00:00SPEAKER- Okay, I have chosen to roll the dice.
00:02SPEAKER- I love gambling.
00:04SPEAKER- Okay, well, I don't know about this kind of gambling.
00:06SPEAKERI left dinner out on the stove last night.
00:08SPEAKER- What was dinner, Brad?
00:10SPEAKER- Dinner was courtesy of my lovely partner.
00:13SPEAKERIt was a concoction of, let's see, chickpeas, broccolini.
00:17SPEAKER- Okay.
00:18SPEAKER- Some shredded coconuts.
00:19SPEAKER- Yeah.
00:20SPEAKER- Some walnuts.
00:21SPEAKER- Okay.
00:22SPEAKER- Spam.
00:23SPEAKER- Okay.
00:24SPEAKER- Over brown rice.
00:26SPEAKER- I'm kind of anti the walnuts, just to be clear,
00:28SPEAKERbut I'm pro the Spam and the broccolini.
00:31SPEAKER- It was a light dusting of walnuts.
00:32SPEAKERLet's see, you don't like walnuts?
00:34SPEAKER- Walnuts taste, they have a filmy taste to me
00:37SPEAKERthat gives it real bad mouth texture that I don't like.
00:41SPEAKER- Is that a mealiness, would you say?
00:42SPEAKERAre they mealy?
00:43SPEAKER- No, no, they're mealy when they're bad
00:45SPEAKERand you shouldn't eat them anymore,
00:46SPEAKERbut there's a chemical in them
00:49SPEAKERthat is part of that walnutty flavor
00:52SPEAKERthat just makes my mouth feel weird
00:53SPEAKERand makes the skin inside my mouth slough off
00:56SPEAKERto the point that I'm probably mildly allergic to it.
00:58SPEAKER- Oh, okay, well that might be a separate issue,
01:00SPEAKERa medical issue, rather than a culinary one.
01:03SPEAKER- No, I just think that, but as a result,
01:04SPEAKERit's an unpleasant culinary experience for me, I avoid it.
01:07SPEAKER- Fair, fair.
01:08SPEAKERAlso, when you get down to it,
01:09SPEAKERall food is just chemicals, really.
01:11SPEAKER- Everything's chemicals, all the way down.
01:13SPEAKER- Anyway, so yeah, it was a little stir fry,
01:14SPEAKERlike broccolini chickpeas and Spam and stuff
01:17SPEAKERover brown rice.
01:18SPEAKER- That sounds delish.
01:19SPEAKER- I fell asleep sitting up on the couch last night.
01:22SPEAKER- Yeah.
01:23SPEAKER- And then woke up about an hour later.
01:26SPEAKER- Oh, just an hour?
01:27SPEAKER- No, no, no, no, it was like I woke up an hour later
01:29SPEAKERand was just like, oh my God, I just fell asleep sitting up.
01:31SPEAKERI should probably go to bed.
01:32SPEAKERSo I went straight to the bed.
01:34SPEAKER- Oh.
01:34SPEAKER- Forgot to put up the food
01:36SPEAKERthat was sitting out on the stove.
01:38SPEAKERPut it up about 12 hours later.
01:40SPEAKER- Yep.
01:41SPEAKER- I just had it for lunch.
01:42SPEAKER- Well, you're gonna have an exciting 36 hours.
01:46SPEAKERI'm usually like, look, I was the person in college
01:49SPEAKERwho would just take the pizza off of the counter
01:51SPEAKERand chuck it in the oven in the box
01:53SPEAKERand then come out and grab a slice
01:55SPEAKERand dip it in the congealed Papa John's
01:59SPEAKERgarlic butter goo opened the next day.
02:02SPEAKER- Did that ever go poorly for you?
02:04SPEAKER- Nope, always fine.
02:05SPEAKERRock solid. - Really?
02:06SPEAKER- Yep.
02:06SPEAKER- I feel like kind of fast food type stuff
02:08SPEAKERand I consider that chance sort of chain pizza
02:10SPEAKERto be fast food is probably so preservative to out.
02:14SPEAKER- Oh, yeah.
02:15SPEAKER- They're probably always gonna be fine in that case.
02:16SPEAKERLike home cooked food is a different ball game.
02:19SPEAKER- So I often will like eat dinner
02:21SPEAKERand then put dinner up at like,
02:23SPEAKERif we eat at like 7.30 or eight,
02:25SPEAKERI'll put it up at like 10 if I'm not thinking about it.
02:28SPEAKER- I do that kind of thing all the time.
02:29SPEAKERBut again, this was cooked at like--
02:31SPEAKER- 12 hours is a lot.
02:32SPEAKER- This was cooked at like six or 6.30 PM around there
02:36SPEAKERand then got put up the next morning
02:38SPEAKERafter we were out of bed.
02:39SPEAKER- Yeah, but like there's no eggs, right?
02:41SPEAKER- No, no eggs.
02:42SPEAKERI mean like the spam I think has gotta be totally fine,
02:44SPEAKERright, there's so much salt in that.
02:46SPEAKER- Look, yeah, you could put a can of spam
02:48SPEAKERopened on your windowsill for three days,
02:50SPEAKERcrack into it later and you're fine, no problem.
02:54SPEAKER- It was a pretty dry sort of stir fry.
02:57SPEAKERLike it was not a lot of moisture in there to propagate.
