In my experience, most recruiters and job seekers go through LinkedIn. That’s where I see the most activity among recruiters, and I can usually get responses from people there pretty quickly. I’ve never had any success with other career websites like I…
Is it hard for programmers who work for mobile or indie companies to get a job in an AAA studio due to the difference in project scope? Does this lead to their experience being considered inferior to that of AAA developers?
I’ve seen plenty of programmers who had experience working at smaller or mobile studios move to AAA games and many go in reverse. Engineering solutions to code problems is pretty universal — there’s generally a thing that needs to be built and there ar…
What are some ways AAA studios and publishers could feasibly lower the costs of producing videogames without laying off people?
The big issue is that the vast majority of the costs in game dev are in the salaries for people doing the work. There’s really only a few ways the industry can feasibly cut costs — either companies don’t hire as many people, enact sizable pay cuts for …
2023 Roblox report: Behind the data with GameAnalytics
Download a comprehensive report of Roblox player behavior and game performance based on GameAnalytics data from 2023. This report highlights critical benchmarks and insights to help Roblox creators optimize their games.
What’s inside?
Devices an…
How can I tell if I’m transitioning from a junior to a mid-level gameplay programmer?
Most of leveling up from junior to senior is about becoming more autonomous. We do this by growing our ability to recognize work that needs to be done and our ability to do that work. This is a two-step process — we start to see work we need to do, and…
Enemy Design Tips: Time to Kill
askagamedev:
Today, I thought it might be interesting to take a look at how we go about designing enemies from an important conceptual perspective — Time to Kill. Time to Kill is how long an enemy should take to defeat. Players will be interacting wit…
Do you have any tips on making enemy factions feel different to fight against, without spending too much designer and programmer time making full sets of different abilities for each faction? For context, I’m working on a cyberpunk brawler with 3 major enemy factions (corp, gang, cop).
Sure. The way to enforce the feeling that a faction is a real thing is that all units from that faction should feel like there’s a common theme among them. I suggest that you establish a «faction ability» (or a pool of faction abilities) that all units…
I’ve recently embarked on my journey to learn the intricacies of game development. While diving into tutorials, documentation, and hands-on practice, I’ve been contemplating the value of note-taking. I’d greatly appreciate your insights on whether taking notes during the learning process is beneficial. If so, could you share any recommendations on how to structure or format these notes effectively?
If you are one of those few people blessed with an eidetic/photographic memory, I just want you to know that I am incredibly jealous of you. For everybody else, I absolutely endorse the taking of notes and reviewing things later. It’s extremely difficu…
This is more of a legal question than anything, But there is this old game that was on the gamecube that my brother and I played when we were kids, The developer and the publisher both went out of business, if I were to figure out a way to port the game to UE5 and release it for free, would I get in trouble or since I would be doing it for free would I be legally in the clear?
Standard disclaimer — I am not a lawyer, this is not legal advice. I am only a game dev speaking from my experience as a game dev about a hypothetical situation.Even if the developer and publisher have gone out of business, somebody probably still owns…
A podcast recently talked about how some games, like Contra Operation Galuga are struggling to run on Nintendo Switch, because they developed it for higher end systems(PS5, Xbox series, PC) first then port it to Nintendo Switch. They suggested it should have been done the other way around, so every platform has a version of the game that runs perfectly(barring AAA high quality titles like God of War and Spider-Man). How true is this?
There are always tradeoffs when making decisions like this. It’s true that developing with the Switch as the primary platform would make it work well on the Switch and perform well on other platforms. However, the tradeoff is that the game would look l…