So you want to break into the video game industry (you want a game biz job). First, you have to know which type of job you want -- if you don't know which you want, you need to read about the game industry and the types of jobs in it. Then you might need to make a decision. Third, you need to be qualified for the job. Fourth, you need to know how to find information and how to ask good questions (you need to not ask bad questions). Finally, we have tips for getting the job.
I am looking for a new position as a game programmer and preparing game code samples to show what I can do (recently I was programming in an other industry).
It surely depends on the position, but if anybody has a positive experience would they please give some advice on the kind of program that should be sent ?
I'm thinking about sending the code of a small 3d puzzle I created, but I'm wondering how much I should send, what else should I include. Are the latest graphic techniques a must ? Would non-playable demos be enough? etc
Any comment welcome !
[Edited by - wilfrid on October 26, 2009 3:15:15 AM]
That's a good question. I've sat in many lectures and edited/read articles on portfolios and there's never much mention in regards to code besides demos. I think it's mostly because pretty much all studios have programmer tests that do the job of showing them how well you code, so it's not something many people bother to look at upon initial submission. Just send in the compiled demos
Sample code should ideally show an elegant (well-thought-out and well-executed) solution to a problem. It should not be wasteful (it should use fewer lines of code and occupy fewer bytes of RAM) and it should be well-commented so any casual reader can understand how it works. The labels or routine names (if any) should be unique, logical, and (if possible) intuitive.
-- Tom Sloper Sloperama Productions Making games fun and getting them done. www.sloperama.com
Please do not PM me. My email address is easy to find, but note that I do not give private advice.