on seniors, but you can't find seniors - then you should adjust accordingly.
you're saying that as if any production schedule isn't beholden to stakeholders
sometimes you can't adjust and you're forced to work with what you have
play the hand you're dealt etc.
Business adjust of course. There is a big reason why so much is outsourced. We even have almost permanent outsources, lol.
When you start managing a project you start to realise other factors. Juniors are fine, but not always the solution you need.
It's a problem on the employer side as well tbh
Many folks these days have a mentality of using job hopping as a means to increase income, which is problematic when people stay for 6-12 months
At the same time they demand high salaries and all kinds of things
It always stroke me how game devs are like bunnies, hopping each other month/year to a new place.
On other hand, there are some old trunks around who are for 15y+
yeah you do see this a lot, because demand is so high and companies still haven't realized how small the recruitment pool is. even when I was new in my current job I had recruiters reach out to me often
Yeah
I think most of the long timers are higher ups or in directorial/lead position
Like yeah we'd love to pay our employees more but it's pretty tough as a small startup (we're not in the gaming space, but still).... we have a good core team and got kinda lucky at having them I guess, but it's difficult to find people that can add to it
Like I could probably double my own comp at a big company ¯_(ツ)_/¯
Investing in juniors is also a risk as some people are just shit, and no anount of mentoring will fix it. The money people do not like risk.
Another side to it all is you have to have teams that actually get along. Sure you can put a bunch of talented experienced people together, but if they hate each other things fall apart.
Still, people with experience don't grow on tree's. Now lets take Hidetaka Miyazaki. He was an accountant I think, but decided to go into gaming I think after playing Ico. From Software was the only company willing to hire him despite his lack of experience in the industry.
Now we have the entire Souls sub-genre. From a game Sony just wanted to push out, hated, and had zero marketing for.
I don't think the example of one dude with no experience standing out is going to make the argument that experience doesn't matter. even when picking juniors we do look for potential, I can't imagine it being any different with any other company.
also worth pointing out that Miyazaki's first game wasn't dark souls either
No, but the point is at some point someone has to enter without any experience. He's just a prominent example. Otherwise...... where to people with experience come from? And it can be similar in many other industries.
Was he inexperienced though?
Before fromsoftware? Yeah, he was an accountant I believe.
Compare his job before From Software, with his first job there.
Account manager -> Planner.
So production/planning on both sides.
He didn't exactly join as a junior designer.
well "planner" is game designer in japan
I see!
And for every Miyazaki... how many times do you think companies took chances on people like that and then it didn't work out? You're talking about incredibly rare circumstances where someone happens to do well despite inexperience.
And no, not everyone needs to start from zero. Whether it's college or studying stuff independently, someone who at least shows that they can design games on their own time is a safer bet than a random accountant. You also have to remember that the time at which Miyazaki entered the field things were less established, and designers from weird backgrounds were much more common.
I was going to mention that, here's from the wiki:
Upon learning about what later became Demon's Souls, Miyazaki became excited at the prospect of a fantasy action role-playing game and offered to help.[1] The project, up until he was assigned to it, was considered a failure by the company. He believed the company's outlook on the game allowed him to take full control of the project as any further failed ideas would not hurt it.
Yeah - but that's the thing; companies are still unwilling to hire juniors even if they do have multiple years of self-study or w/e.
It's a complete shitshow up and down the ladder and there are always risks. Business in of itself is a major risk; especially in a creative field
After the release and success of the game's spiritual successor Dark Souls in 2011, Miyazaki was promoted to the position of company president in May 2014.[5][6] It was considered unprecedented for a person to change careers in Japan and become company president within 10 years.[1]
it's really exception after exception
Sure but......where is experience supposed to come from? If everyone's going after people with experience....well that explains all the job hopping. That doesn't mean go to the other extreme and hire anyone just because. Like jesus lol
Design is a somewhat oversaturated field. Companies don't foster junior talent because there's no need currently.
Why would they take a chance on someone with no experience when they're already taking big risks by being in games in the first place? There are plenty of designers with at least some experience that they can pull from instead, at least for now.
I think art is more oversaturated than design, but I'm looking at it from a point of level design. I don't know the numbers for game/systems design
Not to mention the interview process is a complete and utter joke for the most part (at least programming)
I agree that art is more oversaturated, but that doesn't change anything.
Parts of art.
Make a decent FX portfolio and you will struggle to stay unemployed.
Same thing in Tech Art
Yes, certain parts are definitely way more oversaturated than others. Higher level positions and FX absolutely have better times.
yeah okay VFX is the exception 😂
Programming interviews are a joke across tech, that's not a games thing.
And software engineering (in tech, not games specifically) is not an area with the problem of companies not fostering junior talent.
what even is leetcode
Yeah - it is, but considering we're talking about games specifically, probably best to just keep it on that.
but I'll say I've seen it from both sides: I've had trouble even finding good LD junior talent. and I've been lucky with some juniors being actual diamonds in the rough as well. I even try to encourage failed candidates with feedback on many occasions
I'm mentioning it because software engineers have an easier path to getting experience since they don't have to start in games. Designers don't have as many options.
Game studios do tend to ignore non-games experience, but it's still more than most junior designers can say.
nowadays it's easier than what it used to be. both unity and UE have good ways of prototyping and showing content
I'm hiring a senior FX artist at the moment which is impossible. However, the situation is such that if we take on a junior to train up to the level needed, we won't ship. So it's less risk waiting for a good applicant and pushing the problem further ahead where there is more planning wiggle room.
Absolutely. But that's true of engineering too - I'm just saying that engineers shouldn't be grouped the same way as they have more options.
that's fair
I got this exact situation but for a senior LD
If we had the bandwidth to train a junior, while shipping. It would be a no brainer.
