I might be a game developer

Joined April 2019
This is a challenge all game makers face, and it's magnified during downturns. The solution? Make a great game, make it efficiently, and set the budget based on to the size of the audience that will pay for it. Technology that helps achieve that is, in my opinion, good.
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The crash in the game business nowadays is the first for the new generation of gamers, but only one of several in the history of games. Here are my thoughts from 2000 when a maker of beloved but long-unprofitable games went under.
Tim Sweeny's comment on the closure of Looking Glass Studios.
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This is my dream situation. I want to be able to talk through interfaces, changes, ideas, consequences and think through things. I get so derailed asking a question and coming back in 5 minutes
DeepSeek V4.1 Flash 1017 runs at 1,521+ tok/s on Fireworks Ultrafast. Fast enough to ship Tetris in 11 seconds, 7x faster than Claude Opus 5.5. Join the Ultrafast waitlist: bit.ly/3UA0wKq
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BioWare is not, like, a guy. BioWare closing is not like Steven Spielberg or Quentin Tarantino getting fired or cancelled. BioWare is a business entity that existed for 30 years. During that time people — including lead creatives who were responsible for the great games — came and went. Some video game studios manage to maintain a culture and a sensibility around excellence and the key creatives either stick around for a long time or pass the reins to handpicked successors who share their values and preserve the culture and standards of the studios. What has happened in the game industry over the last 15 years is that there came to be a widespread belief that the cultures that incubated excellent games were exclusionary racist, sexist, homophobic boys clubs that needed to change in order to welcome in different kinds of people. Instead of hiring people who shared their values and sensibilities, the people at these game studios were pressured to push their workforces toward being 50% female while achieving racial equity. The staff of the studios changed dramatically, the cultures of the workplaces changed dramatically and the games changed dramatically. The pandemic sent a lot of people into their homes to play video games, which seemed like it was going to drive an era of growth for the industry. At the same time, the new generation of gaming hardware required more detailed assets, more animation, and therefore more people to make these massive games. So there was a huge hiring boom at the precise moment that there was an overarching focus of the demographics of the industry, which means that nearly every Western game studio’s workforce was completely transformed. Over 40% of games industry workers under the age of 25 identified as LGBT or nonbinary on recent surveys. Additionally, some studios have had unique pressures that have driven a lot of turnover. At Rocksteady Games, for example, a lot of the people who made the Batman: Arkham trilogy were not interested in building the live service game Warner wanted, so most of the principals on those games left the studio during the production of “Suicide Squad: Kill the Justice League.” The studio cannot pivot back to what used to be its strength at making single player titles after that failure because all the people who are responsible for the classic games are gone. They no longer have that strength. They no longer have the institutional capacity to make great games because great games are made by great people and the great people are gone. A similar thing happened to BioWare during “Anthem.” They couldn’t just pivot back to making great “Dragon Age” or “Mass Effect” games after the failure of “Anthem” because too many people were gone and the culture had changed. They weren’t the same studio and they weren’t a great studio anymore. The BioWare that was shuttered today is not the studio that made “Mass Effect 2” or “Knights of the Old Republic.” That studio hasn’t existed for many years. It was just the “Dragon Age: The Veilguard” studio.
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After ~6 years of development time today Keen Games finally released Enshrouded. Congratulations to our entire team and absolute great work from everyone! youtube.com/watch?v=gp7PZXky…
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With agents its become much easier to vibe code utilities, such as editor extensions/plugins. I've been vibe coding my own vscode extension for easier code review (because github code review sucks) and its been amazing
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Won retweeted
Someone absolutely beginner asked me how to get into programming. Generally I suggest raylib or three.js but thinking through how to explain exactly what that is to someone who knows nothing I realize how big of a hurdle even that is. Getting into VSCode setup to compile and run, with Intellisense and some base libraries all configured properly. That by itself is such a huge hurdle. Makes me realize that alone is probably one of the reasons Unity gained so much ground. It's one of the few things where you can download it, click through the graphical wizards, then have it plop you down in an editor and IDE all setup, compiling and debugging.
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Replying to @guycalledfrank
Doesn't work for all games, but for a slow paced game like yours it might no? For The Last Night, we control the camera, not the player, so it's perfect.
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I treat raw AI generated assets like scanned data. Topology is horrible, UV charts are unusable (thousands of tiny islands), normal maps are a joke. But if you run it through a full remeshing pipeline, generate new UV charts, project the data on the new surface and generate new normal maps (high->low) and LODs (now possible since UV seams don't prevent it), AI mesh gen is starting to be usable today. Not yet for AAA hero assets, but good enough for props. But remember to scan the results for potential infringement. AI sometimes generates logos/emblems that are recognizable.
Have you seen a 3D AI generate assets with this level of detail? Up to 8K PBR textures. High fidelity geometry. Just one image. At what point do we stop calling this a demo and start calling it a production workflow? #AI #3D #GameDev #UnrealEngine #YVO3D
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Steve Jobs when leading Pixar: "The CEO is actually at the bottom"
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The code you write in rust can be correctly wrong.
rust is a perfect language for agents, given that if it compiles it's ~correct
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Because you neither paid, nor credited, nor even acknowledged the artists whose work you're now implicitly using. This is pretty simple. If you go out and buy a bunch of art books and you look through those to get ideas, the people who made the art books get the money one-for-one for every studio that ever buys those books. If you go to someone's portfolio page on the internet and get some ideas, you now know who that person is and maybe you really like what they did. Maybe you might hire them to do concept art for your game someday. If you ask a generative AI to generate ideas for you, you pay Google, OpenAI, Midjourney, etc., and that's it. The artists who made everything that goes into it get nothing. They do not get money. They do not get exposure. They do not even get the bare minimum acknowledgement from you that they even existed. I am glad players are angry about generative AI. I hope they get even more angry. Artists that contribute art to a creative process deserve better treatment than this. If you like generative AI as a tool, advocate for a properly licensed, properly attributed version of it first. If instead you choose to use generative AI and ignore the ethical issues, you more than deserve the backlash.
Holy fuck guys we’re not "pushing hard" for or replacing concept artists with AI. We have a team of 72 artists of which 23 are concept artists and we are hiring more. The art they create is original and I’m very proud of what they do. I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didn’t say we use it to develop concept art. The artists do that. And they are indeed world class artists. We use AI tools to explore references, just like we use google and art books. At the very early ideation stages we use it as a rough outline for composition which we replace with original concept art. There is no comparison. I talked about how we use ML here if you would like to know more: gamespot.com/articles/baldur… We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier.
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Here's an on-this-site version of our game announcement trailer from The Game Awards. Clicking the Wishlist link lets Gabe Steam know that people are interested, which helps a lot! store.steampowered.com/app/4…
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Graphics API is irrelevant
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Replaced Single Player Cyberpunk Action Adventure Launching Day One in Xbox Game Pass Ultimate 2026 Looks like we’re getting a New trailer soon! 🌆
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I don't know why, but GitHub Copilot has become much worse lately, no matter which model I use
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I had way too high expectations for AI coding assistants. Why the hell can’t they even generate the simplest WebGPU example that just renders a single triangle? Am I doing something wrong?
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