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Me Myself&I

Nursing descendance et caca prout

Les enfants. Plus communément appelés les nenfantskromeugnonooohhh*lol*

Ca occupe bien c’est clair. Même sans en avoir, même sans penser à en avoir c’est déjà très captivant toute cette énergie neuve, maladroite, timide parfois.

J’aime bien les enfants. Je ne sais pas si j’en aurais. L’impression que toutes les situations me conviendraient: en faire un, être beau-père, en adopter un, bébé enfant ou multi-couleur peu importe aucun problème.


1992, lil sista was born

J’étais super excité le jour de l’accouchement qui a vu naitre ma soeur et j’ai passé un temps astronomique avec ce pti bout d’choux les années suivantes. Voir grandir un être c’est magnifique rien à dire. J’ai déjà changé plus de couches que la moyenne paternelle, j’ai été content d’aller la chercher chez la nourrice, de jouer avec ou de la gronder huhu de la voir commencer à marcher parler… Je me souviens bien de ces phases.

L’année dernière durant une après-midi j’avais été “contraint” de m’occuper d’un petit mec sans papa; à la fin de l’aprem avec un savant dosage de “chuis joueur/je rigole pas” il voulait plus me lâcher la touffe. “toi demain tu viens au BBQ” qu’il  m’avait lancé assis dans mes bras alors qu’on se connaissait à peine depuis quelques heures…


Ste boule. On remarquera comme je profite de la situation pour lui peloter langoureusement le sein gauche.

La sensation que n’importe lequel pourrait être le mien. Parce que fondamentalement c’est les adultes dans la vie de l’enfant qui le forment, géniteur ou pas. Mais doublement adopté j’ai vraiment du mal à considérer la paternité alors que dans les faits je me sens super pas paniqué.

Je me tracasse sur la responsabilité (je le pourrirais avec le son et la musique et après ado il ferait que de m’en vouloir en chiant sur mes vieux cds) sur cette envie personnelle de “faire quelque chose avec ce gosse” lui qui ne t’as rien demandé…

En tout cas je n’ai jamais cette impression qu’un enfant est l’enfant de sa mère, first. Des fois à lire des trucs j’ai vraiment l’impression que les pères n’existent pas et si c’est le cas faut pas le cacher et faire de l’éducation d’un enfant un bastion féminin, faut en parler impliquer les mecs. Je pense qu’il y a besoin d’un équilibre d’individus forts des deux sexes présents durant le développement d’un enfant. quel que soit la formation familiale (le couple standard avec mariage et divorce offert n’est pas obligatoire)

Ouais… On verra plus tard. Pour le moment je viens de filer la couche à la grand-mère, fait la lessive de ses draps remplis de pisse et refais son lit, préparé le pti dej et enfilé le pull au grand-père… Il y a quelque chose de désagréable dans ces actions avec les personnes âgées..

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Me Myself&I

Esquive

I’m running away. J’essaie d’échapper à mon coeur et mon âme si lourds quand je rends visite à mes racines.

Si lourds qu’ils me rendent muets. Rien à partager avec personne. Impossible à décrire. Je ne peux faire que de la musique dans ces cas là.

Alors j’ai bloqué sur un remix de DJ Vadim (lien direct, original) que j’ai produit, au moins ça reste cohérent avec le manifest du done (oui j’ai ma carte de membre qu’attendez-vous ?). Et ça fait du bien de sortir un truc.

Ne pas repenser aux transitions brutales. Rien que de l’écrire me brouille les yeux et m’énerve. Basse ronflante qui me remplit le crâne, éviter la paralysie mentale qui me poursuit. A tout prix.

Merde après quatre jours elle est toujours là à me guetter.

Ci-joint une radiographie de mon cerveau.

Categories
Audio&Games

Quality bits

So Gears of War producer said crunch was necessary. Here we go again.

Crunch makes work relationship between people tighter, a bit like firemen fighting flames that’s true. The cost (unhealthyness) is just not worth the price (better game? not necessarily shipped on time? neither).

There’s more (via BoingBoing) and this is where it has to stop. As a comment points out on Greg’s site:

“To tie in to the quality of life discussion, the reason I’m not working for a game studio right now is that before you are offered a job, they always ask you if you’re "passionate" about working in games. Not everyone uses the same word(s), but they always ask a question designed to determine just how far over you’re willing to bend. I take my work very seriously, I am competent and dedicated, I work hard, and I strive to work efficiently. When the situation calls for it, I will work until the job is done. What I will not do is allow myself to be used like a five dollar whore until I burn out, or until my handlers have the opportunity to replace me with a two dollar whore.”

