StrongBelwas
Arcane
- Joined
- Aug 1, 2015
- Messages
- 519
Wants to focus on this from the previous video because people were wrapping it up in the passion argument.
Goes back to the story about the friend he refused a promotion who was technically good but just wouldn't do anything without being explicitly told, saw no evidence he would take care of problems on his own.
What made him think of doing this video was seeing people in the comments say they are not ready yet for a games job list their reasons and beg for Cain to do a coding video, but what gets him is seeing that probably not a week go by where someone doesn't say "Could you talk about how to get a job in the industry", and their inability to take a minor step to see if he already did that video is a mark against them.
If you were working and you see something wrong, just ask someone. Don't need to go in person, you can use slack or email. If you don't want to directly ask the game director/Cain or a higher up you can ask whoever you report to. If you think you know the fix, try it and then shelve it, so you can access it later if the fix is approved.
If you hate being a cog/not being listened to, those are a symptom of you not being proactive. You aren't a cause of the problems of the company, but you are a symptom. Have to find some way of communicating unless you're going 100% solo dev.
If you don't do this, they may not find the problem until the game is released or it's so far into development the fix is very expensive.
The worst someone can do is say it's not a problem and leave it. Maybe they already know about it, maybe they are aware of 100 more important problems. But at least you told someone.
Not being proactive is inevitably going to put a ceiling on how high you can go up in the chain, because sooner or later the job will involve noticing and communicating problems. Cain has known some people so good at their job but so against managing people that companies invent side jobs for them where they become something like a principal programmer where they manage an entire section of the game without anyone under them, but even those people are very proactive with reporting problems. Knew a graphics principal programmer who often went and asked about problems they noticed in designs or the save system.
However they structure it, a team is going to need someone looking out for problems, try and be that person.
Goes back to the story about the friend he refused a promotion who was technically good but just wouldn't do anything without being explicitly told, saw no evidence he would take care of problems on his own.
What made him think of doing this video was seeing people in the comments say they are not ready yet for a games job list their reasons and beg for Cain to do a coding video, but what gets him is seeing that probably not a week go by where someone doesn't say "Could you talk about how to get a job in the industry", and their inability to take a minor step to see if he already did that video is a mark against them.
If you were working and you see something wrong, just ask someone. Don't need to go in person, you can use slack or email. If you don't want to directly ask the game director/Cain or a higher up you can ask whoever you report to. If you think you know the fix, try it and then shelve it, so you can access it later if the fix is approved.
If you hate being a cog/not being listened to, those are a symptom of you not being proactive. You aren't a cause of the problems of the company, but you are a symptom. Have to find some way of communicating unless you're going 100% solo dev.
If you don't do this, they may not find the problem until the game is released or it's so far into development the fix is very expensive.
The worst someone can do is say it's not a problem and leave it. Maybe they already know about it, maybe they are aware of 100 more important problems. But at least you told someone.
Not being proactive is inevitably going to put a ceiling on how high you can go up in the chain, because sooner or later the job will involve noticing and communicating problems. Cain has known some people so good at their job but so against managing people that companies invent side jobs for them where they become something like a principal programmer where they manage an entire section of the game without anyone under them, but even those people are very proactive with reporting problems. Knew a graphics principal programmer who often went and asked about problems they noticed in designs or the save system.
However they structure it, a team is going to need someone looking out for problems, try and be that person.