Looking to take the first steps to my dream job
Hi I'm looking to find a way to start building my way into having a career in game design and development.
My experience is as follows:
I did a year course at CTI which I got my diploma in software development having learnt c++, c# and Java as well as web development.
Worked for 2 years as a C# developer, hired because of my skills in coding mobile devices. In my term at this company I continued to learn C and programming Linux kernel objects to handle GSM modems, also learnt php and Java android. While working I got courses to C# XNA from adcourses www.adcourses.co.za
During the course I made an arcanoid game. All screenshots attached to this post.
I then moved to another company as a php iPhone developer where I learnt objective c and did electronics for RC cars, also had the opportunity to create programs using the neurosky programmable eeg headset as a controller. Www.neurosky.com
Now I currently work as an R&D software developer focused on mobile development.
During all this I have read books on game development using Direct X and Open gl and books on artificial intelligence.
I did the 2012 Entelect AI challenge.
Attached to this post is some of my work that I still kept around.
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My experience is as follows:
I did a year course at CTI which I got my diploma in software development having learnt c++, c# and Java as well as web development.
Worked for 2 years as a C# developer, hired because of my skills in coding mobile devices. In my term at this company I continued to learn C and programming Linux kernel objects to handle GSM modems, also learnt php and Java android. While working I got courses to C# XNA from adcourses www.adcourses.co.za
During the course I made an arcanoid game. All screenshots attached to this post.
I then moved to another company as a php iPhone developer where I learnt objective c and did electronics for RC cars, also had the opportunity to create programs using the neurosky programmable eeg headset as a controller. Www.neurosky.com
Now I currently work as an R&D software developer focused on mobile development.
During all this I have read books on game development using Direct X and Open gl and books on artificial intelligence.
I did the 2012 Entelect AI challenge.
Attached to this post is some of my work that I still kept around.
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second cog side.png
960 x 540 - 76K
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sowrd 2.png
960 x 540 - 114K
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screenshot1.png
1040 x 768 - 228K
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WP_000037.jpg
1536 x 2048 - 819K
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2048 x 1536 - 1003K
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WP_000048.jpg
2048 x 1536 - 834K
Comments
And if you're seriously considering putting up art, it'd probably be a good idea to have it presented in a game engine, well lit, with wireframes, uvs, and the specs. Remember that metals, being generally quite reflective, are heavily reliant on their surrounding environment. When you light metals, you want to feed your metals things that they can reflect. And, although it does depend on the subject matter, soft lights with a bit of baked bounce generally look much better. Maybe take up some photography and learn about studio light setups for product photography if this is something you want to pursue. (...Though I expect that you're not actually considering being a game artist, so whatevs).
It's pretty cool that you've dabbled in 3D stuff and hardware as well as being a programmer. That's potentially a useful way to sell yourself. ;)
Any reason why you didn't do the Entellect Challenge this year? Seemed more interesting than last year's one, although I must say that the weird 4x1 demolishing bullets and the too high fidelity grid made very little sense.
Just slap on your Dr X headset and think-code out a game!
Just relating my experiences:
I've seldom been able to take a whole day to make anything (besides the one or two game jams with other people that I've managed to make time for).
I work 9-5. Most of my time working on games is either 5-8 hours during weekends when I sit at home while my whatsapp rang with friends talking about getting drinks or my getting off work at 5pm to get home at 6 after getting takeouts to sit in front of the computer from 6 till 1am then crashing out.
Some of that time is lost playing other games because I can't handle being 100% productive 100% of the time, but a typical night I can get 3 or so hours in.
MOST of that time is spent staring at the code and thinking of either how to achieve what I'm trying to make or thinking WHAT would make what I have more fun, or how to convey concepts better.
That is, very little of the time is spent actually typing.
And during the rest of the day the same questions brew in the back of my head - a lot of solutions to design problems I have now come during the shower or at lunch time or driving.
