hoorayforicecream wrote...
Danny Boy 7 wrote...
Oh I understand, but in an industry like gaming (which yes I'm afraid I have no first person knowledge on so forgive any ignorance on my part (no rudeness intended by previous comment) time contsraint/scheduling etc can't be universal across studios let alone projects. As pseudocognition said it's a very tight knit (my words) community where crossover between developers is natural and not uncommon, but developement of a new product/feature system may take no time at all or forever depending on the people working on it and the tools they have at their disposal. Please correct me if I'm wrong though, but depending on the company say an indie developer compared to a bigger one (maybe not triple A) either could still develop something such as idk a new zone at the same time or drastically different?
I mean from my understanding the mechanics of gaming can take forever, but I (minor indie developer) may beable to produce x feature in a day or two, where big Bioware or Ubisoft may produce that same feature in an hour or so.
So a misundertanding or complete lack of knowledge of developement of a system isn't non-dev specific is all I'm saying. Again I may be wrong though.
The term "indie developer" runs the gamut from the amateurs and hobbyists who make mods and small apps on the app stores to the large established independent studios who do things on their own, like Telltale Games, Obsidian Entertainment, and Double Fine. Saying "indie" isn't really saying much, but what divides the hobbyists from the serious ones is a real production schedule. There's a huge difference between someone who spends their free time on something, and one who actively makes a living doing it.
The other main issue is the sheer size of the project. There's a whole world of difference in terms of scale that one has to think about. While a hobbyist could spend a few weeks on a specific feature, at the AAA level it's about getting the project done within a certain amount of time. It takes this much time to create environment art, so you need this many environment artists. It takes this much time to create game systems, so you need this many gameplay programmers. It takes this much time to create the engine on top of which the game programmers build the tools, so you need this many engine programmers. And as you add more people, you need people to make sure they are getting what they need, tracking the development, and keeping them on schedule. So you need this many producers. The production schedule makes a huge difference.
It's like being a baker at home and making some awesome cupcakes, then deciding you want to start a whole cupcake company. You can't just use your oven and tools at home and ingredients bought from the local supermarket, it doesn't work on the kind of scale you need in order to make a livable wage. You need an industrial oven, wholesale ingredients, a store front, and with it you need bakers to keep the ovens running, store managers to stay on top of the inventory, and cashiers and sales people to make deals and such. There's a world of difference between someone who sells cupcakes on weekends at the flea market, and someone who incorporates and employs people.
As an indie dev, there is some stuff that can potentially carry over. But not everyone understands what it is like at a macro level with dozens of peoples' livelihoods and careers hinging on it, as well as the constraints and requirements involved from multiple sides. Not all indie devs are the same, and not all of them understand what sort of constraints and requirements there are in AAA game development.
Well that's basically what I meant, the term "dev" could be as you said a hobbyist (though I was referring to groups that produce games such as Chivalry) in that the term dev can refer to small three people teams or groups of fifty or such. But the divide is still there, I'm a writer, in that I write reviews for certain magazines, sites and such as a job, I rely on this money as much as I do my security work, but if I were to walk into the actual office where the magazines I write for have their day to day business I'd be as knowledgable of the process as the guy who delivers my boss' donuts. Know what I mean? I sometimes write for competing magazines, but if someone were to just stand around in the office they'd probably pick up more than I do when I deliver my reviews which is getting even less likely due to how most industries are switching to digital as opposed to actual paper.
I visit workshops, take part in get togethers with fellow writers, but beyond word limit and format the jargen is very much company based. But I'm rambling. What I'm saying is that a dev might not seem like a dev, based solely on what they're writing and a non-dev wih a specific skill set may sound like a dev, despite not being one, see what I mean?
You can build a computer...doesn't mean you know how to verbalize how you do it.





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