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Joined 2 years ago
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Cake day: July 8th, 2023

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  • It is classic internet outrage complely disconnected from what smaller game devs have to go through. Don’t get in the way of a good internet outrage as a legit, actual gamedev who knows why this is damn near impossible, or you’ll get downvoted.

    The whole argument of leaving Unity hinge on the fact that Godot is a close replacement, it is not.




  • Yep, it is mostly apparent in big companies I would say. I could go on and on, but basically your work is so disconnected from the final output that what end up actually “mattering” is a bunch of made-up bullshit. Putting in quality work and improving your product/service does not benefit most of the people you interact with directly, unless of course you’re working on the popular thing that will get people promoted.

    Anyways, I also left the corporate world to start my own business. Life is so much easier when all you need to care about is the quality of your work and not political points. I like my hard work to rewards me, and not just some guy spending his days in meetings claiming credit for “his” “initiatives”. Some of those folks would never survive a job that isn’t a mega corp paying them to improv all day in meetings.




  • It is a double-edged sword for a dev. When a genre is over-satured (which most arent) there is usually a large player pool of potential customers but you’re competing with so many games that realistically your game needs to be really amazing to compete. Reason is that there is so many soul-like that a lot of players have a backlog of games to play already, and unless yours reach top 10 or something, there could be dozens and dozens of games that are simply more enticing than yours, meaning the average gamer will never make it to playing your game.

    Making a game that makes it to the top on a saturated genre is simply very hard, and a very risky business decision.




  • I’ve seen this play out a couple time. I agree about a lot of what you said and this is indeed true that you can have very senior and very knowledgeable devs basically “hack” or “bulldoze” their way into a backlog, I would personally argue that this is not a decent or desirable behavior.

    There is no such thing as “small finition”. Making sure that a change or a feature works all the way through is not finition, it is core to the task, and you can’t expect someone else to digest and do the latter half of the work without being in your head.

    I guess I am too lazy to type out all the examples with the downfall, but basically if you allow this, you will be shielding a senior from his own butched work, and lets be honest, most people who do this skip the “boring” work for their own selfish reasons. If they want to split the task and have you fix the tests, have them spell it out and justify it.

    Management might not understand what is going on, all they might see is a superstar flying through the backlog, while everyone else struggle because they’re constantly fixing this guy’s shit. This rarely lead to good engineering, or team dynamic, or team management, and of course you end up with this one guy claiming credit for so much shit, while other team members stagnate. Unfortunately appearance is a thing in dev work, as much as I wish it wasn’t.