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baby puzzle
Jun 3, 2011

I'll Sequence your Storm.
Ok my buiness failed.

I have a decade of C++ games experience.. anybody want to hire?

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Studio
Jan 15, 2008



Why find a job? Get into the most lucrative indie games job position:
Pornographic visual novel support via Patreon

baby puzzle
Jun 3, 2011

I'll Sequence your Storm.
I'm not much of an artist but can I make pornographic programs?

Love Stole the Day
Nov 4, 2012
Please give me free quality professional advice so I can be a baby about it and insult you
I've got a few hundred dollars that I can spare at the end of the month now that I finally have a normal job to pay for a 3D Artist to help me with my projects. I could use a partner because I struggle with motivation and since that struggle seems to go away in game jams I figure having someone to work with me will help cure that. Or maybe a 3D Art tutor or something to hold my hand as I try to do it all on my own, idk. So yeah there's a game job I guess.

baby puzzle
Jun 3, 2011

I'll Sequence your Storm.
well i kinda know how to use blender if you want some cubes

Actually I made all the 3d assets for my game but I was going off of concept art.

Explosive Tampons
Jul 9, 2014

Your days are gone!!!
So, how likely I am to be able to attain employment at any northern hemisphere based games company? I really want to go for a systems/graphic/engine programmer career but studying and working my butt off for it seems like a huge waste of time in my country (Brazil), since our regional GAEMS industry is tiny, with the bulk consisting of one-off independent developers that go spend their efforts elsewhere once a game ships... existing companies that can actually offer you a salary are rare and seem to be incredibly fragile.

I'm currently dicking around making 2D games (currently working on a raster-based racing thing) and I have basic knowledge of realtime 3D rendering and honestly I feel like giving up on the idea of "games as a career" and just relegate game programming to a hobby. Anyone has any advice so I don't accidentally die from anxiety about it?

Stick100
Mar 18, 2003

Explosive Tampons posted:

Anyone has any advice so I don't accidentally die from anxiety about it?

Not advice in terms of getting employment in games, but first I'd suggest you calm down and look at where you want to live and what kind of non-games job you'd like. I hate to always be the non-games guy in the games job thread but a good life will give you plenty of time to work in games as either a hobbyist or a professional. A good job at 40 hours gives you plenty of time to work on hobby projects. You don't have to get your very first job in games to work in games.

If you want to go for low-level game programming then I'd suggest you start working on a good career in low-level programming (C++ or high performance slightly higher languages, no JS no Python). Game development is still development and learning to be a good developer will translate. Right now you have access to an extremely good high performance system in UE4, I'd suggest you start digging into that.

Of course some companies are still using thier own engines, but many are using UE4.

EDIT: I felt the same way as you for years and I gave up on games as a career and am extremely happy with how my life/career turned out. Now if I could just get back out of JS and back to C# again things would be great.

xgalaxy
Jan 27, 2004
i write code
As someone who works a pretty decent paying software engineering job (for the area) in non-games and tries to do hobby game-dev afterward let me just say that it is... very difficult. It is very hard to work an 8+ hour job programming to then come home and put in even more time programming. It's doable, at first. But that kind of grind wears down on you quick. Maybe I don't want it badly enough or whatever. But there are days when I just can't even look at a computer when I come home. I just need to go do something else.

Uhh Nope
May 20, 2016
I'm getting flown out by Anonymous Big Game Company to interview for a role which I've been told isn't an SDET role, isn't listed as one, but I'm still a little unclear on exactly what I would be doing in the role day to day.

For context I've been a software engineer for 7 years and this would be my first game industry job.

Apparently I would not be working on game design or code for game mechanics but I would be looking and working in the game code to help develop tests and useful metrics for various roles who ARE touching the game.

What I DON'T want is to write and execute test scripts or maintain unit tests (what I envision when I hear "SDET"). What I DO want is to design and engineer stuff as part of the job whether that's tools or test hooks into the game, either is fine with me.

