Creative Chronicles: How to Wage War (on other candidates)

Creative Chronicles: How to Wage War (on other candidates)

March 12 2020 | Outreach

Creative Chronicles brings together key insights, information and statistics from the experts at Creative Assembly. We hope this will inspire students and those considering a career in game development.

In our latest BAFTA tutorial, we look at the application process and how to become a programmer in the games industry.

Have you been wondering how to get into the industry, or you’ve been applying for junior programming positions and not had much luck?

In this talk we discuss what key skills you need to show, how you can best present your skills in a portfolio and your application and what to avoid. There are simple changes you can make in your application which will help you stand out and ensure the hiring managers don’t miss the important information.

We’ll also be looking at the next stage of the application process; what happens when you get an interview and what does the programming test involve?

This talk is for anyone looking at taking that step into the industry and how to stand out from a crowd of other candidates.

 

How to wage Total War (on other candidates)

Our programming experts have collated a list of useful resources.

We also recommend #Include C++, a group who are working to improve inclusion and diversity in the C++ community. #Include have a discord server and channels for learners to ask any questions.

 

Books:

  • Game Programming Patterns by Robert Nystrom 
  • Game AI Pro 1-2-3 by Steve Rabin
  • Behavioral Mathematics for Game AI by Dave Mark
  • Artificial Intelligence and Games by Georgios N. Yannakakis and Julian Togelius
  • The Audio Programming Book by R Boulanger
  • Computer Animation: Algorithms and Techniques by Rick Parent
  • Game Engine Architecture by Jason Gregory
  • Real Time Rendering by Tomas Akenine-Möller, Eric Haines, Naty Hoffman
  • GPU Gems – All Volumes by various authors
  • Game Programming Gems – All Volumes by various authors
  • Ray Tracing Gems by Eric Haines, Tomas Akenine-Möller
  • Numerical Recipes by William H. Press, Saul A. Teukolsky, et al
  • Physically Based Rendering: From Theory to Implementation by Matt Pharr, Greg Humphreys, Wenzel Jakob
  • Continuous Delivery: Reliable Software Releases through Build, Test, and Deployment Automation by Jez Humble and David Farley
  • The Design of Everyday Things by Donald A. Norman

 

Blogs: