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Confessions of an Unreal Engine 4 engineering firefighter

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Re: Confessions of an Unreal Engine 4 engineering firefighter

#91
Since I've lived, almost to the letter, a few times many of the scenarios detailed here, I cannot upvote more this post.

My question now is: is there any company mid-big size not guilty of those sins? Does it even exist or it is an utopia wished but not achievable? (just asking)

Re: Confessions of an Unreal Engine 4 engineering firefighter

#92

Earlier 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.

Is it a cliche if it's true? The difference between some slapped together product and one that feels decent is layer after layer of detail and polish. Long after you feel that you've put forth a reasonable effort, you still have half of the development left to go.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#93
post #86

As somebody who writes code for games for a living, I found this article fascinating. Something that was coming up in my mind again and again as I was reading through it is the question of who has the power to affect the necessary changes. That seems to be the crux of a lot of the issues; is the studio leadership wrongminded, or have they put the wrong people at the gate? The parable of the producer ignoring engineer…

I think when you wrote "gregarious," you meant "egregious."

Re: Confessions of an Unreal Engine 4 engineering firefighter

#94

Earlier quoted context omitted.

First sentence of the article: "I have been working professionally with Unreal Engine for over 9 years." Second paragraph: "If a game company in Los Angeles is having an Unreal Engine 4 problem that no one can solve, I usually end up getting that call. I am writing this article to explain why I get that call, how one would prevent the need for that call, and what I normally do after getting that call." So while a lot…

Yea I read the article >.> I still read it as him trying to suggest what better practices you can adopt specifically pertaining to UE4 that would "prevent the need for that call"

Have someone who has a clue how to design and integrate complex systems from a high level on your team. Seems to be the point of the whole article.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#95

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…

In addition to what direfungasaur said about helping cut through political issues in a company, bringing in outside analysis can help for a couple of additional reasons. One is that individuals employees can be wrong. A change that engineers have been asking for might seem ok, but in actuality would destroy margins or otherwise be detrimental to the company as a whole if you look at broader information that might not…

> A change that engineers have been asking for might seem ok, but in actuality would destroy margins or otherwise be detrimental to the company as a whole if you look at broader information that might not be available to the engineers

As someone who has been on both sides of this, the best advice I have for a manager in that situation is "if you say no, tell them why." As someone in a senior engineering role, to me, it's my responsibility to understand the forces at play with the product I'm developing, so that I can do my job. I accepted a long time ago that engineering is not just about being technically excellent, but also understanding how the product fits into the business. If the answer to engineering recommendations is just a flat "no", then that probably means that there's information that is keeping me from doing my job to my full capacity; I don't just throw out ideas without thinking about them, I take all of the facts that I have and come up with cost-effective solutions.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#96
post #86

As somebody who writes code for games for a living, I found this article fascinating. Something that was coming up in my mind again and again as I was reading through it is the question of who has the power to affect the necessary changes. That seems to be the crux of a lot of the issues; is the studio leadership wrongminded, or have they put the wrong people at the gate? The parable of the producer ignoring engineer…

I think I'mma have to use this quote somewhere, if permitted.

'It's funny how small scale engineering problems are rooted in code and large scale engineering problems are rooted in people.'

Re: Confessions of an Unreal Engine 4 engineering firefighter

#97
post #20

Earlier quoted context omitted.

There are still great people working in the games industry, but it's larger and segmented. These days you can be an engine programmer working on e.g. Frostbite or id Tech for EA and ZeniMax, respectively. These have resulted in games like Dragon Age: Inquisition and Doom (2016). Dragon Age: Inquisition required a lot of engine work because Frostbite was originally designed for first-person shooters like Battlefield,…

This article is mind expanding if you want to understand what happens on just the graphics side of things in a modern game: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-gra... Bear in mind everything that's not included in this analysis: AI, mesh deformation, level logic, player mechanics, enemy mechanics, all the lower level stuff and so many things I haven't even thought of.

This is one reason why the simple mindset of just using OpenGL or Vulkan would solve all Linux gamming problems doesn't work.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#98

> They immediately asked who was giving up this information and wanted to crack down on this perceived insubordination, rather than trying to address the issue. I was then dismissed for not specifying names, and my services were no longer required. Wow! That sounds terrible.

If that company is still around, it's worth naming and shaming.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#99
post #96
post #86

As somebody who writes code for games for a living, I found this article fascinating. Something that was coming up in my mind again and again as I was reading through it is the question of who has the power to affect the necessary changes. That seems to be the crux of a lot of the issues; is the studio leadership wrongminded, or have they put the wrong people at the gate? The parable of the producer ignoring engineer…

I think I'mma have to use this quote somewhere, if permitted. 'It's funny how small scale engineering problems are rooted in code and large scale engineering problems are rooted in people.'

Take it!

Re: Confessions of an Unreal Engine 4 engineering firefighter

#100
post #93
post #86

As somebody who writes code for games for a living, I found this article fascinating. Something that was coming up in my mind again and again as I was reading through it is the question of who has the power to affect the necessary changes. That seems to be the crux of a lot of the issues; is the studio leadership wrongminded, or have they put the wrong people at the gate? The parable of the producer ignoring engineer…

I think when you wrote "gregarious," you meant "egregious."

lol you're definitely right. It was one of those words with Es and Rs and a couple of Gs.
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