
Writing computer games may seem like a dream job, but how do you actually become a games programmer? On this page:
Still with us? Then..
Your hobbies and interests section is a great opportunity to show how keen you are. What type of games do you like? Any specific examples? Why? Here is the place to say! When you are playing think about what you like and don't like - in an interview you'll need to be prepared to talk about anything in your CV.
At Datascope we now send our candidates a username and password for logging in to our website so they can see how their applications are progressing. Once you have registered you will be able to see the names of the companies we have sent your details to, and any interviews in the pipeline. (We will of course phone and/or email you if a company would like to see you - the web login feature is in addition to this!) We believe we are the only agency to offer this service.
This advice is subject to changes and improvements; reader comments are welcome. Please email simon@datascope.co.uk.
Regardless of the platform(s) you wish to write games for, your demo should run on a typical Windows PC with the minimum of hassle. It's usually safe to assume Windows 98, a 3D card, a sound card and DirectX 9.
C/C++ - Undoubtedly the first choice because these are the predominant languages used on the main console platforms and PC. If you haven't already done so, get hold of a copy of MS Visual C++ and download or order the DirectX SDK (or another compiler and/or OpenGL) and experiment. If your C/C++ skills need brushing up have a look at one of the many books on the subject; ask other programmers for recommendations. Also use the web - there are lots of tutorials online, and a good starting point is the Developer Resources section of our Gateway to Games page.
Java - applets are preferable because they're easier to run than applications. Include an html page in a zip file with your class/jar etc files, or send a link to a web page which contains the applet. If your applet only works with Sun's or Microsoft's VM, and/or needs Java 3D make sure you say so, and specify which versions are needed.
GBA and mobile games - please supply the necessary emulator and instructions as necessary.
This is your opportunity to shine! What are you interested in, and what can you show off? 3D graphics, physics, AI, networking? It sounds obvious, but the more impressive your demo is the more it will stand out. Having said that, it probably shouldn't be at the expense of your formal studies or your entire social life! Even games companies like to employ people rather than coding machines ;-)
A playable game is not necessarily the most desirable kind of demo, particularly if it's 2D. Games companies see plenty of Pong and Tetris clones and tend to be underwhelmed, although by all means try writing a version of your favourite classic game as a learning exercise before trying something more ambitious. 3D graphics will impress most companies much more than 2D, and a demo showing a set of clear, well-implemented algorithms which you have had time to polish is generally better received than a complete 2D game.
Teamwork is crucial! Completing a demo game shows you have the enthusiasm and tenacity to finish what you start, but you won't be able to do everything when you're working on a commercial game. As a professional games programmer you're likely to be working in a team of 5-20 programmers, so think about how your code could work together with theirs. Can you demonstrate how other people could drive your code? You'll also be working with artists and games designers (and tools for them) - you don't necessarily need to show the tools needed to author the data for your demo, but you definitely need to know what tools would need to be written.
Use your imagination, but bear in mind that you're applying as a programmer, not a games designer or artist, so while wonderful new game concepts and beautiful artwork are great, they are certainly not necessary or expected. (Arguably your coding skills stand out more if the artwork you use is deliberately plain!) If you need textures, explosion noises and the like it's fine to use other people's stuff provided it is in the public domain or you have their permission; search the web and see our Gateway to Games. Make sure you say what's not your work, and it's good manners to credit the original artist/author(s).
Some further suggestions relating to specific types of demo (Graphics, Physics, AI):
A good idea is to consider the demo as presentation (particularly if it's not a complete game- see below) and lead the user through the various visualisations. This avoids the user having to use lots of different controls in order to see everything. Remember your demo needs to make the best possible initial impression on its own because you won't be there to explain!
Include sound effects if you wish but remember that annoying sound or music is worse than none. Arguably time spent learning the intricacies of e.g. DirectSound could be better spent unless you want to specialise in audio programming. If you do include sound, mention that you have it (perhaps by having an obviously visible option to switch them off) because in a work environment the person running your demo might have the volume turned down.
Offer a choice of screen resolutions, colour depths and windowed / full screen mode when the demo first runs or as an option accessible from within the demo itself. Do not make a user change their desktop display settings if at all possible.
Instructions / explanation of techniques - include a readme but display brief instructions (the controls at least) - in the demo itself, either during or before it starts. Most people will try and run the demo first then look at the readme file later. (Do you read the manual before trying a new game you've just bought?) A readme is good idea as well because you can use to explain the techniques you are trying to show, in addition to reiterating the controls and requirements.
Source code - we prefer you to include the source code because then it's available for clients should they wish to look at it. They are very unlikely to wade through it all so consider also providing extracts of the best and most interesting bits!
To submit your demo - please email a zip file (less than 4Mb preferred) or send a URL from which we can download it. Our mailserver won't reject larger attachments but our clients' might. If your demo is bigger than about 4Mb zipped, do you have big .wav files you could compress with e.g. ogg vorbis or mp3? Any image files you could convert to jpeg? Please post CDs only as a last resort.
Demo Checklist:
You can find lots more info on the web, and a good starting point is the Developer Resources section of our Gateway to Games page. There are also some relevant newsgroups including alt.games.programming and comp.games.development.programming.misc. (These links go to Google Groups).
Programmers - Sample demosTo run a demo here download the zip file, extract its contents into a folder and run the A reasonably up-to-date graphics card is a good idea. |
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Andy sent us three competent 3D game demos in one, so we'll let him off for being slighly over 4 Mb :) The addiction/frustration balance in Spinball seems to be juuust right and it may bring on a bad case of one-more-go-itis. You have been warned! He had several years of Visual C++ and hobby games programming experience but hadn't worked in the industry when he sent us this.
| Download: | Zip file (4.17 Mb) | |
| Specific requirements: | DirectX 9 for Spinball and Crash, DirectX 8.1 for Pacman |
Michael wrote this impressive GTA-like demo using Visual C++ and OpenGL and sent it to us when he had just finished his postgraduate research degree. It features "A highly robust collision detection algorithm, a Newtonian physics engine and an innovative dynamic lighting algorithm". He is now working as a games programmer :)
| Download: | Zip file (715 Kb) |
| Specific requirements: | Fairly up-to-date graphics card. (Tested with Geforce 256; this may not be the minimum spec. Crashes reported with some ATI cards). |
| Homepage: | http://members.lycos.co.uk/mplatings/ |
A lava lamp simulation Kim developed for his fourth year university project, using OpenGL. This is one of two versions you can find along with the full report on his website.
| Download: | Zip file (126 Kb including glut32.dll) |
| Homepage: | http://members.lycos.co.uk/kim0randell/llama/ |
Copyright notice: The original authors retain copyright © of all demo and sample work here (except where otherwise stated) and it is published here with their kind permission. You may download material from this page for your own personal, non-commercial use only.
These vacancies are suitable for graduates or other good programmers who do not have games industry experience. They are also posted on our main games programming jobs page.
If you are interested in any of them please quote the ref no(s) and send your CV and demo work.
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