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Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by everyone on Saturday August 19, 2017 @04:52PM (#15055529)
Games are some of the most complex and challenging kinds of software to write. They are also fun to work on.

_ Do you want to work for people who are too to small-minded to realise the benefits of game programming?

_ Personally I would be honest, and try and find a job with pragmatic people, that I would enjoy and find rewarding.

_ What if you get a job with a 'serious' company only to discover that they are idiots and you quit after a few months?

_ In short, be yourself. You'll be happier.

Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by babuskov on Saturday August 19, 2017 @05:17PM (#15055663)
> Games are some of the most complex and challenging kinds of software to write.

Used to be. For many small devs/hobbyists, it's a matter of clicking in Unity and not actually "writing" anything.

Writing your own game engine (esp. 3D engine) is complex and challenging. Building a game in Unity is like putting Lego pieces together in comparison.

Agree with your other points though.

Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by everyone on Saturday August 19, 2017 @05:39PM (#15055774)
Unity happens to be my area of expertise. :)

_ You could get lots of pre-made assets from the Unity store and cobble them together into some kind of 'game', but you'd be very limited in what you could do. Also more crucially you'd have diminishing returns as your project snowballs into a spaghettian nightmare, eventually becoming impossible to work on and unplayable for the bugs.

_ The whole writing a rendering engine in C++ and so on, isnt that big of a deal imo, its a solved problem say. The bane of any poorly composed software project is complexity, no matter what framework or engine you use, even Unity, you need clean code and a suitable architecture to make something complex and/or maintainable.

Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by moron4hire on Saturday August 19, 2017 @06:32PM (#15056004)
As someone who has done both, you can either spend all your time writing complex PBR shaders, or you can spend all your time writing complex gameplay code.

Unity is only "like putting together Lego blocks" in the sense that one very versatile brick and a few fairly trivial bricks are provided to you out of the box, but you'll still need to vacuum form your own set of specialized bricks for the rest of the game.

I am never one to say "don't reinvent the wheel". I think the phrase is universally used by malcontents to berate newbs. I think there is still a lot of value to be had in people starting new game engine projects. But if you want to make a game, rather than a game engine, you should probably be using Unity or Unreal. Making a game in Unity is absolutely a complex undertaking. Just not in the rendering shader code. Which is only a small part of any project.

Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by krapp on Saturday August 19, 2017 @05:26PM (#15055717)
You have to know C# (or the other BS languages that don't matter) to do anything worth doing in Unity. It's not as complex as writing an engine from scratch (which almost no one actually does to the point of having an actual game running on it) but it's not "putting Lego pieces together" either.
Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by Away2017 on Saturday August 19, 2017 @05:30PM (#15055737)
They dropped other languages recently, so now it's just a very outdated version of C#.
Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by galacticpony2 on Saturday August 19, 2017 @05:36PM (#15055765)
They haven't dropped any language yet.

They're planning to update to a newer version of C# and they will drop the other languages as a part of that update.

Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by galacticpony2 on Saturday August 19, 2017 @05:14PM (#15055649)
I think this is less true today with all the game engines doing 90% of the hard technical work for you, otherwise I would agree. However, the question isn't whether it can show skill (it definitely can), but whether that results in a payoff (i.e. is being recognized).

> Do you want to work for people who are too to small-minded to realise the benefits of game programming?

Some people can't judge the merits of game programming, that doesn't make them small minded. Depending on where you want to work, you may not have much of a choice in those terms anyway.

Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by everyone on Sunday August 20, 2017 @12:26AM (#15056958)
I think you might share a common misconception on what the hard part of game programming is.

Rendering and shaders and 'technical' stuff are all, as I put it, solved, problems. You can read a book that will show you how to suitably implement them.

Managing the interactions between a dozen different and novel systems, however, is the part and where most seem to fail and what I'd consider the hard part.

Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by gumoro on Saturday August 19, 2017 @05:25PM (#15055714)
> Some people can't judge the merits of game programming, that doesn't make them small minded.

Right, but the problem is those that do judge it in a systematically negative way.

Re:Ask HN: Is having videogames in your portfolio/GitHub a b... by galacticpony2 on Saturday August 19, 2017 @05:33PM (#15055750)
I'm not sure that's really much of a problem, this guy may have just encountered some self-important pricks (and it's good he found that out early).

On the other hand, if the position is about <X> and the applicant has half his experience in <Y> instead, that's going to be a negative (not necessarily a deal breaker) no matter what.