video-game-developers

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April 10, 2026

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April 10, 2026

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"A couple key ingredients. One was studying fan cultures. Trying to figure out what builds strong followings for people. Why people feel more attached to one film versus another– or one property versus another. When you analyze that, one property usually has more depth. It usually has a more resonating meaning. A deep universe, well fleshed out feels like you know it better than your reading, or your viewer knows it. They feel like they’re uncovering something that a creative team is really ahead of them on in terms of the believability of the universe. There are so many factors. What makes people want tattoos of a motor cycle brand or a rock band? What brings people to feel so passionate about properties that they’re willing to make life long commitments to something that they didn’t even create? I was fascinated by that and came away with a lot of takeaways. The other factor was, I always had a different outlook on life. Maybe because my dad was in the nuclear submarines as I was growing up throughout the cold war. Or serious global issues. My favorite fishing places, in Vermont, had died as a result of acid rain. These were the most gorgeous lakes and there was no fishing in them anymore. They looked clear; they were absolutely beautiful, but all the fish were dead. I was realizing there were cold plants in the midwest; and they were also mentioning cold plants merging in China. This was in the 1980s. I was seeing this big impact on the environment. At the same time the media was basically silent and people were ignorant of what was going on in the world in an environmental level. In my own circles, people just weren’t aware of these things. If you talked about things like the meat raising practices of fast food companies burning the lungs of the planet in South America for cheaper grazing lands and cheaper meat, people thought you were a conspiracy theorist. They were really uneducated. Even educated people had no idea what was going on on the planet. That was very stressing for a kid spending a lot of time in the woods connecting with nature. I found that really disturbing. I wasn’t looking at it as a business venture. I was coming at it as, “what if stories are richer? What if we could get connected through characters that are more like we are?” I was feeling pretty helpless in a world that makes decisions and screws up our abilities independent of our control; independent of our vote. Since that time we’ve seen the rise of the 99 percent. At that time people were saying capitalism is great. That was disturbing. So as an artist, people reinterpret what they’re seeing in the world. What makes that message resonate is A. there’s substance to it. B. it’s told beautifully. C. it has respect for the audience. My point is, when you see these things in the world, I felt more and more people were feeling more isolated. And I felt more and more people were headed for the third world. If you look at the 2008 financial crisis in the United States; what happened to the middle class and how it’s now basically poverty class. It’s all around us, and it’s pervasive, and it’s got a lot of momentum. In the ’80s people were still riding high. Global Warming– Al Gore hadn’t made his film yet. It took something like that to get people to start paying attention. If I agree to what many other climate scientists are saying is a whole other issue. What I think we can agree on is that human impact on the Earth has been substantial. When I started making Oddworld, that’s what made my heart heavy when I went to sleep every night. When I’d travel the world and see different places that’s what would break my heart, the continued impact of the environment and what that probably meant for our future. But who wants to see a documentary game?"

- Lorne Lanning

• 0 likes• academics-from-the-united-states• video-game-developers• actors-from-california• voice-actors•
"As you get a game closer to done there are more graphical assets, and they get bigger and bigger and it takes longer to do things like load them or process them if you need to do some automated processing on them or recompute the lighting for the world, and it gets to a point where it becomes very sluggish to just try to get new things done and that was a real drag. And it's especially a drag when there's so many things to do and you feel like you can't do them very fast because of the computer. And part of that was programming in this programming language C++ that most engine programmers use to build things with, and I just had this very fatalistic attitude toward it like "Well... we can't do anything about that so I just have to like deal with this and get the game done". And then at some point I just changed thatI was like "Wait, is that really true? I know that that's what everybody thinks but is that really true?" And I was like "Yeah, no, it's not true". Like "I shouldn'tlike, we should finish this game in C++, but I don't have to accept that this is what I'm doing for the rest of my life. I can actually change this and do a different thing", and that's what led me to work on this new programming language. But as soon as I decided to do itas soon as I said "This is actually not an unfixable problem; we can do something about this", I became much happier, immediately, because I was no longer in jail; I was no longer in C++ jail for the rest of my life. So I try to use that as an example for other things as well. WheneverI know that feeling now; I know smaller versions of it, like when it comes to the way a game is designed, like "Oh, I realize I'm having this 'I'm in jail' feeling like I don't like this part of this game's design, but I've assumed that it just has to be the case." And I just go back and look, "Does it really have to be the case? Well, I mean, I decided that because this but we could make that decision differently if we're willing to pay the cost of making the decision differently. Is that cost worth me being happier with the game because it's a better game? Well, yes." So once you learn to revisit those decisions it becomes a very good thing to do and so that C++ instance I think was the biggest one, but I've learned to do that more often from that example."

