That's not what he said. If someone's extremely confident in what they can do, you can have a more junior person do the task, and learn from the experienced person, whilst also giving the more experienced person a task that might challenge them, and keep them engaged better. It can help spread knowledge across your team, and helps prevent people from getting bored and burned out on the tasks they're working on.
“Decisions will tend to stick with you for 10 years.” Yep, just like this guy’s decision in ‘09 to ditch 60 frames on console because it “doesn’t matter.” Needless to say, I’m skeptical of his judgment for this talk.
Also how they fucked up everything in the reboot. Ratchet lost his edge, clank is just... There? There are little to no interaction between the two characters. Also 30 FPS. Makes it feel awful.
One key thing to take away here.. He's the engine director - Meaning he makes the engine, and not the game - He helps the designer realize their dreams.. Who knows who actually decided for the 30fps limit - May be him, maybe someone else, the thing is, what Mike Acton is really great at is to design within constraints!.. Wanna make it possible to ship two games a year? Then he's your guy.. Wanna have it run 60fps, he's also the guy - The reason why is cause he designs after constraints.. His talk at CPPCon 14 covers this greatly - And his current job at Unity DOTS is to further those advancements 'to make unity have performance by default' :)
i am a simple man,
i see mike acton, i watch even if i am not intersted in this topic
I needed this talk, thank you!
21:00 - "If people is getting confident, get rid of that process"
That's not what he said. If someone's extremely confident in what they can do, you can have a more junior person do the task, and learn from the experienced person, whilst also giving the more experienced person a task that might challenge them, and keep them engaged better.
It can help spread knowledge across your team, and helps prevent people from getting bored and burned out on the tasks they're working on.
Great talk!
“Decisions will tend to stick with you for 10 years.”
Yep, just like this guy’s decision in ‘09 to ditch 60 frames on console because it “doesn’t matter.”
Needless to say, I’m skeptical of his judgment for this talk.
Also how they fucked up everything in the reboot. Ratchet lost his edge, clank is just... There? There are little to no interaction between the two characters.
Also 30 FPS. Makes it feel awful.
th-cam.com/video/3kD_QhYgIA4/w-d-xo.html
This video covers most of my issued with the game.
You disregard a leadership talk because you disagree with one thing he said?
Try to think more and go less on blind faith.
Seems foolish to disregard a guy with 10 years of leadership experience in a very successful company over one small thing like that.
One key thing to take away here.. He's the engine director - Meaning he makes the engine, and not the game - He helps the designer realize their dreams.. Who knows who actually decided for the 30fps limit - May be him, maybe someone else, the thing is, what Mike Acton is really great at is to design within constraints!.. Wanna make it possible to ship two games a year? Then he's your guy.. Wanna have it run 60fps, he's also the guy - The reason why is cause he designs after constraints.. His talk at CPPCon 14 covers this greatly - And his current job at Unity DOTS is to further those advancements 'to make unity have performance by default' :)