My ultimate plan is to use this to get my foot into the industry and move to a position where I'm working on the actual game. Right now gameplay, graphics, or engine code are the prize I have my eye on.

Is this a sound plan? Would the experience this role gives me be something that would look good on a future resume when I apply to one of those three dream roles? Or would they see that it was just testing and possibly irrelevant?

Edit: To be clear, the alternative I'm considering is just keep applying directly to the jobs I really want but given that most want experience shipping titles I may never get selected for those roles.

Uhh Nope fucked around with this message at 17:14 on May 1, 2019

Jan
Feb 27, 2008

The disruptive powers of excessive national fecundity may have played a greater part in bursting the bonds of convention than either the power of ideas or the errors of autocracy.
Well I can guarantee you it's not a SDET position because no one actually runs unit tests in the games industry, let alone writes them.

:ironicat:

Studio
Jan 15, 2008



Hey now, MZ had unit tests!

Also, many other problems, and our coverage was... not great, and also people skipped them all the time and broke builds.

But we had them!

Hughlander
May 11, 2005

Sounds like it’s a role in the build / test infrastructure domain. One way it may work is adding the hook to the engine such that tests can be written. How do you test a shader? How do you test a desync in multiplayer? It also could be Jenkins related. How do you hook up asset validation tests that just run on the assets and their dependencies and things that depend on the asset and only those tests when a change comes in?

My last role that was two full time positions and was notoriously late on features.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

baby puzzle posted:

Ok my buiness failed.

I have a decade of C++ games experience.. anybody want to hire?

My condolences baby puzzle. fwiw you made a creative, accessible entry into a new space. That's not nothing, even if you have to move on.

Uhh Nope
May 20, 2016

Hughlander posted:

Sounds like it’s a role in the build / test infrastructure domain. One way it may work is adding the hook to the engine such that tests can be written. How do you test a shader? How do you test a desync in multiplayer? It also could be Jenkins related. How do you hook up asset validation tests that just run on the assets and their dependencies and things that depend on the asset and only those tests when a change comes in?

My last role that was two full time positions and was notoriously late on features.

I hope it's more like the engine hook thing, but would anyone consider either of those towards "game-centric experience"?

Stick100
Mar 18, 2003

xgalaxy posted:

As someone who works a pretty decent paying software engineering job (for the area) in non-games and tries to do hobby game-dev afterward let me just say that it is... very difficult. It is very hard to work an 8+ hour job programming to then come home and put in even more time programming. It's doable, at first. But that kind of grind wears down on you quick. Maybe I don't want it badly enough or whatever. But there are days when I just can't even look at a computer when I come home. I just need to go do something else.

Agreed, I came to the conclusion that as a hobbyist game dev the best thing I can do is treat it like a hobby, not a second job. Sometimes I work on my games 3-5 nights a week sometimes I'll take a couple of weeks or months off. If your daytime job pays the bills then there is no need to push yourself. The other big conclusion I've come to is that finishing is very important, so once you have something that's even moderately fun, you should try to finish a core game loop and put it on Steam.

I have settled on trying to release something about once a year that does incrementally better than the last title. My first title made a hundred dollar my second might make a thousand. Each title represents a couple of hundred of hours of joyful playing with tech for fun and maybe a hundred hours of annoying break fix/marketing work. I think I average about 20 hours a week and now seem to be able to enjoy it in a sustainable manner.

Maybe after a few more tries I could semi-retire or transition to full time dev but I don't feel the need or a timeline like I used to. I guess the big shift was realizing I didn't know what would sell or how to predict reception and that even if I plowed a couple of thousand/tens of thousands hours into a title I probably still wouldn't be successful.

None of this is useful for the games dev thread but it's the path I've eventually settled on.

Stick100
Mar 18, 2003

baby puzzle posted:

Ok my buiness failed.

I have a decade of C++ games experience.. anybody want to hire?

Condolences, but there are plenty of non games jobs out there. C++ is having a revival at the moment as well.

baby puzzle
Jun 3, 2011

I'll Sequence your Storm.
I'm curious about contract work... of any kind. How would I even begin? As a C++ programmer. The only place I've looked is upwork, but there didn't seem to be anything for me there.

