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Rebellion CEO seems kind of awed by major studios making massive videogames: 'How do you organize a game that has 2,000 people working on it?'

⁨132⁩ ⁨likes⁩

Submitted ⁨⁨2⁩ ⁨months⁩ ago⁩ by ⁨tonytins@pawb.social⁩ to ⁨games@lemmy.world⁩

https://www.pcgamer.com/gaming-industry/rebellion-ceo-seems-kind-of-awed-by-major-studios-making-massive-videogames-how-do-you-organize-a-game-that-has-2-000-people-working-on-it/

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Comments

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  • Kolanaki@pawb.social ⁨2⁩ ⁨months⁩ ago

    I mean, with the general state of AAA gaming these days I have to assume they don’t. Have you seen some of the shit that’s been coming out?

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    • dinckelman@lemmy.world ⁨2⁩ ⁨months⁩ ago

      I can’t imagine ever working on any project that large. Most of your people will essentially have zero communication with each other, and release a half-assed overbudgeted product as a result

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      • Skullgrid@lemmy.world ⁨2⁩ ⁨months⁩ ago

        Most of your people will essentially have zero communication with each other

        does the texture artist really need to communicate with the advertising co-ordinator?

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    • tonytins@pawb.social ⁨2⁩ ⁨months⁩ ago

      Ugh… Don’t get me started.

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    • AceStructor@feddit.org ⁨2⁩ ⁨months⁩ ago

      This is exactly what I thought

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  • vapourisation@programming.dev ⁨2⁩ ⁨months⁩ ago

    Used to work at Rebellion on their IT team. Genuinely a fantastic place to work and the owners seemed to always be super chill. Had a full suit of armour in one of their offices and so many weapons lying around (likely blunt replicas but still really cool).

    I wasn’t on the game dev team so can’t speak for them but I was personally never pushed to work harder and often explicitly told to take breaks.

    We also used to have large Unreal Tournament matches at lunch.

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  • Kelly@programming.dev ⁨2⁩ ⁨months⁩ ago

    So what I really want is a game that gives me a sense of achievement, and with the vaguest possibility that I actually might finish it. And so it’d be really interesting to know how many games are actually finished, and how many games are just abandoned by what proportion of people. 

    It can be fun to go to an achievement/trophy tracker and compare the numbers for the awards for first and last story missions.

    For GTA5 some numbers are:

    • Welcome to Los Santos: 1,736,456
    • To Live or Die in Los Santos: 565,297
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  • PieMePlenty@lemmy.world ⁨2⁩ ⁨months⁩ ago

    This is the guy who has an awesome medieval history channel on YouTube. Seems like a really down to earth bloke.

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    • spacebetweenstars@lemmy.world ⁨2⁩ ⁨months⁩ ago

      Just discovered that channel, and was like “how is this funded??” So I looked him up and what a pleasant surprise it was to see his place in the game industry!

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    • DrCake@lemmy.world ⁨2⁩ ⁨months⁩ ago

      +1 for his YouTube channel. One of the best medieval history channels there is

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      • simple@lemm.ee ⁨2⁩ ⁨months⁩ ago

        Since nobody linked it, it’s Modern History TV. Great channel.

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  • subignition@piefed.social ⁨2⁩ ⁨months⁩ ago

    The rarest human resource there is: good management.

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    • DragonTypeWyvern@midwest.social ⁨2⁩ ⁨months⁩ ago

      Or bad management and it’s an inefficient mess that simultaneously breaks its workers.

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  • 5714@lemmy.dbzer0.com ⁨2⁩ ⁨months⁩ ago

    Open Source does it all the time, just with a slower pace.

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    • tonytins@pawb.social ⁨2⁩ ⁨months⁩ ago

      Excluding the “Open Core” projects, those people don’t normally have management breathing down their necks.

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      • vrighter@discuss.tchncs.de ⁨2⁩ ⁨months⁩ ago

        open core isn’t open source, imo.

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  • rockSlayer@lemmy.blahaj.zone ⁨2⁩ ⁨months⁩ ago

    By crushing the spirit and exploiting the hell out of passionate workers.

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    • mhague@lemmy.world ⁨2⁩ ⁨months⁩ ago

      And hire an Outsource Manager so you can farm out most grunt work to underpaid devs in other countries.

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      • KingThrillgore@lemmy.ml ⁨2⁩ ⁨months⁩ ago

        Who then proceed to get abused mentally and physically bad sociopathic managers.

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