03:00SPEAKERIt was not a culturing medium in there so much.
03:02SPEAKER- I do love a good dry stir fry.
03:05SPEAKERYeah, I think you're fine.
03:06SPEAKERI mean, look, let us know next week.
03:08SPEAKERWe can talk about it on the patron episode.
03:09SPEAKERLike if you end up laying on the floor of the bathroom,
03:13SPEAKERhaving regrets for your choices,
03:15SPEAKERI want you to think about things that you're gonna do
03:17SPEAKERand not do again in the future
03:18SPEAKERand we can talk about them later.
03:19SPEAKER- Yeah, I know we talked about food safety lately
03:21SPEAKERin the abstract, but here we are now
03:23SPEAKERand here I am with an experiment.
03:25SPEAKER- Yeah, I mean, look,
03:25SPEAKERsometimes you gotta do the science, right?
03:27SPEAKER- Sometimes you gotta put theory into practice.
03:29SPEAKER- Yeah, and the only way you're gonna,
03:31SPEAKERyou know, it's like you always say you gotta,
03:34SPEAKERsometimes you gotta let the kids touch the stove,
03:36SPEAKERget a little burn.
03:38SPEAKERSometimes you gotta eat some potentially rancid food
03:41SPEAKERand maybe spend 12 to 18 hours
03:42SPEAKERlaying on the floor of the bathroom
03:44SPEAKERand that's the only way you're gonna learn.
03:45SPEAKER- Sometimes you just gotta do the work for the people
03:47SPEAKERand give yourself food poisoning.
03:49SPEAKER- Yeah, it's what the kids crave.
03:50SPEAKER(funky upbeat music)
04:19SPEAKERWelcome to "Brad and Will Made a Tech Pod."
04:21SPEAKERI'm Will.
04:22SPEAKER- I'm Brad.
04:23SPEAKER- Brad, I'm coming at you straight from GDC,
04:26SPEAKERthe Game Developer Conference this week.
04:28SPEAKER- Yeah, you've been there way more than I have.
04:30SPEAKERI keep wondering if you're going to get sick or not.
04:33SPEAKER- I wear, I've worn masks a fair amount.
04:37SPEAKER- That's fair.
04:38SPEAKERWell, and when I say sick, I don't just mean COVID.
04:39SPEAKERI also just mean a cold or flu.
04:41SPEAKERYou know, conventions are tremendous vectors for disease
04:44SPEAKERin my experience of going to many, many conventions.
04:47SPEAKER- The thing, not to belabor the spending time
04:49SPEAKERon the floor of the bathroom point,
04:51SPEAKERbut the thing I want to avoid more than anything
04:53SPEAKERis norovirus right now.
04:55SPEAKER- Is it a foot?
04:56SPEAKER- That's, I mean, it's always a foot this time of year,
04:58SPEAKERbut yeah, the conventions are a good place to get norovirus
05:00SPEAKER'cause like hand sanitizer doesn't kill it apparently.
05:04SPEAKERSo you have to wash your hands a lot and you know, it's fine.
05:07SPEAKERI did good hand washing while there.
05:09SPEAKER- Have you ever had it?
05:10SPEAKER- Oh yeah.
05:13SPEAKERI'm gonna go and tell you.
05:14SPEAKER- Just let that pause hang in the air.
05:17SPEAKER- Yeah, it's bad.
05:18SPEAKERYou don't want that.
05:19SPEAKER- I'm pretty sure I've had it.
05:20SPEAKERI had something about 15 years ago, closer to 20 now.
05:25SPEAKERThere was a norovirus outbreak in town at the same time
05:27SPEAKERand I never got diagnosed,
05:29SPEAKERbut it was possibly the sickest I have ever been.
05:32SPEAKERIt was like three straight days of unable to eat.
05:34SPEAKER- Oh, that's probably not,
05:35SPEAKERnorovirus is usually like 24 hours in and out.
05:37SPEAKER- Is it?
05:38SPEAKERHuh.
05:39SPEAKER- So we had norovirus, my daughter was born in January
05:44SPEAKERand Gina and I got it the day before Christmas
05:49SPEAKERand she woke up sick the day of Christmas.
05:52SPEAKER- Oh no.
05:53SPEAKER- And like, of course she's also like nine
05:55SPEAKERand a half months pregnant, about to explode.
05:58SPEAKERAnd it was really, really horrific.
06:01SPEAKERReally bad. - That's a bad scene.
06:02SPEAKER- Yeah, no, it wasn't what you want.
06:04SPEAKERYou don't want like a real pregnant lady
06:05SPEAKERon the floor of the bathroom just retching.
06:08SPEAKERIt's bad for everyone involved.
06:09SPEAKER- Yep, yep.
06:10SPEAKERSo yeah, so yeah, I wear a mask.
06:15SPEAKERI took Bart in most of the days I went down.
06:19SPEAKERWore masks when I was walking around the floor
06:22SPEAKERanytime I was in a dense area.
06:23SPEAKERThe thing is the convention center itself
06:26SPEAKERis a pretty big area.
06:28SPEAKERLike the ceilings are big,
06:28SPEAKERthere's lots of airflow through there
06:30SPEAKERand they redid it a few years ago.
06:32SPEAKERAnd there aren't that many, it's not like old school E3
06:35SPEAKERwhere you're just walking through mobs of people
06:38SPEAKEReverywhere you go or Comic-Con or PAX or whatever.