This is why I switched to indie self-employed status with some scary unemployement times. But I can’t no longer stand that “philosophy” which is kind of pure BS allowing the childish/teenage culture of people unable to stop what they do until someone does. It’s not managing people, it’s nursing peons.

A comment on Gamasutra:

“I continue to find it hilarious that guys like Rod Fergusson are arrogant enough to believe that they know better than a century-worth of collated data on worker productivity which has lead every other industy to realise what constitutes an optimal (40hr, 5 day) working week.”

And still going down, thanks to technological progress (Naturalmotion someone?). From a cultural point of view, crunch is used to be the mark of the elite league of game developers, the mark of the triple A where students dream to be. It’s moving fast and now, digital distribution is there and indie game is hawt.

It’s like a few people are noticing that better tools and better skilled people are the way to work efficiently when sucking all the energy of passionate guys six days a week is not. Once again comments at BB are great:

“Of course, what people don’t know is that during "downtime" at some of these companies you

get paid for 40 hours a week to simply show up and hang out.”

Yeah, this is a friggin’ bad business habit to ship millions dollars games in a one-two months window around the end of year with maxed out competition. And then people are so dead tired from the heavy loaded work summer, they do just nothing for months. If those dead times are the counterpart of 60+ hours weeks, maybe there’s some improvement to be done in managing teams and projects earlier in the production process? I don’t know.

“Having worked for many years in the game industry (and still tangentially close to it), I

can attest that I would not wish a career at a game company on my worst enemy. It is a soul

crushing business — and that’s at the best of times.”

9 years in the business. Do I have coworkers from 2000 still working in the industry? Yeah, like 1% maybe less.

I love that one:

“[..]at every company I’ve been at the management practices a not-so-subtle form of passive-aggressiveness:

"Well, yes, I understand your wife’s birthday is this weekend, and of course here at Entertainment Conglomerate we believe that family comes first. Now the rest of the team will be in over the weekend, and it’s possible the CTO might be in as well. Sometimes he likes to come downstairs, just see who might be around, but really not a problem. And as long as you’ve got that code branch complete ahead of schedule, I’m sure taking the weekend off won’t affect your eventual bonus [after having already worked a thousand hours] in the slightest, compared to one of the other programmers who is less diligent but never goes home."

Last year I was working in a big wide open space in pure concrete. I had to design audio with coders meeting around me, with the most efficient and noisy hand dryer in the world pretty near too. It was batshit crazy and management told me I was leaving a bit early at 6:00pm while my bleeding ears were just saying to myself “fuck you fuck you well, fuck you today I won’t work anymore for you!!”. Coders were at work until everybody was out I did that too in the past, I know how work is not really the same when there’s no manager around. Classic cooptation. Follow the horde or die tryin’? Hell no.

 
I prefer fighting that zombie attitude. 

But there’s something we can’t change: tracking problems and elaborate solutions are things that makes you totally unaware of time because if you do, you definitely won’t find anything. Composing music is quite the same, time doesn’t matter when you’re building things, solving problems with your mind and little action from your hands. This power of doing with no dependancies at all makes us wanting to achieve the daily goal. “If I finish that, if I fix this..”. Still, it’s manageable.

Anyway a little change like one line of code or two notes can dramatically change everything. You don’t have that power with visual design, eyes are not efficient enough to feel some pixels change whereas a tiny code change that make the game more robust or a music arrangement that add melancoly is perceptible by a large crowd. Not only by people making it.

Petri did a game on that whole subject.

Wanna join the 60+ hours week anyway? Read this. Want to understand why we work less now than ever before ? Read this.

Categories
Me Myself&I

Moi je creuse

C’était le challenge du week-end:


Je suis pas très matinal et je vais avoir mal..

Dimanche après un samedi soir thaïlandais avé les caupines (revenant d’une bonne session de skate, je me suis mais pété le bide). Pluie toute la nuit et la soirée je m’attendais surtout à ce qu’il pleuve pendant la finition des tranchées, je me serais vaguement pris pour un poilu s’eut été fnu.

Mais en fait nan, soleil. Et glaise détrempée. C’est simple, c’est juste du Nutella, ça colle, impossible de rentrer la pelle, impossible de la dégager, impossible de la vider.

