A graphics programmer at Sony shares their personal journey into the field, from skipping high school to self-teaching shaders and landing a AAA game studio job. The post explains what graphics programming actually is, how it differs from technical art and material/VFX roles, the math and CS skills required, and provides a concrete learning roadmap: starting with Unity's built-in pipeline, Jasper Flick's tutorials, DirectX11 resources, then research papers and the Real-Time Rendering book. It also covers career realities including job security, compensation disparities between engineers and artists, and the importance of building a portfolio of original projects.
•30m watch time
Sort: