Me: “But Abi! Surely I should work on bug fixes rather than implementing Depth of Field.”
Project Manager: “No, Hazel. You must work on awesome graphics effects.”
Me: “Sweeeet.”
Me: “But Abi! Surely I should work on bug fixes rather than implementing Depth of Field.”
Project Manager: “No, Hazel. You must work on awesome graphics effects.”
Me: “Sweeeet.”
There seems to be a commonly held belief that secretly all games programmers long to be artists.
I’ll admit that being able to draw anything even remotely resembling what I’m aiming for can be disappointing, but I certainly would never want to switch from being a programmer. That said, spending hours on a demo only for it to be ruined by horrible coder art is almost as frustrating as try to explain why it really *is* cool even if it doesn’t look like much. I guess that’s why I’ve fallen in love with the idea of procedural content generation. Continue reading »