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#Industrial Product Development
gidcompany · 3 months
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foolishmortal · 1 year
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tfw you fix a weird engineering bug
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pharawee · 4 months
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Seems like Live in Love the Series is no longer happening with Non Ratchanon. Studio on Fire, the production company behind the series (and Hearth Chindanai's agency? I'm not sure but they do promo for his fanmeeting) just announced that the ship collab between Non and Hearth has ended due to their agencies not being able to agree on common terms.
Non's role will be recast and... I guess that's that.
What in the War of Y?? Copy A Bangkok did say there was going to be a special episode. I just didn't think it was War of Managers in real life.
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askagamedev · 1 year
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What forces cause game dev to crunch harder than most other forms of software development?
When I started writing, I had one answer to this question. The more I thought about it, however, the more I realized that I don't think think we actually do crunch harder than other forms of software development. Sure, we work a ton of hours during crunch time - I've got too many battle scars of my own to ever deny that. But I think that you're taking too narrow a view of "form of software development" and should instead consider "maturity of product". Here's what I mean.
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Consider the kind of software development that doesn't crunch. It's usually the old, established, boring software - banking, inventory, web development, often long time services that have been running for a long time with long-term established clients. These are very well-known quantities, with well-understood requirements. The urgency of delivering new features is not super high, because those clients are likely deeply engaged within the ecosystem already. It costs too much for them to take their business elsewhere, so they'll probably continue to do business with you.
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Compare this to a tech startup that lacks this kind of long-term product service. They have no long-term established clients with a strong business relationship. In such a case, I would expect to see a ragtag group of developers crunching all the time no matter what kind of software they're trying to build in order to get a viable product and establish a userbase/clientele. Startups expect to hustle as much as they can in hopes of securing funding, launching the product, and hoping to get rich along the way.
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If you consider the game industry, we have both - the long term, long-running established games usually crunch less because things are known quantities for them. They know who their customers are, they know what they're making, and they're pretty good at making it. Building regular content updates to a long-running game is really minimally crunchy. Conversely, new games and new products - especially the first title from new studios - necessitate spending a lot of time figuring out what they are trying to be and who they are for, which often necessitates startup-like crunch conditions to get it done on schedule.
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celepeace · 1 year
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Genuinely with the death of nintendo handheld low-cost games that came with the switch, as every continuing handheld series became a switch series and thus had a price increase, a lot of their most kid-friendly franchises have become more and more inaccessible to children, especially now that nintendo has decided to follow every other major console and has started pricing new games even higher.
And now that a lot of these series are so old and thus a lot of their fanbase has aged into adulthood, a lot of these series would benefit greatly from making some of the new entries more adult-oriented. But nintendo very stubbornly wants to keep their main franchises as kid-friendly as possible, sometimes severely restricting the potential of these series by not allowing them to explore things like more complex mechanics, higher difficulty, or darker topics that past entries have brushed over in favor of keeping the age rating low. Pokemon's core battle engine has been in want of an overhaul for years now, and Legends Arceus kind of did that but not wholly, for example.
This would be pretty understandable in the interest of keeping every entry of these series accessible to all age groups, but with inflating prices, who are these games even for anymore? A normal kid with your average allowance from their parents isn't going to be able to afford tears of the kingdom or even $60 pokemon games more often than not. Back when these games were $30-$40, sure, if they saved up, but now many families have even tighter budgets than ever due to the rising cost of living. Nintendo is pricing themselves out of their target audience while simultaneously leaving their adult fans who have been with them since childhood to feel neglected in favor of exclusively making games for today's children.
Obviously nintendo will always make sales because even though they make children's games, they're still fun as hell for a person of any age, and many kids will be able to afford their games once in a while, but it does feel like they're kind of... making their games for an audience that barely exists.
