#career-chat
1 messages · Page 100 of 1
I agree with you. Its very frustrating, but the way I see it is you'll sooner succeed within the system than wait for it to change.
It's hard to be idealistic for PC/Console, especially outside US/EU
Some EU countries like Belgium has laws prohibiting gacha, which is flourishing in Asia.
I mean, sure, mobile games took more extreme psychological measures and become deceptive in presentations, but if you set aside the work opportunity, then taking odd jobs is the next good thing.
you can always do something that is not common. I get paid well cuz unreal devs are rare for example. Plus nobody is that willing to do cpp.
Unity market is saturated for sure. Salary was low af and competition was absurd.
As for mobile there is also hardware limitations and a higher demand to worry about.
I have developed for quest 2 (android) it was no picnic.
I know there are some places that do this, but it just brings the question back: If you are working on the product, how much time do you spend actually leading?
consider working for others the "dry run" before working for yourself. you'll have more experience and a greater chance for personal success
I had a project as lead artist, it was hell. I had 2-3 assets for me, 20-30 for the team. Most of my work was guiding the artists, fixing stuff and communication, I barely finished one asset. I imagine with a more functioning team I would have done half and half
It depends on the situation what is required. Some disciplines lend themselves to work that is constant and high intensity, while others are more sporadic. My point is that doing work while in a lead position isnt a automatically a red flag that the studio is infantile or that the position is crap. Even within the same AAA studio you can have leads that do both or leads that just manage, depending on the discipline and the team.
This sounds like a fundamental workload issue to me. Of course if they are giving you too much to lead you probably shouldnt be doing assets. But it sounds like they are giving you too much to lead even if you didnt do any assets at all.
right but that doesn't answer the question. I could even rephrase it as: which is more important, leading or contributing?
I agree with you leading is more important. But your comment to his was "Thats not what a lead does", which I am just saying is not a ground truth to expect for this industry.
perhaps not, but this industry isn't immune to bad management practices either. if you're working as a lead and a contributor, and the contributions take place over leading (which is something I've seen just recently myself), you're basically a more expensive senior to the company. a lead should be leading first, contributing second or even third.
I agree with you there
most probably depends on the studio and if it can afford such a lead. I've met leads who didn't do anything but leading anymore which was already a full time job, even complaining that they'd have no time to code on work anymore. But that's usually not true for smaller studios where the lead has to do more just because they can't afford it and also don't have the team size when it would be a full time job to just lead. It also depends on what the studio thinks about the position itself and what requirements etc. they have on that. You can most certainly have a team which is not 100% managed, performing well even with a coding lead, and vise verse.
There are also quite some differences between leads and directors in how much management they usually do.
Also to add such as in my case, although a lead I have it in my contract I can get my hands dirty at least 20% of my time, if only to keep my skills sharp and not get bored of just telling other people what to do. Of course sometimes it’s just too busy for that but generally I try and abide by it. So many new things out this year in Unreal, Automotive HMI, Virtual Production, UE5 features etc, it would be hard to stay ahead if I wasn’t still designing in some respect and trying these things out myself.
I went through beginner tutorial for Unreal engine 5
now how do i figure out what career path to take
Well what do you want to do
I would like to be involved in movies ,animation movies or gaming
Im not a coder
i can draw from life
I can do design
im not a sculpter or architect
im strong visually
i been trying to find a job in mobile and ui but that market is oversaturated
last year after college
I would finish all of the learning paths for animation and virtual production then revisit in your mind what things you want to do. One beginner tutorial is not really enough to make an informed decision.
@plucky hatch keep messing around with the programe even try out animation?
Well if it’s animation you want to do as a career why wouldn’t you try out those tools ?
Am I understanding correctly that this new UE Apprenticeship is $4000 from all providers?
The Unreal Fellowship is a 30-day intensive blended learning experience designed to help experienced industry professionals in film, animation, and VFX learn Unreal Engine, develop a strong command of state-of-the-art virtual production tools, and foster the next generation of teams in the emerging field of real-time production.
Where is that said?
On the Training Partners sites (the couple I've clicked on)
@plucky hatch a lot of animation today is outsourced to China
Forget about searching for a game dev job in Turkey lol
Indeed, as well as many other places, but what’s that got to do with anything ?
Always try to aim EU/NA
And if you are just trying to get a good salary, those hyper-casual mobile game developers also pay good
Also working for them is better because they just want you to create fast prototypes with basic C# and dont even care about your code. They just want it as working. Insurance + good salary comes for a cheap price
@mystic cloud Theres game companies in South America also
@plucky hatch just citing what i heard from Nickolodeon
I would not base career choices on such things.
There are game dev companies all around the world but if you are based on Turkey, aiming EU specifically is always better compared to rest if you are a starter. Mostly because of timezone difference, cultural familiarity etc.
Of course nothing stopping a person from joining a team based on South America too
Also there are a few quality of studios in Turkey, I also worked for them. They are just not visible to community and pretty selective of people that they are going to work with, for the same reasons you mentioned
kthxbai
Is thisLOLCODElmao (http://www.lolcode.org/)
Anyone here a UI artist or VFX artist?
Yes
@plucky hatch can i see your portfolio
Friendly reminder: For hiring, see #instructions on how to post to job board channels
hey guys, I have a question, how much money should I charge as a Gameplay Developer in Unreal Engine? I have 2 years of experience
Depends on the region you're living at.
why ? I can work as a contractor, it shouldn't affect anything.
Oh yes, it still affect the pricing. Both where you live and where the studio's located will make a difference in pricing. The same value can be dirt cheap in one region, and vice versa on other region.
Charge however much you think you're worth. Period.
Charge it up til they balk at it. Thats your rate.
If your client accepts your first offer, you went too low!
Thanks you for answers
:triangular_flag_on_post: JOKERxD#3669 received strike 1. As a result, they were muted for 10 minutes.
My professional portfolio is non-public due to the nature of my work but I have one for fun, it's mainly just my hobby of scifi design however. You can see the link in my profile.
Hello guys, I am a beginner how can I start learning UE4 in best way.
Have money. Hire good people.
Otherwise go to the official site, there are tons of "Starting" tutorials.
Is there anyone offering mentorships specifically related to the rendering pipeline and certain tools/features in Unreal? I'd love to have a guided tour of how certain features work, and more generally get some expert insight into how to make heads and/or tails of the unreal engine source code.
I'm tech artist, with the emphasis on the second word.
What more ways do you want aside from taking part in the official learning videos and/or using a tutor?
Learn unreal 5, not 4.
theres no need to use ue4 instead of 5 unless you know it well
But I think the coding or blueprint part is same in both
If you have specific questions, plenty of people on here will answer for free... they may even offer more lengthy descriptions if you ask nicely! Or point you to the place where you can learn about it.
Nah, it's pretty much the same, at least for the basics.
Some things like math nodes change on how you use it, but it shouldn't be a huge roadblock for beginners.
Also no shame on learning UE4 in this day and age.
its fine learnint ue4 but theres no need to start with that now that 5 is out
10x more coinvent to learn 5 imo
5 has much easier ui
but for learning any version of unreal i recommend unreal sensies beginer tutoriaks
Just use the official learning resources, it's a much safer (free) bet.
https://dev.epicgames.com/community/learning
https://learn.unrealengine.com/
due to the colors epic uses for UE5, ^ that still triggers the "discord nitro spam" in me
PTSD 
im thinking of moving to unreal from unity
the thing is, i have a algorithm that works in unity but doesnt work in ue4
Is tihs really the channel to ask that question?
idk
it isnt
Wat is correct channel
one of the general channels probably, unless you are already working on the algo, if its made in blueprints, the blueprint channel, if its written in cpp, the cpp channel.
I abuse this fact regularly, still interested in mentorship :)
Was it really a question? 😂
Implied question!
I landed a job interview, I'm already past the initial HR stage, technical stage is next. I have less than year of experience, I was working mainly with c++ and sometimes blueprints. I'm applying for junior gameplay programmer position.
When I asked HR person if there is any particular area I should focus to prepare for the next part only clue I received was something along the lines of
"You said your previous team already switched to UE5 right? Well it would be cool if you knew some Unreal 5"
Now that I think about it, it is kinda scary, because I haven't really noticed much difference when switching engine versions except UI andUTimeSynthComponentbeing replaced withQuartz, since I was working with audio at that time. Should I binge learn something in particular to not make a fool of myself?
Hey guys be honest with me real quick please
Is implementing lag compensation a reasonable test task for a job application?
Like if they expect you to present code in a C++ UE4 project?
Because uh I think they're looking for someone experienced in lag compensation and it really seems to me like they're out to just see how to do lag compensation in UE4
Show them the CMC
basic client prediction is a reasonable ask to see if someone understands networking in unreal
full scale movement prediction and lag compensation is not unless they're specifically looking for an expert in such a thing. But you wouldn't implement that as a test... that's literally a job unto itself.
"how would you implement client-predicted weapon firing" isn't an unreasonable interview question for a network engineer, though implementing a full framework is a bit much.
but "please implement the entirety of the source multiplayer networking article" is a multi-week contract job in and of itself
yeah thats what I kinda felt. It just really rubbed me wrong when I reread the job offering and it listed that they needed help implementing the exact thing they wanted me to do gratis
That does sound a bit off.
