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Am i the only one expecting and old ugly game when returning to vanilla but is surprised by how good it looks?

Every time i start up some private server i expect so little, when looking at old pvp videos - we both had shitty computers, bad recording software, and YouTube has compressed that video 15 times since then. Resulting in a video that doesnt really look like vanilla today. You also have that familiar experience when you go back to cs 1.6 or wc3 and you think "i remember this looking so much better". Vanilla though, i get surprised about how good it looks, feels and runs every time i come back!
submitted by Glutchpls to classicwow

Just some insight from someone who works for a game developer

I enjoyed that Operation Health thread - there's a lot of things that Respawn and the decision makers at EA have to improve but I don't think you guys having any idea of what goes on behind the scenes in game development.
I'm not going to name drop my company but we're the biggest player in our segment and have BIG mainstream celebrities attached to our niche. I did my undergrad in math & business (UWaterloo) and have a decent understanding of programming. I've played video games since I was 7 (hundreds of GBA games, SC, Ijji/Nexon titles, CS 1.6 and DotA since the WC3 days as well as competitively in some CEVO tournaments before quitting). I'm not a developesoftware engineer (I'm going to use the term SWE for short). but I work alongside them as a BA/Project Manager. There are some topics I'd like to address and provide insight on what modern game development looks like.
First, developers are not fucking around all day. From my personal experience and from friends who have interned and currently work at Riot Games, EA and Ubisoft... if you're a SWE at a game developer - you probably hate your fucking life. It's very normal to be pulling 60+ hours/week in this industry and you are not compensated more for it. We actually had developers quit during COVID. Yeah, just think about that - leaving a six figure job during these times. Honestly, if you were smart enough to work at the FAANG, you wouldn't work for a game developer voluntarily (you're actually paid more to work less hours at FAANG well maybe not Amazon lol).
Software development at most large technology companies is done in the "agile" process where it is developed in short segmented periods (say 3-4 weeks) where a mountain of work is first backlogged and then prioritized to be done. The backlog of work is often for features and products that won't be seen for 2+ months. It's basically a shit show of planning and meetings and then a pure grind to the deadline. Part of this is gathering requirements - explaining in technical English how something works (from the data layer all the to way to functionality) and gathering estimates for sprint planning. At the deadline, code/changes are merged to the master and saved - think of it as your version X.Y. Bugs are always discovered and fixes are added as tickets on top of the backlog. Obviously if it's game breaking and must be addressed - it has higher priority and they'll make an exception to patch the game ASAP.
If I had to estimate the breakdown of Respawn's employee count (315 as of 2019). I'd say 50% aren't technical at all: Payroll, accounting, marketing, HR, operations, legal and actual IT. The next breakdown would be payments, cyber security, devops, JIRA/systems admins and server architecture. From my internal estimate, I'd say 15% of a company is just focused on this. Some of you take for granted of having your credit card information protected.
The next breakdown - product management (called producers in gaming) & analytics, core game developers, graphics/animators, BAs/project managers, and QAs. You usually have 1 producer minimum per title (Respawn works on Star Wars as well) and you might break it down further (Producer for platform or by feature e.g. lobby UI/UX or core game). I'd say 10% of the team falls in the produceproject manageanalytics area so that leaves about 25% divided among the technical crowd (79 people). One tries to mitigate bugs by having a robust QA team and the size of the team really varies by your product but to give you context - we have a QA team (purely focused on just the game development) of about 20 globally and that's just on one of our core titles on desktop/mobile.
Graphics/animators represent quite a lot more than you think. They have 11 job postings right now for "Art" and need people experienced with Maya. They make skins, media pieces and work on character model and textures. I'd expect at least 20ish people for animators, concept/UI/UX designers and production artists (trailers/animated movies).
Let's say we're down to 50. They probably have a handful of people in game design and the rest are SWE which have had at least 3-5 years of game development experience in C/C++, with moderate computer graphics knowledge and having PC + Console development experience (yeah good luck finding that). So let’s say 30-40 SWEs people between platforms, titles, gameplay/abilities vs game infrastructure (hit reg/ main lobby functionality/ spectator mode). To put it in perspective, our team is just shy of 50 core gameplay developers and we struggle to get 80% of our current sprint done...
On the topic of Source, developing games using the Source engine is ROUGH to say the least. You're talking about a hacky-wacky completely unique build (basically they went and designed their own world within an engine) that you basically have to train someone from the ground up just to learn. They probably spend just as much time developing for their engine to be able to actually implement features or character abilities. A Source 2 port would be far away in the future.
You can verify this on Linkedin yourself by counting them up but a quick glance myself and it's a decent estimate and I didn't even factor the senior positions in the companies like team managers and development directors. Honestly, considering what they’ve actually put together as a product on a Source engine… it’s a fucking miracle and a decent battle royale product. For me at least, the game does play well mechanically and is fluid. I haven’t had audio issues after upgrading from shitty motherboard audio (also upgraded to AD700X) and I haven’t had any of the networking symbols since I built my entry level gaming PC and I’m on a wifi card.
What should they do now from a business perspective to support Apex?
  1. Move your development core out of LA. LA is mediocre for a tech destination. SF > LA for SWE talent. Not a surprise that Riot Games is there. NYC would be interesting too but I think EA/Respawn like being on the west coast. Vancouver is a good start and probably deals with visa issues when hiring Canadians – but it’s going to take awhile for the benefits to trickle through. It’s not like they hired 20 developers in a day. Not a bad idea to start an internship program.
  2. I’ve watched every TI of DotA. Down for a compendium.
  3. Native ranked is a joke in most games. CSGO’s was a joke and even with DotA its just a high level stomp of pre-made 5 man stacks. I’m not even going to bother discussing the toxic cesspool of LoL matchmaking…just look up a Tyler 1 video. I’d love to see something like ESEA for Apex or being able to rent a community server for $15-30 buy in games. It’s probably a better learning experience than solo/duo queuing from D3 with some garbage plat 4 player against the top pred stacks every fucking game. Hopefully, it’ll be easier to add people so I don’t ever have to queue without a full squad.
submitted by sharkusilly to CompetitiveApex

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