Re: OT: Demo suggestions

"Kevin Bray" <[email protected]>
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
As a professional game developer, here is what I generally like to see in a 
demo when someone is applying for a job.

If someone is applying for a non-graphics related position, graphics don't 
matter much.  As long as the demo provides a way for me to see the 
candidates understanding of related math, common concepts, as well as solid 
problem solving skills, then I'm happy.

If someone is applying for a graphics related position, then graphics 
matters the most.  I generally want to see something that displays the 
candidate's knowledge of linear algebra, trigonometry, knowledge of relavant 
APIs, as well as knowledge of new graphics techniques.  If the candidate 
shows off a graphics technique that they invented, I'm even more impressed, 
even if it's not a big jump from other things (it shows problem solving 
skills).  If it's an entire game, I'm certainly even more impressed, but 
really, thats not necessary to get a job.  Just make sure the demo shows off 
what you know.  Also, make sure that you show an asthetic sense.  For 
example, a demo with stencil shadows done by using darkening polygons are 
red flag IMO.

Bottom line when creating a demo: People looking at your demo will be 
asking, "Can this person do the job we need filled?".  The more knowledge 
you show in your demo, the more likely you are to be considered.

Also, a demo... any demo... shows you are motivated enough to finish what 
you start.  Usually, someone without a demo will not get the job, (if they 
have shipped titles, etc. count as a demo).

Kevin

>From: "Martin Bell" <[email protected]>
>Reply-To: [email protected]
>To: Multiple recipients of list OPENGL-GAMEDEV-L 
><[email protected]>
>Subject: Re: OT: Demo suggestions
>Date: Tue, 01 Mar 2005 14:46:23 -0800
>
>I have to agree with Stephen mainly.  A complete game is *many orders*
>harder to write than a flashy demo.
>A demo also won't require anything *near* an art production pipeline 
>either.
>Probably though, flashiness will help, especially I would think in the
>shallower console market.
>
>
>----- Original Message -----
>To: "Multiple recipients of list OPENGL-GAMEDEV-L"
><[email protected]>
>Sent: Tuesday, March 01, 2005 9:46 PM
>
>
> > Stephen J Baker wrote:
> > >
> > > Personally (and I'm not in the games industry - just an
> > > amateur tinkerer
> > > with games) - a flashy demo doesn't impress me much.
> >
> > Gee, that's such a ringing endorsement of what matters to game
> > developers.  Free clue: flash will help your cause with game developers,
> > no matter what aesthetically unaware non-game-developers may say.
> >
> > > The thing about writing a demo is that you get to put in the
> > > things that are flashy and easy -
> >
> > Who the @!#$#@!!#@$ believes that it's easy to be flashy??!?  Do you
> > know anything about getting an art production pipeline done?
> >
> > > but anything that's actually difficult can just be
> > > left out - you aren't forced into making these flashy effects
> > > work with the rest of a large and complex system.
> >
> > Let's translate Stephen's words for the home audience.  "I'm a
> > Simulations guy.  I work at L3Com/Link Simulation & Training.  I'm
> > impressed by the kinds of things I do at my job, and am not terribly
> > aware of the difficulties of things outside the scope of my job.  I
> > expect everyone to do what I do, if they want me to be impressed."
> >
> > > IMHO, a complete, playable game would be more impressive than
> > > a demo of a few very fancy-looking canned effects.
> >
> > Sure it would be.  But the issue is what's needed to get a job, not
> > promising people the moon.  Substantive demos can certainly convince
> > employers to hire.  It shows you can get something done, and that you
> > have talents.
> >
> > > If you are looking for a way to stand out in the crowd, I
> > > would concentrate
> > > on being really good at Physics, Networking and Shaders
> > > because those are the hard parts right now.
> >
> > Assuming your ambitions in game development are programmer-centric.
> > Don't forget about art, audio, game design, and all the tools and
> > technologies that go into supporting those efforts.  The important thing
> > is not doing Physics, Network, or Shaders because some guy like Stephen
> > said so.  The important thing is to do *something* well.  And while
> > we're throwing around programmer-centric areas one could concentrate on,
> > I'll toss in AI.
> >
>
>-----
>FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
>--
>Author: Martin Bell
>   INET: [email protected]
>
>Fat City Hosting, San Diego, California -- http://www.fatcity.com
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Author: Kevin Bray
  INET: [email protected]

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