"We don't like your code... but don't check ours later."
lol and here I was scrambling to make up an example, I think it was Daekesh that I asked to remind me about a keyword for RPCs
yeah I told em exactly what it seemed like, told em I apologize and to have a nice day. I already got a job recently but I was thinking about getting a position at another company with remote work to crunch it for double pay
im looking for a skilled developer who is familiar with the lyra shooter set-up animations etc
@jade fox this is not the channel for that.
We're is?
Hey guys, more of a general question but how much work can a single developer be expected to do in a day? Like, I'm working pretty hard but I'm not exactly impressing myself with the amount of work submitted to the repo. Granted there's quite a bit of hidden, unseen stuff like designing architecture of a system on paper, time spent googling and reading about stuff, but like... I tend to worry about the perception this gives to the employer and I'd be interested in hearing what devs with professional experience have to say on the topic.
And it's not that I can't hack the task, either - when I'm not figuring out engine-related problems I'm implementing stuff just fine and I got a good grasp - I'm qualified, it's purely the speed at which I go at it that makes me worry.
8h a day is a norm
Work submitted to repo is VERY subjective. It varies with the experience of the person, the difficulty of the problem they are currently working on, the state of the project, even how far along into a project it is. There are countless discussions on good metrics for developers, and they all come to a similar conclusion: it's a very difficult problem and no single metric is good enough
so, the best thing you can do is:
- be confident in your work and yourself
- focus on solving problems
- If you have a manager or coworkers, talk to them and gauge your progress.
If you are working for a client, it's harder to get feedback like this as communication can be tricky. You don't want to give the impression you don't know what you are doing, and you don't want them to be in a negotiating position to squeeze you dry. But hopefully you are in a good enough position with them to gather some feedback
Also, 8h a day is NOT all code time. There's emails, meetings, team chat, and higher level tasks like just thinking about the right approach to a problem. Not to mention general office distraction. It's common for a day to only involve 4-6h of actual code.
My team only plans as if each person gets 4h of actual work time a day at most. And even without meetings, email, chat, firefighting random issues popping up, etc. people simply don't focus for 8 hours straight.
Also, the actual amount of code you put out for some task may only look like a small amount of code... but it may take you a week to come up with those lines because you had to spend time planning, investigating different methods of implementation, trying different things, etc. That's perfectly normal.
Sticking finger in a nose, googling, intellectual crisis and etc. should be always part of work plan. That's what 8h a day mean.
Does air drumming while code compiling counts?
@steady pewter, :8ball: It is decidedly so.
Manny is the most hard working here.
Hello. I want to work as a game developer but I have no working experience with Unreal (two months). What do you recommend me? Thanks.
Get a bit of experience and build a portfolio
Ah yes, the dreaded experience paradox.
Experience: The only thing you always get right after you need it.
i wanna get into coding games with ue5 but i have a 300 laptop what fo i do
do
prolly shouldve put this in ue5 general
The specs matter a lot more than the price
ik i was just giving you a rough idea of what specs it has
to be exact its ryzen 3 with built in nvidia graphics card (idk what) and it has 4gb ram
it might be 8
not sure
You need to check actuak specs cause it matters
I was wondering If anyone here is currently a 3D environment designer
I have some questions I would like to ask, feel free to ping me or dm
are you mean Environment Modeler?
actually I dont think anyone would admit it
I feel like its a very personal question im asking
Ask it
If you feel like people wont answer then theres no point asking, or ask anyway and see
Depends which environments you designed
Environment designer of dreamworld should maybe feel a little shame
Just ask.
Otherwise you get no answers, but it's up to you.
Honestly me neither
Dreamworld is just an asset flip fest.
Yup
I like how theie donator wall is just standard text render actors with crappy gold colour
so my question was really to know more about the process of designing environements , like which software they use the most and what they model more in Maya for assets?
How is that personal
Most environment artists use maya afaik
Or 3ds
Autodesk monopoly
what do they model the most
That all depends on the game
Environment design is pretty much all hard surface rather than organic
ZBrush, Maya, Blender, and other modelling tool
That's not even remotely personal.
NGL, I expected questions along the line of "how much wage do env. artists get"
But i doubt there is a metric of most modelled model. Like environment designers model crates 99% of the time?
Because they model whatever they need to
And that depends on the game
that's irrelevant to me
as long as Im making games
its my passion
dman well guess I need to learn ZBrush in 2 weeks
l0l
at work?
yes
well its a internship
someone will show you the ropes
well defo as an intern, and even then you likely wont get on the big boy models anyway
obviously yeah
and yeah with a terrible portfolio then you'll be lucky
Environment is not the top in comes how noticeable stock assets is used, but incoherent use of them can break the immersion
FWIW you can kitbash Quixel stuff or build upon the scans.
no way of knowing how good you are without a portfolio
for environment art artstation will do fine
and its free
why pay like $10 a month on wix
yeah tbh im not really liking wix
they dont have many templates
can I show my portfolio later for feedback?
better to use artstation
yeah remember when I said I had until friday to give my portoflio?
well now they extended to tuesday
Now you have something to do for the sunday.
do as much as you can to put on a portfolio then pray 😅
Hope the employer convinced with your skill on display
I have to do a presentation video of myself aswell
should I shave? I have quite the beard
oh cause back in the day people used to tell me to shave for interviews
For corporate, enterprise work, yes.
When it comes to content creation, usually it's more lenient.
interview for any art position, don't worry about that
focus on your art and communication, and will be better 🙂
At least to my experience, corporate work has super strict appearance rule, set of uniform and hairstyle. I think growing beard or hair was punishable, considering none of my colleagues back then did so.
Of course I have since quitted the job due to mistreatments and trimmed down paycheck.
A beard is fine, just make sure it's neat. Clean Shave only if you have growth that is short of a beard.
Don't interview during the "growing a beard" stage where it just looks shabby
Even in corporate bwork a well groomed and trimmed beard is fine
If a requirement was to shave and look a certain way I wouldn't even step through their door
Eh, where is this? I only work Enterprise side having a beard is no problem, In Europe and the US at least. Like others have said, if a company has a uniform and grooming policy then it’s best avoided.
I think it's more common in Indonesia, which is where I'm located.
Aha I see
it heavily depends on industry, even in the us
Particularly corpo companies (or those dealing with corpos) have more stringent rules when it comes to attire and grooming policies
Ive never had an issue in over 10 years in both US and EU in any industry and I’ve worked a lot of places.
banks and fintech (not the really hip ones) for a time required the same from engineers that they required from the rest of their workers. But some have at least wised up that it isn't a great way to keep talent.
Actual tech industries rarely require much beyond being somewhat presentable
Yes indeed, I’ve seen that now with working from home rules, some companies I work with are super strict but now having to let people work from home at least one day per week to retain the talent,
guys I think I'm in way over my head....
Welcome to the club
llol
like ima do an internship with a bunch of pros
and im there like
euhhhhhhhh
Most professionals also have no idea what they are doing but they act like they do 😛
my only concern is modelling
lol I havent done it much
and I gotta learn z brush in under 2 weeks
yikes
So you have to learn sculpting not modeling ? Is the internship as a character artist ?
well im applying for environment designer
lol i dont even know man lol
I would not look at Zbrush then, especially if you only have two weeks to prepare.
I think ima focus on modelling in maya
You should probably contact the company where you plan to have the internship, and base your training on what they use in the office.
that's the issue tho
we have no idea which company is participant in this internship program
we will only know during the zoom reunion
Thanks for you comment, but getting working experience to get a work is a paradox, as @pure kettle said. I'll study and develop my own games to build a portfolio.
Hi everyone, I am looking to apply to provide mega scanned assets for unreal, where Can I start?
Thought mega scans is reserved for quixel products.
It doesn’t need to be professional experience, you can use your own explorations, hobby and passion projects for your portfolio too. I often hire juniors who have nothing but things they have done for fun in their portfolio.
I would always rather see something that is well thought out and executed even if it’s made up, rather than some ‘professional’ work that could be quite boring, because as a junior they are -or ably not trusted with anything end to end anyway.
OK. Thank you.
I have heard of beards being frowned upon in S Korea and Japan as well so that checks out.
what job title is that where they do the other worldly backgrounds
for games and movies
Wdym
Matte painter or environment artist
TThanks
but game companies still need artists right?
Sure, when you are an artist you can often work outside your specific area too, depending on the company. I work in design in many areas thankfully not constrained to just one.
All areas of CGI need environments
Hi guys im looking to transition into gamedev. Im currently working as a researcher in an ai lab. My portfolio/game im working on and aim to publish, is a multiplayer shooter with concepts of gas, asset management, and game design baked into it. what chances do i have of landing in any junior programmer roles in a studio? What more prep work do i need before a cold application?
@hazy glen this is not the channel for such questions.
oops i meant to lcik on the one above
Explains why people drop random messages in here sometimes.
Perhaps moving the career chat and industry chat channels lower beneath something else so when people misclick on General they don't spam these
Its not spam if it was a mistak
if people are incapable of clicking on the correct channel, then all moving the channel will do is they will post into whatever channel is listed under it next time :P
That is literally the definition of spam.
