[gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: Bob Pendleton <bob@xxxxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 08 Jan 2007 13:59:39 -0600
On Mon, 2007-01-08 at 10:47 +0100, Latimerius wrote:
> 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
>
>
It could also be that the game industry is a lot younger in Europe than
in the US. Ten, or fifteen years ago game companies would hire people
based on skills without requiring them to have done a complete game.
There are other major differences between the US and Europe. As I
understand it, it is very difficult to fire or layoff people in Europe.
That means the people doing the hiring are taking a very long view of
someone when they hire them. That is not true in the US. The law varies
from state to state (as I'm sure it does in Europe) but for the most
part employment in the US is at will. You can be terminated at anytime
for any reason or no reason at all. Here companies tend to staff up for
a project and terminate people at the end of a project, keeping only a
few key people between projects.
Bob Pendleton
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- Follow-Ups:
- [gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: Latimerius
- References:
- [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
- [gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: Latimerius
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- [gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: Latimerius
- [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
- [gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: Latimerius