In the growth of a programmer in gamedev, as with any specialist in every field, you can observe the Kruger - Dunning Effect, which is a decrease in self-confidence with gain of competences over time, only to recover that confidence after many years. We will discuss how it affects the cooperation of different generations of programmers within a project.
Blank page that doesn’t want to be filled is a curse known for many creators. Luckily, there is a variety of techniques and tips which are aimed at solving that issue. Even though it is hard to give one solution that will always work, I will try to present as many of them as possible, based on our experience taken from the development of the new game - Ancestors Legacy from Destructive Creations team.
Is making a bigger game on the same, in-house technology difficult? Is there anything else to it than recruiting new people for the team? How big are the changes in technical capabilities of the engine to cope with the needs of larger project? Answers for these question had to be found by 11 bit studios during the development of Frostpunk using their engine which previously fuelled This War Of Mine. This speech will present the evolution of gameplay engine architecture, artificial intelligence systems and implementation of data-driven programming paradigm during the development of Frostpunk.
A handful of useful tips on how to conduct your project and write clean, readable code in order to effectively maintain your game’s codebase.