Need to fire 3000 people to make ends meet.
Tough.
501–510 of 628 posts
Need to fire 3000 people to make ends meet.
Tough.
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As someone in the industry, I have not seen this across studios. If you farm out art, you end up with a confused set of props / designs. If you farm out code, you end up with a mess of different assumptions and patterns. If you’re designing and considering everything, then you’re essentially running a studio but now remotely from another country.
I don’t disagree with the problems you mention, but US and European wages are high, and margins keep getting tighter and tighter. A lead studio with a small headcount can outsource work internationally for often much cheaper than the same job done locally, but also not have to pay those workers in stages of development where there’s not enough work for them.
For businesses the labour entry point is crowded, wages therefore are low. We find it more common to hire students and pay minimally, use exposure as the negotiating tool.
I know multiple publishers who advocate for that model; outsourcing, not so much. Unless they have a trusted partner, but at that point, they're essentially acting as an arm of the publisher.
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I can pick out a creation engine game from a mile away. Engine "Grain" is a real phenomenon. Same for UE5. There's just something about the lighting and the FPS 'feel' that is a dead giveaway.
Can you pick it out of films and TV shows? (Not being snarky - legit question)
As far as I know, the heaviest use of it is driving lighting volumes which by their nature are hard to notice fine details in.
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Just to play devils advocate, was all of that worth it? There are equally fun or more fun indie games that don't have great graphics, but the gameplay is astounding. DUSK is an example of this. I love that these teams are pushing boundaries of technology, but it also points to an issue with modern game AAA development. It's expensive to make these beautiful games and it's not like they are more enjoyable than games m…
Why compare to indie games? MS family game studios aren't making indie games, they're churning out faceless UE malaise. You should be comparing id tech games to UE games.
It's not fair to these people that they lost their jobs but also they work in a risky low margin business and as you go for more and more advanced graphics and tech, the lower the margins.
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Can you pick it out of films and TV shows? (Not being snarky - legit question)
Sometimes yes absolutely. Netflix shows often have a "house look" to them, because they enforce specific camera requirements and have a standardized / commonly-reused lighting setup - https://partnerhelp.netflixstudios.com/hc/en-us/articles/360... https://www.esquire.com/entertainment/tv/a61878509/netflix-s... --- Marvel movies often reuse a particular pattern of color grading, that can give them a sort of 'similar g…
hell most of these you can even guess the type of camera used even if you're a non pro.
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> Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. I think this is a bit of a myth. Unreal gets this criticism a lot, but it's usually because many studios choose to stick close to the rendering defaults, which does lead to a certain look. To that point, it's probably a lot cheaper to configure Unreal or Unity into a unique "grain" than it is to develop your…
I can tell you that the fact that id tech 6 engine games look as good as they do and pump out 200+ fps is pretty novel in a way that the massive epic games and their flagship UE5 (and no painstakingly optimized case studies one may conjure) come close to matching even a decade on. The reward for lapping the entire industry? Early retirement.
Compared to other engines, making a new material asset is easy for someone less technical to do willy-nilly.
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All of this is true and has been true for decades in the game industry. The other side of this seesaw is: Games are fundamentally in the novelty business. Players like some amount of familiarity, but they want new experiences. Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. The flat-ish shading and floaty physics of Unity is a particularly visible example of…
> Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. I think this is a bit of a myth. Unreal gets this criticism a lot, but it's usually because many studios choose to stick close to the rendering defaults, which does lead to a certain look. To that point, it's probably a lot cheaper to configure Unreal or Unity into a unique "grain" than it is to develop your…
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In my experience, once organizations have enough history and size, they can't just pivot. Whatever happens within MS the organization makes it impossible for them to become anything other than what they've always been. Their MO will always be EEE and they'll always (attempt to) abuse their monopoly power, while giving corpos and consumers just a glimmer of hope to keep them strung along... Also any company they acqui…
>Also any company they acquire will be gutted until it looks like the rest of the org. I'm trying to think of a Microsoft acquisition which has been a success. Nothing comes to mind.
RIP to the end of an era. Was IdTech used outside of Id? Or was it just a Doom series thing as of recently?