RYStorm,
@RYStorm@mastodon.gamedev.place avatar

I am back in San Francisco for GDC! I’ll be posting about it a lot this week, and I hope to meet so many of you.

If you see me, don’t forget to ask for a stroopwafel!

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

I have more Stroopwafel and USD tags with me again this year!

If you do any work with USD, let me know and you can get one too.

Or get a stroopwafel from me and you get a stroopwafel tag!

aras,
@aras@mastodon.gamedev.place avatar

@RYStorm curious: do most places in the world lack stroopwafels? eg here you can get them in any supermarket

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

@aras Yes, they are slowly being sold in more place, but it’s still quite are for them to be good.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Seeing a talk at the UX Summit now, given by Daanish Syed, about Jedi Survivor UX.

Main takeaway I am hearing: “We thought this design would be an issue, but we did a user test, and it turns out it was totally fine.”

To me that means less discussion on what if, and more doing!

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

From a talk by Rez Graham. Good point to remember how many amazing games have actually rolled out their own tech, engine, tools, etc.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Overheard at GDC:
Square checkboxes are out. Round checkboxes are in. Be part of the new vogue.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

I think the GDC party circuit has improved a lot over the years. I went to 2 events this evening and both were without super loud music, had mocktail drink options, calm, good to talk to folks, and not too crowded.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

An exchange has occurred. A waffle for a waffle makes the whole world happy.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

GDC is a week full of meetings, lunches, dinners, and also split second handshakes in intersections

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

The “What does a level designer do?” question is coming up again at this GDC, and I think rightfully so.

Between companies there are such vast differences in the role. Is it whiteboxing and playtesting? Is it also environment art creation? Is it also combat encounter scripting?

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

In my talk (Wednesday 11:30am room 2014) I touch on this topic as well, from a tooling and workflow standpoint.

The different processes you go through as you whitebox, then playtest, and then artpass, require different tools as you go along. The job changes with the project.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Todays’ shirt. If I can’t escape Balatro, then neither can any of you

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Seeing these slides it makes me think: Considering how little housing is being built in many countries, due to zoning laws, height restrictions, and bureaucratic permit systems, I’m wondering if videogames could try to be realistic and become unrealistic because of it.

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Essentially I wonder: At some point, will real life cities be such a strange mix of architectures, colors, homes, and stores, that they would be considered unrealistic in games?

Because there is so much “real life is unrealistic” if you walk around cities like Amsterdam.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Now I know why the Grachtengordel in Amsterdam is shaped like a semi circle:

It’s so that your FPS doesn’t go too low as you’re walking around!

So my above thought is countered well: Real life is realistic to performance

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Someone at GDC has coined the term “Full stack leveldesigner” to refer to level designers who can do it all: Geometry, environment art, quest design, combat encounter design, lighting, etc.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Bumped into some ex colleagues from io-interactive and received a great exchange for a stroopwafel!

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Next talk: Unreal Editor for 'Fortnite’ Year One: Creator Microtalks

Apparently one of them made 5 Doritos games in UEFN and that’s how their studio makes their money.

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Main takeaways so far:
It’s easy to use. You get a lot of tech for free. There is a huge potential customer base.

But.

It is overwhelmed with content. If you’re on the front page, you have players. If you’re not, you have no players.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

People who violate IP rights, and use for example ‘Home Alone’ in their name, will get more players, though of course they don’t own that IP.

So you’re fighting an unfair fight against folks who will do anything to get views. A callout is made asking for better moderation.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Here’s some hard number slides.

They’re not profitable yet, but they still see it as a success so far, especially with a nomination at The Game Awards, and this has been their most successful project yet.

Lots of mentions about potential though.

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

This feels very similar to what I always hear from creators on Twitch, YouTube and TikTok:

It’s all about the algorithm. The discovery. Getting on ‘the list’, so you get lots of customers.

The big get bigger, the small stay small, unless some big influencer shares your stuff.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Some data for a game called ‘Deadpines’ made inside UEFN.

Lots of questions from the speaker about how to proceed from here, what they can do to continue this success, how they can make a sequel and also make that successful.

(I’m hearing a lot of uncertainty.)

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

A big pro:
“Players can very easily join your games! The game is already downloaded, they don’t have to pay, it’s very smooth.”

A big con :
“Players can also just as easily leave your games, and load up someone else’s. It’s very smooth.”

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

I checked with one of the speakers afterwards if I understood correctly that the vibe they gave in the talk is poverty or millions, and he confirmed indeed that’s it. And that it’s only going to get bigger.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Next: How the heck do you teach level design?

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Jamming a level (instead of a whole game) reminds me of the great 24 hour and 72 hour mapping competitions on TF2maps.

In my experience so many folks got started making smaller levels in TF2 and then grew into larger levels. It is incredibly valuable to learn on short timelines

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Good points being made that folks have to learn how to use the tools at the same time as learning how to do level design. It’s the combination that often makes the teaching difficult.