- Jonathan Blow

• 0 likes• programmers-from-the-united-states• video-game-developers• people-from-san-francisco• game-designers•
"So, let me say something that may—I mean, some people get a little nervous when you talk about things like meditation and I'm gonna say something even worse than that. So if you're about to embark on a long project, you might ask yourself the question, "How do I know this is the right idea?" Right, if I'm gonna spend years on this project, how do I know it's the right thing? How do I know I'm gonna stick to it and get it done? So I came up with this thing that I sort of facetiously called the Cry Test, which is just—imagine you're in a very safe place, with somebody you care a lot about—very intimate relationship with this person—you're very comfortable with them. And you start explaining to them what this project is that you wanna do. If you're not in danger of breaking out in tears, not even necessarily in sadness, not even necessarily breaking out in tears, but having some involuntary upwelling of emotion. If that's not going to happen in that kind of situation, this probably isn't a project that you're that committed to. Because to do a really long project, that drive needs to be very deep. It needs to come from your core. If it doesn't then what's gonna happen is you start working on this thing, six months later—oh, I have a really neat idea for a game, it's got a grappling hook and stuff. That sounds neat, and you start working on the grappling hook and stuff and it turns out to be harder than you thought. And not as good as you thought. And six months later you're like "Well, what if I had a jet pack instead?" And it'll just go like that. You'll drop one thing and pick up another thing and drop that thing and pick up another thing in a chain, because you're not that committed. To succeed in a long and difficult project, there has to be love in the idea. And I don't—you know, in English we toss around the word "love" all the time, like we say like "I love pizza" or something, but I don't mean that. I don't mean "I love this idea" as in "oh, it's such a great idea". I mean, "I love this idea in the way if I don't do it, I'm gonna feel like I'm not doing the purpose of my life." It has to be that strong. So the problem is that most people don't know how to find something that strong in game development. You certainly don't get taught that in school, so—at least, not any school I've ever seen—so I'd just encourage some deep introspection, just try—ask yourself what you really care about, really, because usually that answer will be very different from—usually, if you ask yourself what I care about, you'll come up with some answer, and then if you ask yourself "Really? Is that what I really care about?" Not really, it's usually some kind of politically correct answer that we tell ourselves. If you iterate on that, if you keep asking yourself what you care about, and not accepting the previous answer, you just ask again, ask again, eventually you make it to something you really care about."

- Jonathan Blow

• 0 likes• programmers-from-the-united-states• video-game-developers• people-from-san-francisco• game-designers•
"So what are the ideas? Are they anything? Not really. What they are is an exploration of the things that can happen when you’re in a simpler version of the world we live in. So you have light and shadow, and you have colors and shapes occluding other shapes, and there’s an exploration of ‘Let’s make this as simple as we can and look at it with the greatest degree of focus that we can and see what we can see, and what is that like?’ Not even necessarily in a high-minded philosophical way, but let’s experientially look with fresh eyes upon this activity of walking around in a world from day to day, before you even add in other people that send you off into a weird mental place and all that. And then some of the panels are even more primitive. The first ones are more abstract, they’re pre-spatial. So here’s the black and white spots, and you need to figure out that you need to draw a line separating them. That’s an attempt at engaging whether there’s some kind of Platonic idea of category or space that precedes what you get when you have a full 3D world-like space that you can walk around. This is a rambling answer, but the point is that those things all work together on a few levels. On one level it’s just, ‘Hey we’re getting the player into the mindset of looking with fresh eyes upon a world.’ Even if they don’t understand what’s happening, that’s fine, that’s just what we’re doing. But then also it’s metaphorical. There’s a metaphor for being a person in the real world just trying to understand ‘What is the truth about where we are? Are there investigations we can undergo in games that get us closer to the truth about the world we live in?’"

