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What do Unity programmers do all day at work?
The question may seem strange, but I want to target a specific job in game development, namely programming, and find a permanent job. I want to direct my efforts in a specific direction - programming in C # in Unity3d.
And I can’t understand what programmers on the same Unity really do all day at work? What should I be able to do in order to try to get a full-time job at least as a junior proger in C# in a gaming office?
Now, if someone else makes models, textures, sounds and music for you, and you just have to be a programmer, then why can you code there for a whole month from morning to evening, sitting in the office? :D After 2-3 hours of real work, the brain already goes into failure, and then the whole day .
Usually game logic (this is for example):
- controlled character
- the ability of the character to interact with the world (objects)
- some moving elements in the game
- AI of enemies and NPCs
- interface buttons, inventory.
And that's all... So if you already know how to do it and you are "like a Unity programmer", then you will write all this much earlier than your first salary starts. What then to do?
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Everything is like everywhere else. there is a certain internal resource like gitlab in which there are lists of tasks and lists of bugs. The one who is older draws and assigns tasks, this is junam and this is middle, also with bugs. The coder came, opened the gitlab and took a task or a bug and butted with it.
The tasks themselves are respectively distributed according to the complexity of the same juniors / middles, etc.
You need to do N tasks per day, and how you will do them is your problem. For example, I know that there is such a situation in epam, I did it quickly, you can even dump it home, and if you didn’t have time, then be kind donkey to the last.
It's like that.
We, "like Unity programmers", 80% of the time create only the appearance of work - first we introduce bugs into the game, so that later we can spend a lot of time fixing them. And so in a circle.
Any programmer in the office is drinking coffee
80-90% of the time debugging code and fiddling with the version control system and / or task list. And in between these sessions, he writes code.
Usually game logic (this is for example):
- a controlled character
- the ability of a character to interact with the world (objects)
- some moving elements in the game
- AI of enemies and NPCs
- interface buttons, inventory.
And that's all... So if you already know how to do it and you are "like a Unity programmer", then you will write all this much earlier than your first salary starts. What then to do?
At work, older programmers assign tasks to younger programmers, and the younger ones are left to take tasks and implement them.
For example, to implement a character jump or movement around the map, or an explosion and other particle systems for the game and stuff like that.
all day long you write code, fix ui, fix bugs, look for bugs, google for solutions, there is a lot of work, basically you are in a hurry to be in time by the end of the day to meet the deadline, there are almost no deadlines, there is almost no relaxation, a lot of tasks if the project is large and it is on you, then the work will be in bulk. One small game can take a whole day, or even two, and large games are made for months, or even years.
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