
No they don't.
Unless they are completely going indie with Mom & Dad's savings the day after they graduate there is no way we are going to let a graduate new-hire take an entire game project start to finish with. That isn't where you start and nobody in the industry has the expectation that you will.
Our assets - intellectual property, development cash, and audience are precious. We don't just drop them at the feet of someone new and say "go get 'em kid". Actually, I don't know of many seasoned developers that have or expect that kind of latitude.
No, what a new engineering candidate gets to work on is maintenance code.
It isn't dirty laundry, it isn't scut work, it isn't menial. It is important work that needs to be done. They'll be working with existing audiences, products that still deserve support, or maybe helping port a title to a new platform.
Working with someone else's code is probably the majority of work that is done in the industry. Refining, debugging, and maintaining someone else's code is just something we all do. It is a great way to learn shop coding standards, best practices, and different ways of thinking about problems. There is also the potential for creativity if you have a better solution and a little management buy-off.
So why is there so much emphasis on original code creation? Is this a Myth that has been around since the Doom days and lives on only in game schools?


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