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	<title>Geomerics &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Five Great Reasons to Start your Games Career in Middleware</title>
		<link>https://gamingbolt.com/five-great-reasons-to-start-your-games-career-in-middleware</link>
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		<dc:creator><![CDATA[Geomerics]]></dc:creator>
		<pubDate>Mon, 12 Nov 2012 13:28:51 +0000</pubDate>
				<category><![CDATA[Developer Journals]]></category>
		<category><![CDATA[Enlighten]]></category>
		<category><![CDATA[Geomerics]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[xbox 360]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=121294</guid>

					<description><![CDATA[A developer journal by Chris Doran, COO and founder of Geomerics.]]></description>
										<content:encoded><![CDATA[<p><strong>By Chris Doran, COO and founder of Geomerics</strong></p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2012/11/chrisdoran.jpeg"><img fetchpriority="high" decoding="async" class="size-full wp-image-121813 aligncenter" title="chrisdoran" src="https://gamingbolt.com/wp-content/uploads/2012/11/chrisdoran.jpeg" alt="" width="458" height="351" srcset="https://gamingbolt.com/wp-content/uploads/2012/11/chrisdoran.jpeg 458w, https://gamingbolt.com/wp-content/uploads/2012/11/chrisdoran-300x229.jpeg 300w" sizes="(max-width: 458px) 100vw, 458px" /></a></p>
<p>There are a lot of talented students coming out of game development schools these days. Most are hoping to work in a studio somewhere, getting hands-on experience working on a game. It’s hard to fault that ambition. But, I would like to present all you students with another option – one you may not have thought about before: working for a middleware company. Here’s a five great reasons why you should consider it:</p>
<p>1. <strong>You get to work with a lot of different developers on many different games</strong>. This is tremendously exciting. One day you may be working on settings for a map in Battlefield 3, the next helping fix issues in a totally different game like Quantum Conundrum. At a purely practical level, when it comes to writing your CV and listing titles, you can instantly boost that score if you start out in middleware. Furthermore, you get the chance to establish relationships with all of these developers, which can easily lead to opportunities down the line.</p>
<p>As a manager at Geomerics I suppose I shouldn’t be advocating working in middleware as a stepping stone to a career in development! After all, we work hard to keep our staff. But I am proud of the fact that when people do chose to leave they invariably go onto good, high-profile positions at some of the world’s top developers.</p>
<p>2. <strong>You get to work on and refine new techniques and technologies</strong>. The essential reason that middleware took off in games development is that the industry needed to find a way to give developers time to think more deeply about technical issues. It is very hard to take time out from the treadmill of producing games to do technology ‘right’ if it slows down development of the title you are on. Of course, for many people the thrill of working on a game and seeing it released is the whole point of being in the industry. But if you are driven more by the technology, then often you find that you have more freedom to research techniques and deliver them in a proper, thought-out manner when working in middleware.</p>
<p>Of course, it is not as simple as just working on exciting new technology all the time. Developers license middleware for multiple reasons, but one of the key ones is that it removes some pain from their work. Typically this means that we have had to think about every awkward corner case, on every platform, before delivering a product. Developers are quite unforgiving if the piece of middleware they have allowed into their engine causes more problems than it solves. So you have to be disciplined in your approach to problem solving – engineer the solution properly, and do not cut corners. That way you can see your innovations make their way into many games and see those results first hand.</p>
<p>3. <strong>You get a more holistic understanding of game development</strong>. Typical middleware contains two components – a runtime piece and a set of tools. Enlighten is a classic example of this offering. You provide tools to make the development process more efficient, and these couple to your runtime code which is optimised across all platforms. This means you have to develop technology that integrates smoothly into multiple types of game engines and pipelines. This gives you a really good high-level understanding of how games are made, which is something most developers only pick up over years of working their way through the industry.<br />
