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Jtf2
Good [+1]Toggle ReplyLink» neoform replied on Thu Feb 19, 2009 @ 4:31pm
neoform
Coolness: 340390
Uhh, unlikely, the JTF2's are supposed to be specialized soldiers like the SAS or Delta Force. They're commandos.
I'm feeling pompous right now..
Good [+1]Toggle ReplyLink» ufot replied on Thu Feb 19, 2009 @ 4:36pm
ufot
Coolness: 93825
man, commando is such a good movie, one of arnies best by far! we once counted and estimated kill ratio of 102 ck's!!!!

Ufot-wowers, that boomshakalak was 4 real
I'm feeling haxin an milkin all right now..
Good [+1]Toggle ReplyLink» v.2-1 replied on Thu Feb 19, 2009 @ 5:35pm
v.2-1
Coolness: 159845
Now. How does one go about going commando ?
I'm feeling like nico bellic right now..
Good [+1]Toggle ReplyLink» Trey replied on Fri Feb 20, 2009 @ 12:25am
trey
Coolness: 103490
For those who worked at Ubisoft, do you know Sylvain Cote?
Good [+1]Toggle ReplyLink» Nuclear replied on Fri Feb 20, 2009 @ 1:48am
nuclear
Coolness: 2749650
Here is a coding question I found in my Inbox... What do you code at a game job? I removed some information from the bottom...

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Ok, first off, to answer your question about what there is to code in a game job, it varries alot from wich department you are in and it's also different from one company to another. Here at my current job, I'm what they call a "coder" wich is like a programmer but emphasizes on high level coding. A programmer would be more in charge of the engine while I would be in charge of scripting things using the engine's language.

So a coder doesn't really script in a known programming language, but he's more using a pseudo language specific to the engine. The main goal of a coder is to script everything related to the gameplay of the game. An easy example would be to script an object so that the main character could pick it up. That's what a coder does in general, but you've got specialisation. One can be in charge of all the effects in the game, wich includes shadows, particles of snow, rain, water flowing, all those graphical aspects, he's in charge of making all that work, I think at Ubi this job is called Effects Integrator. As for I, I've got the additionnal task of sounding the game, I've got to place emmiters of sound, triggers some sounds at key moments, tweak them, manage wich music is supposed to play at wich moment in the game, well everything that makes noise, I must make it make noises when it's supposed to be and tweak them all.

On the other side you've got the programmers who mainly script the engine. If the engine is already working, then they work on adding features that might be necessary to us, the coders. Usually always programming in C++. They've got specialisation also. One might be more in charge of everything AI related, stuff like path finding for characters. Some other will be in charge of a console specific port, they take the code and make it work on another console. Some are in charge of the shaders, for example, making a Normal Bump Map shader work in the engine. Being a prog usually requires to not be afraid of low level scripting.

There is also a department of data managing, wich main concerns is too keep a current working version of the game, communicating between departments so that everything is clear and might have to create tools that would make the life easier for everyone else. For example, creating a task system so that a lead could send task to his minions and stuff like that.

so now, if I had to make you some suggestions on what skills to brush up, I would say that it depends a lot on what department you are aiming. One thing is for sure, it's a lot easier to get a job when you already have some experience, if you don't then a good thing to do is to have a demo to show up, that's always good and it helps a lot, strongly suggested. If you are aiming for a programmer job, then you could try and make a DirectX demo, DirectX is widely used in PC games and XBox is using DirectX also, so I would say that would be a good demo. You might want to concentrate the demo on the aspect that you are aiming, like if you want to ba an AI prog, it would be great to have some pathfinding in your demo. If you are aiming for a coder job, well it seems that there's only here that this department exist hehe but I would say that a demo of any kind should do the job here, we are not as picky as Ubi. But my job at companies like Ubi is usually included in part of some other departments, like some level designers at Ubi have to do some similar stuff that I have to do here. Another good thing is to get someone to refer you, at places like Ubi it's almost a must. If you want to apply for a data manager job, then I don't really know what could be good cause I'm not related to this department much :\

Oh and one other thing, if you want to work in the video game industry, you should go for what you want right from the start, or at least try to. if you apply as an AI prog and they offer you another kind of programming job, then it's ok if you say yes to use that as an entry door to the company and there after trying to move on to the programming job you wanted in the first place. It's a good thing to accept an offer just to be part of the company and then try to switch department but you've got to be careful with this, like you shouldn't apply as a tester if your main goal is to be a programmer in that company cause Testers are usually tagged as testers and then no other departments wants them, I'm not saying it's impossible, I'm just saying it'll be way harder.

I dunno if I was clear hehe
if you got any questions, feel free to ask

Martin Samuel
--------------------------------
Intégrateur - Still Life
Microïds Canada

"The past makes us who we are, don't make it your burden."
I'm feeling nuclear right now..
Jtf2
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