[HN Gopher] Confessions of an Unreal Engine 4 Engineering Firefi...
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       Confessions of an Unreal Engine 4 Engineering Firefighter (2018)
        
       Author : mooreds
       Score  : 112 points
       Date   : 2021-04-11 13:03 UTC (9 hours ago)
        
 (HTM) web link (allarsblog.com)
 (TXT) w3m dump (allarsblog.com)
        
       | 323454 wrote:
       | Check out this amazing link from within the article:
       | https://blueprintsfromhell.tumblr.com/
        
         | [deleted]
        
         | MauranKilom wrote:
         | I feel like without having worked on UE4 blueprints I'm not
         | getting a whole lot of comedy here. Yes, sure, some of these
         | are messy or elaborate, but _from hell_? For all I know, half
         | of these could be best practice blueprints and I wouldn 't be
         | able to tell the difference.
        
       | rektide wrote:
       | hiring sepme with systems sense is something I wish a lot more
       | companies could & would perioidcally try, emergency or no.
       | software devs are awash in their own experiences & there should
       | be such a huge market for outside visitors to come re-assess,
       | review, suggest or dabble in some re-orientation.
       | 
       | this article is such an amqzing unspoken revelatory tale, that
       | applies to so many kinds of software engineering environments.
        
       | [deleted]
        
       | aeturnum wrote:
       | > _Allowing reported issues to result in zero action is the
       | quickest way to convert your employees, especially your
       | engineers, from enthusiastic company-first workers into "clock
       | in, clock out, it's not my problem" workers. Most employees,
       | again especially engineers, want to improve the company and
       | themselves... until you prove that their thoughts do not matter._
       | 
       | The flip side of this, which I have also experienced, is that the
       | entire company simply accepts the issue as "normal" and stops
       | trying to deal with it. Generally this happens when people have
       | tried many times to solve it and the team has lost a lot of time.
       | People get annoyed when you bring it up because everyone is
       | dealing with it all the time and if you _really_ brought it up
       | every time you saw it, every sentence would reference it. In a
       | healthy company this is the behavior you expect around  "the
       | problem" the company is working on: everyone efficiently and
       | implicitly references the problem in their work. There's a thin
       | line between nibbling around the edges of a problem and biting
       | the same spot without effect.
        
       | zubspace wrote:
       | Very interesting read. Some things about the difference between
       | middle/senior/lead-developers is a bit too generalized /
       | controversial. But this quote stuck with me:
       | 
       | "What you do not want are employees who are blindly following you
       | down a potentially self-destructive path because they believe
       | anything the company does is what it should do."
       | 
       | What I find fascinating about the Unreal engine is, how fast they
       | are able to iterate or implement new features, without that whole
       | thing falling apart. Reading their release notes [1] is crazy. No
       | idea, how the manage to keep going at that pace.
       | 
       | [1] https://www.unrealengine.com/en-US/release-notes/
        
       | [deleted]
        
       | vanderZwan wrote:
       | > _By the Way, All Your Subordinates Are Lying to You (Because
       | You Don 't Listen)_
       | 
       | > _One very interesting thing I had found, when I came into an
       | office as an outside objective evaluator and you had left me to
       | do my job, was that approximately 2 nanoseconds later your
       | employees were already telling me everything that was wrong about
       | you, your company, and your development methodologies. It was not
       | a matter of having a trusting face, or even promising them to
       | make things better, it was about your employees who cared about
       | the growth of the company, and more importantly about their own
       | growth within a company despite feeling unheard and ignored. I
       | just happened to be a new face that wouldn't judge them for what
       | they would say, and even if I did, often they are so tired of the
       | problem being present that they would even just stop caring about
       | any potential consequences of speaking out against their
       | employer._
       | 
       | Whenever I read something like this I wonder if I've just been
       | extremely lucky with my employers, because I see it so often it
       | sometimes feels like it's the norm (despite _obviously_ not
       | benefiting anyone). It should be noted that I don 't work in the
       | games industry though
        
         | WrtCdEvrydy wrote:
         | I have a close friend who's a director. I've always treated him
         | like an equal but one day I told him that he was never getting
         | the whole story. He felt devastated because he thought it was
         | him but it's not him, it's just the title.
         | 
         | Part of getting the fancy title is understanding that you will
         | never get the truth from subordinates, you will get a sugar-
         | coated version of the truth that is close enough to the truth,
         | but not so close that you'd rage and fire someone on the spot.
         | Even if you've never even do that in a million years,
         | somewhere, somehow, someone who is giving you good and bad news
         | will always sugarcoat the truth on the bad news yet hype up the
         | good news.
        
         | GrumpyYoungMan wrote:
         | The old joke that " _Consultants tell you what you already knew
         | but didn 't want to face._" has been around forever for a
         | reason. It's even an accepted tactic by business units to hire
         | a consultant to document all these known problems as a means to
         | force themselves to clean up their own act.
        
