• 3 Posts
  • 51 Comments
Joined 1 year ago
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Cake day: June 11th, 2023

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  • If you know C++ already, Unreal is a much more natural starting point than either Unity or Godot.

    Unreal is what gets used in many AAA shops - it’s not a monopoly by any means but it is the most common off-the-shelf engine in the industry. Unity’s main edge is that it’s easy to learn but if you are comfortable in C++ then there’s no real benefit to Unity.

    Godot uses GDScript, which is a custom scripting language that’s meant to be easy to learn. It’s FOSS so you don’t need to worry about being screwed over - but it’s a lot less mature than something like Unreal which can ship on everything you can think of.

    But my advice is to make small things. Don’t hyperfocus on a dream game. Just make things that will take a weekend (maybe a week at most). Then move on to something else.

    When I was getting into game dev, I made a couple simple projects then jumped into my dream game. I spent so long making that one game that I never finished.

    When I got hired in the industry, they cared more about what I released than what my education or job experience was. Because that one big game was never finished, I wound up with my smaller “just getting started” games on my resume; stuff I had made but wasn’t proud of. But those games were at least finished and available to the public… and they were what got me hired, not my magnum opus overscoped unfinished indie game I never completed.








  • I’m a little sad. My last studio was literally next to a Gold Line station here in Los Angeles. I could bike to the Gold Line and make it to work, and the Gold Line ran frequently and late.

    My current job is a mile away from a Metrolink station. On the one hand - at least there’s a nearby station! On the other hand - the Metrolink trains are running the wrong direction for me, I’d need to make a connection at LA Union Station, and the latest one that goes the direction I need it to go (while still allowing me to make my connection) leaves at 5 (which is still considered core working hours for me).

    The schedule is like… impressively bad. I’d use it if they ran it later, but they don’t seem to think anyone could possibly be headed in any other direction other than “towards LA” in the morning and “away from LA” at night.


  • Benefits matter, too.

    I’m in the AAA gaming industry. EA laid me off earlier this year, and so I wound up looking for work elsewhere.

    I’ve learned that really - the pay doesn’t matter if you hate your life every day. If I wanted good pay, I would learn COBOL and write software at a bank. What matters the most is the quality of the team you’re working with (primary), and what benefits your employer has (secondary).

    If Meta were to call me up and say “Hey, we want you to be on a team with the greatest coworkers you’ve ever had,” then I’d at least hear them out. What is their culture? Do they believe in crunch? How do they handle sick days? Vacations?

    And yes, WFH is part of that, too. But if they were willing to pay to relocate me, buy me a house near a metro station… yeah, I’d take it.

    But if they were to offer me that exact same deal - except there’s no guarantees about production schedules/timelines, there’s the “bus problem” (where the project couldn’t survive someone important being hit by a bus), there’s a lot of crunch (or just bad experiences from friends who’ve worked there… Blizzard offered me a sweetheart deal and I said no because of that history)… I’m less likely to want to bite.

    And everyone has different preferences. I’ve known some people who love the office. I don’t mind it myself, with the right group. But everyone has to make their own call.


  • Google is shit nowadays, sadly - it used to be you could Google “Tim Buckley Jackie” and see the picture yourself. A girl’s name written on his junk near his pubes.

    It got out on his forum and he banned anyone who mentioned it. He wound up doing a complete purge of the CAD forums and got rid of half his mod staff. It’s not just a 4chan thing; it was all over the internet like… 15 years ago. (Maybe longer?)

    I’ve had the unfortunate displeasure of having seen it one time, so I can vouch that it exists. I can’t find it nowadays, but I can find people referencing it:

    Etc.

    If you do the search now you can see that Google removed some results “for legal reasons”, which is likely the EU “right to be forgotten” law being used to scrub it. But it used to exist and was well-known for anyone who was on the internet in the long long ago times…



  • Not easily, but if you become a game developer you can start to tell at a glance. Unity games have a very specific type of jank and look + feel. (So do Unreal, Source, and Godot games.)

    Even if a game is highly stylized, a Unity game always “feels” like a Unity game. Kerbal Space Program, Pokemon Brilliant Diamond/Shining Pearl, Pokemon Go, Cuphead, Untitled Goose Game, Cities Skylines, Valheim, etc. It’s a combination of physics, shaders, and input latency that’s hard to put into words.

    The closest I’ve come to seeing a game that breaks out of the “made in Unity” feel is Stanley Parable Ultra Deluxe, which was made in Unity but pretends to be made in Source (the original Stanley Parable was made in Source).