Way cheaper.
Yeah, this is pretty much what I was saying - smaller studios can't spend the resources on training juniors, and big companies have the capital to just pay better for higher levels.
Hehe, the only solace I get is that none of the studios in the city are getting any good applications 😄 We all know eachother and we're all as frustrated.
misery loves company
But there's also a potential bar. You can look at a portfolio and say, yeah this just needs a bit of guidance and a few months of practice to start being a net positive, or you can see that it's years from being worth it.
I mean games tend to be pitched as a prototype, which means being worked on for a long time before someone takes a risk on them.
The experienced people I work with though constantly mention how much being able to work together and get along matters just as much. They'd rather work in a smaller company than a bigger one with all kinds of ego crap.
Working on something that might not even make it to market is a risk.
......okay
Why would you hire someone who eats up your budget and can't massively contribute to your projects when you don't even have the security of funding from a publisher?
Even once you do have funding from a publisher, unless they're funding you way over what you need then you might still not have the cash to hire juniors when you need people who actively contribute to getting the game out the door.
I don't think ego is dependent on company size
From what I hear big game companies can really foster it though.
I mean that's the other extreme. Doesn't have to go from 100 to 0
The big studios don't want to. Why bother when the job market is oversaturated? Maybe not for senior positions, but mid-level.
Some internships exist at least, but those tend to be few and far between.
it really depends on company culture I would think. that's why I wouldn't use it as a blanket statement
sure but Why would you hire someone who eats up your budget and can't massively contribute to your projects is just as much of a blanket statement.
The market for junior positions is shit. I'm giving a possible explanation for why. I'm not telling you why you shouldn't hire juniors - if you think a studio is in a secure enough position to hire a bunch of juniors and train them then go for it, the more power to you.
That's also the other extreme. I'm just trying to say you know... a balanced approach isn't a bad idea. Doesn't mean fill everything with juniors.
Again, I'm not saying what studios should or shouldn't be doing. I'm giving an explanation for how they think.
Out of curiosity Joe, have you trained many juniors/interns?
no offense but that just comes off as condescending. it's not like companies aren't already trying to balance their approach. nobody is going to be like "f juniors"
Nope, but yeah I have helped alot of people with their problems, so I can certainly attest to the fact that most people aren't worth the time to invest nevermind the money
Got it
There has been like an 6h discussion on why it's hard for juniors. But how is a junior even defined?
I haven't dealt with the "junior" title yet. Every job I got (worked in multiple industries) was just either you got in or you didn't. If you got in then you were just a regular engineer without a specific title
I guess the root of the issue is that the knowledge people get before entering the job market is actually not enough to really be useful in the job market. So it could be an issue with education. Either schools not teaching their students what the job market needs or self-taught people never make it far enough.
A junior is someone with little experience. Usually below three years in the industry. It can be called entrylevel as well. It doesn't have a requirement for professional experience, but there's still expectations on them.
^
Titles aren't standardized anywhere, so we're just talking about people new to the industry.
There's no such thing as a "junior" position where I work either, it's just "Software Engineer I" or "Designer I". Or intern I guess, for someone not even working as a full FTE.
However, the lack of experience means that they require mentoring which makes them less beneficial to companies which in turn makes it harder to find companies looking for juniors.
But what's "new". I mean if I'd make a couple games release them on steam with some success although not enough to pay the bills but also not zero. Next, I'd apply for a job, would that still qualify as "junior"?
"it depends"
Maybe.
there's no standard here
it really depends on how well you can pitch yourself, how experienced you really are, and what you can negotiate.
If you've shipped games at some sort of quality, you are likely no longer a junior.
So let's say there is an issue with education, which means you're not prepared for the job market when you "finish" (either school or self-taught). Then your best bet would be to make a couple games and release those so you'd also have a portfolio to show, right?
However, that leads to another interesting question. Say you're an artist or a programmer. None of those can create a game alone. So when you try to create your game for the portfolio, you either have to learn the whole pipeline by yourself to some degree (will probably come in handy when applying anyway) or you need some team.
So, the idea to join gamejams would be one option. However, I doubt that something developed during a gamejam would be of high enough quality to show it in a portfolio or to release it on steam and have some mediocre success.
Which means you either have to find a team for the long-term (could be hard). Or you need to learn the whole pipeline at least at a basic level yourself.
Does my reasoning make sense here?
Ish.
You don't need to make games to build a portfolio.
As an artist you can build a hireable portfolio without shipping a game.
No problem.
Gamejams could be seen as experience. Not supervaluable though.
Hmm yeah I agree, that's possible. The reasoning to make games is that there might be some things you can only learn if you go all the way. e.g. if you just mess around and create pretty pictures as a self-taught artist then it might never occur to you that poly count is such an issue in most game engines. (very simple example)
And those things are usually taught to a junior, which is why it's an investment for the company to take them on.
That said, basics are expected even from juniors.
