Wednesday 26 September 2012

Time to design!

Back into the natural swing on things, it's time to write some concept documents for game ideas. We've been told to aim for the stars and be as creative as we so please, this means no realistic bound's on what we could actually achieve later in the year!

I'll post the concept documents as a whole as and when.

Monday 24 September 2012

Industry jobs; Programming.

So after a rather short break, it's already time to start my second year at Futureworks!

This year we're adding a "fourth discipline" to our roster of lessons, this being production, more or less designed to teach us about how to handle the production of a game, from time management to certain business aspects, it all sounds rather fun :)

The first task assigned was to choose an industry discipline (Art, Design, Programming), and look into the different roles within, I chose programming, I looked into job sites and articles such as "http://www.gamesindustry.biz/jobs/by-category/programming" and found there are many, many different roles within programming, It was a little overwhelming since at the moment I can't code my way out of a paper bag!

On a brighter note it was nice to see that there are many jobs going for various companies, and it seems like finding employment as a skilled programmer is fairy easy, let's just hope I can learn enough at Futureworks and make some games good enough to get an entry level position somewhere awesome!

Here's a quick copy and paste from a word document I made ^_^

Programming Roles within discipline:
Game Engine programmer: developing graphics and simulate physics to make up the game engine. Physics engine programmer: determining the physics that will be utilised, i.e real-world, space. Graphics engine programmer: mostly for smart-phones/hand held, troubleshooting 3d graphic renderers. AI programmer: design and develop technologies within game systems that simulates human behaviour. UI programmer: develop and maintain the user interface, developing multiple and one is selected to suit the game. Input programmer: develop the code that operates joysticks, keyboards, and other hardware devices affecting gameplay. Network programmer: develop codes that permit players to interact and play with other players in different locations through the Internet or a LAN Porting programmer: converting code from one platform to another. Generalist: locate bugs, eliminate them. (Smaller companies, multiple jobs) Lead game programmer: supervising all the programming performed while a new game is developed. Don't code much, overseeing and attending meeting