SpreeTree

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About SpreeTree

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  1. Resume/Portfolio critique

    I won't comment much on your resume as people have covered enough already, but I will mention that it looks clear, easy to read and conveys the right kind of information. Regarding the portfolio. You've obviously spent quite some time on the Cellular Automata section, both in body of work and in presentation and it shows. The videos really help, I wouldn't have to download any executables to see exactly what the project is about (which is a real time saver) and if the worst happened and they didn't run, it's not the end of the world. The purpose and use of the system is clear, well presented and gives me everything I need to know. Unfortunately it does show up the rest of the portfolio. Having been impressed with the content and presentation of the first section, I'm left wondering why the other's are pretty bare. Are they not very good? Do they not work? Is it half finished work? The Shear project seems interesting and I'm guessing you could have some cool stuff to show. But you don't. There is no example of code (get some example usage code in C++ on there), no screenshots or videos showing it's use and scalability. I would most likely discard this project and move on. The same goes for the Visual WoW Simulator. Again this sounds (really) interesting, but with the compile requirements there is no way I'm going to be attempting to compile that myself (and if I didn't have WoW then there is no chance). This is a perfect example of when a video/screenshots of the project running is required. Mittens Massacre is exactly the same as the Shear project. In all it looks like a good portfolio. There is some good content on there using a range of languages and API's which shows diversity. But it's not showing off your work enough. The amount of time spent on the Cellular Automata section should be spent on the other sections. Having a video and screen shots showing off the other projects (along with downloadable executables and links to requirements where needed) would really boost it. So it's a great start that just needs refining and, in a single word, finishing.
  2. Internship, need tips for resume

    It's very difficult to give pointers on why your CV may not be getting you the internships you want without actually seeing it. For all we know, your CV looks pretty much (and reads pretty much) as you've described (even though I know you said the text was approximated). Have a look at this other post, specifically how the resume has been presented for people to critique and the suggestions by frob, and then maybe update your post a little.
  3. Am I headed in the right direction

    Sounds like it. Keep playing around with what you find interesting, keep trying out new things, concentrate on C++ for portfolio content (assuming you want to get into console and PC development that is) and give The Elusive Demo Portfolio a read.
  4. Portfolio Feedback

    I'm not going to get into a debate on this as they usually go nowhere. Nor am I going to get into the "who's interviewed more people" argument. But I will follow up with some points. We work within a creative industry. As with every other creative sector a developers portfolio is the most important document whether they are an entry level developer or an experienced developer*. Of course the resume is important. It allows those tick box rejects (roles that require X degree, Y years experience or resumes written in crayon) that a HR manager is qualified to do. Yes it should have a link to a portfolio, yes it should mention that games have been developed (again referencing a website or what ever format it takes) to get people to the body of work and you have raised these already which has helped the OP improve it already. But the resume is there to bring out the facts, not to show passion, interest and detail (if you're restricting it to one page especially). The portfolio (which has been worked on for months) should get the lions share of the attention as soon as it's noted. Not doing this will result in missed opportunities for both the applicant and the company itself. Anyway, that's me done with this. To the OP - good luck with your applications and if you do get a role then I hope it's what you want and you have fun with it :) *Depending on the experience the portfolio will take different forms. For an experienced developer it will be a back catalogue, published articles, experience etc that can fall onto a resume. For an entry level developer it's a collection of hobbyist projects.
  5. Portfolio Feedback

