{"id":13527,"date":"2022-06-22T15:22:38","date_gmt":"2022-06-22T06:22:38","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=13527"},"modified":"2022-06-23T10:16:19","modified_gmt":"2022-06-23T01:16:19","slug":"20220622-13527","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/","title":{"rendered":"What game developers want the public to know about making games"},"content":{"rendered":"\n<p><em>Written by. Nick Mosier based on the <a href=\"https:\/\/automaton-media.com\/articles\/newsjp\/20220621-207570\/\" target=\"_blank\" rel=\"noreferrer noopener\">original Japanese article<\/a> (original article&#8217;s publication date: 2022-06-21 12:53<\/em> <em>JST)<\/em><\/p>\n\n\n\n<p><br><br>Many gamers are knowledgeable about the released games they\u2019ve played, but how much do they know about how they were made? With many people not being familiar with what making games entails, there are likely many aspects of the process that game developers wish players better understood.<\/p>\n\n\n\n<p>PushDustIn, who works at Kyoto-based VR\/AR game developer CharacterBank as a PR\/Community Manager, took to Twitter on June 17 (JST) to poll game developers about what they wished the public knew about making games. The tweet ended up getting a big response from developers, and we wanted to take the opportunity to introduce some of them here.<br>[Update 2022\/06\/23 10:15 JST] fixed PushDustIn&#8217;s business title<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\nhttps:\/\/twitter.com\/PushDustIn\/status\/1537598685625737216\n<\/div><\/figure>\n\n\n\n<p>To start, PushDustIn gave two examples from their own experience. The first being that \u201ca good idea doesn\u2019t make a good game. A good team does.\u201d No matter how good the idea is, it lives or dies based on the people behind it.<\/p>\n\n\n\n<p>The second is how development cycles have a list of priorities. We\u2019ve likely all played a game and thought \u201cwhy didn\u2019t they implement this feature or that feature?\u201d In PushDustIn\u2019s example, something like a serious bug may have taken priority even if it was something the developers wanted to implement.<br><br><br><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Game Development is Hard<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"en\" dir=\"ltr\">1. Over their careers most devs work on multiple games that never ship. Often for years on each project.<br><br>2. Making a game takes so long that usually the recent hit game everyone accuses devs of \u201ccloning\u201d hadn\u2019t even been released until the project was half done. <a href=\"https:\/\/t.co\/neWHCXYQps\">https:\/\/t.co\/neWHCXYQps<\/a><\/p>&mdash; Greg Borenstein (@atduskgreg) <a href=\"https:\/\/twitter.com\/atduskgreg\/status\/1538275772330192896?ref_src=twsrc%5Etfw\">June 18, 2022<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<p>One recurring answer through many of the responses was that game development is hard. Riot Games technical designer <a href=\"https:\/\/twitter.com\/georevilo\/status\/1538188420622610433\" target=\"_blank\" rel=\"noreferrer noopener\">George Oliver<\/a> added, \u201cgame dev is hard in ways you haven\u2019t even thought of.\u201d Senior VFX artist at Hanger 13, the studio behind the recent <em>Mafia<\/em> titles, <a href=\"https:\/\/twitter.com\/grinningmasque1\/status\/1538672918854606848\" target=\"_blank\" rel=\"noreferrer noopener\">Brian Byrne<\/a> shared a similar sentiment saying many good games get cancelled and that it\u2019s a miracle when one comes out. Many others also chimed in about how difficult it is to bring a game to the finish line.<\/p>\n\n\n\n<p>A more concrete example about the difficulties of development came from <a href=\"https:\/\/twitter.com\/_mlktea\/status\/1537874621608828929\" target=\"_blank\" rel=\"noreferrer noopener\">Melissa Kelly<\/a> who is a character artist on <em>Overwatch<\/em> at Blizzard Entertainment. Melissa points out how even making character skins is a time-consuming process that takes around 2 to 3 months, with new characters taking much longer and requiring a lot of iteration. This tweet was likely made to combat the notion of \u201cit\u2019s just a skin. Those don\u2019t take much time.\u201d<\/p>\n\n\n\n<p>Bungie senior activity designer <a href=\"https:\/\/twitter.com\/maxnichols\/status\/1538421445281210368\" target=\"_blank\" rel=\"noreferrer noopener\">Max Nichols<\/a> brought up how remasters, remakes, and ports take much more work than most people realize. Despite there already being an original version, Nichols says it\u2019s still around 25 to 50% of the work it would have taken if the game was being made brand new.