So what I'm saying is... Don't let the fact that there seems to be no time stop you - and it's also a self-reinforcing thing - if all you think about is "I have no time" then you WILL have no time. Think about "when can I get 10 minutes in", think about "How could I be doing this when I have 10 minutes to do it".
Keep making things. Don't stop making things. Make things that you want to make. If you want to make games, make games. Explore mechanics. Explore how game loops work. Copy other games (yes a breakout clone is invaluable learning! Now keep going and do more!)
[edit] Actually, I wrote a mini-post about this a little while ago: http://elyaradine.tumblr.com/post/59054083166/priorities-bro
I've had to cut a lot of things out of my own life to focus on fewer things. And it's worth it.
Personally, I find that activities away from the screen help me solve problems subconsciously. MA and skating are both great at those random links between concepts that you wouldn't have made otherwise, so when you get back home you sit down for 5 minutes and fix something that was going to steal days of your life.
The other part to being effective with your time is choosing to do the most impactful things with it that you can. So building a generalist engine isn't very effective at all, compared to building games and then generalising the learning from many games into a library of skills/approaches.
To be fair those generalised engine libraries I make help port many a problem I have had in the past very quickly, e.g. those collision physics and multiplayer network interfaces and protocols. I'm a massive fan of good modular abstraction. It makes working with systems quicker, easier and most important is the ability to change things without rewriting a whole system.
If you're interested in making games more, do that.
Don't do the one and wonder how you haven't done the other.
The same thing would work the other way. If you spent more time making hacky games, and you complaint that your tech and modular stuff wasn't getting time, and you wonder why that was, well, you'd know why that was.
So, which is more important? Solving modular engine problems or making games? They're not the same thing.
So if your priority *IS* to do everything, then I guess you just have to accept that you'll take a very, very, very long time to do it all.
So as an exercise to get away from the modular abstraction of coding, try to design a board game. As there is no coding involved you won't get bogged down by the modular design and can find out if you really want to have making games as a higher priority than making awesome code.
To us that sounds like "I've spent all this time on all this other stuff but I have no time to make games".
And thus we're only trying to help - not insult or demean or be condescending. We're trying to figure out if making a game IS REALLY what you want to do, and IF IT IS, how you could go about making it come true.
That is entirely possible. I mean with the little interaction we've had on this forums it would be easy to have misunderstandings. I'm just trying to call it as I see it. I also realize that I might have gone a bit off topic with my previous post.
So to get the discussion back to what you asked. I don't have a definite answer on how to build your way into a game dev career as that is sort off where I'm at, at the moment as well. The advice I can give you however is to meet people. Come to the meetups(if you can) and meet the actual people involved in the industry. Make yourself known by having the games that you've made visible on as many places as possible. If you are looking for actual dev jobs try and explain what unique programming challenges you faced in your games and how you solved them. The best way (I believe) to get started is to be present so people know you are available.
Hope that helps somewhat.
Is it not playable? Then it's not a game. Start making games.
Is nobody playing it because you haven't given it to anyone? This it's not really a game, it's just an exercise. Let your games be games: Give them to people to play.
Is nobody playing it because they didn't enjoy the first time they tried it? Congratulations, you're on step 1 of building a game development career. Make more games.
Are people playing it who will give you money for the game, or for your time so you can make more games? You now have a potential game development career. Make more games.
Are you earning a living making games? Yes? Awesome, make more games!
I am grateful for the support and advice it gives me more motivation to work towards my dream.
BTW I'm sure you people should know me, I have been hanging around the rAge game development areas since 2008. If there was a game development area I was there. Even for the rainbow shader cows.
Either your the scope of your ideas or the scope of your systems engineering is unachievable in the time you end up getting to work on your games in. Switching to a focus on getting to a playable point in a matter of hours not only lets you keep scope smaller in both spaces (by working on "simpler" projects AND using existing engines) but it also lets you restart a project when you come back to it after a work crunch - instead of feelings of failure, you'll have something to improve on that's already an experience.