06:41SPEAKERIt's pretty loosely populated.
06:43SPEAKERAnd also these days, a lot of the kind of casual socializing
06:48SPEAKERthat used to happen downstairs in the convention center
06:51SPEAKERor in the areas outside talks and stuff,
06:53SPEAKERpeople go to Yerba Buena Park
06:55SPEAKERand it's the kind of park above
06:57SPEAKERone of the halls of the convention center.
07:00SPEAKERAnd it's a really lovely park
07:01SPEAKERwith a lot of really nice grass.
07:02SPEAKERThere's tons of benches and places to sit and little tables.
07:05SPEAKERAnd there's even like chessboards and stuff like that.
07:08SPEAKERAnd a couple of restaurants and a tea room.
07:11SPEAKERAnd it's a lovely place to kind of hang out,
07:14SPEAKERespecially for our friends from parts of the country
07:17SPEAKERand world that get colder
07:19SPEAKERand are excited to consider Northern California
07:22SPEAKERand March to be a warm climate.
07:24SPEAKER- Wait, this is warm compared to some places?
07:26SPEAKER- Or a lot of places.
07:27SPEAKERYeah, like, man, the people from Boston and Quebec
07:30SPEAKERare thrilled to be here.
07:32SPEAKER- Yes, understandable.
07:33SPEAKER- Yeah, I have not been through the GDC show floor
07:35SPEAKERsince probably the late 2000s.
07:37SPEAKERBut yeah, I always remember it being
07:39SPEAKERpretty sparsely populated.
07:40SPEAKERI'm not saying it was a ghost town
07:42SPEAKERlike nobody was at the show,
07:43SPEAKERbut you could just kind of walk wherever, whenever.
07:46SPEAKER- Well, it's not like the dense parts
07:49SPEAKERof a big, big giant trade show,
07:50SPEAKERbut it's busy for like an industry show, right?
07:54SPEAKERIt's big for an industry show.
07:56SPEAKER- Yeah, people are excited to go see Speed Tree.
07:59SPEAKER- Not anymore at Speed Tree.
08:00SPEAKERI went looking for Speed Tree.
08:01SPEAKERI always go looking for Speed Tree.
08:02SPEAKERIt's part of my annual pilgrimage.
08:04SPEAKERI did not see Speed Tree, Brad, I'm sorry.
08:05SPEAKER- Speed Tree, man.
08:06SPEAKER- No.
08:07SPEAKERWell, Lumen and Mega Geo take care of Speed Tree these days.
08:12SPEAKERThey've eaten their lunch, I think.
08:14SPEAKERThey got Sherlocked.
08:15SPEAKER- Did Speed Tree get bought by anybody?
08:17SPEAKER- I don't know.
08:18SPEAKERI feel like they did.
08:19SPEAKERI feel like that's the thing that happened in like 2018.
08:21SPEAKERBut one of the things that they do now that I love at GDC.
08:25SPEAKERSo this week we're doing a potpourri.
08:27SPEAKERWe've got a couple of variety of topics,
08:30SPEAKERa couple of two, three topics.
08:32SPEAKERWe've kind of got like a potpourri within a potpourri
08:35SPEAKER'cause you've got a little mini GDC report
08:39SPEAKERon some stuff here.
08:40SPEAKERAnd then another topic besides.
08:42SPEAKER- Yeah, so one of the things that they do now that I love
08:46SPEAKERis they take both indie games.
08:49SPEAKERThere's an indie games pavilion
08:51SPEAKERwhere there's like all the stuff that's nominated
08:54SPEAKERfor the, is it the IDGAs or IGDAs?
08:58SPEAKERI never can remember.
08:59SPEAKER- I want to say IGDA.
09:01SPEAKERInternational Game Developers Association.
09:03SPEAKER- That's it.
09:03SPEAKERThe Indie Game Awards basically.
09:07SPEAKERAnd they have all those folks set up with like little kiosks
09:09SPEAKERwhere you can just walk up and play the game.
09:11SPEAKERAnd like this year it was,
09:12SPEAKERit's always an interesting mix of like wildly popular
09:16SPEAKERindie games like Bellatro and I'm completely blanking now.
09:23SPEAKERAnd then stuff you've never heard of before.
09:26SPEAKERBut this year, I don't know, it was a good crowd of stuff.
09:33SPEAKERA lot of the games that were there,
09:34SPEAKERI'd already have already spent time playing
09:36SPEAKER'cause they've been out for a while.
09:38SPEAKER- Yeah, that's kind of been a change over time
09:41SPEAKERsince indie games just became video games.
09:43SPEAKERYou know what I mean?
09:44SPEAKERSince they stopped being indie games
09:45SPEAKERand just became games like every other game.
09:47SPEAKER- Yeah, it's more about budget I think these days
09:50SPEAKERthan kind of budget and whether you had like a developer
09:54SPEAKERor publisher giving you money to make your game.
09:58SPEAKERLike whether you were working from inside a publisher
10:01SPEAKERor outside a publisher, I guess,
10:02SPEAKERis maybe the way to think about it.
10:03SPEAKER- Yeah, but it's so much different than like 15 years ago
10:05SPEAKERwhen I did IGF judging for a little while,
10:08SPEAKERwhich is a different awards set, but same concept.
10:12SPEAKERI think I had probably talked about this before.