Not paying attention to what you're doing and just randomly putting stuff where it doesn't belong doesnt it make a better excuse... lol
No it aint
Spam is intentional
Not always
Noit kss
not being able to click the right channel is not a great start to your career tbh
Bro why are you arguing about this on the career chat Channel this is the exact bulshit we're talking about
Do you think career spammers accidentally span of everybody
Talk down to me
The only one excited here is you
I wasn't talking about you lol but ok
Im falling asleep actually
Btw youre getting upset about what ive said is not my faulr nor a problem for my career
The only person that got upset about something that was said was you about a suggestion for the admins to move the channel so that people don't accidentally click on the wrong Channel and make themselves look like maroons
what other tasks do you have as a 3D game artist other than creating textures , modelling assets and placing them in the game?
environment , lighting , level designing
A LOT
3d game artist is too broad a term.
yup, there are many different position
Yeah It’s the same as saying you are an artist at a game dev studio making a 3d game. So many positions
Lol i told you i wasnt upset now allow me to clarify: i have zero concerns for what youve all said, know that youre wrong however.
Hey! I am an apparel design student doing some light research into 3D design, specifically unreal engine, and what effects it may have on the fashion industry. I am looking to briefly interview an industry professional, or someone who is highly skilled within unreal, to give me a rundown on the potential effect it may or may not have. Please message me directly or respond to this if youre interested! I appreciate it.
You're more likely to get a response if you're actively asking your own questions... and just doing it in public.
It kinda sounds like you want people to just tell you things about unreal without knowing any kind of context.
Other than "apparel"
do contributions to marketplace (bug reports, feature suggestions, code contributions) plugins and github count in a CV for a gamedev?
not sure what you mean by "count". There are many metrics used and each place will have its own. If you handed me those as part of a CV, they would 100% be positive as they show motivation in the area of work, not just "its my job"
Just out of curiosity with this chat. do people actually get hired from here? Is just knowing UE5 thoroughly, enough to land you a job? Or does having some kind of certification make you more hirable?
No idea. I got hired by somebody seeing my 5 year old UE c++ on github lol.
wow, mine is always interview
of course I would have still needed to interview
so maybe I should say "recommendation" rather than offer
Got quite a few offers from this server so 🤷♂️
Interesting. I'm getting into UE5 just as a hobby right now, but i have experience coding C++ from college. I thought it would be fun to make a simple game, and so far everything is really well done, like I haven't had any issues learning so far. I figure if i can get hired onto a team, i'd learn even faster lol.
@wary idol How much experience would you say you needed before getting offers? and what kinds of positions were people asking for?
Hard to tell how much experience you need, I would say it entirely depends on how active you are (and if you know what you are talking about when answering questions) and if the right people are looking at the right time
Don't have a good answer to that
Mostly gameplay programmer
Ah okay, that makes sense, and thanks for being honest about not having a solid answer, I realize results vary wildly.
Did you find yourself doing more blueprint programming or C++ after getting hired?
At my current job I'm entirely on the C++ side, haven't touched BPs in ages since I'm mostly developing tools for artists, designers, etc...
Haven't done any gameplay stuff in a long time, when I did it was mostly C++ with simpler things in BPs (around 75% C++)
That's interesting to hear. I was kind of hoping that with the implementation of blueprint, C++ would slowly be fading out, as the visual style seems much more intuitive.
There are things that are not exposed to BPs and I just find C++ more readable than BPs, BPs can really quickly turn into giant spaghetti mess
BPs are great for quick prototyping and for implementing simpler features, even tho there are games made entirely in BPs I would always for a serious project implement at least the core of the project in C++
That definitely makes sense. Code is definitely pretty straight forwards to read if you've been practicing. I guess I need to do some refreshing on my C++ before trying to get into the game development scene. I also am realizing that for the creation of your own plugins and tools, Blueprint wouldn't be an option anyways, so that makes total sense.
Thank you for answering all my questions by the way. I'll definitely be keeping tabs on this chat. It seems there are a lot of really informed people here, and I'm really excited to get more experience in this "hobby" haha
I also am realizing that for the creation of your own plugins and tools, Blueprint wouldn't be an option anyways, so that makes total sense.
Yeah the stuff I've been mostly doing is extending engine/editor features and implementing new editor tools, etc... not something that will be used in the game but rather help with development
So this is something that you need C++ for
Thank you for answering all my questions by the way. I'll definitely be keeping tabs on this chat. It seems there are a lot of really informed people here, and I'm really excited to get more experience in this "hobby" haha
👌
The answers I gave here will probably vary from one person to another so keep that in mind
Hey, all advice and wisdom is welcome here. Thanks again!
What’s the best method to becoming more fluent in BP? Specific YouTube videos (Mathew Wadstein?) or just follow tutorials making games?
can try also official unreal engine documentation and learn.unreal
Thx. I keep getting ads for udemy etc. anyone try that ?
The best method to becoming more fluent is just practice.
Use adblock, and go for https://learn.unrealengine.com
has anyone here made a successfull title?
I thought elden ring was good.
I was jokingly replying to An Epic Birb
I'm sure with a huge staffing, someone here works for them lol
well, I don't think this server is that popular in japan, and they don't use unreal so idk
They use the sekoro engine right?
I thought that was a branch of unreal, made for their games?
no
Well, i stand corrected.
indeed
Oh I see. I was searching this topic earlier using the term "what engine does fromsoftware use?" and one of the first results was "According to the project's description, the scene was made in Unreal Engine 4.27. 2 with no baking and no RTX. The terrain was sculpted inside Unreal and the foliage was set up using Quixel Megascans." But the thing they were referencing was an elden ring clone, which you have to actually read the whole article to find out about.
So long story short, I blame google for giving me bad info.
"Elden ring inspired environment"
not elden ring
anyway, this is not very #career-chat
This is what showed up on my end. Either way, my bad.
FromSoft did say they were learning it, but haven't used it so far afaik
I wonder if learning unreal will give future developers an edge in the job market for future souls-lite games
Kinda hard to get hired for a developing team, that uses proprietary software
learning unreal engine will always give an advantage
of course you can't know their internal engine, but no one can
and a lot of concepts are shared across multiple engine, be it public or proprietary
just knowing how to work with a full fledged game engine is a big up
In your oppinion, is it still worth learning blender, now that UE5 has their own modeling software?
of course
but nice for quick changes
ue5 is far from being a full modeling tool
and again, a lot of knowledge is transferable between lots of 3d packages
I've been trying to learn blender but it feels so backwards compared to how intuitive UE5 is
PROTIP: don't use Unreal Engine as DCC tool
For one, you can't make skelmeshes from scratch in UE5.
Modelling tools provided is more for level blockout and maybe post import fix on static meshes when you don't have the source files anymore
any software is just a tool
Use both.
Thats fair. I notice most of the tutorials I've been finding on Blender are kind of outdated. Does anyone know anyone I can look up that has clear tutorials from beginner to intermediate, similar to UnrealSensei's 5 hour video on Unreal?
You use Blender for making the assets, then bring them over to UE5 to be rendered or use it to script something
BlenderGuru has plenty of tutorials for beginner to advanced
His donut tutorial is well known as a first step
Apologies, misread.
But yeah, Blender Guru's newer tutorials are decent
of course the bigger step is making your own stuff afterwards
No worries, thanks for the info though!
I definitely want to get to that point of practicing by making my own original assets, but right now, even navigating Blender feels like a chore. I just want a fundamental understanding before I try to make original content.
blender has really improved a lot recently
also, don't start making your own props out of thin air, use real life picture or concept art as a base, that way you can focus on the modeling instead of the willy nilly creative side
And I think that's one of the reasons finding tutorials has been difficult. The engine has changed so much lately, that everything feels outdated.
well anything after 2019 should be good probably
and what a coincidence, the donut tutorial was updated after that
Well, I'm working on an Indie FPS right now just for fun, and I wanted to learn to model all my own guns and assets in blender to import them. Something about purchasing a 100$ pack of assets doesnt feel right to me.
I just meant start from pics or something, not just modeling what's in your head
Yeah, that makes sense
Time to make a donut.
Do you guys know if people are hiring beginner/intermediates right now for Unreal, or generally only want people who know everything?
More of people who good at specific thing and do their job on it.
Exception would be lesser studios, indies, or sometimes enterprise side of things ("serious games", virtual production, etc.) where a generalist MIGHT be sought after
I see. The larger a team, the more task-specific you need to be.
I mean
that's a wild question
of course people hire juniors
otherwise the position wouldn't exit
and without juniors, how can you ever make seniors
but if you're just learning blender and ue5 now from scratch, you have a ways to go before being job ready
I mean its validity
of course they help prove that you're capable
probably not a big factor
but still shows that you're active and maybe knowledgable
you have to prove your skills are legit that's it. And as Megafunk says portfolio matters but if you are not a fresher and have been working CV works too.
Work on your speaking skills for interview, sound confident as that impression matters a lot and assume video on if possible for digital.
works for me
Hey guys!
I am UE4 developer, I worked on some freelance projects before and later full time in a studio. I know decent C++ and did one udemy course on Unreal Engine C++ specific, that landed me many offers in the gaming industry. I was able to get through tests and interviews of small indie studios.
But things changed as I applied for larger studios like Sumo digital, Kevuru Games and a few more. They gave me C++ code to debug and modify for my interviews but those were some really advanced stuff, it was all c++ ofcourse but advance c++ which I am not familiar with.
I need to know what should I do to brush up my skills should learn more general c++ instead of UE4 specific c++, or is there something else I am missing,
Thanks!
How do you become a gameplay designer?
I'm guessing you mean the pinned topics here. The cpp pinned are about other things.
No. I mean the pinned topics in #cpp about cpp coding. For saket to find out all about the stuff he doesn't know.
Like that definitive guide etc
oh that wasn't for me. There is actually someone named Saket. 😅
...
