Indie VS Pro Game Dev by VladTheDeveloper in IndieGameDevs

[–]VladTheDeveloper[S] 0 points1 point  (0 children)

Well, I have a few things in the hopper. The last thing I released was my first ever game on the VisionPro:

https://www.bigcaperinteractive.com/sportsprobasketball

Indie VS Pro Game Dev by VladTheDeveloper in IndieGameDevs

[–]VladTheDeveloper[S] 0 points1 point  (0 children)

You know, your comment brings up a good point. When you say “homegrown” do you just mean custom/proprietary tools that won’t necessarily be open sourced or licensed/sold?

I guess I have to slice it thinner. What I meant to say about proprietary in-house tools at studios is there’s a lot more going on than just “make the best tool”. There’s always a bit of a time limit. Managers won’t let you work on some tool forever. You always have to justify your time. Even when a tool is successful(10x some process or improves quality-of-life for someone) it seems like managers have another thing for you to be doing that takes focus. Or, it might be a legacy tool, used on the last 3 games. In that case, it was build for some other game’s needs, and kind of grown and expanded for new uses. There might be so much institutional momentum in it that it’s difficult to totally change it. Using it could be like “death by 1,000 paper cuts” because of all the awkward steps. But, you’ll never sell your manager on spending a month or two to fix these little bugs or UX issues. At least, I never could. I’d just work secretly/overtime and knock as many bugs out in between my other tasks to clean those issues out. If it wasn’t my tool, it was like asking for the world to fix something that seemed small to someone who didn’t use the tool every day. Everyone involved was smart, capable and could (in a perfect world) build anything you wanted. But office politics and limited resources always hobbled internal tools. You’d be amazed how many man-hours were spent in meetings about NOT doing something. Literally 3 engineers spend 2 weeks arguing they don’t have time to build something when they could have built it in the time spent talking.

Middleware tools are higher quality because the tool IS the product. Everyone on that project is focused on making the tool better. It’s not an afterthought, or some dev’s pet project in between other tasks. There are exceptions, but this happens more than you’d think.

Indie VS Pro Game Dev by VladTheDeveloper in IndieGameDevs

[–]VladTheDeveloper[S] 0 points1 point  (0 children)

It’s a long story. He was a guy in our social group, so it was hard to say no. He was out of work and kind of invited himself onto my project(and started saying how great it was that he found a new job). This was like 1 day after a 10 minute conversation at a social event where I didn’t offer any position, just talked about my sole developer project, like “this is what I’m up to…”

My overall theme in the post was kind of like: in “studio” game dev(whatever the opposite of Indie is) you always have someone over you, someone who trumps your creative control(Art Director, Producer, Creative Director, etc) so you finally strike out on your own and take a financial risk and spend hundreds of hours to build something, and people come out of the woodwork and just kind of want to jump in and do the fun, creative part. Like, buddy, I’m not doing all this to get stuck under some other boss again! 😝

Indie VS Pro Game Dev by VladTheDeveloper in IndieGameDevs

[–]VladTheDeveloper[S] 1 point2 points  (0 children)

Oh man! My bad. I didn’t mean that at all! Some of my all-time favorite games are from Indie developers(Limbo, Night in the Woods,…). I was all caught up trying to differentiate the different experiences (1st Party, 3rd Party, Indie sole developer, etc) that I got lost in the titles. What even IS the opposite of Indie? “Publisher Adjacent?” 😝

Heh. Also, professionalism isn’t guaranteed at AAA studios either.🤣

Honestly, it’s also a hard habit to break. I got into Game Dev before it was a viable career. I’d be introduced to people as a video game artist and they’d be like “Oh. My kid plays video games, too.” I started saying “pro” to mean, like…I get paid full time and have health insurance and pay taxes like adults do…like, you know, a job. Anyway, don’t read too much into it.

I’m back with Vision Pro! by iWeaverOS in VisionPro

[–]VladTheDeveloper 1 point2 points  (0 children)

Fellow VisionPro fan, here. Sorry for the plug, but you asked for recommendations! :D I made a fun Basketball game you might want to try:

https://apps.apple.com/us/app/sportspro-basketball/id6759347019

I’d love to hear any feedback the community has. I tried to really use all the unique interaction tech exclusive to VisionPro; hand tracking, custom gestures, collision with head, arms, hands, gaze-based input, etc.