C’est rigolo dans un bocal et avec une tartine, mais les pieds dedans un matin la tête dans le cul c’est assez blasant. Mais heureusement le soleil à séché un peu tout ça. Et puis il n’ y a pas que cette terre relou,ouf. Il y a des vieux gravas des racines des gros caillous aussi, bonheur.

Ensuite pose de tuyaux quatres, eaux usées/eau de pluie out électricité/téléphone in. Comme ça on sera plus emmerdé. Les gros tubes en pvc à coller avec un pinceau. Rien de compliqué.

Au final plus tard aujourd’hui:


Oui bon il reste des finitions ça vaaa

Rebouchage quasiment complet, une pelouse à refaire. Heureux. Pour le coup de main offert, pour l’activité physique assez dure vécue par un paquet de gens, pour l’accomplissement. C’est cool d’accomplir d’atteindre, c’est la classe. Surtout quand tu sais pas trop si tu vas pouvoir reboucher un putain de trou à temps.

Le sourire devient franc, massif, relatif à quelque chose de bien réel. I’m a sucker for this feeling.

Sinon pour info en le faisant nous même on a dépensé moins (600 au lieu de 6000 environ). Dix fois moins.

A force, je crois que c’est le ratio moyen du DIY. Un sacré gain non ? Et on ne fait pas “pfff” comme ça. Bref.

*pose son cul dans le canap’*

OUHPUTAIN.

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Me Myself&I

piticarray


Bon euh…… Ouais çui-là

J’ai pas vu passer la semaine. Mais pas du tout du tout. Faire un jeu c’est comme faire un morceau de musique, il y a le moment “je suis l’esclave oui j’arrive”, patiemment en train d’essayer de sculpter une expérience. Impossible de savoir quand on s’arrête, seule barrière le good enough. Si j’écoutais mes codeurs on pourrait encore passer des mois à peaufiner le truc. J’ai l’habitude de gérer ce côté là via la production musicale.

Putain comme c’est auch et excitant :) Les progrès sont bons, pour un jeu fait à trois et des poussières on s’en sort pas mal… Le printemps redonne des forces.

Je suis vidé pour blogger du coup. Tiens rien à voir mais j’ai lu ça l’autre jour, passionnant, flippant.

J’ai quand même deux trois gros posts à lâcher prochainement… Il fait beau, je vais aller claquer quelques slaps au soleil en attendant.

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Me Myself&I

New Deck


Un pote les avait choisi pour moi. Royal Classe.

 


Dude, I have a dead body under my screws can’t you DO something please?

 


Here comes the sista (shaggy style). Look at those curves, damn baby!

 


“How do I look?” she said. “Almost as good as me” I replied. “Now let’s go!”

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Me Myself&I

Too much contrast

Je veux prendre soin des choses. Je viens de finir la vaisselle, appart bien rangé bien propre, instruments au loin avec leurs petits chiffons autour du cou…

J’aime prendre soin. Par exemple la légalisation (même pas besoin de dire de quoi, c’est pratique quand même) c’est devenu depuis que je fais le prosélyte une véritable question de santé. Pour moi et pour toutes et tous bien sur. Vraiment. Vous penserez à moi quand il y aura des gros titres sur toute une génération touchée fortement par le cancer des voies aériennes.

Quand je voudrais que le jeu devienne autre chose que vidéo, autre chose qu’ado ce n’est pas pour me la péter ou parce que je fais du son c’est principalement parce que je veux prendre soin du truc, pas le laisser mourir ou prendre une mauvaise route, vu sa force ça serait quand même bien dommage. Or si vous avez lu mon dernier post sur Heather Chaplin vous voyez que beaucoup pensent qu’il ne faut surtout pas réfléchir à ce genre de trucs et qu’il vaut mieux balancer la purée dans sa sale tête de biatch. Ce qui me fait penser à quelques racines féministes.

Prendre soin ça veut aussi dire penser loin. Exemple tout bête, ces derniers jours temps de ouf, parc public blindé le midi. Subitement parce qu’il fait beau, les djeuns deviennent dégueulasses, genre vraiment à laisser trainer les grecs et cie. Avec le vent, charmant. On ne faisait pas ça au parc de la mairie vers 96-98 parce qu’on savait que le lendemain le banc serait plein de ketchup et qu’on serait bien comme des cons. La dernière fois avec un pote on a nettoyé le skatepark qui était dans le même état, ramassé les déchets de ces gorets.

