Projects / GRID
Frontend Programmer
GRID, released for X360, PC, PS3 and Nintendo DS surpassed all expectations and delivered first week sales even greater than DiRT. With an engine overhaul, the game managed to significantly push console hardware and delivered a unique flashback feature and 12 multicar races complete with realistic damage. During the development of GRID, I continued working in the studio’s Front End team.
Vitals |
Release Date |
3 June 2008 |
Platforms |
X360, PS3, PC |
Metacritic |
87% |
Sales WorldWide |
>1,870,000 |
System/Task responsibilities
- Japanese SKU development
- eBay demo development
- Demo development
- Coordinating GRID PC review build
- Securom software protection system integration
- Extras screen development
- Integrating support for multi-language support for FMV
- PC graphics screen development
- Commentary name screens
- Career podium head to head event screens
- Unity optimisation
- Race day screen development
- eBay screens and popup messages
- Surface video playback for in game screens
- Le Mans screen creation
- Driver and team leaderboard development
- Driver offer screen construction
- Career podium development
- Career interface development
- Game project unity system integration
Skills gained/developed
- Project management skills (scheduling/task tracking/meeting organisation)
- Fixing bugs reported from QA
- Experience using the Securom OETK and console based execution
- Experience with disc building process and modifying it
- General communication skills – face to face, emails, phone calls and creating reports
- Experience audio systems
- Dealing with alterations to design during development
- Creating developer menu options for testing purposes
- Refactoring skills
- Following design plans
- Experience with state machines
- Experience of dealing with issues caused from regional specific support for games
- Experience with Installshield software
- VCS branch management skills (creation/resolving/merging/filtering/integrations)
- Profiling problematic CPU/GPU bottlenecks for fixing
- Identifying code for software protection
- Debugging master builds of games
- Understanding and working with FMV and BIK playback
- Experience and understanding of importance of improving studio productivity
- Assembler and shader debugging
- Skills designing reusable components