@SecretPro - Do you have examples of work you've done? This is assuming there will be no more advancements in games. Instead of hiring less people, why not keep the SAME amount of people and just build a world that's 3x as large or has more variety in props or has better animation, etc. If companies hired less people when…
I guess complexity is subjective. Making even the most primitive game imaginable can be a daunting task for somebody that has never touched code before. A simple side scroller or platformer could take a long time if you've never written any code before for example, but with the simplicity of Blueprints, somebody who has…
+1! It's really annoying. As for the chart itself, there are too many variables in these kind of charts. Like, just where you live (rents, cost of living etc) will change how these numbers look. Here in Cali for example, you're lucky to find an apartment cheaper than 1500$ a month. (Average is around 1700$) That said, the…
Well to be fair, that could be said of a lot of jobs. Look at game programming for example, in many ways, making a 3D game now is easier than making a 3D game 20 years ago. I hooked up my N64 to play some Goldeneye with my brother and sister and the entire time I kept thinking about the development of the game. Basically…
... Yeah, just realized how bad of examples those were <_<" But Ballroom Instructor was where I came from >_>" So, with same logic, those higher ups should also earn less. Same with movie directors and producer. They are making kick ass robots smashing each others and doomday's device firing shots! It's so much fun. They…
There are plenty of examples out there of artists putting together games exclusively with BPs. It's pretty amazing actually, 10 years ago you had to be a skilled programmer before even thinking about putting together a 3D game, now, anybody who is dedicated enough can learn how to make one. I fully expect UE4 to change…
Yeah, the really big hole in this line of thinking is that as the tools have gotten better, so has the hardware and the expecations for the quality of work. It seems that no matter how good the tools get, the standards for the actual art grows in proportion (or even grows disproportionally higher) to the efficiency of the…