Studio
Jan 15, 2008



What was your project if you don't mind me asking?

Canine Blues Arooo
Jan 7, 2008

when you think about it...i'm the first girl you ever spent the night with

Grimey Drawer

baby puzzle posted:

I'm curious about contract work... of any kind. How would I even begin? As a C++ programmer. The only place I've looked is upwork, but there didn't seem to be anything for me there.

I don't hire or think about outsourcing, and I definitely don't have complete visibility on something like this, but I've never heard of outsourcing non-web engineering work.

baby puzzle
Jun 3, 2011

I'll Sequence your Storm.

Studio posted:

What was your project if you don't mind me asking?

This game: https://store.steampowered.com/app/630640/SEQUENCE_STORM/

baby puzzle
Jun 3, 2011

I'll Sequence your Storm.

Canine Blues Arooo posted:

I don't hire or think about outsourcing, and I definitely don't have complete visibility on something like this, but I've never heard of outsourcing non-web engineering work.

Well maybe it doesn’t need to be engineering? I mean, I made a whole game that people enjoy. Maybe I should look a bit wider. But the problem with being a “master of none” is that I’m not sure how to market myself.

Studio
Jan 15, 2008




Oh yeeeah. I saw this on Steam, but I'm not a big rhythm guy.

Any advice you can give from your experiences?

Vino
Aug 11, 2010

Uhh Nope posted:

I'm getting flown out by Anonymous Big Game Company to interview for a role which I've been told isn't an SDET role, isn't listed as one, but I'm still a little unclear on exactly what I would be doing in the role day to day.

For context I've been a software engineer for 7 years and this would be my first game industry job.

Apparently I would not be working on game design or code for game mechanics but I would be looking and working in the game code to help develop tests and useful metrics for various roles who ARE touching the game.

What I DON'T want is to write and execute test scripts or maintain unit tests (what I envision when I hear "SDET"). What I DO want is to design and engineer stuff as part of the job whether that's tools or test hooks into the game, either is fine with me.

My ultimate plan is to use this to get my foot into the industry and move to a position where I'm working on the actual game. Right now gameplay, graphics, or engine code are the prize I have my eye on.

Is this a sound plan? Would the experience this role gives me be something that would look good on a future resume when I apply to one of those three dream roles? Or would they see that it was just testing and possibly irrelevant?

Edit: To be clear, the alternative I'm considering is just keep applying directly to the jobs I really want but given that most want experience shipping titles I may never get selected for those roles.

If you like the company I would actually suggest you strongly consider this role as your entry into the industry. I say so because I worked in this role for a year not so long ago, and from that experience I can tell you these things:

* SDETs (as my company defines them) aren't test authors, but rather test system authors. It's the responsibility of QAE's and SDE's to write tests, and your responsibility is to build and maintain the system in which the tests are authored.
* If the company is thinking enough about testing to want to invest in it then they probably have a strong technical culture and management structure.
* If it's anything like what I did, you'll be interacting with just about every other engineer and a bunch of people otherwise. The test system affects everybody and eventually saves everybody's asses. So, it's a great way to get well-known as a strong contributor, which is a prerequisite to your goal of moving job roles.
* If the role is senior-ish then part of your job may be evangelization of the test system. In this case you should have good people skills if you take this role. Not every engineer will like testing.

I don't see any reason you can't park here for a year or two while you gain experience, excel in the role, and then work with your manager to pivot to the next step in your career in the same company.

baby puzzle
Jun 3, 2011

I'll Sequence your Storm.

Studio posted:

Oh yeeeah. I saw this on Steam, but I'm not a big rhythm guy.

Any advice you can give from your experiences?

Not really.

Studio
Jan 15, 2008



baby puzzle posted:

Not really.

:smith:

Uhh Nope
May 20, 2016

Vino posted:

If you like the company I would actually suggest you strongly consider this role as your entry into the industry...

Thank you this was very encouraging to me.