Hmm yeah, I guess there's no ideal way to go. I guess best is to just do what you can and then apply when you think you're ready then rinse and repeat 🙂
depends on the quality of work, attitude and general experience you've gotten out of working on those projects. not everyone is going to have the same path
you can have assets or scenes that you can show off as an artist; they don't have to have gameplay built into them. likewise you can create a level entirely as a blockout and have that as a portfolio piece. or showcase a mechanic with the most barebone stuff you can find. none of these require experience outside of their field
Yeah, that works if you're solely trying to build a portfolio. But let's say the job market has shown you that you aren't employable yet and don't know why. The conversation above felt a bit like that to me. That some people want to enter the market, have prepared themselves, however they found the door shut and don't know why or how to improve. That might be just my interpretation though.
when employers are hiring, they are hiring for a role. people that apply are expected to represent that role as best possible. that means if someone applies as a game designer, I'd expect to see game designs (systems, mechanics, features) from them. if someone applies as an environment artist, I'd expect to see environmental scenes and assets from them. the onus is on the applicant to understand the role they want to perform, and what it takes to perform such role.
crucially this is all shown in a portfolio as the first point of entry
Absolutely. In the end it's the job market that decides what skills are needed.
yeah but it's not just about "skills". it's about what the role does
I think that's an important distinction
you can have some skill in doing a little bit of each, but that's of no use to a potential employer. you want to commit fully to the role because you are going to be part of a team that has responsibilities based on that role
So you mean it's better to be very competent in one field than a jack of all trades and master in none - at least for a "junior" or entry level person.
for any level, yes. even the act of showing that you've committed to only one role also shows that you are serious about what you do.
Had to think a bit about this one. I think I'd generally agree. However, I think there's also a point where you're competent enough that you can fulfill your role and also cover additional ground which is outside of your employed role. I think that when you do that it's generally appreciated by employers. e.g. thinking cross domain etc.
Well, at least that's my experience in my career :). Might be different for other people though.
I don't know your career. generally you only start branching out a bit once you're become proficient in a single field. but it wouldn't be unthinkable that a senior level designer could do some game design, or vice versa. however, this not likely be part of their role responsibilities.
before reaching that level however, I'd strongly recommend just focusing on becoming proficient in a single role/discipline. it's very easy to muddy the waters, especially at a junior level.
I'm working in the SW field atm, so it might also vary a bit by industry. For example in SW there are different roles vor development and dev ops, could be that roles in the games industry differ more or are more clearly defined.
The second comment is probably good advice for me :). Although, I'll probably ignore it for now because currently I'm just doing this for fun, but if I want to get serious then I have to decide for one specific role/field.
I'm pretty good at what I do, I think I could dabble in the easier parts of Tech art, but not much more than that. But I wouldn't say I'm good enough to branch out to any role but mine yet.
This reminds me that all of this depends on the company size and proficiency within the company as well. If you're working at a AAA studio then it'll be much more difficult to branch out because everybody is top-notch. However, if you're working at a startup or small indie studio then people might have to wear different hats anyway.
Indeed
Like that saying (not sure if I remember it correclty): a big fish in a small pond or a small fish in an ocean - something like that
hello, reading all of this makes me wonder. I'm currently an embedded software engineer and I'm looking to get a master in cybersecurity to complete my profile and try to get jobs in embedded cybersecurity so that I have well paid B career plan. In the meantime I'm learning to develop games by making my own like most of us and plan to ship my own games in 2 to 3 years. My goal is that in the meantime I'll get more experience as sw eng and if my game works, well great I won't have to worry, but in the most likely case my game doesn't, I'll have game dev experience to jump industry and apply as a game programmer. To me this seems like a reasonable plan but will I be seen as a full on novice in the industry or will my sw experience carry on ? (I work in C/C++ and wants to apply as an unreal engine game programmer)
(also complete other question that went through my mind, is someone with cybersecurity and software experience a profile that might be interesting in the game industry ? As a consultant or maybe developing anti-cheat solutions)
I do not know anybody in the game industry yet, hence my maybe obvious questions but not so obvious for me
yaay lol as a selft taught I went out of ly way to get a degree to get passed through hr bs and now my experience will too ? you gotta love it ^^
damn, that's amazing how some hr are incompetent at hiring
yeah I have the same policy regarding head hunters as well
they usualy try to get you a salary as low as possible because they get bonuses when they manage to save their client's money anyway
usually best to avoid
rip 😦
the game industry seems drastically different from other sw industry from what I can hear
well, looks like getting a b plan was a good idea, it will give me more time to try and find nice companies to work with
Its better pay in the Enterprise area, I’m basically making ‘corporate’ games or experiences, same workflows and tools but better pay and hours.
By enterprise, you mean bigger studios ?
No I mean making experiences and solutions for Enterprise clients like IKEA and Volvo and other OEM’s, engineering companies, product development, architecture and real estate, fashion etc etc .
Ooooh ok I see what you mean
I can see myself do this, but the reason I want to join the game industry is because I'm at a point in my life where I just want to work with ppl I can relate to and have fun with. since I'm way involved in gaming since as far as I can remember, I best do that with ppl from the gaming sphere. I obviously also love making games, but the environment is realy what I look for, because games or not, in my eyes sw engineering is sw engineering no matter the product. So I could go for a company like the one you describes, but I'd need to have a realy good first contact with the team first.
if it makes sense
corporate anything is always going to pay more, but you lose out on the cool challenges you get to work on in games IMO
Maybe, but in my limited experience the challenges are usually pretty high. For example one of my last projects was working with Varjo making a real Unreal Engine simulator with a real vehicle that you can drive (while wearing the headset) while in a hybrid real world/UE engine world
If it were only a salary question, I'd definitely keep working towards cybersecurity
it's still only a simulator though. it's a product to sell the real product
not discounting that it can be an interesting experience, but I wouldn't classify it as the same as making games
No, actually it was a product to test the design of the vehicle and new components, not something that’s a sales tool for the public ( softly these things are internal only for the design and engineering teams)My point was that while it is only a simulator, it was quite groundbreaking and a lot of the tech had never been used before, so lots of new challenges.. That’s why I said in my experience, it’s all subjective. For me at least those things are more fun than working on commercial games at least.
my point was more that it is a trade off. you either pick more money or you pick more freedom, in the sense of what kind of challenges you can get to experience. making a product to spec will always be different than having the freedom to reconsider how the spec should be laid out.
in bigger studios you would also generally earn more than in smaller studios (or have better job security, at least), but at the cost of potential creative freedom of a smaller indie studio.
it's a spectrum and it's about where one feels comfortable on that spectrum. I don't think universally there's one spot that is "better"
Aha yes ok I see what you mean, a lot of the scope for these projects gives no wriggle room as you say 👍
I am lucky now in my position as Creative Director, I just do all the fun stuff and assign the boring jobs to other people 😂
It's all about where you're willing to make concessions. At a large studio you might lose out on overall control over what you're building, but if you're on a smaller team within that studio you might have a lot of freedom within a very specific area.
