Atmos Duality said:
mfeff said:
Daniel Floyd is an animator at Pixar. Not a game developer.
Fair enough. Though it's not hard to see where the "artistic" bias comes from, which was my point.
My issue is not so much with the artistic bias, but it is that what he has to say is often times extremely contrary to what someone like Feng Zhu (the concept artist and illustrator for games like Bioshock) has said. That is interesting because Daniel has referenced Bioshock; Feng himself, on his YouTube channel, many times says quite "the opposite".
James Portnow has worked on games, but to my knowledge is not a developer currently. He worked on CoD at Activision, started a now defunct indie studio, and now consults.
Semantics and you know it.
He's worked on games or as a consultant for games. Either way is quite a different role from that of the common gamer.
BUT I was hoping you didn't know it. Slippery slope argument!

However, never to concede defeat until the King is in check-mate, I will submit that I know a couple people (more than 2) who hold degrees in "game theory" who do not know "game theory". Semantics again? (Considering Game's Theory is extremely math heavy). This leads into...
....when people in the video game industry discuss "game theory" they are not discussing "game theory" the wiki entry. I find it also suspect when I run across people who call themselves "software engineers" who hold no degree or certification for such a thing. Perhaps it is the nature of this emergent business phenotype, but, it does beg a certain credulity.
Allison Theus I "think" works as an artist or illustrator at Relic... for however long that last... again, it's not really "game development".
Artistic conceptualization and marketing aren't part of game development?
Why does she work there then? Even marketing would have to work with the developers at some point so that they can sell the game with an appropriate spin.
Either way, she exists on the Supply side of the equation, rather than Demand.
So is the Janitor that works in the building, this is borderline "begging the question"... (while we are having fun with words).
The debatable point here is that they "collectively" have never really "put out" anything that remotely resembles any of the shit Daniel talks about. Two career artist and an educator looking to kick start gamification.
One does not necessarily have to practice what they preach either. It's a common problem with idealism in any subject. I will caution you here: you're close to making a Poisoning the Well fallacy here since my point was about the source of their "artistic bias" and not so much a direct attack on their credibility or authority on the subject itself.
The artist bias I think we have both identified as being part-n-parcel to the fact that 2 out of 3 participants are academically trained artist. James M.S. degree comes out of an art school, not a technical design school. I "suspect" focus is considerably different.
I am bias towards technical design, systems, and structure. I feel that art and art assets should support the technical design characteristics of a project, and that writing is the last thing that should influence a game. This coincides with my own appreciation of the subject in that the code base, flow, and "game" aspect of the design are the most time consuming elements of the project. The easier it is to change, as they say, the more "surface" it is in the process.
An interesting assessment in some ways I am of the mind to qualify. Saying that (generally speaking) people that are involved in a thing from a professional level, generally, do not speak out on the work that they do in anecdotal positing. It's a bit of the old "student blabs, master listens... or is asleep... When I see people in the professional or semi professional position discussing what they do it comes in a couple flavors...
Is it worse to have the masters sleep while the students speak for them?
Or to not say anything at all?
I was looking at gamasutra help wanted the other day, and found that 75-80% of the help wanted was for degrees in Software Engineering. Iv'e known some people to have gone into the field, only to come right back out and go into a heavier industry. I think it is the nature of the beast. The fad seems to be drop a couple I.P. and sell on the name similar to the .com boom. It is a strange thing to be sure. I am not sure there are many people that are really able to speak to it, as if it where some "object" sitting there to be described.
You may try Game Developer magazine, or making a trip to GDC... heck there are tons of groups that tinker with code and mods... some good conversations to be had there. Alas, to go deep, is often times, to go BALLS DEEP, and that means learning much of the hard technical aspects of it, rather than pedantically debating the nonsense of it.
I don't get invites for GDC since I'm not in the business, and I'm quite busy with University to boot. Though I do attempt to attend workshops when the appropriate conventions roll around (not many to attend in the midwest compared to the coasts). But it's a mere mist to slake the drought.
I will consider the magazine after finals week at university though.
It's been awhile since I took GDM as a subscription, I suppose it is still ok. GDC one may just go to, but it does have a price tag. I think of it as "commitment gated".
Guy, you sound interested in the field and not just as an audience member... if you lived close by I would spring for the beer and discuss what I know of it with you. I suppose from my own perspective when I look at Uni. and see English departments and philosophy departments bursting at the seems, then head over to the engineering department or upper division science curriculum and see a tumbleweed blowing by, I sigh.
I look at topics such as gamification as interesting, and useful in schools like Harvard and Princeton especially in the M.S. or Ph. D. programs, but the student quality is better, the student is generally already accomplished. Then again, I am a bit on the old school side, which means if I teach someone something, we do rigor and practice. Latter we can discuss nuance and finesse.
Even with games, when I think of the "developer" I think more in terms of the one or two guys or gals that have the "vision", everyone else a link in the product chain. I saw a lot of this "cart in front of the horse" mentality at Full Sail (I have not attended this school, but I personally know several people that have), I called it "Hironobu Syndrome". The "real" work-a-day world tends to prune feathers.
Thinking about what you said concerning the master/student is that in the world of intellectual I.P., or simply ideas, that "sharing" is something that is generally not done in the same respect that industry working with a Uni. working on a patent proposal or new process/product don't spend a lot of time advertising that fact. It's a competitive business, like any business.
I have some "stuff" that I work on myself... but I am not particularly obliged to YouTube it, or get into it... maybe I wanna try to make a buck off it in a couple years... I think this has a lot to do with why there is little to no "real" knowledge being slung around in the public domain.
As far as a some people you may like to check out:
Ian Bogost - http://www.bogost.com/writing/shit_crayons.shtml
Steven Wittens - http://acko.net/blog/making-worlds-4-the-devils-in-the-details/
Peter Merholz - "Subject To Change: Creating Great Products & Services for an Uncertain World: Adaptive Path on Design"
http://www.artbyfeng.com/
This video is pretty good, not a lot of detail but an interesting take on it similar to my own.
Anywho, shoot me a line PM if your interested in discussing design... or hell philosophy, or want a stock tip.
Take it easy.
as an aside, I am really interested in the work you can see here...
http://num3sis.inria.fr/