If you're able, could you divulge what company you were in this role at?

Uhh Nope fucked around with this message at 16:04 on May 5, 2019

DancingMachine
Aug 12, 2004

He's a dancing machine!
Agree with Vino on automation engineer as an entry point. If you kick rear end in your core role and find opportunities to contribute in other parts of the code, those opportunities will multiply. The trick is that you really do have to focus on doing a good job in your actual area of ownership - you can't get so focused on the next step that you don't build a good reputation for delivering on the nuts and bolts stuff.

Uhh Nope
May 20, 2016

DancingMachine posted:

Agree with Vino on automation engineer as an entry point. If you kick rear end in your core role and find opportunities to contribute in other parts of the code, those opportunities will multiply. The trick is that you really do have to focus on doing a good job in your actual area of ownership - you can't get so focused on the next step that you don't build a good reputation for delivering on the nuts and bolts stuff.

That's exactly what I intended to do, I have no problem putting in the work if I know I'll be afforded opportunities. I'm glad to hear that (hopefully) my plan can work out.

Mr Interweb
Aug 25, 2004

Just saw that story about all the lovely conditions working at Netherrealm. But the one that really caught my eye was how ARTISTS were getting paid $12/hr in Chicago. :psyduck: That poo poo's loving criminal.

Siljmonster
Dec 16, 2005

by LITERALLY AN ADMIN

Mr Interweb posted:

Just saw that story about all the lovely conditions working at Netherrealm. But the one that really caught my eye was how ARTISTS were getting paid $12/hr in Chicago. :psyduck: That poo poo's loving criminal.

That's normal.

mutata
Mar 1, 2003

No one should be making art in this industry for $12/hr, especially in AAA.

Buckwheat Sings
Feb 9, 2005
And yet here we are.

So how about that whole unionizing thing?

Mr Interweb
Aug 25, 2004

Siljmonster posted:

That's normal.

As a game tester, I was getting paid $11/hr in 2008. I haven't been in the industry since, but it's stunning to me how things have somehow gotten worse.

Siljmonster
Dec 16, 2005

by LITERALLY AN ADMIN

Mr Interweb posted:

As a game tester, I was getting paid $11/hr in 2008. I haven't been in the industry since, but it's stunning to me how things have somehow gotten worse.

Yeah that was normal for QA in California for EA in 2016.

thebardyspoon
Jun 30, 2005
Hey quick general career question for people in the thread in hiring positions/more knowledgable about how the industry "thinks", my last test engineer job as a lead was a year contract, it ended in April and I have had a hell of a time finding anything else. Just got offered a regular non lead QA contract role for another year somewhere and I'm going to accept it cause a job is a job and I want to be earning money rather than doing the tedious job application dance forever. The pay is quite a bit less, the commute and the building/perks are a bit nicer but the main thing is it keeps me earning and avoids a massive gap on the CV. I do have a few other interviews in the next week or so which I'm still going to go to just cause some of them would be better.

I'm just wondering in a years time or sooner if I'm applying for other places again if it will look bad that I've essentially backslid into a lower position again? I am getting a bit older now so ideally I'd have liked to have just kept on being a lead, ideally somewhere permanent by now but that just doesn't seem to be on the cards for me.

I'd ask the same question except with the situation being me in a different industry altogether and then applying to go back into QA in the future potentially? In my looking for other jobs I saw others that'd pay about the same as this QA role will but are only 4 nights a week instead of 5 days a week and I could use that extra time not working to do like, a course or something and then either go back into QA, more lucrative software testing with better pay or just keep at the other job if it turns out I enjoy it more.

I've just been told that lots of game places (and software testing places as well) are pretty judgemental and classist and that has kind of been my experience as well based on co-workers and dumb poo poo my managers have said. So wondering if getting a job in a homeless shelter or similar will be screwing myself.