I have zero control over the games I work on, but I have quite a bit of freedom within the small team I'm on to engineer things how I want and I have decent control over what projects I work on provided they align with the team's overall goals. What that looks like will of course vary depending on team and profession, but it's not as if you have to be a cog in a machine at a large studio.
Hey I want to get into C++ after working in Blueprints/3D for Years - are there any Courses/Bootcamps like this for Programming ( C++ and Unreal in particular) ? Couldn't find much outside of prerecorded Courses. https://www.vertexschool.com/bootcamps
A library of our top bootcamps covering the key skillsets necessary for a career in games, film, XR and the metaverse. Vertex School. Online Learning. Professional Feedback.
The way i learnt c++ that worked for me, was completing an online course on the basics, something like sololearn, then trying to make some basic console apps
From there i picked up SFML for 2d, just from reading the documentation, and looking at the various maths and formulas needed for a 2d game
And from there unreals api isnt that hard to use, again just using documentation occasionally
Im not sure of any good paid bootcamps as such, but you can start learning c++ for free fairly easily
yeah I wouldn't and didn't pay either
i learned C++ from learn.unreal and just documentation from VS
Yeah personally SFML and using things like SQLite really helped me grasp the use of pointers which was my main struggle beforehand
I learned C++ from some programming website.
I forgot what it was, it was around 2008/2009
SFML also really helped my understanding of OOP
And it's baffling that I'm still not a pro at C++ even with learning since 2008
(though I was 9 years old at the time, and I lost access to computers for the remainder of first half of 2010s)
no worries, i've been doing 3D for long i can remember, i still feel strange sometimes all because new specialise programme are introduced O____o
I'd say the same, though in my case it was web development, and I have hard time learning it by the course.
Or I guess web dev in general is not for me
If I go to another country, should I be worried about taxes? I mean, some states or countries have taxes which are way higher than in other places.
Well yeah... If you work in another Country, pretty sure they will want you to pay taxes lol
Also depends on your residency or citizenship, even EU or non-EU. At least here it's a gigantic mess to have residency in another country and work here. A ton of forms to complete and income to declare
That’s usually offset with quality of life however. Where I live in Sweden, wages are around 50% less than in the US and taxes also higher, but the lifestyle is much different so it’s not really comparable,
If you're moving for a specific job, make sure to ask for a relocation package
The US tax thing is a bit of a faff. Americans actually pay a lot more taxes and tax-like-things (things funded from taxes in other countries, but called an insurance or something else in the US which while not required by law is often mandatory because without it you may end up really screwed) than they realize because it's not pointed out so clearly
Which makes it harder to compare the tax rates apples for apples, but makes it easy to say that european countries have high taxes therefore bad :P
I'm in Finland myself which is comparatively high taxed and lower salary, but quality of living here is good
I'm a designer atm but really want to dive deeper into C++ in Unreal. I'm making small mini-projects to tackle certain topics/tools.
Would it be inappropriate to ask programmer colleague that I trust at the company to review (& provide feedback) the games' code and offer some kind of compensation for doing so?
Don't see why it would be?
Would you be offended if someone asked your feedback on something you know a lot about? :)
Most programmers will talk about programming to anyone willing to listen lol
I mean, it could be the angle that you shouldn't ask co-workers for help for a potentially competing product... but that doesn't seem the case.
Yeah
compensation could be misunderstood. but I'm sure most people would be happy to help you out if you befriend them. certainly I'd help out any programmer with design questions
perhaps a better approach would be to ask about it and see if they are willing to help out. and then perhaps give them a box of something as a gift for helping out
I read that as "a box or something" and I'm like what are they, a cat? 
just an empty crate really, anyone can appreciate that
My cat would be totally happy receiving a box for helping out.
I'm not sure what she could help with, though...
Dropping things off a table?
Making holes in clothing and scratches on wood seems to be her forte.
Hi guys! I'm new here! I need some advice! I want to get a job as an Unreal Engine Programmer but I don’t know how to get started. I have 2 years of experience, I worked with my brother but that job ceased. Do I need a portfolio even if I don't have a game released? Please advise where to start or if you can get specific help, thank you very much!
There's a ton of people advertising in the jobs boards here.
Common interview questions tend to be about sorting algorithms nad shit.
And if you don't have a relevant degree, you'll definitely need a strong portfolio,.
Thanks your answer! What does a strong portfolio contain? I only worked on one architectural project, my experience in the game industry is only with my own project.
Good question!
Game jams might help, but not guaranteed to pique HRD interests.
Basically just put together what you've done.
If you don't think it's enough, get smaller jobs to build it up.
There's no harm in applying for a job you don't think you'll get - if anything you'll learn the kind of things you will need to successfully get that job.
Though don't fixate to just one company - there's always greener pasture, even though it doesn't seem like it
Another question: How is a portfolio structured? Youtube channel, text document good for beginning?
