Key Skills and Resources for MMOG Game Programmers
As always, the best way to keep up to date with
current job skill requirements is to look over job
listings. Check the website of your favorite developer,
this publication has ongoing job postings as well, or
check the sites of recruiters such as GameRecruiter.com
who tend to have dozens of listings of a wide variety.
The following is a job listing posted March 2004 for a
MMOG programmer:
Senior Game Systems Engineer
Under the direction of the Producer, the Senior
Game Systems Engineer develops systems and leads one
or more other engineers in the design and
implementation of the game mechanics for one of our
live massively-multiplayer games (MMP). A few
example systems include: AI, combat, skill,
inventory, treasure, and social systems.
** 3+ years of professional C++ with strong
object-oriented programming and software engineering
skills
** Due to the fast-paced nature of live MMP game
development, candidate is expected to have very good
time management and project management skills
** Candidate should have the experience and
capacity to own and maintain multiple systems at the
same time
** Candidate must be capable of working closely
(and calmly) with peers/managers in high pressure
situations
** A good background in algorithms and data
structures. Experience developing networked
applications.
At GDC 2004, a roundtable on "Massively-Multiplayer
Engineering" led by Jeff Johnson, Lead Engineer-Core
Engineering for Turbine Entertainment, was set to tackle
the particular issues facing MMOG programmers noting
that the technical design of a MMOG is significantly
different than that of a single-player or traditional
(not massively) multiplayer game. A single-player game
retains much greater control over the use of art assets
and loaded resources, and a traditional multiplayer game
does not have to deal with complex server/server or
client/server interactions. In a MMOG setting, however,
these issues and their corresponding solutions can often
impose drastic restrictions on both engineers and
designers.
As indicated by the recent job posting, and the GDC
roundtable, MMOG programmers will find themselves
addressing problems not found in other types of games,
and they will need a combination of programming, time
and project management, and teamwork skills.
In addition to teamwork and communication skills, as
well as the ability to work "calmly", MMOG programmers
must have hard-core technical skills and the skills to
work with particular tools. The following are specific,
but not all-inclusive, lists of those skill and
knowledge sets that the successful MMOG programmer must
possess.
Current and anticipated future skills
C/C++
Java
TCP/IP (Unix, Linux, MFC TCP/IP)
HTML
Active X and MSCOM
Direct X
OS Knowledge (Unix, Linux, Windows)
Database architecture (ODBC, JDBC, OCI, OCCI, SQL,
PL/SQL,)
Scripting skills (Perl, CGI, game scripting)
Current and anticipated future tools
Microsoft Visual Studio
Perforce (or other source control software)
CASE Tools such as Purify, Insure++, Boundschecker
(memory checkers), Bullseye (code coverage), etc.
Incredibuild/Teambuilder (programs to speed up build
times)
Visio (diagrams, UML, etc.)
When programming for MMOGs, Glen Van Datta adds that
in the pre-production phase it will be important for
MMOG programmers to focus on tools for artists and game
designers to allow them to tweak game play without
programmer assistance. Further, the programmers must be
able to deal with concepts such as automatic updates and
first-time start-ups in terms of minutes instead of
hours. Finally, those technologies on the horizon that
must be mastered will include new developments in the
following areas:
AI
Physics
Deterministic behaviors
Dynamic terrain and dynamic objects, in game voice and
video
Distribution of the simulations to outside the hosting
of central servers
Technologies allowing the community free reign to build
its own experience
Key Skills for MMOG Artists
Do the skill sets for MMOG artists differ
significantly from other platforms? In a word, no.
However, as with any art position your skill set must be
kept current. The following are specific, but not all
inclusive lists of those skill and knowledge sets that
the successful MMOG artist must possess:
Current and anticipated future skills
Maya and/or 3DStudio Max
Classical art background
Excellent teamwork and communication skills
Current and anticipated future tools
Maya
3DStudio Max
Alienbrain
Photoshop
DeepPaint
Filmbox
Proprietary export and terrain generation/modification
tools
With regard to a "classical" or traditional art
background, the importance of your skills in this area
cannot be overstated. While they may be the least
discussed topic on the game art agenda, traditional art
skills are, in fact, the most sought-after by production
heads and art directors who expect a high degree of
traditional visualization skills. The ability to draw,
paint, animate, and sculpt are the fundamental grounding
of the successful technological art toolset.
