Earlier quoted context omitted.
Was this the Pandemic Studios version of Battlezone (i.e. Battlezone II) or the first version of Battlezone for PC? If you had a hand in either, then I owe you a beer (or whatever you prefer) a bunch of times over because I loved both of those games so much. Endless hours of entertainment!
I worked on both. Thanks. If we ever run into each other I hope we can have a drink.
Confessions of an Unreal Engine 4 engineering firefighter
51–60 of 117 posts
Re: Confessions of an Unreal Engine 4 engineering firefighter
#52Earlier quoted context omitted.
> Unity and Unreal have made things we couldn't have dreamed of possible. Such as mountains of bloatware/shovelware template games clogging up every single online store and platform.
There has always been mountains of books and huge libraries of music being created and we have always managed. Find people you trust to recommend things to you. I recommend Tom Chick at Quarter to Three.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#53The amazing thing to me is that now people can make games without a bunch of great engineers. Back in the day when we made Battlezone we had at least four really amazing engineers (one was a Masters in CS from MIT, one wrote early 3d workstation code, UCLA, Cal Tech CS degrees). In those days you needed people like that to just 3D to work in Windows. Direct X helped a lot. Unity and Unreal have made things we couldn'…
> Unity and Unreal have made things we couldn't have dreamed of possible. Such as mountains of bloatware/shovelware template games clogging up every single online store and platform.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#54Earlier quoted context omitted.
There has always been mountains of books and huge libraries of music being created and we have always managed. Find people you trust to recommend things to you. I recommend Tom Chick at Quarter to Three.
I've never understood why there's so much rage about crappy games on steam. I certainly wouldn't have the gall to charge money for a unity tutorial game, but I absolutely love some of the insane games people like zachtronics make. If we want to go back to publishers controlling access, who in their right mind would approve Schenzen IO? There's a lot of crappy products on EBay as well, but that doesn't mean the platfo…
It's because there are so many crappy games on Steam that it makes it all but impossible for indie developers with decent games to be discovered. The perception that Steam is a cesspool of con-artists and incompetents depresses the perceived value of any game on the platform not released by a known publisher, meaning any independent game is more likely to fail merely by being associated with Steam to begin with. Also because the last time the video game market was drowning in mediocrity, it crashed.
I mean... when I was in high school I used to doodle Mario levels on my schoolbook jackets because I was just that kind of nerd, and now I live in the glorious future of Unity and Godot and Game Maker and C++ and SDL2 if I want to be a masochist. It's fantastic that anyone can more or less make something that can at least theoretically be called a "game." But that doesn't mean all of it deserves to be on the open market.
>If we want to go back to publishers controlling access, who in their right mind would approve Schenzen IO?
You're right, if it were up to publishers no one would be making anything but MOBAs and first person shooters and maybe Candy Crush clones. Independent game development allows niche and non-profitable genres to thrive. However, again, it's still a problem that the sheer bulk of garbage on these platforms makes it difficult to find that good content without some kind of gatekeeping.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#55Re: Confessions of an Unreal Engine 4 engineering firefighter
#56Good article, but I'm not sure who it is targeted at. Companies/teams that do bad things the author recommends against (or don't do good things he recommends) are usually ran by people who either don't care or are pathologically clueless. They're not going to read this. If they do, they are not going to change the right thing. They will instead go to some business conference, listen to overhyped process consultants a…
You're right. I wrote this article knowing this, which is what I tried opening with. I'm not qualified to write a book however because this article itself is proof my writing skills need work. Otherwise I'd be able to be more clear.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#57Earlier quoted context omitted.
> The amazing thing to me is that now people can make games without a bunch of great engineers. I remember reading an interview with a well known person in the 3D and gaming industry in a gaming magazine well over a decade ago. I can barley recall the details but one thing that stuck out was the interviewer asked why couldn't the game engine be the API giving the developers higher level tools instead of OpenGL or dir…
This is at least in part because hardware has advanced to the point that for many games it makes sense to optimize for development time over runtime performance. Unity and Unreal are still not as performant as a well optimized specialized engine could be in many situations but it would probably take too long and cost too much to build that specialized engine. There are also trade offs in flexibility that come with us…
Many old style AAA developers see using off the shelf middleware as heresy.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#58The amazing thing to me is that now people can make games without a bunch of great engineers. Back in the day when we made Battlezone we had at least four really amazing engineers (one was a Masters in CS from MIT, one wrote early 3d workstation code, UCLA, Cal Tech CS degrees). In those days you needed people like that to just 3D to work in Windows. Direct X helped a lot. Unity and Unreal have made things we couldn'…
> Unity and Unreal have made things we couldn't have dreamed of possible. Such as mountains of bloatware/shovelware template games clogging up every single online store and platform.
I had tons of floppies and CDs with shovelware for ZX Spectrum, MS-DOS, Amiga and Windows 3.x, 9x, Linux,....
All before Unreal or Unity ever happened.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#59Earlier quoted context omitted.
I've never understood why there's so much rage about crappy games on steam. I certainly wouldn't have the gall to charge money for a unity tutorial game, but I absolutely love some of the insane games people like zachtronics make. If we want to go back to publishers controlling access, who in their right mind would approve Schenzen IO? There's a lot of crappy products on EBay as well, but that doesn't mean the platfo…
>I've never understood why there's so much rage about crappy games on steam. It's because there are so many crappy games on Steam that it makes it all but impossible for indie developers with decent games to be discovered. The perception that Steam is a cesspool of con-artists and incompetents depresses the perceived value of any game on the platform not released by a known publisher, meaning any independent game is…
There is crap in all kinds of artistic work, for some reason devs seem to think they should be special and get everything for free.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#60Earlier quoted context omitted.
I've found that the polish step is necessary no matter what engine you use, or even if you roll your own.
It is a cliche of game development that a game that is 75% there still has 90% of the work left to complete it to high quality.