Preferrably YouTube video and playable builds (you can use itch.io to put them)
I don't think HRDs will download them per se, but not hurt putting them out
Thanks the answers guys!
@round radish @tidal moth I guess specifically I wasn't sure if compensation should be given, something about it felt off or cold? Bbut your suggestion of giving something back that isn't money could be nice.
Thanks for the advice : )
I need some reviews from foundation art course of Gnomon
Or any online fundamental art courses for 3D artist ?
Thank guys
CG Spectrum is also good
Thanks to your input
anyone else?
Sure it’s pretty good 👍 depends on your current level and what you are looking for.
pretty sure Gnomon has good reviews overall. I only worked with one person from there though
@plucky hatch @tidal moth thank guys
I’m not sure if the person is saying this rate is normal for someone just starting or he’s offering this amount. But someone is telling me that it’s 5$ an hour on contract for a first job
What do you guys think of this?
I thought it would be at least minimum wage
It's not awful pay for some parts of the world but I wouldn't take it unless I really needed the money and couldn't get anything else within a reasonable timeframe
Depends on where you live, the kind of job, and the company.
^
Ah okay. Yeah I just started applying. I’d consider it as a last resort for the experience but I thought a c++ developer job where you need to understand engine code, a job that needs skills would pay a lot more even for entry
Assuming the work time is 9-to-5, you can earn about $40 a day, give or take a few. In countries with rather low buying power, that can give you more expensive foods everyday, still able to pay the bills, and save few to buy recreational stuff. In others, might be barely enough for a living.
I don't know where you are looking for jobs, but that does sound sketch
consider it's not just the wage itself, it's also an indication of the person or company in question being inexperienced in paying people what they are worth (and thus they may not respect what you do as they cheapen it)
It could also be that the company didn't have enough money for pay employees. Depends on the size of the company.
it seems more like tokenized payment if I am being honest
If it's a fairly well established company but underpaying the employee, you might in for some nightmare inducing treat.
I would stay far away
I would not go anywhere near it (but I guess it depends on what country you are in). Minimum wage in my neck of the woods (Northern Europe) is about $10-15 an hour. Now that’s for the most basic unskilled labour, the very bare minimum.
If you have a marketable skill that you have trained for ie: whatever it is you do with Unreal Engine, then you of course charge more than minimum wage. So let’s say as a junior you are on $15-20 at least.
When I started my first job 11-12 years ago as a designer, I was on $19.75 an hour (and I’m not counting inflation, it would be more these days). So I would be VERY careful, it sounds very scammy. If you need money, and it’s below minimum wage where you live, then just get a regular job until a real offer comes along.
if it is the US then no way. You could make more working at McDonalds as a cashier than taking that contract.
^the difference is still that the other job is a McDonalds cashier
Sitting at home at your PC is a lot more preferable at least to me even at a lower pay than customer service jobs lol
And you're gaining actual experience in your preferred field of work
It's not as black and white as just staring blindly at the salary. I'm not saying "definitely take it!" but just that there are many points to consider besides just the pay
I did some stuff for $5/h back when I was finishing my studies because I had tons of free time and figured why not ¯_(ツ)_/¯
It really depends on many factors, not just the region alone.
Salary is a huge part though. Especially if you're doing this to live. If you're a student or just starting out then I could see taking anything you can get but don't be in a rush to get exploited and know your worth.
I'm not saying I disagree with what you said though either there are a lot more factors than compensation.
Yeah it's good to keep it in mind for sure
I wouldn't have taken that salary for any "serious" job, I only took it because it was just stuff I could do at home in my spare time and it was really easy things as well
Ah okay I had no idea what the original post said I just woke up, read the 5/hr for a contract, and I thought 'hell no' and dropped my 2 cents 😉
where'd you find stuff like this?
Not at $5 an hour though lol!
Hey friends, writing a resume and drawing a blank on the term for when users adopt a specific target software instead of continuing to use older software?
Something like "adopt" but there's a better word that I'm struggling to grab
Yeah when he asked for desired wage I said 17$. Minimum is 13$ where I live right now and I thought I was lowballing it. Was thinking along the same lines as you lol. Thanks for the information. It’s helpful to know from someone who has already gone through the process.
Yeah I’m definitely willing to take a pay cut or not be paid much to work with programming. The experience itself is valuable. But I also need to pay bills lol. Tbh I’d probably take slightly less then minimum wage if I absolutely had to. But otherwise I’d just get a par time job and keep working on my skills on the side
Yeah, if you're not in a financial emergency or anything, I would keep looking for something that pays better
I mean if you're in a financial emergency it'd probably be better not to take a $5 job 😂
well, way I'd see it is that do you need money immediately
quite a bold assumption that someone offering $5/hour is actually going to pay up....
I would suggest reading the whole conversation. Tldr is I have worked with those kinds of people earlier in my career and they do pay up.
ah, the old anecdote that proves the rule 🙂 My TLDR is that no-one should be working on anything to do with game dev, anywhere, for $5 an hour.
Yeah, and the "5 bucks an hour guys do not pay" is equally backed by anecdotal evidence ;)
if you have a financial emergency you'd probably want a job at a grocery store that pays double that possibly. or better yet, a job within your profession that pays a living wage but outside of gamedev. there isn't really a situation where a $5/hr job is worth the hassle if you can get paid better otherwise IMO
Yeah you might be right
Yeah well good luck, its easy to fall into the hole when first starting out to de-value yourself, but as you say, its better to just take a regular job to get the cash, use your free time to upskill 👍 . Nothing lost, as others have said, how good is that work really going to be for your portfolio anyway if they are paying bottom of the Barrell wages. You can probably spend a few deep weekends doing your passion projects that will shine much brighter in your portfolio.
