Today, I am a game developer...

Published April 30, 2007
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...if a very unproductive one. To celebrate, I'm stealing Superpig's idea for a journal header. Take that, Superpig [grin]!

So, yeah, today was my first day as a tools intern at Surreal. If there's one thing I learned, it's this: maintaining other people's code is hard. In all my school projects, I've been on the team from the start, so I've more or less had something to do with all the code written, and thus, had more or less a decent understanding of how it all worked (that's one hell of a run-on sentence).

Unfortunately, things just don't work that way in real life. I was given some bugs to fix. Things like "color selector doesn't change anything", and the first thing I thought was, "what the hell is the color selector?". The second thought was "where the hell is the code for the color selector?". As you may be able to guess, I didn't fix any bugs or implement any new features today. Maybe after a solid 8 hours of work tomorrow I'll have one fixed, but I'm not making any promises.

In all seriousness, it's a little overwhelming. I certainly hope my lead doesn't expect me to be very productive for a while, because I can't see myself getting a grasp on the inner workings of the Unreal Editor anytime soon (while learning wxWidgets to boot). But then again, I suppose stranger things have happened, and 8 hours a day 5 days a week is a hell of a lot more time than I've put into any of my other programming ventures.

Anyway, readers, what was your first day on the job like?
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0 likes 4 comments

Comments

Trapper Zoid
It was a while back, but I think I was put onto coding in graphics effects (I guess they figured if it didn't work out they could always cut them from the final game). I ended up coding in 3D smoke trails for missiles and planes, which I then extended into cute 3D tactical arrows that show you potential troop movements (kind of like you get on military strategy maps). Although then I was put onto bug hunting and in-house testing because we were running out of time.

Although it's cool enough that you're working on production code; most new hires I know of get put on in-house tool development.
April 30, 2007 09:56 PM
Driv3MeFar
Actually, it is mostly in-house stuff. We just happen to use the Unreal Editor in-house.
May 01, 2007 12:16 AM
Trapper Zoid
Whoops, looks like I fail at critical reading. I'm not sure what I thought the colour selector was doing in a game [grin].
May 01, 2007 02:03 AM
superpig
You thieving bastard! [grin]

At least mine was supposed to be ironic...
May 02, 2007 05:17 AM
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