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edgybutnotveryedgy · 1 year
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Just finished power players. Very good actually. Like surprisingly good. I wouldn't put it on the same level as miraculous or zak storm, but its just so campy and fun. I feel like it really captures what it's like to be a kid. Watching it i couldn't help but think of the games i came up with when i played with my own toys. It also has some really wholesome vibes, and there's a found family theme in it which i am definitely biased to.
That being said, i have so many questions that im not sure will ever be answered. Maybe one day zag will make another season? It is more recent then zak storm, so id say there may be hope for it?. Idk.
It really sucks though, because as much as i like miraculous, zag has some other shows that are overshadowed by its popularity. The worst case is Zak Storm, which is by all means a better show in most aspects than Miraculous, but i guess miraculous ended up being more marketable? From what i can tell, the networks that aired both zak storm and power players are not doing those shows any favors.
I believe zak storm aired on discovery kids or something? Which is a channel that i didn't even know existed. Then power players did play on cartoon network, but it looks like it was a show on their website, so it may not have even seen airtime on television. And if it did, it was probably aired early morning where cartoon network airs all the shows it doesn't care about.
As for ghost force, i have to say it is the weakest show from zag. That's not to say it's bad or that i don't like it, but it just has really weak writing at times, and the episode pacing is worse then miraculous. This would be understandable seeing as it is made to fit into the 11 minute segment whereas miraculous fits the 30 minute segment, but power players is also 11 minute episodes, and the pacing is far better. And by all means, even though power players does get repetitive in its episode formula, it feels far more inventive then ghost force.
I feel like the biggest problem that ghost force has though is that it is trying to be like miraculous. Like as different as the shows are, there are way more similarities then zak storm or power players have to miraculous. For goodness sake ghost force even has a food vendor character, and even though there are 2 other main leads the focus goes on the main girl (i do enjoy liv, but I'd like to see more from mike and andy), or should i mention how one of the main leads is rich and has a strained relationship with his single rich father?
I do think that one good thing going for ghost force is that since it is airing on disney channel, i believe it will get more eyes on it, which will give it plenty of room to grow into its own. Like there is a lot of potential there. So many of the story ideas and characters are interesting, and there are some interesting mysteries that I'd like to see solved. At the same time, it just really sucks that zak storm will probably never get the 2nd season it was renewed for.
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jaythelay · 8 months
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Honestly I don't know how companies aren't immedietely bending over backwards to avoid the strike and just give into demands.
Literally the only thing keeping us from revolting and telling them to pick their favorite wall is distractions and escapism, how do you think we're in worse times than the french revolt? They were bored. We aren't.
I truely expect the CEO of every entertainment company to actually jump into a vat of acid just to ensure capitalism continues it's late-stage madness without any bumps to come in the future. If it works for media, it might work where so many eyes aren't.
They won't, because they're too stupid to see we already picked them out their favorite wall, and it'll be the last thing they see for delaying my beloved escapism completely needlessly just to avoid treating people like people.
I will add onto this, however, that while the strikes will work in the gaming industry, they've only been asking for the biggest shitkick to the ass since I was a child, the fact is, strikes won't work everywhere else, because The Consumer is on the side of the Company, until the Company makes it impossible for the Employee to create the product.
Gaming? We'll have alot of talking heads pretending everything is fine and that "Gamerz" are the real problem, not knowing they themselves are the very Gamerz they pretend Pro-Consumers to be.
But somewhere like, mcdonalds? Walmart? Car repair? Secretary work? Shit, anything that isn't keys dangling in your face, the large community support simply won't be behind.
Think of it this way, people support (actors) because they played (hundreds of characters) on your favorite tv show, (Tv show).
Bob working the register didn't work on my favorite IP, so I'm not nearly as interested.
