Monday, September 15, 2014
Sunday, September 14, 2014
GameRecruiter (My company) Can I help you find an employee?
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I'm too old to hire: Ageism and the Game Industry by an Anonymous 45+ year old programmer
I am certifiably un-hirable in the video game industry.
NOBODY wants me, at any price (I've offered myself for free and nobody was interested).
There have literally been hundreds of games built upon the game engines I've created over the years and some of them even shipped! (Game industry humor there, sorry if it hits to close to home.)
Yet here I stand, having been an Executive Producer at one of the world's leading publishers yet currently writing game engine code for Android & iOS.
Q: Who gets chosen instead of me?
A: New grads with a Unity 3D side-project or two
under their belt. They're cheap, they'll work heinous hours without
question because they don't yet have a family, and best of all --
they'll shut the hell up and do as their told.
BUT I SWEAR I'M NOT A SCHLEP OR A WHINER OR A LOSER
Really!!!!
I've been creating games and game
engines for nearly 30 years. In that time I've adapted MANY, MANY
different platforms and technologies. I've personally developed and
published games for the following, and this list is
incomplete.
- 6502 assembly, 68x0 assembly, x86 assembly
- BASIC, Pascal, C, C++, Obj-C, C#, Java
- TRS-80, Vic-20, Timex Sinclair
- Apple IIe, Atari 800, Atari ST, Amiga
- SNES, Saturn, Dreamcast, N64, PSX
- DOS, Win16, WinCE, Win32, Linux, Mac OS, Mac OS X
- WinG, Direct2D, DirectX, XNA, etc.
- MFC, TurboVision, Qt, OWL, WinForms, WPF
- OpenGL, OpenGL/es, STL, Boost, etc.
- MCI, DirectSound, Halestorm, Miles, OpenAL, Hekkus, etc.
- Renderware, Flash, SDL, Cocos2Dx, Unity 3D, etc.
- Farseer, Box2D, Chipmunk, etc.
- Smacker, Bink, etc.
- PalmOS, iOS, Android
Experience plus critical thinking skills are a must!
Job ads always SAY they want creative, independent thinkers who are passionate about their work -- but they don't really mean it. I just wish they'd be honest about it, with us as well as themselves.
My feeling, shared by many in my industry, is that the
moment someone has enough experience to know, when stupid decisions are
being. Sometimes that's right around the same time that they begin also to think critically about her or his role in the company.
WELCOME TO THE PIGEON HOLE
Unfortunately, I have even more experience than all the above.
I'm not trying to show off here I just want you to know what my "credentials" are so I can convince you.
I've also held the roles of
Game Designer, Producer, Executive Producer, VP Engineering, Technical
Director, Founder, Marketer, and Business Developer.
Most know the term "Renaissance Man," but
the word "polymath" has crept into our industry lexicon over the last
few years, and it too is an apt description of my background.
But I used the word "unfortunate" because all that experience is,
once again, viewed in an extremely negative light by the video game
industry.
In their NARROW LITTLE MINDS it's IMPOSSIBLE for someone to be attracted to and successful in every role.
This attitude is denied but reflected in truth by their interview questions:
- What do you REALLY want to be when you grow up?
- But do you really want to be a programmer or a manager?
What I want to answer is.
The present time is my future and because of this,
right now I have mad skills and I can kick your ass without looking into the future.
I'm a paradox because of my age I can do everything you "kids" do but,
I've got a wealth of life experience that amounts to my having the cheat codes to every game problem you can think of.
The questions they ask also belie their self-denied age
discrimination. The only person for which #1 is a relevant question is
someone young and fresh out of college. Anyone 10-20 years down the
road should already be doing what they want to do when
they grow up. Why ask questions when the answers have no value?
(a) Nobody will hire me as a Producer or Management type because I've got too much development experience to be a real manager; or
(b) They won't hire me as a Developer because I have too much management experience to be a "real" programmer.
TIME IS ON MY SIDE because I know how to manage it.
I've been in this industry long enough to know what I want, so
trust my answer. At some point both the employer and employee need some
measure of trust, right? My answer to the above questions is always
the same, but nobody likes them because (again)
they don't fit the cookie-cutter responses they're trained to want.
My family is my primary focus. What I want out of an employment relationship is a place where I can work on really cool things with really great people that will hopefully become friends. I'd also prefer a company that appreciates work/life balance, especially for people with children.
I can do either. Really. Look at my resume. I want to find the right place, right project, right people, and then fit in however I can -- there are NUMEROUS ways I can contribute! I applied for the position you called me about because I know I can do it. Time is my most valuable commodity so trust me I wouldn't waste it if I didn't think I could do the job.
Saturday, September 13, 2014
Superman: Unbound
The other day my friend brought over a pizza and a movie for a marathon of beer, Superman, AGENTS OF SHIELD, and games.
What we thought was a live action version of a "Superman" movie turned out to be what looked like a vapid animated CGI piece of . . .
It turned out to be a wonderful animated version of "Superman: Unbound" which is an adaptation of the 2008 comic book "Superman: Brainiac" by Geoff Johns. (Directed by James Tucker and scripted by Bob Goodman.)
It's not really remarkable but it is almost completely story driven. (I was taught in college that the whole reason to write a book, a play, or film is to tell a story.)
Soooo, I suppose this is unique in that respect.
Usually, I'm not crazy about some of the ways the characters are stylized on afternoon TV such as Batman Beyond etc. and this was of that ilk, but somehow, much more satisfying. I like how Superman's anatomy and face were blocked up.
The proportions were a bit more adult and complex, simply more architectural than some of the blow off character design of afternoon television.
Even Lois Lane looked. . . well. . . desirable. There was a naturalism to the face and each of the characters were unique.
So, story driven, well above character design and very competent to even inspired at points environments. Just a fun pizza and beer kinda movie.
What we thought was a live action version of a "Superman" movie turned out to be what looked like a vapid animated CGI piece of . . .
It turned out to be a wonderful animated version of "Superman: Unbound" which is an adaptation of the 2008 comic book "Superman: Brainiac" by Geoff Johns. (Directed by James Tucker and scripted by Bob Goodman.)
It's not really remarkable but it is almost completely story driven. (I was taught in college that the whole reason to write a book, a play, or film is to tell a story.)
Soooo, I suppose this is unique in that respect.
Usually, I'm not crazy about some of the ways the characters are stylized on afternoon TV such as Batman Beyond etc. and this was of that ilk, but somehow, much more satisfying. I like how Superman's anatomy and face were blocked up.
The proportions were a bit more adult and complex, simply more architectural than some of the blow off character design of afternoon television.
Even Lois Lane looked. . . well. . . desirable. There was a naturalism to the face and each of the characters were unique.
So, story driven, well above character design and very competent to even inspired at points environments. Just a fun pizza and beer kinda movie.
Thursday, September 11, 2014
This is one of the most useful Blog Posts I've seen in a while
FRom:
FABIEN SANGLARD'S WEBSITE
DECEMBER 25TH, 2012
GAME TIMERS: ISSUES AND SOLUTIONS.
Since I came up with a simple solution in my last engine I wanted to share it here: Maybe it will save a few hours to someone :) !
Problem: Variable framerate and Variable timeslices.
When I started engine development I used a naive game loop that would:
- Retrieve the time difference (timeslice) since the last screen update.
- Update the world according to inputs and timeslice.
- Render the state of the world to the screen.
It looked as follow :
int lastTime = Timer_Gettime(); while (1){ int currentTime = Timer_Gettime(); int timeSlice = currentTime - lastTime ; UpdateWorld(timeSlice); RenderWorld(); lastTime = currentTime; }
With a fast renderer the game world is updated with tiny time differences (timeslice) of 16-17 milliseconds (60Hz) and everything is fine.
The key concept is that timeslices at which the game is simulated are variables in size :

