Showing posts with label Computer Games. Show all posts
Showing posts with label Computer Games. Show all posts

Games for Outdoors

Fun and Easy Party-Games for Outdoors


Water Adds Fun to Any Game, Josefine Koehn-Haskins

All you need to get started are some supplies mostly everybody has at home anyway: Towels, a favorite stuffed animal, balloons, string, plastic cups, buckets and spoons – or just some children who are eager to play.

Animal Races Spark Imagination

Set up a racetrack. For example, place to towels or chairs at start and finish line. Let the children imagine they are animal and practice how they move. Snakes slither on the ground, horses gallop, a cat sneaks and pounces, mice run on the tips of their toes. To be a frog, bend the knees all the way and jump forward. To walk like a spider, try to move on all four with your belly pointing upwards. Then let the children race, either all being the same animal or choosing their favorite animal. Which animal is the fastest? Let the children come up with their own four legged creatures.

Obstacle Runs Add Fun to the Party

For the "Egg Run" each team needs a spoons and eggs or potatoes. Set up the children in two teams. Place the egg or potato on the spoon. Ready, set, go! For a more refreshing version use little plastic cups filled with water. Place a full bucket at the start line, an empty one at the finish line. Which team can fill the empty bucket faster? Mix adult players with children. Who will get wetter?


In the "Three-legged Run" two players run together with two of their legs bound together. For "Sack-hopping" use big, sturdy garbage bags or burlap sacks (old fashioned potato sacks) if you have any. Let the players step into the bags and hop, hop, hop from start to finish line.

Food-Games are All Time Favorites

The traditional "Apple bobbing" is still a favorite with kids. Place some apples in a bowl full of water. Let the kids try to bite an apple.

For "Doughnut Jumping" tie some doughnuts on a piece of string. Let the kids jump, trying to catch the doughnut with their mouths. For a healthier version use salt pretzels, sausages, or even bananas. Make a mound of crushed ice (or flour) on a tray for this fun "Cutting Game". Place a gummy bear or gumdrop on top of it. Each child has to cut a bit of the flour mound. When the gummy bear falls, the child has to get it with his mouth. Have the camera ready!

Playing "Ice Cream Faces" can get a little messy. Each two players get a cup of ice cream, an ice cream sandwich or an ice pop. One partner gets blindfolded and has to feed his teammate.

Movement Fun for Little Ones

For "Flying Teddy Bear" each two players hold the corners of a towel. Place a teddy bear or other soft item on one of the towels. By pulling the corners players can throw the teddy up in the air. Which team can catch the teddy bear and throw him way up again?

In "Blind Flea"one player gets blindfolded. He is the blind flea. The others jump around him while the blind flea tries to catch them. To make it not too hard, each seeing flea is just allowed ten hops. In another version, the blindfolded player has to follow the sounds the other players make. If he catches somebody he can feel his face to figure out who he caught. If he guesses the right, the caught flea will be the next blind flea.

Balloons Encourage Dancing

For this version of "Balloon Dance" blow up some balloons (on hot days you can even fill them up a little bit with water) and tie them with a string around one leg of each little dancer. Goal is to pop the balloons of everybody while you have to keep your own balloon safe.

For another possible way of "Balloon Dancing" hand out one balloon to each dancing couple. Players should try to hold up the balloon with any possible body-part, except the hands. The balloon could be squeezed between the heads of the two dancers or between their bellies. The last couple whose balloon falls down last wins.

Inspiration More Important than Preparation

There is really no big set up necessary to organize some fun games. Many of them can even be used spontaneously if the BBQ does not turn out to be very child friendly. Many of the above mentioned games are old and were played by children for many decades. Of course there are many different versions. But the fun of it is, that you can change them according to the occasion, the surroundings and the age of the children. Here you can find more ideas for




Free PC Game

The Best Free PC Game Downloads


Computer games are big business, with users spending millions of dollars each year on the latest and greatest games for their Mac computer, PC, or video game system. With computer games averaging $35 or more for new releases, some individuals want to find something to occupy their time and expand their imagination without breaking their bank in the process. Luckily there are many places to find the best free computer game downloads for PCs.