         | pjc50 wrote:
         | I've encountered it a little bit, and in both cases I left as
         | soon as I realized I wasn't going to make any more headway.
         | 
         | But the key is here:
         | 
         | > They immediately asked who was giving up this information and
         | wanted to crack down on this perceived insubordination, rather
         | than trying to address the issue
         | 
         | One of the key elements of the "boss" social role is to enforce
         | _subordination_ : people doing what you tell them to do. This
         | is kind of intrinsic to the interpersonal dynamic, and it's
         | quite hard to avoid doing at least some of the time even if
         | you're aware of how it can be a problem.
         | 
         | The problem with people doing what you tell them to do is that
         | what you tell them to do may be wrong or incomplete. You then
         | have two choices:
         | 
         | - admit error. This is uncomfortable.
         | 
         | - increase the effort to _subordinate_ the person so the boss
         | does not lose face.
         | 
         | There are all sorts of examples and case studies of this kind
         | of thing in command situations. Here's it causing a plane
         | crash: https://www.cnbc.com/2014/02/10/asiana-airlines-to-
         | pursue-co...
        
           | mch82 wrote:
           | I have explicitly instructed my team to let me know if I ask
           | them to do something stupid so we can avoid the mistake. I
           | was so excited the first time someone spoke up to alert me
           | that I was overlooking a better option & made sure to
           | celebrate the alert in order to keep the transparency going.
           | 
           | There may be teams where this direct approach wouldn't work
           | out, but so far it's seemed to help.
        
           | neatze wrote:
           | To very large degree Boss/Management role is to support
           | (indirect control) allocation of human capital resources to
           | tasks in relation to objectives with minimal inefficiencies
           | such as; conflicts, overlap in tasks, miscoordination.
           | 
           | I would argue there is virtually no justification to manage
           | people by means direct control, virtually for any team/group
           | sizes.
        
             | pjc50 wrote:
             | That's the organizational role. The interpersonal, social
             | one is often a lot more primitive and has nothing to do
             | with capital or resources.
        
             | thu2111 wrote:
             | That seems extreme. Managers have to lead and make
             | decisions. If they don't then you rapidly end up with
             | chaos. That's how some firms end up with 10 different
             | languages being used, where no engineer can work on anyone
             | else's codebase because there's no consistency about
             | anything, where progress is minimal because decisions don't
             | get made due to some people disagreeing with each other and
             | having no way to break the deadlock, etc.
             | 
             | I think it's become sort of fashionable to claim bosses are
             | always clueless or shouldn't actually try to manage because
             | their employees are always smarter than they are. The
             | "servant manager" idea. That is dead wrong in my
             | experience. Or rather, if the manager has no idea how to do
             | the work their employees are doing and just sits out that
             | part of their role, the team has much bigger problems.
        
               | neatze wrote:
               | Concept of empowerment within a context of mission
               | command and science of control, arguably, is by far the
               | most complex matter in humans.
               | 
               | > Managers have to lead and make decisions. If they don't
               | then you rapidly end up with chaos. That's how ...
               | 
               | I thought I made this point clear in terms of
               | inefficiencies example.
               | 
               | While it is oversimplification I attempt to exemplify
               | this using spatial navigation analogy.
               | 
               | Owners select area and resources.
               | 
               | Managers of Managers who make decisions on approach to
               | area and to a degree by what resources.
               | 
               | Operational Manager make decision on routes way points a
               | given resources.
               | 
               | Workers will make decisions in between way points.
               | 
               | With such example: one can argue this should be top down
               | one way hierarchical approach, the old school inefficient
               | approach. (eg. Direct Control)
               | 
               | In my perspective, modern approach is to utilize indirect
               | control by establishing conditional triggers (eg. only
               | specifying limitations on areas, approaches, routes, and
               | way points) based on horizontal feedback (top/down or
               | down/up hierarchy) and vertical feedback (side way
               | communication).
        
           | coderintherye wrote:
           | The boss role does not have to enforce subordination, there's
           | multiple styles of management which encourage self-leadership
           | in terms of what people work on and how they do it. I'm
           | personally a fan of David Marquet's "Leader-Leader" style.
           | 
           | But, because so many people expect to be subjugated in their
           | roles it does require some hurdles to get past normal
           | societal expectations and not everyone is a fit for it, some
           | people just want a task list and to be told what to do. I
           | think the world could be a better place if we could
           | effectively help people sort into the companies with the
           | leadership style that best suits their working style.
        
             | whatever_dude wrote:
             | > so many people expect to be subjugated
             | 
             | Was thinking something along the same lines. I work in an
             | environment where a tiny bit of self initiative does very
             | well for one's work and career, and still some people can't
             | get it over their heads. Unless something is very clearly
             | stated somewhere, they won't do it no matter how obvious it
             | is, even people who are trying to get a promotion. I swear
             | sometimes I think people would let the office burn because
             | "yelling fire!" is not of their stated position
             | responsibilities.
        
               | neatze wrote:
               | This primarily can be attributed to how people perceive
               | risk and risk aversion mechanisms, don't think this would
               | be false to assume it also relates to responsibility.
               | 
               | Self initiative people willing to take more risk and thus
               | responsibility if things don't work out, where not self
               | initiative people if things don't work out, take
               | substantially less responsibility by default.
        
