home *** CD-ROM | disk | FTP | other *** search
- From: barmintr@origin.ea.com (Bill Armintrout)
- Newsgroups: comp.sources.games.bugs
- Subject: Re: Careers in computer games
- Date: Mon, 8 Aug 1994 11:55:04
- Organization: Origin Systems, Inc.
-
- ... LOTS deleted and edited by x2ftp.oulu.fi maintainer ...
-
- >>> Anybody know how a young person (18) can get started or educated in a
- >>> career creating computer games ?
- >>
- >> You may want to ask this question in rec.games.programmer. There are
- >> (or seem to be) quite a few experienced game programmers who frequent that
- >> newsgroup. From my understanding, though, the only school that actually
- >> teaches games development is in Japan. The usual recommendation is to
- >> get a graphics library and just start programming some games.
- >>
- >> then there are courses in graphics programming and algorithm development
- >> that will also help. Learning assembly programming and how to program the
- >> vga card would also be useful, and there are several good books on these
- >> subjects. Anyway, I'm not a professional game developer, but I've played
- >> around with it some. The biggest things you'll need, though is patience
- >> and the desire to learn about game programming for yourself.
- >>
- >Theres also an MSc course being offered in the UK, but like Mr Carey wrote,
- >the usual way to get started is to create some games or demos yourself and
- >send them to the software houses. I suppose the best things to learn is stuff
-
- Strange that most of the replies assume that someone who "creates computer
- games" (see original question) must be a programmer?!
-
- The team that makes a computer game consists of designers, writers, composers,
- artists, and programmers. (Hope I didn't leave anybody out...) Many of the
- individuals do more than one of the above (i.e. writer/designer/programmer, or
- artist/designer).
-
- DESIGNERS: There is no known career path in this field, because it's a moving
- target. Designers not only invent paths, plots and stories, but also might do
- research, video processing, work with actors, or "build" cities or landscapes
- in a game-editor. Helps to be able to show that you can do some of the above
- (such as being a published author, or having a background in video).
-
- WRITERS: Nobody has ever written interactive scripts before, so this is
- another wide-open field. Having a background in (video) scripts or published
- fiction is useful, but only if you can also handle the interactive angle.
- Writers with design or programming talents will be more versatile, and more
- effective in seeing their vision implemented. Some writers specialize (i.e.
- only game manuals).
-
- COMPOSERS: I'm using this term to include everyone who works not only with
- music, but also with sound effects and voice processing. A prospective
- composer should be able to produce a wide variety of music, and also know the
- commercial computer tools (some on-the-job training is available, though).
-
- ARTISTS: There are different "types" of artist positions, ranging from
- traditional art (drawing portraits, backgrounds) to technical (creating movie
- sets or animated 3D figures). Need to be able to show that you can do art well
- in either 2D or 3D, and it helps to know the computer tools (though OJT is
- available).
-
- PROGRAMMERS: Again, a wide variety of job descriptions. Some programmers
- specialize in writing library code -- they don't work on specific games, but
- provide code that everyone uses. Others specialize in assembler (used for
- speed-critical portions of most games). Yet others work in C or C++, doing the
- higher-level game programming. And yet others don't write "code" at all, but
- instead work with "scripts" -- essentially, programs written in the
- data-language of a specific game. Those working in high-level coding have the
- greatest influence on the final look and feel of the game, while the low-level
- programmers are immersed in the coding bowels. Scripters may control anything
- >from how the game decides to move from one mission to the next, to elaborate
- "set scenes" that require creative stage directing.
-
-
-