Or, in the case of Unreal and Unity, it becomes ‘learn to make a game’ instead of level design.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Ever wonder what the roof of the Moscone West looks like? Well bam, there it is

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Pictured: Four guys who talked about Hammer for an entire dinner yesterday. And I wouldn’t have wanted it any other way.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Welcome to day 3! The state of unreal had a really big line, as usual

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Come visit my talk today at 11:30am, Room 2014, and hear how Sensible Defaults are more like de-faults!

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

The tech art roundtable starts off with remembering everyone who has lost jobs. The people who aren’t here, who can’t make it, who are struggling right now.

It’s rough out there.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

My talk went great! Lots of folks showed up, and I got good laughs during it, and nice reactions afterwards.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Next, Remedy talking about OpenUSD!

“You may know us from the games where you have a cool jacket and shoot things.”

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

It is mentioned that everyone wants tools that are easy to use, have broad reusability, elegant workflows, flexibility, and that are outsourcing ready.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

This is a really good USD talk. Lots and lots of examples with clear workflows shown that make sense to real world situations.

video/mp4

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Changes in Maya reflecting in engine reflecting in the editor, great stuff.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

LOL one of my tweets is in the talk

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Thank you Vesa for spreading the good word about better UX for tools!

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Look at these clean visualizations!!

video/mp4

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Banger of a talk. A super great look at USD workflows within a proprietary AAA editor.

image/jpeg
image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Packed room for Day 1 of the Tool Design Roundtable!

Biggest takeaways:

  1. 90% of studios use Figma, yet only 10% have a design system library of components for tools

  2. To know whether a feature is good or used a lot, A/B remove it for some users and listen if you hear cursing

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

And we had a celebrity visitor: Omar Cornut! I have seen ImGui used all over the place in so many tools around the world. Don’t forget to support the project: https://github.com/ocornut/imgui/wiki/Funding

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

One resounding refrain at GDC is that remote is here to stay. Folks are working from all over the world, across timezones, being hired for skillsets that are necessary for projects.

Last year it was a wave, this year it’s a tsunami.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Conversation this evening:
Why are Danish haircuts so expensive!?

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Also:
So many folks at GDC are getting sunburnt this year. The sun is hitting hard and sneaks up on you

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Day 4! Starting with lightsaber customization UX presented by Jordan DeVries

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

This is Jordan’s very first videogame he has ever worked on!! As a lead UX/UI. He has years and years of experience outside of games.

This makes me really happy. I’m glad folks can enter the games industry and be allowed to use their external expertise.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

User testing showed that what players liked were actually the more immersive experiences, even if they were slower and clunkier.

That actually added to the experience and feeling of building an actual lightsaber. It did not detract.

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Another great point is that the UI worked much better when parts did not have equal size. Some parts being bigger or more prominent than others made things easier to use, even if they were the same amount of elements.

(I’m getting windows phone flashbacks)

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Having two ways to do the same thing was an improvement to the experience.

Eg both sticks have the same action, and the DPad too.

Users could then always easily navigate. Redundancies helped, they did not detract. Though only in menus, not for realtime UI like HUDs.

image/jpeg
image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

This talk is covered in interesting takeaways. Very good examples, videos, and clear pros and cons. I cannot share them all, so I would highly recommend watching it later. (Or maybe it can go on YouTube? I hope so!)

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Always keep motion complementary. Vertical to vertical. Horizontal to horizontal. Do not do vertical to horizontal. Jordan warns many games still do this wrong, including ones that have only been revealed recently.

Jordan gently pleads for folks to please critically look at this

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

After Effects and Figma are the go-to’s for prototyping and concepting. Which is also what I notice in the roundtables: Figma has won the industry. Nobody else is coming close.

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

“As many of you know, a list of words at the top of the screen is never going to work due to localization.”

(German, why do you do this to us 😭)

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Here is the full list of takeaways.

And the giant list of credits: It takes a village to make such cool features!

image/jpeg

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Day 2 of the Tool Design Roundtable went great as you can tell from the empty packages of stroopwafels

Biggest takeaways:

  1. Open door policies rarely work. Busting door policies do work! Join user meetings

  2. Preventing issues is always better than curing them. Don’t just cure

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Addition to the earlier thought about seeing at GDC that remote is here to stay:

While that is true, everyone is having issues across timezones. Getting folks to be online in golden hours, communicate well, and work together.

However, these are company issues, not team ones.

RYStorm,
@RYStorm@mastodon.gamedev.place avatar

Now at the technical Tools Roundtable, and it’s always funny when someone complains about Perforce and then the next person who speaks says “Hi, I’m from Perforce.”

vfig,
@vfig@mastodon.gamedev.place avatar

@RYStorm looks more like a squaretable

beeoproblem,
@beeoproblem@mastodon.gamedev.place avatar

@vfig @RYStorm looks like a U table to me

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