Title: The Life of a Game Developer
1The Life of a Game Developer
2First of All
- Thanks for doing my survey!
3Agenda
- Life before Game Development
- Life as a Game Developer
- What I think I learned
4Disclaimer
- my opinions - Ulric-centric
- no longer affiliated with EA or Radical
- I've been out of the industry for 3 years
5I 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
6What brought me to Vancity?
- Royal Military College Officer
- Basic Training in Chilliwack CFOCS
7Backup plan
- UBC Computer Engineering
- nearly flunked first year programmingpicked
Electrical - computer option - graphics course
8Co-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
9Yay! I'm a game developer now
- Graduated
- Leveraged my ICBC co-op
10Radical Entertainment (2000)
- A medium sized 200 people developer
- reasonably successful on playstation
- Free food
- Hired 45000 year
11The 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
12Dark Summit
13Worked on a plethora of stuff
- NPC AI
- Animation sequencing
- Character model loading
- Model customization
- LOD
- Liason between programmers and Animators and
modelers
14Working 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)
15Dark Summit Results
16Career advancement
- Performance ReviewNegotiated my salary to 55000
yearBonus time5000
17Tetris Worlds
- Quick easy project for Xbox and Gamecube
- Ported from Blue Planet PS2 code
- Responsible forcharacter loading and animation
18Tetris Worlds
19Time to move on
- burnt out
- stressed out from layoffs
- heard of greener pastures...
20Electronic Arts (2002)
- 60000 year
- whoops forgot to negotiate my vacation days
21EAGL
- Platform independent graphics engine
- Abstraction layer for
- PC
- XBOX
- supported Gamecube, PS2, PSP
- Used by FIFA, NHL, NBA, NFS, 007
22How 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...
23Performance Review
- No room to negotiate
- but bonuses were generous - 10000 / year
24Promotion
- Xbox lead - not too difficult
- games led on ps2
- best dev environment msdev, pix
25Next-Gen approaches (2004)
- Dev Kits appeared
- Mac triple corePowerPC
- Hulking cube
- Renderware purchase - working with Criterion UK
to merge EAGL w/ Renderware
26Promotion
- Development Manager - 75000/year
27My Exit from the Industry (2005)
28Life is too short...
29Present (2009)
- Final year of Psychology program
- grad school psychology of video games
- virtual worlds and social identity,
- video game addiction
30Summary
- What I think I've learned
31Education
- 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
32Work 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
33Hobby 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
35Your coworkers
- I'm a computer geek - socially difficult
- Gaming stressed out, socially difficult people
- Artists are pretty normal...
36Interview 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
37Cronyism
- Use your contacts (Patrick)
- Can help you bypass the interviewing process
38Small 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
39Impact 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
40Impact of the console life cycle
- Transition years are weak
- 360 / PS3 has been especially difficult
41What 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
42Do 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?