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Joined 3 years ago
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Cake day: July 1st, 2023

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  • It’s less about the government and more about the populace. A great many of the people of Germany were complicit in the Holocaust. Those that didn’t work in the camps (or even know what happened there) were still reporting their neighbors and having their children join the Hitler youth. Much like the US South where black folks continued to be surrounded by racists that (for over a century) would lynch a formerly enslaved people with no repercussions, the Jews would be living amongst their former oppressors.









  • This article is sensationalizing a non-issue. It reads like the author went to the convention with the story already written and then tried (and failed) to find people that supported the premise.

    As someone who attended GDC for the full week this year, I can tell you that not a single conversation I had or panel I attended discussed the RAM shortage. I’m sure this topic arose in some circles, especially anything related to the timing or cost of next gen hardware. As a professional AAA game designer of 25 years and an occasional game director, this does not affect the way that the games themselves are made. Games on consoles already have their limitations, games on PC should always be (but not always are) optimized to work across a broad spectrum of hardware configurations, with the minimum spec being the lowest system possible without sacrificing playability.

    Even people interviewed in the article are saying the same thing:

    “Does this affect us? No,” Subotnick said. “We’re making games on as many platforms as we can to delight consumers. Could it impact us? Sure. If there’s less devices for people to get their hands on, then we potentially have less consumers to sell to. But right now, I’d argue that there are plenty of consumers with plenty of devices for us to sell these games to. Where it could impact us is, sure, we will have to make decisions around next-gen platforms when they tell us that it’s time to bring content to them. And if they are threatened to have a total addressable market that is viable from a business standpoint, sure that’s a business challenge. But right now all I’d be doing is speculating on a bunch of hypotheticals.”






  • My partner got a pair for work when they first came out (her job involves creating social media content). I was impressed by the speakers and it’s the same style of sunglasses that I normally wear daily, so I got a pair for myself. It was so nice to be able to listen to stuff and take calls without carry around headphones or putting them in when the phone rang. I was already uncomfortable with the association with meta, but was able to isolate that aspect at first. As they continued to add features, I’ve started being less comfortable with them. I accidentally left them somewhere a couple months ago and decided not to replace them. It’s such a bummer that all the cool tech is now not just spying on you, but on everyone around you. Fuckin capitalism ruins everything.




  • Investors are not required to form an indie studio, in the case where every team member of that studio has some means to pay their own rent/mortgage, bills, and feed themselves for the entire duration of the project. If you’re in the US, you’ll also need to figure out how you’re paying for health insurance. This could be a passion project in addition to a day job, but coordinating work/life balance in that scenario with multiple team members is exponentially difficult.

    Money adds up quick. Let’s use some round numbers and say you want to hire a team with some experience (those folks that just got laid off and are looking for work). Let’s say everybody on the team costs the project $100k/year in salary & benefits. Let’s just imagine that includes costs a normal employer would pay: insurance premiums, IT hosting costs, all the little stuff. Note, this is underpaying people with more than 5 years experience who live in California (where many game dev studios are based). Let’s say you can get the game made in one year with everybody starting on day one and ending on ship day, exactly 365 days later. People will be wearing multiple hats, but let’s be general.

    • 1x Gameplay Programmer
    • 1x 3D Artist (general modeler)
    • 1x 2D Artist (general texture artist)
    • 1x Game Designer (Camera/Controls/Combat)
    • 1x Audio Designer

    $500k

    Expanding that team:

    • 1x Animator
    • 1x Character Artist
    • 1x Environment Artist
    • 1x Prop Artist
    • 1x VFX Artist
    • 1x Lighting Specialist
    • 1x Tools Programmer
    • 1x Render/Optimization Programmer
    • 1x Level Designer
    • 1x Narrative Designer

    $1.5M

    That’s a 15 person studio, where people are still wearing multiple hats like UI, Music, IT, Testing, other things I’m forgetting about. This isn’t anywhere close to a AAA sized team of 100+ people.

    This is also assuming you can stick to a STRICT time schedule. In reality you’re probably going to need a very small team at the start and not grow until you finish prototyping, then again once you’ve done a vertical slice.

    Anyway. This post got real long. The gist of it is the people making the game need that money to live. There should be space in the industry to make a game with a team this size, paying your employees something close to what the big studios pay them. Getting that kind of money has been incredibly difficult these past few years.