I make games for a living and answer your questions
Bsky: https://t.co/uxA5dwcxNr
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Chat: https://t.co/LTSJFZy2ZPaskagamedev.tumblr.com In a land of pure imaginationJoined August 2016
What kind of effects do preordering and preloading have on the dev team? (Spoiler: Not huge effects directly on the dev team, but there are some)
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A youtuber made a video about how Stop Killing Games probably won't achieve its goals, but will still possibly prevent companies from pushing in this direction. Do you think this will work? (Spoiler: Probably not, it's still about incentives)
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Don't most games need a solid plan to get the green light? If that's true, why were so many games in preproduction cancelled if they were on plan? (Spoiler: Internal projects don't start at that point)
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Why don't more games use orthographic cameras? (Spoiler: Because our eyeballs see in perspective, so that's what we expect)
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Are the expensive Collector's Edition games an overreach by the marketing team? (Spoiler: Nah, they're cheap to produce)
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Does it seem like most AAA games are getting delayed? (Spoiler: No, but the news might fool you into thinking that)
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Is it true that canned animations between two characters lead to less clipping issues? (Spoilers: Yes, but they cost more to build and can only be performed under specific circumstances)
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What actually happens during emergency maintenance? (Spoiler: Usually it's applying an emergency security patch of some kind, but sometimes it's an act of God at a data center)
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After all these layoffs and studio closures, have higher-level decisions changed? Will AAA gaming stabilize any time soon? (Spoiler: Yes, but what players see is always delayed by a couple of years)
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When a character in a game is "invincible", what does that actually mean? (Spoiler: It mostly depends on what kind of responses to input like damage we actually add)
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How do you stop infinite combos from happening in games where you constantly add content? (Spoiler: You don't, you add counterplay)
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What are some reasons why games are cancelled? (Spoiler: There's reasons because of the project and reasons bigger than the project)
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Thoughts on Magic: The Gathering becoming an IP grab bag? (Spoiler: It is a little sad, but it's a reminder to keep products at emotional arm's length)
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What did you think you would do as a game dev while you were in school and how does that differ from what you actually do? (Spoiler: I totally thought I would be the idea person until I actually started doing it as a hobby)
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What kind of software do game devs normally use beyond Visual Studio? (Spoiler: Often some of these - Jira, Perforce, Excel, some kind of instant messenger)
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Why don't more games take advantage of features like sampler feedback streaming? (Spoiler: Usually it's either because we're supporting (old) hardware that doesn't have that feature or it isn't on most of our target platforms)
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