10:14SPEAKERThere was one year, it was kind of early to mid giant bomb.
10:17SPEAKERThere was a year where my IGF judging,
10:19SPEAKER'cause you would just go download demo builds of the games,
10:21SPEAKERright, and it would just be like some Unity launcher
10:24SPEAKERor XNA or whatever.
10:25SPEAKERIt was just like, hey, here's a zip file
10:27SPEAKERwith a runaway, you know, a playable build of this game.
10:30SPEAKERI think it was all in the same batch of stuff
10:32SPEAKERI was judging for the finalists.
10:33SPEAKERIt was like Limbo and Super Meat Boy and maybe Fez?
10:38SPEAKERI'd have to go check.
10:39SPEAKER- Super Meat Boy was the year before.
10:41SPEAKERNo, they might've been the same year, but yeah.
10:43SPEAKER- They might've all been entered at the same time.
10:44SPEAKERBut the point is like, I had never heard of Limbo
10:46SPEAKERor Super Meat Boy before I downloaded those demos
10:48SPEAKERand played them.
10:49SPEAKERSo like, that's not like- - Oh, wow.
10:50SPEAKER- It was very different than in terms of indie games
10:52SPEAKERbeing able to build a cache and hype and visibility
10:55SPEAKERprior to launch than it is now.
10:57SPEAKERSo like, I didn't know what Limbo was
10:59SPEAKERuntil I downloaded a zip file of it
11:02SPEAKERto judge it for a competition and played it.
11:04SPEAKERAnd it was like, holy shit.
11:06SPEAKER- Yeah, that's a surprise.
11:07SPEAKER- Yeah, yeah, things are quite different there now.
11:09SPEAKERBut anyway, like, do you wanna start
11:12SPEAKERby just talking about the general vibe?
11:15SPEAKER- Yeah, we can.
11:16SPEAKERIt was, well, okay.
11:19SPEAKERSo I had multiple conversations with people about this
11:21SPEAKERand the people who've been going every year,
11:22SPEAKERas I have for the last five or six years,
11:26SPEAKERwere like, wow, this year feels a lot better
11:28SPEAKERthan previous years.
11:29SPEAKERAnd then last night I went and saw a friend
11:30SPEAKERwho hadn't been to GDC since like 2019.
11:33SPEAKERHe was like, wow, it's like a funeral around here, right?
11:35SPEAKERSo, you know, things are, for folks who don't know,
11:39SPEAKER2023, basically from the start of the Ukraine war
11:44SPEAKERuntil now has been a bit of a downtime
11:48SPEAKERdue to a bunch of stuff, like interest rates going up,
11:50SPEAKERimpacted the flow of money into video games.
11:56SPEAKERPlatforms like Xbox and Epic have kind of slowed down.
12:00SPEAKERPreviously, there was a lot of money
12:03SPEAKERgoing into the games industry from Game Pass deals
12:05SPEAKERand those Epic exclusive deals
12:08SPEAKERthat they were signing for a while,
12:09SPEAKERwhich, to be clear, they weren't giving enough money
12:15SPEAKERthat you could build like an Assassin's Creed, right?
12:17SPEAKERBut they were giving enough money
12:19SPEAKERthat you could absolutely build a big indie game
12:25SPEAKERif you were smart about how you funded your game
12:27SPEAKERand how you did stuff.
12:28SPEAKERSo, you could end up with,
12:32SPEAKERif you did your deals right across all platforms,
12:36SPEAKERyou could end up with a couple of million dollars of money
12:38SPEAKERthat basically had no strings attached to it,
12:42SPEAKERespecially if you'd had a successful title in the past.
12:44SPEAKERAnd that's all gone now.
12:46SPEAKEROr not all gone, but it's mostly gone now.
12:48SPEAKERThat money's a lot harder than it was before
12:51SPEAKERto use the business person parlance.
12:53SPEAKER- Yeah, hearing no strings attached is kind of shocking
12:56SPEAKER'cause it seems like now, at a minimum,
12:58SPEAKERyou would have to give some kind of exclusivity
13:00SPEAKERor something like that?
13:02SPEAKER- Okay, so the string would have been exclusivity,
13:05SPEAKERbut no recoup, just to be clear.
13:07SPEAKER- Those kinds of strings.
13:08SPEAKER- Yeah, so you would say,
13:10SPEAKERokay, Epic gets to have my game for X period of time,
13:13SPEAKERand they're gonna give us this amount of money for that,
13:15SPEAKERand you're gonna use Epic services for their,
13:19SPEAKERfor whatever backend stuff you use or whatever,
13:22SPEAKERbut then you wouldn't have to pay them back the money,
13:24SPEAKERwhich like, if you take out money from,
13:25SPEAKERif you take money from,
13:28SPEAKERI'm just gonna pick Activision here
13:29SPEAKER'cause they're owned by Microsoft and nobody's gonna care,
13:31SPEAKERbut if you take money from Activision to publish your game,
13:33SPEAKERwhich is not a thing that they do anymore
13:35SPEAKER'cause they really basically just make Blizzard games
13:37SPEAKERin Call of Duty at this point,
13:38SPEAKERthey would say, okay,
13:41SPEAKERwe're gonna give you X million dollars to make this game,
13:43SPEAKERand you have two years, and we want these milestones
13:45SPEAKERto be delivered at such and such and such and such
13:48SPEAKERand such and such, and each one's gonna contain
13:50SPEAKERdifferent key components of the game,
13:52SPEAKERand then at the end of that time period,
13:56SPEAKERwhen you put the game on sale,
13:57SPEAKERthen they're gonna take all of their money back
14:00SPEAKERbefore you see a penny from the game,
14:03SPEAKERand then once they recoup their investment,
14:06SPEAKERthen you'll have a shared split, typically.
