The People

Ronald K

PlayStation 3 Programmer

Joining us from the attic of athletic mantis antics comes Ronald.

Ronald's contributions to the wider society outside game-craftment have been neither sufficiently recognised nor celebrated. He was instrumental in creating the Highbrow/Lowbrow divide, smiling or frowning as the various cultural artifacts were placed on a salver before him. Incapable of making our own decisions, increasingly we turn to him for all manner of Judgments: when to bevel and when to chamfer; what is a detent and what is a ratchet, what is a dowel and what is a tenon. He kerns, and scandalizes gaff rigged sails (which isn't anywhere near as rude as it sounds).

He is remarkably patient with English, a language that makes no distinction between interior corners (the corner of a room, say) and exterior corners (the corner of a street, for example), and is rhyme-poor. He's nine foot twelve inches tall, but it depends on the humidity, and gravity, and which feet and inches you're using. Your mileage may vary.

Things You Were Too Afraid To Ask...

Every once in a while, we interrogate one of our own and put their answers up for all the world to see. Read on to find out more about what Ronald does, how he ended up at Splash Damage, and more.

What do you do at Splash Damage?

My task is to wield the dark forces of black magic and use the powers that are unlocked by voodoo rituals to have electricity and light bend to my will. I stand between two towering giants and use powerful and ancient words to make them do my bidding. I stir in the primordial pool of which all power is built. I am the gatekeeper of logic and control all that wish entry to knowledge. I am the channel through which communication is made possible to that what sees all, controls all, creates and destroys all, of that which communicates to other plains of existence. I am both its master and its servant. What am I you dare ask?! I am a programmer in the service and control of the core tech.

Why did you want to work in the games industry and how did you get started?

When growing up I started programming on an MSX mostly because there were never enough games, so I thought, why not make my own? Later it was flashy visuals in 64k PC demos that caught my attention, which I had to try for myself. It was like trying to find out how a magic trick works.

During the last few years at University I noticed that a lot of my interests in programming were all present in games development and especially in engine programming. After leaving University I did try to pursue a job in the games industry, knocking at the doors of every Dutch game developer, but never seriously considered that I'd ever land a job in this industry especially because I figured engine programmers weren't hired like that. Unsurprisingly, that didn’t work out, but I got the chance to work for quite a few non-games companies afterwards, and learned a lot in the process.

My first break into the games industry happened when my girlfriend found out by chance that Streamline Studios were looking for people. I sent in my resume, got the interview and was hired.

Do you have any tips for people wanting to break in?

1) Be honest to yourself. There's no denying that the games industry is a wonderful place to work in, but that doesn't mean that it's for everyone. If the only reason you want to be a game developer is because you think games are cool, there's a good chance that you will not last very long in this industry. To put it differently, the games industry isn't looking for people that are only enthusiastic about games. It certainly helps, but other skills in programming, artistic, design or management are far more important as that's needed to actually create games. Ask yourself if you really have a skill that the games industry needs and be honest to yourself about your motivation to get into this industry.

2) Get a programming degree if you plan to start as a code monkey. Though these won't teach you how to make actual games, they will point you in the right direction. The lack of game development experience can be partly compensated for by doing projects in your own time, which also underlines your enthusiasm for game development. For example, if a games company needs an A.I. programmer, somebody that studied programming with a specialization in A.I. and who also happens to create bots in his free time will have their attention.

If worse comes to worst and you can't seem to get hold of that hard-to-find opening in the games industry, you'll at least be able to get another job until you do.

What games have you worked on? Which one did you enjoy the most?

So far I've worked on Hoopworld by Streamline Studios, followed by Haze and few unannounced projects by Free Radical Design. All my programming for the games industry has been for engine/core tech, which has the benefit of automatically getting credited for multiple projects.

Hoopworld was pretty exciting because none of the team members had a lot of game development experience, so we were learning as we went along. Haze however was the one I truly enjoyed the most up until now. Though it wasn't the first product I had worked on, it certainly was the biggest, with the most publicity around it. That extra pressure combined with having to stretch and test my technical knowledge and having to cope with a whole new console I had never worked on before made it such a challenge that it was hard not to get caught up in it.

How did you end up at Splash Damage?