Bref, je ressens ce grand contraste, cettre grande différence entre ce que je crois qui tend à aller vers ce qui marche et le monde, vautré dans sa grosse inconsistence.

Encore plus avec des trucs auxquels je ne pense pas aux premiers abords, comme cette satané solitude de couleur de peau qui fait que c’est super bizarre de voir des noirs toute la journée –nourrices, caissières, vigiles, mcdo, livreurs, ouvriers, balayeurs sous terre-, d’être dans mon équipe de travail celui qui “fait faire”, “le visionnaire, le relou qui tanne et qui veut du RID (rapid iterative development)” alors que les gens de couleur n’ont jamais vraiment de responsabilités où que je regarde ce qui fait que j’ai presque du mal à tenir ce rôle tellement la société me dit “tu devrais être dans ton arbre avec les singes de ton espèce”. D’être avec mes deux teléphones portables blingbling  au bois de vincennes en train de cogiter un level design, sans doute pris pour ce que je ne suis pas, fournisseur de *tuuut*, vous savez le truc là… Ah merde, faudrait peut-être bien financer des recherches. Et pendant ce temps, le couple à l’aura quasi divine en ce moment… Haha-haaaaaa..

Vraiment l’impression de me prendre des tartines dans la tête. Des tartines qui me disent “t’as raison mais sérieusement, t’es pas normal”. La normalité d’une société un brin vrillée, c’est quand même pas ma faute…

Categories
Audio&Games

Heather is right

Wow. GDC annual rant. I started reading Chris Hecker report and saw Heather Chaplin’s more important one.

You see it’s really funny. Her under reported rant has many points and yet all I can find on the web (interestingly enough, I found more with twittersearch than with google) is people whining about snippets of what she said.

They totally prove her point. We’re a bunch of fucking adolescents that can’t take some critics especially from a woman without yelling YOU BITCH. Reports and responses on the web demonstrate that.

I often complain about the immaturity of the industry. People want to see that as elitism but it’s not. It’s just a view that I don’t want to have something like sex+violence=fun for all the games we make, as a value we absolutely need to fullfill our fantasies with. I did enjoy this shit since when I first could, I enjoyed it from like 86 to now so yeah I’m kinda fucking fed up with especially with nine years in the industry. When I see Wolfenstein3D on the iphone I don’t care, RE 5 is the same etc I don’t believe I’m the only one. Peer pressure is at it.

Others medium have a large and wide panel of tastes and feelings, we don’t. This is the damn point people.

So the first search result about Heather is at David Jaffe’s blog. He knows her so that’s a cool rant.

“The two children whom I spawned and whom I support and love and nurture every day would beg to differ. Even when dog tired, even as a divorced dad who is trying to figure out his new life, I still am an amazing father who shows up for those kids every day. And I do so with joy and love and a strong sense of gratitude that they are in my life. To me, this is the measure of a man, not an adolescent.
The employees who work for the company I co-own and co-founded, the employees-who after years of working at it have become some of the best programmers and artists in the business and who previously created simulations for the government in order to train the troops that protect our country-are clearly adults, not adolescents.”

Well I don’t want to criticize –just debunking- but spawning kids is not an adult stuff, it’s a mamal thing we all can do even as teenagers. Plus sorry but only a long time will let you know if you are an “amazing” father. Founding a startup after ten years or so in a big company with a multi year deal with that big company is not a hard adult choice, it’s a good and quite safe challenge. Nothing to brag about as a ballsy adult thing.

Heather’s point is still valid with that kind of arguments. They may even prove it.

“Sure, I think our industry CAN do better at making games more impacting by mixing meaning and entertainment.”

This is the POINT!! We CAN et we SHOULD ffs. We should push more on it because that’s what games that count are: Deus Ex, Ico, Fallout Katamary Damacy etc have all that damn sense, it makes games stronger no question about it. So stop dodging this fact all the time saying that only bloody gory fun counts or that YOU as a game maker or a player don’t want to care about this stuff and so that it’s crap. It’s childish.

