Går man på en Yrkeshögskola gör man praktik under 1/3 av studietiden. Jag har intervjuat Américo Luis Guedes de Albuquerque, en av våra studenter på The Game Assembly, som är i slutfasen av sin praktikperiod (Lärande I Arbete) på Redikod i Malmö. Americo började på The Game Assembly 2009 och slutar den 5 april 2012. Intervjun är på engelska men jag hoppas att ni har överseende med det.
Why did you want to be a game developer?
I had just moved in to Sweden and was faced with a big decision: What job could I get? My girlfriend happened to hear from a friend about a school that just opened focused on game programming, The Game Assembly. I love programming and I love games, so I thought ”why not join both?”. I applied to the school and had my interview in June. I was very nervous. I had just finished SFI (Swedish for immigrants) and I was not sure about my Swedish.
Do you think that the time at The Game Assembly has prepared you for becoming a game developer?
TGA (The Game Assembly) gave me the basics that helped me through my internship, but keeping up as a game developer is a continuous work in progress.
Since I started my internship I’ve learned Objective C and OpenGL, developed my knowledge on XML, std::map and other std libraries, developed my skills on python and java, learned swing (a java GUI widget toolkit) and learned a little about blender (a 3D tool to create 3D models) among others.
How come you ended up at Redikod?
I first met my handler at TGA. He was our “Game scripting, implementation and design”-teacher but I got interested to apply to Redikod when we met again at the Meet and Greet at MINC. There we talked a bit about the project he had and I got curious about it and decided to apply. A few weeks after we met again at the NGC (Nordic Game Conference) and we talked some more. After that it was just a matter of making it official.
Can you tell us a little a little bit about what you are doing at Redikod?
My work has been very diverse. Our main goal was to make a game for the IOS platform. We had a brainstorm meeting and decided for a puzzle game, with influences of tchu-chu rocket and Dungeon Keeper. Being a small team, we worked with about everything in the game, from data loading to animations. On that game I was in charge of creating tools to help us develop the game. That allowed me to improve my java skills and design a tile map editor and a GUI editor for the game.
Is there a difference between making games method-wise at The Game Assembly compared to Redikod?
The biggest difference I found was time. At TGA I felt I never had enough time to do
anything right. I was always pressed by time to finish the labs, to keep the deadline of the current project. It was a very intense period. At Redikod we could focus more on one project at a time. We did have some other projects that sometimes popped up in the middle of the main one, but when that happen, the main one would be put on hold for a day or two and we would focus on the new one for that time period. Once the extra project was done we would return back to the game and continue from where we were before. Even during the times we had more work I didn’t felt as stressed as when I was at TGA.
What kind of advice would you give people who wants to become game developers?
The biggest advice I would give would be to know yourself. Know your strong points and your weakness. See what can you improve and don’t be afraid of making mistakes. Sometimes what looks like a programming mistake might became a nice feature in the game.
Tack Americo och lycka till med ditt fortsatta arbete på Redikod.
Med vänliga hälsningar,
Ann-Sofie Sydow, utbildningsledare på The Game Assembly i Malmö
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