         | jacquesm wrote:
         | More often than not technical issues are in fact management
         | issues. Plenty of evidence for that.
        
         | numpad0 wrote:
         | It's only natural though, one way to play the salary game is to
         | maximize your perceived involvement and truck factor, while
         | reducing actual efforts needed, all while avoiding getting
         | upsetting colleagues.
         | 
         | Workloads at full capacity, with stakes distributed precisely
         | according to power structures, with zero meaningful/impactful
         | output thus zero uncertainty, is Pareto optimal, if you view a
         | corporate as a salary distribution game that you're a player
         | of.
        
       | istorical wrote:
       | Since I don't often see UE4 related posts on the HN front page
       | but love the technical community here, gonna go ahead and take
       | the opportunity to ask what people in the industry think about
       | current job opportunities for entry level folks transitioning
       | from web development work.
       | 
       | I know the old story about conditions being worse and avoiding
       | turning your passion into your job/hell, but anyone able to chime
       | in?
       | 
       | I'm working on a VR game as a learning experience and using UE4
       | with the hope that as AR/VR grows more popular over the next
       | decade I'll have set myself up for moving to the field, but I
       | don't know how early I might be able to make that move or how
       | quickly opportunities are growing. A few years ago my hope was
       | that by now VR would have grown to the point that some of the
       | digital agencies here in NY would have work doing branded VR
       | experiences or some type of VR work for non-gaming related VR
       | uses / for non-technology companies. But I haven't necessarily
       | seen VR roles popping up at agencies / marketing firms.
       | 
       | Anyone with any insight on VR or UE4 job market general trends?
        
         | throwaway3699 wrote:
         | I'm an indie developer, so limited perspective for sure.
         | Focusing on games and the consumer market.
         | 
         | The main issue I can see with VR is the same pattern that
         | played out in mainstream PC gaming -- where 20% of the market
         | takes the vast majority of the market's dollars. That means
         | that the VR market can sustain far far less companies, even
         | though games cost more and are primarily developed by indies.
         | 
         | I'll bet Half-Life: Alyx and Beat Saber took in more than a
         | third of all money spent on VR last year, whereas everyone else
         | is left competing for scraps.
         | 
         | If you make or find a game studio that is breaking into that
         | upper category then you may be in a very comfortable position
         | for the riding future growth.
        
           | avereveard wrote:
           | vr is going to be an inherently smaller market not just for
           | the cost of entry but because it's inherently hard to make it
           | casual
        
             | throwaway3699 wrote:
             | tbh, The Quest 2 selling like hotcakes as a portable Beat
             | Saber machine makes me think otherwise. The same issues
             | apply to regular consoles too.
        
             | arduinomancer wrote:
             | I think that for VR:
             | 
             | buyFactor = price / howGoodTheTechIs
             | 
             | If either the denominator increases or the numerator
             | decreases it could more popular in the future.
        
         | SeanBoocock wrote:
         | Been in the industry for a decade and am a hiring manager for
         | engineers. Overall, the industry has never been better and
         | there are plenty of job opportunities available to work on a
         | wide variety of games.
         | 
         | In terms of general advice for junior engineers, I wouldn't get
         | too caught up on technology (ie engine). The sorts of things I
         | am looking for are: do you have strong computer science
         | fundamentals? have you taken game related projects from
         | conception to completion? how well do you work within inter-
         | disciplinary teams? and do you evaluate your work from a user's
         | (ie player's) perspective?
         | 
         | Unreal dominates AAA for third party studios and I don't think
         | that will change in the near future. Whether Unreal expands its
         | dominance to mobile is an open question, but with more HD games
         | going to mobile (or starting development with HD and mobile as
         | platforms) I would probably bet on it. Unity probably isn't
         | going anywhere in the near future but I don't expect it to
         | shake Unreal's hold on large game production; they're simply
         | too far behind.
         | 
         | I am fairly pessimistic on VR as a whole, but there will likely
         | still be a small market there for the foreseeable future. With
         | Sony recommitting to VR for PS5 and Oculus continuing to pump
         | some (albeit much smaller) money into the space, I expect VR to
         | remain a stable niche. AR is a lot harder to predict as Apple
         | is the big unknown. There are a lot of companies ready to jump
         | on that opportunity (ie Niantic) if someone can figure out the
         | right hardware.
        
         | 1-6 wrote:
         | "I know the old story about conditions being worse and avoiding
         | turning your passion into your job/hell, but anyone able to
         | chime in?"
         | 
         | I think you already know the general culture of the work you
         | want to get involved in. VR projects are usually side projects
         | and considered nice to have rather than need to have. There
         | haven't been "killer apps" recently which has driven massive
         | adoption from industries with deep pockets such as
         | infrastructure or transportation. As much as I respect media
         | and entertainment, the pool of dollars are hotly contested. It
         | better to work for other industries.
        
         | Animats wrote:
         | 2019 was the Year of VR.
        
