Really enjoying ghost of yotei so far. Same really fun traversal and combat as ghost of Tsushima. Congratulations @suckerpunchprod.bsky.social
Posts by Eric Smolikowski
A lot of us software engineers, and probably more so in the game industry but not only, are on the spectrum. And many never got diagnosed.
We use sentry for crash reporting and splunk for telemetry. Though we’re still at its inception as the logistics are a bit complicated for the stuff we do (theme parks).
And now Zuck is planning to layoff 5% of the workforce, and later replace midlevel engineers with AI? This is not gonna end well…
Sometimes I feel like we’re living in another dimension. Things are really going side ways… or upside down, not sure!
Even though I don’t have a lot of time (lots of meetings, lots of follow ups to do, lots of admin work to push the project along) I try to code from time to time but much of my time gets spent in testing… I didn’t realize how much time I spent testing until I didn’t have enough :)
Super cool. Totally demoscene worthy! Reminds me of the cube with plasma animation in second reality.
Something’s going on with the production of the next Spiderverse movie. At the end of across the Spiderverse, it said the next installment et would be released last March, but no new update, no new trailer… feels something is not going well.
You can always deploy a pyinstaller version which turns your script into a standalone app.
Man that sounds like a cool gig. I’d totally apply, and would be awesome to work with you and the team Tobias!! But can’t do the UK. I might talk to the wife nonetheless.
I use PySide. Quite effective.
I’m thinking it would work pretty well for somewhat generic assets like trees, shrub, rocks, terrain textures etc… we already used tweaked procedural textures/models. I just see GenAI be an extension of that.
100% but I wonder if GenAI art would work if you train your model with IP content prebuilt by your artist. That would make art generated by AI just be a variation/derivative from original art with minimal impact to AD.
This has gotten much worse over time. So much performance left on the table. But in the end it doesn’t matter as much. Can be fixed with content.
I find it interesting how many people seem to underestimate the power of shipping. I find shipping extremely hard and requires lots of discipline. But I know many people who worked on shipped products, but never actually shipped them, and underestimate the work that goes into making that happen.
Finally watched the first episode of Skeleton Crew and it was really good. Congratulations to my friends and colleagues at Lucasfilm and ILM !!
I think that’s a source of complaint, because you’d end up in a situation where you couldn’t ship your game even at a lower performance like you did on Xenon.
This is a great post Jaymin, but I’m not sure it sells the SPUs as not being as hard to program as the press made it sound. In fact, in many place in your post you say ‘doing x was hard’ like your texture tiling problem, and having to rethink the algorithm.
It’s a difficult debate. Both should be able to deliver a high quality product. The main difference would be on scope. An indie game will not deliver the same as AAA, but they also do not charge the same…
Congratulations @sonyplaystation.bsky.social for your 30th anniversary! Super excited I was able to be part of your life and contributed a little bit to your growth!
Watched the John Williams documentary on Disney+ tonight with the family. Very inspiring and somewhat sad to realize this craft is getting valued less and less with the digital era.
One of my favorite things about Florida is the reptiles. So much fun finding snakes in the neighborhood and looking go alligators and lizards/skinks. Found so many varieties it’s great!
I should rephrase. Asset tracker tool -> robust asset tracker! And I’m just thinking of the 3D production. I’m totally omitting the pre-production concepting of said assets. Yet those are so critical to understand the life of the asset.
It’s so complicated to write an asset tracker tool. There are so many use cases and corner cases. Between tracking source assets, runtime assets, assets built in the game editor, assets built in Maya/substance. Not even mentioning designer and audio assets.
Went to see Moana2 with the family today. It was good, but not as good as the first one. Rendering and animation is flawless as usual. But story was not as tight.
I’m looking forward to Blackwell when it comes out. Biggest benefit for us is PCIe 5 support. When talking about multi-GPU, bandwidth is our biggest bottleneck.
Very impressive! Great work over the last 2 years to refactor and optimize the engine.
Joined blue sky under the wife’s pressure, but happy to see posts about game dev. Sick of the political negativity on X.