Our remote development enclaves comprise exceptional talent, including recognized leaders in their fields, all driven by a shared passion for creating. Legendo is always looking for talented C++ engineers and other talented individuals (if you do not have prior game programming experience, read on!)
Game development and animated entertainment take a long time and involve many crafts and disciplines to carry out the enormous variety of tasks required. A creative project, especially a video game, is almost impossible to plan accurately. Changes get made that continuously steer the direction of any creative project as if it had taken on a spirit of its own.
We advise aspiring game programmers to learn C++ and Assembler. To become an engine programmer, you must understand low-level detail work — converting old 32-bit Windows projects to 64-bit is a great learning process, as is writing your own little engine in 2D without using third-party libraries. 3D rendering requires complex mathematical knowledge, and some might think that “borrowing” a shader instead of writing one from scratch is rendering programming. It is not.
Never give up, start small, and keep pushing the boundaries of what you can do. Fresh and veteran developers alike often want to work on great AAA games or try to create the next Minecraft-like internet phenomenon — however, any person will quickly be overwhelmed and lose motivation if the bar is set too high. Instead, set incrementally complex goals — step by step — and take time to reflect on previous work — you may often laugh at how you did something the first time. Starting out with a Tetris clone is not a bad idea, especially if created with your own 2D or 3D engine that does not use third-party libraries.
Do not specialize initially; a general understanding of game development is greatly beneficial. Work on rendering, engine architecture, setting up a sample store page on Steam, exploring basic gameplay logic (for reaction-based games like third-person adventures and platformers), collision, and audio. Like Unreal Engine and many others, we use FMOD at Legendo for all projects powered by in-house engines; sound is an area where it makes sense to use a third-party library, especially for Windows.
Take time to understand how you want to work and how others can cooperate with you. This will force you to think of the entire game development process.
Lastly, keep in mind games are more like services than products. More often than not, this means coding does not stop when the game launches — even mildly successful indie titles require patches and “community support” for months and sometimes even years after launch.
Head back to Legendo’s available positions.
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