The generalist's resume looks worse. They have 2 years experience with (insert role here), compared to the other guy who has 8, because they've worked in multiple roles. Some industries have realized they want some people who have multiple skills, such as the "full stack engineer" roles, but it seems rather more common to prefer someone who precisely fits into the specialist role they defined.
Why decline in generalists leads to disjointed games and harms tool quality
61–70 of 114 posts
Re: Why decline in generalists leads to disjointed games and harms tool quality
#62Re: Why decline in generalists leads to disjointed games and harms tool quality
#63I’ve worked in games for twenty years and can safely say there are way more generalists today than there have ever been. Better tools and more awareness simply mean there are way more people making games. Even within large game teams you’ll also find loads of generalists. The issue has never been a lack but that the industry itself crushes you into a box and insists you don’t exist. I’ve sat in meetings where general…
In usual business environments, generalists are usually not very valued either, but in indirect ways: it's easier to ask for better conditions if you can boast having unique skills or be strong in a specific niche, and a true "generalist" will be expected to move to a management or facilitator role, which makes them regress their technical abilities to some amount, which in turn pushes them to further move down that…
Re: Why decline in generalists leads to disjointed games and harms tool quality
#64Re: Why decline in generalists leads to disjointed games and harms tool quality
#65I’ve worked in games for twenty years and can safely say there are way more generalists today than there have ever been. Better tools and more awareness simply mean there are way more people making games. Even within large game teams you’ll also find loads of generalists. The issue has never been a lack but that the industry itself crushes you into a box and insists you don’t exist. I’ve sat in meetings where general…
Re: Why decline in generalists leads to disjointed games and harms tool quality
#66Re: Why decline in generalists leads to disjointed games and harms tool quality
#67Earlier quoted context omitted.
Look at Stardew Valley. One person (Eric Barone aka ConcernedApe) designed the game, wrote all the code (including the engine from scratch), designed all of the characters from concept sketches to final in-game art, wrote all the story and dialogue, created all of the sound effects, composed and recorded all the music with an original soundtrack of over one hundred pieces of music. The game has since sold more than 2…
He did not write the engine from scratch, he is using MonoGame a framework that takes care of graphics, audio and input: https://www.monogame.net/showcase/
Re: Why decline in generalists leads to disjointed games and harms tool quality
#68I’ve worked in games for twenty years and can safely say there are way more generalists today than there have ever been. Better tools and more awareness simply mean there are way more people making games. Even within large game teams you’ll also find loads of generalists. The issue has never been a lack but that the industry itself crushes you into a box and insists you don’t exist. I’ve sat in meetings where general…
I would go further and say that most companies would prefer to solve issues via specializing instead of generalizing. For example, if there is a quality problem most products would hire someone with QA experience or create a QA team instead of increasing general QA competence. It's just a more tangible solution, even if not always the best one.
Re: Why decline in generalists leads to disjointed games and harms tool quality
#69I don't work in games. I once saw a glimpse of my boss's notes on me on a screenshare during one of our 1on1s over Teams. The first two bullet points he has about me are something like: * Generalist, has worked in many different areas on different types of software * Thinks that's a bad thing And I do think that's a bad thing, from a career-marketability standpoint anyway. Back in the 80s or 90s, you could get away w…
Re: Why decline in generalists leads to disjointed games and harms tool quality
#70Earlier quoted context omitted.
> Is it even possible nowadays to be a generalist? Stardew Valley guy did pretty much everything himself. Game design, programming, music, art. Which, it's an indie game... but clearly if he can do the whole project himself, someone on a AAA team can have cross-disciplinary skills and translate.
I'm not sure it's a good example... Stardew Valley as a technical feat is pretty average, there's nothing fancy. In fact the game could have been made 20 years ago with this looks. Comparing it to AAA is really far from the truth, because modern 3D game dev is much much much more complicated.