Hey gamedev Twitter, tell me about your job/role!
I'm teaching a class in the near future about game industry roles (in big and small studios) and I want to show students what people do in their own words
RTs appreciated!
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Näytä tämä ketju
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Vastauksena käyttäjälle @TabbyRose
Hey! I started as a gameplay programmer at EA Tiburon, on Superman Returns. We used C++. After it shipped, I was moved onto the internal "ION" UI team, which authored UI using Adobe Flash and ActionScript 2.0, for consumption by our internal Flash-alike UI library, APT. (1/?)
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Vastauksena käyttäjille @TheMogMiner ja @TabbyRose
After helping ship NCAA '08 and Tiger Woods PGA Tour '08, I left in late 2007, and signed on at Vicarious Visions, an Activision subsidiary, as apparently being a Guitar Hero fan - having written a 2D engine for GH1+2's note tracks in my spare time - was interesting. (2/?)
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Vastauksena käyttäjille @TheMogMiner ja @TabbyRose
At VV, I did gameplay, UI, and graphics coding on the Wii versions of Guitar Hero: Aerosmith, World Tour, 5, Warriors of Rock, and Band Hero. I also worked on the cancelled DJ Hero 3DS, and did remote work for FreeStyleGames optimizing DJ Hero 2 on the Wii. (3/?)
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Vastauksena käyttäjille @TheMogMiner ja @TabbyRose
After what I call the "Great 'Hero' Layoff of 2011", when ATVI laid off 500 people across the entire publisher, and a third of the staff at VV, I spent a year trying to make an indie company work with my fellow laid-off friends. (4/?)
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Vastauksena käyttäjille @TheMogMiner ja @TabbyRose
We shipped one Xbox Live Indie Games title (using C# and XNA), and we had one more planned and working, but the garbage collector performance was too poor to reasonably ship it. We also shipped a companion app for a board game using Objective-C, on iOS. (5/?)
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Vastauksena käyttäjille @TheMogMiner ja @TabbyRose
During that time, I also taught myself Java in order to mod Minecraft, a game which I was rather enthusiastic about, and still am. In early 2012, our collective savings ran out, so I took a position as a senior graphics programmer at Autodesk Scaleform. (6/?)
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Vastauksena käyttäjille @TheMogMiner ja @TabbyRose
There, I used C++ with a smattering of Objective-C, as I primarily helped maintain the console and iOS frontends, as well as fixing core rendering bugs. However, in mid-2013 Mojang came knocking, and so I uprooted my life in the US and moved to Sweden to work for them. (7/?)
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Vastauksena käyttäjille @TheMogMiner ja @TabbyRose
Shortly after the Microsoft acquisition, I felt that things were not going in the direction that had been promised to me by the CEO at the time, and I opted to leave the company. I then spent six months at King working on Candy Crush Soda Saga, also using C++. (8/?)
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Vastauksena käyttäjille @TheMogMiner ja @TabbyRose
After leaving King for medical reasons, I spent two years just puttering around, then worked remotely for Other Ocean on the New 3DS version of Minecraft, almost single-handedly implementing the UI side of things, again with C++. (9/?)
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Lastly, in July 2017 I signed on with Arrowhead Game Studios, where I have been a UI coder, using C++, albeit with a restriction of everything being Plain-Old-Data (POD), so that we can hot-reload the game plugin for an iteration time of about 5-10 seconds. (10/11)
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Vastauksena käyttäjille @TheMogMiner ja @TabbyRose
Finally, in my spare time, I have been a contributor to the MAME emulation project since about 2002. Questions? Need more info? DMs are open. Cheers!
0 vastausta 0 uudelleentwiittausta 3 tykkäystäKiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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