Good 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.
Confessions of an Unreal Engine 4 engineering firefighter
61–70 of 117 posts
Re: Confessions of an Unreal Engine 4 engineering firefighter
#62Good 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.
The article and writing was very good. The rant sections could have devolved several orders of magnitude further, that wasn't the end of the world IMO.
I got some major general-worldview TILs about engineering from the parts that talked about experience levels.
The bits you said could be their own articles, and/or which you said you could go on about... I hope to read about those in followup posts. :D
Re: Confessions of an Unreal Engine 4 engineering firefighter
#63The 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'…
We've never met, but I believe you owe me about $17,000 in quarters, with interest. :) Now if I can only hunt down those bastards who made Tempest, Qix, and Galaga...
Re: Confessions of an Unreal Engine 4 engineering firefighter
#64The 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'…
> 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…
I think the turning point came when the work to write a new engine became greater than the work to use an off the shelf and make it your own. And that only came about as people's expectations for physics, lighting, etc got pushed ever more.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#65Earlier 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.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#66FTA, a take on entry/mid/senior level distinctions I haven't heard before: "If you are the guy asking for help from people below, to your side, and above you, you’re probably an entry-level engineer. If you frequently need support from those above you (excluding C-level and executive support, that my friends are a whole new level of hell), there’s a good chance you are a mid-level engineer. If you find yourself suppo…
This also suggests what C-levels are supposed to be doing: providing the vision and culture that actually fosters this kind of mutual web of support.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#67Re: Confessions of an Unreal Engine 4 engineering firefighter
#68Earlier quoted context omitted.
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…
Another reason is change of generations. Many old style AAA developers see using off the shelf middleware as heresy.
Also triple AAA isn't that old! There's not a generation retiring quite yet :) People who want to still be in the industry are. I've seen the industry get older on average as I've worked in it.
Forms of middleware have been there since the early days of AAA style games - sound, video encoding etc. such as RAD Game Tools
Re: Confessions of an Unreal Engine 4 engineering firefighter
#69I consider the case, which the author describes, where the consultant actually talks to engineers, a happy day scenario. I was witness to a fast growing startup hiring a well known global consulting firm to help them set up company structure and processes. The startup was unable to do this on its own because of lack of leadership and unwillingness of the owners to empower their own people. The consulting firm sent over a couple of their junior consultants who consulted their 3-ring binder of best practices for the nearest matching industry category and gave their recommendations, which were followed quite strictly by a newly hired junior management. All without talking to a single engineer.
More often than not, employees are considered a necessary means to an end and treated as such, with the least amount of reward and care for which they are willing to work. Their sense of professional honor, responsibility and guilt is often exploited in an attempt to achieve higher output. Does the company's products or services suffer because of this? Of course, but nobody at the top cares as long as there is a metric that tells a good story. And when not, the lowest ranks are the first to be pruned and restructured.
Re: Confessions of an Unreal Engine 4 engineering firefighter
#70Earlier quoted context omitted.
There are certainly teams of people of that technical caliber today at Blizzard, Riot, Sony Santa Monica (and lots of other places farther from me) making amazing, cutting edge game tech. But there are also teams like the ones the author described that don't have amazing tech skills that still can make games we couldn't dream of thanks to game engines. I think it is exciting.
What's Blizzard done that's technically impressive as of late? They scrapped Titan, and Overwatch isn't particularly groundbreaking from what I can tell.