[gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: Latimerius <pvl@xxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 8 Jan 2007 10:47:44 +0100
On Sat, Jan 06, 2007 at 10:18:28AM -0800, Alan Wolfe wrote:
> I have to second that "WRITE A COMPLETE %$^&# GAME!"
>
> I have been trying to get into the game industry professionally for
> nearly 4 months now and while I have tons of knowledge and skills, and
> have samples / demos to show, the fact that I don't have anything
> completed really has turned off employers so now I am trying to do
> what i should have done much earlier - which is finish a game :p
Hmmm ... I'm not going to oppose you guys, writing a complete game is
surely a valuable experience, however I'd like to note that I was hired
by 4 game companies (Pterodon, Illusion Softworks, Hra01 and Crytek)
without ever needing to produce a complete game as a part of my
interview.
At least here in Europe, you're usually asked to produce code samples
but I haven't even heard of anyone who was required to show a completed
project.
I suppose that's because a completed project means a lot more work than
programming (usually some art and also some design), and most of those
other skills are not considered relevant. Of course you can use clip
art and clone some existing game but I don't think that showing a Tetris
clone will really set you apart from other applicants.
Also, don't forget that there are game programmers and engine
programmers. While game programmers are usualy expected to be quite
pragmatic and get things done quickly (coming up with the cleanest
possible code is not typically required), engine programmers tend to do
R&D-type of work, which the opposite (in a sense) of what game
programmers do. For an engine programmer, the ability to perform the
job is often more naturally demonstrated by producing the type of code
you're working on now - e.g. C++ and/or HSLS code for an innovative
visual effect, a cool way of achieving something useful inside physics
or AI engine etc.
So again, I'm not opposing writing a complete game at all, after all
whatever part of game programming you end up in, knowing something about
all the other subsystems is always beneficial. But from my experience,
there are other way, too.
latimerius
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- [gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: Alan Wolfe
- [gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: Bob Pendleton
- [gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: mutahhir hayat
- [gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: Bob Pendleton
- [gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: Alan Wolfe