>I think at least half of all programmers got into it because of video games. They know it's desirable, so they can filter almost as hard as they want.
I had this whole pipeline where I figured
- okay, I don't have a master's degree
- there aren't any junior graphics roles.
- I'll work in industry for 4-5 years in whatever I can while working on rendering tech, and then get a graphics programmer job this way.
- I'll be in a cushy, in-demand, highly skilled, more protected part of industry from the layoff hustle and bustle. You don't throw away engine programmers at the blink of an eye
Alas, the industry shifted around in the blink of an eye. Most studios cared less about fundamental graphics for an in-house engine as they all just changed to unreal. I did in fact get an engine programmer role, but was still first on the chopping block for layoffs. The industry tighted the heck up over the last 18 months and my side hobby projects on github barely mattered as they wanted 5+ years of graphics experience. Back in the catch 22 I was trying to avoid with all this prep.
I wouldn't say my dreams are crashing down, but it sure did show me that nothing is truly safe, no matter how experience or well liked you are. Nor even how exploited; definitely had freinds completely underpaid that put 80+ hours into the company, and they still get cut the moment RTO is announced. You have the dream capitalist candidate but can't handle not seeing them 5 days a week with butt in seat.
>if you're currently between jobs right now, you could crank out a prototype of something and see where it takes you while job hunting.
That's the weird part. Prototypes are normally a great way to stand out. But the market here is sending all kinds of weird signals. I don't know what companies want anymore, clearly not a plain ol' hard worker.
I am still getting interviews, but they are cut short in the process or am simply ghosted. Some are botched tehnical interviews, others I have no clue. So more prototypes aren't necessarily solving my personal issues.
I had this whole pipeline where I figured
- okay, I don't have a master's degree
- there aren't any junior graphics roles.
- I'll work in industry for 4-5 years in whatever I can while working on rendering tech, and then get a graphics programmer job this way.
- I'll be in a cushy, in-demand, highly skilled, more protected part of industry from the layoff hustle and bustle. You don't throw away engine programmers at the blink of an eye
Alas, the industry shifted around in the blink of an eye. Most studios cared less about fundamental graphics for an in-house engine as they all just changed to unreal. I did in fact get an engine programmer role, but was still first on the chopping block for layoffs. The industry tighted the heck up over the last 18 months and my side hobby projects on github barely mattered as they wanted 5+ years of graphics experience. Back in the catch 22 I was trying to avoid with all this prep.
I wouldn't say my dreams are crashing down, but it sure did show me that nothing is truly safe, no matter how experience or well liked you are. Nor even how exploited; definitely had freinds completely underpaid that put 80+ hours into the company, and they still get cut the moment RTO is announced. You have the dream capitalist candidate but can't handle not seeing them 5 days a week with butt in seat.
>if you're currently between jobs right now, you could crank out a prototype of something and see where it takes you while job hunting.
That's the weird part. Prototypes are normally a great way to stand out. But the market here is sending all kinds of weird signals. I don't know what companies want anymore, clearly not a plain ol' hard worker.
I am still getting interviews, but they are cut short in the process or am simply ghosted. Some are botched tehnical interviews, others I have no clue. So more prototypes aren't necessarily solving my personal issues.