Times, trials, and turbulence.
Nothing but busy.
It feels like I only just started the school term, but they already have us out applying for jobs once again. Our co-op schedule follows the pattern of alternating between school terms — one term being three months — and work terms. We go through a system called ‘JobMine’, which is a massive database of jobs that heaps of employers send co-op offerings to. It comes in two waves, whereas we go through and apply to jobs that catch our fancy. If all is well, then we are offered an interview. After our interviews, we rank the jobs (which we may or may not get an offer for) in order of preference, and then the highest ranked job that we actually got an offer for becomes our co-op placement for the next term. That’s our co-op system in a very brief nutshell.
Currently I’m on my way to the interview phase. I’ve applied to about 22 jobs — all of which are in Waterloo; I don’t want to deal with subletting my place — and am eagerly waiting to see how much I will receive interviews for. As usual, there was a great diversity of possible placements, everywhere from McAffee to Research In Motion to Capcom to Sybase. Shame the job for Capcom is all the way in Burlington. 😦
News on this as it develops!
Ich muss Linux lernen!
As I delve deeper into my studies (and the business world), I’m realizing that Linux/Unix knowledge is becoming a greater and greater asset. Being unsatisfied with the sluggish pace that I’ve been moving at by only using Unix (well, Solaris) in the school computer labs, I’ve moved over 90% to Linux on my desktop. I still need Windows to play my precious games, but I mostly just write documents (OpenOffice) and work on Skirmish (NetBeans) anyways, so it’s not like I’m unable to do most tasks. In the long-run, this will mean many things will be challenging to do the first time around, but I will learn a lot more from doing than from reading some dusty Linux textbook.
As another upshot, it’s given me a chance to work on getting Skirmish working properly for Linux, which has been painful so far. It’s almost working, so I’ll save that for another entry.
Making a game is hard. Looking back at that game a year later and writing one’s thoughts and feelings about the development of that game is arguably even harder.
Mike Stedman (Ravuya to “teh intarnets”) is such a developer. About a year ago (nearly to the day!) he completed Glow, an impressive futuristic zombie-bashing top-down shooter. He has just completed the arduous process of creating the post-mortem of his work of art. And thusly, my recommendation to you, dear reader, comes in
two three steps: