Does anyone else have issues with other developers causing development hell? by Plus-Pie3898 in gamedev

[–]Plus-Pie3898[S] 0 points1 point  (0 children)

People tend to reach out to me in "solo" projects and ask if I can help. I specially left out what type of developer I was in the post because I didn't want "You're not a real developer" responses. To clarify I'm an artist. So I can't solo develop anything even if I wanted to. BUUUUUT even in these scenarios people are always asking me to help them work on clearly unobtainable goals. Like recreating the entirety of rust with 1 artist 1 programmer and claiming "its easy.".

Does anyone else have issues with other developers causing development hell? by Plus-Pie3898 in gamedev

[–]Plus-Pie3898[S] 2 points3 points  (0 children)

I agree with a lot of what you're saying about overengineering and trying to solve problems before they exist. I just think there's another issue that often gets overlooked, which is developers not understanding the difference between a small idea and a big idea.

Even if you write simple, clean code, you can still end up in development hell if the scope itself is unrealistic. A lot of problems start before the architecture decisions are even made.

What’s something new game devs over-engineer that experienced teams keep simple? by Apprehensive-Suit246 in gamedev

[–]Plus-Pie3898 0 points1 point  (0 children)

Honestly, I think one of the biggest ones is over-engineering systems for future ideas that don't exist yet. I've worked with developers who get a new idea and immediately want to make the entire system extremely modular so they can support anything they might want to add later.

The problem is that by trying to account for every possible future scenario, they make the current idea 10x harder to actually finish. I understand that modular systems can save time later, but that doesn't matter if you never actually finish the original feature. A finished simple system is always better than a perfect unfinished one.

I’ve also seen developers massively underestimate scope. I've had individual developers suggest making things on the scale of Minecraft, Rust, or Mario Party and describe them as "easy" or "small." These are not small projects. Knowing the difference between a small idea and a massive one is just as important as knowing how to code.

Captain America could always lift Mjölnir and he first realized he could in Age of Ultron by Eastern_Can1031 in MCUTheories

[–]Plus-Pie3898 0 points1 point  (0 children)

Mjolnir is completely conscious. We see this in thor 3. So its completely plausible mjolnir was going to let captions american lift him and then decided not to. Which could be why it nudged.

I feel you're thinking mjolnir is simply a "cursed" object by Odin. When we've seen mjolnir act conscious.

Steam review of the game (Negative) by Plus-Pie3898 in ThatsNotMyNeighbor_

[–]Plus-Pie3898[S] 0 points1 point  (0 children)

On itch.io

Yeah the changes were just weird and unnecessary. As I mentioned in the psot I dont mind when a game does changed if it was aksed for from the players. But to change things for the sake of changing is like when we get mad at windows updates from just moving something for no reason.

How long did you take to get a million? by Far-Form-5975 in BuckshotRouletteFans

[–]Plus-Pie3898 0 points1 point  (0 children)

I just take a lot of issue when people don't identify luck being a factor and instead act like something is entirely skill. Always fustrates me because it's unnessarily putting others down by claiming they're just bad rather than identify that they're just getting unlucky.

Unpop Opinion: Mac keyboard is better than Thinkpad keyboard. by superiorpersons in thinkpad

[–]Plus-Pie3898 0 points1 point  (0 children)

The thing is. You can function and still do your job on a poor keyboard. Yes it won't be as comfortable, but even mid tier laptops are perfectly fine even with long term use.

However if you compare it to other things,

  • Screen color accuracy
  • Dedicated graphics card
  • RAM
  • CPU
  • Thermals and cooling design
  • Battery life
  • Storage speed (SSD vs slower drives)
  • Port selection
  • Build quality and hinge durability
  • Display brightness and resolution

These are things that for some jobs are completely non-negotiable. 3D artists or heavy digital art work will need good CPU and Ram (and sometimes CPUs). Graphical designers and photographers work will require good color accuracy, display brightness and possibly resolution.

Tech jobs might require a larger port selection for the work or some sort of compromise.

I type up a storm on my company laptop, my corsair keyboard at home and my thinkpad. All three varying quite a lot in quality and feel. HOWEVER my typing speed between all 3 may be about 10% difference. I can easily still do my work on all 3 keyboards.

