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They later clarify that they're talking specifically about engine development, which makes much more sense to me since I see tons of relatively young hires at o
by indigochill 3y ago
They later clarify that they're talking specifically about engine development, which makes much more sense to me since I see tons of relatively young hires at our studio (albeit no outright teenagers) but none of them for the engine.
I agree with their reasoning that engines are largely commoditized. Ours isn't, but (a) we don't iterate heavily on it any more (so just not hiring for it much in general) and (b) even if we were, most amateurs are using Unity/Unreal because generally there's very little reason for an amateur to write their own engine except for its own sake, so they wouldn't have the low-level experience of someone from e.g. the demoscene or with more general dev experience/credentials.
- torginus 3y agoJust a question - where do you see modern engine technology evolving? My biggest gripe is that the extra processing power in modern machines is used to make static content look prettier, and make its authoring easier by non-technical artists, and the extra possibilities of real-time computation (like fully dynamic GI, and collision, navigation) and not taken advantage of, which leads devs to remake the same setpiece-heavy railroaded games over and over.