The most important way I feel I grow as a programmer is to listen to criticism from my peers. When time is short (when is it not) for a particular milestone I find myself shying away from difficult problems in favor of a quick fix or doing something different entirely. Unlike other software development I’ve done, game development has an extremely wide range of skills across a team. I cant share more opinions because i have never been into professional prgramming however i have 2 years of experience. As a former software tester that worked closely with the programmers, I can say that cross discipline work will save everyone a bit of time.
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Please fill out the form below and tell us why you're bringing this poster to our attention. During the middle 80% of a project and particularly deep within crunch I find I put my blinkers on and ignore most of the world around me.
I’ve found this is often a sub-optimal solution as the problem is often not solved and inevitably crops up again later in the project. It’s not until I discuss my processes and thinking with other programmers that I realize there can be a better way. Testers are able to point out possible problems even from the planning stages, programmers can develop tools to make everyone’s jobs easier, a technical artist can bridge the gap between the two thinking hemispheres, and a good manager can keep things flowing smoothly.

Sometimes you have to pry it out of someone, but their insight can lead you to a discovery that improves your work considerably. Click through to see more designs, create your own, share designs and purchase customised products. Over the past few years as my confidence has grown my view of constructive criticism has changed from fear to embracing wholeheartedly. On a project-wide time frame the problem ends up taking far more time to solve than if I had simply taken the time initially to solve the original difficult problem at the expense of the milestone time frame.
With our different hemispheres at work programmers often band together and feel like they are working against the other disciplines in the company.
I think learning new techniques, technologies and generally discussing game development with my peers is a great way of improving my skill-set and maintaining an optimal development velocity. My solution to this situation is to allow enough padding in my milestone estimates so that I have time to dig deep into a complex problem when needed without worrying too much about the ticking clock.
This was the case for the first few jobs I had in the video game industry and it wasn’t until I worked on a cross-discipline team that I realized how incomplete my earlier teams had been.
If nothing else in this list resonates with you, I strongly recommend at least thinking on this point.
This is easier said than done, however focusing on the project-wide velocity improvement makes it an easy choice to solve complex problems as they crop up.
Without a working knowledge of the other key areas of game development I was missing a large part of the big picture.

They will often be exposed to new ways of thinking or have simply thought outside the box to solve problems. I’ve met many programmers in the past (including myself) that either ignored criticism or actively fought it. Not until I sat next to an artist and watched them complete repetitive tasks for hours at a time did I realize that spending 10 minutes writing a simple tool for them would make their live much easier. There will always be better programmers than yourself out there and taking constructive criticism from these people is an excellent way of improving.
It wasn’t until our latest game that I worked closely with a sound engineer and learned how easy it is to build an extremely powerful sound system to rival many AAA games on the market.
Test driven development is a great example of something I picked up from a web developer friend (and have since started evangelizing to other game programmers).
Spending time with developers from other disciplines is invaluable to both becoming a better programmer and improving the quality of your team. Looking introspectively at your processes and development style at the end of a project is a great time to be critical of how you do things and see if you can improve.

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