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Comment: Re:Lame article (Score 2) 150

by Squapper (#34751818) Attached to: How To Make a Good Gaming Sequel
I am a game developer, and i fully agree. This article didn't teach me much...

Also, it's funny how non-developers looks at the concept of a "game engine". Any time that a game studio releases a tech demo and proclaims "this is our new game engine!" it's almost always the old one with improvements. Might be as little as tweaked shaders and new 3d-art.
A game i worked with got a "best technology" award from a magazine in the end of the last year. What the frak do the reviewers know about our tech anyway? For all i know, we used some quite instable and often non-revolutionary tech to piece together a game that looks different from others.

Comment: Re:Fuck you, developers. (Score 5, Insightful) 261

by Squapper (#34194172) Attached to: When DLC Goes Wrong
As a senior game developer, i can tell you that no game released nowadays is EVER complete. And trying to making a game complete is like trying to write all the digits of Pi. It cant be done, you just have to draw the line somewhere and say "this is good enough". We work until our employers pry our hands from the keyboards and force us work on a new project. Then we sneak back and work a little bit more on the old one either because we are ashamed of the quality or because we love the project. And we HAVE to move on to new projects, otherwise game development would not be economically feasible and there would be no AAA projects such as the ones mentioned in TFA.

And the point of doing minor DLC is not to make money from it directly. The point is to give a promise to the consumers that there will be DLC shortly, and make them hold on to their copies instead of reselling them, which would bring zero money to the publisher. This is not some theory of my own, it is what our publishers tell us when they are ordering us to do minor DLC. Why they charge so much for stuff that would have done it's job perfectly when released for free is beyond my understanding though.
It's funny that the example in TFA where the true strategy was most obvious, the DLC for Alan Wake, was where the author was most happy with the product...

Comment: Re:I would approach teaching that course... (Score 2, Insightful) 172

by Squapper (#33604850) Attached to: Teaching Game Development To Fine Arts Students?
To be a successful artist in game development you need a sturdy technical foundation. No need to be a engineer, but you definitly need to be a geek and have a strong passion for games.

I have been a game developing 3d-artist for many years, and i'd rather hire a geek that became an artist than a "fine artist" that learned to do 3d.

Comment: Re:Project Offset (Score 1) 184

by Squapper (#33570938) Attached to: <em>Wolfenstein</em> Gets Ray Traced
Yes they had some impressive tech and good artists, but about every experienced game developer in the field (including me) realized that super-ambitious projects started by a handful of indies in a basement rarely makes it to the shelves nowadays.

If you want to create a hit as an indie startup, you make something like Braid or Limbo.

She sells cshs by the cshore.

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