By Edge Staff
September 26, 2008
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It doesn’t hurt to have decent Pro Evo skills, either: our daily lunchtime sessions are a matter of honour and pride. Losing isn’t an option.
This article is part of the Get Into Games feature presentation. Check out the rest of the series for a complete look into the reality of getting a gaming career, as told to us by some of the industry’s best talent.
Sony may have stumbled with its development tools in the earliest days of PlayStation, but the risk attached to modern triple-A games leaves little margin for error. The job of tools programming has evolved in tandem with the ambitions of Sony and Microsoft, not just in terms of complexity but also magnitude and responsibility. As a wholly owned subsidiary of SCE, Bristol’s SN Systems has arguably the toughest job keeping pace. For those undaunted by the challenge, however, Greg Bedwell offers his support.
How did you get started in games?
As a young child I used to write simple games in BASIC using letters of the alphabet as graphics on my VIC-20, and later on my Amstrad CPC. Once I finished school I went on to study for a Master of Engineering in Computer Science at the University of Bristol, becoming interested in compilers and computer languages. For my big final-year project I developed some compiler testing software for a local non-games-related semiconductor company. I ended up working with them as a contractor for a year after graduating. I wasn’t specifically looking for something to do with game development, but then heard about a role within SN Systems working on a C++ toolchain for the PS3.
To what extent can you train for the job?
Tools programming covers a broad range of different areas. I’m primarily focused on the programming aspect and trying to help game developers work as efficiently as possible and create the best code they can. To that end, it’s important that I understand their workflow which often may involve aspects other than programming. There’s not really any way to train for that other than just visiting and talking to developers and seeing how they work.
How has the job evolved?
In a way it’s hard for me to answer that as I’ve really only been involved myself for a couple of years; however, even over that time I’ve seen changes. Developing games has become more and more complex, and so have the tools that accompany them. As a result, the size of the team has grown considerably since I joined and is still expanding. We need more developers to test as well as create tools than ever before. As well as our main office in Bristol we’ve recently opened a new office in San Jose, California where I spent just over a month this year working with our compiler engineers. Having engineers working in multiple time zones means that development and user support can continue pretty much around the clock, but it does present whole new problems with how to effectively communicate with each other.
What would be an ideal portfolio?
There are so many different routes into tools programming that it’s impossible to say. We have many people working at SN Systems that have come straight from the game industry with plenty of published game titles under their belts, and others that probably never even picked up a game pad before they came here. The thing that we all have in common is a talent for problem solving. If someone can demonstrate that then they are already halfway there.
Not everyone here is a C++ guru or knows the ins and outs of the entire instruction set on the processor, but certainly a demonstrable understanding of writing good, solid, efficient code is a requirement. Good communication skills are essential both inside the team and when dealing with users. You can be the best coder in the world but you also need to be able to function as part of a much larger team and be able to provide support. It doesn’t hurt to have decent Pro Evo skills, either: our daily lunchtime sessions are a matter of honour and pride. Losing isn’t an option.
Can tools programming lead to a career elsewhere in development?
I certainly don’t see why not. It’s extremely good for making contacts at different studios and getting hands-on experience with the way games are made. But I definitely don’t see it as just a stepping stone myself. Never say never, but right now I feel like I’m in one of the most interesting and privileged places to be in the industry. You don’t get your name in the game credits but the sense of satisfaction of being pivotal to the creation of triple-A titles is amazing.
A question you haven’t asked is whether game development can lead to careers in tools programming, and the answer is most definitely yes. There are a number of people that I can think of from a game development background working in tools programming at the moment. They have a good understanding of what game developers want, having been there themselves, which is always useful.