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88 votes
Accepted

Why are so many games not fully voiced?

Because voice acting is more expensive than just the payment for the actors. It's not just the voice actors you need to hire. First, you need to find voice actors which are suitable for your roles. ...
Philipp's user avatar
  • 120k
87 votes
Accepted

Working hours and productivity expectations for game artists and programmers

It's not unusual for workers to be less than 100% engaged in task work for the entire duration of the work day. Humans have a hard time focusing on one task for longer than 20 minutes without some ...
DMGregory's user avatar
  • 135k
44 votes
Accepted

How to know if one game idea is more worth pursuing than another?

Your first test should be to pitch individual ideas to a few random people from your offline or online social circle or to a few interested online communities. See how they react to it. This can ...
Philipp's user avatar
  • 120k
42 votes
Accepted

What should be created first in a video game?

The first step is to create a minimum viable product. A MVP is the absolute minimum which can be considered a playable game. It doesn't need any graphics yet except for some placeholders. It should ...
Philipp's user avatar
  • 120k
28 votes

How to know if one game idea is more worth pursuing than another?

Everyone is different so take this advice with a grain of salt. If you care about each of the projects equally, I would recommend going with whichever project has the smallest scope. That way, you'll ...
Jarrett's user avatar
  • 381
27 votes
Accepted

Anxious about possibly hitting bugs i can't solve and having to cancel my games

It's not unusual to worry about whether or not you have the ability to finish a technical task. Minimal Working Examples Your main problem boils down to how you develop... by adding bits and pieces ...
Engineer's user avatar
  • 30k
23 votes

Anxious about possibly hitting bugs i can't solve and having to cancel my games

Use version control I think major stress relief comes with version control. More so when you really care about tracking features in separate branches and commit often with each task completion. When ...
Piro's user avatar
  • 407
21 votes

Working hours and productivity expectations for game artists and programmers

Good grief, reading this question stressed me out. You don't think your employees should be allowed to send personal messages and attend to their life during work hours? The top answer says it better ...
ribs2spare's user avatar
18 votes

Working hours and productivity expectations for game artists and programmers

I think that strict working hours is generally not a good idea. For example I belong to these 20% of people who are much more productive at late hours. I worked in startups and big companies as well. ...
Coldsteel48's user avatar
16 votes

Working hours and productivity expectations for game artists and programmers

I think apart from the above mentioned views, I guess one has to take the region/country where the company is located. The culture has a major impact on these kind of stuffs too. For example. I have ...
dcruise546's user avatar
15 votes

Method to size game content

I think you pretty much answered your own question there yeah. Depending on how important the story is to the game and especially the gameplay, you write the entire thing first, then cut out the ...
basklein's user avatar
  • 416
14 votes

Why are so many games not fully voiced?

One element the other answers have not touched on is size. Sound files are substantially larger than text files. Every single spoken line is that much more data that must be downloaded to the player'...
Xavon_Wrentaile's user avatar
13 votes

Anxious about possibly hitting bugs i can't solve and having to cancel my games

Engineer's answer is a solid answer to the title question, but it sounds like in your specific case, you just need more practice understanding what your code actually does. Working from tutorials and ...
Mars's user avatar
  • 531
11 votes

Can polishing the GUI be ever considered a part of making the MVP?

Remember, these terms we throw around like MVP, agile, ECS, vertical slice, etc. are not absolute laws of the universe. They're just ideas that some folks have found helpful to their process. Where ...
DMGregory's user avatar
  • 135k
10 votes

Working hours and productivity expectations for game artists and programmers

There are some red flags, but probably not the ones you expect This I set down a project roadmap with a lot of good documentation on what needs to be done and deadlines. Both were asked to produce a ...
bob's user avatar
  • 296
9 votes

Working hours and productivity expectations for game artists and programmers

Having managed several studios for a few of the large game companies, I could write you a large answer about productivity, etc but the problem is rarely there: First, you can't expect people to sit 8 ...
Thomas's user avatar
  • 211
9 votes

Why are so many games not fully voiced?

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over. Synchronizing animations are another problem. When you ...
starikcetin's user avatar
  • 5,295
8 votes
Accepted

How to nest one Unity project into another?

The new Unity Package way Unity has recently introduced a Package Manager. This is a system that most Unity components will be moving to, and it also allows you to create your own packages. ...
House's user avatar
  • 73.3k
8 votes

Anxious about possibly hitting bugs i can't solve and having to cancel my games

This is just intrinsic to software development. You've got a bug. Software always has bugs. Major games ship with them, and end up profitable enough anyway. It's a game, it's not hooked up to a life ...
pjc50's user avatar
  • 513
8 votes

Anxious about possibly hitting bugs i can't solve and having to cancel my games

Personal projects never cancel, they just are put on hold i might have to possibly cancel a project that i really cared about Nothing can force you to cancel a project you care about. Even if you ...
Arcanist Lupus's user avatar
6 votes

Working hours and productivity expectations for game artists and programmers

A few things you need to know about creative types: Programmers love being 100% engaged for hours at a time. This allows them to achieve deep flow. To gain the benefits of this, you need to provide a ...
StackOverthrow's user avatar
6 votes

Can polishing the GUI be ever considered a part of making the MVP?

TL;DR: The idea behind creating an MVP is less about the precise definition of an MVP and more the general principles of: Not starting to polish until you have something you can actually play Not ...
Bernhard Barker's user avatar
5 votes

Working hours and productivity expectations for game artists and programmers

Adding to other answers, it's worth noting that on top of the average office worker, most creative work like art and programming certainly does not benefit from monitoring over the shoulder and ...
lucasgcb's user avatar
  • 151
4 votes

What should be created first in a video game?

You should figure out the story you want to tell, and the purpose of the game. These will guide everything else and give the user something to come back to time and again.
Jacob F. Davis C-CISO's user avatar
4 votes

Our designer refuses to work because of job official title

Job titles and responsibilities vary greatly from one place to the next. The duties for a particular role at a particular place depend on what the two relevant parties have agreed upon. The ...
Pikalek's user avatar
  • 12.4k
4 votes

Anxious about possibly hitting bugs i can't solve and having to cancel my games

Fixing the bug and solving the problem aren't the same thing. In this case you were able to fix the jump height calculation and that's great, but sometimes you may find that something really can't be ...
user3067860's user avatar
3 votes

Method to size game content

One approach is to go with at it in a hierarchical fashion. Write a simple outline for the whole story. Put only the important stuff, the things that affect the rest. Then, dig down into one part ...
Jeffrey's user avatar
  • 306
3 votes

Method to size game content

The "design first, cut later" principle can be fun at first because it doesn't impede creativity too much with concerns of what you can realize. But it leads to frustration later when you realize just ...
Philipp's user avatar
  • 120k

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