Love this take, as a generalist myself this was a much needed confidence boost. Its like the old saying "Jack of all master of none." that people have come to misquote. The full quote is a lot more insightful! “A jack of all trades is a master of none, but often times better than a master of one.” William Shakespeare
@@solarydays Perhaps, but there is a way to be a good jack of all trades. You can go deep in many topics and know a lot about them, without "mastering" /being the best at them. Ultimately if you are 70% there on art, coding, music and other stuff is very usefull, even if some are 90% there on only one thing(cause mastery doesn't exist). The extra 20% takes twice as long as the 70%, it's exponential. In fact a generalist is good at everything, perhaps even masterful in one or two things. It is impossible to create a game without having some people with a decent, pretty deep understanding of every facet of the game. A generalist is not at all someone who is "surface level". He wouldn't be able to join up specialists's work, or even improve and correct it, otherwise. Not to mention, for example, how good of a game artist can you really be without having some coding and engine knowledge? I'm pretty sure the best of the best become generalists naturally because getting better at their job involves spreading their wings and their horizons. Making sure your art is seen the way you see it in your head, ultimately involves being able to handle the technology used. No programmer is going to be able to exactly code the right shader for them, choose the right compression for the textures, the right joint placement for the deformation of the face, the hair simulation or keyframe... IF the artist has no idea how to at the very least communicate in the precise, technical terms required by the conversation, or better yet getting their hands dirty and doing it themselves. There is a reason these people end up as leads, directors and producers. They got there because they were the best around. Or at least that's how it was back in the day. Now the people in charge don't even know what a video game is.
If generalists were so valuable they would not be in decline. If you are valuable the market will want you, it's as simple as that. This is like watching grandpa talk about the gold ol days because he cant adapt to a changing world. I personally dont see the value in someone who is mediocre in a bunch of different things compared to multiple experts who are masters in one
@@yangpaan453 wrong. Giant corps and companies want specialists and lots off them so they can make sure nothing goes "wrong" when they're investing millions even though a lot of the time games flop anyways. If you want to be a tiny cog in a giant machine go for it. I make more money freelance generalist than you ever will as a specialist, kid. and its because i am trained in more than one process.
This trend towards specialization has happened everywhere in software, not just games. Generalists as you've described are indeed invaluable force-multipliers enabling everyone around them to thrive and deliver. Generalists often love learning and teaching. The best mentors I've ever had were generalists. They could provide the path forward whether it was treaded or not.
I think specialists like to learn and teach as well, just only within their limited scope of knowledge. But I really like generalist mentors as well, since they radiate this inspiring big-picture energy that explains how every individual thing you know can come together to create something cool.
@@jtaco4101 Indeed, it is and there's a reason for it, but apparently no one wants to hear about that. Suffice to say, it's not unique to the industry.
I'm an embedded systems engineer (with a EE degree), who used to do firmware, front end software, electrical hardware, mechanical hardware, server software, and networking. Now I just do firmware. Haven't designed a CB since 2017. Haven't used solidworks in a decade.
Generalization has also declined in larger industries to make it easier to outsource (IMO). Letting cheaper labor handle the grunt work, and people in my role just “review/supervise” their work allows my employer to load my desk with high volume and save money, too. It’s overall a loss (in the long term, by having employees with blinders on) but I think most businesses only care about short term. Sorry, I have a very jaded take. Great video!
Yeah, it's based on the idea that specialization equals optimization. It doesn't really hold water in practice, especially when the specialists don't see the bigger picture.
I don’t think the outsourcing has anything to do with it actually. I think we specialise more and more, deeper and deeper, because the systems and libraries for which we are developing are becoming more and more complex, and more and more numerous. And the software that we develop is becoming larger and more complex itself. I think that that is what drives the increasing degree of specialisation.
Don't be sorry, you are most correct. More declining will happen both, in the industry and society wide, before things change after some pretty big happenings.
Oh my god, huge thanks! I'm a generalist, sorta 60% artist 20% coder 20% game designer and i usually HATED tools i got from purebreed coders, if they even created any. So the last 15 years i've been developing tools for myself to work better. When other artists saw my tools, they wanted to use them, so i had to get good at user experience, as i didn't want them to hate my tools. Instead artists loved my tools. And yet hardly any company valued that!!! I usually got told "why aren't you working on the graphics?" by the managers when i told them 100 times that without the tools it would take MUCH LONGER to work on the graphics. I actually love to create tools, i made tools for 3dsmax, Maya, Blender and Unity. I'm really good at telling when something shouldn't be done by an artist but a tool. Good tools are like the grout between the bricks: You hardly notice them when they are there, but if they ain't, everything feels like it could collapse any moment (and often does).
I think it's worth pointing out that when you are someone trying to break in with the industry, you are *explicitly* told to not be a generalist. I've been directly told that saying I'm foremostly a narrative person *but* *also* have received noteworthy praise for QA work, 3D modeling, and management "probably hurt" my chances with various applications. Which would mean this isn't just about people chasing better salaries, but rather, an overt input-output on the hiring end.
I definitely think indie games and modding is fostering a whole lot of generalists. I am working on my skillset to make sure I can deal with the whole audio pipeline from pointing a microphone at a noise, to hooking up the game's parameters to the audio engine to modulate things, to placing the emitters in the level editor. It's a lot, but it's worthwhile!
Modding is so underrated, I'm a nobody working at some restaurant barely scrapping by lol. But I've learned so much by just modding games that I feel I have enough of a grasp on the big picture that I can make my own small game all by myself
@@scoutthespirit1133 modding is so great. Especially when you have a game that's the type of experience you want to make, so you just put your ideas into that framework.
I started with making mods a few years ago on Nexusmods. I'm set to graduate soon with a BA in Game Art & Dev (Creative Writing minor), but dreading trying to get into the industry. I'm a good 3D artist, decent animator & texture artist, bad rigger, and terrible 2D artist (but I can get by). I'm hoping I can find something I can intern as to break through and find my niche. I really like the idea of being a Generalist, but not sure how much of an option that's really going to be. :|
@@scoutthespirit1133 Go for it. If you can stick to working on it regularly, make good progress and eventually get something together, you could try and sell it. Most projects don't fail because they get review bombed or because they are bad, most projects fail because they never make it to the finish line. Both, publishers and smalltime devs lacking confidence, being the key trigger.
I recently entered the film industry. As someone who takes an interest in a variety of disciplines it has been very challenging! When ever I took an interest in someone else's department it was often looked at like I wanted to leave my own department, which is not the case! Sometimes I just want to casually dabble in lighting or animation and build a small skill set in something new so I have a fuller range of ability. Thanks for your video Tim :)
The film industry is a collection of trade unions. They don't step on each others' toes, so they really have no choice but to become specialists. Directors would be the notable exception. I don't know how else you could navigate that industry as a generalist.
I’ve always had the idea from your videos on Fallout’s development that the team was made up largely by generalists which undoubtedly helped make it so memorable. The team had a vision and wore many hats to make it reality.
"made in a vacuum". This makes so much sense, I've noticed numerous times in games where some component is almost hidden in a closet. an example that comes to mind immediately is farcry 3. The minimap was probably there because someone said it had to be there, but the world around you was the living map. The outposts and towers could be viewed, and all the herbs you had to pick up were in specific areas ( near a river, in open fields , etc ). The game did a great job showing where everything was, and then added a minimap that displayed everything so why bother looking there when you can just see it clearly displayed on the map. I got a mod that removed the minimap and really only noticed how well displayed everything was when the minimaps over indulgent display had been hidden.
i’m not in games but i’m a generalist. i’ve chosen a specialty just so i can say it when i get asked, because for some reason generalists are seen as a bad thing. It’s so bizarre to me that they are seen that way for all the wonderful reasons you listed. They can connect things together when folks are thinking narrowly. I think people will regret the negative attitude to generalists some day. AI tools will make these people some of the most effective. It’s inspiring to see an industry veteran with a lot of wisdom talk about the value of this personality trait, thank you!
I am a generalist game designer, working as a consultant now. Very thoughtful video, I always suggest becoming a specialist at the start. But once you see the generalist vibe, it can be a profitable career too. No many companies look for generalists, but nowadays we can build a lot of things without being part of any company.
I like the idea of starting as a specialist and widening over time. I refer to this as “t shaped”. The individual is very deep in one area, but has broad understanding and has likely dipped deep into an adjacent field.
Not a lot of companies LOOK for generalists, but quite a few jump at the chance when they find a good/experienced one. I've lost count how many times companies invented an entirely new position just for me after I applied for some other position. Often at a higher level than the positions they have open. For that to work you have to put yourself out there and go to interviews, even if the job you are interviewing for isn't quite your thing. Often I'll interview for something I'm not an expert at that sounds interesting. So maybe I get offered the job and increase my skills in that area or maybe they like me and offer me a different kick ass position that may not have even existed. I'm also willing to take jobs that are below me if they are interesting and I'll learn something new (most people aren't).
As an older guy in tech I feel this. Often times I'm the only generalist on a staff. Almost no one learns all aspects of the industry anymore. When I got started in the 80s most of us were, of necessity, generalists. We could code or build a server from components or run Cat 5 cable. I rarely run across anyone who can do it all anymore. It does change the how we work and sometimes in a negative way.
As a semi new guy (probably semi senior) in tech. I feel the industry (at least in tech) is pushing the true generalists away. They always look for specialists regardless what they had claimed. Companies and recruiters are always expecting you to be a "T sharp" person (main one thing, know most things, even know everything), which sounds like an ideal generalist goal but practically it's not. The amount of "general" stuffs we need to learn today is quite massive. The "T shape generalist" is ironically unapproachable without sacrificing massive amount of times. And they used that term to massively abuse your ability. At least in my definition, T shape is pretty much the ultimate goal that a lot people wouldn't even reach. And not the same definition from the video. At the same time, a lot of people fake themselves as the everylist-ist due to those unrealistic job requirements. The unhealthy competition somehow filters out many who can be the true generalists (sorry, your years of experience for X thing is not enough, even though you know other things quite well). For the risk and the cost, it's just not worth it to be such a true generalist like the video mentioned. Many people said they like it but realistically they didn't. Even you did, your colleagues from different departments might treat you as a threat sometimes. The reality is always complicated.
I think growing up broke also helps to foster generalists in the same way that growing up in the 80s and early 90s did, when I was growing up we couldnt afford anything modern so I was always using hardware and software that were significantly behind the times but through that experience I came to learn a lot about the progress of technology in a way that someone who is capable of affording the latest and greatest whatevermachine was simply not capable of recieving as a result of never having to maximize the value of their dollar
wow your concept of generalist is much different than mine, never ran cables to my servers lol. I can sure code and configure them though and the services they need to run.
And then the generalists find each other and form indie studios and it's the reason why indie games continue to excite while AAA continues to disappoint.
You don't want to work for AAA studios anyway. It's like working in a sweatshop and you have ZERO creative freedom. You're just a tool to be used by some retarded MBA
In an industry constantly trying to put everyone into specialized roles for the sake of hire-ability and to establish their identities as a devs, THANK YOU. Jack of all trades for sure have their own special value and I appreciate you so well stating it.
As a generalist with about a decade in the games industry: thank you for this video ❤ Even with bringing a broad skill set, it’s really hard to find a good place that can actually utilize and appreciate it when most of the team structure and job postings are built around deep specialization. It’s a shame how siloed different teams can become.
I recently discussed the exact same topic with studio CEO. We both agreed that companies and studios that hyper focusing on hiring specialists only assembled a team of talents instead of a talented team. Game development by large is a collaborative process, if no one is willing to speak in other discipline's language, it's highly impossible for the team to work towards the same goal. In my internship I reached out to the members of all the other disciplines to understand their work, so that I can get a sense of how to help from my job as a tools engineer. And that insight still helps me for my current job and my game jam team. It was a good move even though rarely anybody could understand why I did it back then.
Keep it up. Becoming a great, highly experienced generalist takes a long time. And you should get good at a few particular skills too so you are an expert in some things plus a generalist. Do that and you'll have a great future and be highly employable. P.S. i like that "a team of talents and not a talented team" saying and will likely use that.
"tools engineer" you make quick programs c# or in your engines script to process assets; you aren't even on par with engine dev, you're like the intern they hired to add a few op codes to a vm. your title is that of somebody who sits on a purpose built codebase, possibly in a company specific language, to drive an asset pipeline created years before you were even hired. "generalist" huh. i wouldn't be talking about cross-team and subsystem communication when your little talk with the CEO is on par with a yearly intern ingress's introduction to the company, mr "tool engineer" and yet somehow not an engine development team member (something something "In my internship" yea yea how could we all tell).
I'm a game dev. Just last week, I had an (internal) interview where I said my greatest strength was that I can easily communicate and bridge the dev and art teams. This has always felt like a great value to me, and just like you said, I would clarify when people talk past each other. I had never thought about it like you have, and I certainly couldn't express it that way, it just felt right. Thanks for this amazing video!
I'm so happy you talked about this!! I'm an artist in the generalist camp. I joined the game industry in '16 as an environment artist and for years I had stressed over this pressure to specialize/find the one thing you really excel at. With all job positions & studios being so specialized it makes it really difficult to branch out in to other fields once you're set on a path, which definitely was happening to me until I finally got the opportunity to become a generalist at the current studio I'm at, and not only have I seen my skills SKYROCKET across the board, but I love the variety that comes with utilizing multiple skillsets instead of the tunnel vision of solely focusing on one thing. Being a generalist is definitely alive and well in the indie scene, since you have much smaller teams and have to wear many hats.