We should have more and more shades of themes and ideas behind our games than only power fantasy as says PixelVixen707:

“It’s eerie how rarely the qualities she ticked off find a place in games. This is important not just to the girls, but to the boys who don’t dream of being a marine or a quarterback. In music, boys can listen to boys who aren’t macho. If balls-out, cock-out rock ain’t your thing, you can listen to Belle & Sebastian. There’s a spectrum of masculinity and femininity, and endless ways for both boys and girls to respond to it. But in games, aggression is the default, and relationships are usually as clumsy as a third-grade dance.”

We absolutely don’t have that. We don’t search for it because we’re not really trying to for a question of paycheck and market but more seriously because the industry lacks diversity: with a 88,5% male 83.3% white 92% heterosexual population (GDC 09 pics make me sad) how the FUCK could we be able to build shades of fun based on values like responsibility, introspection, intimacy, or intellectual discovery that would appeal to a LARGE and DIVERSE population?

We can’t so we rely on the same old shit that sells well and then we blame Heather and people like her for not being able to understand us? It’s childish.

Of course we can’t really compare with music and movies in the 30 years of our existence because we don’t have the same tools history: microphone technology was up really early and never really changed. Movie camera is the same. Game engine? Oh boy.

Still, Heather is right. In thirty years or more we should have done better.

I think I’ll let Jason Della Rocca who did a great job at IGDA before resigning from it finish this rant about people ranting about Heather’s rant with this post:

“Sorry for not having the leadership skills to beat the barriers of participation inequality. Less than 1% of the IGDA membership are truly active in driving the org forward. Sorry for not doing a better job building up a strong pipeline of community leaders and volunteers. Sorry for not overcoming your general apathy and laziness.

Sorry for not getting you to be more serious about the profession of game development. You are no longer a bunch of hacks. This is a real art and science. We need to be way more deliberate and control the path the profession takes as it evolves into the future.

Most of all, sorry for not doing more to help you realize your power! Both, collectively as a profession to tackle industry issues, and as creators of culture. You are all having a massive impact on society. You are transforming the world day-by-day without even realizing it.

Oh well, fuck you, it’s not my job anymore!”

Categories
Me Myself&I

oh il est tard

Il y a trois états d’existence.

-Ne pas savoir.

-Faire.

-Finir. 

Tiré du manifest du done.

Ben c’est dingue le nombre de cas où aucun des états n’existent. Super fatiguant.

Trop souvent je crois qu’il suffit que les gens sachent pour que ça bouge facilement. Parce qu’évidemment tant qu’on ne sait pas, pas de reproches ça serait injuste. Mais à partir du moment où on sait.. Au moins on tente.

Or j’atteins le fond: je sais, je fais, j’essaie de finir un maximum, je suis à mon compte, je “dirige” une micro équipe de dev et ça reste toujours grippé et lent et laborieux. Moins qu’avant et tout mais la dynamique fonctionne mal si je ne fais pas beaucoup d’efforts, voir si je ne me coupe pas en deux: là par exemple pour un devis honnête on me dit –pardon on me fait comprendre- qu’il faut que je m’aligne sur moitié moins… Pendant ce temps je reçois les courriers pour les taxes locales…

Un peu comme si j’étais seul à courir sur le terrain. Pourtant j’adore le travail d’équipe, j’aime filer le coup de main qui va bien, j’aime aider et m’atteler à un truc mais en retour je veux pas du blabla je veux du done. On se fait des passes, une deux tactac. Pas d’coup’d’pute merde on s’auto-baise sinon.

Je comprends pas l’intérêt de buter la dynamique de relation. La volonté de faire en sorte que ces relations soient pyramidales et surtout pas équilibrées ou basées sur du solide.

Nan mais c’est mon tort de ne faire parti d’aucun groupe. Le tout le monde ou bien l’individu, c’est seulement sur le papier.

Ca me terrorise. Ca me rend aphone.

Categories
Audio&Games

GDC #03

  • Social responsability.

As every year, Alice does an awesome job when it comes to panel translation. Lorne Lanning said interesting things:

“I think a lot of us are so full of shit. Most action gaming is really sociopathic. What we do we do, we love blowing shit away, that’s sociopathic.”

But in real life how developers live is kinda sociopathic too: playing action violent games, gathering in small dedicated crowd, stuffing themselves with junk food.. Sometimes it’s necessary I’m ok on this, but do we really have to make it as “the true” game developer lifestyle? How can we make games be more responsible when we aren’t? With lifes as healthy as they were when we were in college? No wonder that our field is lacking women or that game developers girlfriends don’t really exist. No wonder why we don’t try to adress society problems like aging fast population and elderly market (man, it’s gonna be so huge in a few years). Our medium is powerful we all recognize this. Time to fucking grow up. We can be responsible AND childish. The second has been done for years now.

