Thursday, 19 September 2013

plan for skill progression

This is my plan to improve my skills and keep track of what skills I have on it I have listed a few locations to find information and learning locations and I have listed what skills I want to improve as well as the past units that have been completed how ever it can be improved on my skill to develop I have until December to obtain those skills and keep adding to them in my free time

Thursday, 12 September 2013

higher education source courses

BA Honours Programmes – 3 years full-time or 6 years part-time
(Plymouth college of art)

Our three-year BA Honours qualifications demand an energetic and inquisitive approach to critically underpinned practice, which is central to all the programmes. As well as producing practical creative outcomes to a range of projects and live assignments you will also be expected to contextualise your ideas culminating in the writing of a dissertation which is often very influential on the development of practical work and vice versa. You will be expected to have obtained qualifications in a relevant subject at advanced level equating to 200 UCAS points (e.g. BTEC National Diploma, Foundation Diploma, A-levels etc) and / or have relevant vocational experience. This can be assessed from a portfolio at interview.

(http://www.plymouthart.ac.uk/artadvantage.php?pageID=59&courseID=24&misCourseCode=DFFT1A1314&courseField=course_info#.UjGgIMashcZ
september  2013)

I chose this course because one of the options I would look to be doing this course in case I choose to be either a character designer ,concept artist , 3D-modeller or level designer the reason I had chose this course cause this course specializes in the artistic side of games.

BSC (HONS) COMPUTING & GAMES DEVELOPMENT

The course balances games development workshops with core computer science topics, supported by mainstream computing modules. We actively encourage enterprise activity and provide a professional studio environment tailored to support agile development across new and emerging platforms.  
We see our students working across the independent and commercial sector as agile developers with a passion for games and related interactive systems, but with realistic expectations. We have excellent links with a wide range like minded companies, with regular guest visits, placements and related events.
Work individually and as part of an interdisciplinary  team to hone your skills, develop your portfolio and deliver live projects as you carve a niche in this fast evolving sector.(http://www1.plymouth.ac.uk/courses/undergraduate/4230/Pages/CourseDetail.aspx
september 2013)

 I chose this course in case I choose to be a programmer for games also they include a year industry practise so that would provide a huge amount of experience which will help in the future on a large scale.

Games Technology BSc (Hons)  (university of Bournemouth)
On top of this you will also be equipped with the relevant knowledge and skills to apply studio techniques for the production and recording of entertainment material. As music and audio are such important elements in games systems, there will be coverage of music and audio as part of this programme. The course looks at game development on the latest game platforms such as for example, XBox 360, and also addresses the growing area of mobile phone game development (http://courses.bournemouth.ac.uk/courses/undergraduate-degree/games-technology/bsc-hons/550/course_content-course_content/) september 2013)

I would choose this course if I were trying to become a programmer but if I went here I may have financial problems so if I were to go here I may have to take a year break to earn money.

Monday, 22 April 2013

locations where i would like to work

For international I had chosen to look at the company Blizzard for 
This company is based in California I would like to work for blizzard in the future because I  like the type of games they make on they have made 3 of my favourite games what they look for is someone who have at least a degree in the field of specialism 




for national I had chose lionhead studios the are well known for series of games such as black and white and fable franchise's.unlike Blizzard lion head rather tan looking for degrees they look more for experience rather than education they like at least 2-3 years worth of industry experience I had chosen lionhead for the detail in the graphics in the games that they make are top quality for the time they are made







And finally I had chosen remode for local because it is the a small company however they have a very 
are and marine based projects and due to the location and ideas they can take advantage of this by having a partner ship with the national marine aquarium giving them a venue to showcase their games whilst still having a matching theme .

Monday, 15 April 2013

job vacanices

this is a link to a script writing job in london
http://www.gamesrecruit.co.uk/JobDetail.aspx?id=14114



Computer Games Network Developer (C/C++)







Feral Interactive is currently looking for a Network Developer to integrate online and network play into our best-selling Mac games.

Initially, you would receive plenty of support, but our aim is that you will ultimately become our network guru, personally implementing multiplayer support in our games or overseeing a team of developers as they do.

This is a highly technical role: you will need a firm understanding of the IP Network Stack and should be more than comfortable shuffling bytes around multiple threads in real time. You will also need a holistic understanding of multiplayer support: we want you to play a major part in defining and developing an exciting new online system from the ground up.