I feel like you are describing my career, and i appreciate being seen! I think one reason that generalists are disappearing is that most managers tell themselves that a team of exclusively specialists is the way forward, never stopping to ask why everyone is always arguing
I think the fall of generalists is the main reason why game development lasts for ages these days. Reminds me of the older story Tim told about the music guy at Carbine, who asked him to switch tracks randomly and Tim had to reiterate it thrice because the guy didn't really understand what he meant with the word "random". I'd imagine that these kind of situation happen an order of magnitude more often than in the 90's, because there are just so much more specialists who don't speak each others' languages. If the asset pipeline could be handled in a way where the core team was composed of just around a dozen or two generalists, I think we'd still see great games being made in a year or two.
This is how indie games with a small team or one person, sometimes make far more impressive things than big budget projects. You got something like a writer, musician, artist that learned how to code with a 3d modeler friend and another few friends that know a bit of everything that help out here and bam, magic happens.
@@3Diana Yep. In the hobby group I am with, I started out doing game testing and highlighting bugs and other issues. Then I started helping out with textures since I had some experience from modding games. Then I picked up Blender and learned 3D modelling and doing texturing within that and other procedural software. Then I learned Shader Graph so I could do special effects I wanted to do as well as being able to setup material maps how I wanted to. I eventually got the nickname Oz Nye because I kept on picking up knowledge about different areas. I happen to have ADHD, jumping between stuff and picking up new skills comes natural to me. I am physically unable to specialise.
@@Ozzianman Pretty much similar story here, and I have adhd too! hah! :D There's def something there. I am most productive when I can jump on different things, like my brain cooldowns from working on something else while I got bored of the first thing, otherwise I can't be at peace.
Either a lot of Generalists, or you need a specialist that is so good at his job that he can explain what he means to someone that does not know the jargon he is talking about. Which is clearly just a special skill in itself.
What Tim I think is also getting at is that generalists are more likely to be artists, and when that’s the case you can somewhat depend on everyone getting the “vision” and the game can naturally become greater than the sum of its parts.
Being a generalist was the biggest mistake of my life. Don't make that mistake too. As encouraging Timothy's comment may be, the industry (even industries beyond video games) expects and actively wants specialists: Unlike you, specialists will always have something to show off how much essential they, which you won't be able to match. You may then tell others how invaluable your ability is to "glue" things up together but, they will rebuke you by saying "Oh, but we can do that with a meeting with specialists." And then, you end up being the guy who do "nothing of value", pass behind specialists who virtually became "stars", and the whole team complains that you're never able to meet their standards in each one's respective domain of expertise, which leaves you passing as a mediocre member of the team. What's worse is that people will often think of you to be pretentious because you are voicing an opinion on a topic you "shouldn't" know as much as specialists do. tl:dr; Find something to specialize in first and then broaden your skillset but not at a detriment to that specialized skill.
Love hearing this as a generalist! For me being a generalist paved an eventual move to engineering management / director of engineering roles. For roles like that it really helps to have a wide variety of experiences and knowledge.
Perfect. I love working for managers who actually understand what they are managing. Personally I tried management and ffelt like I couldn't do the office politics without destroying my soul/integrity.
This actually makes me think about the medical field too and how hard it is to get an answer for anything from a regular physician. It's as if they don't know anything (despite the years and years of education) and just send you to a specialist. I can understand why the specializations exist but it also feels like something is being lost in the transition.
Thanks Tim, really needed this. I was at a game developer meetup not long ago and one producer got INCREDIBLY mad when I told him I was a generalist, proceeded to talk down to me and said he'd never hire me because I don't specialize in anything specific, therefore wouldnt know what to hire me for. But seeing everyone in this comment section talk about their own generalist experiences and how they're often times the "force multiplier" on projects makes me feel a lot better. Also he makes NFT games so stuff him.
NFT games? Wow. That dude who berated you has no future. gg ez, ez run into unemployment, to channel some toxic energy back to him. Anyway, I feel as an artist there should always be a base level of respect for others in their craft. Being a professional creative isn't easy, I think.
I agree completely Tim, but it's definitely hard for people starting out to find a job that is looking for a generalist, or even just one that won't try to constantly discourage them from ever doing tasks outside of their job description. Indie and small-studio work is the only space currently where a large portion of people are generalists, or can be given the space and support to grow into generalists. But it's still absolutely true that in larger studio environments generalists are still vital force mutlipliers, I just don't know if recruiters actually understand that. If you're starting out in the industry today and seek advice, you're going to be told "if you say you do level design and environment art that means you're half as good as everyone at those two things-focus on one or no one will ever hire you." It's demoralizing for folks who truly have interests and passions beyond a singular focused slice of game dev.
This echoes a sentiment given to me while I was still in college. As a prolific writer, designer, programmer, and artist with managerial experience and as an avid Kirkbride fan wholly dedicated to the Elder Scrolls IP, I was told straight out of college that I'd need to specialize to make it in the industry. I pivoted towards flicking the keys on my own games, and honestly I've had such a better life for it. I feel appreciated and valued by even the shadow of my own ruin spurring me forward with its haughty glare, and as an added bonus, I get to be as bombastic and out of touch as I please without censorship or the sabotage of caution!
Having worked in CG animation for a bit now, I've noticed generalists end up in lead or supervisor positions. You nailed it with "they can speak my language" - the ability to be the communicator between departments with proper terminology, or to at a glance see why something isnt working saves weeks on schedules. Thanks for all the great content, Tim!
Hey Tim! Game Designer based in Montreal here that wants to add his grain of salt. I would say that your point is very valid, but since, 2019-20, things are changing in the other direction in most of what we call ''major'' studios. Since then, there has been a gradual shift (maybe only on this side of the continent, perhaps) where now, generalist is by far the most looked for profile in game design. This change is the reflection of a switch in terms of team size and production pipeline. Studios here are trying very hard to go back to "manageable'' team of less than 100 people on a given project (from experience, it often goes above even with the explicit intent to avoid it), but the intention is to form a strong core team and avoid any form of outsourcing for any core feature. The Art department is mostly the exception to the rule, sadly. Because of this, flexible experienced designer that can manage multiple non-related features are the one getting hired first. This is true in most departments, flexibility and agility are a most in those teams. This does create a vicious circle of senior recruiting other senior, leaving little to no place to younger or inexperienced folks, but this is a story for another time.
This is very reassuring to hear as someone who has a hard time sticking to one thing. I’ve fallen out of love with so many practices because I see how talented the specialists in that field are and I’ve never felt competent enough to really count myself amongst them. So while you may have made this video to lament our decline, I can’t say in words what it means to me to hear that there is value in being ok at multiple things. Maybe it’s right to say I feel seen. Thank you.
Amen to that. Even if he's worse at his job than a pure specialist, a generalist brings a unique kind of value to the team. The slowest tasks are the ones where several specialists need to communicate with each other. Different specialists speak different languages and might even think in completely different ways from each other. So working with someone from a completely unfamiliar field is like requirements gathering, except it's done in a hurry and without an analyst. And a generalist, even someone like a programmer who merely dabbles in audio mixing or 3D modeling, is like a translator. He can sort of understand Soundengineerese after a few tries, and then he expresses those ideas in fluent Coderian.
There's a talk on this on GDC - Being a Unicorn: Multiclassing in an Industry That Wants Specialization, available on youtube. It dives into the issues multiclass/generalist people face. It seems that it's often easier to leave and start an indie production than fight against the pressure to specialize in a big (or even a mid-sized) studio. It's the same in similar art/tech industries, too.
I ran into your TH-cam channel this week and I'm finding it is a trove of wisdom. I work in advanced mobile robotics, but so much of what you have to say still fits. Thanks for taking the time to share. My sense on the topic of generalists is that it can be deceptive: to give a program 10% added depth, you might double the complexity. A common trap is for the seasoned veterans to perceive this as all bad things: "ahh frameworks!" "people have no talent these days!" "why does everyone make it harder than it has to be?" Not to say these are never valid criticisms, but more often than not, someone is under-estimating the complexity of added complexity. I'm not exactly sure the nostalgia is for generalists, as much as it might be for when things were less complex and a team of generalists could complete the whole project. Back when a few people could build an entire cottage. But now you've gotta get the plumbing person and electrician and roofers, etc. because cottages are getting bigger and more featured. I find that generalists really shine in architect roles. Someone who knows just enough about everything to be able to speak everyone's language and understand the whole system, and get the right people in the room at the right time. Personally this is why I find tremendous joy in environments like PICO-8 where self-imposed technical constraints helps limit scope creep, forces creativity and cleverness, and minimizes runaway complexity
As a generalist myself for almost three decaces now, this video resonated so much with me. The force multiplier reference nails why generalists are so awesome in a team
I'm a tools programmer and very much a generalist. This really echos my experience. It was a huge shock coming to a AAA studio and seeing how completely silioed everything was. I have noticed smaller indie, but industry veteran run studios have appreciated me as a generalist and sought me out much more than the big studios.
Couldn't agree more. Cross-discipline folks are almost always the most important folks on a team. Within a discipline is great, but the ones that can reach outside a discipline are even better - I strongly believe that a designer that can also code (or vice versa) is one of the best assets you can have. The ability to balance and juggle the apparently competing requirements of multiple disciplines is just gold - not to mention the fact that having generalists means that they are reducing their cycle time, especially important in exploratory work. For "production" work (churning out models, etc.)? Not so much, but I see few games truly go into "production". One of the coolest things on the EQ2 team was that pretty much, especially in engineering, people owned the things that they did soup-to-nuts. Even the specialists were more like SMEs.... they weren't locked into that discipline, they were just first on the line what it was needed. It was incredibly common for someone to do everything from the UI for a feature all the way to the DB. And I think we were better for it. Towards the end, we even started to pull some design work into that flow as well.
When I was studying game design, we had a generalist as a teacher for a few weeks, and she referred to them as octopus. She was taught us the value of generalisation, and while I'm only able to get my head around design and programming, it helped me to have a level of understanding for how the art side kinda works as well, to an extent. There's still a point out goes over my head, but if I'm ever in a situation where I'm out of my depth, I'd dive in to find out just what I'm missing to be able to follow or convey what I need to. Only found your channel a few weeks ago, but I'm enjoying digging through it and learning for if I'd ever have the opportunity to jump from what I'm doing into the games industry. Probably won't happen, but I always enjoy the videos regardless, and try to find ways I can apply parts of it even where I am now.
Thanks Tim, this made me feel appreciated for what I bring as a developer in a way I haven’t felt before! I’ve also worked with some amazing force multipliers who just seemed to know how everything is connected together or how to find out. As soon as I change teams, these are the first people I miss most. And since I value it so much, I’ve also developed a broad skillset and perspective instead of focusing my career on doing one thing exceptionally. I’m going to pass this on to other generalists I know and let them know how much I appreciate them! Thank you for sharing from your experiences, positive and negative!
re:salary - That's a really good point. For programmers in particular, it seems like hiring always boils down to lists of technologies someone knows. Meanwhile in reality, technologies almost don't matter. It's so much more important how someone approaches a problem, how motivated they are to actually do something useful instead of just check off their task, and how resourceful they are in exploring various paths to that solution. But none of these things are ever discussed or questioned during the hiring or salary negotiation process.
Hey Tim - I love this call for generalists. I don't think there are less of these people, but their skillsets ARE being valued in other places. (So it's possible the game industry has lost out on attracting them) I recently wrote "How to be Second" which is a book that talks about a particular identity of person, where one of their core traits is being a generalist. Our skillsets are progressively more in-demand in management or BPM roles, OR, money is being pushed to "specialists" so we're hiding in plain sight so we can get paid even though we're on the team in the same numbers we used to be. (One of the key abilities of generalists is their ability to chameleon to survive, so if the industry wants specialists, that's the color we're showing right now) The work we're doing with How to be Second is to teach people who are this thing, to own that about themselves, and sell themselves as what they are, and how to explain that value.
I've been a Generalist for 23 years. My overall career has been a blast going from one project to the next doing different tasks and teaching my fellow peers along the way. It even lead me down paths outside of the typical CG industry towards being an industrial designer, an architectural designer, even programming for over a decade. Now I'm in broadcast where I'm going on a range of tasks everyday across the entire production pipeline (modeling, rigging, texturing, lighting, animation, art direction, etc.) I always try to encourage all of my peers to be open to learn new things and not just specialize in one task so they can be valuable to an assortment of jobs out there.
I'm pretty generalist. I am a musician (have been for 18 years), an artist (minored in fine arts), a programmer (self-taught), a writer (one of my triple majors was English), and I have experience managing projects in several industries. I don't know anybody else who is like me; all of my peers are specialists. My best gigs have always been consulting roles. I really look up to you, and have read recently that you were brought onto Interplay after consulting them as a freelancer! Very inspirational. I've been binging all your videos, and I'm so glad you're on here giving your perspective. I've been working in the web development industry, but I would like to break into the game development industry somehow... finding a lot of our opinions are in alignment!
I agree. I am a generalist too and skilled in many things. I'm finding people who aren't generalists often difficult to communicate, because they most of the time don't understand connections between components which have to explained to them slowly hoping they'll get it. But sometimes some people don't want to listen and those are the toughest to work with.
I don't generally have a problem communicating. I can talk to everyone from CEOs to specialists. When you have extremely broad knowledge you have to get good at doing that because more often than not you have to explain things to nearly everyone. What I find frustrating is when, due to broader knowledge and/or more experience, I can clearly see certain things but someone else refuses to consider the input because they insist they are correct. Usually I just let it go (unless I'm also the/their lead) but sometimes they won't relent until you concede they are correct which I simply won't do. I'll drop a topic if its contentious and doesn't make sense to pursue, but I won't agree to something I know is wrong just tomplay nice.