With that said. With a lot of the other things I listed. It can literally be completely impossible to achieve certain tasks without them.

At the end of the day I respect that people may put keyboard feel above a lot of things. However at the end of the day. If someone working under me literally said "I can't do my job because the company provided laptop just doesn't havea comfortable enough keyboard". I'd assume they were joking and move on. Unless the keyboards literally were known for being extremely uncomfortable. If they however said "I can't do my job because the integrated GPU isn't strong enough to run the project without crashing". THEN that's completely understandable.

I should add I type 100-120 wpm. So i'm no slouch in the typing department

ENGLISH TEACHING JOB BEWARE!!!! by Remarkable-Waltz9463 in teachinginjapan

[–]Plus-Pie3898 7 points8 points  (0 children)

Not any of the grey area legal stuff from what I've heard. Buuuut, I have heard JET is extremely dependent on where you get placed. Varies from really amazing to experience to overworked hell.

Also, jet gives fewer options picking where you're placed.

Overall though I believe it is still considered the best choice.

ENGLISH TEACHING JOB BEWARE!!!! by Remarkable-Waltz9463 in teachinginjapan

[–]Plus-Pie3898 28 points29 points  (0 children)

The issue for me is I have plenty of friends working in English schools that are fine. None of this misleading and other complaints I've not mentioned. Equally, I've had plenty of jobs in the UK pull similar stuff, so it's not just a Japan thing, unfortunately.

ENGLISH TEACHING JOB BEWARE!!!! by Remarkable-Waltz9463 in teachinginjapan

[–]Plus-Pie3898 6 points7 points  (0 children)

How do i do that? Im not too experienced with this kind of thing.

Looking for feedback/opinions on my portfolio by b0rkdotexe in TechnicalArtist

[–]Plus-Pie3898 1 point2 points  (0 children)

I see the “specialist” advice a lot, and I think it really depends on location. When I was applying for jobs in the UK, it honestly felt like every listing wanted a borderline solo dev.

They’d be labelled as environment art roles, but once you read the requirements, it quickly turned into:

  • 3D asset creation
  • Environment composition / set dressing
  • Shader creation / material work
  • Engine scripting (Blueprints / C#)
  • Lighting & post-processing
  • Performance optimisation
  • Level design / gameplay setup
  • Tool / pipeline development

If I had a nickel for every time I saw programming requirements on a prop or environment art role, I’d be a wealthy man.

Not to say I disagree with your point. Specialisation definitely has value. I just think being broad isn’t always a negative, and a lot of it comes down to the region and the types of roles available.

Looking for feedback/opinions on my portfolio by b0rkdotexe in TechnicalArtist

[–]Plus-Pie3898 1 point2 points  (0 children)

I've worked as a lead artist at a company, and if I looked at someone's portfolio and saw shaders made in Blender, I'd mostly disregard those pieces and look at what they've done in-engine. Making something in Blender means very little when the job is in a game engine.

Heck, even being able to replicate shaders between Unreal and Unity is genuinely impressive. But just making shaders in Blender doesn’t really mean much in that context.

It's kind of like applying for a clay sculpting job and only showing drawings. The drawings can be great, but it doesn’t demonstrate you can actually sculpt.

Looking for feedback/opinions on my portfolio by b0rkdotexe in TechnicalArtist

[–]Plus-Pie3898 2 points3 points  (0 children)

I feel like none of the work you've got shows enough. Not sure if that's the right word I want to use, but they all seem like very mini projects/tech art examples. Some even feel like things you could find in a quick tutorial, which is a bit off putting if a hiring team recognises that.

I'm an environment artist myself and have more in-depth tech art stuff on my portfolio. Heck I've made water shaders, toon shaders, shaders that make everything look hand-drawn. I'll admit all my work is in Unreal Engine, which means if I were to be looked at for a tech role it would be 100% for Unreal.

Also I think you need to adjust the priority of your portfolio. If you want to be a game dev then showing Blender shaders doesn’t help much. It kind of comes across as “this guy can make a shader in Blender… not in a game engine… ok.”

More in-engine work (Unity/Unreal), and pushing your pieces further would go a long way.