<\/p>\n\n\n\n<p>Former Sega producer and Digital Eclipse Executive Producer <a href=\"https:\/\/twitter.com\/frostman007\/status\/1537662728843669504\" target=\"_blank\" rel=\"noreferrer noopener\">Stephen Frost<\/a> mentioned that the games we play are made by hard working developers and hopes that developers are shown at least a bit of respect by players.<br><br><br><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Game development costs money<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\nhttps:\/\/twitter.com\/HeyItsBWags\/status\/1537812490356146178\n<\/div><\/figure>\n\n\n\n<p>Crystal Dynamics designer Brian Waggoner highlighted that making games isn\u2019t cheap. While the tweet didn\u2019t have specific examples, in addition to development costs, more recent games also have support costs post launch that Waggoner says, \u201cis far higher than the average player knows.\u201d The huge risk that comes with failure is likely why so many projects get cancelled as alluded to earlier.<\/p>\n\n\n\n<p>Snowhaven Studios writer <a href=\"https:\/\/twitter.com\/HusbandoGoddess\/status\/1538188463194918914\" target=\"_blank\" rel=\"noreferrer noopener\">Kristi Jimenez<\/a> brought up how visual novels aren\u2019t cheap to make and listed out what needs to be accounted for in their development. If art, writing, music, GUI\/UI development, proofreading, voice acting, and everything else involved can\u2019t be done by one person, then people who can do those things need to be hired. This response is likely aimed at how many people generally underestimate the cost required to make a visual novel.<br><br><br><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>QA<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"en\" dir=\"ltr\">QA found the bug. They always find the bug. <br><br>They don&#39;t fix the bugs though. Please stop blaming QA. \u2665\ufe0f <a href=\"https:\/\/t.co\/2QWHVniRnF\">https:\/\/t.co\/2QWHVniRnF<\/a><\/p>&mdash; Tara Voelker (@LadieAuPair) <a href=\"https:\/\/twitter.com\/LadieAuPair\/status\/1537949926168006659?ref_src=twsrc%5Etfw\">June 18, 2022<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<p>There were also numerous replies regarding QA (Quality Assurance). <a href=\"https:\/\/twitter.com\/Rezllen\/status\/1538415360889655297\" target=\"_blank\" rel=\"noreferrer noopener\">Robin C<\/a> who does QA at Steel Wool Studios known for the <em>Five Nights at Freddy\u2019s<\/em> series brings up that QA isn\u2019t in charge of fixing bugs despite what some may think. QA finds and reports on bugs so that they\u2019re easier for developers to fix.<\/p>\n\n\n\n<p>Lead programmer at Double Eleven <a href=\"https:\/\/twitter.com\/bigevilboss\/status\/1537706722894151680\" target=\"_blank\" rel=\"noreferrer noopener\">Matt Phillips<\/a> says that QA will find and report on every bug in a game. And while a game may ship with bugs, Phillips says it\u2019s a decision that\u2019s out of QA\u2019s hands\u2014something he\u2019s trying to change with his team.<\/p>\n\n\n\n<p>Twitter user <a href=\"https:\/\/twitter.com\/Dr_Hawtsauce\/status\/1538550794441596928\" target=\"_blank\" rel=\"noreferrer noopener\">Vasin<\/a> who explained that they worked in QA for two years added, \u201caround 60%-80% of my bugs got WNF&#8217;d (Will Not Fix) by the devs.\u201d Vasin says it\u2019s frustrating but that the decision comes from higher up the chain and isn\u2019t the fault of the developers.<\/p>\n\n\n\n<p>Technical project management director at Epic Games <a href=\"https:\/\/twitter.com\/justicar\/status\/1538059138881794048\" target=\"_blank\" rel=\"noreferrer noopener\">Glenn White<\/a> added that 1,000 QA people could play a AAA game for an entire year and the amount of time still wouldn\u2019t match how much the game is played by players within two hours of it launching. White is likely alluding to how difficult it is to reveal every bug through just QA.<\/p>\n\n\n\n<p>EA senior researcher <a href=\"https:\/\/twitter.com\/jess_tompkins_\/status\/1538864292413464577\" target=\"_blank\" rel=\"noreferrer noopener\">Jessica Tompkins<\/a> adds that player feedback left on sites like Reddit, in surveys, and other social media are seen by people across numerous departments from development to marketing. While companies can\u2019t implement every request, the tweet shows that leaving feedback isn\u2019t a wasted effort.<br><br><br><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Developers aren\u2019t lazy<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"en\" dir=\"ltr\">There is no such thing as &quot;lazy devs&quot;. <a href=\"https:\/\/t.co\/odpvRv2jXP\">https:\/\/t.co\/odpvRv2jXP<\/a><\/p>&mdash; Bruno Velazquez (@brunovelazquez) <a href=\"https:\/\/twitter.com\/brunovelazquez\/status\/1538148613049974784?ref_src=twsrc%5Etfw\">June 18, 2022<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<p>Another response that stood out were those saying developers aren\u2019t lazy. For example, online, you can often see a game\u2019s community comment \u201clazy devs\u201d when bugs or balance changes aren\u2019t advancing as they think they should.