         | bobajeff wrote:
         | I'm not convinced VR is set to grow a whole lot. I think that
         | the VR that we were looking forward to back in the The Lawn
         | Mower Man / Matrix days is a long way off. All we have today is
         | just TVs that you glue to your eyes which aren't really close
         | to what we've been fantasizing about in sci-fi for decades.
         | 
         | * Most headsets probably aren't good enough to not cause
         | headaches after about 2 hours. I also think they could lead to
         | eye problems.
         | 
         | * Right now we only have a very limited subset of senses
         | available. (Touch, Taste and Smell are still a long ways away
         | from being available.)
         | 
         | * The way to interface with VR is still very crude. Still uses
         | a traditional controller or at best some Kinect like interface.
         | Which would have the problem of needing a expensive treadmill
         | like device to prevent you from bumping into walls.
         | 
         | * The headsets are still expensive. The hardware it takes to
         | run games capable of taking advantage of the headsets is
         | expensive. The cost of developing those games is also crazy
         | expensive.
        
           | Asooka wrote:
           | > Still uses a traditional controller or at best some Kinect
           | like interface. Which would have the problem of needing a
           | expensive treadmill like device to prevent you from bumping
           | into walls.
           | 
           | It is a shame how many games developers don't want to let
           | people use the analogue stick to move in VR. It's
           | uncomfortable for some people for a bit, but for the majority
           | it's fine and lets you do all the normal in-game things. HL:
           | Alyx is the most recent example where Valve originally didn't
           | offer the option for simply walking and turning smoothly in
           | VR. I get that you want your game to be accessible to the
           | greatest number of people, but you're limiting your design
           | space this way and leaving aside a part of the market.
        
           | thrower123 wrote:
           | GPU shortages have hit VR at a very unfortunate time. It was
           | just starting to take off a little bit, but now you have to
           | trade your first-born child to get a 3080 card to really
           | drive VR.
        
             | bluescrn wrote:
             | Hasn't Facebook effectively killed PC VR anyway?
             | (discontinuing the Rift S, forced FB logins, and focusing
             | on closed-platform mobile VR)
        
               | klipklop wrote:
               | Surprising no not really. Facebook has greatly improved
               | the oculus link functionality for the Quest. You can now
               | play PC VR wirelessly with an application called Virtual
               | Desktop.
               | 
               | I beat half life Alyx this way and it was awesome. No
               | link cable is my preferred way to play pc vr. They killed
               | the rift S mostly because the Quest 2 is the better unit
               | overall.
               | 
               | I do suspect though they will eventually stop supporting
               | pcvr, but today it works pretty well.
        
           | throwaway34241 wrote:
           | > Still uses a traditional controller or at best some Kinect
           | like interface. Which would have the problem of needing a
           | expensive treadmill like device to prevent you from bumping
           | into walls.
           | 
           | > The headsets are still expensive. The hardware it takes to
           | run games capable of taking advantage of the headsets is
           | expensive.
           | 
           | The most popular VR device right now is the Oculus Quest 2,
           | which is $299, needs no additional hardware, and uses fully
           | motion tracked controllers (along with hand tracking).
           | There's a boundary tracking system to prevent running into
           | walls.
           | 
           | Also, it is growing a lot on a year-over-year basis, although
           | of course the base is still tiny compared to cell phones etc.
           | 
           | So some of your info is out of date. I think that some of the
           | challenges being worked on right now are content, device
           | size/weight, and also integrating eye and face tracking into
           | headsets. [1]
           | 
           | [1] https://www.theinformation.com/articles/mark-zuckerberg-
           | on-m...
        
             | seoaeu wrote:
             | $300 is not cheap for a lot of people. It is more than I've
             | ever spent on a computer monitor, and I use those every
             | day!
        
               | throwaway3699 wrote:
               | People drop $1000 on smartphones all the time. It might
               | be expensive, but it's not unobtanium anymore.
        
               | jcelerier wrote:
               | > People drop $1000 on smartphones all the time.
               | 
               | you live in a different universe
        
               | forrestthewoods wrote:
               | An iPhone 12 with bumped storage and sales tax is about
               | $1000. Apple probably sells roughly 200 million phones a
               | year that cost at least $800? I'm not sure how many
               | premium smartphones Samsung sells these days.
               | 
               | I'm not sure how you can consider that another universe?
               | It's a pretty big market right here on planet Earth?
        
               | throwaway34241 wrote:
               | I don't think it's exactly expensive either, relative to
               | other devices that have seen broad adoption. Computers,
               | smart phones, TVs, (LCD/tube) monitors, tablets etc
               | didn't reach that price point until they were in the
               | market for quite a while.
               | 
               | Sure it might need to be cheaper to be affordable to 100%
               | of the world, but it's not even close to saturating the
               | market in high income countries yet (or the market share
               | of much more expensive devices).
               | 
               | BTW the $300 device is not just a display, it includes a
               | fairly high end smartphone chip in addition to a high
               | res-screen, battery, lenses, controllers, 4 cameras etc.
               | I wouldn't expect major cost reductions anytime soon.
        
