And, um, they’re usually set in wartime or some science fiction genre, and you find weapons and try to achieve mission objectives. And these are more in the, what we call the first person shooters, genre. And then we also have titles like a battlefield or battlefield 1942 or battlefield bad company. And he can switch between individuals on the team and get a, um, a three D view and control the player as the player runs around and actually plays the game and scores goals, hopefully, um, or whatever else you do in the sport. Uh, and that typically the player is in control of a whole team. So we do SIM city and the Sims and, uh, uh, our sports label games are, um, stadium based, baseball, football, American football, and a variety of other titles. So can you characterize these kinds of games a little bit? So differentiating them from let’s say SIM city or something, you know, is there a way of characterizing the kind of games you build?Īndrew Brownsword 00:02:20 Well, EA actually owns Max’s as well. I’m not sure if everybody knows what these title actually represent, but these are, let’s say actual games, racing games. We are going to talk about, uh, game architecture and the kinds of games. Markus Völter 00:01:46 So I guess, uh, it’s obvious now what the topic is going to be for this episode.
And, uh, I’m a senior software engineer in the Vancouver Canada studio. Um, we’re in the video game industry and we do titles such as FIFA soccer need for speed battlefield, um, and a variety of other titles in a variety of genres where we’ll roll a worldwide company. Um, I work for electronic arts and I have worked for that company for approximately 21 years now. And I guess you want to introduce yourself first?Īndrew Brownsword 00:01:05 Hello.
Anyway, our guest today is Andrew Brownsword from, uh, EA. So there might be other people coming in and being as quiet as we are. And, um, we were sitting in, in a room that’s intended to be used as a quiet area. We are recording this one at the O O P or Uber conference in Munich, Germany, January, 2011. Markus Völter 00:00:35 Welcome listeners to another episode of software engineering radio. Transcript brought to you by IEEE Software