Archive for March, 2008

Programmers wanted!

If you’re reading this blog, other than clearly being a person of integrity and impeccable taste, odds are you’re a programmer. As such, I thought I’d take the opportunity to mention that we have a few really nifty programmer openings on the God of War III (PS3) team that could just be the perfect thing for a nifty person like yourself.

The positions we’re hiring for are graphics programmer, tools programmer, and online gameplay programmer, and the key qualifications are that you have your head screwed on the right way (i.e. counterclockwise, and very tightly) and have the appropriate experience and skills in one of these areas (other qualifications listed in the job descriptions). While these are all senior positions, we might just make exceptions for young or inexperienced people if they’re sharper than a tack.

We’re a pretty cool bunch of people (at least, our 100% retention rate on programmers suggests we are) who work on some pretty cool high-profile games and, honestly, you could do much worse than decide to work with us.

We also have a position open for a build engineer. At the most basic level this position involves being responsible for making, testing, and deploying builds to the team on a regular basis. What we’d love to see is an talented and enterprising individual who would completely take charge of our build and test machines and their scripts, and help take the process and its automation to the next level. And more! It’s all up to you! This is a great entry position for someone fresh out of college with a CS degree (or similar) to break into the industry (or, if you’re already in it, to switch gears into a new career).

If you’re at all interested in any of these positions, send me an email or a resume. Discretion guaranteed, of course. Finding my email address is your first (not very hard) interview test!

Information about other jobs (artist, animator, designer, producer) available at our Sony Santa Monica studio can be found listed in the SCEA jobs database.

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Crunching your abs

That min() and max() are highly related to each other probably doesn’t come as a surprise to many people. After all, we have some pretty obvious identities such as:

min(a,b) = -max(-a,-b)
max(a,b) = -min(-a,-b)

What may not be as immediately apparent is Read the rest of this entry »

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Robustly computing the centroid for a point set

We ran into an interesting problem at work the other day, where we had some geometry partitioning code that gave vastly different results on the same tessellated plane, depending on the scale factor that was applied to the plane. That would be fine, of course, if the code was taking size into consideration when partitioning, but this code wasn’t! Read the rest of this entry »

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