Making Games
I hear from programmers every now and then who are considering trying to get into the games industry. Our projects are strange beasts that are similar to other software projects in some ways, yet vastly different in other ways. Still, if you look at it from outside, most of these differences will be hard to spot.
With this post, I will try to list what I see as the biggest differences between working on a game and working on a different kind of software project. If you have any questions related to it, please post them as comments and I’ll do a follow-up round.
The Passion and Dedication
It sounds like a cliché, but games are made by mostly gamers. In all the teams I’ve worked with spanning maybe a hundred, there’s only a few people that aren’t absolutely passionate about games, and completely dedicated to making kick-ass entertainment.
The enterprise coders I’ve worked with pretty much fall into two categories: the day job coders who don’t care much and the hackers that appreciate technical challenges. As you move into games, not only does just about everyone fall into the second category, but nearly everyone is also excited about the games themselves, regardless of the technical challenges involved.
If you’re looking for a place to work where your colleagues will be really cool, skilled people with a passion, then the games industry is where to look.
On a cynical note related to that, the abuse of this passion and dedication is what has given the games industry something of a bad reputation (and a well deserved one too). My impression is that working conditions have improved quite a lot across the board, even if there are still the occasional horror stories. If I were to give one piece of actual advice, it’d be to be rather thorough in your background checks on companies.
Creativity
Game developers live off creativity. Even the most simple churn-out-sequels factory will attract highly creative people, and studios will tend to cater to creativity to a much higher degree than most other software development companies.
If you’re highly creative, you will probably find it easy to fit in. My experience is that creative suggestions are almost universally appreciated regardless of source.
Cross-discipline, Bleeding Edge Development
Games teams are made up of a number of disciplines that vary depending on what type of game you’re making, but generally speaking you’ll at least have Designers, Graphical Artists, Animators, Sound Designers and Programmers. Our projects have Mission Designers, Environment Artists, Effects Designers and other disciplines as well.
In a way, this is no different than many other types projects where some end-users create some of the data for the system, but there is a major difference in the fact that the hardware platforms are either consoles or PCs with specs so high that they don’t even exist yet. The coders on the team will be creating a game framework, which is then populated with different kinds of content to produce the game.
The problem with this is that they’re using the software tools you’re building (like the editor and data processing pipeline) to create the game while you’re still trying to build the tools, only to run it in a game engine that is also not done yet.
It’s a bit like trying to produce a business application while part of your team is working on creating the source code editor you must use, and a different part of the team is building your compiler. In some magical way, the components must all mesh together so that not only are the tools done when it’s time to ship the product, but that content creators have time to do something useful with them as well.
This creates an extra layer of complexity to the projects that I haven’t seen anywhere else. Inter-discipline dependencies between disciplines that work in very different manners can cause common project management techniques for software development to break down, because most of the team isn’t developing software.
Performance Focus and Hardware Platforms
From a technical point of view, there is a heavy focus on code performance. This creates a different kind of environment, where some modern programming techniques are simply too expensive to use. It also means you tend to get good at optimizations after a while.
The hardware we run on is increasingly becoming paralell. Using all of the power in the PS3, for instance, requires a fairly well developed parallelism, forcing the shift from single-threaded to multi-threaded coding onto game programming long before most applications need to care all that much.
(Note that my view on the state of the industry is rather limited here. DICE is ahead with the Frostbite engine on current console tech, some other engines are hopelessly behind, but it’s always hard to tell what others have in development.)
The hardware platforms themselves can sometimes be immature and cause problems when you have to jump through hoops to get things working (simple example: graphics driver bugs).
The platforms themselves also impose other restrictions on your code, like the low memory cap of current generation consoles and extreme penalties for cache misses and branching.
Playing Games at Work (!)
I couldn’t leave that out, could I? Yes, we playtest our games at work. They’re a lot of fun, most of the time, so getting to play awesome games before anyone else is quite a perk. To be completely honest I must admit that there are times when it’s not much fun at all… but they are quite uncommon. And hey… you get to shoot your boss.