A recruitment agent contacted me out of the blue about a programming position at Splash. The day of the interview I was pretty sick, with a headache so bad you wouldn't even get after the best binge-drinking night. I was pretty impressed with Dean's and Arnout's technical knowledge, Splash’s plans for Brink and the company as a whole. On the train ride home I actually regretted not moving the interview to a day where I would have felt better and able to answer the questions with coherent and full sentences. Turns out though the guys managed to understand me despite my sickness and shortly thereafter Splash Damage was a programmer stronger.

What is it like to work at Splash Damage?

Most of the time it's just hard work (though honestly, if it was a party every day we wouldn't get our games to be as great as they are), but it's nice to do it in an environment that has so many passionate people working in it. Splash Damage has managed to group together an amazing pool of very talented people and working with them means there are a lot of highlights that frequently make the days just that bit more special.

What are the best and worst parts of your job?

Best: Programming is, to an extent, about fitting smaller pieces together that turn into new pieces to fit together until finally there's a product resulting from it. Even after so many years of programming, I still get excited when a particular bit of code has reached that point where it slots into a larger system or that other programmers start using it. Breathing life into your creation, so to speak. It’s a feeling that's similar to testing your first model rocket or finishing a model car and giving the remote control the first push forward.

Worst: Bug fixing without a doubt. It's a mandatory part of the job and something that every programmer just has to live with. It's a tedious job, especially towards the end of a project when time’s running out and you begin to doubt the debugger, the compiler, other programmers or even your own sanity (mostly in that order). It's in those moments that I regret not becoming an international superhero.

What was your first gaming experience?

Back in the good old days, my dad traded his racing bike for an MSX home computer. It came with stack of cassette tapes which had a bunch of copied games of which only half or so worked. Since it took me a while to discover how it was possible to find out at what point a new game started, I only ever played the first games on them. Most weren't even worth remembering, except River Raid. It may technically not be the first game I ever played, it was the first that I enjoyed enough to remember.

What types of games do you like, and what's your favorite game of all time?

I usually buy my games regardless of a particular genre. More often than not, there has to be something special about it that appeals to me which makes me buy it, although with my weird taste, “special” is often surprising to me too. If I had to pick my favourite genres, I’d go with platformers, western RPGs and point-and-click puzzlers.

So far my all-time favourite game is still the original Diablo. Blizzard struck gold with the re-playability. Every dead monster holds the potential for an upgrade so you keep coming back or playing a bit more just in case that tiny upgrade drops. The difficulty was balanced so subtly that you felt stronger with every run-through, but never invincible. This was helped by the random levels that meant the layout was unpredictable and there was always the chance that around the next corner or through the next door that the random combination of tiles was so unfortunately ordered that you had to deal with a few too many monsters. Diablo was the first game I truly got excited about to play. I wasn't rushing home from school to play with the computer, but I was rushing home to play Diablo. Not very many games have gotten me that excited since.

What's the meaning behind your nickname?

When saying my nickname "Conine" or "Co9" in English it sounds the same as "konijn", the Dutch word for rabbit. The name is actually stolen from a hardcore/metalcore band I used to play in. At the time the bass player had two guinea pigs he kept referring to as his rabbits. It became a running gag to correct him on this and so when it was time to get a proper name for ourselves, "konijn" was one of the first names to come up. Ambitious as we were at the time, it was dismissed due to the lack of potential international appeal, but picked up again after "americanising" the name. Though the band died a quiet, anonymous death, I'm now using the nick to keep a little of my childhood ambition alive.

What do you enjoy doing when you're not at work?

Nothing spectacular I’m afraid. Watch a movie, read a book, play a game, listen to some music, play a bit of guitar, do some programming, ponder the meaning of life. That sort of stuff. I play a lot of World of WarCraft (Infrael@Burning Steppes-EU if you want to say “hi”) with my girlfriend, but with more people playing WoW now than the population of a small country, that’s not that special anymore, either.

Do You Have Any Questions for Ronald?

If you have any questions you'd like to ask Ronald, feel free to post them in the comments below. Our forum-trained tapirs will try to answer as many of them as possible.

