It’s primarily a feature handled by game design and engineering. The designers figure out how the camera needs to behave for the intended player experience and then the engineers figure out how to translate those behavior rules into code.Let’s say that…
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Hello, I’m an aspiring game developer generalist but I honestly have no clue where to start, and my lack of attention span does not make it any better, do you have any advice on how to start learning to become a generalist?
It really depends on what you want to do. If you want to be a hobbyist, then I suggest reading my guide on the [minimum competence needed] to be able to contribute to a game development team. Then, start doing each of these things — write code, create …
Hello, I’ve been paying attention to Dustborn and the only actual question I would like to make is if you see anything worth dissecting on the fact that it got tax money from the EU? Games funded by a government are very rare, so I wonder if analyzing the game from that perspective provides something interesting into game development.
Getting tax breaks and incentives from various governments is actually very common. Government investment is often a lot like scholarships to university — they have bundles of money set aside for applicants that meet certain criteria. Most governments …
In your answer regarding Concord I was struck by the comment about designing by committee. Who does develop the vision for the game. Is it the executive producer? Lead designer? or someone else? I assume that there would be multiple people with feedback, but where does the buck stop?
It is usually the executive producer who is the ultimate decision-maker on the team. She delegates decision-making to the creative, technical, and art directors within their fields, but she will arbitrate when one discipline gets into conflict with ano…
Thoughts on the Concord situation? Sony just announced refunds at that the game is getting delisted. What do you think went wrong?
I think that the core issue with Concord was just that it doesn’t do enough to stand out from its competitors like Overwatch, Valorant, R6 Siege, or Apex Legends. I can briefly comment on the purported eight year dev cycle — no game really has a real d…
Do games deal ensure all gamepad or keyboard inputs are processed? Input devices are polled anywhere from 125 to potentially 1000 times a second, but games often update 30 to 60 times a second. Say a gamepad sends button data 120 times a second, and the game runs at 30 fps. A player could tap and release a button in between two game frames. Does the game ignore the button in that case? Does it queue it up? If so, what happens when the queued up buttons conflict (i.e. jump, then crouch)?
The answer to your question is «The game generally swallows extra inputs», because that’s what makes the most sense. Inputs are parsed by checking controller state from frame to frame. A «button pressed» event is going from «button up» state on frame N…
From past responses you clearly have some experience with the console cert process. I was wondering: why do so few games offer cross platform play? Does the cert process become disproportionately more difficult when communicating to other systems becomes involved? Or is it just a difficult feature from a purely engineering pov? Thank you!
There are two major groups of hurdles to crossplay — technical and political. Both of these issues were primarily ironed out by Epic in late 2018, and then they opened up the doors for everybody else by releasing their set of crossplay tools and tech t…
I often hear gamedev cited as something that is tough to do with a remote team. Do you have any advice for doing remote development in a gamedev context?
Gamedev is tough to do in general, but it’s generally more difficult to do in a remote setting because humans are accustomed to being social in a certain way. Online communications is often bottlenecked in ways we aren’t immediately cognizant of. After…
How do preorder numbers affect your side of production? I’ve seen people saying that high preordering numbers lead to less time/budget to make the next game, because higher ups see it as proof that a studio/series can ride on name recognition instead of quality; is that true to your experience? In general, for a given game you worked on, would you prefer that people preordered or waited to day 1 purchase? Or does it not make a meaningful difference either way? Thanks!
Up until around 2014, preorder numbers were strongly correlated with financial success. They were used as the main metric for determining an upcoming game’s chance of hitting its goals. Unfortunately, this caused a common feedback cycle problem with ke…
For whenever you get back: how often do game devs go travel for meetings? I imagine executive decision makers do it frequently and trench level devs almost never do it.
You’re generally right. It’s expensive to have people traveling, so they usually reserve it for the executive and studio head levels. Those folks do the bulk of the traveling since they’re the ones who need to meet with people from multiple studios — u…