Generalist here and Self-Taught to boot! Technically over the past 26 years I've been a character animator, but more or more now I've begun emphasizing (to clients/employers) that I began as a Generalist in the late 90's, when "CG" people were expected to know everything regarding 3D anything. So while animation is my forte and what I'm passionate about, I've been increasingly utilized as a Technical Animator (Rigging), Gameplay Implementation and Scripting (AnimBP's and regular BP's), Modeler/Sculptor (characters, props, basic geometry correction for deformation) and so on. It's uncanny (for me) your bringing this topic up and it's validating. I grew up with your games and arguably one of the reasons why I got into game dev, so I'm very much enjoying your ponderings! Too bad you're (semi) retired as I would've loved to collaborate on a project! Cheers Tim!
Hi Tim. I didn't know I was a generalist, but all you said was just 🤯. It explains a LOT of my experience. I referred to that as "hybrid" instead of generalist but I prefer your term. I've felt constrained in my only job in AAA, I felt like I couldn't belong anywhere but in a "box": I wasn't really allowed to do more than the job I was hired to do. More than once it made me depressed because I couldn't bloom into the multi-faceted developer that I could be. Looking back at all the years I worked, I see that I can code, do game design, graphic design, writing, sounds, music and UI. And whenever they let me do at least 2 or 3 of those things, not only do I feel better (my skills are used and I contribute a lot!) but the game also benefits from that. Thanks for shedding light on this!
As an indie dev who cut her teeth in the modding scene, I cannot possibly agree with this video more. Being at least a little bit of a generalist not only helps communicate more efficiently with the rest of the team, it means you don't have to sit around waiting for someone else to have time to work with what is to them a minor issue but to you a major roadblock, which means you're working more efficiently even just on your own. I'm still working on the whole "learning to code well" thing but I can at least hold a conversation with a programmer well enough to figure out what's going on with the issues we're having.
Hi Tim, I am an animator. But I was not always an animator. I came to love doing it later than most. I worked in film and did web design. When I was learning to animate I needed to have certain adjustments to my rigs. So I started to do a fair bit of rigging. As I began to get work as an animator in games I would use my knowledge of rigging to communicate with tech artists. And it helped some. What you did not touch on in your talk about generalists is jealousy. Specialists have become very protective of what they do. The industry has become very competitive. Some of the people I have worked with feel threatened by someone pointing out how something can be improved or adjusted to make the game better, unless it comes from their supervisor. Producers can do this because of how they are seen in the hierarchy but people such as myself are not as respected for their knowledge anymore. There is more to say about this but I have to go. Thanks for putting these up for people to watch and listen.
Tim, your videos are helping me out immensely on my journey trying to navigate through the games industry as a 3D artist and I can’t agree enough. It feels good to have someone finally give an insiders take, because being young and getting into this industry is so difficult and intimidating. I don’t feel crazy anymore when I tell people the industry is seriously messed up and profit rules over artistic integrity.
I love this. Just getting into game development now and I see myself preferring the path of a Generalist. Teaching myself to program, but knowing my background in Graphic Design, Music and Literature / Writing - and by extension the many skills I learned being a career Chef for 10 years (Interpersonal skills, work ethic, time management and deadlines, etc..) - as valuable assets is a really reassuring thing to know. Cheers for the videos!
I've been working for 20 years in a similar fun environment cause it's an open-source project. I have never seen such a great explanation of this topic before. It's one of the best 13 min you can spend on a TH-cam video. I never talked about job descriptions, when someone asked what I was doing, I described my job mostly as "I'm the glue". I go in between special interest groups and try to help them to make sense out of it :) There are so many things that clicked in my head when you talked about it. Thank you very much!
Sir, you have my instant sympathy. I'm a generalist graphic designer. And it's been hard for last few years. Everyone seems to look someone who does one tool/skill only. And in teams that I've had opportunity to work on games, these caused, as you've mentioned, those vacuum bubbles. They were amplified by the managers and producers that demanded things based on their marketing/business kpi models and knowledge. It's quite a breeze to hear someone feeling the case. I look forward to meeting people like you at all times. All the best!
Something that was super interesting listening Skyrim devs talk was related to that. The very simple tools allowed people to take a lot of ownership in their work and touch parts that weren't their specialty. Someone would make a dungeon, they would write the lore and place books, script events, design a boss battle etc... Fairly small team, easy to understand tool allowed new content to be made with a ton of autonomy. Also ++ on the importance of good tools, they are hard to make but are a huge difference. And if I ever get to make my own game, specific tools to help making that game will be a huge priority.
i honestly cant imagine being anything but a generalist. i'm just too interested and get invested in all the different aspects of game, or in my case in a broader sense: "realtime experience design". I'm a 3D artist / tech consultant, but be it Film and photography, sound design, UX design, some graphic design even concept art. i find myself lost in so many aspects of creating that i cant see just sticking to any one of them. Sometimes i envy specialists who really live their role and become like an authority in a specific field, but i rather see myself always looking at the bigger picture of any project i work on. Creating 3D Art is still fun, of course :) But sometimes i felt i'm missing out on important skills on each of the disciplines and feared becoming sort of a "Jack of all trades master of none", but this video was kind of validating for me: "Maybe, being a generalist is my skillset"
I appreciate the confidence boost too. I don't work in game programming but I work in web development. Started in full-stack over 10 years ago and became a manager a couple years ago. All the examples you mentioned resonated with me (like specialists talking over each other). I'm finding being a manager great because I used to be a teacher, and I speak somewhat of the same language many developers speak, so I try myself to be a force multiplier when I can. Great vid!
This is some great insight about generalists in the industry. Funny enough, I graduated from school for a degree that was quite generalist (degree covered both game design and programming, had classes in art and production). I wanted to learn the ins and outs of game development and it helped open my eyes on how games are made. Fortunately, I've had some industry experiences in multiple design roles and in each place I worked at, it was easier to communicate with other departments in how they worked. But yeah, I hope to continue being in these sort of generalist design positions.
I feel like I’m starting to understand a lot more why a growing number of modern games feel like they have lost some of their soul. Too detached, not enough direct involvement in multiple facets of their work. I hope your words can inspire incoming developers to start broadening into different disciplines-I can see how in some cases the artist and the writer need to be one in the same to make things feel right. Didn’t know you had a channel, Tim, so glad I found it!
Thanks for this video Timothy, it spoke to me directly. Been a professional game dev for 10 years, worked for both big companies like Ubisoft, and smaller ones, and, as a generalist programmer, I can feel I am part of a dying breed
This is an interesting discussion. I’m not in the gaming industry but working in technology this is a trend and a challenge across the industry. The difficult part is that, as an industry matures with higher standards of fidelity and more complex systems, the talent and experience needed for a generalist to be valuable increases. In a mature a industry a great generalist is millionaire, a good generalist is a force multiplier, but a mediocre generalist is useless. It becomes more and more difficult over time to maintain enough expertise in any one specialty to add value while also dabbling in our areas enough to understand and learn them. Combine that with the massive deadline pressure and burnout in the gaming industry and I imagine it’s hard for anyone to stick around long enough to reach the “deep generalist” level needed to be a force multiplier unless they build the knowledge as a hobbyist or Indie developer first.
As someone who entered the industry recently as an env artist, it's so much to learn, , so many specific skills needed to produce the art needed for a AA or AAA game. A recent example, I was playing Fable 2 recently, it's a beautiful game but I couldn't help but think how nice as an artist to not have to blend every single rock into the ground perfectly sculpted and textured etc etc.
Great video, I think having many specialists is affecting playtesting a lot as well, I think most of the specialists nowadays can avoid playtesting the games they are making and still be good at their job, which is a bit strange. Generalists have to know the game they are making and all the tools they have around most of the mechanics, that's probably why they can communicate better with other disciplins.
Hi Tim. Love your content. Just discovered you. Please keep sharing your thoughts. One thing I want to push back on. I'm a UX designer who used to be a developer and I believe specialists can also anticipate the needs of jobs they have not worked. As a UX designer of enterprise software, it is often my job to experience what the user goes through. What are their pain points? What are their needs? What are their motivations? I had an "ah ha" moment when I started doing that with coworkers. "Tell me what you're going to do with this deliverable. Tell me what happens when things don't get done a certain way." What I have found is that developing empathy for jobs or tasks you haven't done and mapping this out is a shortcut to being able to macro-level systems thinking. Thank you again for sharing your wisdom. Jon
I just got finished with a game design degree in 2023. Our professors made it very clear that if we wanted to get into the industry then we needed to specialize as a modeller, a coder, a narrative designer, a sound designer or game designer etc. Part of the reason I got into game dev was because I love picking up multiple disciplines. Part of what got me accepted to the program was the games I was making at the time that I submitted, of which I had made every component of and loved every second of. And then what I fell in love with at school was connecting the different disciplines I worked with, acting as a bridge between fields. I ignored the profs suggestions to start practicing game dev in a way I didn't enjoy just to get hired. Now I have skills in almost every nook and cranny of game dev. But I am almost unhireable into current industry roles compared to my friends who spent their 4 years predominantly on one set of skills. The only role that makes sense is producer like you talked about but those roles are often not entry level, and so it becomes very difficult for a generalist to even make it to those roles where they could thrive. I will keep working on my own games and hope that putting in the time will result in either getting hired into the indie scene or getting to start my own thing.
I'm aspiring to be a generalist myself, I love to be able to do a lot and help when needed. In our recent project I was Designer but stepped in as Programmer when our group was in need and helped with hooking everything up inside of Unity, Coding, Designing the game itself and its mechanics while also with a previous self taught experience with Blender, I had a good understanding what was possible for our Artists within our timeframe and just to help link everything up from Blender to Unity and make the code execute the Animations and make everything work this a lot of coded systems. I also enjoy it a lot because in the future I would love to do game as a smaller team and create my own smaller projects on my own aswell. I think so far it's a nice skillset to communicate with the others in the team, but also having that holistic view and skill to go from start to completed makes it possible to work fast on new systems and implement them in Unity.
I am naturally a generalist. I don't know if it's an issue with us not existing; my resume just doesn't stack up since I never have multiple years in any discipline. Often the person looking at the resumes is themselves a "hiring specialist", and so they have no idea how to gauge whether someone is qualified for the specific thing they're hiring for or not outside of superficial metrics like "x years as..." or "has completed..." I think specialists are just easier to hire.
This definitely hits hard as an aspiring indie solo dev, but was honestly pretty affirming! I’d love to see a video on what you think people can do as community members to support game designers, both in the development and post-release phases. Obviously I don’t mean this in a “tone police” kind of way, I just wonder how to support developers as a gamer in ways other than buying/playing. You’re the best!
Plenty of people have mentioned that generalists are indies now so I won’t add to the choir. I will add though that my experience as a generalist in aaa was to be shoved into the nearest fit role and was kept there due to the machinery of a larger production. For all the reasons called out in this video. It’s soul crushing and why I moved to the indie space. It’s not that we’re incapable of executing in a specialized area, it’s that we dislike it.
I feel this discussion so hard! I've always prided myself on being a generalist both in terms of being a designer but also my overall skillset, and it's very hard in the current environment of larger studios to find a role that puts that to use! Working in Cinematics was definitely the closest I came to being able to flex those muscles, but even then it was more out of fighting to get my hands dirty on something rather than others proactively coming to me or my team.
Thank you! I feel appreciated. I’m a veteran game programmer and consider myself a generalist. I prefer to work closely with creatives, but have worked on pretty much everything for over 20 years.
I became a generalist when I noticed a massive lack of people who are comfortable with all aspects of the development process and got extremely frustrated with the absolute lack of knowledge from my peers while obtaining my degree
It is absurd how often throughout my time in university my peers relied on me to fix their broken projects, while I was allowing myself to regularly shift roles to try and grasp different production pipelines and how best to implement them in order meet arbitrary goals that I would set for myself
These days I've been working on picking up learning some basic drawing and art skills as well as digital music composition and midi programming, but before that I took several years to study behavioral economics, sociology, world religion and cultures, and their histories etc.
I think one of the largest and most prominent issues is the utilization of SCRUM and AGILE as absolute authority in the workplace and Generalists simply do not fit into that structure where there is absolutely zero communication between multiple different specialized departments of the development house For a go-between guy to be useful there has to be a between for them to go
I feel you know what you’re talking about, and I think I’m somewhat of a generalist myself although I’ve specialised in back-end development. I still know a lot about front-end and command line tools, perhaps not about recent front-end frameworks but I understand the concepts. I also have picked up along the way at least some experience with general design, requirements, etc etc. Because back in the days, you did it all. This is a trend throughout the whole software industry. Not just games development. And I very much understand your point about generalists being the ones who can connect the specialists in various domains!
I didnt know this was a term but I definitely identify with and have always wanted to be what you call a Generalists, so its nice to hear you like them. It's rough though because every job posting asks to a high number of years in specific skills, skills I can easily learn, but haven't because I've spent my time learning many skills. I love understanding, learning, and teaching/explaining how systems and parts fit together, but it doesn't feel like any of that is a marketable skill right now which has been very demotiviatin, so thanks for the kind words, made me feel a bit better about myself.
