PvP: Real man programming

In PvP, I play the devil’s advocate with a given subject. Each Player takes an extreme side/opinion on the subject and we see how both opinion clashes and then we open the topic to discussion. Don’t be shy to post a comment and participate to the discussion.

player 2Player 2: Here’s an advice for you noobs. If you want to break into the game industry, you already know that a portfolio is a BIG plus. But you may be wondering what you should work on, what you should put in your portfolio. Here’s the trick, if you want to be a real man, a real programmer, you need to stay away from easy technology like XNA or half-ass game building package like RPG-Maker or Verge-RPG. You need to stick with technology like C++, MFC, DirectX or OpenGL. That’s what they use in the game industry, that’s what you should use to build your portfolio.

You should build a 3D Engine from the ground up, with physics and an HDR lighting system. Things need to blow up. It need to be impressive. Oh and don’t forget about fog. People loves fog.

player 1Player 1: It is a given that a portfolio is needed, but I don’t think the technology used matters, you don’t need to build something big for your portfolio, you just need to build something. It does not matter if it’s a small Tetris clone, as long as you can show you’re capable of doing something.

Doing the grunt work of building a 3D game engine is nice when you’re experienced. But starting from the ground up can be pretty painful. It’s hard to get to a point where you have a finished product if it’s hard to take the first step.

Player 2: Yeah but say we both send our resume at the same place and all you have is that skinny Tetris clone and I have my Triple-A 3D Game Engine. Sorry P1, but you don’t stand a chance.

Player 1: Sure, but if we’re given the same time-frame to build our portfolio. The time it take you to get that AAA 3D Game Engine somewhat functional. I’ll be able to have a polished product, almost bug-free. And I’ll probably have time to finish 5 other project.

I think that the worst thing you can do to your portfolio is to create some monster of a project that end up so crazily complex that you’re able to finish only a small part of it, being left with something that doesn’t work half of the time.

My Take: I don’t think that the scale of the project is important. Like P1 said, you just need to show that you’re able to create things. However, I think that P2 brings a good point on using, at least some, of the commonly used technology. Not because it is required for your portfolio, but it gives you experience that you’ll need during technical test or interview.

What’s your take?

Note: Graphics used are from Ctrl+Alt+Del. Go read it, it’s an awesome web comic!

1 Responses to “PvP: Real man programming”


  • Exactly.
    An impressive 3D engine is hot and all… but where’s the AI? Where’s the user friendly GUI? Where’s the creativity? Where’s the intelligent gameplay? Etc etc
    I think it is very important to show multiple qualities and versatility when building a port-folio.

    To show that you know stuff about Artificial Intelligence concepts, that you are clean enough when building an user experiment (easy to use, intuitive GUI, etc) and that you can do intelligent stuff with little things does way more to boost your résumé than hardcore backend skills.

    In my experience, most (if not all) people that trends in specialising into heavy backend skills does just that, being the only thing they can do, and completely sucks at every other aspects of a project.

    It’s important to show that you know several things, no matter the way, be it a simple user-friendly application in C++ or an addictive game-clone in javascript.

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