<\/p>\n\n\n\n<p>Blizzard Entertainment senior systems designer <a href=\"https:\/\/twitter.com\/ArcTheCad\/status\/1537736923036401664\" target=\"_blank\" rel=\"noreferrer noopener\">Andrew Carl<\/a> says no one sets out to make a bad game adding that developers aren\u2019t lazy. Carl says Developers make games because they have a passion for it despite being able to make more money with less stress in other industries. EA concept artist <a href=\"https:\/\/twitter.com\/NinaModaffari\/status\/1537970309411639296\" target=\"_blank\" rel=\"noreferrer noopener\">Nina Modaffari<\/a> adds that AAA game developers have just as much passion for their work as their indie developer counterparts.<\/p>\n\n\n\n<p>Aether Studios, known for their game <em>Rivals of Aether<\/em>, environment artist Mason Bys brought up the same subject adding, \u201c99% of the reason games aren\u2019t \u2018good\u2019 is a management issue,\u201d attributing them to issues like lack of planning and time constraints. Bys concludes with, \u201cdevs aren\u2019t lazy or bad at their jobs.\u201d<\/p>\n\n\n\n<p><a href=\"https:\/\/twitter.com\/Mega_sean\/status\/1537839484485611520\" target=\"_blank\" rel=\"noreferrer noopener\">Sean Phillips<\/a>, a junior environment artist at ILMxLAB who are behind the <em>Star Wars<\/em> VR games, says that assets are reused all the time and that it\u2019s not because developers are lazy. Phillips explains that remaking something that works from scratch is a waste of time and budget and that it can improve performance and decrease the file size of a game. Others also brought up the effectiveness of asset reuse.<br><br><br><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>The development process<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\nhttps:\/\/twitter.com\/KatieBlueprint\/status\/1537795384621248512\n<\/div><\/figure>\n\n\n\n<p>Blueprint Games co-founder Katie Nelson explained why work-in-progress clips may look unpolished. Players may see a WIP and think it looks crude or give advice on how to polish it up, but Nelson says polishing something too early is risky because you may waste time tweaking the fine details of something that won\u2019t make it into the final release. When games are revealed, they often note somewhere that the game is currently in development. This is likely so regular players understand that the footage or screenshots won\u2019t necessarily reflect the final product.<\/p>\n\n\n\n<p>WayForward business development director <a href=\"https:\/\/twitter.com\/adamctierney\/status\/1538270363842273280\" target=\"_blank\" rel=\"noreferrer noopener\">Adam Tierney<\/a> brought up development schedules. According to Tierney, a game\u2019s content is likely already solidified by the time a game is even announced. Tierney also says that if a game is one month away from release, the team doesn\u2019t actually have enough time to implement a missing feature someone may ask for. It\u2019s likely a case-by-case basis depending on the scope of the game and studio, but it goes to show just how packed development schedules are.<br><br><br><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Game engine \u2260 quality<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\nhttps:\/\/twitter.com\/ShreksPootis\/status\/1537604530195636227\n<\/div><\/figure>\n\n\n\n<p>Indie game developer <a href=\"https:\/\/twitter.com\/DawdleDev\/status\/1537668956244287488\" target=\"_blank\" rel=\"noreferrer noopener\">Hazel Kennedy<\/a> points out that the quality of a game isn\u2019t dictated by the game engine. While Unity may have a reputation of being used with many bad games, Kennedy explains that this is because Unity has a lower barrier of entry for inexperienced developers and isn\u2019t an issue with the engine itself.<\/p>\n\n\n\n<p>Ben Luff of Avalanche Studios also mentioned how there are often misunderstandings around game engines. Luff also doesn\u2019t like the practice of using a game engine as part of a game\u2019s marketing. Ultimately, it\u2019s not a game engine that decides a game\u2019s quality but the developers who put the tools to good use.