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#1 | ||||||||
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Junior Member
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Hi, I am finishing my B.S Computer Science degree soon, and I am looking forward to get into the game industry. I would like to be a programmer, and more specifically on the graphics side in the long term.
But first I would like to do a Master degree, preferably in game programming or specialized in computer graphics. So I am wondering which degree would be better to help me to get into the industry? Another question I would like to ask is the awesome portfolio I read that I should be keeping. During my time as a undergrad, I have completed four projects in University for publication in different conferences. However, they were either done in a group (vary between 2 to 3 people) or they were built upon other previous projects. So here are my questions regarding portfolio: 1. Can I use the work I have done in a group or the work that built on previous projects to put into my portfolio and demo? 2. Would projects built using 3rd party game engines or physics engine not be suitable for portfolio? As using them seems to indicate that there's a lack of skills on my behalf. 3. The work I have done were mostly not directly related to games, but things such as physically based modeling, building a skeleton animation engine. Would it be better if I do some projects and demos that are games? 4. I read from some source that C++ executable projects are preferable with demos. I have made a game in C++ on iPhone using 3rd party game engine, but it won't be executable straight away unless the person who looks at my demo/portfolio has OSX and XCode. Would it not be suitable for me to use such project? Thanks a lot! I would appreciate if you guys could answer some of these questions! |
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#2 | |||||||||||||||
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Administrator
Location: London, UK |
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Michael 'Adrir' Scott :: Games, Virtual Worlds, Education Networking | Research | Teaching Last edited by Adrir : 10-01-2010 at 03:08 AM. |
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#3 | |||||||||
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Super Moderator
Location: Los Angeles, CA |
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2. It's fully expected and normal to have group projects in your portfolio. You just have to be prepared to say what you contributed to the project. But the majority of student projects are not suitable for portfolios, because when you are making a student project you haven't yet learned the stuff you're trying to demonstrate familiarity and facility with. You need to make more projects (but I shouldn't have to tell you that -- you should already be making more projects, since that's what you profess to be passionate about).
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Tom Sloper Sloperama Productions Making games fun and getting them done. www.sloperama.com PLEASE do not use this website's PM feature to contact me. |
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#4 | ||||||||
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Senior Member
Location: London |
I second Adrir's comments. Particularly the point about including videos of your work. Sure, source code and executables are good, in case the person looking at your protfolio has time and is interested to see how your game worked, but the easiest thing for them is to record a video of what you want them to see, in a common video format.
Accessibility is they key here. If you do include executable, make sure you've tested them on several machines. The last thing you want is for them to encounter an error because they have a different version of DirectX to you. Also including group projects is not only acceptable, but can be quite a bonus - particularly if you were not the only programmer. When you get a job you will probably have to work in a team, so they should be confident that you can handle that. If you want projects to work on that you can put into your portfolio, head over to the programming board and look at the programming challenge. ![]() |
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#5 | ||||||||
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Junior Member
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Thanks guys! Your comments are very valuable to me, thanks again!
I never thought about that, but indeed those were the cases for most of my projects. Thanks for your feedback! |
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