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	<title>Michel Billard &#187; Gameloft</title>
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	<description>News and information about me, Michel Billard. I'm a Web developer with a formation in software engineering.</description>
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		<title>My time at Gameloft</title>
		<link>http://www.mbillard.com/31/my-time-at-gameloft/</link>
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		<pubDate>Fri, 26 Sep 2008 15:54:39 +0000</pubDate>
		<dc:creator>Michel Billard</dc:creator>
				<category><![CDATA[Work Experience]]></category>
		<category><![CDATA[Gameloft]]></category>

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		<description><![CDATA[After my third year at the Polytechnique de Montréal, I went for an internship at a gaming company. I&#8217;ve always liked video games but I wasn&#8217;t sure if I would really like working in the domain so an internship was the perfect solution. As some of you may know, Gameloft is a rather big player [...]]]></description>
			<content:encoded><![CDATA[<p>After my third year at the <a title="Polytechnique de Montréal" href="http://polytml.ca" target="_blank">Polytechnique de Montréal</a>, I went for an internship at a gaming company. I&#8217;ve always liked video games but I wasn&#8217;t sure if I would really like working in the domain so an internship was the perfect solution.</p>
<p>As some of you may know, <a title="Gameloft" href="http://www.gameloft.com/" target="_blank">Gameloft </a>is a rather big player in the cellphone games market and is known worldwide. It is also affiliated with the giant Ubisoft. That makes Gameloft a good entry point for real gaming development positions (programming cellphone games isn&#8217;t especially thrilling).</p>
<p>My tasks consisted of porting a version of a game that worked (and was released or approved for release) on a particular cellphone to another very similar cellphone. Most of the time, it was very boring and didn&#8217;t involve much thinking from me. I must say that I didn&#8217;t learn a lot in terms of programming knowledge. However, I did learn a lot about project and team management, bug reporting as well as versioning.</p>
<p>The hierarchy was just right at Gameloft, porters worked under a team lead who was assigned a producer who makes the final decisions regarding bugs and features (to let a bug in the game if it is not worth fixing for example). The management overhead was not excessive at all, we only had meetings when it was really needed and I was not constantly monitored while working.</p>
<p>They used a few tools that I now find necessary for the success of a project or organization. The first one is their in-house bug tracking application which I used daily and helped tracking the progress of my projects. The second one was the company wiki. I will talk more about it in a future post, but this tool, as hard as it may be to get it started (because it needs contributors) proved itself very useful for documentation.</p>
<p>The last major skill I learned (I should say perfected) was versioning (or source control). They used a quite standard branches-tags-trunk process (well more of a tags-trunk process in practice) which I was not familiar with before working there. This is an important skill that should be taught in schools. The only thing I remember from University regarding source control was using one trunk where everyone commits its work (they did suggest not to commit breaking changes though).</p>
<p>Working at Gameloft might not have been the most thrilling experience and I did not learn a lot from a technological point of view, but the knowledge I got about everything orbiting around the coding tasks was immense.</p>
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