jackebensteiner
AnimJack
jackebensteiner

You're right, it isn't just animations. But if this were a higher priority than just an extra afterthought bit of fluff added at the end, it could have easily been worked into the schedule and efficiently implemented. So this only supports the bigger issue - it isn't seen as that important, but good lord we better

But it doesn't make sense for all games to require both. The Last of Us shouldn't have shoe-horned in the option to play as a woman from the start. But if we're going to move games forward as a medium, this inequality is something we're going to have to address. People aren't up in arms about this game in particular

As an animator, it would not have been that much work. They claim that it would've required redoing 8,000 animations? Bullshit. You do a couple custom, a walk, run, and you simply retarget the rest from the existing animations. This could've been done far more easily than they're suggesting.

That's precisely what institutionalized discrimination is about. It's discrimination that occurs, not due to malicious intent, but because there is already an existing imbalance between different sexes, races, etc. in a culture/society. So you're right, it wasn't done with the intention to be assholes. It was done

If we lived in a socially neutral vacuum with no history, then you're right. The fact is we don't live in a vacuum. There is an existing imbalance woven, to some degree, into all facets of society. The reality is that male gamers are represented incredibly well. We live in a world where women play games, yet women

But that's the description given within the first 10 seconds of the game's own kickstarter video, isn't it?

"Time moves only when you do."

That's fair, my only point was that developers are typically aware of those simple changes that could improve things, but are unable to enact them due to a variety of constraints (including a publisher). So in those instances, no amount of consulting could save a project at that point. An unfortunate part of the

I don't work on iOS games (console/AAA space) so maybe the relationship is more like you describe there, but in my experiences the developers are often bigger gamers than the average player. While more input is great and can help avoid an echo chamber, especially when it's asked for like in the instance of a

You're going to want to buy a couple other supplies first and read up on how to fix your Blue because the battery inside the cartridge needed for saving your game is long since dead. You'll need a tiny watch battery (research which one) and an equally tiny screwdriver. Good luck with the surgery!

Having been on a couple of teams at EA before (I'm no longer there), I can say that while there may be some less than ideal business decisions, it is still one of my favorite places I've ever worked. I met some of the smartest and most passionate people I've ever encountered there. Nobody was twirling mustaches,

Video game, movie, book, song. Media has a lot of power and dramatically influences a culture - even if it is via a million tiny impacts. Be it a book or a film, media has changed the world in the past. Video games are still in their infancy but are coming a more relevant medium all the time, so best not to pretend

Yes, because that actress is what made that movie terrible.

Well hey cheer up, Origins was by a different studio.

It's not Batman, but that's already happening.

It's likely not too representative of what she'll look like in the game.

Another thing to consider though - while CGI trailers might be expensive in terms of money, in-engine trailers are expensive in terms of time (which in the end are the same thing). The former is handled by an outside studio, allowing the game developers to focus on what they do best - developing the game. Having a

My experience has always been that there's a far larger core staff than contract force. Contractors were always brought in on a need only basis. I once contracted with a studio to come in and help out for 4 months on a press demo. So contractors are often either brought in simply because it's looking like the staff

I already responded to another comment of yours, but consider the overhead in that scenario. It would make no sense for the studio to pay for the office space and technology to house ~200 people for an entire year or two (as per your scenario). Beyond that, it would be an extraordinary task to then hire back an

In my experience in a few different studios the same size as IG, the notion of a ratio like 30 core/170 contract employees sounds outrageous. I don't know where your source got that information, but that hasn't been consistent at all with what I've seen. I've been contract numerous times as well as staff, and there's

That is a perfectly valid position to take. People play games for different reasons. However, the requirement for a game to be "fun" is holding this industry back. If developers can't feel free to create truly dramatic, tragic, romantic, comedic etc. experiences, we'll be severely limiting what this medium is capable