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\nhttps:\/\/twitter.com\/Death_Bow\/status\/1537790918547349504\n<\/div><\/figure>\n\n\n\n<p>Criterion Games concept artist <a href=\"https:\/\/twitter.com\/TotoMimoTweets\/status\/1538277252466622464\" target=\"_blank\" rel=\"noreferrer noopener\">Tommy Millar<\/a> spoke about why some digital games cost more than their physical counterparts. According to Millar, it\u2019s due to the \u201cretailer\u2019s ransom\u201d and not greed on the part of the developers or publishers. Retail stores demand that digital versions not be priced lower than the physical version and will give a game bad shelf placement or outright not sell it if the demand isn\u2019t met.<\/p>\n\n\n\n<p>PushDustIn\u2019s tweet drew in way more responses than we could possible cover here, so if you\u2019re interested in seeing more, be sure to check the replies and quote tweets of the <a href=\"https:\/\/twitter.com\/PushDustIn\/status\/1537598685625737216\" target=\"_blank\" rel=\"noreferrer noopener\">original<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Many gamers are knowledgeable about the released games they\u2019ve played, but how much do they know about how they were made? PushDustIn, who runs PR at the Kyoto-based VR\/AR game developer CharacterBank, took to Twitter to poll game developers about what they wished the public knew about making games.<\/p>\n","protected":false},"author":15,"featured_media":13529,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[18],"class_list":["post-13527","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news","tag-global-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>What game developers want the public to know about making games - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Many gamers are knowledgeable about the released games they\u2019ve played, but how much do they know about how they were made? 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PushDustIn, who runs PR at the Kyoto-based VR\/AR game developer CharacterBank, took to Twitter to poll game developers about what they wished the public knew about making games.","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/","og_locale":"en_US","og_type":"article","og_title":"What game developers want the public to know about making games - AUTOMATON WEST","og_description":"Many gamers are knowledgeable about the released games they\u2019ve played, but how much do they know about how they were made? PushDustIn, who runs PR at the Kyoto-based VR\/AR game developer CharacterBank, took to Twitter to poll game developers about what they wished the public knew about making games.","og_url":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/","og_site_name":"AUTOMATON WEST","article_published_time":"2022-06-22T06:22:38+00:00","article_modified_time":"2022-06-23T01:16:19+00:00","og_image":[{"width":1280,"height":800,"url":"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2022\/06\/20220621-207570-header.jpg","type":"image\/jpeg"}],"author":"Taijiro Yamanaka","twitter_card":"summary_large_image","twitter_creator":"@AUTOMATON_ENG","twitter_site":"@AUTOMATON_ENG","twitter_misc":{"Written by":"Taijiro Yamanaka","Est. reading time":"7 minutes"},"schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"NewsArticle","@id":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/#article","isPartOf":{"@id":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/"},"author":{"name":"Taijiro Yamanaka","@id":"https:\/\/automaton-media.com\/en\/#\/schema\/person\/4e35a30cc8606220b03ef38331fc8fb9"},"headline":"What game developers want the public to know about making games","datePublished":"2022-06-22T06:22:38+00:00","dateModified":"2022-06-23T01:16:19+00:00","mainEntityOfPage":{"@id":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/"},"wordCount":1590,"publisher":{"@id":"https:\/\/automaton-media.com\/en\/#organization"},"image":{"@id":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/#primaryimage"},"thumbnailUrl":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2022\/06\/20220621-207570-header.jpg","keywords":["News (Global)"],"articleSection":["Game Development","News"],"inLanguage":"en-US"},{"@type":"WebPage","@id":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/","url":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/","name":"What game developers want the public to know about making games - AUTOMATON WEST","isPartOf":{"@id":"https:\/\/automaton-media.com\/en\/#website"},"primaryImageOfPage":{"@id":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/#primaryimage"},"image":{"@id":"https:\/\/automaton-media.com\/en\/news\/20220622-13527\/#primaryimage"},"thumbnailUrl":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2022\/06\/20220621-207570-header.jpg","datePublished":"2022-06-22T06:22:38+00:00","dateModified":"2022-06-23T01:16:19+00:00","description":"Many gamers are knowledgeable about the released games they\u2019ve played, but how much do they know about how they were made? 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