Top Stories guest editorial
- A Super-Technical Look At The Lighting Of BioShock Infinite
- How Not To Complain To A Developer
- Net Neutrality And Gaming: Things Can Get A Lot Worse
- I Help Make Video Games, And I'm Sick Of The Hatred From Gamers
- We're Buying More PC Games Than We Can Play
- I Sold Too Many Copies Of GTA V To Parents Who Didn't Give A Damn
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Rami Ismail gave me a funny look when I recently congratulated him about the release of Luftrausers, his studio’s slick shoot-em-up that was just released for PlayStation platforms. He told me he had mixed feelings about the game. As he explained why he did, I suggested he write about it. He did and has let us republish his blog post about it below. I hope you’ll find his take on his own game as surprising and intriguing as I did. – Stephen Totilo
Programmers don’t generally have reels, but we do have blogs. I’ve been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events, and I thought it made sense to write some of it down. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work.
As Vlambeer, the studio I work at, has gotten bigger and our community has grown beyond our biggest fans, I’ve noticed a shift in the way people interact with us. Where we used to mostly get messages of support and understanding, the ratio of messages that treat us like two guys making video games versus those that treat us like a giant corporation that makes small games has slowly been tilting towards the latter.
After last week’s court decision striking down the Federal Communication Commission’s net neutrality rule, it is worth taking a moment to remember that a world without net neutrality — the principle that the company that connects you to the internet does not get to control what you do on the internet — is a world that is bad for everyone who does not own stock in major Internet Service Providers (ISPs). Any time things change so that ISPs are in a position to decide what succeeds and fails online, everyone else is going to lose.
Dear consumers and fans of video games, You don’t know me. But you might know some of the games I’ve helped create. And as I come to a close on another one of the AAA titles I have worked on, I begin to get excited for all of the people that will love our game, and I begin to loathe those who will hate it.
As another Steam Holiday Sale comes to a close, I have spent roughly $100 to purchase 22 games. In the past two months I have picked up three Humble Bundles. Not a month ago I spent around $50 on 11 games in the Steam Fall Sale. By the time the next Steam Holiday Sale rolls into town I will be lucky if I have played half of these games. I have a problem. I am a Compulsive Collector. And after 1400 gamers took my recent survey on their game-buying habits, I know that I am not alone.
As a developer on Train Simulator 2014, I spend somewhere between 40 to 9000 hours a week trying to solve one simple question. It’s a question that informs every element of our design process and every aspect of our community outreach efforts. It’s the question I had when I first started working in the rail sim genre. It’s the question Kotaku understandably had when they ran this piece about our game. Hell, it’s probably the question you had when you clicked into this article: