10 Things I Learned Working In The Gaming Industry

6. Old Dogs Can Learn New Tricks

Asuras wrath
Ubisoft

And before you ask - yes, this list is going to be populated exclusively with clichés. It is what it is, folks. Que sera, sera. Whatever happens, happens, y'know?

What's become increasingly apparent in my rapidly-ageing mind is that I graduated from university in the mid-aughties (I refuse to say "noughties"), so most of the computer art techniques I've used as my fundamentals are now... quite outdated.

What's ensued is, like the Ship of Theseus (something you hadn't even heard about until Vision talked about it, despite pretending otherwise), I've replaced elements of my training with more contemporary techniques until eventually, everything I had learned has been overwritten.

And even beyond that, I'll find myself talking to a graduate or a junior artist and discovering, "wow, I don't have a clue about any of this. When the hell did they teach this?!"

It's at this point in time that you can either become obstinate, a real ass-man (not a philanderer, I mean a hybrid donkey person), or you can concede that the fresh-blood juniors know better, and ask them to teach you their lit-yolo-peng ways in order to become a better developer overall.

Humility rarely asks entry into your life - it would rather just smash the door down and confront you with your own limitations as a person. All you can do is to choose to deny them entirely, or accept them... and get a high-key dank W.

Contributor
Contributor

Hiya, you lot! I'm Tommy, a 39-year-old game developer from Scotland - I live on the East coast in an adorable beachside village. I've worked on Need for Speed, Cake Bash, Tom Clancy's The Division, Driver San Francisco, Viva Pinata: Trouble in Paradise, Kameo 2 and much more. I enjoy a pun and, of course, suffer fools gladly! Join me on Twitter at @TotoMimoTweets for more opinion diarrhoea.