| 1998 was a tough year for the Texas game industry. Within
a couple of months of Top Dog closing it's doors, I had exhausted the few
opportunities available in Austin and had expanded my job search to include
the coasts as well. My long term plans had called for a possible relocation
when my wife finished her doctorate work anyway; and so, when I came across
a position available in Seattle, we decided it would be feasible to move
up our time table. Since the Pacific north west was already at the top
of our list, and since the position was with industry giant EA, the decision
was an easy one to make.
And so it came to pass that I was employed at the
Electronic
Arts Seattle studio, working on the "common code" team for inter-game
technology. After becoming familiar with the code base, my assignment dealt
mainly with implementing and improving the instant replay and camera control
features that were to be included in the next batch of racing games. Since
we were building on the code base established with the previous Need For
Speed titles, work was being done in C using the WATCOM compiler (though
work was underway to move to VC++ and object oriented programming).
The images below are from Need For Speed IV: High Stakes, which
was the focus title during my time at EAS. |
 |
 |
 |
It turns out that though the job was great, many other aspects of life
in Bellevue were not very enjoyable. The weather, traffic, and housing
costs served to take some of the thrill out of life in the great north
west. When Joanna, my spouse, decided that Austin was a better place to
be, I graciously conceded to her desires and looked for a way to return.
Several friends from Top Dog ended up at the "game company down stairs"
and through them I was quickly able to secure an interview, and then position,
at Human Code.
|
|