Earlier quoted context omitted.
I think that the longer I've worked as a developer, the more inclined I am to be a pessimist. Sometimes projects look so freaking easy but then you realize you've just spent 3 weeks working on one feature out of a dozen and you're about to hit your first deadline. I definitely do the "manager doubling" when it comes to estimates. If I think it'll take a month, I estimate 2 months to my boss. If I have to report sever…
What's frightening is the variability of daily productivity. Some days everything comes out the first time, you're using the right framework and you finish 20% of the project with 10 lines of code. Other days, you lose hours chasing down a bug from a single typo, or debugging an obscure corner case incompatibility between two libraries. And there's no sure way of telling what kind of day you'll get next.
“It’s done, there is no way back. We tried, we failed”
301–310 of 392 posts
Re: “It’s done, there is no way back. We tried, we failed”
#302Earlier quoted context omitted.
That sounds like the number for the average salary in Belgium.
On the receiving end, yes. PSA: You have to pay taxes. And in Belgium, you have to pay A LOT of taxes. It's one of the most taxed countries in the world: http://www.ritholtz.com/blog/wp-content/uploads/2012/10/2012...
Re: “It’s done, there is no way back. We tried, we failed”
#303Earlier quoted context omitted.
That'll be why every non-gaming software company has a bunch of ex-game developers who now make indie games in their own time...
Are there any other fields where employers specifically seek out game engine programmers? This sounds ideal for me, but I like low-level C/C++/assembly programming and wouldn't want to give that up for the web.
The main difference on the downside is a plethora of frameworks that often constrain your design badly. Of course, on any large project there is always a way to do things, and it is not always pleasant ;-) So it's not really so different. I also had to learn quite a lot about databases, something that I shied away from in my earlier days. Again, many frameworks try to shield you from database details, but they bugger up the object modelling so badly that you are much better off being quite aware of what is happening under the hood.
On the plus side, code bases are generally very small. We're talking having to maintain small 10's of KLOC (and very often less than 10k code) as opposed to 100's of KLOC. I wouldn't say they are toy problems, but they are definitely on the small to medium size. You can pretty much understand all of how an app works. Frameworks often bring the total code size up to above 100 KLOC (yes, I have spent some time debugging Rails ;-)), but again, it's not something that would scare a seasoned dev.
My main pleasures are being able to work with 100% free software tools from back to front. It's truly awesome to be able to debug and tweak anything I want. For frameworks and libraries, no longer do I have to depend on marginal documentation to see how something works -- I can just read the code. This is a massive plus.
For me, the acceptance of unit testing as a normal development procedure has been wonderful. Not all web devs subscribe to it, and very few do it well, but it is at least a mainstream concept. Also the tools available for TDD are really great. Rspec style tools (including Jasmine) are worth their weight in gold.
I think the biggest surprise for me making the transition was that there is a huge amount of complexity in web development. Yes, there are lots of people who do web development as a kind of paint by numbers, but honestly I've seen those kind of devs everywhere I've gone.
If you are looking for a change, I wouldn't rule web development out.
Re: “It’s done, there is no way back. We tried, we failed”
#304Earlier quoted context omitted.
What state do you live in?! I make 20k less than that as a junior dev.
Seattle, Washington. Fresh out of school (with a master's), and 120k base before bonuses/stock. And I have the lowest compensation out of all my friends who graduated with me...
Out of my friends that graduated with me, in the set of {Google, Microsoft, Amazon, General Dynamics, AMD, Intel} employers, no-one, and I mean no one made above 90k starting. These people all graduated Suma Cum Laude (>3.96), with >3 years experience on average through internships.
No one should ever assume their counterparts are making anywhere close to them.
Re: “It’s done, there is no way back. We tried, we failed”
#305Earlier quoted context omitted.
72k seems pretty decent for a jr developer without a graduate degree. I started around 65k fresh out of school with a BS as did most of my friends.
How long ago was that? The undergrads I know make 100k+ base salary alone
If you make $80k where I am, I would be expect the same person to make around $105k in Seattle. I'd wager the person you replied to is also somewhere in the Midwest.