🤗
🐮
Hi guys, need some help.
I'm starting a new junior job next Monday, and it's fully expected from me to know how to work with scrum/daily standups/weekly sprints etc with the rest of the team.. The problem is, I've never used scrum before ever. I have a basic idea of how it works, but never practically used it especially when it comes to gamedev.
Does anyone have any resources that could get me up to speed quickly? I know I can probably find tons of scrum examples by googling, I'm just looking for things that are gamedev specific. Like how big the tasks are, examples, etc..
Frankly I've never seen a company which used those exactly the same way as another company
As long as you have a basic idea of how these systems work I think you'll be good. They're not that complex usually anyway so you should be able to get the hang of it at work pretty quickly
I’ve never seen it implemented satisfactory in my job. Situations change too often and plans get thrown out the window after a few days.
Scrum is like a board game. Play it a few times and you will get a hang of it. And if your team has a scrum master than you should not worry about it at all. It’s their job to get you up to speed and comfortable.
So it's like D&D?
Yup. Everyone plays their roles and scrum master is DM
I think that was the problem in my experience. People read about scrum but no one played the master
You can do logo design in Unreal Engine 5?
3d motion design?
If i should use this instead of Blender
As a career choice? Since this is the career channel?
Yes
Sure! Any tool that gets you results, is useful. UE5 is very good for motion graphics, as it has to do them in game 😄
are game artists expected to learn source control?
Yes but you will be at a professional disadvantage to those who are doing graphic/motion design in more capable tools.
The basics, if nothing else. How to pull changes and how to commit changes. The degree to which they need to learn a VCS depends on the tooling where they work but those two operations should be pretty universal.
But even then, studios often have tools that help with both of those operations.
Thanks. Got a lazy artist blaming our dev team over stuff while we have been dragging his dead weight when it comes to importing assets and setting them up.
I don't want to pass judgement on anyone, but especially with a small team it's best to set expectations around this stuff. If you're paying a contractor just to deliver some models or textures then they probably aren't going to be touching (your) source control.
If they're a legit part of the team as opposed to someone making a few commissions for you and have any reason to work in the editor at all then they probably should be.
he is responsible for graphics and works full time. Either way I dont care anymore as I gave my notice for 20th but I want a peaceful exit.
fair enough
needed proof for the next time he tries selling me out at meetings ty
I'd expect anyone working with UE as part of a team to know how to use source control.
And, to some extent, how to use blueprints if they're going to touch anything inside the editor.
Looking at art jobs on artstation, I'd say VCS is pretty commonly considered a plus at minimum. I'd expect any artist to learn why it's valuable and that they should learn it- especially on a smaller team. Like, nobody wears one hat on a small team.
The one that you're productive with the most
Ouch that's more of a roast than an answer
Or so you imply.
I mean it when I said it.
The tool that you can get productive the most is the preferred one, Blender or Cinema4D or other DCC tools
Of course not putting into account workplace requirement as it's not mentioned in the question
Yeah I definitely get it but it still seems more of a roast 😂 probably cuz all my friends use it that way that could be it too
Time to learn blender again
Both are capable softwares but it comes down to your choice blender is free and open software bit harder to use but still has a larger community than cinema 4D and cinema 4D is easier to learn but costs a lot
But tbh If you get familiar with the tools changing software's should be easier it would be just learning the new interfaces
@stoic owl what are you specialising in with Unreal?
Tbh it's just a hobby for me right now working on my own game and focusing on college
But to be fair this hobby started 7 years ago with Cryengine 3 😂
But mostly do coding in UE
C4D is easier to achieve results faster but as others have said is not free. It would be unusual still to find Blender used for motion graphics in a studio setting
True among professionals cinema 4D is more used and common it's more of an VFX industry software than blender
But in terms of functionality blender isn't behind
But these days I'm sure studios are looking into blender too due to the amount of talent and the software is good too and it can support multiple rendering options unlike cinema 4D
But some one with prior experience should talk about this cuz I don't know a lot about the job security of them
That may be the case but like I said, it's still rare to see it used in production in a studio setting.
I say this as someone with prior and current experience.
I've seen blender used by 3d artists, not for vfx or motion graphics, but for moddeling an UVing
ubisoft is swapping to blender fully afaik
Yep but we are not talking about that, we are talking about motion graphics Blender vs C4D in a studio setting.
I use Blender myself nothing against it.
I mean it's basically Maya and max combined I'm not surprised they're moving to it to avoid the high prices for thoes softwares
It's not about being behind it's about institutional knowledge and tooling built around pipelines that already exists on other packages
As a pipeline engineer I entirely disagree with this assessment.
Maya is a package I can engineer against that has 25 years of legacy to be able to manipulate every single thing inside of the engine.
Blender is not rigged that way
isn't it though
you can do scripting in blender
it would surprise me if major things were hidden from scripting
but if they would be you can always make your own build from source
Scripting is not API work. There are a lot of things missing access
We don't rebuild Maya from source lol
What's a good site to post job openings on? (Aside from Discord, etc)
Maybe upwork™️, for freelancers
@stoic owl studios look into Blender cause its cost effective
@woeful pendant Instagram even with a poster and use hashtags for the right kinda workers
and post it on your story
Its expensive if it doesn't fit into your pipeline and you have to re-work everything.
Instagram for recruiting? 🤔 This feels like you'll just get a bunch of 15 year olds lol
I guess recruiting sexy models into game developers, who knows
TikTok devs
Blizzard probably did that.
It depends, I get all my freelance work through Instagram and Linkedin. Edit: But that's direct messaging form other people to me, I agree its not the place to put out an 'advert' thats just asking for trouble.
Huh, that's interesting
Ahh I re-read the original however you are right.
How so lol
I get my work by people messaging me direct, I agree its not the place to make an advert for people to apply. Otherwise I think it will be as you say 'This feels like you'll just get a bunch of 15 year olds lol' 😂
Ahh right
Yeah I can see it being potentially useful as a sort of a showcase thing for artists and such
I put out an advert on Discord a few months back it was a disaster 🤣
I would imagine it would be similar on Instagram
You say 15 year olds, but people in their early 20s now basically grew up/live on instagram
And I say this as someone in their early 20s, even though I personally dont use it that often
But instagram/tiktok and such sites/apps are really hotspots for (young) talent for all kinds of disciplines
@craggy nacelle
And do you get a sustainable amount of work via IG @misty knot ?
None whatsoever lol, but a friend of mine does art commisions through ig
Makes sense for art I guess
But does that sustain him to live full time?
She does it on the side
I don't think it's a good option as your main contact page but it can't hurt to be present on more platforms
I managed with it for 12 months between studios at least
How widespread are commercial licenses for 3rd party intellisense replacements like VAX/R#/Rider at unreal coding jobs?
I've never worked somewhere without VAX license. So pretty common
Programmers are expensive. $250 is nothing compared to programmer time
The same can be said for not switching. Ive seen many AAA studios using Maya have frequent problems with no hopes of improvement in site because Autodesk is complacent and will remain complacent because they are industry standard. Long term it would be cheaper if the industry switched to Blender or something where the development team actually cares to continue improving the software regardless of status and where third parties can take over control if needed.
pretty common in larger companies, but even if they don't have it, I think it's easy to argue your company into buying it
While it would be fun (as im a Blender user) its still missing a few features that make it unsuitable for a main tool
don't tell ubisoft
I work with Enterprise Unreal, im sure its fine if you work with games
what features are you missing
oh damn, this is actually cool from ubi https://github.com/ubisoft/mixer
Large Datasets, an average vehicle (car) is about 50-250m polygons, anything over 100 is pretty unusable in Blender.
Also a lack of Datasmith and live link is not helpful
When working with complex models and scenes.
Blender ain't very good with many polys, true.
Datasmith/LLink are UE specific tho, I doubt they gonna do something about it. Up to the users.
Indeed, but without it, its very problematic. Working with .fbx files in the GB range is very annoying and crash-prone no matter your hardware
Thats really not the point. The point is to argue what could be, not what is.
Eh? I don't have that luxury unfortunately I have to deal in the here and now and plan 3-4 years in advance. Blender is no better working with large models now as it was in 2018 with the launch of 2.8, so not helpful in work compared with Max/Maya,.
As much as I would like since I cant personally use those very well.
I am responding to a comment talking about the "long term cost" of switching to Blender. Its a hypothetical context to begin with, not a practical production one.
Aha I mis-read you then sorry.
Yeah, that is pretty cool. Even has proof that @charred sentinel loves Blender
busted
Gotta left Paul behind eh
Paul made their decision.
"kthxbye lmao"
turns out I can use my personal license for work stuff! Weeeeee
I think I could convince them to get it if need be though. They are nice 🙂
If you're talking about Jetbrains license, yes, you can. However, you cannot be reimbursed for this at all.
Yep! Got it!
and Yep to this as well
Very nice
everyone here read #instructions
this is not the place to post job / service offers or to look for people in any capacity
there's a whole job board category of channels
@balmy berry @shrewd shuttle @quartz valve
This is not the right place to post job offerings and similar, read the #rules and #instructions
I'm sure I was not posting a job offering was just looking for people to learn with🙁
Anyone know a good discord for 2d artists who are looking for work? I'm hiring. Thanks!
Do people really not read even the few handful of lines when they go into a channel?
bruh moment
Desperate call results in loss of spatial awareness, probably
Hi guys, i have seen a lot of job titles as “UI Programmer”, i still don’t understand the job of the field, is it UI/UX? or the backend engineer who connects all these UI buttons and fields to backend systems to make it functional, and why the UI programmer role is only mentioned in the gaming industry and not in big tech companies?