4. <strong>You get to see what works and what doesn&#8217;t</strong>. As well as picking up a broad understanding of games pipelines, you start to develop a more detailed understanding of how individual developers work. Of course, you cannot in any way abuse trust that is placed in you, but most developers are fairly open about their work methods. It is their design ideas that they are far more guarded about. You get the chance to talk to many developers about their chosen pipelines, and the decisions that led to where they are today. And as you do that you can start to form your own opinions about which developers are adopting the best approaches to given areas, and which have developed a problem due to past decisions. This knowledge can be powerful, and can help you come across as very impressive in interviews, making your next steps in game development much easier.</p>
<p>5. <strong>You get to travel the world!</strong> Many middleware companies offer onsite support as part of the package. That is particularly true of companies like Geomerics, who offer a complex product that requires some careful integration. Customers usually benefit from having some direct on-site advice in the early stages to set things up in an optimal manner. We also need a presence at most of the international shows, of which there are now quite a large number. This all adds up to many opportunities to travel and, if you are starting out on a career and are keen to travel, there can be many opportunities to gain experience of other countries.</p>
<p>If you’re interested in knowing more, head over to <a href="http://www.geomerics.com/">www.geomerics.com</a>.</p>
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		<title>Living in the Light of Games</title>
		<link>https://gamingbolt.com/living-in-the-light-of-games</link>
					<comments>https://gamingbolt.com/living-in-the-light-of-games#comments</comments>
		
		<dc:creator><![CDATA[Geomerics]]></dc:creator>
		<pubDate>Tue, 30 Oct 2012 10:55:06 +0000</pubDate>
				<category><![CDATA[Developer Journals]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Enlighten]]></category>
		<category><![CDATA[Geomerics]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[xbox 360]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=119337</guid>

					<description><![CDATA[Sam Martin takes us through a journey in the world of lighting.]]></description>
										<content:encoded><![CDATA[<p><strong>By Sam Martin, Head of Technology, Geomerics</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/10/sam.jpg"><img decoding="async" class="aligncenter size-full wp-image-119387" title="sam" src="https://gamingbolt.com/wp-content/uploads/2012/10/sam.jpg" alt="" width="505" height="379" srcset="https://gamingbolt.com/wp-content/uploads/2012/10/sam.jpg 505w, https://gamingbolt.com/wp-content/uploads/2012/10/sam-300x225.jpg 300w" sizes="(max-width: 505px) 100vw, 505px" /></a></p>
<p>Hello GamingBolt readers! I’m Sam Martin and work as Head of Technology for Geomerics, the company behind the lighting in Medal of Honor Warfighter, Battlefield 3, EVE Online and some other great titles. I’ve been at the company pretty much since it started and have helped create and extend our Enlighten lighting technology.</p>
<p>I came to work on game middleware through the trenches of game development. I spent a good while at Lionhead and Intrepid, working on Peter Molyneux’s titles such as Black &amp; White 2 and Fable 2. I also spent a good while on a fantastic but ultimately doomed project called B.C. &#8211; an XBox launch title that was stopped when the XBox360 was released.</p>
<p>These were all ambitious, creative projects. They were the kind of games that I wanted to build and play, but getting them out the door was not exactly a walk in the park – if, in fact, you could get them out the door at all. During this period, it was painfully apparent to me that games developers do not have the resources to meet their ambitions. We expect realistic physics, and animation. We expect games to look impressive. But as games become more complex the developers are spread more thinly. Keeping pace is a very real challenge.</p>
<div id="attachment_119342" style="width: 510px" class="wp-caption aligncenter"><a href="https://gamingbolt.com/wp-content/uploads/2012/10/MOHW_basilan_001.jpg"><img decoding="async" aria-describedby="caption-attachment-119342" class="size-full wp-image-119342" title="MOHW_basilan_001" src="https://gamingbolt.com/wp-content/uploads/2012/10/MOHW_basilan_001.jpg" alt="" width="500" height="310" /></a><p id="caption-attachment-119342" class="wp-caption-text">Image from Medal of Honor Warfighter, © 2012 Electronic Arts.</p></div>
