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Ultimate Game Design : Building game worlds

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C H A P T E R 1 1<br />

to me had flashing animations indicating where darts had hit the dartboard, and<br />

he had colored darts. Damn. I knew it was time to wander back to the philosophy<br />

department, having just experienced the end of my programming career. Why Descartes<br />

seems to make sense but plunking colored darts on a screen doesn’t I cannot even<br />

imagine.<br />

Actually, you can “make” yourself a programmer and force yourself into programming;<br />

I’ve known a few who have tried. Unfortunately, you probably won’t<br />

have the passion required to push yourself further every day. As a <strong>game</strong> developer in<br />

any capacity, it’s important to understand programming (if only conceptually). Even<br />

if you never become a professional <strong>game</strong> programmer, it’s well worth your time to<br />

take some programming classes. You need to understand at a very basic level what<br />

it’s like to face a programming challenge, even if your challenge is writing a program<br />

to calculate your weight on Mars. Or, heaven help you, building a dart <strong>game</strong>.<br />

In my own experience, <strong>game</strong> programmers need two core elements. They need a<br />

deep understanding of how to tackle 3-D programming challenges (in code, math,<br />

and physics), and how to inject life via code into the disparate elements that come<br />

together into a <strong>game</strong>. They also need to have played a ton of <strong>game</strong>s to know what<br />

they’re after content-wise. I’ve seen engineers with little gaming exposure try to build<br />

<strong>game</strong>s. It’s not a pretty sight. They sometimes have fantastic engineering instincts,<br />

but no sense for how to bend code into <strong>game</strong> fun.<br />

Gathering knowledge of many <strong>game</strong>s is the easy part. It’s the fun part in building<br />

up your <strong>game</strong> understanding. The tough part seems to be gaining enough understanding<br />

of the pure foundational mathematics and physics to get the intended effect<br />

out at the other end of your code.<br />

Many people have argued with me over the following point: I claim that these days<br />

you simply have to finish a B.S. in computer science or mathematics (or get the equivalent<br />

level of understanding on your own) to handle <strong>game</strong> programming. It simply<br />

has become too complex. Having worked with many teams under huge amounts of<br />

development pressure, I’ve seen the difference first hand. I’ve seen developers with a<br />

solid background get a complete 3-D engine off the ground from scratch in two<br />

months. I’ve seen developers without a solid background struggle for months to try<br />

to move something across the screen.<br />

<strong>Game</strong> Programming as a Career Choice<br />

<strong>Game</strong> programming is probably the best career choice in the <strong>game</strong> industry. Many<br />

<strong>game</strong> studio founders are ex-programmers, and some of them even still like to code.<br />

Some have left programming behind and have chosen to focus on the business side of<br />

running a <strong>game</strong> development studio. The <strong>game</strong> programmer as an individual has traditionally<br />

been the focus of the industry. In the past, they often delivered the entire<br />

<strong>game</strong> experience. Let’s face it, without great programming, you won’t have a solid <strong>game</strong><br />

despite the best art, design, or audio.<br />

267<br />

<strong>Game</strong> Development Career Choices

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