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Sorry for the belated reply: My first job was at Epic Games working with Unreal Engine 2 which had a codebase of well over a million lines of C++ and UnrealScr
by psykotic 16y ago
Sorry for the belated reply:
My first job was at Epic Games working with Unreal Engine 2 which had a codebase of well over a million lines of C++ and UnrealScript. So, I agree with you of the value of learning your way around sprawling legacy codebases. But the company was still small back then (I think I was the 25th employee and the 10th programmer) and you could jump in at the deep end and quickly start getting things done. I've since worked at a massive company. I learned a lot from that, but it would have been frustrating had I gone there in my early career. That's the distinction I was trying to draw.
Getting red-flagged if you have too short stints at jobs is definitely a risk with taking Jason's advice. When I'm hiring people in the game industry, the most important clue in that respect is whether they stayed long enough to ship the projects they started, within reasonable limits. That usually works out to a 2-3 year minimum. That criterion isn't just meant to weed out job hoppers. The final six months of shipping a game are just qualitatively different (often in unpleasant but educational ways) from the rest of the development cycle. If you fucked up your design in the earlier stages, that is when your chickens come home to roost.