I love your videos. I have been in the industry for over 20 years, which is not much compared to you. However, i worked with a lot of different teams. After a while you can start to doubt yourself as it seems every team really wants to do the same mistakes. When I hear you speak, it confirms my own experience and is a great sanity check. Regarding this video in particular. - The importance of generalist is growing and will keep growing due to the way companies are structured as you said. It is also due to a move to more agile methodologies. - When you have 4 feature teams working on a complex game and each of them with their own vision of what the game should be. Unless you have a creative director/Game Director/Design Director/etc. that has a clear cohesive vision with clear creative pillars for the teams to follow and refer to. It creates silo effects. So what is going on (very roughly, I can't write an essay here). It's that there is a generalists gap in the career progression. IC: Focus on their craft Team Lead: Focus on the team Craft Lead: Focus on their specific Craft Directors: Focus on high level craft strategy usually The positions for generalists are very scarce. So from a career perspective it is really tough until you reach a very high level in the organization (and even then). The industry doesn't like generalists. They want people that have clear and visible outputs usually. This is why producers are often not getting the love they deserve. They are generalists bridging teams communications and plans. I have seen countless Junior/Medior and so called seniors that didn't see the value of having producers. I have been in teams of 120 people with I kid you not 0 producers. The Craft Leads had to do the producing. The project ended up being released 2 years late... The industry doesn't value soft skills much (it is getting better though), it also doesn't value management & leadership skills. I had the owner of studio, being upset because I refused to hire a great craft expert. I told him that we needed someone more mature and able to work well in a team. I was over ruled. The owner wanted the best craftsman. In the end, the company lost at least 6 people due to this bad hire...
great video! this must be a big reason why a lot of big games feel so anodyne these days - there are thousands of specialists working in a vacuum, sometimes on different continents, and relatively few people are communicating a clear overall vision. as a result, aspects of the game that feel like they should influence each other don’t, or worse, they undercut each other.
Yes. They are actually better than generalists. They are generalists who can do everything alone. If you are successful doing a solo game, that means you got professional level skills in multiple disciplines.
Reflecting on my own experience as a lead at Microsoft Games Studios (back in 2000), I thrived in a role where I could contribute to directing and managing art pipelines while also fine-tuning the visual aspects of multiple game projects to ensure a cohesive look and feel for their brand. However, there was an underlying discomfort they had with me doing all of these things. it wasn't until my manager candidly explained the situation that I truly grasped the underlying issue. He essentially told me, "We appreciate the quality of your work, and you've really helped bring so many projects to fruition, but unless you can document and systematize your approach so that anyone can replicate it, it doesn't serve our needs." In essence, the industry (even two decades ago) was moving towards a mass-manufacturing paradigm, akin to how McDonald's hamburgers maintain a consistent look and taste across all their locations (he actually used this analogy). This drive for standardization and replicability is also a factor in the shift away from generalists. It's far more convenient to establish systems with specialists, where if one specialist leaves, another can readily step in to maintain the workflow and quality. In contrast, relying on generalists can introduce variability and uncertainty, making it harder to ensure the consistent output that many modern game development projects demand. As a generalist myself, I agree with you of course, that they are valuable and can accelerate productivity and bring innovative solutions. There's no project I was a lead on that didn't ship and would like to think I had a role to play in that. But corporations don't want competent people that they "need". They want skilled people they can take or leave at any time and still keep the ship operational. To have to rely on someone is a liability for the corporate world.
I'm a generalist. I have to be in order to create my game. I can (and have to) do everything, or find solutions. I do have to create gameplay and judge it myself. I am also an artist: I can paint, I can manipulate images, I can create 3D models, I can edit videos, I can create music. Sadly, this doesn't give you more money as an employee - they want ONE thing from you, and it's usually the most expensive thing you can do. In my case it's being a programmer. And I'm good at it, and really don't mind that I don't have to create stupid screenshots for the app stores. I created the initial version of them, and they are great, but I don't want to deal with them any more. This is generally what I aim towards, I really don't want to deal with (my) legacy code.
I really appreciate this talk and I connect with it at a deep level. I just got laid off at the start of the year and have made a hard pivot into becoming a game developer. This coincided well with the release of UEFN and I have spent the last 6 months learning every single aspect of Fortnite Creative, Verse, and the Unreal Editor that I can. I have drawn up extensive game design documentation, tested implementations of a range of mechanics, and am finally rounding the corner on being base feature complete for my 3rd playtest. I have no formal higher education, but have worked in silicon valley in roles ranging from Helpdesk to Audio Engineering. I run on passion. What that has meant for me in the journey so far is having to learn to code, learn basic modeling tooling, Niagara VFX systems, data structuring, mechanics design and implementation, bug fixing, the difficulties of working within a brand new editor with all of the limitations combined with all of the bugs... the list goes on. I don't want to make this too long winded (already pushing it for a YT comment) but this was extremely encouraging and came at a crucial time for me. I have it all on the line right now and it's really reassuring to hear that there is value in my pursuit.
As a long-term IT careerist, I've been quite fortunate in that I learned a number of disciplines over the years, mostly out of necessity. I've been a network technician & administrator, sysadmin, help desk/customer service rep, electronics repairman, radioman, and several more roles. Over the last decade or so I've considered myself to be "Napoleon's corporal," so to speak; I'm the guy who understands the in-depth engineers, the senior leaders, and the customers, and can communicate in ways that each of them understands. Being a generalist, in my experience at least, means I'll always have a job and will always be able to provide value to that organization. As I've tried to teach my children, "if you can solve other people's problems, you'll always have a job."
Love this take. It's very true. As a freelance generalist programmer, I've found myself being very useful to studios since I'm not afraid to take a deep dive into any of the code. Bug with UI? Np. Bug deep inside engine/graphics code, I can fix it. For programmers looking to become more of a generalist, I'd recommend building your own game engine from scratch. It thought me so many different things about all the different disciplines
I felt so glad to hear that. I'm a generalist but always heard that I should become a specialist to have success in my career as a game dev programmer. I live in Brazil and here is much more common to be a generalist than a specialist.
I forfeited the past 10 years of my life to learn how to program games and I CANNOT get a programming job. I had a non game programming job but the way technology seems to me is that if you aren't ultra experienced and razor sharp at one specific job, you're not getting a job as a beginner. You do exactly what you're told and you don't have an opinion. Just do what they say and get it done fast. No learning on the job. Learn after work when you're at home. A job interview I attended said Google has people learn outside work with their free time and on weekends, so they do it even though they don't pay Google wages. It's impossible to get anywhere without being a super expert on one very specific thing.
These are great points! I work as a 2D artist in mobile gaming, but since we're quite a small team over time I've grown into a generalist. My work also involves UI/UX design, basic animation and VFX. Although I enjoy concept art and 2D the most I've really come to enjoy the diversity of being able to do a lot of other things.
I am already specializing in an art style which is 3D-NPR-Anime style (that style has its own technical specific problems that require a lot of additional work like for example normal editing on a characters face). I don't really want to limit myself to just character modeling or just environment modeling , texturing , lighting ... but the industry kind of forces you to specialize even more to just a specific discipline. i personally find beauty in all those disciplines intertwining. I want my service to be an allround-solution for this already specific niche. However i keep going deeper and deeper in this rabbit hole by creating my own game in unreal. I would also say ... another big pro about generalists... at least i can tell from myself and the generalists i know ... is they never stop learning new things. they keep evolving and deepen their knowledge all the time in every single discipline. i would even go as far as that this is a trait you just must have as a generalist in order to be successful. not just that i think being not just solution driven but also help driven by wanting to teach others what you know is another big trait that gets overlooked by many. That said ... as the industry is looking for specialists only (even most indies nowadays seem to ) it really makes it incredibly hard to market yourself as a generalist. just showing characters when character artists are wanted , just showing environments when environment artists are wanted ... and so on . if you have concrete goals to work on while looking for jobs it often times feels like you have to completely sacrifice either one or the other. that there is no path that combines both . to me that it is frustrating and i imagine i am not alone with this. It feels like you have to have years of content to show for potential employers just because you are so versatile and that naturally your work shows that. you need a thick skin to continue what you like doing and to not limit yourself just because that is what others want from you
Interesting video. Funny thing is, each core member in our indie studio is more/less a generalist and a veteran wit 10+ years in the bussiness. Thanks for the video Tim!
I love this video and big kudos to someone that actually gets it. I am a generalist and have been able to sell myself for years as such. In the last 3 years, I have found that it is certainly misunderstood during the hiring process. I believe it is because potential employers don't understand how this fits into their process and how it would benefit them. I am constantly asked the question of what I want to do, which as a generalist is impossible to answer as I have adapted to many disciplines throughout my career. Admittedly, because of this, I cannot be great at every discipline but I can assist a lot more. I understand a lot of terminology to discuss, coordinate, and increase productivity by actually doing and not telling to do. I code, 3d model, UI, UX, video editing and post processing, FX in game and rendering, web design, character rigging and skinning, technical optimization, project management and associated tools, VR/ AR/ MR toolsets, and planning just to name a few. I would say that this just scratches the surface as I have been in multiple industries as well. Architectural design, gaming and simulation, health care, product design, and military training through technology. Am I invaluable? This is hard to answer because it depends on what is needed and at what level of specialization. I always tell a potential employer or client that I can definitely help them with their efforts in some way. The problem is that requirements are always aimed at a specialist. A product owner is the only title that fits this type of person or at least that's what it seems like. That's my 2 cents.
I think that just in general the push for graphics being the primary focus in all games across the board has been very destructive in a certain way to the entire industry. Games aren't animation or film, that's the point, they have gameplay mechanics, dialogue, music, sound, they introduce engineering problems in all fields, the limitations are what breed a new kind of creativity. I really believe that the players, and thankfully have seen players not buying bad games that are masked by photo realistic graphics. It's a nice thing to see.
Hey Timothy (we have the same name), I've just found your channel recently and have been loving these videos. I am a 23yo generalist game dev from Australia, I've been making games with Unity since I was 14. It's great to hear someone with a good brain talk at length about the games industry. If you had a podcast that covered topics like you do in these videos, I would certainly listen!
I absolutely agree with you. Yes, there has been a trend towards specialists, everything got way too complex and people who specialize in their discipline are obviously very useful because of this. However, like you've said, generalists can combine knowledge and experience from disparate disciplines, they can see things in ways a specialist cannot do, they can usually connect pieces of a puzzle or a problem in unforeseen ways to a specialist. Any team would benefit having at least one generalist between them. People got obsessed in assigning specific roles to specialists, even team managers are usually specialists in managing (?). Maybe persons for managing people are needed in businesses, but what about people who can have a unique overall picture of a project, and can do a multitude of things, even if not to the point a specialist can, they would be really good in guiding and moving a project forward, they could identify issues, or find unique improvements, all out of reach to specialists. People in the past used to gravitate towards being generalists, eg. scientists of the past studied literally everything. I understand the reasons the push for specialists happened, I think it was the wrong thing not to consider people who are generalists, and with the advent of AI and specific tools that will make the lives of specialists really easy, I can see the value of generalists coming back up. In any case, I think all are needed, both specialists and generalists. Your examples on how generalists would be invaluable in a team were spot on. People admire the specialist Einstein, I admire the generalist Newton. And while people might think it was the powerful immortal soldier Achilles who won the Trojan war, well, not really, he actually died, it was Ulises who won it. Also, MacGyver would always win against any Chuck Norris. 😀
Tim, loved the phrase "force multiplier". I'd love this to be its own video. Force multipliers often get overlooked, but are so important. I'd love to understand your take on how to be a good force multiplier, how to spot them, and how to utilise them more rather than punish them for not being as productive (if they are)
As a solo indie dev and a generalist myself, I have to agree. I'm mostly a tech savvy designer with some coding skills, but it helps me to understand the many different aspects of game dev. I'm relying on other tool&asset creators to finish my project, since I can't do everything myself. Being a generalist helps to me to communicate with other creators and to accomplish what I want. If the assets creator happens to be generalist as well, then things get even easier and it's very comfortable and straight forward to work with them.
Love this take, as a generalist myself this was a much needed confidence boost. Its like the old saying "Jack of all master of none." that people have come to misquote. The full quote is a lot more insightful!
“A jack of all trades is a master of none, but often times better than a master of one.” William Shakespeare
@@solarydays And specialist cannot create anything original or groundbreaking. Tunnel vision is real.
@@solarydays Perhaps, but there is a way to be a good jack of all trades. You can go deep in many topics and know a lot about them, without "mastering" /being the best at them. Ultimately if you are 70% there on art, coding, music and other stuff is very usefull, even if some are 90% there on only one thing(cause mastery doesn't exist). The extra 20% takes twice as long as the 70%, it's exponential. In fact a generalist is good at everything, perhaps even masterful in one or two things.
It is impossible to create a game without having some people with a decent, pretty deep understanding of every facet of the game. A generalist is not at all someone who is "surface level". He wouldn't be able to join up specialists's work, or even improve and correct it, otherwise.
Not to mention, for example, how good of a game artist can you really be without having some coding and engine knowledge? I'm pretty sure the best of the best become generalists naturally because getting better at their job involves spreading their wings and their horizons. Making sure your art is seen the way you see it in your head, ultimately involves being able to handle the technology used. No programmer is going to be able to exactly code the right shader for them, choose the right compression for the textures, the right joint placement for the deformation of the face, the hair simulation or keyframe... IF the artist has no idea how to at the very least communicate in the precise, technical terms required by the conversation, or better yet getting their hands dirty and doing it themselves.
There is a reason these people end up as leads, directors and producers. They got there because they were the best around. Or at least that's how it was back in the day. Now the people in charge don't even know what a video game is.
