aschearer
Making games is incredible but also very challenging. That’s part of its appeal. Highly recommended.
EHG is hiring! We're looking for a talented Senior Back-End Engineer on Last Epoch. If you love ARPGs and want to work with a great team (and me!), check it out:
If Claude could write the code directly unsupervised, it would go wild and produce a ton of garbage. At least if the code it writes in the browser is any indication. It's not that it's all bad, but it's like a very eager junior dev -- potentially dangerous!
Imagining a codebase that is one or two orders of magnitude larger, I think Claude would be useless. Imagining a non-expert driving the process, I think Claude would generate a very rickety proof of concept then fall over. All that said, I wish I had this tool when developing my previous game. Especially for a green field project, it feels like having access to the internet versus pulling reference manuals -- a big force multiplier.
EHG is hiring! We're looking for a talented game dev to help lead development on Last Epoch. If you love ARPGs and want to work with a great team (and me!), check it out:
https://eleventhhourgames.bamboohr.com/careers/74?source=aWQ...
I'll add I think tech doc review is just as important as writing stuff down. In my experience it's often done poorly. Doc should be ready ahead of time, sent to relevant people, read ahead of time, and a list of open questions and comments seeded before the meeting. The meeting should have a notetaker. The meeting should be shorter rather than longer. Have fewer people rather than more. The meeting should not be about reading the document top-to-bottom, but about answering open questions and confirming everyone is on the same page.
OK I read the article. I'm very skeptical of this approach. I doubt we can actually uncover fitness functions that reliably maps to "fun", and I believe it would require huge engineering effort to keep the game "simulable." Their examples aren't convincing. What would be convincing is a full, complex, and _fun_ game using these techniques.
Also the article seems like an ad for their AI solution.
Meanwhile, the technical work is very sophisticated and game engineers can work elsewhere, so they justifiably want to be paid well or they will leave to adjacent industries. Plus life is expensive in America. Six figure salary ain't what it used to be. People overseas, including western Europe, will do comparable work for peanuts. Article basically gets it correct. Not sure the problem can be solved. Joe in Seattle wants $150,000. Jozef in Poland wants $50,000. Case closed.
Still, I'm grateful to get to make games with cool people every day. Carpe diem!
Or going about this another way, who was more influential: Hearst/Pulitzer or Freud? In my view, Freud flipped the world on its head meanwhile the other two are simply "yellow journalism."
We're a growing company working on Last Epoch, a cool new action-RPG! We have a number of open positions including a Gameplay Engineer, Senior UI Engineer, Client Optimization Engineer, Backend Engineer, Technical Art Director, and Technical Director!
I recently read "The evolutionary origins of modularity"[1] and it talks about NNs that are evolved based on task-performance vs task-performance plus "graph cost" and finds that the later greatly outperform the former. Graphs in the later group ended up being more "modular" which allowed them to evolve to meet changing requirements more readily.
Could we analyze computer programs and create graphs representing modules? And links between systems? A node would a method. An edge would be a call site. Graph-modules – clusters of highly interconnected nodes – would represent the real fault lines of the application, which could be juxtaposed against the developer’s conceptual model. The cost of the overall graph could be calculated and used as a metric – aiming for some lower bound.
1: https://royalsocietypublishing.org/doi/10.1098/rspb.2012.286...
Interest rate: in 2003 the interest rate was in the high 5's. Today it's in the mid 6's. So let's call it a wash.[1]
What I'm saying is, today someone is buying the same house, at roughly the same interest rate as someone twenty years ago except that today 1) the house is twenty years older, 2) it's also about 30% more expensive after adjusting for inflation.
I grant that means the person needs fewer than 2x the resources, but my point still stands.
What's your interpretation?
I can't fault my neighbors for deciding to stick around in their nice, large homes with bedrooms to spare -- especially if they've paid off their mortgages or renegotiated during the pandemic. That said, I can't help but feel something is wrong with this picture.
Why isn't the neighborhood filled with young families? And when these older folks do finally move, will young families be able to afford the increasingly expensive mortgages? Looking at the Case-Shiller index, it's scary -- almost double the pre-2008 peak![1]
1. We derive pleasure from anticipation, so ensure there are a number of things to look forward to.
2. Likewise we derive pleasure from looking backwards -- so the above is a two-for-one.
3. When making decisions in realtime, we tend to slip into "reptile-thinking" and that in turn leads to unhappy-decisions. They cite a snickers bar versus an apple. So try to make more decisions upfront, aligning them with your goals. e.g. bulk cook versus figure out lunch daily.
4. Day-to-day life has a huge impact on our happiness but we often architect it in ways that make us unhappy. e.g. moving into a big house in the burbs and therefore having a long commute. Think about our goals and design daily life so they flow more readily.
Edit to add my own twist on the paper and a challenge:
If you're so smart, why aren't you happy?
I think what you say is right, too. There's something special in that last push, and there's a sense of loss afterwards.
But then you get down to earth and start over. Best of luck with your current or next project!
With all that said, 1) I don't think it's important to literally write "morning pages" (nor does Ms. Cameron, in my reading). It's important to find the correct medium _for you_ that manifests ideas in the world. 2) I think the signal-response pattern _is important_. It's not enough to put thoughts/feelings/whatever into the world. You need some means for things to return to you.
Flip it around though, as a fellow weirdo -- what stimulates your creativity?
My project was a video game I co-created called "You Will Die Here Tonight." After many years, we finally shipped! I find there's something special about actually finishing work. That growth occurs up in the thin air at the summit, if you catch my drift.
The catalyst comment was more my ruminating about the creative process. Like I said, I think the signal-response element is critical, but perhaps not sufficient. Could you spend years in that pattern and not experience any benefits? If so, what's the missing ingredient? I wonder...
Likely there are other ingredients. Some sort of catalyst may be needed for the process to get into gear. (Full disclosure, I'm still partway through the book so perhaps Ms. Cameron discloses them, but I stand by signal-response practice from direct experience.)
To hazard a guess, I would say joy/wonder may that catalyst. Or rather, our sense of wonder will lead us to joy which triggers the necessary inner reaction.
I'm curious to hear more about your experiences.
I'm reminded of that quote by Satre.