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Which API/(Requirements) should you learn To Land In a AAA-Studi

Started by June 16, 2019 01:41 PM
2 comments, last by Kylotan 5 years, 7 months ago

Look at Studios like Naughty-Dog, Eidos-Montereal etc... and take a glance at their Visuals and "cinematism".

This makes me wonder, which  Requirements or perhaps API should you learn in order to land into these AAA-Studios? 

Also what should you study in Uni to better your chances even more?

 

Thanks in Advance, this is a newbie question so ples don't reply to harsh ,thanks.

Short answer: D3D12 or Vulkan.

 

Longer answer:

Create something that demonstrates your knowledge. Make graphics demos, games or engines and upload them to GitHub. Blog about them. Learn to debug and profile graphics code using Pix, RenderDoc or NSight Graphics etc. Read graphics papers from Siggraph, I3D etc. and implement their techniques and blog about them.

 

Working in a studio is less about raw programming and more about:

* Good submit descriptions (include bug # in the message etc.)

* Communicating changes to the team

* Maintaining wiki

* Realistic estimates, prioritizing work

* Bug tickets with enough information and links to other bugs

* Watching new bugs in the tracker and closing them as dupes, adding callstacks, assigning to right person etc.

* Helping others

 

That's my 2 cents.

 

Aether3D Game Engine: https://github.com/bioglaze/aether3d

Blog: http://twiren.kapsi.fi/blog.html

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I know this is the Graphics + GPU Programming forum, so maybe you were specifically asking about that, but remember that the vast majority of people at a AAA studio are not writing graphics code or even engine code. Additionally, a lot of the cinematic quality you see is coming from detailed artwork and visual effects produced by artists.

With that in mind, you should consider: what sort of role are you interested in - programming, design, art, or something else? And if it's programming, are you focused primarily on the graphics, or perhaps on the other aspects, of which there are many - gameplay, character control, networking, artificial intelligence, tools, etc.

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