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katapultdesign · 2 years
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Designed by Katapult Design
for Simple Watch Company
https://katapultdesign.com.au/
https://simplewatch.co/
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terrorbirb · 10 months
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Manifesting: plz make me actually get a new job once my wife goes on disability
I'm looking at research lab management jobs at universities because our bat lab was not run well (lol) and other labs were not run well, and I can keep an entire small business afloat through overworking myself
#totes bro#i do not have a masters#but what i do have is years of experience purchasing industrial goods selling industrial goods speccing out and designing them#and i can do literally any job in an organization EXCEPT closing the books at the end of the month lol I'm not doing that#but i can do accounts payable and accounts receiable i can arrange logistics i supervise a production team#i used to do sales calls i do all purchasing i unwillingly do business development because my boss asks me what we should do as a company#i schedule I have figured out how to use our ERP system more efficiently than many larger companies with it#and most importantly: i clean things#which no one else ever does#this is me just pumping myself up in 3 months i can leave.....#ill have to move? which im terrified of#i love using my blog for this kind of post because 4 years from now im going to be like “aweeee”#oh i also do engineering and the sales engineer doesnt do engineering so i literally do all engineering outside of product design#while doing everything else#But i dont have a masters degree so we'll see what happens#i also think universities hire from within for this type of thing#but i personally think they should hire me 🥰#Because university labs are like fish out of water when they try to buy components to enact their ideas#i know because in addition to bat lab i have many university customers who have no idea whats happening or how to submit POs#my lab literally did not know how to send out RFQs? or ask for quotes? people do free engineering for you to sell you stuff#we were an engineering lab and didnt send out RFQs for components we just looked at ehat was available to buy online#??????? i dont know how they survive
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gidcompany · 9 months
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everiistence · 1 year
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it's being depressed over a disconnect from culture time again besties
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lord-radish · 1 year
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Tens of thousands of people have been fired in the tech sector in the last six months alone. With the economy the way it is, and with people who are already unable to get a job, I wonder how an extra 20,000+ jobseekers are going to have any luck finding work.
#i just want to point out that this isn't just automation. it's different for every company but a lot of it comes down to profiteering imo#the video game industry made disgusting amounts of money during the pandemic. best three years of sales in history#but that momentum was never going to keep up forever. even when the momentum was at full swing people were getting laid off#Activision-Blizzard laid off over a hundred people just before christmas while bobby kotick got a $250 million bonus#thst might have even been before the pandemic#but you're seeing it with microsoft and ubisoft. wouldn't surprise me if sony and nintendo were following suit in a less public manner#microsoft - arguably the biggest tech conglomerate in the world (next to tencent) - laid off 10 thousand workers alone#i live in a town with just over 10 thousand people. in my entire fucking town. in my perspective that's more or less the world around me#all of those people - jobless#facebook - didn't like 7k people just get fired? that's hot on the heels of john carmack leaving too#john carmack is probably one of the top 100 people in the tech industry. his tech improvements helped aging PC hardware keep up for years#DOOM might be a meme but it ran that well because id software under john carmack revolutionised rendering techniques and scrolling#and stuff like that. john carmack has been at the forefront of graphical technology and game development for 30+ years#that's resulted in a couple duds like RAGE. he was also all-in on voxel technology before he moved into VR#all of that was context for this: john carmack left meta (who bought oculus) and lambasted the company for poor management on the way out#saying that he'd never seen such unnecessary and wanton expenditure in his career. meta were throwing their money at things thay don't work#here's john carmack trying to lay the groundwork of a successful game for meta's metaverse. here's meta chasing superfluous buzzwords#meta spent almost $14 BILLION on buzzwords and marketing at the behest of the actual tech. and then they FIRED 7000 PEOPLE!!!!!!#they had a HAIL MARY working on their game - because metaverse IS A GAME - and they prioritised SELLING THE PRODUCT BEFORE BUILDING IT#IT COST THEM $14 BILLION + THEIR HAIL MARY - AND THEN THEY FIRED THOUSANDS OF PEOPLE!!!!!!#Ubisoft and Activision-Blizzard have been facing mass resignations after years of abusive and toxic workplaces#and on top of that they're firing people too. google stadia just went under. it wouldn't surprise me if 2k and rockstar were firing people#I don't know how many other unemployed people there are in america - hundreds of thousands? but 20k more is even worse for everyone#keep in mind that even with a $14 billion loss - meta still makes billions. Microsoft is in no financial danger#tech is more lucrative now than ever. i genuinely believe that these cuts are to keep record profits at record heights#because the pandemic boom is ending and their ALREADY OBSCENELY LUCRATIVE revenue flows are going back to normal#so 20k+ tech workers are losing their jobs to keep $80 billion instead of $79 billion. all of those people - jobless#that's 20 thousand people with individual lives and families and expenses. lost their jobs in the last six months#that example i gave - $80 billion instead of $79 billion. that's not revenue. that's profit.#all of those people out of work due to incompetence at best and rank orofiteering at worst. their salaries and benefits come under revenue
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foodresearchlab · 1 year
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The global raw sugar market is expected to rise at a 4.6% Compound Annual Growth Rate (CAGR) from 2022 to 2032, as conducted by industry and market research on raw sugar. Food Research Lab aims to assist food and beverage industries in creating new food products that incorporate raw cane sugar instead of refined sugar.