This architecture does work but is limited: The weakness in the design is that simulating the world accurately is tied to having small timeslices (a.k.a high framerate). Problems arise if the framerate drops too much: Updating at 30Hz instead of 60Hz may move objects so much that collisions are missed (In a game such as SHMUP that was a big problem):

There are algorithms to palliate to this problem but this naive design has many more flaws. The fundamental difficulty is not the length of a timeslice but its variability:
- Record user inputs and replaying a game session (for debugging or entertainment) becomes difficult since the timeslice are different. This is true even if the replay machine is the machine that originally recorded the session since the operating system system calls will never have the same duration.

This issue can also be solved by recording the simulation time along with inputs but the game engine design is now becoming messy. Besides, there is an other issue:
- If your game is network based and you need to run several simulations simultaneously on different machines with identical inputs: The time slices will not match and small difference will appear until the simulation on each machines are out of sync !
Solution: Fixed timeslices.
There is an elegant approach to fix everything at the cost of a small latency: Update the game timer at a fixed rate inside a second loop.
int gameOn = 1 int simulationTime = 0; while (1){ int realTime = Gettime(); while (simulationTime < realTime){ simulationTime += 16; //Timeslice is ALWAYS 16ms. UpdateWorld(16); } RenderWorld(); }
This tiny change dissociates rendition and simulation as follow:

The engine nows simulate the world with CONSTANT timeslices, regardless of network latency/renderer performances.
It allows simple and elegant code for replay recording/playback, solid collisions detection system... but most importantly it allows simulation running on different machines to be synchronized as long as the same input/random feeds are provided.

The engine nows simulate the world with CONSTANT timeslices, regardless of network latency/renderer performances.
It allows simple and elegant code for replay recording/playback, solid collisions detection system... but most importantly it allows simulation running on different machines to be synchronized as long as the same input/random feeds are provided.
Before you patent it...
The joy of "discovering" this approach was short lived: This system is very well known in the game industry and is actually the keystone of games such as Starcraft II or id Software engines !
Further readings
- Timestepping by Peter Sundqvist
- Fix your timestep by Glenn Fiedler: Take the idea further and also mentions interpolations.
Merry Christmas....
...and Happy Hacking guys ;) !
Love Taxes and Perks in the Game Biz or Let's Eat Together as A Family
Last week I wrote a blog post on the what I think of as a war that the game industry is fighting with over other tech companies such as Google, Amazon, and Facebook.
Last week, the IRS decided to go after some big companies and squeeze some taxes out of companies that are doing benevolent things like providing free meals and shuttle services, by suggest that fringe benefits by companies could be taxed.
Annoyed?
That's actually not my point.
I think that the IRS has identified a couple of strategies we could work with to get the great people to work with us.
People who work at some companies are literally nourished by the companies that employ them.
According to Sanjeev Agrawal, who ran product marketing for Google from 2003 to 2005, "The company that eats together makes money together. There's simply no better way to cross-pollinate ideas than over the dining table"
Moral: just like any family, spending time across a table communing is something we could all do to make work better.
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