Free PC Game Download Options

Many web sites that specialize in providing links to PC game downloads, both free and otherwise. The key is finding the download sites that provide accurate and useful information about the game prior to the user downloading it. Large PC games can take a long time to download, even on a high speed connection. Because of this fact, look for web sites that provide user submitted or staff written reviews or comments on each file. Sites such as the aptly named Download.com and Gamespot are excellent sources of this information, however finding games that are truly free on these sites can be difficult unless the search is properly set up.

Searching For The Best in Free PC Game Downloads

When searching for free PC game downloads at Download.com, the user types a descriptive phrase into the search box for the genre of game that is desired. In the results that follow, there will be an option in the left column of the page that allows the user to select "Free To Try" or just "Free." Clicking on the "Free" option limits the search results down to games that are truly free and available for download through the web site. Further, each of these games may have hundreds of reviews written by users or fans of the game. Some also include professional reviews by the editors of the site.

PC game download sites such as Gamespot are a little more difficult to navigate but still contain useful information and links. Most of the games at Gamespot are demos, meaning that they are only partial or crippled versions of the full game. By typing a search phrase such as "RPG -demo" a user can effectively remove any results that are clearly demo versions of commercially available games. At the same time, demos are not a bad way to go for people who really do not know what they are looking for in a PC game. Playing a free PC game demo can help a user decide that they are willing to pay a little more for the full version at a later date.

Disgaea Afternoon

Disgaea Afternoon


http://image.com.com/gamespot/images/bigboxshots/4/935234_85999_front.jpgHave you ever wanted to download Disgaea Afternoon Of Darkness game for free on your Play Station, PSP or PSP Go, but don't know how?

You have come to the right place!

If you want to find out the quickest way to download Disgaea Afternoon Of Darkness , Loco Roco, Patapon2 and all the latest PSP games, PS Games, videos, music, movies, shows, wallpapers, comics, then read how it can be done using PS or MAC! These games can be easily transferred to and played on your hand held console (PSP, PSP Go), you console (PS), your PC, your MAC, without any special hardware or software!

PSP Go Download Center contains over 200K Downloads making it the Largest Database for the PSP Download! PSP Go Download Center is a complete database where you can find the newest and your favorite Psp Games for free besides Movies, Shows, Music, Software, Comics, Books, Magazines, Wallpapers and much more!


http://www.cheatcc.com/imagespsp/disgaeaafternoon_00.jpg

* Access to the Biggest and Ultimate PSP Go Database on the Internet

* High Download Speed, No Limits, No Queues!

* Daily updates with the latest Games, Music, Movies and Software.

* No Fees Per Download or Per Month!

* Get Started PSP Go Download Center - A Step by step guide!

* Free 24/7 Technical Support for any questions

PSP Go Download Center Members can get Unlimited Download for their PSP Go Console (PSP) with no monthly fees with a one time fee for lifetime registration!

And the best part is, they are now offering a promotional discount of $39 for lifetime membership versus the regular $65 price, this definitely adds further value and I'm sure that this offer is only for a short period. Just few months back, I paid $65 for lifetime but still it's a very good value since they offer ultra high speed unlimited downloads including all time favorites Soul Calibour, Loco Roco 2, Patapon 2, Resistance and Disgaea Afternoon Of Darkness

Don't wait, you can join now and get all the benefits from PSP Go Download Center and start putting free psp games right onto your memory card.

So what are you waiting for? Download Disgaea Afternoon Of Darkness PSP game and all your favorite PSP games unlimited for Free (Yes $39 for 200k Downloads works out to just 0.01 cents/download)

Metal Gear

Have you ever wanted to download Metal Gear Solid game for free on your Play Station, PSP or PSP Go, but don't know how?

You have come to the right place!