    Quote:Original post by frob ... I'm sorry, but what?!? There is some seriously bad advice in that post and I hate doing this on forums as it always turns into an inevitable flame war but some things simply need to be corrected. Quote:Original post by frob Most employers don't care about your website. The first (an probably only) thing they will look at is your resume or CV. For an entry level position in game development employers certainly will be interested in this website. Not because it's a website but because it's his portfolio. A CV/resume alone will not get someone a position. Every other good applicant will have a portfolio and every great applicant will have a great portfolio. Concentrating on the resume alone is wrong. Quote:Original post by frob Always remember that employers are interested in exactly two things: First, can you do the job well? Which is exactly what a good portfolio proves. Not a document claiming they know how to do the job. Quote:Original post by frob ... Some interesting information about resumes ... There are interesting differences between whats expected in a British CV and a US resume so I won't comment on much of that but as I've mentioned above where you state you have to write how you know something or have done something, the portfolio proves this. Quote:Original post by frob Here are two examples of something employers can use: "In graphics classes developed a full 3D renderer, starting with drawing a single pixel in C++ with Windows API, then drawing primatives using those libraries, expanding until I had developed a full 3D software renderer. In another graphics class project, I develped an infinite Mandlebrot viewer in C# and Windows forms (see website)." There is some good stuff in there and your resume would be improved with things like this added. Quote:Original post by frob Workplace experience. The bullet points don't work Yes they do. Bullet points work very well. They are simple to read and (most importantly) easy to scan which makes the reviewers job much easier. Quote:Original post by frob Game developers don't spend time "interacting with clients". Quite often they do. A developers client is often the designer or the project manager. Granted not a client in the strictest sense but showing how you are capable of taking other peoples ideas, how you can scope what they want into what is possible is a great advantage. So it might be worth rewording this and making it more relevant to the industry you want to work in. Quote:Original post by frob Your floor worker experience has nothing to do with game development. CUT. Community service is nice, but has nothing to do with game development. CUT. Your hobbies have nothing to do with game development. CUT. Again this might be a major difference between the UK and US but the inclusion of things like this (especially the community service) shows character and commitment. Very desirable skills. Quote:Original post by frob I note that your website has several games and projects that do not appear on your resume. ADD THEM. Put them near the top, even before your education. They are strong evidence that you can do the job -- you've already made two games by yourself! Give me a paragraph about QuickTank, what it does, the languages and technologies you used, and what you can apply to your new game programming job. Give me another paragraph about Sheep Defender with the same things. Again, that's what a portfolio is for. I'm still waiting for a bit more information from the OP regarding exactly what he's going for before actively looking at his portfolio, but the points raised above are relevant to anyone looking to apply for a job in the industry who might read the last post and come away with totally the wrong impression as to what is needed when applying for an entry level position in the games industry. Thanks
  6. Portfolio Feedback

    Before having a look at your portfolio, could you give a bit more information about the jobs you'll be applying for? What sector are they in? You mention it's a 2D only position so are you thinking of 2D games only or have you seen specific roles you are interested in that specifically mention 2D only? Are you looking at the more 'traditional' game dev positions (like developing for the current crop of consoles) or are you looking at other areas like mobile phones, hand-helds etc. When you say you are learning about 3D programming, I'm taking it to mean 3D graphics programming rather than 3D in general like maths, physics etc. Just having this information will make any critique of your portfolio much more relevant. Thanks
  7. Portfolio Questions?

    Quote:Original post by Tom Sloper BTW, school projects don't always belong in a portfolio. It's not how many things are in the portfolio that impress us -- it's the quality. This very much depends on what the scope of the project is. If course projects have only been taken as far as they need to be for the marks then you're probably right, but if they have been taken further then it's worth thinking about adding them. Dissertations should certainly be part of the portfolio otherwise it's not a very good dissertation. Keeping it clear what is personal and what is course work within the portfolio is a good idea though. Regarding the course and it's final outcome, as it's a BSc, I would certainly hope that it's a programmer focused course rather than an art focused course. Otherwise it should be a BA. Unless it's one of those everything in the mix courses. :(
  8. Portfolio Questions?

    Creating a portfolio can be difficult and can take a long time to get right so it's good that you are thinking about it now. But I wouldn't get too hung up on making everything perfect yet, not when you still have another (at least) two and a half years until you graduate. When you do come to look at your portfolio, then content depends on what you are interested in. Game development (so you're looking for a portfolio of completed games maybe with a slant towards areas you are interested in like ai or effects) or technology development (so a portfolio containing tech demos, or games with a serious slant towards you particular interest). But for now, just concentrate on making stuff you enjoy and playing with what takes your fancy. The stuff you do now will probably pale in comparison to what you could be playing around with in a year or so, and probably won't be finding it's way onto your portfolio no matter what you want to fill it with. I wrote a couple of articles going into more depth about what you would expect to find on a programmers portfolio called The Elusive Demo Portfolio which would be worth a read. Good luck :)
  9. Looking for some guidance...

    Hi wjsliman First of all, it's great to see that you are going to finish the degree that you started. This is already a big plus as finishing what you started it seen as a Good Thing by every (sensible) employer out there. But while it's not unheard of for people to be hired straight into designer roles with no previous experiences it isn't the most common (I only know of one personally). You will find that lot of designers have gotten to where they are through other game dev roles, such as concept artist, programmer or (more often) QA. But is game designer what you actually want? You mention your programming knowledge, so is it games programming you are interested in? These are two vastly different roles and you don't need to be able to program to be a designer and you don't need to know how to be a games designer to be a programmer (though as with all disciplines it really helps to have an understanding of what your other team mates roles and restrictions are). I wouldn't recommend spending 3-4 years 'preparing' for a role as a game designer as the role is much fuzzier around the edges that other disciplines, where-as spending some time developing your programming skills and creating a portfolio would be more of a benefit. If game design really is your final goal, then QA is probably a more desirable route into the industry (and its something you could start to look for now rather than having to prepare). As a graduate I would assume you had the required skills of communication and writing ability, you would just have to show your love for games, show a knowledge of the testing process (it can be mind numbingly boring at times) and get yourself out there. I know more people who have gone into design (and other roles) from QA than any other. What ever you decide, good luck :)
  10. Game development career advice

    It's a terrible shame that people are going on game degree courses and only realising after they are in debt of have wasted a couple of years that on something that isn't going to give them what they need or expected. Not all games degree courses are a waste of time, some of them are very good but obviously you haven't mentioned which institution you have got your qualifications from so I can't say anything on that. As for what you do next, that depends what you want to do, and where you are in your life. A master's degree can help you get your CV to the top of the pile as having a sought after speciality can help, but while some courses do require a University degree to even look at your application, not all do, and often they will look at experience or a fantastic demo portfolio in the same light as a University degree (the most sensible companies will look at both in the same light). So do you have a good portfolio (from the sounds of it most likely done in your own time) because it might be worth going for it on that alongside your qualification. If you don't I would consider other options. You could also consider QA, it is a very valid way into the industry, and I know quite a few programmers, designers and artists who started life in QA (and it was a damn shame when they left, but good for them!). Having an understanding of how other disciplines work and the problems they face can make you a very effective and in demand tester. If your course has been a waste of time (and nothing is really a complete waste of time) don't let it drag you down. Look forward, consider what you have got, and have a look at your options, because there are always options. Good Luck :)
  11. Stack vs. Heap (C++)

    Quote:Original post by argonaut Thank you for your answer Oberon, but apparently there is a difference, since I keep getting yelled at for it. Then you need to make sure that the people yelling at you (and I hope you didn't mean yelling in a literal sense) sit down with you and explain exactly what the problem is, and how you can stop them 'yelling' at you. And don't let them leave until you understand, it's the only way you will get this resolved, as having a very quick glance over this thread, there does seem to be some confusion on your side over exactly what you're doing 'wrong'. And if they cannot explain it to you to the point where you understand it, then it could be the people who are responsible for mentoring you that are not up to doing the job.
  12. Spare some time, Portfolio Review

