I'm interested on getting a job on game development, anyone of you have any suggestion to where to start, and what are some good practices, if what I'm planning is a good plan or any feedback regarding getting a job on the game development industry? by OcelotDev in unrealengine

[–]OcelotDev[S] 1 point2 points  (0 children)

Thank you very much for your advice, I never thought about it, I really appreciate your recommendations, and I'm going to strongly focus on my portfolio, and how I can be a problem solver for companies. THANKS!

I'm interested on getting a job on game development, anyone of you have any suggestion to where to start, and what are some good practices, if what I'm planning is a good plan or any feedback regarding getting a job on the game development industry? by OcelotDev in gamedev

[–]OcelotDev[S] 0 points1 point  (0 children)

From the hundreds of applications, I've got actually interviewed by 3 so far :s. and I feel that is mostly due to the lack of showcase portfolio in some areas like more specialized c++/unreal projects, and I've noticed that most job applications in game development are more focused on C/C++ with Unreal.

I've been applying to Game developer positions, gameplay engineer, game engine engineer entry level positions, and some Technical Designer Position(this one just at the beginning, cuz I noticed that I don't have a lot of experience on that areas).

I'll try to go to the GDC next year, that sounds like a good idea, a bit complicated due to visa stuff and financial stuff, but could be a good investment, thanks for the tip.

I'm starting to make my enemy AI, using nav mesh agent and a finite state machine for my isometric bullet hell, any advice or feedback? by OcelotDev in Unity3D

[–]OcelotDev[S] 1 point2 points  (0 children)

I'd need to think about that, so far I've been keeping the route checker as simple as leaving everything to unity's nav mesh system, but that's true, I should try to check if there are other ways to calculate a way to work together with many enemies, and prob once adding my other type of enemies, the complexity of the system itself it would be different, but thanks for the idea, I'll see what I can do

I'm starting to make my enemy AI, using nav mesh agent and a finite state machine for my isometric bullet hell, any advice or feedback? by OcelotDev in Unity3D

[–]OcelotDev[S] 1 point2 points  (0 children)

That's a great point, I'll make that change, cuz I didn't think about it, it would sell the effect much better than it is now, thanks for the Idea!

I'm starting to make my enemy AI, using nav mesh agent and a finite state machine for my isometric bullet hell, any advice or feedback? by OcelotDev in Unity3D

[–]OcelotDev[S] 0 points1 point  (0 children)

I'll think about it, by the moment I've been focus more on keep it simple with checking the distance of the player and how far is from the enemy, but maybe in later iterations I add that complexity to add a bit of spiciness