If you want to find out the quickest way to download Metal Gear Solid, Loco Roco, Patapon2 and all the latest PSP games, PS Games, videos, music, movies, shows, wallpapers, comics, then read how it can be done using PS or MAC! These games can be easily transferred to and played on your hand held console (PSP, PSP Go), you console (PS), your PC, your MAC, without any special hardware or software!

http://unrealitymag.com/wp-content/uploads/2009/07/metal-gear-solid-2-1.jpg

PSP Go Download Center contains over 200K Downloads making it the Largest Database for the PSP Download! PSP Go Download Center is a complete database where you can find the newest and your favorite Psp Games for free besides Movies, Shows, Music, Software, Comics, Books, Magazines, Wallpapers and much more!

* Access to the Biggest and Ultimate PSP Go Database on the Internet

* High Download Speed, No Limits, No Queues!

* Daily updates with the latest Games, Music, Movies and Software.

* No Fees Per Download or Per Month!

* Get Started PSP Go Download Center - A Step by step guide!

* Free 24/7 Technical Support for any questions

PSP Go Download Center Members can get Unlimited Download for their PSP Go Console (PSP) with no monthly fees with a one time fee for lifetime registration!

http://gaygamer.net/images/metal_gear_online_beta/metal-gear-tx-55-specs.jpg

And the best part is, they are now offering a promotional discount of $39 for lifetime membership versus the regular $65 price, this definitely adds further value and I'm sure that this offer is only for a short period. Just few months back, I paid $65 for lifetime but still it's a very good value since they offer ultra high speed unlimited downloads including all time favorites Soul Calibour, Loco Roco 2, Patapon 2, Resistance and Metal Gear Solid

Don't wait, you can join now and get all the benefits from PSP Go Download Center and start putting free psp games right onto your memory card.

So what are you waiting for? Download Metal Gear Solid PSP game and all your favorite PSP games unlimited for Free (Yes $39 for 200k Downloads works out to just 0.01 cents/download)

Rainbow Riches

Rainbow Riches Gets A Full House


Regular players of this stunning game will know that the little leprechaun, the figurehood of the Rainbow Riches, is a busy little fella. His life now, rhough, is about to get even busier!

http://www.freeplaycasinos.net/images/news/rainbowriches.jpg

For Rainbow Riches is now entering the wolrd of bingo with a deriritive game that, not unsurprizingly, will be rolled out in bingo halls before the online world beckons.

It seems, on the face of it, a great idea - combining the thrill of getting a line, 2 lines or a full house in bingo with the great features associated with the classic game.

One advantage for bingo halls are the gaming licence implications - although the game looks like a traditional gaming machine it is not; but the Gaming Commission are always quick to find machines that try to bypass the gaming fees, in this continual game of cat and mouse between operator and regulator.

http://www.empireamusements.co.uk/images/arcade1.jpg

However, it is online where the real potential of the game comes alive - imagine playing bingo in the usual way, that is going for a line, full house etc. and winning an exciting figure rather than a normal fixed lump sum. Further, the game is fair - with a fixed RNG (Random Number Generator) determining the numbers, no other players with which to complete, and you win if you can get a full house within a certain number of calls - in a normal 90-ball game the jackpot would be obtained should you get a full house within 50 calls, and a prize of some kind if you call up in 80.

The cost of the game on the fixed sites will be set at 50p a board, and you will be able to play up to £2 a pop, which seems reasonable, but the games will fly by at a rate of knots, with every game finshed within 5 seconds. Online though, you would be able to play at 10p a card, that's 40p a game which is more palatable if you want a decent amount of gameplay, yet still with a reasonable chance of success.

Using the Rainbow RIches branding combined with bingo seems a match made in heaven, and we watch with interest when the new games get rolled out!


X-Men

X-Men Legends 2 Art Director


Tell us about yourself Dan; where are you from and how old were you when you discovered that you wanted to be a 3D animator?

I am from Toronto, Ontario, Canada, and animation was something I stumbled onto after realizing I didn't want to be a lawyer.

Are you a traditional artist turned 3D animator or did you just jump right into the 3D Software?

I jumped right into 3d software. I had taken art courses as the majority of my electives all through high school and university, but never made it a full time commitment.