    A few very quick points Is the personal maths library your best piece of work? Because that's the first thing people will see, and first impressions make a big difference The content on the whole looks pretty good, with a range of experience, demo's and pieces of work. But is this a CV or a portfolio? Worth adding a link to your CV proper which can list your work experience, previous roles etc. The screen-shots look good, and clear, and the demo's seem quite relevant to the areas you are interested in (I would assume from this you were more interested in technology or RnD roles rather than game based roles due to the main, and more prominent content). It's quite far down the page before I see a reference to Cpp. If that's your primary language (and if you want a role in the more traditional games industry, console development etc.) then you need to highlight that. If it's not, you need to make that the case. Don't use a blog post as a portfolio. It really is not the best format, and since you have your own webspace, you can knock up a good looking, proper portfolio in a weekend, especially if you have art skills. I wrote the following set of blog posts about what I generally look for, and expect, when I'm reviewing junior or entry level portfolios. Have a read and see if you pick anything up. The Elusive Demo Portfolio - Part 1 The Elusive Demo Portfolio - Part 2 The Elusive Demo Portfolio - Part 3 Good luck with this, it looks like you've made a solid start on your portfolio, and with another year left, you should have a good one in the end.
  13. Choice of wiki for code documentation

    Quote:Original post by Kylotan My personal argument against that is that I find that it clutters the source. I find even the simple Doxygen style markup incredibly distracting as it is, so I imagine I would hate trying to embed some sort of tutorial in there. This is very true and can be a problem, especially when there is a lot of documentation in there - people do comment on it but then some people seem quite happy with it. :) I guess it depends on what your needs are at the time (my current project needs a lot of documentation but is quite immature) and your case sounds very different to that. Quote:Original post by KylotanBy explicitly hosting documentation elsewhere, it sends out a clear message to maintainers that documentation is not just a side-effect This is very true and something I wish I did a bit better with. Quote:Original post by Kylotan The docs are about the system which is implemented via the code - the docs are not about the code, and they are certainly not part of it This is where I would disagree with you, but again it comes down to need. People using my code (of which there can be a lot :\) can easily find the documentation as and when they need it by simply hitting F12 in dev. studio or using something like Visual Assist/Intellisense (sometimes!). As I said, it's not perfect and it is done for a specific reason. I still have a lot of documentation for the designers and artists to use and there is nowhere better suited for that then the Wiki.
  14. Choice of wiki for code documentation

    Quote:Original post by Kylotan nor an excuse to limit your documentation to automatically-generated API references that are typically useless as an introductory guide. This is true if you use generated documentation to simply be descriptions of classes, their methods and their uses. Personally I try to include examples of use and documentation information with the Doxygen comments to make the Doxygen doc's easier to read and understand (I can't stand API documentation that is simply a list of functions etc.). Now some people will say that the Doxygen code examples will go out of date and that is true, but the point here is that I am already in my editor, changing my code and only need to scroll a couple of lines up to change the documentation. With a Wiki based appraoch I need to open my browser, browse to the right page and only then can I change it (and that's if I remeber because the documentation is not in my face). By having a wiki that could hook into the extended Doxygen documentation (since the Wiki is still going to exist because it is useful for other types of information too) the documentation is in one place, where it needs to be and much easily available to the people that need to know about it. From the way you described your problem, with mature interfaces and code that rarely changes I don't think you will have that problem so I see no problem with including code samples in a Wiki if it makes the documentation better for the end user. I've mentioned we use MediaWiki and it does us fine, but others may have better solutions for your particular case.
  15. Choice of wiki for code documentation

    We use MediaWiki for our internal and external documentation and on the whole it does the job well. It can just about handle small snippets of code and we use a syntax highlight plug-in (can't remember the name of it of the top of my head but their are loads out there) which is pretty customisable and does the job well enough. We mainly chose it due to it's wide spread use and a lot of people were familiar with the way it is formatted and and how to modify the content. I'd agree with everyone here regarding how quickly this code goes out of sync with the projects it's documenting but I don't think you're under any illusion that it won't or how it will effect you. I've always wanted a Wiki system that hooked nicely into other systems, such as Doxygen generated code (such as including code snippets from other pages etc.) but I simply haven't had the time (or the pressing need) to look for it.