21 Comments

Nice interview! It's interesting to see a programmer's perspective.
It's a tedious job [debugging], especially towards the end of a project when times running out and you begin to doubt the debugger, the compiler, other programmers or even your own sanity (mostly in that order).
There is so much truth in those words! :D
Posted on 10 April, 2010 - 18:47
nice interview. really first SD guy, who shot straight and talk without double meaning, evasive talks, methapors and smokescreening jokes/tricks. in fact, guy, actually talking "what on his mind" during interview. its good for him "in general"[good practice in life], but can cause problem for company in PR context, sadly. but i hope biz/gamedev reality not subvert/thwart this man nature over time much in that aspec. is Important to BE "Open Mined", rather than BS about that.[usual 4 anyone, tend to rise this subject. and 2 oppose, really OM-person, never interested to talk about that. even with MD's ;-P] p.s. i especially like[&share]rogue games addiction and 1st Diablo as best-balanced approach["pure fun"].
Posted on 11 April, 2010 - 15:46
Nice interview. Better to me not try to join Splash Damage. I do not have neon eyes!
Posted on 11 April, 2010 - 23:04
Nice interview :) I'm not sure I understand what your job is though. You say you're an engine programmer, but the interview intro mentions you "take care of all things PS3". Does every platform has its own engine?
Posted on 12 April, 2010 - 10:10
Thanks for the positive responses! As for "taking care of all things PS3"; Badman gave me quite a bit of credit there. Being a PS3 specific programmer at SD means I'm generally the go-to person for questions about the PS3 or the PS3 tools and I make sure things like a new SDK get rolled out and sometimes do some PS3-specific optimisations. And in practice half of that is taken care of by Dean, who has a truly mad amount of PS3 knowledge. So most of my time is actually spent working on platform-independent engine code. Guess the real job title should have been "Engine programmer with some additional PS3 tasks", but that wouldn't fit in the box on my contract. :tongue:
Posted on 12 April, 2010 - 15:24
I do not have neon eyes!
im suspect, thats was not SD-specific antropology artefact and [very]possibly fake[picture].
Posted on 12 April, 2010 - 23:41
Hey Ronald, Isn't streamline(holland) dead by now ? Also, I spoke with Hector at GameLab, and he told me Streamline mainly provided graphics, so how did you get to work as a programmer ? And do you think it's posible to get hired as a gameplay programmer instead of scary graphics-engine-programmer ?
Posted on 13 April, 2010 - 08:19
Hey Ronald, And do you think it's posible to get hired as a gameplay programmer instead of scary graphics-engine-programmer ?
its today gamedev reality. nowdays even console "exclusives" have "crappy console port" "quality". so sooner or later, gamers giveup gaming, regardless platform. p.s. or "in short" both scary engines/games are usual and no point to point about it in conversations. sadly.
Posted on 13 April, 2010 - 09:56
Lamb of God, Fear Factory, Machine Head
Hell yeah!! xD
Posted on 13 April, 2010 - 10:01
dutchmeat, last I heard Streamline Studios went out of business. At some point though they had an internal development team working on HoopWorld, but unfortunately that project was cancelled. It was resurrected a couple of times afterwards I think, but outsourced to different companies, which might explain why Streamline never had a new programming team. And please don't think engine programming (graphics are a part of the engine) is scary. It's not necessarily any more or less difficult to do than other aspects of programming, even though you're more likely to be directly exposed to things like the hardware or assembly/intrinsics. Knowledge in those areas is still very useful in gameplay programming as well. (Starting to sound like a college professor here.) It's always possible to get hired at SD if we got room and you've got the skills. Just keep an eye on our jobs page for openings and meanwhile make sure you have a strong portfolio to send in. Brbrbr: Actually, that photo isn't manipulated in anyway. At a very young age I experimented with the gamma radiation that came bottled in my junior science kit and it exploded in my face. While it scared the other kids, it gave me the power to look "past" the code, Neo style. Since these things seem to happen quite often to young curious programmers, SD has embraced us ultra-coders and made it mandatory for all programmers here. My picture is in fact the only one not photoshoped, which I can only take as a daring statement by SD to expose this sub-culture of programmers. True story.
Posted on 13 April, 2010 - 10:07