“The other thing is how well do you sleep at night. [When making Oddworld] we were told several times ‘you know, I feel great, I’m publishing a game that I can go home and show my kids.”

This is only true with non-sociopathic gamedev peeps, like a very few are. People don’t give a shit about responsability in the industry, it’s not something we’re searching for sadly. I tend to, trying to respect myself, having a normal life. That’s suppose people to get better at what they do, there is room but guess what they don’t. They want to do games as we make movies. 3D modelers often can’t stop dreaming about the big black screen for example. They move triangles all day and night long while having breaks watching Pixar trailers and playing sociopathic games.

See?

the panel was apparently dodging a real good question:

“There was a last question about how the panel was dodging this idea that games can teach good, but at the same time can’t be held responsible for provoking realworld violence, which seems to be a paradox to many.”

It can be held responsible for provoking realworld violence, no question about that, we just don’t want to acknowledge this because we fear others medias would kill us all talking shit about how we badly influence young people with violent games, as they already do everytime they can.


Eskil’s Love game. Dude it’s code, we can do everything. Every. Things.

Madworld is all about destroying people but the visuals are meant to translate a dreamy world, like it doesn’t really exist. GTA IV plays the “it’s almost fucking real” card and no matter what people think, it’s not helping the medium.

But it makes large teams work for years on that kind of game production.

If we want less of that, less technical updates of games, less social responsability dodging BS we need people to get better at making games like suggests Eskil.

“Making games is a little like being a fashion designer. Fashion is not about making beautiful clothing, Its about making beautiful people. A successful designer is not the one who is in the center, but some one who makes the wearer the center. The story isn’t yours, its the players.”

This is why I totally focused myself on games, forgetting about movies. Forgetting about stories. Digging books on game design, stuffing my head with technical coding stuffs etc I don’t see a lot of designers doing so. They’re “artists” you know… Eskil wrote:

“Concept art stems from the idea that you need to quickly pre-visualize your game before you get to the expensive task of actually making it. Our goal should be to cut the cost of making the content so much that Concept art is no longer needed.”

I think that’s really true. Concept art is friggin’ slow! While I understand the “wow” effect for the old publisher-brick and mortar way to do business, designing ingame as soon as possible is way better to make it effectively in-game. This is why I just can’t stand the VIDEO before games, it makes people focus on the visual part of the medium instead of the game experience. Drives me crazy, it’s as stupid as saying bio vegetables.. Oh wait.

We live some stunning times don’t we? We need to put the obvious in front of things. This is not a mark that we are getting smarter if you ask me. Like the rest of the society, the industry has made a terrific job at making posers famous and all. But making games is hard and you can’t really fake it it’s almost automatically translated in a bad experience or something gamers are going to feel as wrong like a bad balance or heterogeneous assets.

This is where ease of developement is critical.

  • On ease of development.

Iteration. This word I really learn about reading Raph Koster’s Theory of Fun, is the main thing: we have to iterate things, assets, stuffs, ideas, everything in the real game engine. As soon as possible, as often as needed.

For that coding and tools should be fast and efficient. And this is where open source is limited right now and still, because there is two cases from a game design point of view:

-You are not efficient on these technologies and you’re having hard times to tweak things that should work by themselves because they are just trivial from a gameplay perspective.

-You are super efficient on these technologies. For that you are digging so much tech that you are no longer working on a game, you are working around a game.

When technology is hard to work with, specialists are needed to do things. When technology is easy, generalists are better at achieving that. In small teams with rapid iteration process, the latter is much more useful.

With that in mind, it’s not difficult to understand why Capcom loves the 360, why Keita prototypes Noby Noby Boy on 360, why a polished game made by a dude alone is possible in one year and a half and a good framework, why the IGF winner is a game made by one man with MS tools (XNA once again), why a lot of GGJ games were done in Flash or DirectX, why Fmod rules the game audio world etc

Of course we tend to prefer open solutions, that’s a no-brainer. But being able to do stuffs extremely fast or with limited ressources (like on the game I work, toolchain made by one man in one month, full .Net C#) is the real key there.

Eskil-like people are way too rare, as he said on his blog.. But they are the real game designers. I do my best to be like that.