It means what it reads i.e. depends on who is writing it. Any sane job request have a profile description. There, it should be mentioned what they understand by "UI Programmer". Can be backend logic with code, can be connecting diagrams, can be based on specific product, etc. Most likely, this is just someone who knows the code below but works on the UI side of the product.
hi i dont post here often but i'd like to hear a professional's opinions
or affirmations possibly?
is it normal to be unsatisfied if you are hired as an effects artist but is often relegated to other work such as 3d and qa work?
and if so, would that be a valid complaint to talk about to any supervisor or boss?
oof doing qa without being qa is not cool, unless in very small companies
if it wasnt obvious i dont have much experience professionally
it doesn't matter what is "normal" tbh
so im not sure what the norm is
just talk to your supervisor how you feel
but I would say unless you work for a startup with < 10 people it would not be normal
even then, you should bring it up if it bothers you
thank you for your opinion! i was afraid to be negatively perceived by my boss but it may just not be the workplace for me
How big is the company you're working for? 10+ employees in the team?
i work outsource, but the team i am assigned to at the moment is 35 people
i ...do not think it counts a seperate qa and production/marketing team though
Yeah, definitely too big for more generalist work
It's certainly valid to feel unsatisfied if the work isn't what you expected or were led to believe
Regardless of if it's "normal", dieter is right, talk to your supervisor. Medium to long term that's not a good way to feel and it will impact your work and attitude, and neither side want that
For smaller single team companies that only have 10 or less members, generalist work is more expected due to lack of manpower.
You could talk to the supervisors, be honest and talk that you can't take generalist work given that the team is large enough
i do feel that way too
Ofcourse context matters, and depending where in the cycle the project is, maybe it's just a strange part of their onboarding to get you familiar with the project. Etc etc. Either way, valid to talk to the boss
but so far the whole team has been consistently called for qa work and many of us just do it as if it was normal ahahaha
sounds like bad managment to me tbh
believe me, I have experience with it
quit the company for my own mental health
i wont lie it smells like that
company went bankrupt a year later
we seem to be bottlenecked by the operations team's heavy need for constant team-wide playtest sessions
but it is partially due to work culture that its hard to speak up against it
well if it bothers you and there's nothing you can do about it, sorry to say it, but start looking for a new job
I'd expect team of 35 people to be more specialised and spread around
im going to bite the bullet because its been eating at me for a while now
at my first job we had company wide play tests, but it was only closer to milestones and completely optional
You could quit, but make sure you have backup plan in hand
worst come to worst i'll be free to build a better portfolio
try to never quit before having another job lined up
yeah i would prefer not to quit
for the time being i plan on voicing my concerns to my supervisor and to see if i can be assigned another project instead
This is the way. It gives you a bit more leverage in the next negotiation as you could always just walk away
I would start updating my portfolio/cv regardless if I were you
thank you for your opinions!
Are there any good examples for your first post uni cover letter?
Never once I had wrote cover letter, though granted I'm not a uni graduate
Usually it's just send e-mail and CV, wait at least two weeks, interview, wait again, and get the outcome. No cover letters in the process
Just do it. Be genuine and honest, try to sell yourself. Resume lists your qualifications. Cover letter advertises who you are and why they should hire uou. Ive done plenty of cover letters and stuff in the past. Never had an industry job at this point but its gotten me imterviews. it shows interest and effort.
Full disclosure i dont want an industry job.
Thank you
At least not anymore
It really only needs to be a fancy paragraph
Hello everybody.
i've summed up videos of the recent work i've done
and it became like 148mb , i feel like recruiters are not gonna check it out , whaddaya say 😶
don't send videos as attachment lol, either send links to the videos, or embed them on a portfolio site if you have one
🤦♂️
or put them in a shared dropbox/google drive
it is in a google drive
but like , i know youtube sounds like the first choice
but no one can find out that i'm actually showing off these
unlisted videos
and looking for a new job 😶
you could even make a new channel if you're that paranoid
thanks for the help.
so if i post it on youtube , can i send the link here to see how bad or good it is?
you can always try
Done with c++\BP
time: 2 months.
This is the work of me and another 3D artist.
I also took part in desiging the game and also the level and the whole package ( and also the dialoges :))) )
bor you need to record in higher quality and for sure framerate
or is the game just lagging
ngl the bike camera makes me sick lol
what is your role?
programming? artist?
it's my pc :' )
yeah the recruiter won't know that and assume the game runs like shit
programmer and designer for this one
also, edit out the start where you're opening the game
and that part where you open the start menu
thanks for the tip 😗
also idk if it's just me, but damn that video's dark
i couldn't actually meddle with it to not ruin what the artist did
and the scene he prepared is just too heavy for my 1060 and runs laggy
i thought this would look better , maybe i should just setup a new empty level with only the game mechanics
why is your weapon wheel such low res lol
or ask your friend if you can make your recording on their pc
ah seems like the texture loading
I would make the video shorter in general if it's for showcasing programming purposes
there's lots of walking around
you could also send both a short and a long version
but I don't think any recruiter is going to watch 10 min video if they're not already very impressed
but all in all not bad I guess, could get you a junior position for sure if that's what you're looking for
can i ask where you are located and where you work? 😶
like is there any chances with these videos ?
again this quality is abysmal, also don't record task bar or cut it out
also cut out the part where you're in editor again and just make it a transisition
i must start making neater videos
also cut out at the end where you end recording
I'm from belgium, don't work in games anymore, but like I said definitely that first video is impressive enough for someone starting out
also of course give context about the project, don't just send a link
thanks
the problem is right now i have no idea how to understand the global standards so i could get to find a job
say what it's about, what you did, what tools you used, what you learned...
noted, thanks 😄
If you have friends with better rig, ask them to record a gameplay video for you.
will do , thanks for your notice 😄
Write 2 short paragraphs. Introduce yourself in the first and how you found the job offer. Explain why you decided to apply. In the second paragraph, think of the 2 best reasons you fit in the company/you want to work at the company/the job fits with your skills. Thank them for the opportunity.
That's how I approach it usually
No grammar or spelling mistakes
Always triple check and then put it through a online spell checker
Its been tricky removing stuff to make sure it fits , but its also helped me make sure only crucial stuff gets put in
I've re-read and re-written it twice
and have had 2 people look at it
It shouldn't be longer than 500 words imo
oh for sure
Definitely for tech/game jobs being efficient in your communication is a plus
the issue was making sure the font wasnt too big 😄
who deleted my message
probably not me
because it wasnt just a baseless accusation
i spent a whole day trying to parent a physics object in unreal and it turns out its impossible by conventional methods
something you can do in 30 seconds in unity for instance
if your question was about physics then thats why it was deleted
that aint a career chat
but yes, different engines have different workflows
you cannot apply your knowledge of one directly to the other
especially when they use different physics solvers
Sir this is not #chaos-physics
eh easy confusion.... maybe
@plucky hatch Please keep the conversation related to the topic of the channel.
"Talk about working in the industry, getting a job, and anything else career-related."
Is it worth putting myself out there and posting in #hire-a-freelancer for example if I'm still a novice at unreal? Like I can use it and do blueprints and c++ but I'm not an expert and I'm still learning. I want to transition to game dev as a career but I feel like I don't know enough to get my foot in the door
Maybe try the free jobs first?
Depends on what level you are at. Contract isn't just for seniors and experts. It'll require an honest look at yourself and if you feel you can offer value in that capacity. Not really something we can answer. Not every gig will be right for you either depending on your level. But that doesnt mean there won't be any gig that's right for you
Without pumping you up with false hope, I'm also aware that imposter syndrome is a real thing, and a lot of people are better than they feel. Hence the real honest look at yourself being a key thing
I hired some people and they had no idea what they were doing 😅 I only found out after learning BPs myself
Probably not, practice and revision is your way in not taking bottom of the barrel jobs for ‘experience’
I just practiced as much as possible and my first ‘freelance’ job was for a real client paying normal rates for where I lived (UK). My normal advice is just take a regular job if you need money while learning, I worked in a pub myself while practicing.
Thanks. I'll see about some of the unpaid jobs
That’s not what I meant, you may have a better time working on self development rather than taking low or unpaid jobs was my point. Its not a requirement that you need to do such things before applying for you first real job despite what many people will say. I will someone with a good portfolio and demonstration of thought process over someone who has some limited experience any day of the week.
I think my main problem right now is lack of exposure to unreal and game dev in general. Like sure I'm making my own game but because I don't have the experience, I don't know what the best workflow are and I don't have good problem solving skills because I don't know what tools or solutions are available with unreal. My guess would be that some unpaid jobs might give me more perspective in these areas
Usually people who want you to work for them for free are not the best placed to give advice, if they were successful then paying you would be a non-issue. I usually recommend to my students to just follow the official learning paths from Epic before graduating to some other courses by well known designers and developers.
Ah ye that's a good point. I've been learning a lot from this server by running into problems and asking in the different channels. Maybe if/when my project is further along and it makes sense to hire people, I can learn stuff form them too
Hi, not sure if this is right room. I'm trying to engage the bot, Manny, I send to him $job and I get the reply "please input one of the numbers above" but there's no numbers
If anyone could help me it would be much appreciated
If you have a portfolio, you can send it to me, I know a couple of companies that consider Jr level. Not sure if that's allowed here. I'm totally new to this server.