14:09SPEAKERJust to be clear, this would be a bad deal.
14:11SPEAKERYou shouldn't sign a deal like this
14:12SPEAKERif you're a game developer.
14:13SPEAKERIf you wanna know how to get better deals,
14:15SPEAKERplease send me an email and I can help you out.
14:18SPEAKERThis is what I do.
14:20SPEAKERBut yeah, so there was a lot of unrecouped money
14:27SPEAKERfrom PlayStation Plus, Xbox, Epic, a bunch of other places.
14:33SPEAKERThat went away.
14:34SPEAKERThe interest rates went up.
14:36SPEAKERThe venture capitalists,
14:37SPEAKERthe first wave of venture capital funded games,
14:39SPEAKERwhich also have no recoup,
14:40SPEAKERbut you give equity in your company to them
14:42SPEAKERin exchange for that.
14:44SPEAKER- Which is probably an even worse deal.
14:45SPEAKER- Actually, no, because the thing that gets
14:49SPEAKERa lot of even successful first time developers
14:51SPEAKERis you have to be able to float your payroll
14:55SPEAKERbetween the time your game comes out
14:57SPEAKERand the time you have enough money coming in
14:58SPEAKERfrom your recoup.
14:59SPEAKERAssuming you have a successful game,
15:01SPEAKERyou have to be able to survive for at least three months,
15:03SPEAKER'cause that's how long it takes anybody to pay you,
15:05SPEAKERand you have to be able to survive through the recoup often
15:08SPEAKERto get to a point that your game is building
15:10SPEAKERa sustainable revenue.
15:12SPEAKERSo unless you have something that's just wildly successful
15:15SPEAKERout of the gate, in which case you go,
15:16SPEAKERyou get a short-term loan, pay your payroll, and it's fine,
15:20SPEAKERlike it's hard.
15:22SPEAKERIt's easy to have a game that like everybody
15:24SPEAKERknows the name of, and a lot of people played,
15:27SPEAKERbut didn't sell a million copies,
15:30SPEAKERand you can't make your payroll two weeks after you launch,
15:33SPEAKERright, if you didn't budget your stuff well.
15:36SPEAKERSo like VC, essentially you're giving a venture capitalist
15:43SPEAKERa small percentage of your company that's worth very little.
15:48SPEAKER- Okay, I mean, small percentages,
15:50SPEAKERI guess that's the part I wasn't expecting.
15:52SPEAKERI assumed it would be like a pretty healthy chunk
15:54SPEAKERthat they would want.
15:54SPEAKER- I mean, it's a double digits, but it's not half.
15:56SPEAKERIt's, you know, it depends on, and again,
15:59SPEAKERthis is one of those things that the deal's very wildly
16:00SPEAKERbased on a bunch of different factors,
16:02SPEAKERbut typically for a venture deal,
16:05SPEAKERit's based on the value that your company's created.
16:07SPEAKERSo if you have a bunch of smart people making a game,
16:11SPEAKERyou can get a pretty good, with like, with pedigrees,
16:16SPEAKERyou can get a pretty good valuation,
16:18SPEAKERwhich means you can raise 10, 20, 40, $80 million
16:21SPEAKERin some cases on not a whole lot of work actually done,
16:27SPEAKERyou know, the hopes and prayers.
16:29SPEAKERNow, a lot of those studios have folded by now, right?
16:32SPEAKERAnd that started in 2023, and the VCs kind of cooled,
16:36SPEAKERand as the interest rates went up,
16:37SPEAKERthen their interest in borrowing money
16:39SPEAKERto pump into new ventures kind of cooled.
16:42SPEAKERAnd then the Ukraine war happened,
16:44SPEAKERand that made interest rates go up higher,
16:46SPEAKERand then, and then Embracer dis-embraced
16:50SPEAKERa whole bunch of studios, and suddenly there's a flood,
16:53SPEAKERand then there were a bunch of layoffs,
16:55SPEAKERand there's a flood of labor,
16:56SPEAKERand the money completely dried up in like 2023
17:02SPEAKERto the point that people who had successful enough games
17:05SPEAKERthat they would have signed a game two deal
17:07SPEAKERpretty easily with a publisher were being sent away.
17:11SPEAKERWe're starting to see that change now, is the good news.
17:14SPEAKER- That's good to hear.
17:15SPEAKER- People are signing small deals.
17:18SPEAKER- Okay, 'cause previously, like especially on social media,
17:20SPEAKERyou would see there was like kind of a mantra repeated
17:22SPEAKERlast year quite a bit that you would see survive to 25.
17:26SPEAKER- Yeah, that's, I mean, yeah,
17:27SPEAKERthat's the thing that people say on social media.
17:29SPEAKER- I mean, I'm on game developers to be clear.
17:31SPEAKER- Yeah.
17:32SPEAKER- It's not a broader society, you know,
17:34SPEAKERbut financially or, you know,
17:35SPEAKERprofessionally survive in business terms.
