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PlayfulCritter

Member Since 24 Oct 2011
Offline Last Active Apr 10 2014 02:29 AM

Posts I've Made

In Topic: Canadian

10 April 2014 - 02:27 AM

Thanks for that. 

 

I'm hoping to find a job where the company will sponsor me to stay if I'm honest. 


In Topic: The gaming industry, advice!

05 February 2014 - 02:46 AM

Toms post there reads like a girl your trying to chat up just politely answering enough of your questions just to be nice, but leaving you under no illusion of that your getting nothing from her. OP is 14 man, elaborate on your answers a bit more than just 'yes' and 'not very.' 

 

On topic:

 

One thing you need to remember here, and is key to any role you find yourself in, is that you have to love it. You have to love to code. You have to love to draw. You have to love game design etc. It's what your going to be doing for, perhaps, the rest of your life and this industry evolves at a rapid pace so you need to be able to keep up and learning new things quickly (but that comes with experience). 

 

Honestly, don't put too much faith into a degree. Whilst yes they might be useful, a lot of employers want to see how skilled you are in your respective area. Who cares if you got a 1st class degree from a swanky university. Any employer worth their salt will still offer you an interview as long as you have passion and can show case some of your work. When I was at uni I learned more doing projects in my spare time than the classes I did at uni. Partly as I was doing things I was interested in and partly as I'm not the best in those sorts of learning environments (classes / lectures etc).

 

I'm not saying you shouldn't go, but I am saying don't worry too much about it.

 

Another key concept is networking. Try and get your face known in your local game dev scene. I know a lot of indie companies and friends who have hired people / got work purely because they knew someone who knew someone. So keep your people skills up. 

 

Finally, for your own game, pick up the free copy of Unity and use C#. I use both professionally and you can do anything you want with it, including non game related subjects. The website also offers some of the best documentation and tutorials i've ever seen in relation to code and game development. 


In Topic: Question about the Canadian Game Development Scene

03 February 2014 - 10:06 AM

Hey man

 

Thanks for the response. Lots of useful info there.

 

I should have pointed out that I'm coming over from the UK, that I have a degree and that I've around 18 months professional programming experience under my belt. And this ranges from a vast variety of projects that I've worked on in the two companies I've worked for. I'm also in my late 20s which I'm hoping will count for something.

 

I'll look into the areas / companies you've mentioned and do some research. Any more help and information is always appreciated. 


In Topic: CV / Resume Review

23 May 2013 - 02:42 PM

Thank you again. Your feedback is really appreciated.

 

Also, re showing the demos. I do have a website that show cases these games in video format as well as a couple of smaller demos I made but didn't put on my CV due to not wanting to turn this 2 page document into 5 pages. Then no one would read it. I was planning on adding a link to my webpage on my CV and also in the cover letter.

 

 

My website is located at the following address should you wish to view: 

http://tameyourmonster.wordpress.com/

 

That is both defensive and passive.  Be prepared in an interview to explain why you are leaving after nine months. That doesn't mean make the minor detail into a first paragraph statement.

Don't worry. I am fully prepared to answer this question. Thank you for the heads up. 

 

 

 

 

Also, my cv with more amendments thanks to your recommendations:

Personal Summary

 

My current position has seen me take on a variety of roles and tasks than range from creating new pieces of IP technology, creating demo's and tools for these new pieces of IP and showcasing this new technology. Whilst being in this position I have had the pleasure on working on a variety of projects that has seen my skill base improve drastically, but I feel that I have nothing new to gain from my current role and I'm now actively looking for a new role with new challenges. 

 

Qualifications

2009 – 2012 Bsc (Hons) Computer Game Development (Software Engineering) 2:1

Glasgow Caledonian University

Course modules:

Object Orientated Programming, Computer Game Artificial Intelligence, Game Design, Serious Game Design, Computer Game Programming.

University Projects

These projects were each given a time frame between 3-5 of completion and required that I worked collaboratively with others in my class during my time at University.

 

Zombie Shooter 2D (XNA / C#) Programmer / Team Leader

- Created the menu & GUI layouts

- Implemented the turret

- Assigned tasks to fellow team members

 

Quark (XNA/C#) Game Play & Tools Programmer

- Implemented the game state management system

- Creating control system

- Level Progression System

- Allowed designers to edit levels through a text file.

- Implemented Farseer Physics Engine

 

Holy Moly (DiectX 9/C++) Games Play & Tools Programmer

- Craft menu system with Crazy Eddie GUI library

- Implemented Xbox 360 controls

- Creating track layout via text file

- Created Sky box using cube mapping

- Allowed objects to be placed in the game world via a text file

- Implemented FMOD sound library

 

Personal Projects

Below is a sample of games I have worked on out with my university projects. These games, and a sample of my other projects, can be found on my personal website.


 

HardCoreSinkopation ( XNA ) Programmer & Designer

- Designed initial game concept & levels

- Score board

- GUI objects

- Created during the 2010 Scottish Game Jam and

placed 3rd overall

 

Unending Wave ( Unity3D ) Programmer

- Spawning all of the objects on screen

- Collision Detection and removal

- Game play programming

- Created during the 2011 Scottish Game Jam and placed 8th overall

 

Taffy's Sweet Bunny Dreams (Unity) Programmer / Game Designer

- Created a day and night cycle

- Bug fixes

- Main game play

- Game Design

- Created during the 2012 Scottish Game Jan and placed 2nd in the best art category and 2nd at that months IGDA meeting in Glasgow.