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askagamedev · 2 years
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How are budgets planned for developing work and time, marketing, and selling? It's obvious there's some kind of plan in the works for each budget, but aside from human related things, it's also clear that budgets themselves have limitations. So, how and why are they made as they do?
There's more than one way to approach budgeting, primarily depending on how much relevant information we have to base budgeting decisions on. The more relevant information we have, the easier it is to make budgeting decisions. Examples of relevant information would be business info like how much it cost to make and market the previous title, the demographic data on the previous title, current and projected market trends, but also internal info like what our development team wants to do, what our technical expertise is capable of, how much hiring we would need to do for this new project, and so on. The relevant information is used to set our [budget upper bound] - the numbers we can expect to see if we carry the project out to completion.
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This means that the easiest projects to budget for tend to be annual release games like Madden and FIFA and long-running lifestyle games like World of Warcraft or League of Legends, where we have a very well-established audience and very well-established working parameters. We have experienced teams that know how to do the work, we have established metrics for measuring success, we know who our audience is and they generally trust us to deliver a consistent product to them. It is very easy to green light another another Call of Duty or Madden game because it is a reliable workhorse that is about as dependable as they come.
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On the opposite end of the spectrum are the experimental and brand new ideas that the executives aren’t so sure about. We aren’t sure who the audience is yet, we aren’t sure how much work it’s going to take, we aren’t even sure if we have the expertise to make the kind of game that we’re trying to make. Rather than commit multiple millions of dollars to building and marketing an unknown new game, the publisher often takes a Venture Capitalist-like approach to these experimental games. What this means is that they don’t fund the entire project at once, but instead fund the project milestone by milestone (e.g. build a prototype to show the core gameplay, build a [vertical slice], etc.). 
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Whenever a milestone is reached, the executives and the team leadership hold a milestone review where the executives can see the progress made over that milestone period and decide whether the project continues. This way they can cancel the less promising projects without spending too much on them. The reasons can vary - it could be that the project isn’t turning out the way the executives expected, it could be that market trends have changed, people have gotten sick of this type of game, or even external events happening like the Russia-Ukraine war, a terrorist attack destroys the world trade center buildings, or a massive economic recession happening. This also means that projects can alter their direction based on feedback from these milestone reviews, like taking on a license, adding major requested features, changing core gameplay, and so on.
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As you might guess, most games fall somewhere in between these two cases, usually on the milestone-by-milestone side. Many games get cancelled early on, like when their prototype or [vertical slice] doesn’t turn out to be very compelling. Many others get the plug pulled due to external factors beyond their control, like the company running into cash flow problems or market trends changing. Generally, the budget is mostly locked by the time the game is announced to the public. The initial game announcement is the publisher committing marketing money on top of development money, which means they are pretty serious about it. 
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sammydigitaleu · 4 days
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