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Ben Board

Theme Park World
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Ben
Board
Lead Programmer, Dogfish
Entertainment
Current project:
Our first, unannounced
project. My role is running the (currently) seven-strong programming team.
Academic Info
College:
Cambridge University, England
Degree: BA (Honors) Computer Science
Were there any particular projects or areas of study that you pursued?
Not of note; my final-year project was rather unadventurous.
Did you do any
internships?
I spent two months working in a small ISP in Tallahassee, Florida, in
1995, although I arranged that myself; there was no internship arranged
as part of the course.
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 job was working for Bullfrog Productions in Guildford, England,
in 1997. I applied there directly after spending a year working in 'the
real world': working in the defence industry programming random things
that seemingly nobody in the world could care less about. Starting in
games was the best thing I've ever done (and probably will ever do) in
my career. I started working on a title in the (now defunct) 'Theme' series
while I learned the tricks of the trade, and before long I was coding
the AI and helping design the architecture for the game. I learned a huge
amount in that first year. After that the game was canned, and I was moved
onto the Theme Park World PC team, as the AI programmer, although by the
end of the project I had had a hand in various aspects of the production.
That game shipped in November 1999 and went on to be a huge success, on
PC as well as its conversions to PSX and PS2. I moved on from the Theme
team to do some AI and game architecture R&D for a while, followed
by a brief stint on a further short-lived internal project (again helping
to code the architecture) before deciding to move on from Bullfrog in
October 2000 to help start Dogfish. Bullfrog (and EA UK, as it became)
will always be a very special place for me, and despite a few ups and
downs it was a completely fantastic place to work.
What jobs have
you held in the games industry thus far? Briefly describe the career path
you took to get where you are today.
I left Bullfrog to become a founding member and Lead Programmer of Dogfish
Entertainment, together with a group of eight other Bullfrog artists and
programmers, in October 2000. Since then we have become a first-party
developer for Sony and are a year into developing our first game for PS2.
Being lead coder is a whole new experience, requiring new skills, a new
view of games development, and an acceptance that coding time is significantly
reduced! That said, I'm very much enjoying my new role - I've got a fantastic
team around me whose skills I can help to develop and direct, as well
as a leading role in this new company that sees me involved in decisions
at the highest level, including making all coder hiring decisions.
Advice
What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field?
I studied at university and would definitely recommend it, although at
the time I was quite convinced I was getting nothing from it - it's only
in hindsight that I can see the benefit. I would recommend learning a
good structured language like C++ to as high a standard as you can, and
far beyond that which you learn in college. Thirdly, write a game and
make it as complex as you can afford the time for: it will teach you about
game programming considerations that a hiring company will be interested
to see that you know. Fourthly, remember that games programming is not
just about graphics! Not every games coder knows how to write 3D engines,
and although an appreciation is very useful indeed and recommended, don't
lose sight of the fact that there are only a couple of engine coders on
a game team - learn about gameplay. Finally, the most important thing
is to play games - lots of games. Borrow games from friends and play them.
Play games you don't like and work out why you don't like them. Judge
the games you play and try to identify the interesting approaches, the
things that look really impressive, the design decisions. Try to crash
the game or cause strange behaviour, and if you manage it, think about
why the developers didn't fix it. But most of all enjoy it! The games
industry needs people who care about games.
Is there anything
you wish someone had told you before you got into the games industry?
Is there anything you would have done differently?
I wish someone had told me that working in games was a genuine career
option. When I was growing up I used to talk whimsically about making
games but never really believed it was a job for mere mortals. That persisted
until a friend suggested that I apply, which I did, never believing for
a second that I would get it. But I did, and I've never looked back
Anything I'd have
done differently? On the one hand, I'd like to have started earlier and
not spent a year doing other things. On the other, I'm glad I spent that
time doing boring stuff because it made me realize why my new games job
was so cool, and that's an experience I try to reflect on whenever I'm
having a bad day.
As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years?
Well, assuming games really do significantly increase in complexity (which
I'm not sure is quite so true as the question implies), I can see greater
specialization in coder and art roles. Lead Programmer becomes Lead Technical
Programmer and Lead Game Programmer. We have a low-level engine coder
and a high-level 'Technology' programmer. And so on: several degrees of
AI programmer, with parallel responsibilities in different areas of a
game; programmers with the remit to put the polish into the gameplay;
a physics programmer or two; tools coders to write supporting utilities
to aid development; library programmers to develop the background functions
used across multiple projects; and so on. Gone are the days where one
or two programmers can start and finish a project, except in a few very
rare cases. These days games are getting graphically more impressive,
and the added features enabled by the improved visuals can enable some
new gameplay, but most games are similar in the way they play now as they
have always been; the roles don't change as such, they just get a bit
more involved, and sometimes beyond the amount of time available to a
single programmer, in which case the work must be shared. Whether this
is the same as games becoming more 'complex' is debatable. In terms of
non-coding roles, good level designers are becoming more of a commodity
and have a skill which can (must) be learned at home, and good testers
are hard to find (and underappreciated), although I wouldn't recommend
anyone do it for long.
Do you have
any other advice or recommendations to share with students who are interested
in doing what you do?
If you love games, have opinions and ideas about them and feel you have
something to contribute, then get involved: the industry would be glad
to hear from you!
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