Ask HN: Is having videogames in your portfolio/GitHub a bad move?
I'm an italian guy, 32 years old, currently working as an ERP programmer on Microsoft MFC based stuff (basically the most unexciting job ever).
I'm trying to improve my portfolio/Github in order to have something presentable during a job interview.
I'd like to change country/job (front end web dev or app developer would be cool). I also develop simple games/demos in my spare time (Unity/UE) and put them on Github and itch.io.
Should I remove them? In my country when I last interview I got treated like an fool every time I mentioned I program games. (Like the interview having that attitude like saying that stuff like "in our company we make important software non useless stuff like games). Every time I got pretty disheartened to be honest.
What about the rest of Europe/USA/World? Do you think games detrimental in a programer portfolio?
Thank you!
51 comments
[ 3.4 ms ] story [ 27.6 ms ] threadSo when you're talking to a (dry and boring?) ERP company, they might not have much affinity with games. On that same note, a game company might not have much affinity with ERP / MSFT MFC stuff. You should probably focus on the technologies used more than on it being actual games when talking to an interviewer.
So you're going from one extreme, to the other. :)
_ 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.
> 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.
Right, but the problem is those that do judge it in a systematically negative way.
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.
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.
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.
They're planning to update to a newer version of C# and they will drop the other languages as a part of that update.
_ 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.
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.
Unfortunately I don't have any personal experience here. But there are many gamers in the 'serious' business software jobs I have worked here in the US. I'm watching someone play super mario galaxy right now, and it would be much more challenging than making crud apps.
It might be not great for pay, but generally game devs have no trouble landing jobs in non gaming fields.
Also a lot of enterprise user facing applications run on Unity/Unreal.
Do you have any examples? (Not that I don't believe you, just curious)
Just use it as a filter. If you get that reaction, you most definitely don't want to work at that place. Save yourself the time.
In fact, if the interviewer(s) who have that reaction were to take a permanent marker and scrawl "ignorant, low-caliber trash" across their foreheads, it'd accomplish the exact same thing as their outward disdain for game programming.
If people was clever enough,they would understand that creativity and curiosity are necessary things in order to make you a better programmer.
We are reaching a world where new ideas and new point views are necessary. att.Daniel
It has caused people to ask, "Why would you want a job like this when it's clear you want to make games"
Best Interiview is where I made the Management guy quite nervouse because the conversation with the tech guy was going so well It looked like he was going to quit to go make games also.
Most "game developers" don't even ship anything (currently including myself) so what I would be concerned about is not having a game, which itself puts you ahead of a lot of people, but what the quality of the game is, and what it demonstrates about your abilities as a programmer. Games can be incredibly complex and difficult to build and can demonstrate a myriad of useful skills. As someone with a CS degree in, basically, "C# CRUD apps that talk to Access" who dabbles in game development on the side, I definitely respect it. Even using a framework like Unity doesn't make it easy, just easier.
Unfortunately (although somewhat deservedly) Unity development and indie game development so there might be a bit of friction involved if that's all you have in your portfolio.
But no, I wouldn't remove them, certainly not if they're any good.
At first I thought this was rather curious. What on earth would SpaceX want to do with game devs?
Then I found this article. http://www.businessinsider.com/why-is-spacex-at-a-video-game...
Turns out it's not uncommon for SpaceX to hire game devs. Apparently if you can make a relatively sophisticated game (especially an online multiplayer game), you can make software for a rocket.
So there you have it, game dev experience is good, and it sounds like that interviewer you talked to is a liability to his company for passing on great talent.
Ask yourself: do you want to work at a company or your coworkers think game programming is bad?
* I've hired over 30 programmers in my career and 2 former game developers are on my current team.
It probably helps with some of the "cool" places. I would certainly value it as a plus in "general skill level", but that's because I'm cool.
It will probably not help or even be held against you with the "uncool" places. If it comes down to it, why would they hire you instead of the clown that has experience in <related enterprise crap> instead?
https://news.ycombinator.com/newsguidelines.html
However, here's some additional unsolicited advice: a useful rule of thumb for any portfolio, reference or experience info you may want to bring up during the interview is: Include only the information that will support/advance your changes of getting the job you want
As a contrived example, if you've done a tonne of PHP work but have recently switched to Haskell and want to do more of that, your resume should highlight whatever Haskell stuff you did do, even if trivial, and only mention PHP in passing ("I've also done plenty of work in various other languages such as PHP" - this is not to say to not include the projects, just don't bring up the PHP part).
Specific to your situation, if you've got web/app dev references, code, etc, put them up front. But if not (probably the case here), the games/demos will (should!) be a great showcase of your passion and ability to deliver, and are useful as an indication of how clean / well thought out / polished your code is. The smart interviewers will recognize this.