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Yeah, I’m quite surprised at this comment. Commercial video games are mass-produced products, and as much as I dislike designers being bogged down in technical minutiae, having a sense of industrial design for the thing you’re making is an incredible boon.

Fumito Ueda was notably quite concerned with the technical/production feasibility of his designs for Shadow of the Colossus. [1] Doom was an exercise in both creativity and expertise.

[1] https://www.designroom.site/shadow-of-the-colossus-oral-hist...



> Fumito Ueda was notably quite concerned with the technical/production feasibility of his designs for Shadow of the Colossus. [1]

And he didn't really achieve it - the game runs very slowly and has a good deal of cut content.

(I once got him in trouble because I found a GPL violation in ICO. I assume the developer didn't pursue it because I don't see the source code up anywhere.)




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