17:38SPEAKER- Yeah, cockroaching was the strategy
17:40SPEAKERfor the last two years.
17:41SPEAKER- Right, and then, and then we got here,
17:42SPEAKERand then I feel like I saw quite a few people saying like,
17:44SPEAKER"Okay, we made it to 2025, now what?
17:46SPEAKER"Things don't seem much better,"
17:48SPEAKERbut maybe they are finally slowly shifting.
17:50SPEAKER- I think the realization this year
17:52SPEAKERis that everybody's getting to is that things
17:54SPEAKERaren't going to be the way that they were
17:56SPEAKERin 2020 and 2021 and 2022.
17:59SPEAKERLike we're thinking about the good old days of the pandemic
18:01SPEAKERwhenever we was at home,
18:02SPEAKERand there were billions of people playing video games,
18:04SPEAKERand there was a lot of money pouring in as a result of that.
18:08SPEAKERJust to be clear, I'm not saying 2020 and 2021
18:11SPEAKERwere the good old days.
18:11SPEAKERWhat I'm saying is it was a real boom time
18:14SPEAKERfor the game industry,
18:15SPEAKER'cause it was one of the few industries
18:16SPEAKERthat was almost completely unaffected,
18:19SPEAKERand that everybody being trapped at home
18:20SPEAKERwas actually really good for business, it turns out.
18:23SPEAKER- In fact, it was not unaffected, it was boosted.
18:25SPEAKERLike it was affected in a positive direction.
18:28SPEAKER- Yeah, but the place that I'm worried about
18:32SPEAKERand the thing that I think is happening
18:34SPEAKERis that we had a kind of burgeoning...
18:39SPEAKERSo in games, there's been a lot...
18:42SPEAKERAAA big stuff has been relatively stable for a long time.
18:46SPEAKERThe budgets have ballooned pretty dramatically,
18:49SPEAKERbut a AAA game like Indiana Jones or Alan Wake
18:57SPEAKERor something Star Wars Outlaws or Cyberpunk,
19:01SPEAKERsomething that people spend 100 to $300 million
19:05SPEAKERprobably making in marketing,
19:07SPEAKERthose games have a pretty well established market
19:09SPEAKERand they know how to market them and people come out
19:12SPEAKERand you pay 60 or 70 or 80 bucks
19:14SPEAKERdepending which version of the game you get,
19:16SPEAKERand there's a path in place for those games.
19:21SPEAKERAnd then at the far other side of the spectrum,
19:23SPEAKERthere's single one, two, three person dev team games
19:27SPEAKERthat you make for maybe $300,000.
19:30SPEAKERMaybe in spare time after your normal day job
19:33SPEAKERwhile you're working at Sears selling washing machines,
19:34SPEAKERbut maybe you get like $300,000 from a small publisher
19:39SPEAKERand you figure you're gonna do this in 18 months
19:41SPEAKERand you and a few friends are able to put together a game.
19:44SPEAKERAnd that has a place too.
19:46SPEAKERIt's harder to market those these days
19:47SPEAKER'cause there's not as much money being put into them.
19:51SPEAKERBut the thing that happened in like 2017, 2018, 2019
19:55SPEAKERis we saw a bunch of established developers
19:58SPEAKERleave big AAA studios and start small,
20:01SPEAKERI'm air quoting small, but small indies
20:04SPEAKERthat were anywhere from like 10 to 30 or 80 people, right?
20:08SPEAKERAnd I think that those people are feeling the squeeze now
20:11SPEAKERbecause the market for games that cost more than 10 bucks
20:16SPEAKERand less than 60 bucks has essentially evaporated,
20:19SPEAKERit feels like to me.
20:20SPEAKER- Really?
20:21SPEAKER- Yeah.
20:22SPEAKERSo things like Dead Game Phenomena on Steam,
20:26SPEAKERwhere if you have a multiplayer title
20:28SPEAKERand people hit the queue button
20:29SPEAKERand it doesn't queue in three tenths of a second,
20:31SPEAKERthey start talking about it being a dead game
20:32SPEAKERand then they go post on the reviews
20:34SPEAKERand they post on the Steam forums
20:35SPEAKERand then there's a downward spiral
20:36SPEAKERthat ends with people watching Steam DB
20:38SPEAKERand being like, this says there's only two people
20:40SPEAKERplaying right now, which is often bullshit
20:42SPEAKER'cause everything's cross-platform now,
20:44SPEAKERis incredibly toxic to games.
20:49SPEAKERI love Lethal Company and Phasmophobia and those games,
20:53SPEAKERbut like those kind of low investment,
20:56SPEAKERlow fidelity $10 titles have just absolutely,
21:03SPEAKERthey're games that you can play a ton for 10 bucks
21:05SPEAKERand if you're a value purchaser of games,
21:09SPEAKERyou're like, well, Lethal Company's all I need
21:11SPEAKERat this point, man, and it was only $10,
21:13SPEAKERwhy would I buy a $30 multiplayer?
21:15SPEAKERLike, why would I buy Helldivers, right?
21:18SPEAKERNo, Helldivers and PoE2 are probably
21:21SPEAKERthe exceptions last year, they're the two $30 titles
21:24SPEAKERthat I can think of that came out that actually moved units,
21:27SPEAKERbut most everything else is having a really hard time
21:30SPEAKERon Steam in that $10 to $60 range.
