I spent my placement year (2008 to 2009) working at Eurocom as a member of the game programming team on AAA title Dead Space: Extraction, the Wii exclusive prequel to Dead Space.
I was responsible for designing and implementing the weapon system (including stasis and kinesis), dynamic (‘fear’ based) music management system, data-driven player control schemes and one of the minor bosses, as well as other game programming tasks. I programmed in C++ within a mature codebase.
My lead programmer was kind enough to write me this LinkedIn recommendation:
“Henry joined my programming team as a placement student at the start of our one year project, and returned to university after the project had completed, giving him the experience of a full project life cycle. Henry integrated with the team fantastically, and very rapidly became an invaluable member of the programming team. Henry has an excellent work ethic, he plans his work thoroughly and embraced the code design process we use within the team. The standard of Henry’s code is excellent, and he works extremely quickly and efficiently. I was able to assign very complex systems for Henry to design and implement with confidence. I would not hesitate to recommend Henry to any employer, and was sad to see him leave the team to return to his university course.”
September 1, 2009
Gareth Clarke, Lead Programmer , Eurocom
Other students or junior programmers may find my article about the lessons learned on placement useful.