           | hackRn3975 wrote:
           | I'm going to go out on a limb and say you don't own a modern
           | VR headset ?
           | 
           | Although, you still could and have this opinion I'm just
           | curious.
           | 
           | Honestly even if you don't own one I'm not saying we should
           | dismiss your opinion. Honestly it arguably means more or I
           | should say could mean more.
           | 
           | The thing that sticks out to me is, do you think these are
           | good arguments for "games won't grow" or "Vr usage won't
           | grow" ?
           | 
           | I'm thinking about when video games first were gaining
           | popularity since it's a really good comparison imo.
           | 
           | ~ * tv/game eye problems ~ * limited controls ~ * very crude
           | interfaces ~ * expensive hardware (thinking of original pc
           | games to even the N64 $100+)
           | 
           | So if we're not close to the ideal then it's not worth it ?
           | "Matrix days is a long way off.", yeah it probably is... so ?
           | 
           | If you want VR of today or even in 5 years to be the "Matrix"
           | or the holy grail of VR then yes you will be dissapointed.
           | 
           | All that to say this hypothesis you're proposing : "Vr won't
           | grow a whole lot because we're far away from the Matrix vr
           | experience" is not totally unreasonable but I personally
           | think it's really weak and historically proven wrong in so
           | many industries.
        
           | Animats wrote:
           | VR has fundamental usability problems. If you and the world
           | move separately, people get disoriented. Most of the
           | successes involve a virtual world locked to the physical
           | world (Beat Saber) or where the player sits in a vehicle.
           | Still, there are dancers using VRchat with full body
           | tracking, the closest thing yet to full dive.
           | 
           | AR, in some ways, has more potential. In AR, people can still
           | see where they are. It's mostly a hardware cost problem. If
           | you could get AR goggles down to swim goggle size and selling
           | for $39.95, you could do Pokemon AR.
           | 
           | I'm interested in big virtual worlds. Lately, that field has
           | been invaded by the Make Money Fast / NFT / ICO crowd.
           | They've been building crappy virtual worlds with overpriced
           | virtual assets. I'm not sure how this ends.
           | 
           | Second Life has found a new big success. They added an area
           | of "premium homes" two years ago. If you sign up for a paid
           | membership, which is about $100/year, you get a nice upper
           | middle class American house in a nice neighborhood. The
           | neighborhoods are well laid out, nicely landscaped, and have
           | several distinct styles. You can decorate your house, invite
           | people over, have parties, visit other people, walk or drive
           | around, or just hang out in your house. They've built over
           | 60,000 houses so far and are struggling to keep up with
           | demand. The neighborhoods are all hand-built, not just
           | stamped out from some template.
           | 
           | These are planned unit developments in a virtual world. It's
           | something people stuck in some crappy apartment want - the
           | American Dream. [1]
           | 
           | This isn't the only option - you can buy raw land outside the
           | planned unit developments and build your own thing. But many
           | people just want to buy a nice virtual lifestyle. Something
           | nobody seems to have anticipated is that there's a market for
           | rather boring virtual worlds.
           | 
           | [1] https://youtu.be/2peH7aeuwPI
        
             | DonHopkins wrote:
             | >Something nobody seems to have anticipated is that there's
             | a market for rather boring virtual worlds.
             | 
             | Philip K Dick predicted it: Accessorize your Perky Pat
             | Layout!
             | 
             | https://en.wikipedia.org/wiki/The_Three_Stigmata_of_Palmer_
             | E...
             | 
             | >The story begins in a future world where global
             | temperatures have risen so high that in most of the world
             | it is unsafe to be outside without special cooling gear
             | during daylight hours. In a desperate bid to preserve
             | humanity and ease population burdens on Earth, the UN has
             | initiated a "draft" for colonizing the nearby planets,
             | where conditions are so horrific and primitive that the
             | unwilling colonists have fallen prey to a form of escapism
             | involving the use of an illegal drug (Can-D) in concert
             | with "layouts." Layouts are physical props intended to
             | simulate a sort of alternative reality where life is easier
             | than either the grim existence of the colonists in their
             | marginal off-world colonies, or even Earth, where global
             | warming has progressed to the point that Antarctica is
             | prime vacation resort territory. The illegal drug Can-D
             | allows people to "share" their experience of the "Perky
             | Pat" (the name of the main female character in the
             | simulated world) layouts. This "sharing" has caused a
             | pseudo-religious cult or series of cults to grow up around
             | the layouts and the use of the drug.
             | 
             | https://en.wikipedia.org/wiki/The_Days_of_Perky_Pat
             | 
             | >In this novel, survivors of a global thermonuclear war
             | live in isolated enclaves in California, surviving off what
             | they can scrounge from the wastes and supplies delivered
             | from Mars. The older generation spend their leisure time
             | playing with the eponymous doll in an escapist role-playing
             | game that recalls life before the apocalypse -- a way of
             | life that is being quickly forgotten. At the story's
             | climax, a couple from one isolated outpost of humanity
             | plays a game against the dwellers of another outpost (who
             | play the game with a doll similar to Perky Pat dubbed
             | "Connie Companion") in deadly earnest. The survivors'
             | shared enthusiasm for the Perky Pat doll and the creation
             | of her accessories from vital supplies is a sort of mass
             | delusion that prevents meaningful re-building of the
             | shattered society. In stark contrast, the children of the
             | survivors show absolutely no interest in the delusion and
             | have begun adapting to their new life.
        
