Re: The entry competence level for graphics programmers

James Robertson <[email protected]> Tue, 20 Sep 2011 19:12:48 +0200
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
Not that I'm jaded and bitter or anything, but...

A couple of years experience seems to be all you need these days to be considered a senior in the games industry.

:)


Tom Nettleship wrote:
> On Tue, Sep 20, 2011 at 3:32 PM, Tommy Brett <[email protected]> wrote:
>> I graduated 5 years ago with the intention of becoming a game developer, my career got sidetracked and although this sidetrack led to an ultimately comfortable existence and a lot of life lessons learned, I'm now at the point where my career as a Flash / Flex developer is stagnating. It may also be coming to a forced end as more and more of my employer's clients move away from Flash each month. I've been keeping up with the times, and doing a lot of graphics programming on the side using nVidia's CG shader programming language and OpenGL.
> 
> If you've got general programming experience, decent C/C++, an
> understanding of lower level coding & knowledge of OpenGL/DirectX
> you're already skilled enough to do a junior graphics programming
> role. The only thing stopping you from a non-junior role would be
> experience shipping products in that role.
> 
>> For example, I know that one area I lack skill in is using shader functions built for DirectX 10 and above - by virtue of me still using an XP machine (GPU is DX10 capable though, reeeally need to upgrade), and I suspect that not being knowledgeable about, say, tessellation using the GPU would swiftly kill any application I would make for a graphics programmer role that paid more than free lunches.
> 
> I don't think lack of a knowledge of a (rarely used in production
> code) GPU feature matters at all. I've never used hardware
> tesselation. DX11 (less so 10) experience would give you an easier
> time of it, but not much compared to being able to demonstrate
> knowledge and enthusiasm about general graphics programming
> principles.
> 
> TomN
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