@@solarydays "what I say is true, what you say is false" so enlightening
If generalists were so valuable they would not be in decline. If you are valuable the market will want you, it's as simple as that. This is like watching grandpa talk about the gold ol days because he cant adapt to a changing world. I personally dont see the value in someone who is mediocre in a bunch of different things compared to multiple experts who are masters in one
@@yangpaan453 wrong. Giant corps and companies want specialists and lots off them so they can make sure nothing goes "wrong" when they're investing millions even though a lot of the time games flop anyways. If you want to be a tiny cog in a giant machine go for it. I make more money freelance generalist than you ever will as a specialist, kid. and its because i am trained in more than one process.
This trend towards specialization has happened everywhere in software, not just games. Generalists as you've described are indeed invaluable force-multipliers enabling everyone around them to thrive and deliver. Generalists often love learning and teaching. The best mentors I've ever had were generalists. They could provide the path forward whether it was treaded or not.
It's not just software either. It's in almost every industry.
I think specialists like to learn and teach as well, just only within their limited scope of knowledge. But I really like generalist mentors as well, since they radiate this inspiring big-picture energy that explains how every individual thing you know can come together to create something cool.
It has happened to every profession, but why do I expect software engineers to know something beside their screens.
@@jtaco4101 Indeed, it is and there's a reason for it, but apparently no one wants to hear about that. Suffice to say, it's not unique to the industry.
I'm an embedded systems engineer (with a EE degree), who used to do firmware, front end software, electrical hardware, mechanical hardware, server software, and networking. Now I just do firmware. Haven't designed a CB since 2017. Haven't used solidworks in a decade.
Watching Tim Cain's videos has become part of my daily routine at this point, this man can talk about literally anything and I'd listen 😅
Same, its so nice to hear about his stores. Im a generalist so this video hit hard.
same, its comfy
For real. I just discovered the channel yesterday and I'm all in
Him and Matt Colville.
Same here
Generalization has also declined in larger industries to make it easier to outsource (IMO). Letting cheaper labor handle the grunt work, and people in my role just “review/supervise” their work allows my employer to load my desk with high volume and save money, too. It’s overall a loss (in the long term, by having employees with blinders on) but I think most businesses only care about short term. Sorry, I have a very jaded take. Great video!
Yeah, it's based on the idea that specialization equals optimization. It doesn't really hold water in practice, especially when the specialists don't see the bigger picture.
I don’t think the outsourcing has anything to do with it actually. I think we specialise more and more, deeper and deeper, because the systems and libraries for which we are developing are becoming more and more complex, and more and more numerous. And the software that we develop is becoming larger and more complex itself.
I think that that is what drives the increasing degree of specialisation.
Don't be sorry, you are most correct.
More declining will happen both, in the industry and society wide, before things change after some pretty big happenings.
Oh my god, huge thanks! I'm a generalist, sorta 60% artist 20% coder 20% game designer and i usually HATED tools i got from purebreed coders, if they even created any. So the last 15 years i've been developing tools for myself to work better. When other artists saw my tools, they wanted to use them, so i had to get good at user experience, as i didn't want them to hate my tools. Instead artists loved my tools. And yet hardly any company valued that!!! I usually got told "why aren't you working on the graphics?" by the managers when i told them 100 times that without the tools it would take MUCH LONGER to work on the graphics.
I actually love to create tools, i made tools for 3dsmax, Maya, Blender and Unity. I'm really good at telling when something shouldn't be done by an artist but a tool. Good tools are like the grout between the bricks: You hardly notice them when they are there, but if they ain't, everything feels like it could collapse any moment (and often does).
I think it's worth pointing out that when you are someone trying to break in with the industry, you are *explicitly* told to not be a generalist. I've been directly told that saying I'm foremostly a narrative person *but* *also* have received noteworthy praise for QA work, 3D modeling, and management "probably hurt" my chances with various applications. Which would mean this isn't just about people chasing better salaries, but rather, an overt input-output on the hiring end.
I definitely think indie games and modding is fostering a whole lot of generalists. I am working on my skillset to make sure I can deal with the whole audio pipeline from pointing a microphone at a noise, to hooking up the game's parameters to the audio engine to modulate things, to placing the emitters in the level editor. It's a lot, but it's worthwhile!
Modding is so underrated, I'm a nobody working at some restaurant barely scrapping by lol. But I've learned so much by just modding games that I feel I have enough of a grasp on the big picture that I can make my own small game all by myself
@@scoutthespirit1133 modding is so great. Especially when you have a game that's the type of experience you want to make, so you just put your ideas into that framework.
I started with making mods a few years ago on Nexusmods. I'm set to graduate soon with a BA in Game Art & Dev (Creative Writing minor), but dreading trying to get into the industry. I'm a good 3D artist, decent animator & texture artist, bad rigger, and terrible 2D artist (but I can get by). I'm hoping I can find something I can intern as to break through and find my niche. I really like the idea of being a Generalist, but not sure how much of an option that's really going to be. :|
Smaller teams will have more generalists, that is right.
@@scoutthespirit1133 Go for it. If you can stick to working on it regularly, make good progress and eventually get something together, you could try and sell it. Most projects don't fail because they get review bombed or because they are bad, most projects fail because they never make it to the finish line.
Both, publishers and smalltime devs lacking confidence, being the key trigger.
I recently entered the film industry.
As someone who takes an interest in a variety of disciplines it has been very challenging!
When ever I took an interest in someone else's department it was often looked at like I wanted to leave my own department, which is not the case!
Sometimes I just want to casually dabble in lighting or animation and build a small skill set in something new so I have a fuller range of ability.
Thanks for your video Tim :)
"...it was often looked at like I wanted to leave my own department, which is not the case!"
The film industry is a collection of trade unions. They don't step on each others' toes, so they really have no choice but to become specialists. Directors would be the notable exception. I don't know how else you could navigate that industry as a generalist.
I’ve always had the idea from your videos on Fallout’s development that the team was made up largely by generalists which undoubtedly helped make it so memorable. The team had a vision and wore many hats to make it reality.
It’s neat to see that Tim’s studio has a built in day/night cycle
My room has the same, I think they call them windows, but I'm not a room specialist so I wouldn't know 😅
@@Excalibaard I think he uses linux and not windows.
@@vast634 woosh
"made in a vacuum". This makes so much sense, I've noticed numerous times in games where some component is almost hidden in a closet.
an example that comes to mind immediately is farcry 3. The minimap was probably there because someone said it had to be there, but the world around you was the living map. The outposts and towers could be viewed, and all the herbs you had to pick up were in specific areas ( near a river, in open fields , etc ). The game did a great job showing where everything was, and then added a minimap that displayed everything so why bother looking there when you can just see it clearly displayed on the map. I got a mod that removed the minimap and really only noticed how well displayed everything was when the minimaps over indulgent display had been hidden.
i’m not in games but i’m a generalist. i’ve chosen a specialty just so i can say it when i get asked, because for some reason generalists are seen as a bad thing. It’s so bizarre to me that they are seen that way for all the wonderful reasons you listed. They can connect things together when folks are thinking narrowly. I think people will regret the negative attitude to generalists some day. AI tools will make these people some of the most effective.
It’s inspiring to see an industry veteran with a lot of wisdom talk about the value of this personality trait, thank you!
I am a generalist game designer, working as a consultant now. Very thoughtful video, I always suggest becoming a specialist at the start. But once you see the generalist vibe, it can be a profitable career too. No many companies look for generalists, but nowadays we can build a lot of things without being part of any company.
I like the idea of starting as a specialist and widening over time. I refer to this as “t shaped”. The individual is very deep in one area, but has broad understanding and has likely dipped deep into an adjacent field.
Not a lot of companies LOOK for generalists, but quite a few jump at the chance when they find a good/experienced one. I've lost count how many times companies invented an entirely new position just for me after I applied for some other position. Often at a higher level than the positions they have open. For that to work you have to put yourself out there and go to interviews, even if the job you are interviewing for isn't quite your thing. Often I'll interview for something I'm not an expert at that sounds interesting. So maybe I get offered the job and increase my skills in that area or maybe they like me and offer me a different kick ass position that may not have even existed. I'm also willing to take jobs that are below me if they are interesting and I'll learn something new (most people aren't).
@@AndrewChambersDesignthe problem with starting out as a specialist is that you often will not get the opportunity to break out of that role
As an older guy in tech I feel this. Often times I'm the only generalist on a staff. Almost no one learns all aspects of the industry anymore. When I got started in the 80s most of us were, of necessity, generalists. We could code or build a server from components or run Cat 5 cable. I rarely run across anyone who can do it all anymore. It does change the how we work and sometimes in a negative way.
As a semi new guy (probably semi senior) in tech. I feel the industry (at least in tech) is pushing the true generalists away. They always look for specialists regardless what they had claimed.
Companies and recruiters are always expecting you to be a "T sharp" person (main one thing, know most things, even know everything), which sounds like an ideal generalist goal but practically it's not. The amount of "general" stuffs we need to learn today is quite massive. The "T shape generalist" is ironically unapproachable without sacrificing massive amount of times. And they used that term to massively abuse your ability. At least in my definition, T shape is pretty much the ultimate goal that a lot people wouldn't even reach. And not the same definition from the video.
At the same time, a lot of people fake themselves as the everylist-ist due to those unrealistic job requirements. The unhealthy competition somehow filters out many who can be the true generalists (sorry, your years of experience for X thing is not enough, even though you know other things quite well).
For the risk and the cost, it's just not worth it to be such a true generalist like the video mentioned. Many people said they like it but realistically they didn't. Even you did, your colleagues from different departments might treat you as a threat sometimes. The reality is always complicated.
I wouldn't even say you need to do everything but the broad interests can help.
@@doc8527you do have a valid mention that whether intentional or not there is a not so subtle push towards specialization
I think growing up broke also helps to foster generalists in the same way that growing up in the 80s and early 90s did, when I was growing up we couldnt afford anything modern so I was always using hardware and software that were significantly behind the times but through that experience I came to learn a lot about the progress of technology in a way that someone who is capable of affording the latest and greatest whatevermachine was simply not capable of recieving as a result of never having to maximize the value of their dollar
wow your concept of generalist is much different than mine, never ran cables to my servers lol. I can sure code and configure them though and the services they need to run.
Im a generalist working on my indie game because no studio around wants to hire a generalist.
Feel your pain… But with A.I. this will change and generalist will have new rise.
me too, every studio wants the more specialized specialist in the tools they use, nobody is really looking for unicorns :P
I am a generalist too. And while some companies are really happy to have me, I do realize that unicorns are really hard to replace.
And then the generalists find each other and form indie studios and it's the reason why indie games continue to excite while AAA continues to disappoint.
You don't want to work for AAA studios anyway. It's like working in a sweatshop and you have ZERO creative freedom. You're just a tool to be used by some retarded MBA
In an industry constantly trying to put everyone into specialized roles for the sake of hire-ability and to establish their identities as a devs, THANK YOU. Jack of all trades for sure have their own special value and I appreciate you so well stating it.
As a generalist with about a decade in the games industry: thank you for this video ❤
Even with bringing a broad skill set, it’s really hard to find a good place that can actually utilize and appreciate it when most of the team structure and job postings are built around deep specialization. It’s a shame how siloed different teams can become.
Not just in the games industry!
I recently discussed the exact same topic with studio CEO. We both agreed that companies and studios that hyper focusing on hiring specialists only assembled a team of talents instead of a talented team. Game development by large is a collaborative process, if no one is willing to speak in other discipline's language, it's highly impossible for the team to work towards the same goal.
In my internship I reached out to the members of all the other disciplines to understand their work, so that I can get a sense of how to help from my job as a tools engineer. And that insight still helps me for my current job and my game jam team. It was a good move even though rarely anybody could understand why I did it back then.
Keep it up. Becoming a great, highly experienced generalist takes a long time. And you should get good at a few particular skills too so you are an expert in some things plus a generalist. Do that and you'll have a great future and be highly employable. P.S. i like that "a team of talents and not a talented team" saying and will likely use that.
@@Me__Myself__and__I Thank you for the encouragement 😄
"tools engineer" you make quick programs c# or in your engines script to process assets; you aren't even on par with engine dev, you're like the intern they hired to add a few op codes to a vm. your title is that of somebody who sits on a purpose built codebase, possibly in a company specific language, to drive an asset pipeline created years before you were even hired. "generalist" huh. i wouldn't be talking about cross-team and subsystem communication when your little talk with the CEO is on par with a yearly intern ingress's introduction to the company, mr "tool engineer" and yet somehow not an engine development team member (something something "In my internship" yea yea how could we all tell).
Somebody got his cereal pissed into, huh. Not feeling special enough, mr. reeeeecesx?
@@reecesx So your wish me to go down the path of being an engine programmer? Very interesting advice.🤔
I'm a game dev. Just last week, I had an (internal) interview where I said my greatest strength was that I can easily communicate and bridge the dev and art teams. This has always felt like a great value to me, and just like you said, I would clarify when people talk past each other. I had never thought about it like you have, and I certainly couldn't express it that way, it just felt right. Thanks for this amazing video!
I'm so happy you talked about this!! I'm an artist in the generalist camp. I joined the game industry in '16 as an environment artist and for years I had stressed over this pressure to specialize/find the one thing you really excel at. With all job positions & studios being so specialized it makes it really difficult to branch out in to other fields once you're set on a path, which definitely was happening to me until I finally got the opportunity to become a generalist at the current studio I'm at, and not only have I seen my skills SKYROCKET across the board, but I love the variety that comes with utilizing multiple skillsets instead of the tunnel vision of solely focusing on one thing.
