Editorials
The Lost South African Game Developer Interviews Part 5: Damien ClassenWritten by Oliver on Friday 26 Mar 2010Last year I wrote an article for videogame industry trade site Gamasutra entitled ‘The South African Game Development Scene: Past Present and Future,’ which attempted to look at the history of game development in the country and surmise how an industry may rise and move forward here. The article was based on interviews conducted with a diverse, influential and talented group of developers both from and based in South Africa, but a lot of the responses were unfortunately not included due to the nature of the piece, so in an effort to share this potential goldmine of knowledge with aspiring game developers and gaming enthusiasts, I decided to start posting the interviews here on El33tonline, in full, continuing today with part five, and an interview with Damien Classen (you can read part one, part two, part three and part four at your leisure). Damien Classen is (primarily) a graphics programmer currently working at ThoroughTec Simulation in Durban, South Africa, after having spent a year at Digital Extremes (co-developers of the Unreal franchise) in Canada working on Bioshock 2: specifically, Classen was a graphics programmer at the company working with the in-house Evolution Engine, while working with the part of the engine that handles rendering on the PlayStation 3. In order to be working in the realm of graphics technology, Classen studied Computer Science in South Africa and received a Masters Degree specialising in graphics programming, and while tinkering with his own graphics engines and projects (like the brain-teasing puzzle game, Lyntheria), he entered into stints at Durban-based software developers Derivco and ThoroughTec, which lead to an opportunity at Digital Extremes in 2008. Classen left Digital Extremes towards the end of 2009 and moved back to South Africa to be closer to family and friends, and has returned to work at ThoroughTec. You can check out Classen’s impressive portfolio of personal work at his website. Let’s begin the interview: Q: Could you please state your name and current position Damien Classen: Damien Classen, Graphics Programmer [currently working at ThoroughTec] Q: What first got you interested and excited about games and game development? DC: Back in 1990 I got my first console - the Sega Master System. Although I had briefly flirted with Space Invaders and Dig Dug prior to that, this marked the true start of the affair. I’ve had a slight obsession ever since. Being that sort of chap, when entering university, majoring in Computer Science seemed like a logical choice. Somebody once told me that not everybody who chooses the CompSci route does so because they want to make games – that boggled my mind! For me, working as a game developer was always the Holy Grail, although I never really expected it to become a reality until a few years ago.
DC: Getting a solid education was the first step. I started off by getting my Bachelors degree – one of my majors was Computer Science. After graduating I went on to the post-graduate level, and I acquired an Honours degree in Computer Science. I figured I was on a roll, so I decided to continue with my studies, and I pursued my Masters degree. This entailed spending two years working on various 3D tech demos and a small game, and writing my thesis on the various programming techniques used in the game-dev and simulations industry. Those 2 years were where I really started to learn what I needed to know. The demos I put together during that time were vital to getting into the industry. Q: What in the way of game and software development were you involved in prior to Digital Extremes? DC: I worked at a company called Derivco for a while. They are a Durban-based online gaming company that focus primarily on casino-based games and online poker. While at Derivco, one of the things I worked on was an internal proof-of-concept game project called RollerBeetles Racing. During that period I also spent a lot of my free time working on my own code – I was using the Ogre graphics engine at the time, and putting together a nature-oriented scene framework (focusing on procedural foliage generation, dynamic skies etc).
The requirements for this simulation were beyond what their engine was capable of at the time, and so we worked on extending the capabilities of the engine. My primary involvement was in developing the AI framework (to control the behaviour of the vehicles and pedestrians). During that period I spent most of my free time coding, and I started work on my own 3D graphics / game engine, Valhalla, which is an ongoing project. [Currently known as ‘Verilmord’] Q For what reason/s did you decide to immigrate to Canada with regards to your desired career path in the game development industry? What time period was this? For what reasons, if any, was this a difficult decision to make? Did you feel that there existed a lack of opportunities in South Africa to use your skills? DC: Regarding [the] decision to leave the country and seek employment abroad – there was a pull factor and a push factor. Being able to work in the games industry was very appealing to me. There were definitely opportunities for me to use my skills in SA (ThoroughTec being a prime example), but perhaps to a lesser extent than [in Canada]. Any creative industry in SA (be it film, music or games) seems to suffer from the country’s geographic isolation from the rest of the world, which is why I think people in these industries often feel the need to migrate in order to achieve the kind of success they want. Because these industries are virtually non-existent in SA, there seems to be less competition and less motivation to excel than there is in the first world where opportunities are more readily available. The problems currently plaguing South Africa also contributed to my decision to seek employment abroad. |
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