It’s just Paint behind it, isn’t it?
It’s just Paint behind it, isn’t it?
I know a version with a graphics designer. They designed something in 10 minutes and asked 1000 USD for it. When confronted on why it is so expensive for just 10 minutes of work, the answer is that it’s not just the 10 minutes of work, but also the 10 years of experience that lead to this 10 minutes of work.
My friend had a hand written Java test earlier this year in his company… that’s bollocks
I enjoy C#. Learned it through game development in Unity.
Currently learning GDScript, because reasons… It’s easy and simple, but I still prefer C# though, I’m not a fan of dynamic languages.
That would be amazing to have Brackeys tutorials on Godot. You can already see a difference in the influx of new tutorials and channels around that topic, and I feel like it’ll just grow.
I want to start with this: I am sorry.
If that’s not an apology, then I don’t know what is. I’m not defending them by any means, I’ve moved my projects away from Unity over to Godot already and am not planning to go back. But you can’t argue they haven’t apologized. If they proposed their fees in this form right from the beginning, there would probably be no drama at all.
If you give a fixed value they’ll low ball it and you’ll generally end up in.between theirs and yours, so you’ll have to aim high.
Exactly. That’s why you say a specific number, which you hope you’ll get (which is a high end of your range), but in your mind be prepared to accept a lower offer (which is a low end of your range). If you say a range it’s like if you said just the low end of the range, the high end doesn’t matter anymore to the recruiter. That’s at least what I’ve been doing recently and it usually works well.
Wtf is that scale?
Yeah, saying a range makes no sense. You hope for the high end, but all they hear is the low end. I always say a specific number.
Not everyone’s opportunities are the same. If you can afford to be pushy and can afford to walk away, then sure - do that. However, I personally would not put the whole opportunity on the line and walk away just because a recruiter won’t tell me a range. In my last interview they didn’t give me any range, while I gave them my expectation, which was a bit inflated, and they just accepted my offer. Could I get more if I knew the range? Probably. But I can’t be mad at them, as they matched my expectation. And I enjoy the job so far.
It all depends on the situation, as you also mentioned. I’m just arguing that saying “walk away if they don’t tell you a range” is a bit of an exaggeration and might do more harm to some people than good.
I got just about 60% by switching the company. Previously biggest bump that I got internally was about 30%, when I put an ultimatum on the table. Without the ultimatum I’d probably get like 10% max. It’s always either switching the job or the threat of switching the job that will make them pay.
I did this several times and never got a proper reply. They say stuff like “It depends on the person and is calculated individually”. You can’t really argue over that unless you’re willing to be very pushy or just straight up walk away from the table - which is something you don’t want to do in most cases.
I know, it’s not a perfect solution for everyone. Maybe not this game, not the next, but somewhere down the road we can all meet on the Godot forum. I am just a hobbyist gamedev, so there’s no pressure on me and I can switch on a whim, and there’s many people of the same sort. The more join the forces, the better the engine will get and more professional studios will join in. The circle keeps on circling.
Just your daily reminder that open source alternatives exist, most notably Godot. Free of worries about any fees, let’s support and build ourselves a better future.
It’s technically Epic, not Unreal Engine, who gave the award. I’m being pedantic, sorry. Nonetheless, it is super interesting they are supporting Godot. They know their tools are on completely different levels and they are not direct competitors. Supporting Godot helps them remove Unity from the game, which already is more of a direct competitor than Godot. Open source is the future, and I’m happy to switch to Godot and support them.
Very nice read, thanks for sharing!
Installed Godot yesterday and it’s starting to grow on me, I like it. Looking forward to a huge movement of studios over to Godot, which will hopefully speed up the development of Godot through further support. By any chance is there any reliable source of data about which game engines are popular at the moment? I want to see that sweet sweet decline in Unity user base over to Godot.
Yeah, they should count lines including the libraries, interesting to see where python would end up then.
Super interesting to see that. Didn’t expect Python to have such a lead, but it is understandable.
Thanks for the explanation! I haven’t worked with Rust before, would these traits be an equivalent of C# interfaces?
Thanks! You can play a demo now, it’s available for the Steam Next Fest. Have fun!