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The GGG office needs to be moved to another country where you can hire people to work remotely. No one wants to be stuck in the office in the modern IT world.
Honestly, its clear a non-programmer wrote this. Technical interviews cheaters pass. People use languages that are the best for their purpose, having to spend 3 years in hopes of getting a c++ job is weird. Languages take 1 day to learn and 1 month to get good at if even that.
If i get the interview do i sit and study c++ to lie about the 3 years of experience?
But it is clear why most modern games are poorly optimized compared to games 20+ years ago despite our hardware evolving.

Questions on rendering, procedurals generation, hightmaps, materials, transformations, pathing and all that feel more relevant to programming than a language imo.
Hello, I'm a freelancer interested in working for you as a 2D artist. Please consider me. Here's my portfolio: https://www.artstation.com/onihimesan Email: panrapandotamaster@mail.ru
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I want people who actually love the game and have good ideas to be in the dev team, many years of experience to me just sounds like an employee who is burned out and does not care. Just look at Indie games who have been taking over the gaming space lately. Even FromSoft is not what it used to be.


LMAO, imma ignore that FromSoft take for your own sake, tell me you are stuck on a DS2 boss without telling me you are stuck on a DS2 boss

But regarding the "years of experience" thing: you are romanticizing "passion" over actual technical proficiency

You don't just wake up and become elite at skeletal animation

It's a craft, like painting or musicn there's a massive delta between a Junior and a Senior that passion cannot bridge

A veteran animator isn't just making things look "pretty", they are building assets in a way that allows combat programmers to actually optimize the engine, frame data, and hitboxes

If you don't have that foundational experience, the game breaks the moment you try to scale it (wich their job offer is hinting at, theyr current animators are slowing them down and are producing subpart results)

Also, comparing Indie devs using Blender to a AAA studio running a Maya based pipeline is funny

Passion is what gets an indie game on Steam, experience is what keeps a massive project from collapsing under its own weight

Stop pretending you care about the game when you are here actively rooting AGAINST the required expertise to actually pull off a got tier combat system

It all starts from the 1st animation keyframe

Is that a remote work?

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