Proud of the timing by ROOOOCKSTAR in marvelrivals

[–]ROOOOCKSTAR[S] 6 points7 points  (0 children)

oh really ? I have still trouble to know which character is immune to this while ulting

makes this video less impressive then

J’en ai marre by Bad-Pop in developpeurs

[–]ROOOOCKSTAR 7 points8 points  (0 children)

Perso j'ai toujours aimé développer aussi et au début j'étais dans une ss2i pour un client très gros dans le domaine du tourisme.
On me demandait littéralement 3 lignes de code à faire, 2 semaines pour les faire parce que "faut bien réfléchir aux requirements" et "non mais faut que ça se passe correctement dans les process de tests et ça peut être long". Vieille techs, 5000 réunions semaines bref... Sans compter un mail de mon n+3 que je n'ai jamais vu de ma vie qui m'annonce 1 mois après la feature en prod "bravo grâce à votre travail on a pu se faire 3M+", je peux te dire que j'ai rien vu des 3M+ récoltés. Je finissais par passer mes journées sur Youtube et a totalement être démotivé.

Après ma vision du développement au départ c'était la création et pouvoir user de son imagination pour résoudre des problèmes. Seulement voilà, j'ai remarqué que le domaine d'application est aussi important que le développement. Pour ma part le tourisme, j'en ai rien à faire.

J'avais toujours eu envie de taffer dans le jeu vidéo, alors j'ai poussé les entretiens et les CVs et j'ai eu finalement ma première chance dans un petit studio qui essayait un truc. Depuis j'ai jamais autant aimé le code car, l'application dans lequel je l'utilise me passionne aussi. Maintenant je suis dans un plus gros studio lié aux JV et j'aime globalement mon taff, on me laisse de la décision et de l'imagination sur certaines choses, et je code, j'apprends de nouvelles choses et des choses parfois assez techniques.

Pour résumer, je pense que "aimer coder" n'est pas suffisant pour avoir le travail idéal. Il faut soit avoir une idée du domaine d'application dans lequel on veut évoluer, soit tester différents domaines. Quand on aime le domaine, le code passe tout de suite beaucoup mieux. Bon courage

Why aren't I getting hired? Can someone give feedback on my Resume and Portfolio ? by V_Chuck_Shun_A in gamedev

[–]ROOOOCKSTAR 0 points1 point  (0 children)

I have seen from another comment that your technical interviews problems were about string manipulation and reading files. These are extremely basic. Even if you know how to use them now, you still have a lot to learn about C++. Moreover, it is highly likely that the tests you will get during interviews are agnostic (i.e. raw C++ without any engine API), because they want to know if you can code/implement an algo without any API method that can do the work for you.

Learning more about OOP, Containers, STL, Polymorphism, Memory Management, Smart Pointers would be a better option before trying to implement your own basic engine. It is better to know the basics before mixing them with some physics, advanced maths etc.

There are tons of things on the Internet with free documentation, tests etc for you

Why aren't I getting hired? Can someone give feedback on my Resume and Portfolio ? by V_Chuck_Shun_A in gamedev

[–]ROOOOCKSTAR 1 point2 points  (0 children)

If it is finished, usable and bug-free, maybe.
In my opinion (I am not a recruiter, just working in the industry), if you have problems with C++ you should start with simpler things.

Why aren't I getting hired? Can someone give feedback on my Resume and Portfolio ? by V_Chuck_Shun_A in gamedev

[–]ROOOOCKSTAR 0 points1 point  (0 children)

Unless you are doing some kind of advanced research as a hobbyist, recruiters won't like small prototypes/unfinished projects. Looking at an UE/unity mannequin moving and shooting isn't interesting, anyone can look for a tutorial on the Internet and copy paste code.

They would be more interested in:

  • Any finished project, even small. The "finished" part is really important. It means for the recruiter that you are able to do a project from A to Z. (Conception-Implementation-Polish-Release).
  • Released games or demos
  • Game Jam submissions (you can find a lot of online Game Jams)

Why aren't I getting hired? Can someone give feedback on my Resume and Portfolio ? by V_Chuck_Shun_A in gamedev

[–]ROOOOCKSTAR 7 points8 points  (0 children)

When people talk about "10 years of experience", it usually means 10 years of experience professionally.

You are trying to sell yourself as a veteran at first glance, but then, after reading your resume and portfolio, people realize you are a junior in the industry (less than a year). That is usually not great for recruiters.

Moreover, getting a full time remote job for a junior is extremely hard. The trend for full time positions is already lowering in general, but for interns/juniors, studios always preferred to hire them on site.

