3 ms·
I love this answer. . . There is really something to be said about context. Thank you for your this!!
by SN76477 5y ago
I love this answer. . .
There is really something to be said about context. Thank you for your this!!
- jay_kyburz 5y agoThat answer would make only make sense if you did the programming in the 3d scene. Game Design is not visual at all, it's pure logic. "when I pull the trigger, find the thing I am pointing at, if it has armor, reduces its health by 10, otherwise reduce its health by 20" Game Art is all visual. Red is scary, green is good, sort of. They are completely separate paradigms.
- SN76477 5y agoI do think the because it is 3d is an oversimplification but to me it is valid. Of course design is a lot of logic, but that isn't the only place the fun lives. Most of the fun is in the visual enviroment.
- lostgame 5y agoUhh…this comes from an insanely programmer-biased perspective. I imagine you’ve probably been a software dev for a long time - and come from a history of game dev? (Ha - yeah - you did. I looked you up, you worked on ‘Bioshock’? It is to my credit that I could figure that out before I looked it up, though.) You see - unlike the ‘00’s - Unity, and even recent UDK updates, etc - have created a fairy “plug and play” sense of game development that was a fever dream in the ‘90’s, and even most of the ‘00’s. The tech has changed - the approach has changed, massively. I mean - hell - even 10 years ago cross-platform shit was a nightmare compared to today. It’s because a lot of that underlying code has been taken care of for 90% of average developers. Only AAA developers need worry about low-level shit. We are very much living in a design-first era. Which is - frankly - awesome. But it’s so easy to forget that or not see that as primarily a developer.