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The Life of a Game Developer

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In a bit of trouble - Disney canceled projects. Laid off a much of their workforce ... If you have the choice Work Experience Hobby programming (Mad) Skillz ... – PowerPoint PPT presentation

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Title: The Life of a Game Developer


1
The Life of a Game Developer
  • Ulric Wong
  • Mar. 5, 2009

2
First of All
  • Thanks for doing my survey!

3
Agenda
  • Life before Game Development
  • Life as a Game Developer
  • What I think I learned

4
Disclaimer
  • my opinions - Ulric-centric
  • no longer affiliated with EA or Radical
  • I've been out of the industry for 3 years

5
I discover I want to become a game developer ...
(1994 - )
  • 19 year old from Toronto
  • The plan
  • Engineer mechanical - mba management
  • escape my parents
  • played games but had never programmed

6
What brought me to Vancity?
  • Royal Military College Officer
  • Basic Training in Chilliwack CFOCS

7
Backup plan
  • UBC Computer Engineering
  • nearly flunked first year programmingpicked
    Electrical - computer option
  • graphics course

8
Co-op
  • BCTel  (Telus) tech support, network engineer
  • Advanced Gravis - test engineer for game
    pads(hey it's Electronic Arts!)
  • Motorola - web programmer
  • (let's try Electronic Arts again!)
  • ICBC - Dsim 2000 OpenGL / C

9
Yay! I'm a game developer now
  • Graduated
  • Leveraged my ICBC co-op

10
Radical Entertainment (2000)
  • A medium sized 200 people developer
  • reasonably successful on playstation
  • Free food
  • Hired 45000 year

11
The situation at Radical
  • invested money to publish and develop in the US
  • In a bit of trouble - Disney canceled projects
  • Laid off a much of their workforce
  • Next Gen PS2 had just launched
  • Had taken a contract with THQ to create a
    snowboarding game in 8 months

12
Dark Summit
13
Worked on a plethora of stuff
  • NPC AI
  • Animation sequencing
  • Character model loading
  • Model customization
  • LOD
  • Liason between programmers and Animators and
    modelers

14
Working on Dark Summit
  • Platforms
  • PS2
  • xbox - overshadowed PS2 due to ease of use
  • Gamecube
  • Pure3D made life easier
  • 1.5 year project
  • 8 months of working weekends and 11 hour days
  • Layoffs (producer, 30 of the team)

15
Dark Summit Results
  • Metacritic score 70

16
Career advancement
  • Performance ReviewNegotiated my salary to 55000
    yearBonus time5000

17
Tetris Worlds
  • Quick easy project for Xbox and Gamecube
  • Ported from Blue Planet PS2 code
  • Responsible forcharacter loading and animation

18
Tetris Worlds
19
Time to move on
  • burnt out
  • stressed out from layoffs
  • heard of greener pastures...

20
Electronic Arts (2002)
  • 60000 year
  • whoops forgot to negotiate my vacation days

21
EAGL
  • Platform independent graphics engine
  • Abstraction layer for
  • PC
  • XBOX
  • supported Gamecube, PS2, PSP
  • Used by FIFA, NHL, NBA, NFS, 007

22
How was it?
  • PC 50 video cards hell
  • long hours from supporting multiple teams
  • exacerbated by a lack of testing 
  • liked working with - NFL, NFS, FIFA
  • ok but underfunded NHL
  • bad - NBA lack of identification with game
  • facilities were nice...

23
Performance Review
  • No room to negotiate
  • but bonuses were generous - 10000 / year

24
Promotion
  • Xbox lead - not too difficult
  • games led on ps2
  • best dev environment msdev, pix

25
Next-Gen approaches (2004)
  • Dev Kits appeared
  • Mac triple corePowerPC
  • Hulking cube
  • Renderware purchase - working with Criterion UK
    to merge EAGL w/ Renderware

26
Promotion
  • Development Manager - 75000/year

27
My Exit from the Industry (2005)
  • Motorcycle accident

28
Life is too short...
29
Present (2009)
  • Final year of Psychology program
  • grad school psychology of video games
  • virtual worlds and social identity,
  • video game addiction

30
Summary
  • What I think I've learned

31
Education
  • BCIT and University  (SFU, Waterloo)
  • University grads had more leverage  (Young)
  • Helpful to know what you want be when you grow up
    Engineering was a waste for me
  • Grades and Academics important until you have
    work experience
  • Co-op is awesome
  • EA Star program

32
Work experience
  • Most important factor
  • technical experience is of most interest
  • Personally new grads / co-ops do not write
    robust, maintainable code
  • Secondary skills - teamwork, soft skills

33
Hobby programming experience
  • I didn't have any - my attempts to show my work
    were disregarded
  • I worked with some hobbyists but still university
    grads (Matt)
  • Challenge make it easy for interviewers to
    observe and quantify your work
  • If you have the choice Work Experience gt Hobby
    programming

34
(Mad) Skillz
  • Graphics programming team
  • graphics - direct3D, opengl, shaders
  • math - linear algebra
  • multi-threaded / multi-core processing
  • Game teams
  • Have more general programming positions

35
Your coworkers
  • I'm a computer geek - socially difficult
  • Gaming stressed out, socially difficult people
  • Artists are pretty normal...

36
Interview preparation
  • study as if it was an exam - pointers, memory
    management, matrix math (Ian - Koei)
  • personality match is important (maybe shirt and
    tie isnt the best idea?)
  • game enthusiasm can help if it is relevant

37
Cronyism
  • Use your contacts (Patrick)
  • Can help you bypass the interviewing process

38
Small company vs. big company
  • small
  • more responsibility great stepping stone
  • more critical role - more leverage
  • less stable
  • large
  • less responsibility easy to get slotted into
    one role (like build guy)
  • more frustrating red tape
  • fat bonuses
  • more stable

39
Impact of the economy
  • things are not good right now
  • games industry is doing well - only for certain
    companies
  • Layoffs - EA, Propaganda, etc...
  • Target and time your applications appropriately

40
Impact of the console life cycle
  • Transition years are weak
  • 360 / PS3 has been especially difficult

41
What kind of programmer do you want to be?
  • Tools and libraries - far from game, more
    technical expertise, support
  • Game team - closer to game, crazier hours
  • hardware?  EA doesnt do DS in house, but
    Backbone does.
  • technical path vs. management path

42
Do you know what you are getting yourself into?
  • technical path - Live and breath graphics
    programming
  • managerial path - "people skills
  • unpaid overtime is an expectation firmly
    ingrained. (Even at Propaganda)
  • How long do you want to do this for?
  • Will you still like doing it at 4am after 3
    months of living and breathing it?
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