 

Employment History

 

 

Holovis – Lutterworth

Software Engineering August 2012 – Present

 

In-mo (still in development and name subject to change)

For In-mo, my role was to implement off centre projection camera calculations in Unity, using C#. I also helped in making In-Mo use TCP/IP messaging so that Unity could run across a cluster of 8 PCs as well as implementing passive stereoscopic rendering in a CAVE environment. I've also created a C# Winform application that will allow end users to set up In-Mo on any CAVE configuration. This tool generates an XML file that is read in via Unity, which I also implemented.

 

Flick (still in development with name subject to change)

For flick I developed a C# Winform that had to connect, and receive messages from a remote server via TCP/IP messaging. This application was also capable of connecting to an IOS device in real time and acting upon the information it received. I was also responsible for determining how the information would be sent and received between our remote server, the winform application I created and our IOS app,

 

In House Demos

During the development of the above projects, I also had to create demos inside Unity that could showcase how these systems work to potential clients. Holovis also has an office situated in LA and I was put in charge of all the demos we would show out there. This involved the creation of those demo’s, setting them up remotely through remote desk topping and fixing any bugs that have been flagged by the team that is based out there.

 

Sorry for any blatant typos. I've drafted this in open office and its typo catcher isn't very good. Before I send it off anywhere I'm going to format the whole thing in Microsoft word. 


In Topic: CV / Resume Review

23 May 2013 - 12:21 PM

Thank you for that. 

 

Brutal, but helpful. Following your advice I've reworked the content of my CV and have this. Has it improved any?

 

Sean O'Brien Software Engineer

141 Murray Road Rugby CV21 4RJ

Mobile: 07415376357 Email: obi_@hotmail.co.uk

 

Personal Summary

Having graduated from Glasgow Caledonian University in 2012 I have spent the last 10 months working as a Software Engineer for Holovis. This role has seen me take on a variety of roles and tasks than range from creating new pieces of IP technology, creating demo's and tools for these new pieces of IP and showcasing this new technology. Being in this role has improved my programming capability but I feel that I have nothing new to gain from my current role and I'm now actively looking for a new role with new challenges.

 

Qualifications

2009 – 2012 Bsc (Hons) Computer Game Development (Software Engineering) 2:1

Glasgow Caledonian University

Course modules:

Object Orientated Programming, Computer Game Artificial Intelligence, Game Design, Serious Game Design, Computer Game Programming.

University Projects

Below you will find a list of the completed games I have worked on as a programmer during my time at university. You will find the role I was placed in, along with the list of tasks I was assigned to do. Not included here is the smaller projects I worked for my own personal growth, but a sample selection can be found within my portfolio. These projects were each given a time frame between 3-5 of completion and required that I worked collaboratively with others in my class.

 

Zombie Shooter 2D (XNA / C#) Programmer

- Creating the menu & GUI layouts

- Implementing the turret

- Assigning tasks to fellow team members

 

Quark (XNA/C#) Game Play & Tools Programmer

- Implementing the game state management system

- Creating control system

- Level Progression System

- Allow designers to edit levels through a text file.

- Implemented Farseer Physics Engine

 

Holy Moly (DiectX 9/C++) Games Play & Tools Programmer

- Craft menu system with Crazy Eddie GUI library

- Implement Xbox 360 controls

- Creating track via text file

- Create Sky box

- Allow objects to be placed via a text file

- Implementing FMOD sound library

 

Personal Projects

Below is a sample of games I have worked on out with my university projects. These games, and a sample of my other projects, can be found on my personal website.


 

HardCoreSinkopation ( XNA ) Programmer & Designer

- Designing initial game concept & levels

- Score board

- GUI objects

- Created during the 2010 Scottish Game Jam and

placed 3rd overall

 

Unending Wave ( Unity3D ) Programmer

- Spawning all of the objects on screen

- Collision Detection and removal

- Game play programming

- Created during the 2011 Scottish Game Jam and placed 8th overall

 

Taffy's Sweet Bunny Dreams (Unity) Programmer

- Creating a day and night cycle

- Bug fixes

- Main game play

- Created during the 2012 Scottish Game Jan and placed 2nd in the best art category and 2nd at that months IGDA meeting in Glasgow.

Employment History

 

 

Holovis – Lutterworth

Software Engineering August 2012 – Present

During my time at Holovis I have worked on the following projects:

 

In-mo (still in development and name subject to change)

For In-mo, my role was to implement off centre projection camera calculations in Unity, using C#. I also helped in making In-Mo use TCP/IP messaging so that Unity could run across a cluster of 8 PCs as well as implementing passive stereoscopic rendering in a CAVE environment. I've also created a C# Winform application that will allow end users to set up In-Mo on any CAVE configuration. This tool generates an XML file that is read in via Unity, which I also implemented.

 

Flick (still in development with name subject to change)

For flick I developed a C# Winform that had to connect, and receive messages from a remote server via TCP/IP messaging. This application was also capable of connecting to an IOS device in real time and acting upon the information it received. I was also responsible for determining how the information would be sent and received between our remote server, the winform application I created and our IOS app,

 

In House Demos

During the development of the above projects, I also had to create demos inside Unity that could showcase how these systems work to potential clients. Holovis also has an office situated in LA and I was put in charge of all the demos we would show out there. This involved the creation of those demo’s, setting them up remotely through remote desk topping and fixing any bugs that have been flagged by the team that is based out there.

 


PARTNERS