Are you formally trained as an artist or are you self-taught?

I completed a nine-month animation course in Toronto and then landed a job on an animated feature shortly thereafter.

Do you think that artists with a formal education in animation or illustration have an advantage over self-taught artists?

Although a formal education is a definite boost to your chances of landing a job, two of the best animators I ever worked with were both self taught.

What Programs and Hardware do currently work with? And why do you choose to work with these software packages?

X- men Legends 1 and 2 used 3d studio Max and Character Studio exclusively. Both programs gave us exactly what we needed.

Who's work do you admire?

I recently got a chance to work with the guys from Blur Studios and I would have to say that they jumped to the top of my list.

Where do you get the inspiration for your art?

This is going to sound funny but I would have to say " tight deadlines". I tend to come up with better stuff if the crunch is on. Maybe that's more "motivation" then "inspiration" but that's my answer.

How did you get your start in the video game industry?

I was working as an animation director for commercials and film when the chance to lead a team of artists on a good portion of the James Bond Night fire cinematics became available. It turned out to be a tough 6 months but I enjoyed it so much that I started thinking about doing it full time. When I got the call from Ravensoft to work on X-men Legends I just couldn't pass it up.

How hard is it for a self taught artist to break into the video game business?

It's not easy. The good thing about school is that you have the benefit of being taught by people who have been in the industry. They usually know how to present your work in a professional manner.
What steps should an aspiring Animator or Artist take to break into the video game business?

1. Animate or paint as much as you can.
2. Post your work on forums and listen to the advice you get.
3. Focus on a specific area of production: animation, modeling, lighting, or texturing.
4. Send in only your best work.
5. Get some sleep....you're going to need it.

As Art Director of a major video game company what skills do you look for in an artist?

1. 3d skill: the ability to produce cool looking stuff in a standard 3d package.
2. 2d skill: a natural ability to paint
3. Ability to economize: getting the poly count and texture size of a given asset as small as possible while making use of every inch of the base page.
4. Presentation: sending in a reel or portfolio that is professional and represents only your best work.

What classes or programs would you recommend an aspiring artist or 3D Modeler take?

I think there is value in getting an education at any place that offers courses specifically geared towards game production. As for actual software....I am a pretty big fan of both Zbrush and Maya.

How long did it take you to become Art Director?

Six years.

What's it like working for Ravensoft? What are some of the projects that you've worked on?

Raven is a first class place to work. It's really cool to work at a studio that prides itself on the ART side of making games. As for projects, I started on X-men Legends, jumped right onto XML 2, helped a tiny bit on Quake, and am currently hammering on something new.

Take us through your typical day as Art Director at Ravensoft?

It's fairly straightforward. I have the art Dept divided into sub departments:

1. Tile building (backgrounds)
2. Character models
3. Skins
4. Tile textures
5. Object modeling
6. General texture
7. FX
8. Menus
9. Animation

We usually get together every other morning to kick ideas around and make sure we are on track. The rest of the time I basically bounce back and forth between these groups while keeping one eye on the schedule.

Could you take us through your creative process when starting a new project?

Well first off, we sit down with the project lead and the story guys and explain what "looks" we really want to try to tackle, and why. Then we concept like crazy for about a month. We have multiple groups of artists working on characters, objects, tiles and anything else we think we might need. Once the majority of concepting is complete we compile all the concepts into a giant book. The book is used as the art template for the game. It gives all parties involved a solid idea of what we think the game will look like and also serves to as the primary approval stage. From that point on we are knee deep in 3d production.

When working on a video game how much creative input do you actual have on the projects? Are all the look and feel aspect of a game set in stone or are the projects constantly evolving?

We have boatloads of creative input. One of the cool things about Raven is how much they listen to the ideas of employees. I would have to say the projects definitely evolve. We may design an environment with a very specific layout in mind but a designer may see something different. You have to be flexible and try to foster collaboration more than a singular vision.

How much interaction do the artists have with the developers on projects?

In our case Raven is the developer, so the interaction is fairly seamless.

