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Dan Buckstein (Engineer (Gameplay), Infinity Ward)
Location: GDC Industry Stage, Expo Floor, South Hall
Date: Wednesday, March 23
Time: 3:30 pm - 4:30 pm
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Career Development Pass - Get your pass now!
Topic: Game Career Development
Viewing Experience: In-Person
Vault Recording: Video
Audience Level: Yes
From OpenGL to Vulkan, from drawing the first triangle to building complex, multi-platform frameworks, from indie to professional, there are stories and takeaways from every stage in the career "pipeline" of a graphics programmer. This seminar takes a deep dive into the adventure of an indie graphics programmer and educator-turned-developer, covering the lessons learned during that time and how they have been both helpful and detrimental. The talk covers relatable advice that will guide those looking to explore graphics programming as a new career or a tangential part of an existing job. Furthermore, the talk highlights how other disciplines of game development can become involved with graphics programming and how we can break those barriers. This seminar contains a wealth of technical experience and advice for anyone interested in pursuing a career or enjoying their hobby in the evolving discipline of real-time rendering.
Attendees will hear about practical and personal anecdotes from the field of graphics programming, each with some lesson learned. There are many do's and do-not's learned along the way. The talk also covers the former educator/hobbyist's viewpoint for some differentiated advice as opposed to that from career-long graphics programmers.
The talk is geared towards graphics hobbyists hoping to engage with either personal graphics frameworks projects, and/or industry or contracting. The talk may also benefit personnel in other disciplines, such as technical artists, who want to engage more with programming. Industry veterans may also be interested in a hobbyist's perspective.