Vino
Aug 11, 2010
The answer as far as I've seen is "it depends" entirely on the HR people who pass your resume on to the hiring manager and the hiring manager. Some will surely care about it but others will not, and I think probably enough others will not that you'll be able to find something with some persistence. This is free internet advice so take it for what it's worth, but if you want the security of work while you look for another job I don't see any reason not to take the QA position and either try to work up at that place or continue looking for something else. If the gap has been less than a few months, you don't even have to put the new role on your resume.

Feral Bueller
Apr 23, 2004

Fun is important.
Nap Ghost
If there are any Massive people (studio, not BMI) reading this thread, I have questions. Would prefer PM. Thanks.

The Azn Sensation
Mar 9, 2009

thebardyspoon posted:

Hey quick general career question for people in the thread in hiring positions/more knowledgable about how the industry "thinks", my last test engineer job as a lead was a year contract, it ended in April and I have had a hell of a time finding anything else. Just got offered a regular non lead QA contract role for another year somewhere and I'm going to accept it cause a job is a job and I want to be earning money rather than doing the tedious job application dance forever. The pay is quite a bit less, the commute and the building/perks are a bit nicer but the main thing is it keeps me earning and avoids a massive gap on the CV. I do have a few other interviews in the next week or so which I'm still going to go to just cause some of them would be better.

I'm just wondering in a years time or sooner if I'm applying for other places again if it will look bad that I've essentially backslid into a lower position again? I am getting a bit older now so ideally I'd have liked to have just kept on being a lead, ideally somewhere permanent by now but that just doesn't seem to be on the cards for me.

I'd ask the same question except with the situation being me in a different industry altogether and then applying to go back into QA in the future potentially? In my looking for other jobs I saw others that'd pay about the same as this QA role will but are only 4 nights a week instead of 5 days a week and I could use that extra time not working to do like, a course or something and then either go back into QA, more lucrative software testing with better pay or just keep at the other job if it turns out I enjoy it more.

I've just been told that lots of game places (and software testing places as well) are pretty judgemental and classist and that has kind of been my experience as well based on co-workers and dumb poo poo my managers have said. So wondering if getting a job in a homeless shelter or similar will be screwing myself.

Hiya, I'm a recruiter working in house for a games company. Gaps and steps away from industry are things that are bigger flags to me than a lower level position. Leveling always changes depending on the company, size, HR, etc, but not being in the industry for a spell means you potentially aren't keeping up with the latest trends and changes with the tools, best practices, etc. Above all else, remember that your resume is a marketing document, not a historical record of every single thing you've done, you can adjust things as needed to answer Qs as to why you've left, taken something else, or w/e.

Suspicious Dish
Sep 24, 2011

2020 is the year of linux on the desktop, bro
Fun Shoe
Temporary exits from industry are relatively common -- someone has a life situation and they can't find a job that pays well enough in industry, or the company shuts down or moves or lays off external QA in favor of internal. To me, a gap in games itself isn't suspicious as long as there's another job there. But I'm not an HR department.

Unfortunately though, US gamedev doesn't respect QA for some reason and it's not seen as a career in and of itself (despite senior QA being some of the most valuable people on the team), so get ready for all sorts of bullshit again.

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Stick100
Mar 18, 2003

Suspicious Dish posted:

Unfortunately though, US gamedev doesn't respect QA for some reason and it's not seen as a career in and of itself (despite senior QA being some of the most valuable people on the team), so get ready for all sorts of bullshit again.

(Non-game US based software companies)

Sorry as always to talk about non-game dev stuff in the Games Jobs thread, but I've certainly seen many shops where QA is not well respected. However I've also seen a few companies where QA had a equal or stronger role than developers. If QA lead was unhappy everything stopped and all priorities changed until they were happy. Granted these were legal/financial companies, but there are some shops where QA is extremely well respected.

Even separate of those shops I've worked at some where QA was directly on the team and part of every single decision and their input was solicited, respected, and used throughout the entire process from design through implementation and testing.

However most shops I've found myself having to stand up for QA and trying to include them as much as possible in design. Usually things along the lines of someone wants to add a feature but doesn't account (or tries to squeeze) the time QA has to test a feature before release.

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