Questions to ask on a new job search An Article by Sally Lait sallylait.com The role and expectations What does this job entail? What's driving the hire? What are the biggest challenges? What scope is there to do x, y, z? How/when/why would you consider hiring me to be successful? What does progression from here look like? What's the biggest mistake I could make? The wider business Can you tell me a bit about the company? What about the culture? How does diversity, equity, and inclusion play into this? What's the most exciting thing on the company horizon? What's been the impact of COVID-19 on company finances/strategy? What are the best and worst things about working here? Day to day What's the size/structure of the team I'd be around/have reporting to me? Which other people would I work most closely with? What technologies/tools would I work with? What could I do that would make your life easier? The practical bits What salary are you offering for this role? Additional package/benefits How do you approach distributed working, and is there scope for this? What timescales are you hoping for? Holiday Job title Give yourself an extra shot: Is there anything I've said today that makes you hesitate? work
Recognizing Constraints An Article by Jeremy Wagner css-tricks.com Super Nintendo games were the flavor of the decade when I was younger, and there’s no better example of building incredible things within comparably meager constraints. Developers on SNES titles were limited to, among other things: 16-bit color. 8 channel stereo output. Cartridges with storage capacities measured in megabits, not megabytes. Limited 3D rendering capabilities on select titles which embedded a special chip in the cartridge. Despite these constraints, game developers cranked out incredible and memorable titles that will endure beyond our lifetimes. Yet, the constraints SNES developers faced were static. You had a single platform with a single set of capabilities. If you could stay within those capabilities and maximize their potential, your game could be played—and adored—by anyone with an SNES console. PC games, on the other hand, had to be developed within a more flexible set of constraints. I remember one of my first PC games had its range of system requirements displayed on the side of the box: Have at least a 386 processor—but Pentium is preferred. Ad Lib or PC speaker supported—but Sound Blaster is best. Show up to the party with at least 4 megabytes of RAM—but more is better. constraints