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jeromep
11-23-2009, 10:56 AM
Hello all,

Please move this thread if it isn't appropriate here.

I am graduating this Friday with a CS degree and I am looking for a programming job (or tester/documentation) and I am preparing a program sample.

However, I don't know what sort of things employers look for in code samples. I know good readable code with good documents are the first thing. In university/college I focused on computer graphics, animation, and computer vision.

Here is what I have so far:

1)Inverse kinematics demo
-A multi jointed arm will move towards a box using Jacobian matrix entries to direct the joint rotation to move the arm towards the goal

2)3D framework
-Loading and displaying triangle meshes using SDL, OpenGL, C++.
-The program loads a mesh in OBJ format and forms the meshes and loads them into a VBO or a generic triangle soup and draw using glBegin/glEnd. You can switch to VBO drawing or glBegin/glEnd drawing to highlight performance differences.
-The program can load Lua scripts and some of the framework functionalities are exposed to Lua such as the mesh loading and the position of the entity
-Do bounding volume processing on the vertices so an axis aligned bounding box can be displayed around the mesh, support for spheres and convex hull in the future.
-Bare Octree implementation (no collision traversal yet)
-"managers" which manage the scene by adding/removing entities such as camera, mesh, etc.
-simplified SDL event handling

The ultimate goal would be:
-physics engine with collision and force accumulators

Questions:
1) Should I concentrate on a smaller demo such as the ones found in Nehe site and other sites like that?

2)What sort of things impresses the code reviewers? Knowledge of OpenGL extensions, algorithms, efficient code, or good OOP?
For example, should I focus more on the real-time performance with memory pools, and other CPU/cache/memory efficiency or on the higher level topics such as mesh subdivision and stuff like that?

3)Go vertical or horizontal?

The reason I wanted to go big is because of the economy. I want something that can wow potential employers, not just show that I know the basic, to put myself perhaps.
I submitted my resume and demo to IT and game employers, but nothing yet.


Any advice?
Cheers

gawl126
11-30-2009, 11:52 PM
Where have you applied to? If you want a job, I think you should probably aim for the jobs that "weed" out the competition. I know at Cryptic Studios (Los Gatos, CA), they send you a programming test after you submit an application. Submit it in a good amount of time and they'll ask for an interview. Then on the day of your in-person interview, bring in your demo and code to show off to the interviewers.

I think it's tough on everyone trying to find to a job. I hope you get some calls, good luck!

jeromep
12-01-2009, 01:09 PM
Where have you applied to? If you want a job, I think you should probably aim for the jobs that "weed" out the competition. I know at Cryptic Studios (Los Gatos, CA), they send you a programming test after you submit an application. Submit it in a good amount of time and they'll ask for an interview. Then on the day of your in-person interview, bring in your demo and code to show off to the interviewers.

I think it's tough on everyone trying to find to a job. I hope you get some calls, good luck!

I pretty much applied to anyone in Toronto/Montreal that takes online submissions. I used gamedevmap.com (http://www.gamedevmap.com)

I had a 3 month internship at a game company in UK, but I didn't get to ship a game. I also have a couple of computer science internship/co-op totalling 19 months.

The "ship a game" requirement holds me back, I think.

I did get an interview at a framework software company, though, I have to prepare for the second interview.

Thanks for the replies.

AndyBlazdell
12-13-2009, 12:38 PM
When we hire, we want to see a demo that is polished - no rough edges, a thoughtful interface, and actually finished. It's got to look like something you would see in a shipping product.

Even if your expertise is in the invisible nuts and bolts of the software, we want to see attention to detail in every aspect of what you show us.

Once your demo impresses us, then we do a very in-depth interview where you will be asked to discuss your area of expertise with OUR experts. So if you don't really know the subject, it will be fairly obvious.

We do animation tools, not games, though.

Good luck with your search, anyway!

1armedScissor
12-19-2009, 02:30 AM
After college I got my first job at small animation studio. I was hired as a production assistant. I took out garbage, made coffee, washed dishes, ran errands, all that kinda stuff. I constantly bugged everyone to show me how to do stuff. They did. I learned. I also used these opportunities to showcase what I could do. They liked me, my work ethic and the work I did and they kept me around. That was 8 years ago. I'm still there.

I was lucky and in the right time at the right place. Not saying this is the way to go by any means. It won't work for everyone.

My point is though, that maybe set your sights a little lower. Sometimes the biggest battle is just getting your foot in the door.

Just another perspective on the whole job hunting game.

Good luck with your search.

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