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“About a year ago, I moved from gameplay engineering to graphics, and soon after got to work on my first significant feature planning work. As I talked through the problem space with my mentor, Mark Davis, a principal graphics engineer with over twenty years of experience, I was struck by how much it was just two graphics engineers problem-solving together. It was completely clear I had equal footing in the discussion as we went back and forth on potential solutions and complications, and never felt afraid to challenge ideas or put them forth. I've continuously felt like I'm a full-fledged member of any discussion and my input is valued and meaningful, whether it's with Mark, the Graphics team, other engineers, or Bungie as a whole. As an early-in-career engineer in a new discipline, I've grown into my new role and learned so much from being empowered like this, and it's made for a deeply fulfilling and fun experience.” Abby Welsh, 2020- |
“In the development of the new engine model, the Activity Scripting team was revamping how and where activity scripts executed within the server ecosystem. Distributing them amongst various agents within the ecosystem allowed for more expressiveness, but it also created a synchronization beartrap for writing scripts that might deadlock or have unexpected behavior due to race conditions. To mitigate this possibility, I proposed a process of code-reviews for designer authored scripts similar to engineer code-reviews. This was not a practice that designers were experienced at and most folks who heard my pitch thought that we wouldn’t get broad buy-in. So instead, we pivoted the technical design to mitigate the risk with minimal loss of script expressiveness and didn’t adopt designer script-reviews at that time. Talking this over as a team helped us quickly identify that solving this challenge with ongoing human diligence wasn’t the right answer, even though it would have enabled an exciting technical solution.” Ed Kaiser, 2010- |
“For a while the Engineering org held regular leads meetings where managers and others in leadership positions would gather to talk about Important Stuff™. When I finally leveled up enough to be invited, it felt like I had made the big time. It was a great feeling of validation but also intimidating. I wasn’t sure if I had anything worthy to contribute in this room with Bungie’s best and brightest. When I eventually did gather up the nerve to chime in, I was pleasantly surprised that everyone took my comments as seriously as anyone else’s. I came to realize that this held true with everyone that joined the group. There was never one dominant opinion that overshadowed all others. All voices mattered all the time.” James Haywood, 2007- |
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