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Effects Programmer

Perry Hart, Krome Studios

Perry Hart

I do programming and special effects graphics creation and textures.

On a normal day, I’d do general effects – make particle systems, and general special effects, creating effects with procedural geometry, and creating textures or pro-type textures for those effects.

We get a bunch of tasks assigned to us days or weeks ahead of when they need to be completed and we just work through that. They are all prioritised.

 

"You really have to work hard and get a decent demo created. If you work at it, you gradually get better and better".

Listen to the interview:

What do you do?

I work as part of a team, but I also work by myself on the things I have to do. But sometimes I have to work with artists who have to get mesh models created, or final textures created for the effects. It depends on the type of an effect how I do it. For instance, if it’s a trail for a weapon, then the artist would need to place points on the character and I’d set up some code that would generate a procedural piece of geometry between those points.

How did you get to where you are today?

I first started programming in Pascal at high school. After that I went to James Cook University and did a Computer Science degree. But I didn’t finish that though -- I did probably about three quarters of it. I’d been interested in games since Grade 8. I started programming games in Grade 11.

At the university, I didn’t focus too much on the degree part of it because although I was doing computer science, it was about 70 per cent science and 30 per cent computing. So I failed a few of those subjects - like I was doing Botany for a Computer Science degree! So I instead spent a lot of time just doing research for making games and game engines.

After Uni , I took a year off and just worked on my games. Then I came to Brisbane because of the QANTM course that was offered. I did that for probably about nine months. Then I got offered a job at Evolution Games. I worked there for almost two years. I worked on Beach Bandits. And, just after that, in March 2003 Evolution Games closed and I came here to Krome Studios.

What skills are necessary for you to do your job?

You have to be able to program in C and C++. My job is a little bit different to what a normal programmer would do. Most programmers would work in just C++ and Visual Studio, and write code, but I also use Photoshop to create textures.

For my particular position, you need to be able to do the technical side and you also need to be able to do the art side as well. Normally people either specialise in art or they specialise in programming, but I do both.

I did art in high school. But when I started, there wasn’t a whole lot of information on how to make games, so I had to do everything myself. I had to learn how to use 3D Studio Max and how to use PhotoShop – although at the time I was using Paint Shop Pro.

How important was your education/training?

Uni was not particularly pivotal in my education. I did learn some good things with the data structures course, and probably the project management course, but apart from that I didn’t really get a great deal out of it. The majority of things that I learnt came out of books.

Where do you see your career going?

Just stay here at Krome. I don’t have any reason to leave. I don’t really want to become a manager or anything. I like doing exactly what I’m doing now.

What advice would you give to someone wanting to enter the games industry?

Do a lot research. Don’t just limit yourself to doing one particular thing. Try lots and lots of different things. For example, if you wanted to make a particular type of game, look at different ways of doing it rather than just one thing and going with that. If you only do one thing, then you only really know how to do one thing. Whereas if you diversify and try one thing and say ‘yeah that works well, I’ll try another thing and that will work better’, it’s just a way of thinking differently.

I got my foot in the door probably because of QANTM. In Townsville, there was no games community at all so QANTM was pretty pivotal to me getting a job. It got me really close to the industry.

You really have to work hard and get a decent demo created. Before I came to Evolution, I applied at Auran in 1998 – that was while I was still at university – and I had a pretty good demo back then but the problem with that was that I had limited programming ability and limited artistic ability. If you work at it, you gradually get better and better.