This is an influential position for someone who loves a technical challenge. An existing passion for gaming or experience with gaming protocols is a definite advantage, but it is not critical for someone with networking skills from a different background.

What experience should you have?

- Significant professional development experience
- Strong C/C++ skills
- Experience of TCP/IP programming and socket APIs
- Good grasp of P2P vs. Client/Server topology and thread-safe programming


What else would help?

- A great degree in a technical discipline
- Experience in implementing game matchmaking systems: server advertising/broadcasting, quick game, etc
- Understanding of how to implement host migration for P2P topologies
- Experience with any of the following: Apple Game Center, Steamworks, Mac OS X, Objective C, Cocoa


What makes a great fit with Feral?

- A desire to do your best work all of the time
- Curiosity and a love of problem-solving
- The ability to work effectively without direct supervision
- Excellent written and verbal communication skills



What is in it for you?

Feral is a small company, but we are growing year-on-year and have a leading position as a Mac games publisher. You will be given significant responsibility from the start and that will increase as our team grows. You will work 40 hours a week, and unlike many game companies, we very rarely ask our employees to work overtime during crunch periods.

The salary is competitive and dependent on your skills and previous experience, but if money is your principal criterion, this is probably not the job for you.

We think Feral is a great place to work: serious, but seriously fun. We are a team of about thirty-five, so you will quickly get to know all your colleagues and will work directly with almost every one of them (including our managing director!) That means you will be involved in key parts of major projects from the off, and you will soon see the fruits of your labours enjoyed by our customers worldwide.


How do I apply?

To apply, please send your CV and a covering letter using the Apply button below.


Feral Interactive is a leading publisher and developer of Triple-A Mac games based in south-west London. Recent hit titles include Empire: Total War, Batman: Arkham City, F1 2012 and Borderlands.



Type:

Permanent


Location:

London


Salary:

DOE


Company:

Feral Interactive


Contact:

Ian Bullock


Posted:

17/02/2013 10:06:00


Reference:

GR/GR/GR/GR/G




Why this job


I had chosen this as one of the job vacancies because i think i might have potental as a script writer and I enjoy scripting an example of that i think i have shown required skills is when we were creating flash games for a client i had done all of the scripting for the games however it may have been another language but i want to learn c/c++

this company is based in sunderland

http://www.pitbullstudio.co.uk/jobs_code_game.php




Game Programmer



Summary
You will be working with a highly collaborative, international team of developers, working on a variety of projects and technologies.

Job function:
Develop game code.
Read and analyse unfamiliar code to understand and extend functionality.
Debug and fix defects of a reasonable complexity.
Develop solutions that address actual needs and to actively verify those solutions.
Offer advice and suggestions for improving the development process.
Be proactive and help with problem solving.

Skills Required:
Advanced understanding of C/C++ and Object Oriented Programming.
A good understanding of game development principles.
Experience of designing, implementing and supporting code for use by others.
Team player who knows the importance of listening to others.
Excellent oral and written communication skills.

Desirable Skills:
Extensive knowledge of the main gaming platforms and the requirements needed to develop for them.
Shader and GPU experience.
Unreal Engine experience.


Why this job

I had taken an interest in this job because like I had said in the last job except that it is on a game engine rather than flash for a mobile device
i also think that i can work well as a team member  for example when I was in a team on a project i would make sure others were doing what was required as well as doing my own work

this is an international job for character design

http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=33068&accountno=48212

Blizzard Entertainment is looking for an exceptionally skilled 3D character artist to join the World of Warcraft team. The ideal candidate has experience modeling and texturing a diverse visual range of characters and creatures. A solid grasp of form, structure, color, and light for both 2D and 3D art assets is essential. The character artist must be skilled in another form of art production as well -- illustration, modeling, texturing, animation, concept drawing -- and be well-versed in related tools --3ds Max, Photoshop, etc. The ideal candidate also works well in an environment with peers who are passionate about making great games.




Requirements

3+ years experience in game development modeling and texturing characters using 3ds Max and Photoshop (or equivalent 3D and 2D programs).

An exceptional understanding of human and creature anatomy and a keen eye towards form, shape, structure, and silhouette in regards to modeling.

Superior eye for light, shade, color and detail in creating texture maps.

