▲ 328 ▼ Game workers forced back to office oppose “reckless decision” from Rockstar (iwgb.org.uk) submitted 2 years ago by simple@lemm.ee to c/games@lemmy.world 41 comments fedilink hide all child comments
[–] masterbaexunn@lemmy.world 3 points 2 years ago (1 child) Not every dev is compiling code to run on a devkit tho? Also, not gamedev, but surely they're not running a new build every day permalink fedilink source parent hideshow 2 child comments replies: [–] KRAW@linux.community 1 point 2 years ago (1 child) Not every dev is compiling code to run on a devkit Depends on the studio. There will be a lead platform, and if that platform is a console, then a majority will run on a devkit. surely they are not running a new build every day. In the studio I worked in, we ran new builds almost twice a day. That doesn't include the iterative changes you make if you are a programmer. If you don't run new builds contantly, that means you aren't doing any actual work if you are on the engineering side. If you are in art you might not really screw around with too many builds. If you are a director or producer, you might not either if you're bad at your job. permalink fedilink source parent hideshow 2 child comments replies: [–] PickledEggs@lemmy.world 2 points 2 years ago If you don't run new builds contantly, that means you aren't doing any actual work if you are on the engineering side. This is not true. There are higher-end engineering positions that orchestrate everything for the other engineers, amongst other things. I'll be explicit in regards to my other comment about remote working for others without gamedev experience. Compiling/generating/deploying game-builds is done locally at the studio, but the process is controlled remotely by the game devs. permalink fedilink source parent
[–] KRAW@linux.community 1 point 2 years ago (1 child) Not every dev is compiling code to run on a devkit Depends on the studio. There will be a lead platform, and if that platform is a console, then a majority will run on a devkit. surely they are not running a new build every day. In the studio I worked in, we ran new builds almost twice a day. That doesn't include the iterative changes you make if you are a programmer. If you don't run new builds contantly, that means you aren't doing any actual work if you are on the engineering side. If you are in art you might not really screw around with too many builds. If you are a director or producer, you might not either if you're bad at your job. permalink fedilink source parent hideshow 2 child comments replies: [–] PickledEggs@lemmy.world 2 points 2 years ago If you don't run new builds contantly, that means you aren't doing any actual work if you are on the engineering side. This is not true. There are higher-end engineering positions that orchestrate everything for the other engineers, amongst other things. I'll be explicit in regards to my other comment about remote working for others without gamedev experience. Compiling/generating/deploying game-builds is done locally at the studio, but the process is controlled remotely by the game devs. permalink fedilink source parent
[–] PickledEggs@lemmy.world 2 points 2 years ago If you don't run new builds contantly, that means you aren't doing any actual work if you are on the engineering side. This is not true. There are higher-end engineering positions that orchestrate everything for the other engineers, amongst other things. I'll be explicit in regards to my other comment about remote working for others without gamedev experience. Compiling/generating/deploying game-builds is done locally at the studio, but the process is controlled remotely by the game devs. permalink fedilink source parent