In a Gamers Hell interview with Jolyon Webb,
Principal Artist for the massively multiplayer online
roleplaying game, Dragon Empires, when the artist
was given an opportunity to "rant" he offered the
following:
"If I’m ranting I would say I get really frustrated
with ‘want to be game artists’ who don't draw at all. Be
smart people, it really is the quickest way to prototype
ideas. Draw a bit more before you spend a thousand hours
on the model. Don’t go straight into spending a thousand
hours on your model without proving your ideas first.
Get people to look at rough ideas and make comments. If
everyone says, "Is the head meant to look like a shoe?"
at this stage you can still do something about it."
Key Skills for MMOG Designers
According to Van Datta, the brunt of MMOG game
development work "is really on the game designers’
shoulders" and collaboration between the designers and
other team and group members is key. "Bar none," he
says, "the most important aspects of working are
teamwork and cooperation" and design teams with
knowledge of all aspects of the MMOG process is
instrumental.
For designers, in a multiplayer community, building
community-enabled features should be the first priority.
They should be able to put together specialized focus
groups early in development to game test ideas and build
computer controlled components, AI, from real-user
multiplayer habits.
Designing in the ability to test is mandatory for
MMOGs. Says Van Datta, "I’ve never heard a title say
we’ve had enough testing or enough documentation. The
design documentation needs to be a living-breathing
document that evolves and is updated with the
milestones."
On large multi-year projects, like MMOGs, you must
have a document that all parties can refer to at will.
You must be able to create a design document that
reflects all of the current requirements and which
allows a change process for inclusion.
Understanding the future of MMOG design is key. While
we have some idea what works in MMOGs today, it is clear
that the industry cannot keep delivering Everquest-clones
(that is, Everquest-style game play simply
shrouded in different styles of universes). It simply
isn’t enough to design and implement leveling treadmills
built on a hunter-gatherer game play mechanics, any more
than audiences should be expected to keep accepting the
same style RTS games or the same style first-person
shooters. The audience wants something new from MMOGs,
but it is equally clear that what that "something new"
is has yet to be fully determined quite yet.
Given that backdrop, it is crucial that any design
candidates for MMOG jobs have extensive experience in
those worlds, so they can focus their design skills
within the paradigms already established and not repeat
others’ mistakes. Further, these candidates should also
bring to the table skills and knowledge of other types
of mass entertainment, whether it be theme parks, film,
television, theater, and/or publishing. Understanding
what live audiences need and demand, being aware of the
time-sensitive nature of content and content delivery,
creating to entertain multitudes, and not just niche
audiences, and building products with strategic goals
all become extremely valuable skills in this space.
MMOGs are establishing the foundation of the next
broadcast medium, and the mistakes and successes they
experience now will be amplified and multiplied many
times over in the years to come. Understanding the
MMOG’s place in that entertainment continuum and being
able to expand upon it is crucial for any design
candidate.
To summarize, the following are specific, but not all
inclusive lists of those skill and knowledge sets that
the successful MMOG designer must possess:
Current and anticipated future skills
Excellent written and verbal communication skills
Deep familiarity with the technology capabilities within
game development
Scripting ability (Python, Perl)
Experience creating entertainment in a large team
atmosphere
Expertise with storytelling, pacing, character
development, and dramatic structure (Not because these
games are going to become storytelling games but,
rather, these skills can be easily adapted to creating
content that lures players in and hooks them)
Fluency with online game communities and MMOG game play
Knowledge of, and experience in, other forms of mass
entertainment
Current and anticipated future tools
All Microsoft Office Suite tools
Scriptwriting software (Examples: FinalDraft or Movie
Magic 2000)
Game editors (Examples: Unreal or
Neverwinter Nights, any set of tools that are
designed to facilitate placement of content in game
worlds)
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