3 ms·
I love the assumption of the oppressed worker class mentality of some folks in the bubble. Not saying you are in the bubble necessarily, but there's been a lot
by EdSharkey 8y ago
I love the assumption of the oppressed worker class mentality of some folks in the bubble. Not saying you are in the bubble necessarily, but there's been a lot unionizing and oh-the-poor-worker talk in this thread.
It's easy to forget what absolutely touched lives we developers have, even the grunts.
Anyhow, it is incumbent on every technical worker to find and establish their niche over time. If you get called a "unicorn" in whatever field you land in, you're in a good negotiating position for things like salary.
I love this writeup[1] of the kit artists at Bethesda for example.
> Of course, there’s another reason that Skyrim had only two full-time kit artists; kits are really complicated things to work on. Kits require not only the artistic ability to produce high quality visuals, but also a technical competency in their art tool, a deep understanding of the editor and design workflow, and so on. This unique blend of left and right brain is somewhat at odds with what many art professionals value. I've worked with great artists who make excellent kits but hate working on them - so they don't.
> So when you’re trying to identify somebody with the the aptitude and interest to be a great kit artist, you’re basically looking for a unicorn. They're rare.
And they better be paid accordingly so they don't bolt and start their own game studios! You get to negotiate if you're a unicorn.
[1] https://www.gamasutra.com/blogs/JoelBurgess/20130501/191514/Skyrims_Modular_Approach_to_Level_Design.php https://www.gamasutra.com/blogs/JoelBurgess/20130501/191514/...