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      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.
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agentleo

Recommendation for a junior generalist / gameplay programmer portfolio

2 posts in this topic

I am currently in process of reorganizing my portfolio site  as I am looking to get into a junior generalist or gameplay programmer position and I am curious to what are some of the key programming techniques , or examples recruiters would be interesting in seeing.  To give a little background info I am a mid twenty's new grad B.S Software Engineering student looking for my first full time job in the industry.  I have 5+ years work experience outside  of the industry working in technical positions , (so I am experience working in a professional environment, but as far as industry cred I know this may mean little if anything at all. ). Currently I plan to have a few tech DirectX level demo's showing off various  rendering techniques for a side project game engine I am working on for experience. I also plan to have a  full space shooter clone game with all  the bells and whistle ( menu's, highscores, etc). All these will be done in C++ except for maybe a C# demo I may throw in to display my actionscript 3.0 skillset  with Unity Scaleform integration. I have more older projects I can use but I want to show off what my current skillset is, not what I have done in the past so I am going for a quality over quantity approach so I want to limit my portfolio  to a best of.  Any suggestions would be appreciated and if you have any leads that will be out at GDC this year I would definitely love to talk more.

Edited by agentleo
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I also plan to have a full space shooter clone game with all the bells and whistle ( menu's, highscores, etc).

 

It's not clear from that whether you're already planning to, but there's something to be said for having a released game. If you can get your space shooter clone out on the Android/iOS app store, then it shows you've got that all-important finishing skill.

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I also plan to have a full space shooter clone game with all the bells and whistle ( menu's, highscores, etc).

 

It's not clear from that whether you're already planning to, but there's something to be said for having a released game. If you can get your space shooter clone out on the Android/iOS app store, then it shows you've got that all-important finishing skill.

 

this is something I will consider , but I really haven't commit to it as quality of some art assets I use are not really production quality , but its not out of question for me to replace them with some production quality assets. 

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