Video Games are for idiots
summary
Game studios resist many modern practices and deliberately keep old tools like Excel 98 and SVN to manage long unpredictable projects. Triple-A titles routinely span about five years, sometimes involve ~1,000 people and budgets well over $50M (GTA cited as a decade‑scale example), and much code gets discarded during prototyping. Unit testing is often skipped because features change constantly. Engines such as Unity or Unreal remove low‑level work but leave gameplay logic and integration. The tradeoffs produce creative solutions and frequent technical debt.
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chapters (5)
- 0:00Start
- 9:42NOT A PRODUCT
- 21:37EVER CHANGING BEAST
- 28:29WHY YOU SHOULD MAKE VIDEO GAMES
- 33:12READING TIME
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