It's Been a While...

Published February 10, 2011
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I last wrote in this journal in 2006 and my life as a programmer has definitely taken some interesting turns. Since I started at EA, I've now worked on a lot of Sims games:

- Sims 2 Console (Engineer, worked on Create-a-Sim)
- Sims 2 Pets for Consoles (Engine Lead, mainly worked on optimization)
- Sims 2 Castaway for PS2 and Wii (Technical Director - worked on LOTS of stuff, but primarily Create-a-Sim, Back-end Database tools, and the in-game weather system)
- Moved to Stormfront Studios for a while (just before they shut down, unfortunately) and worked on Spiderwick Chronicles (Senior Engineer, worked on Load/Save mostly since I came onto the project so late)
- Decided I didn't like Stormfront, so moved back to EA (SF announced they were shutting down a week after I gave notice...ironic)
- Worked on Sims 3 (Senior Engineer, worked on overall game optimization and then spent the rest of the time on path finding)
- Sims 3 World Adventures (Senior Engineer, did a brief stint and worked on routing in basements and on bridges)
- Sims 3 Wii (Technical Director, weird project - mainly I talked to a lot of people in the the development company that actually did the work and ported a bunch of code from another internal project to their code-base to help them. Definitely not a role I think I was very good at or want to do again)
- Sims 3 3DS (Senior Engineer, came in right at the end of the project and helped do some bug fixing for a month or so. It's now been announced as a launch title (at least in Europe) for that platform, so I can publicly say that I think the game kicks ass. That dev team rocks)
- Current Project (Senior Engineer, unannounced project so I can't say anything about it, but what I'm working on is path finding and unlike on Sims 3 where we were forced to make some sub-optimal choices based on time (though, despite the severe roadblocks we faced, I think the final product was pretty good...and if you disagree, you should have seen what we had to start with and how long we had to fix it!), I have some freedom to do path finding from the ground up and do it right this time...or at least better :) )

So that's my gamedev career highlights up to the current point in time. I re-read some of the old entries in this journal and I have to laugh about how nervous I was about interviewing at EA originally. I'm much more relaxed and confident now - having a couple games under my belt helps :)

At any rate, I think I'm going to start writing in this journal again as I'm starting work on a very interesting problem and it will be fun to blog about it a bit and get some advice from the many smart people here on GameDev.
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