

(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.

Varies from company to company/publisher to publisher.

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.

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.