@tawny kayak can prolly help
Hey fam, I just managed to post! Manny sorted it out after all. He's a champ
Thanks anyways
ah, great you got it sorted.
Thanks. I don't really have one aside from a few github projects and some gists. I lost a fair bit of my work when Atlassian deleted their hg repos (not that it was a proper portfolio either)
first off no, none of these free or hiring discord jobs are going to get you actual experience tbh. what position are you trying to develop for? (Level design, audio, game design, concept art/illustration with 3d modeling ect.) if you want to work on level or game design dm me, im in a server with the majority of members being already established workers in studios sharing advice. i got into level design fully, i want it to be my career so within a few questions i was given everything i needed to know to start off
Was just going to post something similar
This is key
I'm trying to switch from Enterprise development to Game dev, which is my passion. But I've been seeing every job posting requiring years of experience in the industry and titles published...feels like the industry either takes recent grads to train them, or people already in the industry
I have 15 years of experience in Enterprise development, but only 1 in games, as a contractor with a proprietary engine for EA SPORTS UFC 2. I was doing a course on UE from Tom Looman and wanted to get a job with Unreal but after seeing all those job postings I began to wonder if it is really worth investing more time and money into it with that experience+published barrier in every search
If you say you know there are people hiring Jr devs that gives me a bit of hope
Why wouldn't hiring discord jobs get him actual experience?
if your getting hired through discord there’s a 85% chance hes getting paid less than what he should be. Plus indie game studios don’t really give you the advice and experience you should be getting, you want a career in level design for example working indie won’t get you real experience for the most part your probably gonna end up making a few levels. In real studios your gonna make one high quality level for example, (my point is they will try to stretch you thin for a few bucks) not the experience you want… (plus you will most likely be working on a low quality game)
Hmm, I haven't been in here long, but I scrolled through some of the jobs yesterday and saw some companies that I know, advertising, and I know they pay very well
(My full point is: He shouldn’t get hired by low quality, low paying discord jobs instead of working his way up till he gets a job at a studio, and gets real experience for real money)
do any of them have games released ?
The ones I know are AR/VR and NFT, so no, not as yet
exactly, for the most part he’s gonna work with other beginner devs. you dont want advice from people on your level, you want advice from established industry workers.
what’s someone a little better then you gonna help you with?
Point taken. Again, I don't know too much about the quality and pay for the majority, just the ones I saw,that I know, are very well funded building with great teams at the helm. Definitely possible the rest are as you say. I'm the new guy here
im not too experienced either, im reciting tips I got from industry workers. but i have still yet to see a well funded indie studio in discord job channels.
i remember i wanted to be a level designer, got mediocre level design tips and got only slightly better.
got in a chat with experienced people and now i know how to get to where i want
They exist. Promise.
there are many companies, including trippleA posting jobs on our discord. many of them pay well as well.
you are also making a lot of assumptions about indie-devs and companies, i'd appreciate it if you refrain from that.
that sounds a whole lot better
im not making no assumptions, im stating what ive heard from well established devs. never said indies don’t pay well, or hire on discord. i said i have yet to see one, get it? more times than not, your not gonna find a good job on discord.
Yes this is a great answer, but on top of that a good indie will definitely be a lot more scarce to find.
especially if his job he wants to pursue is inflated and really popular.
"ive yet to see one"
you've been here for less than a week.
Felt like their point was pretty clear. You can read it here. #career-chat message
I do agree with a lot those things, im just tryna get at the point that you don’t want to get “bad indie” job. Which discord in general has a lot of, not necessarily saying unreal slackers.
Yeah - you don't want a bad "industry" job either. Bad jobs suck regardless. There are indie devs that'll blow "industry" devs out the water and vice versa.
luckily, after all these years I think we can count the amount of bad apples (posting jobs) on one hand.
(at least, the ones that got reported)
Oh of course one of my favorite games was made by a indie studio with not a lot of funding
Too bad, according to your logic, that doesn't count as experience.
Bottom line is that you can get experience from all sorts of places. Just need to apply yourself.
pretty sure that studio was not paying they’re devs, it was a passion job I think. they all had experience at that point too
im getting at most indie jobs are consisting of amateur devs. don’t know about you but id rather wait till I get advice from AAA experienced devs
I don't put any dev on some kind of pedestal like that. You can learn something from all kinds of people.
I for one want to work for indie teams, would think twice before joining an "established industry aaa" studio.
And indie can pay equally well.
You would be surprised how many professional work on indie project.
There are many that worked for AAA studios and decided to leave and go indie, start their own projects, etc...
You are making a whole lot of assumptions based on nothing
The grass isn’t always greener. When the EA office shut down in my town many of the experienced designers and devs went to indie studios rather than leaving (for another city). Doesn’t make them any less experienced because they are no longer working in AAA. I would not generalize, its not the best thought space to be in.
You can say anything about discord being "informal" space for hiring, really.
Also I'm just gonna "appreciate" your idealism here, because some indie devs were industry veterans or worked for larger game companies.
But I digress, indies are always this green bedroom coders who know jackshit about development, according to you, right?
this is why indie gets a bad name 😭
also never said that, assumptions are getting put in my mouth left and right. i just said “for the most part” from what ive seen on discord now, the name indie studio is getting throw onto everything, even if its a fucking sprite game about throwing shit at other players, 1 other dev who thinks your supposed to code, design, and make audio after getting hired for UI/UX for which i wouldnt consider developing for. like I also said earlier one of my favorite short games come from a indie studio under 40 developers, but you of course will most likely throw a few more assumptions in my mouth.
It's not just about what you say though. It's about your general attitude. You literally opened up by saying "first off no, none of these free or hiring discord jobs are going to get you actual experience tbh". Then you doubled down with, "Plus indie game studios don’t really give you the advice and experience you should be getting, you want a career in level design for example working indie won’t get you real experience". And later on, "id rather wait till I get advice from AAA experienced devs".
That's peak idealism, if I say so myself
Felt like one of those spoiled brat stereotype
looking back, i was thinking of all the bad experiences i had with anything indie. now i remember all the good aspects but that 3rd point is still valid because like you guys said “some” devs transition back down to indie, not all. i still feel like in my opinion id rather wait and refine my skills with what ever dev skill im passionate for until i secure a job in a more established studio where i could possibly pick up better advice and tips.
felt like this is career chat, i mightve been wrong in my opinions, but you just wanna argue.
Sure thing, I'll skip you if you really want to.
go head
if you're just refining your skill on your own, might as well go to an indie studio and refine it and get paid 😎
I'm a well-established developer and I find plenty of jobs here on Discord that pay very well from very good Studios
Yeah. Agreed. I'm on two jobs right now, half time on both, found trough Discord and getting paid what a doctor would in the US So
Love seeing this
John Carmaque
Jean, surely?
True lol
@celest sun #instructions on how to use the job boards and read the #rules
Why dont poor people start indie games?
game engines are free, the software you need to make all the models and animate are free with blender and the likes of opensource software, i know hundreds of people who work in unreal engine and blender as a hobby but work factory and warehouse jobs
why dont they just use their hobby to make a living, its so easy
im not insulting anyone just surprised its not more common, as you could find comission work for anything nowadays and a group of unpaid amatures can fundraise more money for a game than the time it takes to get investors or hire people
- a decent PC costs money. 2) the actual changes of striking luck and getting a living wage with your own indie game is much lower than you'd imagine. 3) if people are "poor" they'd likely get a more significant boost to their immediate living circumstance by working an additional part time job which is guaranteed to pay, and pays weekly.
Doing something as a hobby and as a career is different.
Also if they're poor they may not have computer, or at least one that can run game engines and stuff properly.
It's like saying if youre poor why don't you make music? They can't because it will take time to learn, and they probably can't afford to live without earning money.
Also the time cost of investing in learning and producing something is incredibly large, which many don't have the luxury of doing
I like how y'all replied to that as if it was a genuine question and not a shitpost lol
Looking at the replies after few blocked messages, I'm expecting a more solid conversation, but nope
I'm inclined to say that dude's been making rather troll-ish messages for a while now
Reminds me of the ol'
Just buy a house
First time I saw them post anything to my memory unless they've been using a different name before, but yeah sounds about right lol
talk is easy, complain about unreal every single day is easy, make something is not.
exactly
Who has time for five hobbies though
Books are free basically.
Training 20 minutes a day is too.
Or one hobby that does all of those things 🤷♂️
is sarcasm guys
5hobbies
- dayjob
- workout b4 or after dayjob
- open ue
- read anything
- browse discord open mindedly
browsing discord is a pretty sad hobby lol
And yet we are all here at least 5 hours a day lol
Lol
my kinda people
hello, i am vinay from india
i photograph photogrammetry textures scans and assets, is there any possibility to the full time job at @unreal
where i can share my works
not sure what you mean exactly.
You could sell assets in the unreal marketplace
Ok thank you
Didn't find an education channel, so this place is probably the best 😃
Become an Unreal Engine Game Developer within 9 months!
Full Cycle Game Academy is a unique game development education opportunity where you will learn from experienced Unreal Engine specialists. The goal is to provide our students all the knowledge, experience, and tools to ensure them a spot in the game industry.
Study on-site in Pärnu, Esto...
Full Cycle is a Provisional Unreal Authorized Training Center, the only one in Northern Europe 💪
does northern europe only start above Lithuania or what's the difference with the ones in NL, DE and LT? https://www.unrealengine.com/en-US/training-partners
It's an age-old debate yeah, but mostly it's Scandinavia + Estonia.