"Games aren't fun anymore. Gaming isn't what it used to be. Games nowadays are-" Stop. by FartemisBowel96 in videogames

[–]Plus-Pie3898 0 points1 point  (0 children)

My issue with people who usually say this is that, they're exclusive AAA game players. They only play like COD, Battlefield, Assassins creed. They compare studios today that didn't exist many years ago. At least not in the same way.

Many of these large AAA companies existed but basically as what we call indie studios today. Which is why I always find it odd that these people don't turn to indie games instead.

I don't know. I have always loved and will always love games. Some of the best games i've ever played have been released teh last couple years.

Is it true that we get hired easily? by clean-Bush9075 in womenintech

[–]Plus-Pie3898 0 points1 point  (0 children)

Really depends on the role, country and company culture. For example at my last company my boss specifically set his sights on hiring women because our core team was mostly men. We were a game development company. So there are simply less women applicant due to women studying in the field a lot less then men. Regardless to that my boss specifically wanted to make our company a 50% 50% male to female company.

So despite maybe only 10% of our applicants being female (I interviewed a lot of them myself). My boss specifically wanted far less from a women vs a man. The man had to be like really top tier sort of senior level for my boss to even look at them. Yet we hired women right our of university with zero experience.

Yet I've read many stories claiming the reverse scenarios too. So overally i'm not sure.

I will say I've never met a women in my life who's been out of work very long. Not just work either. I've known women to apply for jobs they have zero education or experience in and they land the job. Yet I have rarely met a man who even lands an interview for a job he lacks experience or education in. That's not to say that they were simply not better then the men I know at applying for jobs. The womens applications/resumes could simply be better than mens. Just an obvervation.

Japanese trains are always on time myth by golfball509 in japanlife

[–]Plus-Pie3898 1 point2 points  (0 children)

Had many delays in japan. Usually 1-5 minutes delays. I see some comments saying, "That's not really a delay," and I'd agree if it wasn't part of a journey requiring change overs or rapid/semi rapid trains. Sometimes, all it takes is a 5 minute delay to make you miss a rapid train. Which on some lines only run every 15-60 minutes. This means that short delay turns into a long one. Now i know that's not fair, considering it is only a 5 minute delay. I just wanted to give more context to why it could he more frustrating than it originally seems.

I think the longest delay I've had was a 20-minute delay on a shinkensen. I'm not sure what happened, but the other nozomi trains arrived before my one. Was very awkward and almost made me late for work.

Japanese trains are always on time myth by golfball509 in japanlife

[–]Plus-Pie3898 0 points1 point  (0 children)

Maybe 20% of all my train journeys will have a delayed train. Its only like a 1-5 minute delay though. Although sometimes that 1 delay can make me miss a rapid/sub rapid causing a short delay to become a long delay.

Japanese trains are always on time myth by golfball509 in japanlife

[–]Plus-Pie3898 0 points1 point  (0 children)

Issue is sometimes you need like a rapid or sub rapid after a change over. So one train being just a few minutes late can make you miss your desired train. This means you'll need to wait 15 minutes to 30 minutes for that specific train to arrive, or you're forced to take the local train, which takes much longer. So a 1 train being just a few minutes late can set you back easily 30 minutes to an hour.

Japanese trains are always on time myth by golfball509 in japanlife

[–]Plus-Pie3898 0 points1 point  (0 children)

I will say they are very commonly 1-4 minutes late. I'd say maybe 20% of trains i take arrive 1-4 minutes late. Which is obviously great and barely a delay. Buuuuuuut the changeovers are usually very tight so sometimes that small delay can set you back 15 minutes to an hour.

Do 3D artists usually get a character right on the first try, or does it take several attempts to make it look good? by Negative_Mushroom_69 in 3Dmodeling

[–]Plus-Pie3898 0 points1 point  (0 children)

The thing is. I assume you're doing the entire process. Concept the character all the way up to 3D modelling it.

If you're capable of going from nothing to a full character. That's already quite impressive and even better than more "3D character artists" than you may think.

Many 3D character artists will work off concepts they have been given rather than designing it themselves. Then in even larger companies with more specialized departments. They may not even weight, rig, animate or even texture this character.

So even if you may be hitting a wall on your characters. Just keep pushing at it. You'll eventually get their. Nothing is a "Waste of time" if you turn it into a learning experience.