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Unity learn premium reddit review1/5/2024 This leads to people getting frustrated with unity as common tools and forums like stack overflow can't help them. If a company like Microsoft saw their backwards compatibility, they'd shit themselves. Because when Unity updates, legacy features just get left behind, and unfinished new features never get padded. And not just wrong, but wrong several times in several different ways. Probably one of the reasons why they made it free was because Unity is so fucked on versions that all non-official documentation is heavily outdated or just plain wrong now. It's not used in the AAA space because its workflow for a large team is simply abysmal.ĭocumentation is important official documentation, doubly so. Unity isn't not used in studios because of the renderer. Quixel in particular, is making very high quality, in-depth tutorials for crafting AAA quality environments and shaders, meanwhile Unity is making tutorials about playing around with tanks. It's honestly pathetic that Unity is just now making this free, meanwhile UE is granting their users entire online services and photogrammetry scan libraries for absolutely $0. So most of the time you'll resort to the good ol' googling, and wishing somebody else has had that problem, and learning there. Once you dig deeper, you'll realize that the claim that Unity has the most tutorials is technically false, because almost half of them are basically useless. Almost all tutorials cover the most most basic of concepts and situations, but finding something more in-depth is very hard and rare. Most Unity's "training sources" are frankly. Spending a bunch of your time hacking out niche graphics project is far from the most "optimal" path if you're goal is to maximize compensation. Just that there are many, many more jobs using high end knowledge in web than high end knowledge in graphics), but I feel that is part of the reason there is interest for the industry to begin with. I will probably say it is more work intensive on average than the median web development job (not to say "lol web is easy". So it can be more profitable than average (because you're very specialized in knowledge) or barely above minimum wage. It is the biggest customer, but many large, stable companies out there has demand for for someone who can work their way around a GPU, or people with experience in VR (which IMO is getting increasingly more and more B2B support than game support as of late). I'll also give the disclaimer that computer graphics is not only for games. You say it is "front end on steroids" but game development job can be anything from programming game features (very front end) to managing netcode (more back end than even web backend). I will be the dissenting voice and say: it depends. Ultimately what I realized is I just liked programming itself more than the games I was making. I play them when I feel like taking a mental break and enjoy them, but many of the examples of success you see are people who live and breath games 24/7. I ultimately made the switch because I just don't *love* video games in the way that many people in the industry do. I also loved working with VR (mostly what I did), which was an exciting design challenge as well as an immersive way to present content. There's more opportunities to work remotely, the modern web ecosystem is healthier, and more attention is paid to best practices and work-life balance.Īnd specific to Unity, UGUI is pretty good for some things but I really wished I could just write some HTML / CSS for most interfaces because responsive & data-driven content can be a pain to implement in Unity.Īll that said, I still love the projects involved with game dev and they tend to be more interesting to work on than cranking out CRUD apps used by the general public. If you want to work somewhere decent, there are some good studios out there - but you have relatively less choice about where to live.īroadly I find there's way more opportunity in web and the industry is more mature and professional. Some are making beer money, some are scratching out a living doing the indie thing, but there are enough examples where a team is wildly successful and makes a ton of money and maybe even gets sort of famous.Īcross the industry the pay is generally a bit worse, except at the major studios many of which have a reputation for crunch & burnout & sometimes cultural immaturity. It's a cool thing to do and the work that goes into it is fun and is often something you'd want to do anyway.īut the amount of money you might make varies widely.
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