@perry_blueberry
perry_blueberry said:
I appreciate the bluntness. I think time will tell how much I want this and how big my interest actually is.
It's just incredible hard to guess what some company expects.
Sure, but perhaps again you're too focused on “this one weird trick” which will guarantee you a job, if you can just guess what it is. But it doesn't work that way. Each company is different, and each role at a company is different. You can go a long way to understanding what they want by looking at the job description they're hiring for. You can go a bit further by looking at their released projects, and other information about the company. You can even ask them outright and act on their recommendations, if you receive them. But you can't guarantee anything. All you can ever do is tip the odds in your favour by accumulating relevant skills and expertise.
I've made “complete” games just by following tutorials. I guess I could do something similar with another game idea, but it just doesn't strike me as something a hiring manager/engineer would find particularly impressive.
Why are you second-guessing what they are looking for?
Or, to phrase this more personally - why are you, someone struggling to get into the industry, doubting my suggestion, as someone who hires in the industry?
Again, every company and role is different, so what I look for in a new hire is not necessarily what the next company looks for. But that's just how it is. There's no weird trick that you just have to find that will unlock the doors, no magic wand you can wave.
The reason many of us like to see complete games on a portfolio is because we want to know that you have a broad range of expertise. This makes you useful as a junior/entry level developer who will not usually be expected to specialise, but will usually have to do bug fixes and go to various different parts of the code depending on the needs of the project.
I guess I'm also struggling with knowing what I want to get out of gamedev. On the one hand I really like learning about new technology for its own sake and gamedev has some of the most interesting software/technology.
Honestly, depending on what you mean by ‘new technology’, you may not get to do much of that in gamedev. I'm intrigued as to what you think of as interesting? If you have something specific in mind then that's a good candidate to build your portfolio around, and to pitch for jobs with.
being highly involved in the the overall picture and the artistic parts is enticing as well from a long-term perspective.
Just don't expect too much of that from your first gamedev position! :D