Game Development Reference
In-Depth Information
The Good
Programming jobs in the games industry change fast. In fact, they
ve even changed
with each new edition of this topic. Programming used to be a really broad activity
because there were so many problems to solve and there were so few good and expe-
rienced game programmers out there who could solve them. In the real early days,
game programmers did everything: code, art, sound, and game design. Now you
tend to see very specialized game programmers for niche areas of game technology:
Character movement, network communications, database, physics, and audio are just
a few. When I accepted my first job in the computer game industry, my second
choice was a job with American General Life Insurance. They wore ties. Their
employees took drug tests. I would have had the distinct privilege of working on a
beta version of Microsoft
'
s C++ compiler, programming little sales tools for insur-
ance agents. Did I make the right decision or what?
Face it
'
most programming jobs are downright boring. If you know where to look,
you can still find really interesting ones even outside the games industry. They might
be jobs you can ' t talk about, working on ultra high budget simulations and control
software, finding cures for disease through molecular protein folding analysis, and
games. Everything else falls quickly into the
Did you put a cover sheet on your
TPS report?
category.
The Games Industry Is More Secretive Than the Pentagon
In 2010 I was approached by Electronic Arts to work at their Sims studio on
t until I
went into the on-site interview and signed a non-disclosure agreement that
they told me this new game was The Sims Medieval. The project
a brand new Sims game.
That was all they would tell me. It wasn
'
m
working on as of the writing of this topic is even more secretive. We don
I
'
'
t
tell potential candidates anything at all except that it
'
s a Sims game, even
after signing a non-disclosure agreement.
The Job
Here
s my bottom line: Games are great to work on because they are as much about
art as they are science. When I wrote the first edition of this topic, I put a lot of
thought into why I found game programming immensely satisfying even with all of
the pressures and challenges. I came to the following conclusion I like blending the
artsy side of my left brain and the engineering side of my right brain, especially when
I
'
m in new territory. When I was on Thief: Deadly Shadows, I got to work on charac-
ter movement
'
talk about a tweak fest. I had to look carefully at the character move-
ment and understand why it
felt
wrong. I played tons of Splinter Cell to see how
 
 
 
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