> <i>Programmers don't generally have reels, but we do have blogs. I've been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events, and I thought it made sense to write some of it down here. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work.</i><p>Kudos to the OP...I wish more graphics programmers did this. I got into programming because I wanted to do game development but never got into it, but I'm still fascinated by the actual work...not so much the gameplay programming (though I love reading about design choices), but just, well, how it differs from web development. I loved programming in OpenGL, but I've wondered how much linear algebra you bounce in your head on a day-to-day basis in the professional world, and what is the equivalent to "Rails", if any, for graphics work, and if there isn't such a thing, what about graphics development makes such a conceptual framework impossible or unrealistic? And is graphics programming as constrained by the artist workflow as web development is constrained by content-makers/writers?<p>---<p>And a little more both on and off topic: reading the OP makes me sad that Bioshock Infinite had such a beautifully-realized world...but focused a disproportionately amount of gameplay on how to best grind generic-policemens' faces with a meathook.