Live data from Hacker News

Confessions of an Unreal Engine 4 engineering firefighter

allarsblog.com

61–70 of 117 posts

Re: Confessions of an Unreal Engine 4 engineering firefighter

#61
post #48
post #42

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.

I’d help in whatever way you’d like. My dream is to make a company engineers love to work in. The chance to learn from whatever you share would be amazing.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#62
post #48
post #42

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.

All writ{ers,ing} {are,is} emotionally soluble. And sometimes you need to unload before you can think clearly and articulate with perfect moderation. It's fine.

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

#63

The 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...

Jeff Minter posts regularly on Taitter.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#64

The 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…

Things were already moving in that direction though. Many games used Doom / Quake / etc engines in the 90s

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

#65

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.

Thank you! The physical model of the 'hovercrafts' in Battlezone 2 was so satisfying, I just enjoyed piloting over the landscape so much and no game has come this close to that feeling!

Re: Confessions of an Unreal Engine 4 engineering firefighter

#66
post #2

FTA, 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…

In fact it's very accurate. This is what distinguishes a true senior/10x engineer from a "ninja" or a "rockstar"; they are force mulitpliers and they make everybody around them 10x more productive.

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

#67
This was a great article and I recognize most of the issues described but I feel it doesn’t criticise leadership enough (even though it does somewhat). This is the biggest failure in the industry. A lot of the best people are too busy putting in the hard work to be put in leadership roles due to mismanagement from the current leadership. Why is crunch always a thing in games dev? It’s poor planning that endures for years and years.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#68
post #57

Earlier 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.

This has not been my experience. Game developers I've worked with have generally been pragmatic and willing to use the best tool for the job.

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

#69
I'm sure this article resonated with many engineers, not just from the game industry. What resonated with me the most, was the part about hiring a consultant, only to tell management what their employees have been telling them all along (for a ridiculous hourly rate of course). The simplified executive line of reasoning, why to rather trust an external entity over their own people, goes usually along these lines: "We do not take advice from our employees. We hired them for grunt work and we only expect them to follow orders. What could they possibly know that could benefit our high-level decision making. Afterall we pay them so little".

I 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

#70

Earlier 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.

This is a sad comment that reeks of the gaming community where nobody creates anything so they've no grasp on the feats that these companies have been delivering over and over again for decades.
Post reply on HN