Creating Rockstars. Making Tomorrow s Game Developers
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- Jessie Sutton
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1 Creating Rockstars Making Tomorrow s Game Developers
2 Personal Background 16 year Game Industry Veteran Started career at Hughes Aircraft working on AMRAAM missile radar software Transitioned to making sports games on the Sega Genesis in 1992 Lead programmer on Madden 2005 and 2006 In charge of instruction of programmers at FIEA, in addition to being curriculum director UCF Modeling and Simulation PhD Candidate
3 Video Games v Simulations Flawed View Recently finished up research grant with a defense contractor hoping to use game technology to make simulations Misconception is Games vs. Simulation Real-Life vs. Fun Accurate vs. Entertaining Call of Duty 4 America s Army Fun Accurate Military Sim Real to Life
4 Games v Simulations A Better way to think about it You don t have to be not entertaining to be an accurate simulation Dry Military Sims More recent flight sims Early Flight Sims Madden Call of Duty 4 GTA IV Halo Fun
5 Feature List Simulation or Game? Streaming Detailed, Richly populated game worlds to explore and learn in Detailed User Interfaces Accurate Physics engine Convincing animation/motion Captured characters Engaging characters and missions Accurate Vehicle Simulations
6 Game Technology For Simulations Largest Video Game Launch in history today! Future players of your simulations are at home playing GTA IV today Technology used in making this game is the same sorts of technology found in the simulations you could be making today Separate in your mind the CONTENT of the game from the technology used to make it
7 Common Technology Games and Simulations Streaming Detailed, Richly populated game worlds to explore and learn in Detailed User Interfaces Accurate Physics engine Convincing animation/motion Captured characters Engaging characters and missions Accurate Vehicle Simulations
8 UCF/FIEA FIEA Florida Interactive Entertainment Academy Graduate School at UCF specializing in creating video game developers All students have a Bachelor s Degree Programmers» Computer Science or similar backgrounds Artists» Fine Arts, Computer Animation backgrounds Producers» Various backgrounds
9 Core FIEA Philosophy No replacement for experience actually making real games Faculty from industry Curriculum heavily focused on interdisciplinary team game development Facility and equipment modeled after game industry Game development hardware provided Motion capture facility to integrate with game development
10 FIEA Experience 16 months to turn Programmer into a Game Programmer Artist into a Game Artist Producer into a Game Producer Working in groups from beginning to end
11 FIEA Programming Track Game programming is notoriously difficult What makes it so? Loose specs Make it fun Pushing the hardware to the limit Often working with limited system specs means programmers need to infer and use trial and error and experience to figure out how systems work Nature of quick iterations on game means development frameworks need to be very abstract and easily modifiable, data driven
12 Hiring game programmers What qualities do great game programmers share that you should look for when hiring game programmers? Strong software engineering fundamentals Top problem solving skills because every game has different needs, problems Experience with large codebases, game middleware (as opposed to specific engines) Experience working with artists and producers
13 Where to find them Existing game companies advertise job listings at Top-notch undergraduate Michigan, Georgia Tech, MIT, Stanford, CMU Graduate Schools add a dose of maturity and team skills and build on fundamentals FIEA, Guildhall (SMU) Serious Games specific programs Michigan State, USC
14 Building game teams Great engines don t mean great games Takes other types as well Producers make the game experience engaging Artists make the game look great GLARING weakness in serious games to date Experienced with tools of the trade Maya, Z-Brush, Photoshop, Mudbox Organization needs to value and support creativity
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