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What is the interview like for game company? Like EA and other companies.

What do they do in an interview for gaming and what types of questions are they asked? Do you have to study for the interviews as if it's a test? For example, I studied Virtual Reality in my uni, but not much theory, we just do stuff, making games. Are they gonna ask me about theory? #video-games

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Manjunatha’s Answer

Pay close attention in your basic computer science classes and learn those basics thoroughly. Just getting a passing grade isn't really the point. You need to understand those basics like the back of your hand. Pointers, lists, classes, data structures, exceptions, memory management, etc. should be your meat and potatoes. You will likely use this stuff every day.




  1. You should learn to practice what you have learned effectively and keep on practicing it. Like any other highly refined skill, programming requires constant practice to just keep your skills from slipping away. You should plan to write at least a little code each day on some project or another. In my experience, doing your own little projects is considerably more important than anything you will do in any classes other than your first few lessons in the basics.




  2. There are some specific languages you should focus on learning very well if you want to make games, namely C++ for the games themselves and Lua for scripting. If you want to do mobile games I would also recommend that you learn Swift and Java too.




  3. It's about more than just programming languages though. Your code and all of the contributions of all of the other artists, scriptures, QA guys, and so on all go through automated systems in your development and you should start becoming familiar with them well in advance of your first job. Specifically you should learn how to use IDEs (Integrated Development Environments) like Visual Studio, Eclipse, and Xcode, version control systems like Subversion, Git, and Perforce, ticketing systems like Bugzilla, Jira, and FogBugz, build automation system components like make, Maven, Jenkins, and Ant, and you should keep up on the latest in new tools. They come out regularly and the fact that a particular tool is popular today is no guarantee that it will not be obsolete the day you graduate.




  4. Learn some key libraries. There are lots of libraries out there to help you make games and you should be familiar with a lot of them and master a few.Some of the hot ones might want to try are ess include Unity, Unreal, Renderware. One thing I should mention is that the engines and tools on the various consoles are generally platform specific as are the tools for PC games. I would recommend that you try to get come experience across the whole space.




  5. Dive deep into the technology. Learning to program is one thing. Learning how computers work is another. You should master the basics of how programs run, how processors work (learning assembly language is a great way of doing this), how memory works, how networks work, how disk drives work, how databases work, etc. Pay special attention to how GPUs work. They are your best tool to make your games run fast and smoothly and you won't be able to use them well if you don't know how they work under the covers. Games involve a lot more than just writing code to make 3D objects zip around.




  6. Be well-rounded. It's really great that you can program well, but without knowing at least enough about the surrounding disciplines you won't even be able to talk intelligently to the artists, businessmen, and others you will be working with. Study art (especially including color theory, composition, and how our visual systems work to make art really "work"). Take some history classes so that you know the differences between Greeks and Romans, between a Terzo and a Quillon, between a crenelation and a merlon, and between an Angle and a Saxon. Take a class in calligraphy, it's one of the things that got Steve Jobs to be such a stickler about text. You should learn a little about filmmaking and why and where cameras should be placed, what depth of field is, and the variety of kinds of tracking, cuts, and so on are and when to use them. Learn something about drama and literature. What makes a good story? What makes a good hero? What makes a story fall flat? If you can't say, then you will probably make obvious mistakes and your games will suck. You should also learn a little about business too like how to make budgets, how to organize projects, and how to tell whether you are making a profit. Even if you aren't going to do these things yourself (and you may!) just being able to talk about these things intelligently with your coworkers is invaluable. Take some physics and math classes. You can't model physical objects or the way that light plays on them without understanding the basic facts between them.




Of course taking classes isn't the only way to learn these things. Sometimes it isn't even the best way, but you should be constantly on the lookout to learn more and make yourself better at your craft.



  1. Make your own games. Sure, they won't be the next World of Warcraft, but it is entirely within your powers to make your own games and even sell them these days. Start simple and build your skills and you will be able to build confidence and a portfolio of what you know how to do.


It is certainly possible to jump right from school and into one of these big game companies, though you shouldn't ignore the smaller ones too. Being in a smaller pond is often a much more fun place to learn to be a fish, ya know?


Learn, practice, and have fun! Good luck.

Thank you comment icon Thanks! U really helped me!! Wenge
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