<p>This is where middleware comes in. In Cambridge, I work with a dedicated team of brilliant developers and our sole focus is to produce the best real-time lighting technology we can. I’ve been doing this for about 6 years now, and despite already being mature technology, we continue to innovate and improve upon Enlighten. A bit like a sports team hitting their stride, the longer we work on lighting the better we get at it, and the more games that ship the more experience we can fold back in. It’s very hard to do this anywhere other than in the kind of environment we have at Geomerics.</p>
<p>We had very early prototypes of Enlighten in summer 2006. At this point we were just a small start-up with 4 employees in a rented office. Our demos were nothing very impressive. We had to beg and borrow artwork, and I dusted off my electric guitar to produce the soundtrack. But real time radiosity lighting is something of a holy grail. We had an initial idea of how it might work and could show it running. It sparked people’s imagination. Enough to get us on the middleware programmes at Sony and Microsoft, which was critical, and enough to get us noticed by some of the big developers, including CCP and EA DICE.</p>
<p>Over time Enlighten matured and we learnt how to scale the product from lighting a single room to an entire Battlefield 3 map. We have grown to a team of 20 and keep the bulk of the team together in one office in Cambridge. There is a dynamic that you only get around this team size. You can fit everyone in one room. Good ideas spread quickly and bad ones quickly fizzle out. It’s small enough that everyone can make suggestions, but large enough that we can tackle several big challenges at once. Innovation is a central part of our company culture.</p>
<p style="text-align: center;"><iframe loading="lazy" src="https://player.vimeo.com/video/38857877" width="505" height="284" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Another major part of the company is our relations with customers and hardware guys. Perhaps counter to other R&amp;D organisations, we’ve always been very customer driven and our research efforts are always focused on addressing customer needs. At any given time, there can be over 20 studios working with Enlighten simultaneously, all using it in different ways and requesting different types of support or features. Support is handled by the development team themselves, so I’m in regular contact with a fair number of studios directly. I think this direct link is important, and frankly, regularly talking to the teams of AAA studios is really interesting. The wide spread of responsibilities is also very helpful. We all code, we all talk to customers, all contribute to product direction, etc.</p>
<p>I also manage our relationships with hardware companies. Since we began working on mobile I’ve had a fair amount of hardware pile up on my desk. This has been pretty exciting. Mobile is probably the biggest revolution in games we have seen in recent years. It’s a very difficult trend to predict, but all the raw materials are there for things to get really interesting. The hardware will soon be at current console levels of performance. What happens in the long run is anyone’s guess, but I intend to ensure we are at the forefront.</p>
<div id="attachment_119343" style="width: 510px" class="wp-caption aligncenter"><a href="https://gamingbolt.com/wp-content/uploads/2012/10/N4S_Audi_RGB.jpg"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-119343" class="size-full wp-image-119343" title="N4S_Audi_RGB" src="https://gamingbolt.com/wp-content/uploads/2012/10/N4S_Audi_RGB.jpg" alt="" width="500" height="283" /></a><p id="caption-attachment-119343" class="wp-caption-text">Image from Need for Speed: The Run, ©2011 Electronic Arts.</p></div>
<p>There’s another reason for remaining at the bleeding edge: Blowing people’s socks off. It’s definitely a motivation. I think we’ve managed to do this a few times now. The launch of Enlighten was definitely one occasion, and the launch of Battlefield 3 was undoubtedly a defining moment for us. Our recent launch of Enlighten on Mobile was another. There is little call for this kind of ambition if you are writing corporate enterprise software. No one expects their spreadsheet software to blow their socks off. But people do expect it of games.</p>
<p>As you can see, even after six years I get really excited about talking about our technology and what’s possible in games. So I invite you to head on over to our site or our social media channels to have a look at our videos for yourselves and to find out more about all of the latest tech we’re working on.</p>
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