Glen Skofield wrote about the treasures when developing The Callisto Protocol, then removed the tweet and apologized

Processing in the gaming industry – the topic is extremely sensitive. When the head of production The Callisto Protocol stated that his subordinates work 12-15 hours six to seven days a week, many did not understand him. Glen Skofild (Glen Schofield) had to remove the tweet and apologize to colleagues.

“I’m talking about the game only during events. We work six to seven days a week, no one forces us. Exhaustion, fatigue, coronavirus, but we work. Errors, bugs, performance optimization. Sound processing. 12-15 hours a day. Such is gaming. Hard work. Lunch, dinner at work. You work because you like it ".

After criticism on the network Scofield He deleted the post and explained his words:

Anyone who knows me knows how passionate I am with whom I work. I used to write on Twitter how proud of the efforts and hours spent by the team. It was wrong. We value passion and creativity, not long hours of work. I apologize to the team.

Glen Skofield

Anyone Who Knows Me Knows How Passionate I Am Am ​​ABOT THE PEOPLE I WORK with. Earlier I Tweeted How Proud I Was of the Effort and Hours The Team Was Putting in. That was wrong. We Value Passion and Creativity, NOT LONG HOORS. I’m sarry to the Team for Coming Across Like this.

– Glen a. Schofield (@glenschofield) September 3, 2022

A video game journalist could not pass by the scandal Jason Schreyer (Jason Schraier). He called the words of the leader Striking Distance Studios “Direct definition of the culture of the treasures” and called on its employees anonymously telling about processing in the company.

If Anyone Working for Strick Distance Studios Has Thumbs on Thiis Tweet or A Story to Share, My Dms Are Open Can Reach Me Securely at [email protected]. I can Keep You Anonymous and Walk You How I Protect My Sources.

– Jason Schreier (@jasonSchreier) September 3, 2022

The Callisto Protocol It is planned for release on December 2 on PC, PlayStation and Xbox.

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The Callisto Protocol

The best comments

"We love this business" is not an excuse for bad practice. If you continue to work with an unhealthy schedule and encourage such behavior, it will not work to love your business for a long time.

> Someone blurted out about crane

Kranchs are usually the consequences of leadership errors. What to brag about these mistakes, when people who suffer from this most (namely developers-performers) hear it, this is an indicator of arrogance and abstractness from the team. And I think those who are unlikely to pay much more for processing.

If I am not mistaken, this is not the first time when the studio cones joyfully tells everyone about the crane, and then apologizes.

Когда ты желаешь это по своему желанию, увлекаясь любимым делом — флаг в руки и удачи в покорении новых вершин. And when you are puffing on weekends for 15 hours a day at a paid work, and your leader, excluding your opinion on this situation, goes to the public and freezes the game that it is directly fascinating and wonderful – this is not entirely true. Here you already need to find out whether everyone is really inspired and satisfied with the conditions, or the boss decided to fix it for everyone, it is not clear what.

With an 8 -hour working day, it may turn out that the release will move by a month (and not the fact that ahead). Already a whole bunch of experiments showed that the sleepy workers work much more productively than the treacherous, and even less mistakes are made in the process.

I would say in his place “Well, since all such smart games will be released in 2030.We will just master the four -day working week and eight hourly day, including two breaks ". Well, the cost of the project, meanwhile, will grow up to a billion dollars and sell $ 300 per copy in retail.

In theory, the cost of the game with this approach does not change much, the main costs of developing games are the cost of labor ($/hour).
But in practice, as always.

It is not always possible to predict all possible options, when developing large games, especially when it takes several years to develop.

And where does he boast? He just listed some problems.

All involved have to suffer.

He wrote somewhere that he was resting in warm countries while the rest work ?

What is it on the ground? You also work on Calisto Protocol and know the whole inner kitchen of the developers ?

And still, the crane is a stick about the two -edges. I hope that Glen did not deceive voluntariness, but let them really, as the classic said, look at their behavior.

Xs, for which there was an apologize. In my opinion, the message was obvious that they were not worried about the crane and their consequences. He said that this is a cohesive team, and they work in such conditions only because they want it so, and not because someone forces them. And I understand him. When I sit and make mods for my favorite games to me to absolutely one place, how much I sit in front of the monitor. I can sit for the model at 9 in the morning, by the middle of the day to start to fall with the textures in Substance, simultaneously noting the flaws in the UV model, from which returning back to Blender, to correct everything. And only by watch by three I can start checking the model in the game, inspecting it from all sides, checking that Specular and Normal are normally displayed. It causes special pleasure when you work with PRE MADE textures and see that your custom textures smoothly turn into existing.

Well, by the way, in Blender 3.0 + and so quite acceptable texturing was brought, the main thing to learn, and you can work immediately with UV on the spot. And if the game on UE is so you can just throw the model in Quixel Mixer from the epic and from there directly to the project.

Substance is really so good? I think to try it.

Yes, this was with Hauser and RDR 2. He also boasted of processing

Yes, I think to try Substance, I heard a lot of good things about it. Nodes in Blender mastered (both in texturing and in the composition) so I think I will get used to it. Thanks for the detailed Revoy.

On a voluntary basis, how. They just know that if they do not remain late and do not go out on the weekend, what will follow. They conducted an experiment, with a normalized working week, the performance on the contrary increased, and processing is brought for, for example, to Anthem.

I am too lazy to deal with the nodes because they often look like the very ancient indescribable crazy cosmic gods of Lavravt. With UV, you can, in principle, work without leaving the box office, the blender does not eat as much resources as the same Substance, which means you can keep it somewhere in a background with a low priority. Well, or by an ordinary priority, if the car allows. Quixel I thought to try, but I heard that it is sharpened exclusively for work with UE, in the sense that you cannot just bake the textures and make export. Yes, and the Quixel itself, as far as I understood, is very inferior in capabilities of the same Substance, but it was even at the time when Quixel only appeared and he had a rather impressive library of materials and textures and most importantly free, but as far as I know now, they have to pay a freebie and you need to pay for access to the library. And Substance I still advise you to try, at least as a comparison of the work process. In some places, he eats in some places and the resources eats like cattle, especially if you work with a complex model, for example, with a whole set of armor, or a character or when you have a simple model like some sword is divided into a bunch of submes. In such cases, Sabtensa is bad after a couple of hours of work. And I suspect that the outfits know about this, but either they cannot, or do not want to do anything, so there is a crutch in the form of a car conservation of a project with an interval of 10-15 minutes. The most channel is that autosasion is sometimes the reason for a malfunction failure. But as I said from what I found out half a year ago. Sabstens’ functionality is thicker than qm. + Substance Designer and Smart Materials can already be riveted yourself. True, this will require FS and knowledge of how Normal Map, Height Map, Lighting and Specular Cards work. But this is already. In principle, from scratch, I figured out how Normalmap works, what is its difference from Height Map, and why Normal Map is important for creating a Diffuse Map. But that is, lyrics.

I really respect Schreyra for his trip to game journalism, but eradicating the penny with fire and sword is also not the most correct approach. Karmak was damn right when he said-if you want to achieve anything in this area, be ready to work and develop hundreds of hours a month.