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 Simon Sarginson UI Programmer at Splash Damage
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gigietto
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1213_da_ladytvb


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Inserito il - 15/01/2016 : 13:33:40  Mostra Profilo  Visita l'Homepage di gigietto Invia a gigietto un Messaggio Privato  Rispondi Quotando
Hi,

A bit late, but better late than never right? As for tools and stuff I can tell what I have used, I have mainly worked for bigger studios so I can give you a list of stuff smaller independents use but I haven't really worked in that space so that's second hand information. I have used both Unreal 3 and Unreal 4 at bigger studios as well as some UI specific stuff which won't be relevant to you as an aspiring gameplay programmer (Flash/AS3/Scaleform/UMG). Other big engines are Crytek an Id-tech but unreal is by faaaaar the biggest player in this space and if you want to work for a big company this is a no brainer. Lot's of indies use Unity but to the best of my knowledge nobody has ever made a big triple A game with it. Unreal is simply more mature in this space and your requirements and the amount of assets go up Unity grinds to a halt. That being said if you want to work for a small developer its the most popular tool by far right now.

My key recommendations for someone wanting to work for a big studio are:
- Use Unreal 4 its the standard and now freely available for non commercial projects!
- Learn C++ and learn it well, you might work with scripting languages such as C# and unrealscript but if you know C++ well you can call yourself a good programmer and everything else will be easier to learn. It's a steep learning curve and a hard and often annoying language but everybody uses it and it will give you the most performance if you use it well. Don't compromise! A good C++ programmer is never out of job!
- Use Visual Studio and use it's debugger! It's an invaluable skill and it's simply the best for writing big C++ programs
- Learn about versioning, most studios I know work with Perforce, but being skilled in any versioning software (the others being Git and Mercurial) will help.

The most important thing is learning how to write and debug code in C++ with Visual Studio (step through your code with breakpoints, read the underlying source code, don't rely on forums and logging things to console!) everything else will make you a better candidate but this is ESSENTIAL.

On a final note, keep track game development cycles, companies need the most people right in the middle of making a game although junior roles for programmers are pretty rare they do exist, alternatively a lot of people start doing QA work but try and get QA work where you are sitting with other types of devs rather than just an outsource QA company as that will make it nearly impossible to transition.

Best of luck!
Simon
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