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Rainbow six extraction forum
Rainbow six extraction forum




rainbow six extraction forum

(broadly speaking), it's just that you have to apply some different details depending on the genre. It's all about loops, pacing, game feel, etc. The funny thing about this is that a lot of high-level design principles between all the different types of games - from fighting to puzzle to open-world, are sort of very similar. I think nowadays there's a lot more possibilities on how you can choose a project you would rather work on. Generally speaking larger companies have a whole process of pitching/greenlighting/having different "gates" so to speak, while in smaller studios it can be more freeform/organic.Ģ.

rainbow six extraction forum

Varies from company to company/publisher to publisher.

  • Do you feel like there is a flatter hierarchy when it comes to the platforms? For example, gaming on mobile has as much weight and importance as PC/console, but also in terms of the technical size due to technology shifting and allowing better graphics to appear on phones?ġ.
  • PC/console to mobile)? For example, separate your the mindset for an open world to something more constrained like a platformer.
  • How do you handle the transition from genre to genre and platform (e.g.
  • What were some scary/exciting moments you may have had up to the lead up for E3/Gamescom?.
  • Do you feel more constrained nowadays in game development regarding what you can make? Some games may seem like they're set up to be the big competitor to TITLE X, whereas the talent may be better off doing something original.
  • How do you come around and pitch a game you'd like to see? I've seen cases of exploration phases in game development, but there may be moments where something you or someone else had in mind didn't come to fruition.
  • I hope I formulated them well and they're relevant to the thread xD. This is quite spontaneous! Thank you for being open to questions and taking your time.Īny 1 of these would be nice if someone can :). It just strikes me as odd that you have such technically talented programmers and artists working on games that don't seem to mind or notice how bad these CRT filters tend to look in commercially released games 90% of the time. I'm genuinely seeking understanding here and not looking to put any developers down. I just don't understand why this relatively simple and long-resolved design aspect seems to escape so many developers who decide to include such a visual option in their 2D games. Even friggin' Nintendo themselves can't get it right with their NES and SNES NSO apps.

    rainbow six extraction forum

    They either don't scale evenly, or they're just a crude overlay of black lines, or they go too far in adding artificial noise to mimic a really bad composite connection on a shitty CRT. But in nearly all commercial game releases (indie or otherwise), if scanline or CRT visual options are included they look awful. Why do so many developers struggle with offering decent scanline/CRT filters for retro-style games or emulated releases? This is something that the emulation scene figured out decades ago, and there are dozens of excellent-looking shaders and filters readily available today that offer clean scaling and an authentic high-end CRT look. Mine is an oddly specific question that you might not be able to answer, but I'll let it rip anyway. Have a burning game industry or simply gaming-related question that you'd like to hear a game dev reply to? Ask away!ĮDIT: If you don't see your question answered straight away that might happen when me or someone else have more time to properly answer it. Started as QA at EA for Origin, then worked as a designer back home in Moldova for a mobile company, then had a 6 years experience at Ubisoft in Kyiv and Bucharest (been a GD for Trials Fusion and Trials of the Blood Dragon, the Lead Designer on Trials Rising project, one of Lead GDs on Watch Dogs Legion and briefly one of leads on Rainbow Six Six Extraction), and now am back in mobile space again. When it comes to me, I have 10-year experience in the field. I will try to reply to as many questions as I reasonably can myself, but I invite any willing game dev to do so as well.

    rainbow six extraction forum

    So I figured, considering that I wish for more transparency and less industry secrecy myself (even though it is not always feasible on a project/company level), it would be worthy to create a thread where people who are not part of the game industry can ask questions to game industry professionals, and get answers. I am not sure if AMA-type threads are allowed, didn't see any restrictions against that.Īfter participating in certain threads over my stay here, I noticed that a lot of people have interesting questions about the nature of game development, and sometimes it can be difficult to catch all of them.






    Rainbow six extraction forum