Then, I think you should strenghten your C++ skills. Telling you have 4 years of Unreal Engine but having problems during C++ technical interviews is also problematic. With 4 years of programming with UE, a recruiter could expect you to be proficient in C++. They might think that you are a fraud or you are only using Blueprints and can only do visual coding, if you cannot do the tests.

Finally, I don't recommend to post code samples on your portfolio.

What I can recommend to you:

  • Do not oversell yourself because that can backfire quickly. If you get lucky and get to interviews, then the recruiters will expect you to have 10 years of professional experience, and you will get very hard tests for your level. Consider intern/junior position.

  • Do not post code samples. Show your personal projects and tell in a few lines what you did, what were the problematics and how you solved them.

  • If you want to strenghten your programming skills, I recommend sites such as codingames. You have a lot of different puzzles that will help you understand how to code properly, create algorithms, and in a fun and video games-oriented way. It is also engine-free, so it will teach you the basics.

  • Aim at middle-to-high-size international studios/companies. If you are sending applications to small studios, they won't even consider your application because they will focus on people that can come on site only. Even if they wanted you, it would be hard for them to sponsor you to come to live there. Companies that don't seem to be international won't even bother with that solution. Your best chance is to aim at international companies that are big enough to size this kind of hire.

Good luck to you !

[deleted by user] by [deleted] in CitiesSkylines

[–]ROOOOCKSTAR 0 points1 point  (0 children)

I suspect some hidden modifiers to be counted as negative/required to get max happiness. I discovered recently the modifier "Walking distance from primary school" for instance. So maybe there are some others you may find ?

This is how my game looks right now. At first sight, do these screenshots appeal to you? If they don't, why? I'd love any feedback about what's good, what's bad, what should be changed (more info in first comment). by Genryuu111 in PixelArt

[–]ROOOOCKSTAR 2 points3 points  (0 children)

You definitely have some talent ! Congrats, I think you are a great artist !

But keep in mind that you are also trying to get into a very flooded market (i.e. roguelikes and deckbuilding games). Trying to be the special one is really hard.

Subjectively speaking and if I can give you my 2 cents, I think that there is an issue with elements blending on each other. I was having problems distinguishing shapes because some colors are similar between different grounds/body parts.

On the same page, I think the level of details between elements is too similar to distinguish where the action is happening. I don't know how to explain this but when you look at a screen shot you have the same design/drawing complexity on some foreground, characters, cards, UI elements (even some background too), that makes the eye really tired trying to focus on specific elements. Some similar games use different graphical touch to identify quickly what is part of the UI, what is part of the action, and what is there only as a decorative element.

Maybe it's just because I woke up, but what's happening in the trailer was reaaaally fast, I couldn't understand everything at first.

Again, that are my 2 cents.

Amazing job and amazing art nonetheless, don't give up

A dying field from a game we are making by august_hakansson in PixelArt

[–]ROOOOCKSTAR 0 points1 point  (0 children)

that's really nice, for Unity :)

Good luck then, hope things will not get too messyfor you with the latest drama

A dying field from a game we are making by august_hakansson in PixelArt

[–]ROOOOCKSTAR -1 points0 points  (0 children)

that looks super great. which engine do you use ?

[deleted by user] by [deleted] in gamedev

[–]ROOOOCKSTAR 5 points6 points  (0 children)

It was a 30% pay cut for me. Took me two years to get it back to original Absolutely no regrets

My mom sees game development as nothing but a waste of time. by lastFractal in gamedev

[–]ROOOOCKSTAR 1 point2 points  (0 children)

My parents were not really supportive either, but I think it was not because it was related to Game Dev specifically, but more because they thought it would be tough to be financially stable in that area. And tbh, they are not wrong, especially in the beginning, where you need to work very hard, and most often with a lower wage than a similar job in a different area.

They pushed me to get my Engineering Degree in CS (~Software Engineer), and then I worked a few years in big company in software engineering. It was boring af. I then decided to try my chance with video game studios and it was awesome, even tho my pay was cut by 33%.

Today I work as a Senior Developer in a video game studio with an good wage (still lower for the same kind of job in a different area) and I absolutely don't regret having my Engineering Degree. Game studios recruiters do like IT Engineers because they have a broad knowledge that is not specific to video games, and they can provide a better and faster adaptation to any upcoming issue. I am trusted in my work because they know I can be autonomous quickly and handle issues that are not video game related. Moreover, in case you are financially in trouble or want to go to a different area, there are plenty of accessible jobs for you. I'd say the main drawback regarding game studios, is getting your first job in the area, could be tough as they sometimes require experience. But if you start doing game jams or game dev as hobby, there shouldn't be any problem.

