Hello!

I work as a AAA game programmer. I previously worked on the Battlefield series.

Before I worked in the AAA space, I worked at Disneyland as a Jungle Cruise skipper!

As a hobby, I have an N-Scale (1:160) model train layout.

  • 9 Posts
  • 146 Comments
Joined 1 year ago
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Cake day: June 2nd, 2023

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  • Maybe - and hear me out - it’s the dogs that are the problem?

    “Can’t control their prey drive” is a bad excuse. You control your dog or you don’t deserve to have one. End of story. A dog barking endlessly is the responsibility of the owner to control or get rid of their damn dog.

    It isn’t hard to teach your dog not to be a nuisance. I’ve done it before. Blaming the dog because you failed to teach/control it is not correct, and simply shows that you do not have what it takes to be a dog owner.












  • Yep, you’re 100% right. People who have the same job can be paid dramatically differently, and the “reasoning” is that one guy is better at things than the other.

    I got a 9% raise this year because I outperformed everyone else on my team, but I know that my 9% raise came at the expense of someone who only got a 2% raise. A union contract would give everyone like a 4-5% raise, which people dislike because they always think they’re going to be the ones on top of the totem pole.

    Me? I want predictability. Game dev is extremely unpredictable.



  • I am very pro-union. I was a Teamster for years (Local 495).

    I now work in the game industry. A good chunk of the gamedevs I know are pro-union, but there’s enough of those opposed where there’s effectively a question mark.

    Generally, the holdouts tend to think:

    • Union leadership is corrupt/greedy, and they don’t want to give union leaders money for “nothing” (as they see it)

    • Being in a union means everyone would need to be bound to strict regulations - keeping exact track of time worked, having exact lunch breaks, documenting everything. As-is in the game industry, the “standard” at most places is hands-off, take lunch whenever, stay at lunch however long you want, clock in/out whenever, nobody questions you as long as your work is getting done. People like this and don’t want to risk losing it

    • Being in a union threatens close relationships with management. I can say that when I was a Teamster, management was outright adversarial and conversations with them weren’t fun. In the game industry, management is quite literally my friends and people I chill out with. There’s a very, very blurry line between “friends” and “bosses” - some bosses are horrible, to be sure, but the general vibe is casual

    • There’s a lot of benefits in the office like free snacks, free swag, a place to chill out and play games at work, etc. People are afraid that this would count as “compensation” and thus being unionized would mean that you’d have to pay for snacks or swag or whatever - or that it could be taken away as retaliation from management

    • Retaliation is a thing. It’s illegal. US government doesn’t care. Corpos get a slap on the wrist because of plausible deniability. EA has been downsizing recently and they “coincidentally” cut the contract with a QA team that just unionized. Hmm.

    Again, I myself am very pro-union. However, to some extent I can see the logic in each of these bullet points - I disliked the guy running my Teamster local way back when because I felt he was too soft and captured by management. I can understand needing to clock in/out (fairest way to ensure nobody is being overworked), ruining relationships (can’t have accusations of bias from being friendly), and losing benefits (although this can be put into a contract). And nobody can deny illegal retaliation is a real thing.

    So I can understand where the holdouts at least are coming from. It would take a shitty workplace for unionization to happen, shitty enough that all those bullet points above aren’t enough to keep the union holdouts in line. I hear Blizzard is really bad from people who have worked there, and my money is still on them being the first “big” dev to unionize - assuming Microsoft doesn’t come in and clean up.




  • Counter-counterpoint: I’ve been using it since 2019. I think you’re exaggerating.

    • It aggressively tries to center itself, always. If you’re in a lane and it merges with a second lane, the car will swerve sharply to the right as it attempts to go back to the middle of the lane.

    • It doesn’t allow space for cars to merge until the cars are already merging. It doesn’t work with traffic; it does its own thing and is discourteous to other drivers. It doesn’t read turn signals; it only reacts to drivers getting over.

    • If a motorcycle is lane-splitting, it doesn’t move out of the way for the motorcycle. In fact, it assumes anything between lanes isn’t an issue. If something is partially blocking a lane but the system doesn’t recognize it as fully “your lane”, the default is to ignore it. The number of times I’ve had to disengage to dodge a wide load or a camper straddling two lanes is crazy.

    • With the removal of radar, phantom braking has become far, far worse. Any kind of weather condition causes issues. Even if you drive at sunset, the sun can dazzle the cameras and they don’t detect things that they should be able to - or worse, they detect problems which aren’t there.

    • It doesn’t understand road hazards. It will happily hit a pothole at 70 MPH. It will ignore road flares and traffic cones. When the lanes aren’t clearly marked (because the paint has worn away or because of construction), it can have dramatic behavior.

    • It waits so long to brake, and when it brakes it brakes hard. It accelerates just as suddenly, leading to a very jerky ride that makes my passengers carsick.

    The only time I trust FSD is when it’s stop-and-go traffic. Beyond that I have to pay so much attention to the thing that I might as well just drive myself. The “worst thing it can do” isn’t just detour; it’s “smash into the thing that it thought wasn’t an issue”.