- Jonathan Blow

• 0 likes• programmers-from-the-united-states• video-game-developers• people-from-san-francisco• game-designers•
"There's another interesting thing, that I think that's interesting about game design is that game design is kind of a game by itself. I've made a bunch of puzzle games, and I've found that looking at a situation and saying "how do I make an interesting puzzle out of this?" is itself a really interesting puzzle. So there's this huge irony going on, that the companies that are making these social games [like FarmVille] that basically have no gameplay value in them are actually themselves playing a much more interesting game than the game that they're making for you to play. The game they're playing is this huge multi-dimensional optimization problem where you're trying to gather data and make the best decision and all that and the game they're making for you to play is like clicking on a cow a bunch of times and you get some gold. So that's very strangely humorous. And as I visualize that happening, somebody at one of these companies, they're doing their A/B testing, they're kind of tweaking something for Europe and tweaking something for America and tweaking something for Canada and then going over here and like "oh this A/B test is done, let's look at the graphs of the results and let's write a report on that" and stuff. It's a little bit like planting trees and rearranging a garden and minding livestock and all that. So you could say that the people making FarmVille are not only playing a game, but they're playing some kind of like ur-FarmVille that is way more interesting. And so the sad fact of what this all comes to is you've got these people—you know, FarmVille has a wide demographic, it's not just computer nerds who play it apparently, anymore—so you've got all these people who think that they're playing this cool game where they mine their cows and pigs and feeling like the boss and getting all this gold and getting richer and their farm is looking nicer. There's all these ways that they feel like they're progressing. But what's actually happening is that someone is farming them. So you know there's all these imaginary farms out there where you gain imaginary money but then there's a real farm with real money that pulls money from you over the internet and you don't ever see it because it's all behind your head while you're typing on the computer."

- Jonathan Blow

• 0 likes• programmers-from-the-united-states• video-game-developers• people-from-san-francisco• game-designers•
"If what you're objecting to is the flavor and attitude and the nature with which Casey was expressing his criticism, then there's a little bit more of a point there, however, again, you eliminate that at your peril. It is well-known that many of the greatest contributors to society—not just in software, but in all science and technology and the arts everywhere—many of those people have been hard to work with for one reason or another. And partially it's because they care tremendously about what they are doing. They care tremendously about the form in which they are working. You might say "oh but that guy doesn't need to be crotchety and mean about that thing", but you can't take away that part of the personality and have everything else, because that part of the personality is quite likely an integral part of what made the rest of the artist or the scientist as good as they are. You can't just decide "Albert Einstein should have had a different personality but he should've still done all the cool relativity stuff and figured all that out and then I'm going to sit on my couch and eat Cheetos and I'll criticize Einstein for not being a good person in some certain way that a hundred years later I decide is the right way to be, but I will take all the stuff that he contributed because it helps me eat Cheetos and that's great". That is so—it is important for us to see that kind of lazy, bloated, fat, social criticism of others as being as toxic as it actually is, and as being as unproductive and decay-inducing as it actually is. That's way more toxic than a programmer saying angry things—that kind of criticism, because that kind of criticism that's in vogue in places like Twitter right now at a large scale will destroy human society, whereas the crotchety programmer thing on a large scale built a large part of the human society that we have right now. So be very careful with that stuff, and on my part, I feel that one of the better contributions I can make is to not tolerate that kind of criticism. I just won't put up with it. If you come to this channel with that kind of thing I'll just ban you because it's stupid and I don't have time for it. There's too much of it. It's cheap, all it is is posturing so that the person making the criticism can feel better, can show other people that they are a good person, and it's gross, it's really gross. And it's destructive. We don't need it."

- Jonathan Blow

• 0 likes• programmers-from-the-united-states• video-game-developers• people-from-san-francisco• game-designers•
"I think a lot of game designers are irresponsible. When we can make something that affects so many people's lives—a AAA game these days, a hit one, is 10 million copies or more, probably. When you are making something that affects that many people, and you're not thinking about exactly what way you're affecting them—like seriously, not just like "oh, I'm giving them something fun" but like really introspecting—I feel like there's something wrong. If you think really hard about it and then you come to the conclusion "oh, what I'm doing is great, this is totally good", that's fine. But I feel like there's a lack of serious thought in the industry. People go and they spend three or four years of their life making a game, working very hard—it's very hard to make games, even when you have a hundred people helping. Because it's that much of your life, you would think it's very important to understand it and spend that time well but I think often the opposite happens psychologically—it's like "oh, I'm spending—I'm putting so much of myself into this". The thought that "it could be a bad thing when I thought that it was a good thing" is almost unbearable. "So I'm just not gonna look at that." I'm not saying that all game designers are like that. I've encountered what I perceive to be that attitude. Whereas other game designers, who make games where you just run around killing a hundred dudes or whatever, I've had totally reasonable discussions with them and they're just like "no, I've really thought about it and here's what I think". And so, it's complicated."

- Jonathan Blow

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