         | void_mint wrote:
         | (I am not a game dev but work at a games startup with a bunch
         | of big industry people) To be successful at finding employment
         | in games with UE4, you have to be able to use create game
         | systems without using their blueprint feature. It's insanely
         | powerful, and people really like it for rapid prototyping, but
         | relatively frequently blueprint devs can't transition to
         | C++/"raw" game code. The same is true for pretty much any game
         | engine - the ability to make games beats the ability to use
         | editor features.
         | 
         | If you're looking for entry level work, I would say having a
         | wealth of items in your portfolio is helpful (across several
         | genres/styles, meaning get some work out there that isn't VR/AR
         | related). Also remember that paying gamedev work is usually
         | nothing like making games for yourself. Think hard about what
         | and why you enjoy making games. Are you comfortable working on
         | something like a desktop version of Candy Crush? Or a poker
         | game? In my experience (on the internet) you hear most about
         | A.) AAA Crunch, and B.) Massively successful or massively
         | failed games. The middle is where most employment happens.
         | Mediocre games making modest sums of money.
         | 
         | If I was interested in working with UE4 for games I would kinda
         | just tailor my resume to working at Riot. Valorant is written
         | in UE and they're a huge name/very established business, so
         | you'll be shielded from some/most of the garbage of the games
         | industry.
         | 
         | The job market is good. Lots of AAA studios are moving away
         | from custom engines into UE/Unity because of the advancements
         | in the engines making them more hireable/popular.
         | 
         | Just my 2 cents, and I'm certain others have wildly different
         | experiences.
        
           | HellDunkel wrote:
           | >> To be successful at finding employment in games with UE4,
           | you have to be able to use create game systems without using
           | their blueprint feature. It's insanely powerful, and people
           | really like it for rapid prototyping, but relatively
           | frequently blueprint devs can't transition to C++/"raw" game
           | code.
           | 
           | You make it sound as if you would inevitably hit a brick wall
           | when using blueprint. This is not true. Game design is
           | different to programming and some coding skills are almost a
           | requirement for blueprints. Lots of game logic is better
           | implemented as blueprint than c++.
        
             | klodolph wrote:
             | Visual coding is still in its infancy. We have decades of
             | experience for how to design systems with textual code, and
             | a ton of tools (IDEs, static analyzers, refactoring tools)
             | that work with text.
             | 
             | The fact that some systems are better implemented as text
             | is not an indictment of visual coding as much as it is a
             | testament to the maturity of text as a language for coding.
             | 
             | Game design is only on part of the problem anyway--often a
             | feature which is simple from a design standpoint is
             | complicated to implement in code. This is why you don't
             | just hire game designers who dabble in coding, but also
             | programmers.
        
               | dragonwriter wrote:
               | > Visual coding is still in its infancy. We have decades
               | of experience for how to design systems with textual
               | code, and a ton of tools (IDEs, static analyzers,
               | refactoring tools) that work with text.
               | 
               | Visual coding has been around since at least the 1970s;
               | we have decades of experience with it, too.
        
               | klodolph wrote:
               | And yet, in that time period, it has remained in its
               | infancy.
        
               | dragonwriter wrote:
               | Or, extensive experience has shown that it is best used
               | as an adjunct to textual programming.
        
               | HellDunkel wrote:
               | Exactly- you hire both and for good reason. The point is
               | that there is absolutly no reason for somebody not to be
               | successful in game design working with blueprint.
        
               | DonHopkins wrote:
               | Ideally C++ programmers should know how to make blueprint
               | components wrapping their C++ code, and understand
               | blueprint programming enough to know how to make usable
               | blueprint apis.
        
             | void_mint wrote:
             | > You make it sound as if you would inevitably hit a brick
             | wall when using blueprint. This is not true.
             | 
             | In my experience, devs that spent all their time with
             | blueprints did not transition well away from blueprints.
             | YMMV.
        
               | HellDunkel wrote:
               | Maybe they should not transition away from blueprint.
               | 
               | I get that beeing aware of pitfalls and manage teams to
               | do things ,,the right way" can be very tricky.
        
               | void_mint wrote:
               | I'm not really interested in arguing with you. There are
               | times when Blueprints are insufficient, and if a team is
               | comprised exclusively of Blueprint devs, that team will
               | be unsuccessful. This post was about UE employability, to
               | which I added my input that being versatile is important,
               | which from an employability standpoint is pretty
               | objectively true.
               | 
               | Blue prints are great! People should use them where
               | appropriate, and use something else when not.
        
             | SeanBoocock wrote:
             | If your only, or primary, experience building games was
             | scripting systems in blueprints (or analogous visual
             | scripting language), you wouldn't get hired as an engineer
             | at most large studios. There is a role for that on those
             | teams: technical designer. The (gameplay) engineer exists
             | to build large systems that might have hooks that allow
             | designers to script/customize the functionality through a
             | visual scripting system. Engineers provide their value
             | lower in the stack.
        