This man has good taste in music :D \m/
Posted on 13 April, 2010 - 10:27
AFAIK, Streamline closed production work in their Amsterdam studio, but still operates in a management capacity there for their Asian satellite studio. Sadly, Amsterdam is a pricey place to operate a studio. :(
Posted on 13 April, 2010 - 11:25
AFAIK, Streamline closed production work in their Amsterdam studio, but still operates in a management capacity there for their Asian satellite studio. Sadly, Amsterdam is a pricey place to operate a studio. :(
Ah too bad, can't wait for SD to come to the netherlands tho :D, holland's getting alot new game developers. @Ronald, where do you live now ? I can imagine London is an expensive city to live.
Posted on 13 April, 2010 - 11:40
Heyhey, Also welcome, another guy fresh from NL. Seems like SD has to take all NL guys because we're a better country muhaha ^^ Maybe SD should move there office like dutchmeat says! Btw, were you a little lost:
Posted on 13 April, 2010 - 13:34
@dutchmeat: I actually don't live in London, but I know a lot of other colleagues do. It's not the cheapest place in the world, but if you shop around it's entirely possible to find something nice. My place is quite a bit out from London (or Bromley for that matter). When I got down here there wasn't a lot of time to shop around so I had to take the first reasonable place. As the owners have put the house up for sale, I'll probably be moving in the near future, potentially closer to work. Got to live up to my national stereotype though and find something cheap. :tongue: [SIZE="1"]PS. SD has some excellent support for relocation, but in my case we simply couldn't match dates, hence the rush move.[/SIZE] @Paul: There's no disproportionate large amount of Dutchies here, so we're hardly taking over the place. :wink: @Exedore: There's expensive and then there's expensive. Streamline was on the outskirts of Amsterdam, but wasn't your previous company smack in the middle of Amsterdam? Talk about expensive property and still you couldn't get a parking spot.
Posted on 13 April, 2010 - 13:53
Who drives in Central Amsterdam?!? There's an entire basement for bikes! :D Yes Guerrilla is on Herengracht so it's very^2 pricey, but it's not easy finding a spot in A'dam for that many people (or those kind of hydro needs). From what I understood regarding Streamline though, as a studio that had largely moved towards outsourcing, it was nigh impossible to stay competitive with the rest of the world. Very much hoping the industry grows there, though! :stroggbanana: :stroggbanana: :stroggbanana:
Posted on 13 April, 2010 - 15:20
Howdy Conine, only wondering if you still got your MSX ? If yes, can i have it :p (i miss my MSX/2 and the game Maze of Galious..) Anyway, have fun working at SD :) Greets, Dutchman.
Posted on 13 April, 2010 - 17:32
At a very young age I experimented with the gamma radiation that came bottled in my junior science kit and it exploded in my face. While it scared the other kids, it gave me the power to look "past" the code, Neo style
i had similar experience in late 198x with [not yet discovered type/nature of]radiation in labs. with partially similar super-abilities[like make woman very loud and .. happy;] but lucky im i had no visual impact on appearance 4om this. except, maybe two glowing red antennas aside torso[function similar to stroggs opressor arrays, i guess].
Posted on 13 April, 2010 - 18:35
Your neon/Neo eyes was a bit scary. Badman gives a tip in his introduction "don't fear the glowing eyes". I have not passed the test, because was not able to see the truth. But i learn with my errors, and next time i conclude something, i will pray to highers for absent of my profound ignorance. I can be running into disgrace, but if i'm a believer into disgrace, and still believer until the fatal end, i will be in peace. "Your inteligence can't be better than your slavery, Donnovan. At least, for this life of burn." Aimen! :):):):):):):):)
Posted on 13 April, 2010 - 21:06
lol, Donnovan, you're a loony :tongue:
Posted on 14 April, 2010 - 21:15
I Seriously wanna ask him this im really like the brink parkour/S.M.A.R.T System but what im really thinking right now is how much hard was create such a big thing? since im creating a comercial title being developed in udk with my small team of 8 members level designers concept artists 3d modelers scripters etc im wanting to add a bit similiar NOT SAME just similar system to our game so you got any advice what can come us very very very very helpfull and handy :cool: if someone wanna talk about game devleopentment here is my msn [email]dante0020@hotmail.com[/email] PD:Sorry for bad english my first lenguage is spanish
Posted on 19 August, 2010 - 01:11