In my eyes:
Northern Europe: Norway, Sweden, Iceland, Finland, Faroe Islands and Denmark
Scandinavia: Norway, Sweden, Finland and Denmark
I wonder what they teach.
You can make money from unreal engine and leave factory work
Easier said than done, depends on lots of factor.
Will take a lot of work and have to build clients
Hello! I've been a Software Engineer for 10+ years and now a Engineering Manager. I've mostly done web applications but also worked on mobile and desktop applications. I've always had a love for film, and want to move my career to film. I figured learning C++ and Unreal Engine would be the best start to this career change. Has anyone ever made a change like this? Does anyone have any suggestions on what I should focus on learning?
I'm confused as to what thing you actually want to do. You want to do computer graphics? Or do you want to be an engineer? Neither of those things are filmmaking but they can be aspects within it depending.
What do you actually want to do?
From the sound of it if you're programming that is very much engineering.
I made that exact change back in 1999. By degree I am computer science engineering. After a decade of doing database work I went back to technical school for CG.
When I started I learned Lightwave and then Maya because that's what they were using to make films at the time.
I'm sorry to say for all the hype we don't use much Unreal Engine in a lot of the work that we do.
It is still about 80% Maya for the raw CG. Given that I literally build pipelines for Studios I can guarantee you're not going to see unreal for a solid decade in most of these places because of the existing investment in the pipeline that they already have
@austere slate
I only choose UE since it uses C++ and C++ still seems to be industry standard. I've used UE before and thought maybe having some sort of engine that is used in film that I have some experience in would be a good start. I'm also looking into learning Houdini as well. Are you saying Maya might be better to learn and just skip UE all together as just an introduction to get started with?
Maya Houdini Max Modo LightWave Nuke even Cinema 4D are the packages that we use. I would also add renderman but if you're at the point where you're learning renderman, then you most likely have learned all the other ones
The issue with Maya, is the price it costs to use, which makes self learning it difficult.
Maya LT should still only be 300$?
I'll take a look and do more research, thanks for your input
Hello everyone, I need some advice
I’m a game developer with more than a year now working with UE/C++ and I’m looking for an internship.
After looking I started seeing that most companies want c++, without ue.
Also after speaking with developers, they all seem to have somewhat the same advice of strengthening my skills as a software engineer/developer in general.
My question is, where do I start?
Should I keep going with UE, or focus on just c++?
I have basic knowledge of c++, but I don’t know how to make games with it without API libraries or game engines, and I’m at the level where I get stuck between text/video tutorials.
I’d appreciate any advice.
Thanks
Its very much location dependant too.
yes, I understand that.
I'm in Germany, and there are good opportunities, but no luck so far
There are a lot of UE opportunities on the Enterprise side, visualisation, CGI, HMI, virtual production etc. I just hired all 4 of my current interns, however none had any less than 2 years of experience, that may be an issue for you, 1 year is not long.
I am there next week to visit a VP studio (Potsdam)
Yeah years of experience suck, I started learning 1 year ago
what's that?
I'm in Brandenburg I can attend
Thanks.
I just checked their events tab, I thi nk they sold out next week's, but I'll definitely go next time.
Meeting people in the industry should help.
Oh I didnt know they had an event, but yes you should as much as possible👍
No sorry I dont live in Germany
I see, well good luck next week
I work for a company in Germany that uses unreal engine
we do enterprise virtual reality stuff, if that might interest you @rigid rampart
yes of course, what's its name?
realworld one
i knew it
haha, it actually was one of the few companies that gave me an interview
I like the company, but I'm trying to land something at a game company. Although if nothing works I'll definitely contact them again
Haha nice, I was initially also hoping to land something at a game company but i ended up going for it
yeah at the end of the day it's a chance to get experience in unreal
I have a interest in UI should i worry about mastering blueprint?
is that only for coders
are blueprints for coders you mean?
most certainly not
they're a layer on top of code
for people that don't want to deal with code
or build blocks with your code
UI is definitely very blueprint related
only insane people do UI in code
except for some interface kinda setup stuff
Hey guys , when applying for unreal jobs , do personal projects count as experience as well?
Pls @ me
I see
How should I gain experience then?
It certainly doesn't hurt
if you don't have a job yet, personal projects is the only thing to go on pretty much
I’m in the us, and yeah, I am working on personal projects
what about animations? I've heard some people talk about that aswell
At larger studios animation blueprints will often be implemented by technical animators/artists, not normal animators.
Indie/small teams - "it depends"
Icic
how does one put themselves in the hire a freelancer channel?
thx!
although, do you write it then say $portfolio?
I know its a slightly older post but of all the game devs I know (none that are professional out of 7) I know two people working with unreal in corporate settings for vr/showcase stuff etc. Its a good field if you want to work with the engine professionally
I would like to know more about Level Design Test for Industry jobs and how they test you.
Do they give you assets or you have to use Unreal or any other engine to create a grey box level.
Dose the level need gameplay?
I seen videos of people using Map Editors for Half life or Far Cry to present there test.
I know it might be different for each studio but there's not much I can prepare myself other than research and basic level design skills. So any info will help. Thanks
Thanks for the tip!
I'll try to get something in a game dev company, but if I don't I'll probably go with these guys, as you said at the very least I'm getting professional experience in unreal
so, will having a gamedev day job help me get into software engineering?
like, will it count as experience?
well, i mean if i get a gamedev job offer before the software job, i was thinking if i should take it or not
a coding job is a coding job
depends what you want lol
if you want to work on a specific type of software, go for those kinds of jobs
but in my experience, getting a "generic" software engineering job will be less of a challenge than getting a game dev job
just because there's more need in general
i see, well i havent had any luck getting a se job so far haha,
How many have you applied for ?
What common skills do people look for in a tech artist when it comes to Unreal? I currently work as a tech artist/rigger but deal entirely with Maya. I'm hoping to branch out to get more hands-on in a game engine and I've chosen Unreal. Looking to buff up my resume
Also if anyone can recommend any great resources specifically for unreal tech artists
4-5 a day
For how many days, that doesn’t really give me much to go on.
maybe if you're doing 5 a day, you're not being selective enough and vague idk
My first guess would be things like render targets and fancy Niagara systems
I am no tech artist though :p
IMO the term tech artist is still broad
Though I guess technical animator is its own beast
Do I need to know c++? Can I get by with just blueprints? I use a lot of python. Does that transfer at all to unreal?
python can be used for automation in unreal, but for some things you will definitely need to know c++
a lot of things can be done blueprint only
but c++ is nice to have
for performace reasons, and the fact you can do a lot more with it
Ok great, thank you!
ideally you write helper functions in c++ to use in bp
thats sorta the best in both worlds
A year at least
So over 1500 applications then, sounds like you are doing something wrong for sure then.
Make sure each application is a carefully thought out letter ], not just blindingly applying to things. You probably also need to work on your resume/portfolio, a good rule of thumb is if you don’t hear back from 25 applications then change it up a little bit.
I see, that’s some good info, thx!
I second that. Getting a job in SE is usually not too hard, however getting into game dev is a lot tougher
Problem-solving, diagnose software problems, understand games engines, workflows and graphics rendering and develop them so they work more effectively, listen to the artists and programmers, explain and write clear reports. understand each of the major art disciplines. TAs can't provide support or tools unless they understand the process.
As opposed to all the "fluff" they put like high attention to detail or excellent communication skills; these "skills" are meaningless, the skills above are the goal.
Excellent, thanks for the reply!
Did you guys know Laika is doing virtual production now?
they make stop motion movies
I'd apply there like mad rn but I don't have a portfolio yet
thought I'd mention it
I get the feeling this is a dream job for someone
laika the space dog?
Laika studios, they do incredible stop motion films like Coraline and Kubo: https://www.laika.com/
Me laika
laika is flower, a herb
Hello, I was wondering has anyone tried this service Epic Offers ? , Considering picking it up in hopes they will finally answer the Lyra questions and issues that I have remaining. They said they would get back to me a month ago and a week ago and still nothing lol So as they say , maybe the money will get better results ?
Contact us to discuss your requirements
Im looking for user reviews
Yes
Have had that setup for the past 5 years and works very well in terms of getting help etc 👍
Can you tell a little about how it works ? like how often could you get help and how ? Like a schedule ? or message wait time kind of thing
I have a meeting with then once per week for an hour to discuss anything that’s up at the moment, and in between usually hear back in a day or two over email.
These is also the developer network you can get access to where you can ask questions etc, sort of like a forum I suppose.
It's a lot like the old answer hub
Sounds pretty great
Cool , Thanks a lot @plucky hatch , best answer i have gotten in regards to how this works. Couldn't find anything on it. Sounds pretty good. When you say "Whats up at the Moment " do you mean what you need ? or epics latest content ? or is the 1 hour for both ? I also have the Dev port , but all the latest questions dont get replies from the devs on either forum barley ever. Figured they might be way busier then we think. Money might be the only way.
Both. I suppose it depends on your company, who you are working with etc. Most of my customers are also big Epic clients and the projects very high profile so often we can be speaking everyday, but at a minimum at least for what we pay for it’s an hour or two per week.
