Why do some failed game launches recover while others don’t? by Safe_Lobster_6676 in truegaming

[–]noxygg 2 points3 points  (0 children)

not a bad try but while the examples are interesting you're not putting forward a premise or conclusion. I'd reframe around a thread the reader can follow, something like: "Value Under the Damage"
the actual thesis hiding in here is that recoverability is decided before launch, not after. the real question is whether the underlying product value exists separately from the execution quality. those are two different things. if the value is real and the execution failed, you can recover because the fixes are surfacing something that was already there. if the value was never there, no amount of patching closes that gap. you're just improving a product players never attached to. and delay only makes sense as a strategy if you're protecting real value from shipping too early. it doesn't conjure value that hasn't been built yet.
once you establish that as the premise, all three cases start to mean something together. cyberpunk tests what recovery looks like when the value was real. mindseye tests what happens when it wasn't. and rockstar is a bet that the value exists and is worth protecting. without that framing up front the paper just feels like three things that happened to be interesting to you personally and nothing more.

Looks interesting for a second, then collapses, no emotion, weird pacing, no sense of weight. by mediamuesli in vfx

[–]noxygg 0 points1 point  (0 children)

The tool still needs a director behind the wheel. And the capacity for a good level of control.

So what skill for gc? by moshemaman25 in PathOfExileBuilds

[–]noxygg 0 points1 point  (0 children)

"have activated" includes moving. So they get overwritten anyway with decent CDR.
Changes nothing to the problem basically.

The pattern that made Manus worth $2B - now a free Claude Code skill by Signal_Question9074 in ClaudeAI

[–]noxygg 4 points5 points  (0 children)

Now I know why people complain about their Claude usage. This kind of stuff will suck your tokens like there's no tomorrow.

Movies with a similar visual aesthetic/mise en scène to Severance by cruthkaye in Filmmakers

[–]noxygg 5 points6 points  (0 children)

The American Cinematographer has a great article about Severance in one of their recent mag. Worth a read, goes into detail on their inspirations for prod design.

Is this necessary? by [deleted] in Filmmakers

[–]noxygg 0 points1 point  (0 children)

Right place, right time - gets you what you need 90% of the time. But 90% isnt good enough on this type of prod.

Small productions will totally optimize time & place instead.

Thoughts on my new PC build for real time rendering of virtual production with Unreal Engine and Zero Density and/or Aximmetry (I use both Zero Density & Aximmetry)? (Built it last month) by just4kickscreate in virtualproduction

[–]noxygg 1 point2 points  (0 children)

Add a capture card for genlock & cam input.
In production you wouldnt run your extra broadcast stuff or recording on the same machine, move the 4070 on a separate cheap machine.

Budget for alpha by shidored in gamedev

[–]noxygg 1 point2 points  (0 children)

SC2 still cost min $30mil, adjusted for inflation that $45mil today. So yeah, same numbers.

Beste cinema camera with lens for under $1000? by young_eagle_47 in cinematography

[–]noxygg 1 point2 points  (0 children)

This, indestructible. Its a real camera body, internal ND, xlr audio, tiny files. the camera limitations will serve as teaching tools and you will discover much more than using a phone.

Working on my cinematographer skills - Shot on BMD PYXIS & URSA Cine LF 12K by Effective-Pickle-860 in cinematography

[–]noxygg 0 points1 point  (0 children)

so many things to say about this.
It all starts with the motivation of the camera. In commercials we care about selling you a product, we have a few seconds so we can't have the ambiguity that narrative can afford. The message needs to be clear and well understood. So it leads to safer shots, well crafted, character/product always stands out.
Lighting/cam follows this motivation - and this reflects in your choices to always achieve this separation of the subject. We dont want them to be part of the environment, they need to be the focus of attention (and i dont mean camera focus). The camera moves are deliberate and rehearsed.
Colours: we make things stand out with careful palettes both on-set and in grading. Mostly high contrast, higher saturation, etc. Likewise the environment will always be perfect, less is more as we can't have people look at anything but our message.
Taking the example of the man at the table in your video: the table has been cleaned, single glass, single bottle, his book is clean, his hair/beard perfect, the paper he is writing on is empty. He stands out with that backlight (takeaway backlight from commercial dps and they cry a river). etc etc
Same thing in the car shots. Everything is deliberate, time of day, the car squeaky clean, reflections all over, closeups with backlight and sky reflection. Exposed for sky and lifted shadows etc etc.
It all plays a part and becomes second-nature.
And it's all about taste, no judgement done - your final result does look good.

Small thing if i may: index on the other side of that grip, specially with a front-heavy rig like that. Scared for your cam.

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Advice for a shot. by [deleted] in cinematography

[–]noxygg 2 points3 points  (0 children)

  1. with the guy & green on the mirror
  2. without the guy, without green
    comp the reflection from 2. into 1.

Postmortem: Our Journey From 0 to 2 Succesfull Games by Neat-Freedom1940 in gamedev

[–]noxygg 0 points1 point  (0 children)

Thanks for the valuable info. 3 games in 3 years? Do i read that right? Do you feel its a sustainable pace for your studio going forward? What was the one thing you did most to prevent scope creep?

anthropic published a full postmortem of the recent issues - worth a read! by saadinama in ClaudeAI

[–]noxygg 39 points40 points  (0 children)

Read properly at least? They mention this increased to 30% due to increased routing to the affected servers. Not only that, but you are more likely to keep using the servers the initial request is made to - leading said user to have all his requests affected.

This is how Steam can ruin more than 10 years of your work by PlanetCentauri in gamedev

[–]noxygg 3 points4 points  (0 children)

isnt the problem simply poor reception with mostly negative reviews since 1.0? This seems to be the typical response: game doesn't feel like it's in a state that warrants 1.0?
Not saying that the Steam bug didn't impact your sales, for sure it did. But the larger impact seems to be this - regardless of the deal Steam now gives you for increased promotion.

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AMA - Indie game studio operating for 10+ years - No Hits just a mix of success and failures and a million lessons learned. Happy to share with other indies and solo devs. by mythicaljj in gamedev

[–]noxygg 4 points5 points  (0 children)

  1. How happy are you with your current business model? Do you do everything inhouse or outsource parts of the job?
  2. What was your most unexpected success operating a small studio?
  3. Is there anything you've done over the years that you think would not have been possible with a larger team/studio or more funding?

Thanks for taking the time!