Being a generalist is definitely alive and well in the indie scene, since you have much smaller teams and have to wear many hats.
I feel like you are describing my career, and i appreciate being seen!
I think one reason that generalists are disappearing is that most managers tell themselves that a team of exclusively specialists is the way forward, never stopping to ask why everyone is always arguing
I think the fall of generalists is the main reason why game development lasts for ages these days. Reminds me of the older story Tim told about the music guy at Carbine, who asked him to switch tracks randomly and Tim had to reiterate it thrice because the guy didn't really understand what he meant with the word "random". I'd imagine that these kind of situation happen an order of magnitude more often than in the 90's, because there are just so much more specialists who don't speak each others' languages. If the asset pipeline could be handled in a way where the core team was composed of just around a dozen or two generalists, I think we'd still see great games being made in a year or two.
This is how indie games with a small team or one person, sometimes make far more impressive things than big budget projects. You got something like a writer, musician, artist that learned how to code with a 3d modeler friend and another few friends that know a bit of everything that help out here and bam, magic happens.
@@3Diana Yep. In the hobby group I am with, I started out doing game testing and highlighting bugs and other issues. Then I started helping out with textures since I had some experience from modding games. Then I picked up Blender and learned 3D modelling and doing texturing within that and other procedural software. Then I learned Shader Graph so I could do special effects I wanted to do as well as being able to setup material maps how I wanted to.
I eventually got the nickname Oz Nye because I kept on picking up knowledge about different areas. I happen to have ADHD, jumping between stuff and picking up new skills comes natural to me. I am physically unable to specialise.
@@Ozzianman Pretty much similar story here, and I have adhd too! hah! :D There's def something there. I am most productive when I can jump on different things, like my brain cooldowns from working on something else while I got bored of the first thing, otherwise I can't be at peace.
Either a lot of Generalists, or you need a specialist that is so good at his job that he can explain what he means to someone that does not know the jargon he is talking about. Which is clearly just a special skill in itself.
What Tim I think is also getting at is that generalists are more likely to be artists, and when that’s the case you can somewhat depend on everyone getting the “vision” and the game can naturally become greater than the sum of its parts.
As a young generalist this was encouraging to hear. Literally everyone else is telling you to specialize.
Being a generalist was the biggest mistake of my life.
Don't make that mistake too. As encouraging Timothy's comment may be, the industry (even industries beyond video games) expects and actively wants specialists: Unlike you, specialists will always have something to show off how much essential they, which you won't be able to match. You may then tell others how invaluable your ability is to "glue" things up together but, they will rebuke you by saying "Oh, but we can do that with a meeting with specialists."
And then, you end up being the guy who do "nothing of value", pass behind specialists who virtually became "stars", and the whole team complains that you're never able to meet their standards in each one's respective domain of expertise, which leaves you passing as a mediocre member of the team.
What's worse is that people will often think of you to be pretentious because you are voicing an opinion on a topic you "shouldn't" know as much as specialists do.
tl:dr; Find something to specialize in first and then broaden your skillset but not at a detriment to that specialized skill.
Love hearing this as a generalist! For me being a generalist paved an eventual move to engineering management / director of engineering roles. For roles like that it really helps to have a wide variety of experiences and knowledge.
Perfect. I love working for managers who actually understand what they are managing. Personally I tried management and ffelt like I couldn't do the office politics without destroying my soul/integrity.
This actually makes me think about the medical field too and how hard it is to get an answer for anything from a regular physician. It's as if they don't know anything (despite the years and years of education) and just send you to a specialist. I can understand why the specializations exist but it also feels like something is being lost in the transition.
Thanks Tim, really needed this. I was at a game developer meetup not long ago and one producer got INCREDIBLY mad when I told him I was a generalist, proceeded to talk down to me and said he'd never hire me because I don't specialize in anything specific, therefore wouldnt know what to hire me for. But seeing everyone in this comment section talk about their own generalist experiences and how they're often times the "force multiplier" on projects makes me feel a lot better. Also he makes NFT games so stuff him.
NFT games? Wow. That dude who berated you has no future. gg ez, ez run into unemployment, to channel some toxic energy back to him.
Anyway, I feel as an artist there should always be a base level of respect for others in their craft. Being a professional creative isn't easy, I think.
I agree completely Tim, but it's definitely hard for people starting out to find a job that is looking for a generalist, or even just one that won't try to constantly discourage them from ever doing tasks outside of their job description. Indie and small-studio work is the only space currently where a large portion of people are generalists, or can be given the space and support to grow into generalists. But it's still absolutely true that in larger studio environments generalists are still vital force mutlipliers, I just don't know if recruiters actually understand that. If you're starting out in the industry today and seek advice, you're going to be told "if you say you do level design and environment art that means you're half as good as everyone at those two things-focus on one or no one will ever hire you." It's demoralizing for folks who truly have interests and passions beyond a singular focused slice of game dev.
Well said
This echoes a sentiment given to me while I was still in college. As a prolific writer, designer, programmer, and artist with managerial experience and as an avid Kirkbride fan wholly dedicated to the Elder Scrolls IP, I was told straight out of college that I'd need to specialize to make it in the industry. I pivoted towards flicking the keys on my own games, and honestly I've had such a better life for it. I feel appreciated and valued by even the shadow of my own ruin spurring me forward with its haughty glare, and as an added bonus, I get to be as bombastic and out of touch as I please without censorship or the sabotage of caution!
So you've got your own stuff released? Is it on Steam?
Having worked in CG animation for a bit now, I've noticed generalists end up in lead or supervisor positions. You nailed it with "they can speak my language" - the ability to be the communicator between departments with proper terminology, or to at a glance see why something isnt working saves weeks on schedules.
Thanks for all the great content, Tim!
Hey Tim!
Game Designer based in Montreal here that wants to add his grain of salt. I would say that your point is very valid, but since, 2019-20, things are changing in the other direction in most of what we call ''major'' studios. Since then, there has been a gradual shift (maybe only on this side of the continent, perhaps) where now, generalist is by far the most looked for profile in game design.
This change is the reflection of a switch in terms of team size and production pipeline. Studios here are trying very hard to go back to "manageable'' team of less than 100 people on a given project (from experience, it often goes above even with the explicit intent to avoid it), but the intention is to form a strong core team and avoid any form of outsourcing for any core feature. The Art department is mostly the exception to the rule, sadly.
Because of this, flexible experienced designer that can manage multiple non-related features are the one getting hired first. This is true in most departments, flexibility and agility are a most in those teams.
This does create a vicious circle of senior recruiting other senior, leaving little to no place to younger or inexperienced folks, but this is a story for another time.
This is very reassuring to hear as someone who has a hard time sticking to one thing. I’ve fallen out of love with so many practices because I see how talented the specialists in that field are and I’ve never felt competent enough to really count myself amongst them. So while you may have made this video to lament our decline, I can’t say in words what it means to me to hear that there is value in being ok at multiple things. Maybe it’s right to say I feel seen. Thank you.
Amen to that. Even if he's worse at his job than a pure specialist, a generalist brings a unique kind of value to the team.
The slowest tasks are the ones where several specialists need to communicate with each other.
Different specialists speak different languages and might even think in completely different ways from each other.
So working with someone from a completely unfamiliar field is like requirements gathering, except it's done in a hurry and without an analyst.
And a generalist, even someone like a programmer who merely dabbles in audio mixing or 3D modeling, is like a translator.
He can sort of understand Soundengineerese after a few tries, and then he expresses those ideas in fluent Coderian.
I'm definitely stealing these neologisms 😊
There's a talk on this on GDC - Being a Unicorn: Multiclassing in an Industry That Wants Specialization, available on youtube. It dives into the issues multiclass/generalist people face.
It seems that it's often easier to leave and start an indie production than fight against the pressure to specialize in a big (or even a mid-sized) studio. It's the same in similar art/tech industries, too.
I ran into your TH-cam channel this week and I'm finding it is a trove of wisdom. I work in advanced mobile robotics, but so much of what you have to say still fits. Thanks for taking the time to share.
My sense on the topic of generalists is that it can be deceptive: to give a program 10% added depth, you might double the complexity. A common trap is for the seasoned veterans to perceive this as all bad things: "ahh frameworks!" "people have no talent these days!" "why does everyone make it harder than it has to be?" Not to say these are never valid criticisms, but more often than not, someone is under-estimating the complexity of added complexity. I'm not exactly sure the nostalgia is for generalists, as much as it might be for when things were less complex and a team of generalists could complete the whole project. Back when a few people could build an entire cottage. But now you've gotta get the plumbing person and electrician and roofers, etc. because cottages are getting bigger and more featured. I find that generalists really shine in architect roles. Someone who knows just enough about everything to be able to speak everyone's language and understand the whole system, and get the right people in the room at the right time.
Personally this is why I find tremendous joy in environments like PICO-8 where self-imposed technical constraints helps limit scope creep, forces creativity and cleverness, and minimizes runaway complexity
As a generalist myself for almost three decaces now, this video resonated so much with me. The force multiplier reference nails why generalists are so awesome in a team
I'm a tools programmer and very much a generalist. This really echos my experience. It was a huge shock coming to a AAA studio and seeing how completely silioed everything was.
I have noticed smaller indie, but industry veteran run studios have appreciated me as a generalist and sought me out much more than the big studios.
Couldn't agree more. Cross-discipline folks are almost always the most important folks on a team. Within a discipline is great, but the ones that can reach outside a discipline are even better - I strongly believe that a designer that can also code (or vice versa) is one of the best assets you can have. The ability to balance and juggle the apparently competing requirements of multiple disciplines is just gold - not to mention the fact that having generalists means that they are reducing their cycle time, especially important in exploratory work.
For "production" work (churning out models, etc.)? Not so much, but I see few games truly go into "production".
One of the coolest things on the EQ2 team was that pretty much, especially in engineering, people owned the things that they did soup-to-nuts. Even the specialists were more like SMEs.... they weren't locked into that discipline, they were just first on the line what it was needed. It was incredibly common for someone to do everything from the UI for a feature all the way to the DB. And I think we were better for it. Towards the end, we even started to pull some design work into that flow as well.
When I was studying game design, we had a generalist as a teacher for a few weeks, and she referred to them as octopus. She was taught us the value of generalisation, and while I'm only able to get my head around design and programming, it helped me to have a level of understanding for how the art side kinda works as well, to an extent. There's still a point out goes over my head, but if I'm ever in a situation where I'm out of my depth, I'd dive in to find out just what I'm missing to be able to follow or convey what I need to.
Only found your channel a few weeks ago, but I'm enjoying digging through it and learning for if I'd ever have the opportunity to jump from what I'm doing into the games industry. Probably won't happen, but I always enjoy the videos regardless, and try to find ways I can apply parts of it even where I am now.
Thanks Tim, this made me feel appreciated for what I bring as a developer in a way I haven’t felt before! I’ve also worked with some amazing force multipliers who just seemed to know how everything is connected together or how to find out. As soon as I change teams, these are the first people I miss most. And since I value it so much, I’ve also developed a broad skillset and perspective instead of focusing my career on doing one thing exceptionally. I’m going to pass this on to other generalists I know and let them know how much I appreciate them! Thank you for sharing from your experiences, positive and negative!
re:salary - That's a really good point. For programmers in particular, it seems like hiring always boils down to lists of technologies someone knows. Meanwhile in reality, technologies almost don't matter. It's so much more important how someone approaches a problem, how motivated they are to actually do something useful instead of just check off their task, and how resourceful they are in exploring various paths to that solution. But none of these things are ever discussed or questioned during the hiring or salary negotiation process.
Hey Tim - I love this call for generalists. I don't think there are less of these people, but their skillsets ARE being valued in other places. (So it's possible the game industry has lost out on attracting them) I recently wrote "How to be Second" which is a book that talks about a particular identity of person, where one of their core traits is being a generalist. Our skillsets are progressively more in-demand in management or BPM roles, OR, money is being pushed to "specialists" so we're hiding in plain sight so we can get paid even though we're on the team in the same numbers we used to be. (One of the key abilities of generalists is their ability to chameleon to survive, so if the industry wants specialists, that's the color we're showing right now)
The work we're doing with How to be Second is to teach people who are this thing, to own that about themselves, and sell themselves as what they are, and how to explain that value.
I've been a Generalist for 23 years. My overall career has been a blast going from one project to the next doing different tasks and teaching my fellow peers along the way. It even lead me down paths outside of the typical CG industry towards being an industrial designer, an architectural designer, even programming for over a decade. Now I'm in broadcast where I'm going on a range of tasks everyday across the entire production pipeline (modeling, rigging, texturing, lighting, animation, art direction, etc.) I always try to encourage all of my peers to be open to learn new things and not just specialize in one task so they can be valuable to an assortment of jobs out there.
Tim you are the best thank you for the consistent content. I come from zero bg in game dev and your insight is like a treasure trove of wisdom.
I'm pretty generalist. I am a musician (have been for 18 years), an artist (minored in fine arts), a programmer (self-taught), a writer (one of my triple majors was English), and I have experience managing projects in several industries. I don't know anybody else who is like me; all of my peers are specialists. My best gigs have always been consulting roles. I really look up to you, and have read recently that you were brought onto Interplay after consulting them as a freelancer! Very inspirational. I've been binging all your videos, and I'm so glad you're on here giving your perspective. I've been working in the web development industry, but I would like to break into the game development industry somehow... finding a lot of our opinions are in alignment!