You were Lead Animator, Cinematic Director and lead lighter on the hit X-men legends, could you give a brief description of these roles and what they meant to the project?

As lead animator I was responsible for all movement of the characters and objects. As Cinematic Director I was responsible for all aspects of cinematic creation: cameras, lighting, animation, you name it. As the Lighting Lead I was tasked with defining the color scheme for the final render of the game.

Is it normal in the video game industry for one person to take on multiple roles on a project or are must jobs pretty specialized?

Honestly I'm not sure. All the responsibilities listed above plus the role of lead artist are now included in the art director title.

What are some of the common production problems you run into when creating video games?

1. Not enough time
2. Not enough memory

You are Art Director on the much anticipated X-men legends 2 could you tell us a little bit about X-men legends 2? What can us gamers expect?

I think people are really going to enjoy it. It's a little darker and meaner then the original, and we went out of our way to try and double the texture resolution. A lot of effort was spent on powers, lighting, and creating original level looks.

How long has X-men legends 2 be in production?

About 10 months.

What software packages were used in the creation of X-men legends 2?

The art staff utilized, Max, Photoshop, and Vegas.

Did you run into any major production problems during the creation of X-men legends 2?

I can honestly say that this was the smoothest project I have ever worked on. When we started we thought we were in for a rough ride just based on the sheer volume of the game. We sat down and made some solid changes to the art pipeline to get it down to a science. All tolled we delivered roughly 20 new environments, over 4000 unique objects and about 270 skins. That's roughly double what we did on the first one. The cool part was that we managed to ship the game with artist and animators working almost no overtime for the last 7 months of a 10-month project.

Are there any other projects your working on at the moment for Ravensoft?

I got a chance to briefly help out with the cinematics on quake 4, but art directing the undisclosed title I spoke of earlier takes up most of my day.

What do you think of the next generation of console game systems (Xbox 360 & PS3)?

I can't wait to start producing art for those platforms. A lot of what we currently do as artists is about economizing, and can be very restrictive. The next gen consoles are going to allow us to make some spectacular stuff.

The production values of today's video games are so high they rival Hollywood block busters do you have any interest in work on a motion picture?

That's a tough one. Sure it would be cool to say that I worked on Kong, Return of the King, or a PIXAR film, but that would mean getting out of games. I'm really enjoying the stuff I do so I would have to say no.

What's next for Dan Hay as an Artist?

I am currently working on an unannounced project that is going to kick ass.

Do you have any advice for the hordes of people out there looking to break into the video game industry?

Make your demo reel as tight as possible. If you want to animate then don't worry about creating a killer model, just make focus on quality of motion. Keep the camera work simple and don't put anything on your reel that you don't think is top notch. Artists should focus on providing samples of base pages that are easy to read. We are always looking for a person who can utilize as much of the page as possible, and not section it up into a thousand pieces that are tough to paint. I will be providing examples of what I mean in upcoming post in the tutorial section of my web page.

Thanks to Dan Hay ) for agreeing to answer the questions I had for him. Please visit www.DanHay.net for more of Dan's Art work.



Game Developer Jobs

Game Developer Jobs

Intro

To come and work in the games industry as a programmer you really, really have to be into games. Just thinking that this is more exciting than going and working on databases or in accounting isn't enough motivation. Too many people have been lured by the false image of young programmers with fast sports cars, and been predictably disappointed. Sure, it can happen, but that shouldn't be your reason for wanting to write games. If you're talented and committed then financial rewards will come, but don't expect to walk into a job earning enormous money with no experience! If you're not interested in playing games, then are you really going to do a good job at writing them?

How long have you been programming? If you're on a course at college or university, do you still program as a hobby? Doing a bit of games programming as a hobby is a step in the right direction. There are lots of resources on the net to help programmers get to grips with Windows and DirectX, and that's a good education in itself.

Chances are you're not going to write anything that'll change the world of gaming as we know it, but that doesn't matter. Write a version of your favourite old arcade game - retro-gaming is hip now and they're generally not too complex to put together. If you can make it play like the original then you'll have coped with the same sort of programming tasks that the original developer did. If you've done a good job, then you have the perfect demo as a foot in the door for interview.