Self-motivation, good communication skills, and a great team-player attitude.

Skill in one or more of the related creation tasks - illustration, modeling, texturing, animation, concept drawing.




Pluses

Have shipped AAA PC or console titles as a 3D character artist

Strong foundation in the traditional arts, including but not limited to figure drawing and illustration

A passion for developing online games

Understanding of the visual style of World of Warcraft and a passion to push it to the next level

Tuesday, 9 April 2013

occupational profiles


Lead Programmer - Computer Games


The Lead Programmer leads the programming team responsible for creating all the computer code which runs and controls a game. Programmers have various roles and specialisms including AI (artificial intelligence), game engine development, user interface, tools development, and physics. These are all overseen by the Lead Programmer who is responsible for the technical specification of the game and manages the overall code development process. It is also their job to make sure that everything happens effectively and on time. Lead Programmers are employed by development studios, either independent or publisher-owned. This is one of the highest paid roles in the games industry, reflecting the responsibility that goes with the role and the skills and experience required. This high pressured job can involve hard work and very long hours. The Lead Programmer must also inspire the creativity and technical excellence at the heart of game development.


What is the job?


The Lead Programmer manages the software engineering of a game from start to finish. In conjunction with other key team leads (eg the Game Designer, the Lead Artist, etc.) they develop the technical specification for the game, and then delegate the different elements to their team of programmers. The Lead Programmer usually compiles all the technical documentation for the software produced by the programming team and ensures the quality, effectiveness and appropriateness of all the game code. The Lead Programmer manages the production of the different 'builds' of a game (successive versions, each an improvement on the last), ensuring that coding bugs are fixed and appropriate solutions found (or as many as possible within the production time frame) to move the project forward, liaising with the Project Manager to make sure that all this happens on schedule. The Lead Programmer must also resolve any conflicts and provide support and guidance to the programming team, making sure that the programmers understand the specification and have the right skills and training to be able to do their jobs effectively. Lead Programmers will also write a substantial amount of code themselves.


Typical career routes


This is not an entry level role. A Lead Programmer will have considerable experience as a programmer, with hands on experience of different programming roles as well as team leading experience. It is the Lead Programmer's responsibility to ensure that appropriate solutions are found to all the programming requirements of the game. This can sometimes mean taking on any of the programming tasks themselves in order to complete a project, on time and within budget.


Essential knowledge and skills


The Lead Programmer must be both a team player and a leader. They have to be approachable and listen to what people need and want, both from other disciplines and within their own team. They must also be able to communicate their ideas and vision to the programming team, and inspire and motivate them to ensure that everything gets fixed on schedule. The role of Lead Programmer demands a combination of management and programming skills, including:


· hands on understanding of all programming roles (internal and outsourced);


· advanced programming skills;


· excellent people management and communication skills;


· tact and diplomacy;


· conflict resolution and problem solving ability;


· ability to multi-task;


· creativity and innovation;


· composture under pressure;


· Knowledge of the requirements of the relevant Health and Safety legislation and procedures.


The Lead Programmer must have a passion for games, and a genuine enthusiasm for the project they are working on, particularly the technical challenges it presents.


Training and qualifications


A degree in Physics, Maths, or Computer Science is usually a prerequisite for this role, although any degree course with a substantial programming element will suffice. Many new entrants also have a postgraduate qualification as well. All Programmers start in the industry with proven ability to programme in C++ (companies will usually ask for some kind of demo and/or ask candidates to work through a test). Sound knowledge of contemporary game hardware platforms, as well as the latest software development techniques, is also highly desirable. Experience is the key to this role. Lead Programmers must have a proven track record, usually at least five years working in game development as a programmer, and have experience of working across platforms and on the whole life cycle of projects. Advanced programming skills are essential and they also have to demonstrate considerable leadership qualities.


(http://www.creativeskillset.org/games/careers/profiles/article_4725_1.asp8th April 2013)


Why I chose this as one of my occupational profiles


I had chosen this as one of the occupational profiles because that scripting is one of the most important factors in a game for example a game can run its full functionality without the graphics with place holders however graphics can’t be a game without programming in one way or another


The lead programmer is similar to a normal programmer however he makes sure that all the other programmers are keeping scheduling and also got to be able to provide the majority of the code.


