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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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shinypixel

If Nintendo is your dream job as a programmer, what's the top 5 step formula (if there is one)?

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If Nintendo is your dream job as a programmer, what's the top 5 step formula to get there (if there is one)?

 

Like tools, platforms to know, etc. Maybe making games is one of them. I've experimented with game programming, but mostly just knowledgable with C, C++ and some 2d OpenGL graphics.

 

Thanks.

 

 

Edited by shinypixel
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What exactly do you want to do at Nintendo? If you want to make games then your best bet is probably to apply at "second party" companies like Retro (see http://www.retrostudios.com/careers.asp) or first-party subsidiaries like NST.

If you are okay with working on tools, tech demos, dev support, etc., this is often handled by Nintendo of America. They're pretty much the same as any other game hardware vendor job. Practice C and C++, low-level programming, graphics, OS development, etc. (see http://www.indeed.com/q-Nintendo-of-America-l-Redmond,-WA-jobs.html).
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1) Invent time machine
2) Learn Japanese
3) Collect decades of "Nintendo Power" magazines, all Nintendo published games and consoles, and assorted Nintendo memorabilia, and carefully study the life of Shigeru Miamoto. Also collect general business notes, stock market information, and game industry communications for the past 35 years.
4) Travel back to 1977, displacing Miamoto, bringing all your Nintendo stuff with you.
5) Meet with Hiroshi Yamauchi, then go on to "invent" franchises like Mario, Legend of Zelda, and all the rest.

:-)


As others pointed out, there is no universal five step plan. If you want to work at a specific company your best bet is a lot of networking with other people who already work at the company.
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