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Comment Insiders POV (Score 1) 240

First post :). Not sure if other game veterans have replied to this. Therefore i'll just chip in my pov. I apologize in advance if I'm repeating some points.

Over the past few years, I have read hundreds of resumes and interviewed a lot of candidate game programmers. These are my humble opinion on how to score an interview and a job.

- Be VERY, VERY good at C++. C++ is still King in the AAA console world. So you need to impress us with it.

- Be a very good software engineer. Talk patterns, design, architecture, trade offs. Being able to design software (not just code it) is something we all love.

- Do something on the side. Showcase your mad skills and what you have done with just your free time. If you tell us that you wanted this job since the day you were born but you don't know what Ogre is, you must be lying to us.

- Diversify. If all you know is how to render using the latest and greatest tricks, you are just like every other wannabes. Games are so large nowadays, we REALLY need people with other skills. Some areas you may want to explore: Distributed computing for mass online servers, content distribution system, massively scalable database architecture, multi-user collaborative dev tools, multi-terrabyte data crunching, distributed server profiling, tracing, debugging. Multi-core programming, optimization, crash reporting, profiling, data collection.

I've also dealt with Digipen before. What they output is usually more 'focused' than the rest of the candidates comes with more relevant skills. Their resumes also look nicer.
Having said that, none of the stuff that attracts my eyes are exclusive to a Digipen degree.

My $0.02

Biotech

First 'Malaria-Proof' Mosquito Created 261

Gisg writes "The University of Arizona team reported that their genetically modified mosquitoes are immune to the malaria-causing parasite, a single-cell organism called Plasmodium. Riehle and his colleagues tested their genetically-altered mosquitoes by feeding them malaria-infested blood. Not even one mosquito became infected with the malaria parasite."
Games

Do Gamers Want Simpler Games? 462

A recent GamePro article sums up a lesson that developers and publishers have been slowly learning over the last few years: gamers don't want as much from games as they say they do. Quoting: "Conventional gaming wisdom thus far has been 'bigger, better, MORE!' It's something affirmed by the vocal minority on forums, and by the vast majority of critics that praise games for ambition and scale. The problem is, in reality its almost completely wrong. ... How do we know this? Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly. Every studio I've spoken to that does this, to a fault, says that many of the games they've released are far too big and far too hard for most players' behavior. As a general rule, less than five percent of a game's audience plays a title through to completion. I've had several studios tell me that their general observation is that 'more than 90 percent' of a game's audience will play it for 'just four or five hours.'"

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