Level Editor - Computer Games


The Level Editor defines and creates interactive architecture for a segment of a game, including the landscape, buildings, and objects.


They must be true to the overall design specification, using the characters and story elements defined by the Game Designer, but they often have considerable scope to vary the specific look and feel of the level for which they are responsible.


The Level Editor also develops the game play for the level, which includes the challenges that the characters face and the actions they must take to overcome them. The architecture helps to define those challenges by presenting obstacles, places to hide, tests of skill, and other elements to explore and interact with.


The setting and atmosphere devised by the Level Editor can also give the player clues as to different ways of progressing though the level and the game as a whole.


Level Editors play an important role in game development, creating memorable environments and game play elements to satisfy an increasingly sophisticated and widening games audience.


They need to be inventive, and understand the design factors which contribute to an entertaining and absorbing game play experience.


They should also keep up to date with advancing technologies. Level Editors are employed by development studios, both publisher-owned and independent.


What is the job?


Working from the overall game design documentation, the Level Editor designs a portion of the game usually referred to as a ‘level’, specifying in detail all the possible actions and game play events which take place within that level; the environment, including locations, general layout of the spaces within the level, and thoughts about visuals, eg lighting, textures, and forms; the characters and objects involved, whether they are player controlled or non-player characters; and any specific behaviours associated with the characters and objects.


The Level Editor first sketches ideas on paper or using 2D drawing software. They have to imagine the playing experience, putting themselves in the position of the player, mapping out all the possibilities.


They need to think about the logic and flow of events and actions, the conditions that need to be met for certain things to happen, the challenges the player will encounter, and the game play that occurs as a result.


The ideas are then worked out in 3D and tested in the game engine, which produces further ideas. In consultation with the programmers and artists, the Level Editor draws up a detailed inventory of level ‘assets’ (all the objects and programming requirements needed to make the level run in the game in its final form).


Every asset can impact on the game’s performance and the Level Editor must understand the technical constraints the team is working to, eg there may be a limit on the number and complexity of objects that can be displayed on screen at any one time.



Typical career routes


There is no set route into this job, but it is rarely an entry level role. Industry experience is a definite advantage and candidates are normally educated to degree standard. Level Editors need an understanding of the conventions of game playing and also an awareness of the target market.


Many Level Editors are enthusiastic games consumers, and may well have gained experience through ‘modding’, which involves creating their own levels of published games using software toolkits provided as part of these games.


A Level Editor might progress into the role from various junior positions in the industry, eg working as a tester in a Quality Assurance department provides useful experience and gives an overview of the development process, access to software and tools, and insight to the different jobs.


Essential knowledge and skills


Level Editors must have good spatial and layout design skills, knowledge of 3D modelling, and a firm grasp of game design principles.


They also need to be very well organised. Game development is a collaborative process and Level Editors work both independently and as part of a team and they must be able to accept and give direction.


They train the testers to play the game and also work closely with artists and programmers, for which they need a practical understanding of programming and preferably some scripting language competence. This is a multi-skilled role, requiring:


· spatial awareness and the ability to visualise layouts; imagination and creativity;


· excellent communication skills (both verbal and written);


· IT skills and competence in the use of world editing tools;


· attention to detail and the ability to evaluate quality;


· knowledge of different platforms;


· a passion for games and knowledge of game design theory;


· knowledge of the requirements of the relevant Health and Safety legislation and procedures.


Training and qualifications


There are no specific qualifications required for Level Editors, but most entrants to the industry are now graduates. Degree subjects vary, but might include a design, engineering or software development element.


Level Editors usually need to be able to use industry standard 3D modelling packages, such as 3D Studio Max or Maya, and may also be called upon to learn and use game world editing tools developed by studios in-house.


The ability to sketch ideas on paper and model in 3D is also useful. Although complete fluency in programming languages such as C++ is not a definitive requirement for the role, competency in programming principles and in higher level scripting languages is highly desirable.


Industry experience is usually essential, as is knowledge of games spanning all genres. Most training is done in-house, and although there are now a few short courses in specific 3D modelling packages, most of these are not games specific. Creative Skillset’s regional training partners can advise about local opportunities


(http://www.creativeskillset.org/games/careers/profiles/article_4736_1.asp 8th April 2013).


