How can something as logical and systematic as coding be artistic? How does one find beauty amongst a canvas of zeros and ones? And what kind of master piece could possibly come about from the brushstrokes of our keyboard?
This talk is designed to help propel early/mid programmers to the next level of their game dev careers by diving into some of the key programming principles (such as Object Oriented Programming and Separation of Concern) that differentiate regular code from something to behold.
Together we will firstly take a look at why we should strive to adhere to these principles and once we know what we want and why we want it, we will tackle how we can do this practically in the games we develop throughout our journeys.
In doing so, the hope is to not only equip the audience to create games in a more efficient and timely manner, but also, to bring a new perspective to what they do and what they can do so that each challenge ahead is more interesting, rewarding and enjoyable.
In this talk, we will look to challenge the common misconception that our work can not be artistic by not only diving into some practical applications of ‘how’ we can write extendable, reusable and decoupled systems but more importantly, ‘why’ we might want to in the first place. By doing so, we will strive to see programming through a different lens and our work more as a craft. If we can learn to see what we do as an artform, we in turn can make what we do each day more structured, more refined and more enjoyable too. After all, who doesn’t like working on a masterpiece?