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Glad you found the post insightful.

As an intern I was basically treated as a junior programmer. I had a senior programmer mentor me and usually ended up doing little, usually week long, tasks for him. He was a great guy and really made this enjoyable.

His main task was the cover system. I helped him with this as an introduction to the game engine. Once I had a grasp of the existing code and demonstrated that I was competent, he offloaded some of his simpler tasks on me. This usually involved modifying the game editor for the artists.

The modification I remember most clearly was enabling the artists to control the camera's FOV and the depth of field effect. The game engine didn't support this so I had to use a hidden bone in the models to control these values.

Working at Eidos Montreal as an intern was a great experience. It enabled me to work in video games (childhood dream) before realizing that it wasn't quite for me (I'm now trying my hand at entrepreneurship, it's all the rage).




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