• Wotan@lemmy.world
    link
    fedilink
    English
    arrow-up
    0
    ·
    7 days ago

    This has a side effect of the people who went through the full game development cycle and can help to improve the process of developing of future games with actions based on their experience do not stay in the industry and thus the industry is bound to repeat the same mistakes again and again. I mean, I started working in the gaming 22 years ago, worked there for 7 years, then took 12 years of break elsewhere and now I am back for 3 years. After I returned I was surprised how almost nothing changed. It is still the demo-to-demo sprinting without proper planning or building the technical layers in advance. So the publishers/management is getting more or less faked demos and are always surprised that at some point they get a very badly made piece of software full of bugs and architectural flaws.

    • Valmond@lemmy.world
      link
      fedilink
      English
      arrow-up
      0
      ·
      7 days ago

      Me:

      Shows a demo function just to show how it could be done.

      Manager: (looking in his manager book)

      -“So it’s already implemented!”

      Me: no it needs to be programmed first

      Manager: but it already is, i can see it on screen!

      Me: it has to be implemented correctly.

      Manager (looking in book again)

      -“How much time if you implement quickly as quick as possible?”

      Me: it will take X time.

      Manager: Starts to call tech-lead and chief boot-licker to “convince” me it doesn’t need that much time.

      After 3 hours of painful meeting I say okay okay okay and pushes ‘best I could do’ to production in the same evening. Reinforcing the idea that I’m a lying bad programmer and that Manager, tech-lead and chief boot-licker are correct.

      Source: 10 years of gamedev