Unfortunately, most programming courses and books don't actually teach you to write tight, efficient code. Sure, the principal of programming and structure gets through, but with no respect for the memory and time constraints that plague the games programmer. There's a huge difference between coding a business application on a PC or mainframe, and writing a game for a console.

Games programming demands the impossible every day, and there's only one way to do this: CHEAT! Now this kind of spoils the magic, so those who don't want to know the score should look away now.

Looking back at video games of the past, there is very little in the way of realism: frogs crossing busy highways, aliens invading earth, American-Italian plumbers leaping over obstacles. But hang on a minute, today's most popular games are just the same, only more so!

And it's the "more so" that's the key. Now, all these games are in 3D, and boast "proper" interaction, "proper" physics and so on. It's all nonsense of course, modelling all these things properly, the hard way, takes way too much time to do, and more importantly more processor power than today's games consoles have. This is when the cheating begins.

So let's consider the notion of a character jumping. At this point we should start doing some really scary mathematical physics equations, probably using some of the laws of motion along the way, perhaps taking into account friction, aerodynamics, wind, gravity, and the weight of the frankly implausible cartoon character trying to jump. However, applied maths and physics is way too much like doing a simulation - this is games, and we haven't got time for that.

Simplify the process, and fool the player into thinking that all the complex stuff is going on, even when it isn't. At the very simplest level, when you want to make your character jump to the right, you're expecting them to follow a predictable, repeatable arc. OK, perhaps if you get a power-up or something you can jump double the height, and double the distance, but it's all pretty deterministic.

In the world of computer games programming, there are a million and one cheats, tricks and clever ways to get around things, and you'll find that you learn something every day - this industry grows and changes so rapidly that you just don't get time to rest on your laurels. The machines you're working on and, more importantly, the machines you're programming FOR, are changing all the time and you can't afford to get left behind.

You also need to be creative, sometimes painfully so - the idea that programmers are dull, unimaginative types couldn't be more wrong. If it needs doing, and nobody else has done it yet, you could find yourself inadvertently pioneering some new area in whatever-technology.

All of this may sound terribly depressing, but the last thing you should do is dive into an industry (particularly this one) half-cocked. There are, of course, great amounts of fun to be had - even when you're up until 5:30am coding a text parser. The feeling of having created something that other people enjoy, and actually playing your game at the end of it just can't be beaten. On top of this, the ability to turn up to work in a t-shirt and listen to music while drinking cola is a definite bonus. So, if you think you're up to it - the effort, the dedication, the fun and the late nights, read on...

Getting Started

A really good way to get started in programming is to check out a package called Blitz Basic. When people such as Blitz founders the Oliver twins were getting started in the early 80s it was possible to teach themselves programming on the machines that were available at the time, such as the Spectrum, the Amiga, the BBC Micro, etc.

Since then it's become a bit tougher because you can't do anything with a PS2 or an Xbox except play games. There's no access to the operating system and no simple programming language to learn.

Which is where Blitz Basic comes in. It's a good easy-to-learn entry level programming tool that covers both 2D and 3D (depending on which version you buy) and is available to run on most PCs at a pretty low cost. It'll give you a good introduction intro programming and will arm you to be able to move on an tackle C++.

Check out www.BlitzBasic.com

Games Programmer
Possible Responsibilities

A general programmer can literally be responsible for anything from text-parsing to texture mapping, tools code to AI, it is not unusual for one person to span a whole range of jobs. Therefore, the more you know (or can turn your hand to) the better. If you feel that you have a good grasp of a whole range of topics, this could be the job for you.

You will usually work specifically for someone (i.e. be given tasks and deadlines), and will be expected to complete these with a minimum of fuss, or suggest and implement suitable alternatives.