Re: “It’s done, there is no way back. We tried, we failed”
#306I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago. I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one an…
Offtpic but you worked on Crash Bandicoot!? That's so awesome. I loved each version of that game and it made our childhoods much more fun (at countries all over the world, just as an example I'm from Colombia)
The combination of ahead-of-its-time graphics with really fun gameplay is rare, particularly after the 80s.
Re: “It’s done, there is no way back. We tried, we failed”
#307Earlier quoted context omitted.
Minecraft is in no way a "AAA" game. Yes, it's a hugely popular game, but it is the archetype of "indie game done good".
Calling the number 5 selling game of 2014 "not AAA" is pretty much semantic. I agree, it's not AAA, in terms of assets, but I'm saying a "box of lego bricks" (or something like that - copying Minecraft won't work now) is the only way to compete with AAA on assets. PCG looks like a holy grail, but I doubt it (unless you can get it good enough to sell to AAA, then why wouldn't you just license the tool?). Minecraft is…
Re: “It’s done, there is no way back. We tried, we failed”
#308Earlier quoted context omitted.
OTOH, if they embraced the agile methodology, they could've said "We do not know how long it will take, it depends on our velocity which we haven't yet established". $72K for a team of 6-10 developing an AAA-level game is just unrealistic.
I really don't like velocity as a metric. It's about as useful as counting lines of code to judge a project's completion. I don't think I could explain it as well as Dave Thomas says it, so here's a link to his fantastic keynote: https://www.youtube.com/watch?v=a-BOSpxYJ9M
As you say, velocity is a poor metric. But before I explain what I mean by that, I should define "metric". The dictionary defines it to be simply a measurement, but in software process engineering, "metric" is often a special term. It means a measurement that you use to modify your process.
The problem with velocity is that it is a measurement that is highly dependent upon your process. It simply divides an amount of work by an amount of time. However, the amount of work is actually a random variable with a certain distribution. When you change your process, the amount of work changes (as does it's distribution). So the end result is that if you have 2 processes, P1 and P2, with velocities, V1 and V2, V1 is almost completely unrelated to V2. This means that you can't use it to measure the success of process changes.
However, velocity is not useless. It is an excellent measure (not metric). Before, I mentioned that you are dividing an amount of work (a random variable with a certain distribution) by an amount of time. You may not know what the distribution is for the amount of work done, but if you take the mean of a sufficient number of these random variables, then that mean is roughly normally distributed (as per the central limit theorem).
In plain terms, this means that if you have enough small stories, the average amount of work for each story will be roughly normally distributed. As long as you don't change your process/programmers/etc the amount of time it takes will also be roughly normally distributed. So by taking some measurements, you can estimate (with error bars!) how long a given set of stories will take -- as long as nothing changes.
That last bit is important and is why velocity makes a poor metric. In fact, it is such a poor metric that IMHO you should never publish your velocity. Work in story points and leave calculating the overall estimated time of completion to someone who is not doing the work. Otherwise someone will start asking questions like, "How can we get our velocity higher?" (it has happened on every team I've worked on).
Incidentally, I have experimented with modelling requirements discovery during development -- i.e., trying to predict how much extra work will be added to a project from any given point until you ship. It seems to follow a curve that is very similar to Littlewood's defect discovery model (which is probably not so surprising). Again, by estimating the average rate at which requirements are added, one can probably estimate how much extra work will be required in addition to that already planned.
Re: “It’s done, there is no way back. We tried, we failed”
#309Earlier quoted context omitted.
I haven't played a game in 10+ years. Kind of miss it. If you had to pick one console game I should play what would it be?
The Last of Us. Best game I've ever played.
Re: “It’s done, there is no way back. We tried, we failed”
#310Earlier quoted context omitted.
How long ago was that? The undergrads I know make 100k+ base salary alone
Salary depends highly on where you live due to cost of living. Starting salaries in Seattle for example were around 30% higher last I checked when compared to much of the Midwest. If you make $80k where I am, I would be expect the same person to make around $105k in Seattle. I'd wager the person you replied to is also somewhere in the Midwest.