I agree. I am a generalist too and skilled in many things. I'm finding people who aren't generalists often difficult to communicate, because they most of the time don't understand connections between components which have to explained to them slowly hoping they'll get it. But sometimes some people don't want to listen and those are the toughest to work with.
I don't generally have a problem communicating. I can talk to everyone from CEOs to specialists. When you have extremely broad knowledge you have to get good at doing that because more often than not you have to explain things to nearly everyone. What I find frustrating is when, due to broader knowledge and/or more experience, I can clearly see certain things but someone else refuses to consider the input because they insist they are correct. Usually I just let it go (unless I'm also the/their lead) but sometimes they won't relent until you concede they are correct which I simply won't do. I'll drop a topic if its contentious and doesn't make sense to pursue, but I won't agree to something I know is wrong just tomplay nice.
@@Me__Myself__and__I That's right. This is what I meant.
Generalist here and Self-Taught to boot! Technically over the past 26 years I've been a character animator, but more or more now I've begun emphasizing (to clients/employers) that I began as a Generalist in the late 90's, when "CG" people were expected to know everything regarding 3D anything. So while animation is my forte and what I'm passionate about, I've been increasingly utilized as a Technical Animator (Rigging), Gameplay Implementation and Scripting (AnimBP's and regular BP's), Modeler/Sculptor (characters, props, basic geometry correction for deformation) and so on.
It's uncanny (for me) your bringing this topic up and it's validating. I grew up with your games and arguably one of the reasons why I got into game dev, so I'm very much enjoying your ponderings! Too bad you're (semi) retired as I would've loved to collaborate on a project!
Cheers Tim!
Hi Tim. I didn't know I was a generalist, but all you said was just 🤯. It explains a LOT of my experience.
I referred to that as "hybrid" instead of generalist but I prefer your term.
I've felt constrained in my only job in AAA, I felt like I couldn't belong anywhere but in a "box": I wasn't really allowed to do more than the job I was hired to do. More than once it made me depressed because I couldn't bloom into the multi-faceted developer that I could be.
Looking back at all the years I worked, I see that I can code, do game design, graphic design, writing, sounds, music and UI. And whenever they let me do at least 2 or 3 of those things, not only do I feel better (my skills are used and I contribute a lot!) but the game also benefits from that.
Thanks for shedding light on this!
Tim, you don't know how much I needed this. Thank you!
As an indie dev who cut her teeth in the modding scene, I cannot possibly agree with this video more. Being at least a little bit of a generalist not only helps communicate more efficiently with the rest of the team, it means you don't have to sit around waiting for someone else to have time to work with what is to them a minor issue but to you a major roadblock, which means you're working more efficiently even just on your own.
I'm still working on the whole "learning to code well" thing but I can at least hold a conversation with a programmer well enough to figure out what's going on with the issues we're having.
Hi Tim, I am an animator. But I was not always an animator. I came to love doing it later than most. I worked in film and did web design. When I was learning to animate I needed to have certain adjustments to my rigs. So I started to do a fair bit of rigging. As I began to get work as an animator in games I would use my knowledge of rigging to communicate with tech artists. And it helped some. What you did not touch on in your talk about generalists is jealousy. Specialists have become very protective of what they do. The industry has become very competitive. Some of the people I have worked with feel threatened by someone pointing out how something can be improved or adjusted to make the game better, unless it comes from their supervisor. Producers can do this because of how they are seen in the hierarchy but people such as myself are not as respected for their knowledge anymore. There is more to say about this but I have to go. Thanks for putting these up for people to watch and listen.
Just found your channel through a NeoGAF thread about one of your other videos. Love your takes, really based! Keep them coming!
Tim, your videos are helping me out immensely on my journey trying to navigate through the games industry as a 3D artist and I can’t agree enough. It feels good to have someone finally give an insiders take, because being young and getting into this industry is so difficult and intimidating. I don’t feel crazy anymore when I tell people the industry is seriously messed up and profit rules over artistic integrity.
I love this. Just getting into game development now and I see myself preferring the path of a Generalist. Teaching myself to program, but knowing my background in Graphic Design, Music and Literature / Writing - and by extension the many skills I learned being a career Chef for 10 years (Interpersonal skills, work ethic, time management and deadlines, etc..) - as valuable assets is a really reassuring thing to know. Cheers for the videos!
I've been working for 20 years in a similar fun environment cause it's an open-source project. I have never seen such a great explanation of this topic before. It's one of the best 13 min you can spend on a TH-cam video. I never talked about job descriptions, when someone asked what I was doing, I described my job mostly as "I'm the glue". I go in between special interest groups and try to help them to make sense out of it :) There are so many things that clicked in my head when you talked about it. Thank you very much!
Sir, you have my instant sympathy. I'm a generalist graphic designer. And it's been hard for last few years. Everyone seems to look someone who does one tool/skill only. And in teams that I've had opportunity to work on games, these caused, as you've mentioned, those vacuum bubbles. They were amplified by the managers and producers that demanded things based on their marketing/business kpi models and knowledge. It's quite a breeze to hear someone feeling the case. I look forward to meeting people like you at all times. All the best!
Something that was super interesting listening Skyrim devs talk was related to that. The very simple tools allowed people to take a lot of ownership in their work and touch parts that weren't their specialty. Someone would make a dungeon, they would write the lore and place books, script events, design a boss battle etc... Fairly small team, easy to understand tool allowed new content to be made with a ton of autonomy.
Also ++ on the importance of good tools, they are hard to make but are a huge difference. And if I ever get to make my own game, specific tools to help making that game will be a huge priority.
i honestly cant imagine being anything but a generalist. i'm just too interested and get invested in all the different aspects of game, or in my case in a broader sense: "realtime experience design". I'm a 3D artist / tech consultant, but be it Film and photography, sound design, UX design, some graphic design even concept art. i find myself lost in so many aspects of creating that i cant see just sticking to any one of them.
Sometimes i envy specialists who really live their role and become like an authority in a specific field, but i rather see myself always looking at the bigger picture of any project i work on.
Creating 3D Art is still fun, of course :)
But sometimes i felt i'm missing out on important skills on each of the disciplines and feared becoming sort of a "Jack of all trades master of none", but this video was kind of validating for me: "Maybe, being a generalist is my skillset"
I appreciate the confidence boost too. I don't work in game programming but I work in web development. Started in full-stack over 10 years ago and became a manager a couple years ago. All the examples you mentioned resonated with me (like specialists talking over each other). I'm finding being a manager great because I used to be a teacher, and I speak somewhat of the same language many developers speak, so I try myself to be a force multiplier when I can. Great vid!
This is some great insight about generalists in the industry.
Funny enough, I graduated from school for a degree that was quite generalist (degree covered both game design and programming, had classes in art and production). I wanted to learn the ins and outs of game development and it helped open my eyes on how games are made. Fortunately, I've had some industry experiences in multiple design roles and in each place I worked at, it was easier to communicate with other departments in how they worked. But yeah, I hope to continue being in these sort of generalist design positions.
I feel like I’m starting to understand a lot more why a growing number of modern games feel like they have lost some of their soul. Too detached, not enough direct involvement in multiple facets of their work. I hope your words can inspire incoming developers to start broadening into different disciplines-I can see how in some cases the artist and the writer need to be one in the same to make things feel right.
Didn’t know you had a channel, Tim, so glad I found it!
Thanks for this video Timothy, it spoke to me directly. Been a professional game dev for 10 years, worked for both big companies like Ubisoft, and smaller ones, and, as a generalist programmer, I can feel I am part of a dying breed
This is an interesting discussion. I’m not in the gaming industry but working in technology this is a trend and a challenge across the industry.
The difficult part is that, as an industry matures with higher standards of fidelity and more complex systems, the talent and experience needed for a generalist to be valuable increases. In a mature a industry a great generalist is millionaire, a good generalist is a force multiplier, but a mediocre generalist is useless.
It becomes more and more difficult over time to maintain enough expertise in any one specialty to add value while also dabbling in our areas enough to understand and learn them.
Combine that with the massive deadline pressure and burnout in the gaming industry and I imagine it’s hard for anyone to stick around long enough to reach the “deep generalist” level needed to be a force multiplier unless they build the knowledge as a hobbyist or Indie developer first.
As someone who entered the industry recently as an env artist, it's so much to learn, , so many specific skills needed to produce the art needed for a AA or AAA game.
A recent example, I was playing Fable 2 recently, it's a beautiful game but I couldn't help but think how nice as an artist to not have to blend every single rock into the ground perfectly sculpted and textured etc etc.
Great video, I think having many specialists is affecting playtesting a lot as well, I think most of the specialists nowadays can avoid playtesting the games they are making and still be good at their job, which is a bit strange. Generalists have to know the game they are making and all the tools they have around most of the mechanics, that's probably why they can communicate better with other disciplins.
Hi Tim. Love your content. Just discovered you. Please keep sharing your thoughts.
One thing I want to push back on. I'm a UX designer who used to be a developer and I believe specialists can also anticipate the needs of jobs they have not worked. As a UX designer of enterprise software, it is often my job to experience what the user goes through. What are their pain points? What are their needs? What are their motivations? I had an "ah ha" moment when I started doing that with coworkers. "Tell me what you're going to do with this deliverable. Tell me what happens when things don't get done a certain way."
What I have found is that developing empathy for jobs or tasks you haven't done and mapping this out is a shortcut to being able to macro-level systems thinking.
Thank you again for sharing your wisdom.
Jon
I just got finished with a game design degree in 2023. Our professors made it very clear that if we wanted to get into the industry then we needed to specialize as a modeller, a coder, a narrative designer, a sound designer or game designer etc. Part of the reason I got into game dev was because I love picking up multiple disciplines. Part of what got me accepted to the program was the games I was making at the time that I submitted, of which I had made every component of and loved every second of. And then what I fell in love with at school was connecting the different disciplines I worked with, acting as a bridge between fields.
I ignored the profs suggestions to start practicing game dev in a way I didn't enjoy just to get hired. Now I have skills in almost every nook and cranny of game dev. But I am almost unhireable into current industry roles compared to my friends who spent their 4 years predominantly on one set of skills. The only role that makes sense is producer like you talked about but those roles are often not entry level, and so it becomes very difficult for a generalist to even make it to those roles where they could thrive.
I will keep working on my own games and hope that putting in the time will result in either getting hired into the indie scene or getting to start my own thing.
I'm aspiring to be a generalist myself, I love to be able to do a lot and help when needed. In our recent project I was Designer but stepped in as Programmer when our group was in need and helped with hooking everything up inside of Unity, Coding, Designing the game itself and its mechanics while also with a previous self taught experience with Blender, I had a good understanding what was possible for our Artists within our timeframe and just to help link everything up from Blender to Unity and make the code execute the Animations and make everything work this a lot of coded systems.
I also enjoy it a lot because in the future I would love to do game as a smaller team and create my own smaller projects on my own aswell.
I think so far it's a nice skillset to communicate with the others in the team, but also having that holistic view and skill to go from start to completed makes it possible to work fast on new systems and implement them in Unity.
I am naturally a generalist. I don't know if it's an issue with us not existing; my resume just doesn't stack up since I never have multiple years in any discipline. Often the person looking at the resumes is themselves a "hiring specialist", and so they have no idea how to gauge whether someone is qualified for the specific thing they're hiring for or not outside of superficial metrics like "x years as..." or "has completed..."
I think specialists are just easier to hire.
This definitely hits hard as an aspiring indie solo dev, but was honestly pretty affirming!
I’d love to see a video on what you think people can do as community members to support game designers, both in the development and post-release phases. Obviously I don’t mean this in a “tone police” kind of way, I just wonder how to support developers as a gamer in ways other than buying/playing. You’re the best!
Leave them be would be my guess, imagine how many angry or "helpful" crazies they have to put up with. Give them peace, leave them be.
Plenty of people have mentioned that generalists are indies now so I won’t add to the choir. I will add though that my experience as a generalist in aaa was to be shoved into the nearest fit role and was kept there due to the machinery of a larger production. For all the reasons called out in this video. It’s soul crushing and why I moved to the indie space. It’s not that we’re incapable of executing in a specialized area, it’s that we dislike it.
I feel this discussion so hard! I've always prided myself on being a generalist both in terms of being a designer but also my overall skillset, and it's very hard in the current environment of larger studios to find a role that puts that to use! Working in Cinematics was definitely the closest I came to being able to flex those muscles, but even then it was more out of fighting to get my hands dirty on something rather than others proactively coming to me or my team.
every few weeks tim cain drops an absolute banger and im all here for it, an inspiration to us all
Thank you! I feel appreciated. I’m a veteran game programmer and consider myself a generalist. I prefer to work closely with creatives, but have worked on pretty much everything for over 20 years.
I became a generalist when I noticed a massive lack of people who are comfortable with all aspects of the development process and got extremely frustrated with the absolute lack of knowledge from my peers while obtaining my degree
It is absurd how often throughout my time in university my peers relied on me to fix their broken projects, while I was allowing myself to regularly shift roles to try and grasp different production pipelines and how best to implement them in order meet arbitrary goals that I would set for myself
These days I've been working on picking up learning some basic drawing and art skills as well as digital music composition and midi programming, but before that I took several years to study behavioral economics, sociology, world religion and cultures, and their histories etc.