21:34SPEAKERThe other thing is just there's a fidelity expectation,
21:38SPEAKERlike the players have, there's a fidelity,
21:42SPEAKERwe talked about fidelity contracts before,
21:43SPEAKERbut it's the idea that the attractiveness of the art
21:48SPEAKERin your game makes players have an assumption
21:51SPEAKERabout how good the rest of your game is gonna be.
21:55SPEAKERIt's why-- - Interesting.
21:57SPEAKER- So for example, if you have really lovely environment art
22:00SPEAKERand then you don't have a bunch of animation
22:02SPEAKERand VFX and sound design stuff to back that up,
22:05SPEAKERplayers are gonna, they'll look at your game,
22:08SPEAKERthey'll look at the way the guns work in your game,
22:10SPEAKERthey'll be like, oh man, these guns suck.
22:11SPEAKERThey won't say, hey, the sound effects and the VFX
22:14SPEAKERdon't support the quality of the models
22:16SPEAKERand the environment art in the game.
22:17SPEAKERThey'll just be like, this, I expect,
22:19SPEAKERthis game looks like it should shoot a battlefield
22:22SPEAKERor a Call of Duty and you're shooting a boomer shooter
22:25SPEAKERbecause that's the end of the budget.
22:27SPEAKER- Yeah, so since you put it in those terms,
22:28SPEAKERI have absolutely experienced this
22:30SPEAKERand I think the advent of, like you said, asset stores
22:33SPEAKERand off-the-shelf engines that can generate
22:35SPEAKERvery nice looking visuals with, I'm not gonna say no work,
22:38SPEAKERbut you know, like modern Unity and Unreal can do quite a bit
22:41SPEAKERfor your game to make it look very good out of the box, right?
22:45SPEAKER- It's real easy to make a game in a forest,
22:48SPEAKERin a basic forest these days, right?
22:50SPEAKER- Right, and so it's not hard to find games on Steam
22:51SPEAKERthat just from the screenshots look fairly excellent,
22:54SPEAKERyou know, like you're like,
22:55SPEAKERman, that's a very professional looking game
22:57SPEAKERand then playing it is kind of a different experience.
23:00SPEAKER- So we hit this with the Anacrusis, right?
23:02SPEAKERWe had really, we had an incredibly talented
23:03SPEAKERenvironment artist and we were working
23:05SPEAKERwith really smart people and they made
23:07SPEAKERreally great environment art and then we got to the part,
23:10SPEAKERthrough no fault of anybody on the team,
23:12SPEAKERbut it was a team of like eight people
23:14SPEAKERmade most of that game, so we didn't have,
23:17SPEAKERyou know, if you look at what Destiny has
23:19SPEAKERin terms of animators, they have dozens and dozens
23:21SPEAKERof animators and like one person's job will just be
23:24SPEAKERto make gun animations for the 3,000 games,
23:26SPEAKERguns in that game for their entire time at Bungie, right?
23:30SPEAKERCould be.
23:31SPEAKERThere'll be other people, so I like to use gun stuff
23:35SPEAKERas an example for this 'cause it's really instructive,
23:38SPEAKERbut if you think about like, and it also explains
23:40SPEAKERwhy there's so many boomer shooters these days,
23:43SPEAKERbut if you look at like a gun,
23:45SPEAKERlike the act of shooting a gun in Call of Duty,
23:48SPEAKERyou know, there's, it's very multidisciplinary,
23:51SPEAKERthe sound engineer, you know, it involves the modelers
23:53SPEAKERwho make the models of the guns,
23:55SPEAKERthe texture artists who skin the guns,
23:57SPEAKERthe VFX people who make the thing that happens
23:59SPEAKERwhen the muzzle, when the bullet leaves the muzzle
24:01SPEAKERand then again when the bullet impacts
24:03SPEAKERand it's on different surfaces, different kind of VFX fire,
24:06SPEAKERso you get like different kind of sparks on metal,
24:08SPEAKERthen you get a puff of smoke on concrete
24:10SPEAKERand you get a puff of blood on a person.
24:14SPEAKERThere's sound, there's like screen shake
24:17SPEAKERoften when you shoot, there's a little bit of a,
24:21SPEAKERthere's an interesting thing that people expect
24:23SPEAKERthat you've never noticed before
24:24SPEAKERand I'm gonna tell you about it,
24:26SPEAKERyou're gonna see it every time now,
24:27SPEAKERbut when you turn the camera in a first person shooter,
24:29SPEAKERpeople expect the muzzle of the gun to track
24:31SPEAKERjust a little bit inside a small box in the center
24:34SPEAKERand if you don't do that, all of this leads to,
24:38SPEAKERhey man, these guns suck.
24:39SPEAKER- Yeah, that was the Goldeneye thing,
24:41SPEAKERthat was the thing coming from PC shooters
24:43SPEAKERthat for as much as I thought PC shooters
24:47SPEAKERdid better than Goldeneye, the one thing
24:48SPEAKERwhen I came to that game was like, oh my God,
24:50SPEAKERthe gun moves independent of the viewport,
24:52SPEAKERso I mean, in that case, you could actually aim independently
24:54SPEAKERand shoot in different places,
24:56SPEAKERso it's not quite the same thing,
24:57SPEAKERbut like a little bit of movements on the gun,
24:59SPEAKERyeah, I absolutely know what you mean.