         | ArkanExplorer wrote:
         | The only companies making serious money in gaming are:
         | 
         | Epic, Apple, Google, Steam, Nintendo, Sony, Microsoft.
         | 
         | National Governments who charge 10-20% sales taxes on customer
         | spending.
         | 
         | Game/app development would be ok if not for the huge taxes that
         | Platform Owners and Governments charge.
         | 
         | You're typically left with about 50% of what customers actually
         | spent on your app.
        
         | HellDunkel wrote:
         | Dont shift your professional life towards vr or ar. You will be
         | disappointed. I see lots of opportunities popping up with UE4
         | at the moment. If you enjoy that and have web design or coding
         | skills go ahead. You probably dont want to dive straight into
         | character animation but there are lots of other interesting
         | fields around UE4.
        
       | ku-man wrote:
       | "Game engineer"
       | 
       | Well, guess we can add that new "engineering discipline" to the
       | other new ones such as dev-ops engineer, gis engineer, growth
       | engineer, UI engineer, Azure data engineer, customer engineer,
       | cloud engineer.
       | 
       | No wonder the real engineers (e.g. structural, mechanical) are
       | pissed.
        
       | bsenftner wrote:
       | Brings back nightmares of my own working in the Los Angeles area
       | games biz.
        
         | wbc wrote:
         | care to share any warstories?
        
       | dang wrote:
       | Discussed at the time:
       | 
       |  _Confessions of an Unreal Engine 4 engineering firefighter_ -
       | https://news.ycombinator.com/item?id=16775166 - April 2018 (115
       | comments)
        
       | Yoofie wrote:
       | Very interesting article. Some of these are shocking:
       | 
       | > Use Source Control: Do you not use source control?
       | 
       | How do professional companies not use source control in the year
       | 2021? The mind boggles.
       | 
       | > Smaller Commits, Better Commit Logging: Submitting a 2GB
       | 2000-file change to Perforce with the description "did some work"
       | is terrible
       | 
       | Also quite surprising. If you are going to log your progress, you
       | might aswell properly document what actually changed.
       | 
       | > Don't Ignore Your Lead Engineer if You Have One: If your lead
       | engineer says that you need to spend $2,000 on SSDs or buy X
       | license for Y, and your answer is immediately no because you
       | believe your engineer is just trying to waste your budget, you
       | either need to learn how to trust your engineer or find a new
       | engineer. I have seen a company waste 70 man-hours a week simply
       | because they had their workers on slow hard drives. Giving
       | everyone faster SSDs would have cost the company ~60 man-hours in
       | budget.
       | 
       | This one really hits home and something that I personally had to
       | deal with. I had to complain and fight for a long time to get the
       | company to actually buy a SSD (or another job critical piece of
       | time-saving hardware). Usually its not management saying no to
       | such requests, its more of a strong general attitude of saving
       | money and keeping expenses low. I have quickly learned that this
       | level of penny pinching is a red flag and you should bail out as
       | fast as you can because it rarely gets better and that attitude
       | is rarely limited to one department.
       | 
       | Also related: Sometimes its about money but in a very indirect
       | way. The amount of time I had to waste waiting for slow builds to
       | complete because the corporate Anti-virus scans every new
       | generated file is staggering. What should be a 10 minute build
       | was over 1 hour, all due to the mandated new corporate anti-
       | virus. Corporate IT could not adjust the security policy because
       | they are understaffed because management laid off 80% of the IT
       | team causing a huge backlog of work which then cascades to every
       | other part of the business. Then they wonder why they get
       | negative feedback during workplace reviews.
       | 
       | ---
       | 
       | A thing I quite liked: the hierarchy ranking of engineers and
       | distinction between senior and lead engineer.
       | 
       | --- Also, does anyone know of places where I can read similar war
       | stories? These articles are always super interesting to read and
       | learn from.
        
         | Kiro wrote:
         | Source control for UE games is a different beast. Should still
         | be done of course but a lot more tricky, so I understand why
         | people don't.
        
           | SeanBoocock wrote:
           | Not sure where this is coming from. Most AAA studios have
           | been using Perforce for decades. There is a smaller
           | contingent using Git, mostly mobile and indie games. UE is
           | not different in that respect. We have to deal with large,
           | versioned binary assets in game development, something that
           | Git struggles with (without things like LFS that are hacking
           | around the architectural problem).
           | 
           | I don't know what to say about a studio not using source
           | control in 2021. I see student projects regularly with full
           | version control and CI.
        
           | afrodc_ wrote:
           | What makes it complicated? I don't do games development so
           | I've no idea how the project structure looks.
        
             | JohnBooty wrote:
             | I'd be interested to hear the answer as well!
             | 
             | I am neither an Unreal nor games developer, but in case
             | nobody provides a better answer...
             | 
             | From what I've heard, what makes source control tricky for
             | game development is all of the non-text files.
             | 
             | Git's distributed "everybody has a local copy of the entire
             | repo" approach is not well suited for binary assets,
             | especially large and frequently changing ones. Nearly any
             | "modern" game development project will have gigabytes if
             | not terabytes of these. Imagine you're a game coder and
             | every `get fetch` grabs another 400GB of textures from the
             | level designers.
             | 
             | Last I heard many game dev shops still used Subversion
             | instead of git for precisely this reason.
             | 
             | There are also workarounds/extensions for git; not sure of
             | their maturity/adoption.
        