I think one of the largest and most prominent issues is the utilization of SCRUM and AGILE as absolute authority in the workplace and Generalists simply do not fit into that structure where there is absolutely zero communication between multiple different specialized departments of the development house
For a go-between guy to be useful there has to be a between for them to go
The inspiration you give is immeasurable Tim. Much love
I feel you know what you’re talking about, and I think I’m somewhat of a generalist myself although I’ve specialised in back-end development. I still know a lot about front-end and command line tools, perhaps not about recent front-end frameworks but I understand the concepts. I also have picked up along the way at least some experience with general design, requirements, etc etc. Because back in the days, you did it all.
This is a trend throughout the whole software industry. Not just games development.
And I very much understand your point about generalists being the ones who can connect the specialists in various domains!
I didnt know this was a term but I definitely identify with and have always wanted to be what you call a Generalists, so its nice to hear you like them.
It's rough though because every job posting asks to a high number of years in specific skills, skills I can easily learn, but haven't because I've spent my time learning many skills. I love understanding, learning, and teaching/explaining how systems and parts fit together, but it doesn't feel like any of that is a marketable skill right now which has been very demotiviatin, so thanks for the kind words, made me feel a bit better about myself.
I love your videos. I have been in the industry for over 20 years, which is not much compared to you. However, i worked with a lot of different teams. After a while you can start to doubt yourself as it seems every team really wants to do the same mistakes. When I hear you speak, it confirms my own experience and is a great sanity check.
Regarding this video in particular.
- The importance of generalist is growing and will keep growing due to the way companies are structured as you said. It is also due to a move to more agile methodologies.
- When you have 4 feature teams working on a complex game and each of them with their own vision of what the game should be. Unless you have a creative director/Game Director/Design Director/etc. that has a clear cohesive vision with clear creative pillars for the teams to follow and refer to. It creates silo effects.
So what is going on (very roughly, I can't write an essay here). It's that there is a generalists gap in the career progression.
IC: Focus on their craft
Team Lead: Focus on the team
Craft Lead: Focus on their specific Craft
Directors: Focus on high level craft strategy usually
The positions for generalists are very scarce. So from a career perspective it is really tough until you reach a very high level in the organization (and even then).
The industry doesn't like generalists. They want people that have clear and visible outputs usually. This is why producers are often not getting the love they deserve. They are generalists bridging teams communications and plans. I have seen countless Junior/Medior and so called seniors that didn't see the value of having producers.
I have been in teams of 120 people with I kid you not 0 producers. The Craft Leads had to do the producing. The project ended up being released 2 years late...
The industry doesn't value soft skills much (it is getting better though), it also doesn't value management & leadership skills.
I had the owner of studio, being upset because I refused to hire a great craft expert. I told him that we needed someone more mature and able to work well in a team. I was over ruled. The owner wanted the best craftsman. In the end, the company lost at least 6 people due to this bad hire...
great video! this must be a big reason why a lot of big games feel so anodyne these days - there are thousands of specialists working in a vacuum, sometimes on different continents, and relatively few people are communicating a clear overall vision. as a result, aspects of the game that feel like they should influence each other don’t, or worse, they undercut each other.
You have a very charismatic way of explain things! It's very easy to listen to you!
I suppose in a way, indie solo developers are some of the best generalists around.
This is certainly true. They have to be.
Yes. They are actually better than generalists. They are generalists who can do everything alone. If you are successful doing a solo game, that means you got professional level skills in multiple disciplines.
Reflecting on my own experience as a lead at Microsoft Games Studios (back in 2000), I thrived in a role where I could contribute to directing and managing art pipelines while also fine-tuning the visual aspects of multiple game projects to ensure a cohesive look and feel for their brand. However, there was an underlying discomfort they had with me doing all of these things. it wasn't until my manager candidly explained the situation that I truly grasped the underlying issue. He essentially told me, "We appreciate the quality of your work, and you've really helped bring so many projects to fruition, but unless you can document and systematize your approach so that anyone can replicate it, it doesn't serve our needs." In essence, the industry (even two decades ago) was moving towards a mass-manufacturing paradigm, akin to how McDonald's hamburgers maintain a consistent look and taste across all their locations (he actually used this analogy).
This drive for standardization and replicability is also a factor in the shift away from generalists. It's far more convenient to establish systems with specialists, where if one specialist leaves, another can readily step in to maintain the workflow and quality. In contrast, relying on generalists can introduce variability and uncertainty, making it harder to ensure the consistent output that many modern game development projects demand.
As a generalist myself, I agree with you of course, that they are valuable and can accelerate productivity and bring innovative solutions. There's no project I was a lead on that didn't ship and would like to think I had a role to play in that. But corporations don't want competent people that they "need". They want skilled people they can take or leave at any time and still keep the ship operational. To have to rely on someone is a liability for the corporate world.
I'm a generalist. I have to be in order to create my game. I can (and have to) do everything, or find solutions. I do have to create gameplay and judge it myself. I am also an artist: I can paint, I can manipulate images, I can create 3D models, I can edit videos, I can create music. Sadly, this doesn't give you more money as an employee - they want ONE thing from you, and it's usually the most expensive thing you can do. In my case it's being a programmer. And I'm good at it, and really don't mind that I don't have to create stupid screenshots for the app stores. I created the initial version of them, and they are great, but I don't want to deal with them any more. This is generally what I aim towards, I really don't want to deal with (my) legacy code.
I really appreciate this talk and I connect with it at a deep level. I just got laid off at the start of the year and have made a hard pivot into becoming a game developer. This coincided well with the release of UEFN and I have spent the last 6 months learning every single aspect of Fortnite Creative, Verse, and the Unreal Editor that I can. I have drawn up extensive game design documentation, tested implementations of a range of mechanics, and am finally rounding the corner on being base feature complete for my 3rd playtest.
I have no formal higher education, but have worked in silicon valley in roles ranging from Helpdesk to Audio Engineering. I run on passion. What that has meant for me in the journey so far is having to learn to code, learn basic modeling tooling, Niagara VFX systems, data structuring, mechanics design and implementation, bug fixing, the difficulties of working within a brand new editor with all of the limitations combined with all of the bugs... the list goes on.
I don't want to make this too long winded (already pushing it for a YT comment) but this was extremely encouraging and came at a crucial time for me. I have it all on the line right now and it's really reassuring to hear that there is value in my pursuit.
As a long-term IT careerist, I've been quite fortunate in that I learned a number of disciplines over the years, mostly out of necessity. I've been a network technician & administrator, sysadmin, help desk/customer service rep, electronics repairman, radioman, and several more roles. Over the last decade or so I've considered myself to be "Napoleon's corporal," so to speak; I'm the guy who understands the in-depth engineers, the senior leaders, and the customers, and can communicate in ways that each of them understands. Being a generalist, in my experience at least, means I'll always have a job and will always be able to provide value to that organization. As I've tried to teach my children, "if you can solve other people's problems, you'll always have a job."
Love this take. It's very true. As a freelance generalist programmer, I've found myself being very useful to studios since I'm not afraid to take a deep dive into any of the code. Bug with UI? Np. Bug deep inside engine/graphics code, I can fix it.
For programmers looking to become more of a generalist, I'd recommend building your own game engine from scratch. It thought me so many different things about all the different disciplines
I felt so glad to hear that. I'm a generalist but always heard that I should become a specialist to have success in my career as a game dev programmer. I live in Brazil and here is much more common to be a generalist than a specialist.
I forfeited the past 10 years of my life to learn how to program games and I CANNOT get a programming job. I had a non game programming job but the way technology seems to me is that if you aren't ultra experienced and razor sharp at one specific job, you're not getting a job as a beginner.
You do exactly what you're told and you don't have an opinion. Just do what they say and get it done fast.
No learning on the job. Learn after work when you're at home. A job interview I attended said Google has people learn outside work with their free time and on weekends, so they do it even though they don't pay Google wages.
It's impossible to get anywhere without being a super expert on one very specific thing.
These are great points! I work as a 2D artist in mobile gaming, but since we're quite a small team over time I've grown into a generalist. My work also involves UI/UX design, basic animation and VFX. Although I enjoy concept art and 2D the most I've really come to enjoy the diversity of being able to do a lot of other things.
Thank you Tim, it is very insightful not just from a perspective of 'gaming' industry alone.
I am already specializing in an art style which is 3D-NPR-Anime style (that style has its own technical specific problems that require a lot of additional work like for example normal editing on a characters face). I don't really want to limit myself to just character modeling or just environment modeling , texturing , lighting ... but the industry kind of forces you to specialize even more to just a specific discipline. i personally find beauty in all those disciplines intertwining. I want my service to be an allround-solution for this already specific niche. However i keep going deeper and deeper in this rabbit hole by creating my own game in unreal. I would also say ... another big pro about generalists... at least i can tell from myself and the generalists i know ... is they never stop learning new things. they keep evolving and deepen their knowledge all the time in every single discipline. i would even go as far as that this is a trait you just must have as a generalist in order to be successful. not just that i think being not just solution driven but also help driven by wanting to teach others what you know is another big trait that gets overlooked by many.
That said ... as the industry is looking for specialists only (even most indies nowadays seem to ) it really makes it incredibly hard to market yourself as a generalist. just showing characters when character artists are wanted , just showing environments when environment artists are wanted ... and so on . if you have concrete goals to work on while looking for jobs it often times feels like you have to completely sacrifice either one or the other. that there is no path that combines both . to me that it is frustrating and i imagine i am not alone with this. It feels like you have to have years of content to show for potential employers just because you are so versatile and that naturally your work shows that. you need a thick skin to continue what you like doing and to not limit yourself just because that is what others want from you
Interesting video. Funny thing is, each core member in our indie studio is more/less a generalist and a veteran wit 10+ years in the bussiness. Thanks for the video Tim!
I love this video and big kudos to someone that actually gets it. I am a generalist and have been able to sell myself for years as such. In the last 3 years, I have found that it is certainly misunderstood during the hiring process. I believe it is because potential employers don't understand how this fits into their process and how it would benefit them.
I am constantly asked the question of what I want to do, which as a generalist is impossible to answer as I have adapted to many disciplines throughout my career. Admittedly, because of this, I cannot be great at every discipline but I can assist a lot more. I understand a lot of terminology to discuss, coordinate, and increase productivity by actually doing and not telling to do.
I code, 3d model, UI, UX, video editing and post processing, FX in game and rendering, web design, character rigging and skinning, technical optimization, project management and associated tools, VR/ AR/ MR toolsets, and planning just to name a few. I would say that this just scratches the surface as I have been in multiple industries as well. Architectural design, gaming and simulation, health care, product design, and military training through technology.
Am I invaluable? This is hard to answer because it depends on what is needed and at what level of specialization. I always tell a potential employer or client that I can definitely help them with their efforts in some way. The problem is that requirements are always aimed at a specialist. A product owner is the only title that fits this type of person or at least that's what it seems like.
That's my 2 cents.
I'm so happy to hear that, I love every sector of a game dev pipeline
I think that just in general the push for graphics being the primary focus in all games across the board has been very destructive in a certain way to the entire industry. Games aren't animation or film, that's the point, they have gameplay mechanics, dialogue, music, sound, they introduce engineering problems in all fields, the limitations are what breed a new kind of creativity. I really believe that the players, and thankfully have seen players not buying bad games that are masked by photo realistic graphics. It's a nice thing to see.
Hey Timothy (we have the same name), I've just found your channel recently and have been loving these videos. I am a 23yo generalist game dev from Australia, I've been making games with Unity since I was 14. It's great to hear someone with a good brain talk at length about the games industry.
If you had a podcast that covered topics like you do in these videos, I would certainly listen!
I absolutely agree with you. Yes, there has been a trend towards specialists, everything got way too complex and people who specialize in their discipline are obviously very useful because of this. However, like you've said, generalists can combine knowledge and experience from disparate disciplines, they can see things in ways a specialist cannot do, they can usually connect pieces of a puzzle or a problem in unforeseen ways to a specialist. Any team would benefit having at least one generalist between them. People got obsessed in assigning specific roles to specialists, even team managers are usually specialists in managing (?). Maybe persons for managing people are needed in businesses, but what about people who can have a unique overall picture of a project, and can do a multitude of things, even if not to the point a specialist can, they would be really good in guiding and moving a project forward, they could identify issues, or find unique improvements, all out of reach to specialists. People in the past used to gravitate towards being generalists, eg. scientists of the past studied literally everything. I understand the reasons the push for specialists happened, I think it was the wrong thing not to consider people who are generalists, and with the advent of AI and specific tools that will make the lives of specialists really easy, I can see the value of generalists coming back up. In any case, I think all are needed, both specialists and generalists. Your examples on how generalists would be invaluable in a team were spot on. People admire the specialist Einstein, I admire the generalist Newton. And while people might think it was the powerful immortal soldier Achilles who won the Trojan war, well, not really, he actually died, it was Ulises who won it. Also, MacGyver would always win against any Chuck Norris. 😀
I stopped being a generalist because having seven different skill sets just meant getting assigned the workload of seven different people.
Finally found the dev who works for a living and not living to work.
Tim, loved the phrase "force multiplier". I'd love this to be its own video. Force multipliers often get overlooked, but are so important. I'd love to understand your take on how to be a good force multiplier, how to spot them, and how to utilise them more rather than punish them for not being as productive (if they are)
As a solo indie dev and a generalist myself, I have to agree. I'm mostly a tech savvy designer with some coding skills, but it helps me to understand the many different aspects of game dev.
I'm relying on other tool&asset creators to finish my project, since I can't do everything myself. Being a generalist helps to me to communicate with other creators and to accomplish what I want.
If the assets creator happens to be generalist as well, then things get even easier and it's very comfortable and straight forward to work with them.