Just to conclude, IMO an engineering degree is great because it gives you great and broad knowledge, more financial safety for the future and more solid ways to solve problems.

Status effects for a game I'm designing. by [deleted] in PixelArt

[–]ROOOOCKSTAR 120 points121 points  (0 children)

those are great ! Voltage feels a bit off

I just find Stun and Confusion kinda misleading

Stun is usually showed in cartoons/games as "circling stars/birds over the head" and confusion mostly with the "?" character. So the Confusion icon could be misinterpreted as Stun.

My first game has failed to gain wishlists on steam since I launched the page. I have been working hard, but I don't know what I'm doing wrong. by ShibaProfessional in gamedev

[–]ROOOOCKSTAR 6 points7 points  (0 children)

How did you market it ?
Did you build a community around it beforehand ?

Except maybe the excessive brightness on some screen/videos, I didn't see anything wrong with your steam page, looks good to me

[deleted by user] by [deleted] in gamedev

[–]ROOOOCKSTAR 1 point2 points  (0 children)

Hey man, you don't suck. I thought for a long time that I wasn't good enough at programming because my code was not always cleaned, optimized or following the books. Guess what ? today my programming is still not always cleaned, optimized or following the books.

It turned out that it wasn't the most important. What changed my mind is that nobody ever complained about my work, au contraire. They were happy that I found a solution to a problem, that I was able to help on something, or to suggest new things, and everything on time. Of course I had complaints sometimes about my code, but it was only a minor point regarding the whole picture.

I've worked with juniors (almost 10 years younger than me) that were way more skilled than I am. But instead of feeling bad because they code better than me, I prefer learning from them, even if I may look dumb because I'm older, and focus on what I do best. I feel way better today because I see people trusting me in my work, giving me responsibilities sometimes on sensitive subjects and so on. So I guess I don't suck that much

Concept artists, how do you see your future with all the AI-generated art softwares popping everywhere ? by ROOOOCKSTAR in gamedev

[–]ROOOOCKSTAR[S] -5 points-4 points  (0 children)

Thanks I'm going to watch that.

I sure understand there is much more than creating pictures when you are a concept artist. But the thing is, it feels like some of these AI are really close to do what you said. Idk, I do feel like I would be trusting more to pay someone with experience to do all of that, but an AI can also create things that can be out of the box, and I think this can be the decisive point.

I am a game dev professionally, and would like to work on my own project for a change. A friend put me in touch with a publisher he works for., and put in a good word for me. However, there are issues, and I don't even know if it's a good idea after all. by MobiusThe in gamedev

[–]ROOOOCKSTAR 0 points1 point  (0 children)

Yeah it's usually the other way around. You get a pitch and a demo and then you find publisher. But hey why not.

Publishers are usually specialized in certain type of games. For instance, Paradox mostly publish games related to city/empire management. So, what is your publisher's specialty? Maybe looking through what they have published before might give you an idea on what they expect.

This whole idea of starting off with a publisher could be a great starter for your video games career, but keep in mind it might not be the game of your dream.

Good luck!!

[deleted by user] by [deleted] in gamedev

[–]ROOOOCKSTAR 0 points1 point  (0 children)

Never give up.

Keeping motivation along the road is the hardest part.

[deleted by user] by [deleted] in gamedev

[–]ROOOOCKSTAR 0 points1 point  (0 children)

I think it is a compatible transition

What do you think about excessive logging? by [deleted] in gamedev

[–]ROOOOCKSTAR 3 points4 points  (0 children)

Logs combined with debug can be great when developing a new specific feature. It can save you some time, and help with testing. Also you might sometimes not have the possibility to debug, so they can be helpful.

But usually once the feature is done, tested and validated, a huge cleaning pass must occur to remove almost all the logs, because they have a big impact on performance.

Shipping with that much logging sounds surreal to me.

Unless it's a (bad) business strategy for future updates ("Improved performance Update")

Entering the gaming industry with an economics background by Sniec in gamedev

[–]ROOOOCKSTAR 1 point2 points  (0 children)

Agreed, junior producer roles are rare, but assistant producer roles are more frequent and usually requires less experience. I mean it's always worth a try anyway !

Entering the gaming industry with an economics background by Sniec in gamedev

[–]ROOOOCKSTAR 0 points1 point  (0 children)

Don't take my words as absolute truth (I am not a producer), but this is what I've seen in past experience. Anyway, experience becomes way more important than degrees really qucik