               | illvm wrote:
               | Why not just split the assets and the code, have the code
               | reference a version of the assets, which are on a
               | separate server and only fetched when needed?
        
               | thu2111 wrote:
               | That's the same thing as not using version control, given
               | that the point of using UE4 is that you don't have to
               | write much code. Note the repeated references to
               | "blueprint spaghetti". Blueprint is a visual DSL for game
               | designers. The assets end up encoding much of the game
               | logic.
        
               | pjc50 wrote:
               | That's basically what git-annex is, but I guarantee that
               | companies with this problem will be doing something
               | disastrously incoherent with file shares and
               | document_final_2 names instead.
        
               | khalladay wrote:
               | I've been in games for about 9 years. In my experience,
               | virtually everyone uses Perforce. Studios that use
               | Subversion seem to be the outlier.
               | 
               | You're dead on with the rest though. I'll add that UE4 is
               | a large, hulking behemoth that generates a metric crap
               | ton of intermediate files during builds and general
               | development, which makes managing what to check in a bit
               | of bear. Additionally, a lot of teams try to avoid having
               | artists need to re-compile their editor when they pull
               | changes from P4, so some amount of compiled binaries get
               | checked in as well (usually from an automated build
               | system like Jenkins or Team City that runs after every
               | source file commit).
               | 
               | There are also some parts of the engine that need to
               | exist in order for other parts to run properly, but that
               | don't get compiled when you're making changes to the
               | engine itself (like helper programs, or platform specific
               | DLLs, which you need to specifically compile when you
               | want them). Sometimes, these binaries are checked into p4
               | for one reason or another, which leads to fun things like
               | needing to remember that if you're checking in the DotNet
               | binaries folder, to explicitly NOT check in a couple iOS
               | related DLLs, since the engine's build tool will try to
               | recompile them every time you build a game for any
               | platform, and will fail if those files aren't writeable.
               | The engine is so massive at this point that there several
               | other things like this that need to be kept in mind when
               | setting up version control on a project.
               | 
               | [edit: I originally said there were "at least 20" things
               | like this and realized I couldn't think of that many, so
               | I've revised]
               | 
               | The engine is very capable (there's a reason that AAA
               | studios without an in-house engine default to it), but
               | it's also got 20 years of legacy systems in it and a lot
               | of pain points to deal with for projects of any real
               | size.
        
             | learc83 wrote:
             | In addition to large binary asset files, in Unity you have
             | tons of yaml files that you don't edit by hand. If you make
             | a small change to a scene with the editor, it can change
             | dozens of lines in the corresponding yaml file.
             | 
             | Now imagine 2 people working on the same scene. When you
             | attempt to merge, you have to read and understand an auto
             | generated file that was never intended for human
             | consumption.
             | 
             | To a lesser degree, it's analogous to using line based
             | source control on a jpeg to handle merging edits made in
             | photoshop.
        
               | ryandrake wrote:
               | Sounds like the yaml shouldn't be in source control. I've
               | always followed the guideline: If it's generated by the
               | computer from some other thing, then put the other thing
               | in source control.
        
               | thu2111 wrote:
               | It's not generated from another thing. It's the editor's
               | save format, so it's the direct output of human work.
               | It's just not in a 'genuinely' mergeable format.
               | 
               | The fact is, that we take VCS for granted as programmers,
               | but the vast majority of people don't have access to
               | workflows that allow for true multi-user collaboration or
               | branching/merging. Google Docs was a revolution because
               | even though real-time joint editing is not that great and
               | no substitute for the "work independent, review, merge"
               | workflow developers use, it's still better than emailing
               | Word docs to each other. Which is BTW still extremely
               | common even in firms where they have Office 365 - most
               | people never learned about the sharing and collab editing
               | features.
               | 
               | On a game most people aren't devs. So VCS is less
               | relevant to them, and git especially so, for the reasons
               | someone else discusses below. Note the mention of
               | Perforce in the article. Why are they using expensive
               | proprietary VCS? Well, Perforce is better at handling
               | fully centralised workflows with large binary assets.
        
               | [deleted]
        
               | [deleted]
        
               | gregmac wrote:
               | So.. how is source control done then? Centralized/lock-
               | based (subversion)? Everyone works off the same shared
               | NFS drive? Manually copy "changed" files from multiple
               | people over top of each other and hope for the best?
        
               | cartoonfoxes wrote:
               | Centralized/lock-optional, and very large repositories.
        
         | pjc50 wrote:
         | Engineers used to talk war stories on the internet _all the
         | time_. I think the switch from pseudo anon to real name social
         | media has put a dent in that, but there are people still doing
         | it on Twitter e.g @foone or @swiftonsecurity .. among a lot of
         | other output.
         | 
         | The trick now is limiting yourself to those war stories you'd
         | be happy to have all your future job interviewers read :/
        
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