Level 7 -
Program reliable and efficient software.
Reference: OCC0953A
Status:
Sumo Digital Group PLC, Rare (Microsoft), PlayStation London Studio (Sony), Red Kite Games, Co-operative Innovations, The Chinese Room, Hutch Games, nDreams, Aardvark Swift
This occupation is found in the games and interactive entertainment industries where programmers create software designed for entertainment. This includes organisations which develop games for games consoles, desktop computers, mobile devices, websites and TVs. This is a core and options apprenticeship standard, which means that apprentices must complete the core, and one option out of Game software programmer or Game technology programmer. Companies which employ Game software programmers range from large, international studios employing hundreds of staff, to small indie studios made up of a few developers. Game technology programmers are often employed by hardware developers (e.g. console manufacturers), middleware providers (e.g. game engine developers) as well as large game studios, and would include specialists like server programmers in mobile game development companies.
The broad purpose of the occupation is to program reliable and efficient software within the constraints of real-time graphical environments running on contemporary gaming platforms. Such programmers lead the development of technical systems which feed directly or indirectly into the player experience of a game. These technical systems could range from gameplay mechanics (e.g. programming a system of different attack moves and their effect on enemies) to asset pipelines (e.g. engineering tools which process geometry data in order to support a character customisation system) and custom technologies (e.g. a new graphics rendering system for displaying realistic-looking dragon scales). They collaboratively plan and coordinate the delivery of their work within a larger team and provide technical insight to a broad spectrum of creative disciplines. They create and maintain appropriate technical standards and stay informed of the latest technical requirements for gaming platforms, exploring new technologies and their potential application within the business. They diagnose and fix problems in complex systems that involve many interacting factors, initiating changes to software architectures to support an evolving design. Game software programmers work on a specific gaming title and their audience are the consumers of that product (gamers). Game programmers select and apply game engines and tools to realise a game design. They are responsible for the development of bespoke asset pipelines and work collaboratively with other developers to maximise the collaborative value of the team’s effort to the player experience. Game technology programmers work on the technologies that underpin videogames and their audience are other game developers. Game technology programmers design and create libraries, engines and tools which target specific hardware architectures or gaming platforms. They initiate and lead the development of standardised technologies and work collaboratively with a wide user-base to inform and improve their design and documentation.
In their daily work, an employee in this occupation interacts with a diverse creative community of developers, providing technical authority and insight to Game programmers, Designers, Producers, Artists, Animators, Audio engineers, Quality Assurance (QA) staff and Project managers. They may also interact with external stakeholders, such as publishers, platform holders and external QA. They work independently and collaboratively as required, reporting to Development directors, Technical directors, Producers, and senior staff. This applies to both options.
An employee in this occupation will be responsible for leading the design and development of bespoke technical systems which affect the allocation of significant project resources. They are responsible for planning and coordinating the delivery of work for themselves and junior programmers and provide technical insight and leadership to a range of creative disciplines within a larger team. They create and maintain technical standards across the organisation and its clients. This includes technical requirements needed to submit titles to console platforms. They lead research into new technologies, identifying potential opportunities for their application. They work under limited direct supervision, responsible for the quality and accuracy of their own work and sometimes the work of others. They ensure work is completed within agreed timescales and within budgets. As their work includes communicating with external stakeholders, they must present a professional image of their employer and themselves. This applies to both options.
Sumo Digital Group PLC, Rare (Microsoft), PlayStation London Studio (Sony), Red Kite Games, Co-operative Innovations, The Chinese Room, Hutch Games, nDreams, Aardvark Swift
Lead the development of technical systems governed by the principles and constraints of real-time graphical environments for contemporary gaming platforms (e.g. games consoles, desktop computers, tablets and phones).
Engineer robust, performance-driven software using programming languages, game engines and frameworks appropriate to the requirements of the projects being developed (for example C++, C#). Conceptualise and address performance bottlenecks and optimize complex software systems and resource pipelines.
Diagnose and fix errors in complex technical systems that involve many interacting factors, making use of automated testing systems to optimise workflows.
Lead the development of technical systems which feed directly or indirectly into the player experience, working iteratively to continuously adjust and refine their work. Initiate and implement modifications to software architectures to support future changes in design.
Plan and co-ordinate the delivery of work for themselves and junior programmers within a larger team, using appropriate version control and project management tools to manage software changes and track progress within the context of a wider development methodology.
Provide technical insight to a broad spectrum of creative disciplines from Game Programmers, Designers, Producers, Artists, Animators, Audio Engineers, QA staff, Project Managers, Analysts, Community Managers and Marketing to communicate technical constraints and opportunities.
Create and maintain technical standards across the project, organisation and its clients and stay informed of the latest technical requirements for gaming platforms. Undertake reviews of code, documentation, testing processes and methodologies to maintain good technical practice across the business.
Lead research into new technologies and identify opportunities for their potential application within the business.
Practice continuous self-learning to keep up to date with latest industry developments, and support their effective communication within the organisation.
Select and apply industry-standard game engines and tools to realise game design, employing industry-standard tools to accelerate the development process and avoid unnecessary replication of effort and resources.
Initiate and lead the development of bespoke asset pipelines, which affect the allocation of significant project resources, beyond the extent of their own tasks.
Work collaboratively with other developers to maximise the combined value of the team’s effort to the player experience.
This occupational progression map shows technical occupations that have transferable knowledge and skills.
In this map, the focused occupation is highlighted in yellow. The arrows indicate where transferable knowledge and skills exist between two occupations. This map shows some of the strongest progression links between the focused occupation and other occupations.
It is anticipated that individuals would be required to undertake further learning or training to progress to and from occupations. To find out more about an occupation featured in the progression map, including the learning options available, click the occupation.
Progression decisions have been reached by comparing the knowledge and skills statements between occupational standards, combined with individualised learner movement data.
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