Why I chose this as one of my occupational profiles


A reason that I had chosen level editor is that I think I would enjoy placing multiple objects to create a scene that makes the entire environment matches the story and characters making the world of the game seem more likely in my mind however this might not be the job I would like to work in the future due to not have tried doing this before.


Artist - Computer Games



Artists create the visual elements of a game, such as characters, scenery, objects, vehicles, surface textures, clothing, props, and even user interface components.


Artists also create concept art and storyboards which help communicate the proposed visual elements during the pre-production phase.


Some games try to look as realistic as possible while others aim for a more stylised or fantastical look and it is the Artist's job to model and texture characters and objects to achieve the desired result. The look of the game and its graphical detail is often a significant factor in a game's success, second only to its playability.


There are various specialisms within the art department, including 3D object modelling, character design, textures, environments, and so on. Each has responsibility for the creation of particular art assets with a game, but there is also a lot of movement between roles.


Artists are employed by development studios, both independent and publisher-owned. As well as producing graphics for the game itself they might create artwork for packages, promotional materials and websites.


What is the job?


Artists work under the supervision of the Lead Artist. They create art assets for the game according to the specification and they are usually responsible for managing those assets.


Some Artists specialise in the design of human figures and characters, others in buildings and landscapes, and some in textures for 3D objects. Artists must be aware of the technical constraints and capabilities of the platform that the game will be played on.


They must also take on board feedback from testers. Artists do a range of jobs which have different responsibilities and techniques, including:


Concept Artist – usually using traditional materials (eg pen and paper) rather than computer software, the Concept Artist sketches ideas for the game worlds, characters, objects, vehicles, furniture, clothing and other content. They also suggest level designs, colour schemes, and the mood and feel of the game. They are usually very good at perspective drawing and architecture. Although not involved in creating the actual game art, their concept will determine the look of many aspects of the game.


3D Modeller – builds the characters, objects and environments of the game, including life forms, scenery, vegetation, furniture, and vehicles, etc. They need to balance visual richness and detail with the constraints of the game's technology.


2D/Texture Artist – creates and applies textures to characters, environments and game items, such as the surfaces of walls and floors of buildings. This is also a highly skilled area, which requires considerable knowledge of lighting, perspective, materials, and visual effects.


Typical career routes


For most art roles, an art background and education is required. New entrants should also have some knowledge of the technical side of the work and fluency with appropriate software packages.


As most game art involves 3D graphics an understanding of the basic mathematical concepts involved is also often a prerequisite. A work placement undertaken during a degree course is a useful way to gain the industry experience that could lead to a first job.


Artists start off in junior roles and an important early decision is whether to specialise in 2D or 3D work. Artists may eventually progress to a team leader, Senior Artist or Lead Artist role.


Essential knowledge and skills


An art portfolio is a prerequisite and should demonstrate a range of work and originality of style.


Companies will also be looking for the ability to draw from life; knowledge of anatomy and architecture; the ability to convey facial expressions and emotions; and a flair for colour, composition, perspective, lighting and mood. Comic book art and/or storyboarding skills are useful for Concept Artists.


Key skills for all artists include:


· art and design skills


· Awareness of colour, modelling and texturing techniques;


· the ability to work as part of a team and independently;


· imagination and creative talent;


· attention to detail and observation skills;


· good communication skills;


· ability to work to a style guide;


· knowledge of the requirements of the relevant Health and Safety legislation and procedures.


Training and qualifications


Most Artists in the games industry possess a degree or HND in an art subject, such as fine art, graphic design, or illustration. Some courses offer work placements, particularly in areas where there is a lot of games business activity and a university or college course will also provide access to some of the high-end software packages.


Artists in the games industry work with 3D graphics packages, such as 3D Studio Max, Maya, Softimage, etc., and 2D packages such as Photoshop. They might also use software tools that have been developed in-house.


A lot of training is done on the job and there are also some short courses available. Creative Skillset's regional training partners can advise on local opportunities.


Why I chose this as one of my occupational profiles


Due to there being more than one form of artist I do not know what kind of artist I would be if I did for example I might chose to be a character design WHEN I HAD TRIED DOING SO I HAD ENJOYED DOING IT HOWEVER IT DIDN’T SEEM TO HAVE A GREAT OUTCOME AFTER A WHILE I THOUGHT THAT IF UI DID Decide to do so I would have to tune up my skills