Hey everyone. My wife is doing a career change from computer vision scientist to tech artist / unreal dev. She has a PhD in applied math, a BA in CompSci, strong programming skills and "traditional" art skills (painting, sculpting). She's applied to about two dozen entry-level positions but there hasn't been a lot of response so far. I know she has an unusual skillset and might be falling "between the cracks" of hiring, so to speak, because she doesn't quite fit in any of the predefined slots.
-
Where would be a good place for her to apply or look for suitable positions? We live in Canada (near Toronto) and the position would have to be remote (not moving anywhere).
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She made a website/portfolio and would love some feedback - https://www.lenagorelick.com/
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Any tips on making her more attractive to employers?
Thanks!
@sly hearth 1) Everywhere. 2) It does not look like TA portfolio. There is no indication of skills being applied practically. No connection between what is showcased and what a typical TA might do during everyday work. 3) Her educational background is exceptional and if applied properly, will boost her career progress in technical art substantially.
not an expert but I have heard that generally TAs aren't sought out as often for junior positions. so I believe larger companies that have a team of TAs already to mentor would be the only real place. but then there's Ubisoft presence in both Toronto and Montreal
abstract art doesn't seem to be what a company would expect. Maybe they expect technical tools, editing of shaders, VFX effects, etc.
Though Virtual Production side of things has some chance to use UE with just BP, as far as making templates for live shows and whatnot.
Make sure they agree to give you time to do R&D though, last time I had VProd job, they didn't give me time to make working templates or doing R&D in general.
@plucky hatch post in the job channels. (read: #instructions ) and read up some info on how to protect yourself from potential scammers just in case. it also helps showing off neat blueprint stuff on social media to attract potential clients.
Thanks! Yeah if I can't manage to get one that's probably going to be my plan.
She might want to apply to the company I work for, they're always looking for talent!
If you limited the scope to game development, then yes.
But BP is already more technical for Virtual Production.
If BP is all you know, and lacking C++ experience, you still have a chance on virtual production side of things. Using Unreal Engine for live shows, filmmaking, and other linear media production.
The demand for UE on that sectors are increasing now.
I'm only planning to recruit local developers in my country, so no, I can't help you with hiring.
FWIW you can take another job that isn't strictly related to game programming or Unreal Engine. At the very least make a living to survive so that you can learn C++ in your free time.
What does 5 years experience mean in this situation? How many projects have you finished? Has it been fulltime work?
I assume it's 5 years of using the engine outside applicable work, starting the moment he first learned the engine.
Make a portfolio of your best finished projects. If you find that it's lacking, work on your weaknesses.
Also often times if one's degree isn't used as a easy way in, it would be interview followed by assignment to make a gameplay system from scratch with BP within a time limit.
How else would a potential employer know what you are capable of?
The moment your employer to be is convinced by your portfolio.
If your projects are enough, why are you asking us?
Well, send the job application then.
Worst you can get is getting temporarily blacklisted from applying for the same position.
I'm sure companies will never permanently blacklist rejected candidates just because they weren't up to their standards at the time of applying.
apparently not. else you'd be rolling in dough right now.
I don't think that's for you to decide. in the end the company decides who to interview/hire and who not to interview/hire
If you want to earn the big bucks with ue, learn c++.
If you've spent 5 years doing shit and, in that time, you haven't learned c++, you just need to spend some more of that obviously copious free time doing so.
Imo anyway.
Indie studios with very low budget likes to hire BP-only guys and offer them very low salary like $2 per hour or so
i find the talk about bp-only people a bit negative. there are many people in the community that do bp-only that make good bucks and make end meet. heck, there are even a good few people at epic that do blueprint only. you just need to have knowledge, sell yourself well, make yourself known, and be an active contributing community person so people know how to find you. you can easily get 20-80 dollar/euro an hour if you know your blueprints well enough.
Yes, I’ve hired BP only for €60-100 an hour many times.
Yeah, I agree. But in my early days I just saw a lot of them, and just wanted to share my experience. From what I can see it's just common around the industry
not really, make stuff > post it on twitter, reddit, facebook groups, discords, done. the promotion part takes less than an hour a day if you do it actively. interacting with communities is easy and can be done a few minutes every few hours.
I've been able to get a couple of contracts (not in UE, in a different engine) simply because I interact with the community and help people out and all that.
gdc has quite a few videos on how to promote your work
im not going to spend time going trough their list, go to youtube, search for gdc, go trough their video library.
@plucky hatch what is your Artstation ?
Link to your ArtStation, not vague description of your stuff.
Make an ArtStation account, and put your portfolio there.
Posting WIPs there is frowned upon, so don't post those.
Next time you're sending job application, attach the link to your ArtStation profile
points to the pinned messages in this channel
My inner graphic designer self is so angry at that squished image
But IMHO it's anything but convincing. Work out the marketing.
I don't know if that offensively squished image is your fault or Discord's thumbnail generation fault
The marketing is bad for that, it tells me nothing about the game in the description, and the images dont look very professional imho
The store page doesn't scream quality
Though to be fair the Play Store is littered with cash grab trash anyway...
Indeed
The image is your first impression
If you fail the first impression then the project fails
I also assume its an endless runner type, so its important to distinguish what makes yours unique, why shouldnt someone just go download a different one
That goes for any game
This is Dragon's Den channel 😏
That one TV show where people pitching their business to investors.
Consider this a lesson to work on engoodening your marketing/pitching.
