4 ms·
> in hypercasual type stuff… Yes. Well. The idea that developer iteration speed is actually an indicator of project-completion-at-scale speed is really only t
by wokwokwok 3y ago
> in hypercasual type stuff…
Yes. Well.
The idea that developer iteration speed is actually an indicator of project-completion-at-scale speed is really only true at a trivial scale; you know, when you only have developers. Maybe a handful of them. ..and like, one does-everything artist.
When you have multiple different teams including non developers working on actually building a significant game, crafting levels, assets, etc. the iteration speed of your handful of devs is really really a drop in the ocean.
There are a lot of very powerful tools in unreal for teams, and they have consistently invested in tooling (eg. File per actor) and real life production needs (eg. LED stage support) with their customers.
Unity has invested in different areas, with a lot of effort, and bluntly, nothing to show for it.
- mrguyorama 3y ago>Unity has invested in different areas, with a lot of effort, and bluntly, nothing to show for it. Aren't they making shitloads on advertising?
- Jensson 3y ago> at a trivial scale; you know, when you only have developers. Maybe a handful of them. ..and like, one does-everything artist. And that includes most games.
- ido 3y agoreally only true at a trivial scale You seem to suggest this means it doesn't really matter? I run a startup with 4 employees (only 2 of us are developers). I care about stuff in this "trivial scale" and a lot of other developers are like me. It's not just hobbyists and students.