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Aaron Foo

Sony PlayStation
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PowerSlide
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Aaron
Foo
R&D Software Engineer, Sony
Computer Entertainment
Current project:
Research and development...
Academic Info
College:
University of Adelaide
Degree: None, was a Computer Science Major but was persuaded
to join a game company after the first year of study.
Were there any particular projects or areas of study that you pursued?
Yes, all things math. The undergraduate course was about 50/50 computer
science/pure&applied mathematics. If I could do it all over again,
I would switch and complete a mathematics degree.
Did you do any
internships?
No.
Career Info
Tell us about
your first job in the industry. How did you get the job? What was it like?
What were your responsibilities?
My first taste of game development was a summer holiday job after the
first year of university at a local start up company. Responsibilities
were odd miscellaneous tasks, but enabled me to get a foot in the door.
They were impressed and convinced me to work full time.
What jobs have
you held in the games industry thus far? Briefly describe the career path
you took to get where you are today.
Mostly graphics engineering, sprinkled with a bit of management.
Advice
What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field?
Mathematics and, depending on your background, computer science. Valuable
life experiences are things involving teams, as working effectively within
a team is critical - the 3-5 people 'A class' game development project
are long over. This doesn't necessarily mean playing soccer or football
but perhaps CTF Quake, making Quake mod's with friends, or getting involved
with the Demoscene. The Demoscene is a place where you can learn a great
deal of the skills required in game development that typically are not
covered by universities. This isn't just programming, but also modeling,
texturing, animation, music and design. It's a great place to lean about
teamwork and understanding/working with people in different domains. How
often do computer science projects require artists or your animation course
require programmers? In any case its how I got started on the game development
route and highly suggest it. Check out the IGDA's Demoscene
Special Interest Group for more information.
Is there anything
you wish someone had told you before you got into the games industry?
Is there anything you would have done differently?
Don't be taken in by glitz, hype and promise of 'being the next id Software'.
Having said that, do keep your dreams alive, as it's a fast-paced and
passionate industry that can be very rewarding. Also don't be tempted
away from undergraduate study. The knowledge learnt far outweighs a few
years delay in your career.
As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years?
I think we'll be seeing an increasingly larger portion of the work being
outsourced. This means jobs will become more specialized requiring engineers
to write less core general purpose technology, spending more time tackling
specific problems. What this translates to is you should find a specific
area of interest and become an expert on the topic. For example a popular
choice is graphics but must be more focused on say, procedural geometry.
The downside is your field of view and the number of available positions
narrows, so it's a difficult line to tread. Also to handle the increased
complexity there will be a greater focus on tools, and tool development,
which unfortunately people out of college aren't that keen on but can
get you a foot in the door.
Do you have
any other advice or recommendations to share with students who are interested
in doing what you do?
Once again the Demoscene, its one of the best places to learn game development
skills and have a very cool demo attached to your resume. Apart from that,
while very cliché but very true, there's no secret to success,
it's just hard work.
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