Yeah they dont really exist, there is no guarantee for success in the indie dev world
What you need to do if you are a solo dev wanting to have the best chance of succeeding is learning all the small parts, good game design, good marketing, and a unique idea
That will be your best chance
There's many resources on pinned messages and more on the internet available for free. Save your money for something else.
I use Aximmetry at my work for Virtual Production stuff, but it's no way in heck user friendly to set up
is this good? it looks a little weird to me, does anyone here agree?
Depends on the style you're looking for
Maybe? 🙂 In any case #work-in-progress
Dude, you are everywhere lol
We can't tell if it's still learning or on purpose
Well, I mistook this as #ue4-general so my bad 😆
ye but like i want a straight answer
its not gonna hurt my feelings cuz i already suck at modleing
XD
It is not the place what we are saying.
#work-in-progress is the channel you're looking for
ok
Hi all! I'm Tele and I'm a game programmer. Can anyone speak on the value of having a certificate on their resume vs having no formal education, but lots of self-motivated study and products of such? I'm about to make a $10k decision for an official certificate that will take almost a year to earn. The knowledge sounds good, but I'm sure I could find the knowledge elsewhere - what really interests me is the credential. Any help is greatly appreciated, thanks! Cheers, Tele
make a fancy portfolio instead of wasting cash on a fancy piece of paper
if you need to pay someone to teach you how to make fancy stuff then use the cash for that
not that there are many actually good gamedev schools afaik
Just certificate is probably way too narrow of a scope to be considered by HRDs.
I know fraud certificates also exists.
Though having an academical degree might grant you easier way in with higher positions.
and get lucky
So I've done the majority of my self education on Udemy.com so far, I've got lots of courses on Unreal Engine and C++ programming completed at this point and feel like I've got a pretty good foundation. I've already made 4-5 mini games and the latest are turning out really nicely. Currently enrolled in a 50 hour course that is really taking me to the next level. I have the goal of being ready to apply for a big boy job by this time next year if not sooner, so was just curious if I should start to seek some sort of formal education or not. Thanks a lot for the response, I appreciate it. I think I'll continue to build my portfolio and skills on my own for now.
i go learn.unrealengine.com, and recently unreal directive for resource on blueprints and variables
you don't need a formal education, but a formal education will help you understand code at a deeper level IMO
Adding a +1 to what @tidal moth mentioned. Degrees/certs aren't required in most cases but certainly become a differentiating factor if you're trying to standout from others in the candidate pool. Depending on your situation, you can also look for hiring initiative cohorts to help get a job such as https://careers.activisionblizzard.com/levelupu (paid 3 month long on-the-job-training gig that'll open the doors to a job)
In my experience, if you're able to effectively demonstrate your skills to pay the bills on a portfolio/website, and your work is good, you'll most likely get hired somewhere. I worked at one studio that routinely hired from the modding community for their products.
To add to what the others have said, also 10+ years professionally and have only ever been asked by one place for any certification (I didn’t have it and still got the job). I’ve been a hiring manager at 3 companies and it’s not even in the policy to check these things (and they where quite big companies).
Well that wasn't helpful at all!
does it make sense from progressing career standpoint to start learning about multithreading as a junior programmer?
it does
💀
No.
And don't crosspost.
Ratio+didn’t ask+not funny
I'm somewhat proficient at Blueprints and can nearly implement anything I want with just blueprints. Hell we have even full AAA Games which are completely made in Blueprints.
But whatever game conpany I apply to in my country, my No. 1 rejection facror is I'm told, either you know the C++ or we can't get you in.
Im really wondering why is the case and why game studios don't use blueprints and are heavily focus on C++? 🤔
Err, full AAA games completely made in Blueprint? Where? No AAA is going to build a full budget game entirely out of blueprint.
For one, anyone can use BP, but not everyone can use C++.
Blueprint is primarily aimed at designers and artists, at least in AAA. If you're applying to engineering positions then that would be why.
Blueprint is absolutely used throughout studios using Unreal, but often the positions are done as part of a larger discipline - tech art, level or gameplay design, etc.
As such you need a portfolio to fit whatever area you're going for.
Level and environment designer positions aside, they even require C++ for gampelay design, VR/AR
I DON'T really get why..
Isn't the difference just in the performance? 🤔 And many VR/AR & even small indie games don't really require that much performance optimization
No, it's not just about performance.
C++ for pure design positions should be pretty rare, sounds like the positions you were looking at were hybrid design/engineering positions.
If you have a team of engineers working in C++ and need to add someone to that team, someone working in blueprint simply isn't going to be able to work on the same tasks.
As for why C++ is so prevalent - it's a combination of a lot of factors:
- Performance, as you mentioned, is at least part of the reason.
- Many many features of the engine are simply not exposed to blueprint. Even if you've been able to work around blueprint's limitations (which you may not know you were even doing) that doesn't mean a studio wants to work that way.
- If there's a problem that involves understanding how the engine works under the hood, you generally turn to someone with C++ experience because that's what the engine is written in. Same goes for debugging crashes or other problems that are very hard to understand from the blueprint side of things.
There are some things that just make sense when written as a math equation in C++... Try doing algebra in blueprint nodes and you're overcomplicating the hell out of it.
That's the least deterrent factor.
Games are almost always a combination of math, data structures, algebra. Blueprints are a poor substitute for C++.
Eh, I'm inclined to think algebraic stuff is the least deterrent factor in the career side of things.
I think it comes down to either performance, or project requirement goes beyond what BP provides, which is the case with AAA projects.
Speed and safety of implementation is certainly part of it too. Plus available talent.
It's not any one thing.
FWIW BPs would still relevant in AAA studios using Unreal Engine, just that it usually limited to prototyping designs and not for major development part
Prototyping isn't really the place for them in AAA (though it does get used that way). It is, again, for designers and artists.
Hooking up stuff in levels that was exposed in C++, most visual/audio scripting not directly related to gameplay, etc.
you can ship BPs just fine, but I think the point about BPs not being the only part of a role in a AAA production is very valid
even if you're a game designer using BPs, the use of BPs is a tool for your designs. your focus is on the design, not which tool you use for it
version control with BPs is a nightmare
at least once you have more than one person working on one
there are definitely people who do only BPs but my guess is they usually fulfill another role as well
<@&213101288538374145> repeated crosspost
:triangular_flag_on_post: Diixencider#8673 received strike 1. As a result, they were muted for 10 minutes.
Lots of people do multiple roles, but many projects consist of years worth of BP workload.
BP is acceptable for about 90% (80-100%) of your game's logic, since 90% of any game's logic represents 5-10% of the actual processing cost. Most logic scarcely runs or has scarce cost, and for many games, the cost of runtime CPU is not as important as the speed of the developer.
Just learn what is working for you. When you hit a wall, smash through it, somehow. There is a huge difference between good and bad BP's. Just keep getting gooder, and eventually you'll figure out where the tool breaks, and when that happens, you won't be sad. You will be happy.
I think you missed the context - this was a question about why C++ was so prevalent during a job search through AAA studios. And that "90%" depends on what you mean by your "game's logic" - if you're talking about level-specific scripts and customization on top of base actors, sure. That's exactly what BP is intended for. If you're talking about the entirety of the engineering work that goes into a AAA game (which is, again, the context for this conversation) that's just false.
For some small teams/indies that might certainly be true, but for someone asking why they can't get an engineering job knowing just BP it's misleading.
Overall, much of tech requires an ever evolving skillset that has a steep learning curve.
Hello everyone, I've been working with UE for a few months now and definitely this is what I want to pursue - game development.
For context, I work as a junior front-end developer right now and I'm pretty happy where I'm at but ever since the pandemic, most of our projects got frozen and our work had changed, because of that, work is now getting boring as we are not even writing that much JS, just mainly maintenance and refactoring.
I want to, however, to pursue game development and I'm unsure how to proceed and I will state the following reasons;
- I didn't drop out of school but I wasn't attending classes that I found boring such as biology, chemistry, etc (nothing coding/tech related) but also, I didn't attend math classes.
- I work as a front-end dev, I earn way more than my parents do but.. that honestly, doesn't make me happy a single bit, I would be happier if I were working for a company with UE even if I were to earn less than my current salary.
- A relative of mine told me that without math, I won't get anywhere, she runs a huge company and most of their juniors and seniors (especially) all graduated math bachelor or masters in order to get to those positions.
- I worked with UE for 4 months now but if you asked me to created something from scratch, I would probably fail, in my opinion, my logical thinking is very slow and I'm depression and demotivated because I'm not sure if I would ever be able to work with UE in a professional way.
Please, I would listen to any tips, I want to succeed, I won't ever give up because that's who I am, although I didn't go to school that much, I self taught myself for my current job and am honored a lot for the HQ work I do which is way better than the one of my colleagues who were there for years, I know I would be a good asset to any company but I want to be able to do things from scratch and create projects without asking for help all the time.
Thanks in advance for your assistance, if you guys need any additional information about myself so you could give me a better advice, I'd be more than happy to answer them
Thanks for your input, I brought up math because most of my friends got bachelor slash masters and now work for good companies, and yes, it's true that, while they work in those companies, that shouldn't bother me because everyone develops individually in his own way.
Anyway, I am ready to invest in math classes and get a teacher so I can speed up the learning process, while no one can guarantee the outcome of it, would it at least increase my chances of being able to build things from scratch in UE only by myself? Thanks.
advanced math is not a huge thing for anything but gigabrained tech art if you ask me
basic "make vectors you what you want" math
Well, it may seem funny to some but I definitely want to run a company one day, even if it's in 20 years, if advanced math is needed for me, I should learn at least some of it, right?
all great leaders rotate 4d cubes in their minds all day
or just 4 1d cubes. 
I am writing down this inspirational quote and taking it to heart
Anybody want to create group project for mobile in ue4
Please use the Job Board to find other members to recruit. This channel is purely for discussion surrounding a Career in the industry, not for recruitment.
You can read how to use the Job Board in the #instructions channel.
the bad news: you dont know alot of math. the good news: it can be learned and things can only up from here.
@plucky hatch thanks, I already heard of Khan academy but decided to go on with a personal teacher, you know there is something about paying someone to teach you instead of doing it by yourself (for free obviously), I suppose the hard earned money are put into an investment by going with a teacher so you will be more strict to studying math.
this
why pay money for a teacher if you can do tutrorials online? only curious
@plucky hatch @plucky hatch I have learned the basics, in fact, it helped me create some functionalities by myself on UE5, I saw how it helped me but things started to get more complicated to the point where I need a teacher because I don't have the time to do researches and solutions online, you probably know how it is when you work and have to take care of a family
nope. not married. no kids. but i do know what its like to work your buttoff
i'm having this exact same problem, i don't think i qualify at all math wise being a sophmore in hs, but i am willing to learn, i just don't know where to start
(i don't learn trigonometry until next year)
Trig and vector math are important
If youre interested in the inner workings then matrices too
as long as you don't give up and are serious enough to study, you can learn, I'm telling you from personal experience 
Besides, the trig and vector maths aren't that scary
I'd argue that's the entirety
should i learn linear algebra before or after trig? and should i learn everything before attempting to go further into gamedev or should i learn as i go?
👍