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Jonathan_Blow's profile
Jonathan Blow
Jonathan Blow
Jonathan Blow
@Jonathan_Blow

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Jonathan Blow

@Jonathan_Blow

Game designer of Braid and The Witness. Partner in IndieFund.

San Francisco
the-witness.net/news
Joined January 2010

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    1. cliffski‏ @cliffski Jun 2
      • Report Tweet

      This was awesome: https://www.youtube.com/watch?v=pW-SOdj4Kkk … Which is no surprise, as its a talk about how modern software is such an overcomplex high-level sluggish mess and obviously I agree 100%. Its by @Jonathan_Blow All coders plz watch,

      2 replies 15 retweets 47 likes
    2. Byron, game designer‏Verified account @xiotex Jun 2
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      Replying to @cliffski @Jonathan_Blow

      Yup, 100% agree with that video too. To get my game from one computer to another for testing it’s become easier to upload to a website and download on the target machine because everything is so massive. It’s insane.

      1 reply 0 retweets 1 like
    3. Byron, game designer‏Verified account @xiotex Jun 2
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      Replying to @xiotex @cliffski @Jonathan_Blow

      Another worrying thing I encounter *a lot* is devs using stuff like Unity thinking they don’t have to be careful about data size, locality of reference or anything because Unity will magically sort it out for them - which of course it doesn’t.

      3 replies 0 retweets 4 likes
    4. Phil Carlisle‏ @zoombapup Jun 2
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      Replying to @xiotex @cliffski @Jonathan_Blow

      We do teach hardware and low level skills still, but you can see the attraction for students in wanting to upskill in immediate commercial value. Maybe we just can't roll back the clock to when the 8 bit revolution was happening?

      4 replies 1 retweet 0 likes
    5. Jonathan Blow‏ @Jonathan_Blow Jun 3
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      Replying to @zoombapup @xiotex @cliffski

      “Immediate commercial value”? Who do they think gets paid more, someone who can write a game engine, or someone who can write C# snippets?

      5 replies 0 retweets 3 likes
    6. Phil Carlisle‏ @zoombapup Jun 4
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      Replying to @Jonathan_Blow @xiotex @cliffski

      I think you're underestimating the types of jobs out there. Very few people need a game engine written from scratch vs trying to wrangle some crappily performing Javascript app. For smaller companies at least, they're fine with less technical prowess and more wrangling skill.

      2 replies 0 retweets 1 like
      Jonathan Blow‏ @Jonathan_Blow Jun 4
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      Replying to @zoombapup @xiotex @cliffski

      I mean, I know how much tech leads make at AAA game companies, and it is a lot. You don't get that job if you just do C# in Unity.

      10:20 AM - 4 Jun 2019
      • 3 Likes
      • Hasen Judy Ivan Braidi John Connors
      3 replies 0 retweets 3 likes
        1. New conversation
        2. Phil Carlisle‏ @zoombapup Jun 4
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          Replying to @Jonathan_Blow @xiotex @cliffski

          Agreed, but the reality is that a more significant portion of the "games industry" isn't AAA at all. Its small/medium firms servicing all sorts of fields, especially around certain parts of the UK. I suspect it's true for many parts of the world too.

          1 reply 0 retweets 1 like
        3. Puppygames‏ @puppygames Jun 4
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          Replying to @zoombapup @Jonathan_Blow and

          and then again, I make more than a AAA company tech lead just doing wanky boring Java code in another industry altogether. So there is that, too.

          2 replies 0 retweets 1 like
        4. cliffski‏ @cliffski Jun 4
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          Replying to @puppygames @zoombapup and

          'principal programmer' at activision earns $165,000. prob bonuses too. Snr software engineer at valve earns $152-470,000, according to this: https://www.loveforgames.com/salary/results.php …

          2 replies 0 retweets 1 like
        5. Puppygames‏ @puppygames Jun 4
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          Replying to @cliffski @zoombapup and

          The half million figure is ... doubtful. Otherwise, reckon I'm on a par with the Activision one. And I do 36hrs a week, period, and take 30 days holiday a year. There's a reason I've never been so daft as to want to be in the games industry for real.

          2 replies 0 retweets 1 like
        6. Puppygames‏ @puppygames Jun 4
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          Replying to @puppygames @cliffski and

          also let's not forget I live in England

          0 replies 0 retweets 0 likes
        7. End of conversation
        1. New conversation
        2. graham‏ @grahamboree Jun 4
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          Replying to @Jonathan_Blow @zoombapup and

          I think it’s more that students want the shortest path to the game in their head, when what they need to learn is the basics of writing game code. Making a iPhone game engine from first principles in C was the most valuable thing I did in college for my career.

          1 reply 0 retweets 0 likes
        3. Phil Carlisle‏ @zoombapup Jun 4
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          Replying to @grahamboree @Jonathan_Blow and

          Yeah, basically we get em to make a game + engine from scratch using GL. Also teach them hardware and low level programming. But there's always more you could cover and it never feels like it's enough. We teach across platforms and API's and languages too.

          0 replies 0 retweets 0 likes
        4. End of conversation
        1. New conversation
        2. Phil Carlisle‏ @zoombapup Jun 4
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          Replying to @Jonathan_Blow @xiotex @cliffski

          There are maybe half a dozen AAA companies in the UK and many many thousand companies doing work-for-hire at the 6-12 employee size. Not saying I don't think we should value low level skill, but I understand students making that case.

          1 reply 0 retweets 0 likes
        3. Phil Carlisle‏ @zoombapup Jun 4
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          Replying to @zoombapup @Jonathan_Blow and

          Actually, half a dozen is maybe a bit low. But probably less than 20. UK is small, with a ton of small companies. Lots making games for other sectors like education or heritage or advertizing. Fast turnover > tech prowess for those people generally.

          0 replies 0 retweets 0 likes
        4. End of conversation

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