Great man Thanks Again . Lots of people will benefit from this info including myself. If anyone else has any first hand experience with the service please do share your review as well. This could be what makes a huge difference for a lot of us. Especially if you are bold enough to work with Lyra. They built it , and for 1,500 youll have there support ? count me IN
For clarity however, everywhere I’ve worked we’ve paid a lot more than 1500. I don’t want to give you the false impression that if you pay you can just call them up, I don’t honestly know what you would get for that base price 🤷♂️
o , so about whats an estimate on what you pay ?
I can’t say I’m afraid, I would suggest just to speak to them and find out what it would be in your case for what you need. Its more likely Epic would just put you in touch with a local partner to help you out too.
For $1500, it sounds reasonable to just get UDN access.
I would imagine so.
I would like to know what comes with the 1,500 base. I will still put a form in and see how the process goes because i do really like what youve said so far
Well good luck, it’s always been invaluable to me and my projects to have a dialogue with them 👍. You do know that this is to speak to the non-games team too right.
Excellent. Your great man , thanks big time for this
Only because you mentioned Lyra.
What do you mean the Non games team ? They will still help with Lyra if I get what you're saying correctly ? but i would also have the option of asking about other things that are not purely game related ? Like questions on there last presentation for example ?
No that’s not really what this service is for, the Enterprise team deals with non-games projects. So take my company for example we are doing high end CGI/VFX, virtual production, on board vehicle HMI and product configuration. So we pay an annual fee in order to have support from this team.
But this team is the non-games team, designed to support professionals and companies who use Unreal to do everything else besides make games.
So no, I don’t think they would help you with game related things like Lyra.
awwwwww
and then the heavens closed and the light became dark
I went from so happy to so sad in the fastest time i can remember LOL I hope epic see's this convo and considers adding such a service. They would make a ton of money. Lots of people would happily pay if they were going to help with just an hour a week to answers questions relating to games made in the engine and practices and other UE related inquiries . Dont get me wrong , i see exactly how huge of benefit it could be if your working on a non game related concept. Most things made with unreal were games ,, i thought ? so it would be perfect to incorporate
Yes pretty much the same thing
but with UDN
So neither of these would help with Lyra ? I say lyra because I know that will easily become standard , at least for me for sure. So its my main focus and i want to make sure I could get premium support on it ? it does say in custom "Private training " maybe it would ?
From experience they (Epic) would probably just point you in the direction of a local partner to help with these things.
I mean , shouldnt we consider questions that cant be answered here , during epic live streams , or any of the forums as advanced questions ? Lots of us can never get answers anywhere.
Its not really in their best interests to be helping with something so specific.
Plus if the customer is paying for the time , like the Non game devs ,, why not ?
Im going to try to put in a custom license and specify Lyra as my main training criteria . Would like to see what they say if you all here who are more informed on the matter dont think its a waste of time.
It's worth putting in the request as we have people who can talk you through the different options. For UDN specifically it is generally focussed on specific technical questions / problems rather than teaching. i.e. if you're building a system and you're blocked on something then UDN can help unblock you but UDN won't provide step by step instructions on building that system. There are programs which do include training or more direct support however those are negotiated on a case by case basis which is why it would be best to discuss with our licensing team
Please see #rules, this channel description, and #instructions on how to post to job board channels.
@copper hearth wow one months of rent for a course
If you're in the LA that's about half a month's worth.
It all depends on what kind of value you get out of it
Well I am going to do it if they accept. Ill let you guys know how it turns out once if It goes through. Sounds more than worth it though to me so far.
Tbh 1500 / yr seems pretty reasonable if it's for professional use and you get your money's worth
it's only 125 / month which is not that much
you quickly pay that for software like JIRA per month as well for comparison
or perforce in 5 minutes 🥲
Professional 3D software costs a lot, especially on the Enterprise side. I’ve seen software upwards of $60k per seat per year. My Adobe account is almost $1000 a year 😬 I’m glad these such a good choice of free or cheap alternatives these days; Resolve, Affinity, Blender, etc.
How would you market yourself as a fps level designer for multiplayer games? Also any idea how I would reference my volunteer work with a company like Bungie or 343? Considering it wasn't a paid thing.
I want to leverage that time working with a AAA studio but wasn't in a payroll position.
Portfolio. Pretty much like any other position.
Yeah thats obvious, and I appreciate the effort there but I mean how would I label this on a portfolio. How would I reference the work and verify it.
Why would you even need to mention it, if you worked for them and that work is good enough for a portfolio you don’t need to state if you were paid or unpaid, it’s kind of irrelevant 🤷♂️
I guess I'm just paranoid because the work isn't tangible or viewable, I feel like it's just a yo believe me bro situation.
That's no different than a triple a Dev having to list time for a company that cancelled the game. That's where the interview comes in. They'll ask you about your work, get a sense of what you did, maybe dive deeper into things they don't understand or they are interested in for their position.
perhaps you could use someone who knows you and worked on the same project as a reference?
You are overthinking things 👍
Hey guys and girls, are there folks in the decentralized gaming industry that are looking for a project to take interest in? Writing the GDD and feel like I’m shooting a bit in the dark. Thanks for your kindness, not looking to ruffle feathers in any way on here
feel like I’m shooting a bit in the dark
That's 'cause that's what decentralized gaming is
blockchain games
Agreed, gaming in general is however the new endeavor. The decentralized aspect is what we’re good at. Putting together a team to bridge the two is where we’re at
So the usual crypto NFT BS?
More or less. But this one is different™️
I know cryptobros tend to talk as vague as possible
Can an example of decentralized gaming be given?
You play in one room, your bro in the other.
Haha right…hey I’m making a thing, I can’t explain it fully, just trust me 👍
Hello, I was wondering today about the various experiences others have had with learning in the industry. This includes opinions on college, crash courses, or even community learned. Mainly, I'd like to know how others compare going to an online college, on-campus learning, learning via things such as Udemy and skillshare, or just picking up as much as they can from Youtube and free sources.
Are some applications better for getting a job in the industry, while others are preferred for solo indie devs?
It depends on: your aptitude to learn, your preference of learning, the quality of the curriculum, the specialization you focus on, your career interests, your game interests, your locality to industry hubs / studios / publishers, your networking with other professionals and recruiters, your portfolio, your resume presentation, your cover letter, your interview skills, etc.
Hmm I was curious about multiple aspects as I was wasn't sure which suited me best.
Right now I'd like to focus more on indie dev as a hobby, but getting a career in the industry later on may be a possibility.
I currently know very little, with only RPG Maker as a current background. So far I favor level design and creative writing, but I'd really like to dip into programming and learning the how-it-works of game design as well.
Writing, level design, gameplay design/scripting, and gameplay engineer/tools are all different areas. If you want a career you'd need to specialize in one.
If your aim is to be a hobbyist, then you tend to be a generalist because a lot of indie dev teams are either solo or small group.
Making something in RPGMaker is perfectly fine if thats the type of genre you want to focus on. And you can use finished games as portfolio pieces, if you plan on looking to get contracted or work for a studio that uses rpg maker.
Idk about the career / freelance market for rpgmaker though. So i cant comment what the prospects are.
Well I was using RPGmaker for awhile, until I found out it didn't even have basic collision and trying to code it in seemed to be a snowballing nightmare, which is why I opted to move to Unreal Engine.
I had a team of about 6 indie devs pre-Covid but due to the economy it fell through.
Now I'm looking to learn Unreal Engine myself, and pick up a few more skills so that I need to out-source less. My main goal is to make a few small games, each getting a bit harder to hone my skills.
RPGMaker -> UE
quite a move, nice
It's a drastic change. I dipped my toes into Unreal Level design, but got caught up in the coding bits of it. I also dipped into Blender for a bit to understand how 3D space works as well.
The issue is, I know I cannot do everything myself so I decided to make prototypes, and outsource for art. Models, textures, sound effects, music, and the like.
A friend sent me a link to an online college for game devs and designers not too long ago, but the cost had me wondering if it was worth it. It also had me consider if perhaps getting a job in the industry would be better, keeping indie development on the side.
You need to ask about a specific website / course to get a response if its good or bad.
As someone who used to regularly work for 8hrs a day in unreal for my job, I didnt want to go home and indie dev in unreal. Thats just me. Some people just love to game dev 24/7
But ive talked to ppl who got jobs or are still looking who attended colleges like Full Sail, Digi Pen, and UAT. Some never got jobs, some are in AAA, some are in indie.
That makes sense. Most don't want to do something for 16 hours a day, even if it's something they love or are passionate about.
I wasn't sure what options were all out there, though I suppose my current options were an online university or Udemy.
Full sail was the one my friend linked me, but the reviews were split pretty hard. I could not find many that related to me personally. There were few about game design/dev specifically but none seemed to go into great detail.
From those i spoke to that attended fullsail online, the online curriculum wasnt worth the cost.
I cant speak for udemy. Ive mostly self taught unreal using YouTube, documentation, forums, trial and error.
But i had a degree in comp engineering. So that gave me the programming and math foundation i needed to pickup a game engine like unreal.
Thanks for the information, that's what general reviews said as well but most were for full-time college students.
I would love to self-teach as needed but I have no background in programming. I was trying to learn blueprints since the visual language transferred somewhat from RPGMakers event system.
However I ended up getting stuck there. Videos taught me how to make things work, but I still can't wrap my head around why they work and therefore the learning isn't sticking.
RPGMaker events are built ontop of javascript. Unreal Blueprints are built off of C++. Id recommend finding tutorials that teach the fundamentals of programming (C/C++), or finding a course/tutorial where they teach those in blueprints.
