Companies cant really just sit idle and continue to pay peoples salary if they are not working for extended periods of time, they would literally be burning money. take ubisoft montreal for example, lets say the overall average of everyones at the studio is about 75k/yr if we avg across all departments. thats about 200…
maze : good points overall. Also your talking about two very different techniques which will soon start to appear in games which is great! All the things mentioned about the textures in my scene were as far as I could go within a schedule and tech. We also have moments where we have to sacrfice detail to get that magical…
I can give you an exact rundown of my day to day :) i started at counterplay about 2 months ago, and a large majority of that studio is remote and we have ppl all around the world. Usually my day goes something like this: -wake up, have my coffee, start syncing all the files/updates -go to the gym and workout - get back…
I think a big factor that would convince people to join such a project would be to prove to them that your project or team won't disintegrate halfway through the development cycle. New projects pop up on a daily basis where people have to work for free and 90% of the time the project will end up falling apart due to one…
Sorry to hear about the layoffs man. It sounds like you're talking about a UI/UX (UX=user experience) position. If so, I worked in UI/UX at a big company on their internal software for 2 years so maybe I can point you in the right direction (if the position you're looking at is not UI/UX, ignore the rest of this post :P ).…
Please note that stated below are my opinions from research I have personally done over the past few months along with my general knowledge of the EU and should be taken as such. These are my personal opinions and not those any company I represent. While I usually try to not be political on Polycount, as this directly…