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Submitted by WiffleCube on
Forum

Ok, I've got a degree. The average grade was a distinction (high-end).
You've seen a screenshot my crappy game engine demo (it's on here
somewhere). I'm working on basic animation and AI but nothing in
stone yet, also I'm messing around with writing a campaign for NWN,
which might be good practice with using a toolset (debatable). I'm
waiting for my visa to processed, which should complete soon,
then write up a proper CV. I'll be looking for entry-level
game-programming/designing work.

I'm wondering if any gurus out there might have any advice as
to my first step into the world of professional game programming.

Submitted by Malus on Fri, 25/02/05 - 12:39 PM Permalink

#include

int main()
{
std::cout << "Write some tools, us artists always need tools, join a MOD, build an engine? But then I'm only an artist. :P
";
return 0;
}

Submitted by Kalescent on Fri, 25/02/05 - 5:17 PM Permalink

Dean knows code! [:O] man thats 2 'revelations' this week.

Wiffle: Pump out those demos man. Just keepem coming add new functionality to your existing demos or write something new. Start ripping apart every engine and every 'builder' program you can. Read books - programming gems series / game design series. Overall push your skills and absorb as much information as you can on what you want to be and start pushing yourself toward your goals.

Submitted by WiffleCube on Fri, 25/02/05 - 6:52 PM Permalink

yay, nice code Malus hehe.

Hazard: the project so far does bsp-based collision detection as
you walk around a level. My final yr project was a CSG language,
which used flex/bison to parse the language - which are quite
difficult creatures to tame under Win32. There are better parsers
out there now for Win32. Animation is the next step, I just
bought "Advanced Animation Techniques", Jim Adams. I'll start
making a seperate animation project soon before integrating it
with the bsp project. Whether this will be done in time for my
CV I'm not sure yet, but steady, regular progress is the best way.

Submitted by Barry Dahlberg on Sat, 26/02/05 - 1:24 AM Permalink

I'm not a guru (yet) but my advice is finish something.

Tech demos are cool but only half the job, even a small finished project (eg the classic tetris clone) is worth alot on your CV. This includes all the nigly things you hate doing like menus, high score tables etc.

And yes I know how hard it is!

Forum

Ok, I've got a degree. The average grade was a distinction (high-end).
You've seen a screenshot my crappy game engine demo (it's on here
somewhere). I'm working on basic animation and AI but nothing in
stone yet, also I'm messing around with writing a campaign for NWN,
which might be good practice with using a toolset (debatable). I'm
waiting for my visa to processed, which should complete soon,
then write up a proper CV. I'll be looking for entry-level
game-programming/designing work.

I'm wondering if any gurus out there might have any advice as
to my first step into the world of professional game programming.


Submitted by Malus on Fri, 25/02/05 - 12:39 PM Permalink

#include

int main()
{
std::cout << "Write some tools, us artists always need tools, join a MOD, build an engine? But then I'm only an artist. :P
";
return 0;
}

Submitted by Kalescent on Fri, 25/02/05 - 5:17 PM Permalink

Dean knows code! [:O] man thats 2 'revelations' this week.

Wiffle: Pump out those demos man. Just keepem coming add new functionality to your existing demos or write something new. Start ripping apart every engine and every 'builder' program you can. Read books - programming gems series / game design series. Overall push your skills and absorb as much information as you can on what you want to be and start pushing yourself toward your goals.

Submitted by WiffleCube on Fri, 25/02/05 - 6:52 PM Permalink

yay, nice code Malus hehe.

Hazard: the project so far does bsp-based collision detection as
you walk around a level. My final yr project was a CSG language,
which used flex/bison to parse the language - which are quite
difficult creatures to tame under Win32. There are better parsers
out there now for Win32. Animation is the next step, I just
bought "Advanced Animation Techniques", Jim Adams. I'll start
making a seperate animation project soon before integrating it
with the bsp project. Whether this will be done in time for my
CV I'm not sure yet, but steady, regular progress is the best way.

Submitted by Barry Dahlberg on Sat, 26/02/05 - 1:24 AM Permalink

I'm not a guru (yet) but my advice is finish something.

Tech demos are cool but only half the job, even a small finished project (eg the classic tetris clone) is worth alot on your CV. This includes all the nigly things you hate doing like menus, high score tables etc.

And yes I know how hard it is!