Showing posts with label ask a developer. Show all posts
Showing posts with label ask a developer. Show all posts

Tuesday, June 20, 2017

2017 Game Devs of Color Expo in NYC This Week

After a successful inaugural event last year, the Games Devs of Color Expo returns to New York City this year on June 24th. Createdby developer and industry vet Catt Small, the Game Devs of Color Expo lets people of color in the games industry network with each other, present their work in a professional space, and get feedback directly from consumers. The GDoCExpo will take place at the Schomburg Center for Research in Black Culture, a historic venue that can hold up to 700 people. To keep the expo accessible, student and low-income attendee tickets are $5 while general tickets are $20.

In addition to game demos and exhibitions, GDoC Expo is hosting five educational talks about game development and four panels about various parts of the game development process. In a win for accessibility, all talks and panels will be live-captioned, and the entire event event is wheelchair-accessible. There are 31 free to play games and game demos at the Expo, as well as several "micro talk" 10 minute presentations, industry development panels, and an evening after party at Babycastles gallery.


Wednesday, April 19, 2017

The Last Game I Make Before I Die: Crashland Dev's Amazing Talk


This video is the full GDC 2017 talk given by Sam Coston of game studio Butterscotch Shenanigans. It details the story of Crashlands, the large-scale 2D action-RPG crafting game that Sam worked on with his brothers and talks about his struggles in dealing with developing the game and his own cancer diagnosis. The talk doesn't just touch on Sam's deeply personal story but also offers a very insightful look at the game development process.

Thursday, August 7, 2014

Tech's Gender Gap Is Real, Pervasive, Worse Than Men Realize


For all the idealism behind the idea that technology knows no borders, that data and the market-place of ideas offer equal access to meritous ideas, free from gender bias or that women have achieved parity with men in the technology field, the actual lived experience of scores of women in the tech industry, from app development to tech investments is rife with stories that tell otherwise. Last week, Wired published an eye-opening and unflinching look at the gender gap between men and women in the tech industry entitled "This Is What Tech’s Ugly Gender Problem Really Looks Like". An excerpt:
Shortly after Kathryn Tucker started RedRover, an app that showcases local events for kids, she pitched the idea to an angel investor at a New York tech event. But it didn’t go over well. When she finished her pitch, the investor said he didn’t invest in women. When she asked why, he told her. “I don’t like the way women think,” he said. “They haven’t mastered linear thinking.” To prove his point, he explained that his wife could never prioritize her to-do lists properly. And then, as if he was trying to compliment her, he told Tucker she was different. “You’re more male,” he said. Tucker didn’t need to hear any more. “I said, ‘Thanks very much,’ walked out, and never spoke to him again,” she recalled earlier this year, as part of a panel discussion on “fundraising while female” at the annual Internet Week conference in New York. 
It was one of many stories shared during a panel that painted the tech world as a place that—for all its efforts to push into the future with apps and gadgets and online services—is still very much stuck in the past when it comes to attitudes involving gender...  
But there’s another truth to remember: For every story you hear about investors behaving badly, there are far worse stories that many women wouldn’t dare to tell. “The most common thing I hear from other women is: ‘Oh the stories I’ll tell once I’m far enough along that I don’t have to worry about being shamed,’” says Kathryn Minshew, co-founder of the job search and career advice site The Muse. For women who have experienced this bias—and there are many—the simple act of talking about it is taboo... And yet, it’s only through these stories that we can begin to understand that the statistics aren’t the result of some fluke or mass oversight, but a very real problem that needs to be solved.
The entire article is worth a thorough read, and hopefully serves as a decent wake-up call. A word of advice, though: Don't read the comments on the article. They're particularly loathsome.

Wednesday, July 23, 2014

Game Developers, Armchair Designers and Game Critiques

Image courtesy The Muppet Holding Company
If you haven't added the insightful blog "Ask A Game Developer" to you bookmarks, feed list or blogroll, you really should. The blog is run by an unnamed game developer who both answers reader questions about game development, and occasionally write essays on different aspects of being a game dev. One of the more interesting discussion threads that emerged was the role that game reviews and YouTube reviews played in game development. As it turns out? Not very much.
"As a whole, however, the developers don’t really pay attention to that sort of thing. We’re too busy working on the game itself to really pay too much attention to the gaming media outside of cursory attention just to keep abreast of current events in the industry. A handful of people might enjoy watching the youtubers or other video makers (I think Zero Punctuation is fairly popular at my office) who post let’s-plays or reviews or opinions on games, but that’s more of the exception than the norm."
Well then, according to this game developer, who does care? The marketing team.
"...they absolutely care about the gaming media, youtubers, and anyone else who creates content related to the (possible) promotion of games. In these situations, however, what they care about is the metrics. How many of the readers/viewers are in the target demographic? What is the general attitude toward the developer and publisher by the audience? And, most importantly, if we spend part of our marketing budget to hire this person/group/etc. to promote our product, what sort of returns will we get? "
The blog author delves further into this when they discuss what they call "armchair designers" in the post "Getting Up From The Armchair":
"So here’s the thing about armchair designers. They tend to lack the context to make choices like how much time, effort, and/or money it will cost to get something done. After all, they’ve never had to deal with a budget or a production schedule or requirements before, so they aren’t necessarily aware they exist or how they work. They don’t know how long a cinematic scene will take to create, because they never had to wait for the motion capture and audio recording, or set up the positioning and timing, or make sure they stayed within the word budget, or had to create it without using any additional resources because the animation department was tasked up the wazoo already. Because the armchair designer lacks this crucial context, he lacks the necessary skills to determine whether something is easy or hard to do."
What do you think? I'm torn. I do believe that baseless, uninformed critique doesn't help anyone-- it's just posturing and pontificating on the critic's part and useless noise. However, just because someone doesn't have a background in game development doesn't mean that critiques that come from someone without a game development background are useless. Games, after all, are meant to be played. And some game studios have tried to deflect legitimate criticism with bogus technical explanations (google "assassin's creed" and "women are too hard to animate" for example), and making a game dev background a requirement for decent critique is a bit of unnecessary gate-keeping to excludes those that have already been marginalized in gaming spaces. In fact, setting it up as a dichotomy is a false choice, in my view. People can create AND critique, and many would argue that criticism is an important part of the artistic process in and of itself. While I think there's an effective way and an ineffective way to critique, I also think that creation doesn't exist in a vacuum and artists and creators will never learn, develop, or improve from an echo chamber.

What say you, readers?

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