• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
poron

Difference Between Graphics Programmer and Graphics Engine Programmer?

4 posts in this topic

What's the difference, if any, between a graphics programmer and a graphics engine programmer?

 

Please try to keep the explanations somewhat simple. I'm kinda a newb at programming, but I've taken some intro courses in Java at my university. I'm basically looking for a description of what kinds of duties each one has. Thanks :)

0

Share this post


Link to post
Share on other sites

Terminology is never exact with job titles like this, so it will vary from company to company, and they may be the same thing.

 

As a guess  though:

 

Graphics (Engine) programmer

Builds the graphics engine wink.png

This is a library of code built around D3D/OpenGL/etc, which abstracts those APIs and makes graphics programming easy and efficient for use in a game.

 

(Game) Graphics programmer

Performs specific graphics programming duties for a specific game. If the game needs dynamic sunsets, or explosions, or a specific kind of shadows or materials or lights, then the graphics programmer will implement these features by using the graphics engine library.

0

Share this post


Link to post
Share on other sites
Yeah, I pretty much agree with Hodgman on that.

When I was doing game graphics programming it was all about using shaders + game code to drive the engine to produce the game.
Now I'm doing engine programming it is all about setting up the frame works needed for people to interact with them from the game side.

The former tends to be worrying more about shaders/materials and submitting work; the latter is more architecture, data formats and making sure that work submission is easy and efficient to do.
0

Share this post


Link to post
Share on other sites

It probably depends a lot on the company. Some larger companies will have a dedicated graphics team that's separate from the engine team, and the graphics guys will focus purely on rendering features, fixes, and optimizations. Then the engine guys will focus on the general nuts and bolts of the engine: resource loading, streaming architecture, multithreaded task schedulers, that sort of thing.

At my company we're on the small side, so myself and the other graphics programmers are also considered engine programmers. So I will end up splitting my time (not always equally) between graphics work and engine work. I actually spend quite a bit of time working on tools and our content build pipeline as well, since we don't really have a dedicated team for that.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0