I worked a bunch of overtime the last 2 weeks. None of it was related to 'realism' or graphical quality, just adding additional options for the player/production staff. To be honest since I've started learning 3d 5 years ago and now the amount of time spent on a realistic character hasn't changed that much. With a smart…
- Graphics have stagnated since PBR has been introduced IMO. 2014 titles still look like they could be released today (with the exception of realtime GI/raytracing). - Graphics do NOT matter as much when it comes to selling a game now because of the above. Macro details matter the most, as when we released our own game…
Sometimes I wonder if this is done to justify a larger investment and thus acquire a larger piece of the profit. Which isn't a problem. Its killing yourself to achieving it and screwing everyone else in the process which is the problem. If Last of Us 2 released next year, no one would be the worse for it. Sure you'd have…
Production duration = Time = Money = Pressure = Crunch I don't appreciate it but it makes total sense to me that this exists on earth. What you need is Production duration => smart management's time planing => More Time = More Money => cool management aiming for less profit => Even More Money = A Lot Less Pressure => smart…
https://www.youtube.com/watch?v=pQ24_9tIDL8 In this video these guys share some quotes from Naughty Dog workers who are having a terrible time developing TLOU2. Some question whether all the extra time spent on extreme polish like stubble on characters chin is really worth the effort. Here's a hypothesis: If ND did nothing…
Scene lighting and composition would make up a large majority of work when it comes to art direction. They can do an excellent job obscuring mediocre assets, or promoting particular assets. When there are explosions, fog, debris and camera effects flying around it has to be considered. Macro details refers to large overall…
This article is related to the video you linked https://kotaku.com/as-naughty-dog-crunches-on-the-last-of-us-ii-developer-1842289962 It seems like they don't have a production department, and its basically too many cooks? I mean I felt bad reading the article... Ugh, feeling like as fellow developers we ought to boycott…
I feel the same way. But then I don't know if we would be in the same audience that buys the latest blockbuster games. I typically don't play AAA games anymore, but I do like Naughty Dog games because they actually have some legit gameplay, but I recall in the last one just blazing through areas that looked like probably a…
Ok, I absolutely agree with you on not working on your own time and sticking to the law. Still I even understand people working more hours than required by the company just to push to the point they are happy with it. But that's basically a personal trade off anyone has to make for themselves. All I'm saying is that the…
One thing I think I have decided from my current game project is that I won't do realism art style anymore. It is actually my preferred style, but it simply takes too long to do. I suppose if you can afford all the scanning technology and time to do that, it may make sense. But not for me. I think what you suggest is a…