How much do employers value XNA projects on a programmer's resume/portfolio?

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11 comments, last by zer0wolf 14 years, 4 months ago
Quote:Original post by zer0wolf
I've read through that last post twice now, and I'm still failing to see any sort of genuine rebuttal to Tom's advice. He stated that feeling that spending X amount of time working on an XNA project isn't a waste of time just because it won't necessarily directly lead to a career in game programming. Of course it isn't a waste of time, so I don't see how it was bad advice.

No, he scorned kibokun for asking which technology would be most conducive to gainful employment in the field he is seeking to enter. It's a legitimate and reasonable query, and Tom's answer is a browbeat.

Quote:Original post by zer0wolf
Yes, game programming IS hard. A programmer has to take a number of steps before they can arrive at any sort of level of "mastery" at programming. Completing a C#/XNA game, even if doesn't directly afford the OP a job, provides a number of benefits:

* It demonstrates the ability to follow through on a project.
* It demonstrates the ability to take a given set of technologies (in this case C# and XNA) and apply them towards the development of a game.

Trying to refute the importance of these two (very big concepts) is dumbfounding.

I'm not refuting either of these benefits, just emphasising that if C++/DirectX were significantly more conducive to kibokun's project goals (employable experience and relevant portfolio pieces), then it definitely would be worth using them to implement the project instead. Other factors definitely come into the decision, but the question was whether or not using C++ would demonstrate a more employable skillset.

Professional C#/XNA game development is more than a mere microcosm, though - aptitude with XNA is very employable (relative to C++/DirectX) - and as noted, there are other compelling reasons to use XNA.

Quote:Original post by zer0wolf
BTW, C++/XNA is NOT the "AAA Xbox 360 dev route". XNA is built around working with C#, not C++. Also, XNA is designed for ease of use and productivity, not efficient use of the Xbox's system resources. Commercial retail and the majority of XBLA titles are developed in C++ with DirectX (or purchased middleware, which is going to be based around those technologies).

Duly noted; redacted. I'm not sure where I got that false snippet from, did MS use "XNA" for SDK branding before its .NET-based incarnation?
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Quote:Original post by Fenrisulvur
Quote:Original post by zer0wolf
BTW, C++/XNA is NOT the "AAA Xbox 360 dev route". XNA is built around working with C#, not C++. Also, XNA is designed for ease of use and productivity, not efficient use of the Xbox's system resources. Commercial retail and the majority of XBLA titles are developed in C++ with DirectX (or purchased middleware, which is going to be based around those technologies).

Duly noted; redacted. I'm not sure where I got that false snippet from, did MS use "XNA" for SDK branding before its .NET-based incarnation?

"XNA" represents ALL of Microsoft's gaming technologies: native DirectX, XNA Math, XNA Game Studio, and the Xbox XDK. It's a brand rather than a single technology. Most people (even most MVPs who have given up trying to correct people as you can see in my post above) use "XNA" just to mean XNA Game Studio or the XNA Framework (the C# bits) which is why it gets confusing when people see "XNA" on an Xbox dev kit or used in other contexts.
Wow, you learn something every day. Never realized that [wink]
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter

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