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Joe Shochet

Toontown Online

Pirates of the Caribbean:
Battle for Buccaneer Gold
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Joe
Shochet
Game Designer & Programmer, Walt
Disney Imagineering, Research & Development, VR Studio
Current project:
Disney's Toontown
Online -- a massively multiplayer PC game for kids. Responsible for game
design and programming.
Academic Info
College:
University of Virginia
Degree: BS Computer Science
Were there any particular projects or areas of study that you pursued?
I worked in a virtual reality and user interface research group. We worked
on a 3D graphics system called Alice that was designed to make it easy
for novice programmers to make interesting interactive environments.
Did you do any
internships?
Yes, at my current employer, Disney Imagineering.
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 experience in the industry was an internship at Disney Imagineering.
I secured the internship after my advisor in college recommended me. When
the internship was over I was offered a full time position. The internship
was good experience because I had a chance to learn the tools and see
how a development studio operates. Because I already had most of the skills
needed, I immediately got to work on real projects for the studio. We
were working on a large-scale VR attraction. I created some models, mocked
up some scenes, and generally helped out where needed.
What jobs have
you held in the games industry thus far? Briefly describe the career path
you took to get where you are today.
After finishing school, I returned to Disney where I have worked for about
5 years. My career path has not taken any drastic turns, but being in
research and development, there are a wide range of projects available
to work on. Every year there is something different and challenging. I
have worked on simulations of attractions for theme parks, several location
based entertainment rides, and most recently massively multiplayer PC
games.
Advice
What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field?
I find it useful that I studied perceptual psychology in college. Many
things I learned in that field are useful as a game designer, for instance
how humans perceive motion and color, and it only takes a semester or
two to learn the basics. It is also useful to have an artistic background.
I recommend taking art classes or just sketching things in your spare
time. Being able to convey ideas visually to co-workers eliminates confusion
and helps sell your ideas. Familiarize yourself with classic video games
and classic board games. It is easier to understand the concepts of balance
and playability when the graphics, music, and technology are not overwhelming.
It is important to understand the core elements before adding all the
bells and whistles.
Is there anything
you wish someone had told you before you got into the games industry?
Is there anything you would have done differently?
For the most part, my job has been what I expected, though I have learned
a few things the hard way. Network programming and distributed computing
are really hard, not just to program, but even to think about. Every part
of your game design has new and unusual constraints because of the networking.
Building games for a mass audience is difficult too. You cannot take for
granted the lexicon that game developers and hard-core gamers have built
up over the years. You are constrained to build games that will run on
old hardware, but still compete visually with the cutting edge.
As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years?
Scripting: Since games are increasing in complexity each year, but humans
are not getting any smarter on the evolutionary scale, we need better
tools. I believe scripting languages help bridge the gap between seemingly
simple game ideas and extremely difficult implementations. Scripting allows
you to build, test, and iterate faster which encourages trying out more
complicated and riskier ideas. We code up our entire game including AI,
game logic, events, state machines, etc, in a high level language. I encourage
anybody building games to integrate a scripting language into their game
engine.
Client-Server programming:
People who have expertise in programming
multiplayer applications will become more and more valuable. As more
developers discover how difficult a task this is, people who have been
through the gauntlet will be in high demand.
Do you have
any other advice or recommendations to share with students who are interested
in doing what you do?
Keep your inner child happy, or have kids of your own - I've been lucky
enough to do both. Having fun is what playing games is about. Being able
to enjoy and understand why others will enjoy your game is crucial to
making the right decisions as a designer. Play games at work, play games
at home, and understand what you like or, more important, what you do
not like about each one. Oh, and make sure you get a nice, big whiteboard.
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