What you'll need to know * How to build and maintain data structures

* How to make use of new technology (hardware and software)
* Basic graphics skills (how to write and use sprites, primitives and preferably simple 3D graphics)
* State machines
* Simple AI
* File manipulation

You should also be able to work easily with other people's code. If you aren't specifically writing the engine, or AI (for example) then you will be picking up another person's work and will be expected to be able to handle this. There isn't much you can do in the way of training for this and it is something that you will certainly pick up on the job.

Lead Programmer
Possible Responsibilities

Everything! The lead programmer will usually not only code a huge variety of different things, but also be involved with planning, delegation team organisation and management. This depends upon the structure of the company in question, but in most circumstances this position involves at least some level of management skills.

What you'll need to know

* Everything: regardless of what the problem is, it's your job to fix it
* Interface skills
* Windows coding (windows themselves, message loops, the game loop, input, output)
* AI
* Engine skills
* File formats, data formats
* How to get people to work
* How to delegate effectively
* How to stay awake for 96 hours, organise your team and still get work done.

This may sound like overkill, but in many situations, the buck stops with the lead programmer. If, for some reason, the game is behind schedule, the ultimate responsibility may well be firmly placed on the shoulders of the Lead Programmer. If there seems to be no way to do something that is required, the Lead must find a solution or alternative. Which is why Lead Programmer is usually the best paid job too!

AI Programmer
Possible Responsibilities

Adding "intelligence" to a game, whether this means working on the game from the start, developing the AI hand-in-hand with the rest of the game, or bolting it on at the end. In some cases, this can be anything but "intelligent" (see below), in other cases, this can be real theory-pushing work. The important thing from the perspective of this industry is that an AI programmer makes the CPU appear to play intelligently.

What you'll need to know

As AI can vary so wildly in its definition, here's a range of things that you may be required to know:

* Psychology
* State Machines
* Physics (to understand how the AI players interact with their environment)
* Routing (a fantastically common AI problem)
* Graph and Network theory
* Neural Network theory
* Genetic Algorithm theory
* How to convert things we do every day into a general routine
(i.e. catching a ball, working out when to attack and when to run)
* A million clever ways to solve a fixed problem in as little CPU time as possible (choose the best weapon, find the nearest powerup, win at chess, walk from A to B avoiding C, etc.)

In this industry, AI can be a misnomer - there are few games that use neural nets, genetic algorithms or agent technology (although there are some, and the technology is slowly becoming more popular). In many cases, game AI consists of some fairly simple state machine style control with some clever but fixed ways to solve a problem, or just throwing the brute force of the CPU at a problem until it goes away. The point here is that "AI" may not mean what you think it means! Nonetheless, as many other aspects of games (particularly in the PC world) are being accelerated away by hardware, the CPU is free for long enough for some really clever AI to be run, making games even more playable and dynamic.

Engine Programmer
Possible Responsibilities

Making the game tick (no pun intended). The engine programmer provides a way for the game to communicate with the outside world. These days, this involves graphics (often 3D) and possibly sound. You would be responsible for constructing the systems that everything in the game (objects, players, enemies, etc) use, exist in and interact with.

What you'll need to know

As AI can vary so wildly in its definition, here's a range of things that you may be required to know:

* Maths
* Physics
* Rasterising
* 3D geometry/transforms
* Collision theory
* Hardware tricks
* Assembler (handy in case anything goes wrong/something needs optimising)

Having a brain the size of a planet is recommended for this job - you really need to specialise - but (and here's the catch) - in a huge range of things. Some of the maths and physics can get really hairy, plus it's getting worse as games get more complicated. Do not expect to have a life!

Tools Programmer
Possible Responsibilities

You will provide the utility and applications programs that the rest of your team/the company will use to put together their games. If something is broken, you will fix it. If someone needs a converter from this to that, you'll be writing it.

What you'll need to know

* How to maintain existing tools
* How to provide compatibility and flexibility between programs, formats and platforms
* How to create new tools to fit a need
* How to liaise with the people who will actually use the tool
* How to survive feature creep the likes of which God has not seen ("Yeah, but wouldn't it be nice if...")

Tools programmers provide a very worthwhile service to the other people at a company, even if they are not directly involved with a single, given game's creation. Flexibility and patience are a must.

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