Get Into Game Dev: Tech Interview Tactics
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- Дата: 10-04-2025, 19:53
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Автор: Matthew Ventures
Издательство: CRC Press
Год: 2025
Страниц: 214
Язык: английский
Формат: pdf, epub (true)
Размер: 14.6 MB
Get Into Game Dev: Tech Interview Tactics is a crash-course on how to pass a game development technical interview. It’s designed to guide intermediate and experienced coders through the depth and rigor necessary to land some of the most highly sought-after roles within interactive media.
Unlike generic interview-prep books, GIGD maintains a laser-focus on game development to directly prepare candidates for roles like technical designer and gameplay engineer. Topics include 3D maths, programming fundamentals, and software design patterns. The author provides high quality instruction and practice problems based on his experience as a professional instructor and developer.
The Chapter 3 will provide a broad sampling of several C++ topics, focusing on areas that are most targeted in technical interviews. Like the rest of this book, it’s only a starting point or reference guide and not an exhaustive education. You are strongly advised to study through Seth Meyer’s Effective C++ series and watch talks from CppCon. C++ is often called “C with classes”. C++ added a lot of object-oriented thinking to C and the distinction is commonly explored in interviews through asking candidates to compare the “malloc” and “new” keywords. The “malloc” and “new” keywords both allocate memory, and they correspond with the deallocation keywords “free” and “delete”, respectively. I recommend the mnemonic “Free Memory” to remember that “free” corresponds with the “m” in “malloc” rather than the “n” in “new”. If you think of C++ as “C with classes” then it will make sense that the object-oriented functionality, like calling constructors and returning object types, are aspects of the C++ “new” keyword. The “new” keyword is literally the newer keyword that only started to be used once this additional functionality was introduced.
Key Features
Includes an extensive set of practice questions taken from interviews of leading game development studios.
Synthesizes coding and maths fundamentals into focused instruction, directly applicable to game development.
Culminates in a rigorous practice test, designed to identify a reader’s weaknesses and guide them along the path to mastery.
Uses a variety of mnemonics to assist readers in memorizing subject matter.
Provides example worked solutions for readers to compare against their own problem-solving approaches.
Who is this Book For?
This book is written with a candidate gameplay engineer in mind. A gameplay engineer (sometimes referred to as a GPE) is a coder on a game development team who has a strong depth of competency when it comes to programming (and maths!) but who also has a breadth of knowledge in adjacent disciplines such as design and animation. The GPE is, in many ways, one of the most generalist roles in game development. So, there’s a lot of material for us to cover! But I would encourage you to also extend your studies based on the exact needs of the role and company you are applying to. For example, if you’re applying to a graphics programmer role, you should invest additional time into graphics programming; and if you’re applying to a team with many networked multiplayer games, then it would be wise to self-study additional materials focused specifically on networked programming.
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