25:00SPEAKER- Goldeneye accentuated it to way more than modern,
25:02SPEAKERlike most modern games are really subtle with it,
25:04SPEAKERGoldeneye was like, it was pretty pronounced if I remember,
25:07SPEAKERit's been a long time since I played Goldeneye.
25:08SPEAKER- Yeah, that's true.
25:09SPEAKER- But yeah, so then you have sound
25:11SPEAKERand there's a bazillion other things that go into it
25:13SPEAKERand all these people from all these different teams
25:15SPEAKERacross the company have to work together
25:17SPEAKERand if you're on a, if you work in a bungee
25:21SPEAKERand there's 300 people there,
25:22SPEAKERthere's a whole team that just does gun feel stuff, right,
25:25SPEAKERand it's probably a mixed team of like texture modelers,
25:28SPEAKERsound, VFX folks, animators, a couple of programmers
25:34SPEAKERand like all these people that work together
25:36SPEAKERon this one project,
25:37SPEAKERbut if you have a 20 person indie studio,
25:39SPEAKERthen you're, when your animator's working on guns
25:42SPEAKERand they're not working on characters,
25:44SPEAKERoh, and we didn't even talk about hit reactions, right,
25:46SPEAKERhit reactions are when you shoot the enemy
25:48SPEAKERand they stagger or they move
25:50SPEAKERor they react to the impact of the bullet on their body.
25:53SPEAKER- I mean, in my mind,
25:54SPEAKERthat's probably the most important aspect of gun feel.
25:57SPEAKER- Yeah, well, it's really weird
26:00SPEAKER'cause having watched people react to this
26:02SPEAKERas you're turning each individual component on,
26:05SPEAKERliterally any one of these things
26:07SPEAKERwill jack up the whole thing if you do it wrong.
26:09SPEAKER- Sure.
26:10SPEAKER- So, I mean, in this, like I said this earlier,
26:13SPEAKERthis is why we have so many boomer shooters
26:15SPEAKERis 'cause when you're playing a game that looks like Quake
26:18SPEAKERbut runs on a modern game engine,
26:21SPEAKERyou don't expect there to be hit reactions
26:23SPEAKERwhen you shoot somebody,
26:24SPEAKERyou expect them to just explode into gore and goo,
26:27SPEAKERyou don't expect there to be,
26:29SPEAKERI mean, I guess there's probably screen shake,
26:31SPEAKERbut like you don't expect there's a level of fidelity
26:33SPEAKERbecause your expectation as a player
26:35SPEAKERwhen you see that kind of muddy graphics is,
26:37SPEAKERoh, this is supposed to be reminiscent
26:39SPEAKERof something from a pastime,
26:40SPEAKERit's not going to be like Call of Duty
26:42SPEAKERor Battlefield or whatever.
26:44SPEAKERSo a lot of the interesting stuff I saw this year
26:46SPEAKERis people who are building tools to kind of,
26:51SPEAKERlast year there was a lot of obvious bullshit
26:54SPEAKERabout AI replacing people's like entire parts of workflows.
26:58SPEAKER- Yes, was it last year that Nvidia debuted that demo
27:02SPEAKERof it was like a character in a bar?
27:04SPEAKER- The ACE thing?
27:06SPEAKER- Yeah, is that what it was called?
27:07SPEAKERThat had like kind of generated text and speech?
27:09SPEAKERI mean, it was generated writing and speech I should say,
27:12SPEAKERit was generating dialogue on the fly
27:14SPEAKERand generating the voice samples for it.
27:16SPEAKER- Yeah, Nvidia has a thing that they do,
27:20SPEAKERit's an ACE hotel demo where you go in
27:22SPEAKERand have to kind of solve a mystery.
27:24SPEAKERThey didn't show that this year, weirdly.
27:27SPEAKERThe TLDR on that stuff is,
27:31SPEAKERI think everybody realized after spending some time with it,
27:34SPEAKER'cause Ubisoft had a couple of demos
27:35SPEAKERthat they were showing as well
27:37SPEAKERthat utilized the same backend for different purposes.
27:42SPEAKERAnd the thing that became clear is,
27:45SPEAKERit was pretty good at parsing player intent
27:47SPEAKERwhen you would speak to it
27:48SPEAKERor when you would have a conversation with it,
27:51SPEAKERbut the outputs were universally pretty bad
27:53SPEAKERand weirdly unbelievable, like full on uncanny valley,
27:59SPEAKERlike a bad interaction with Siri or whatever.
28:03SPEAKERThe stuff that we saw this, and it all has,
28:08SPEAKERlook, I think everybody who listens to the podcast
28:09SPEAKERknows how I feel about generative AI stuff,
28:12SPEAKERbut it had the problem of essentially
28:17SPEAKERevery time you played the game,
28:18SPEAKERyou were feeding a kitten into a wood chipper
28:20SPEAKERto generate the AI juice
28:27SPEAKERto make the characters talk to you badly.
28:29SPEAKER- AI runs on kittens, huh?
28:31SPEAKERFinally, the shocking truth can be revealed.
28:34SPEAKER- Keep chucking those kittens in, baby.
28:36SPEAKER- Somebody get the weekly world news on the phone.
28:39SPEAKER- So yeah, so the kitten aspect of it is bad.
28:42SPEAKERThe fact that they're replacing,
28:45SPEAKERhey, we're gonna replace all these expensive mouths
28:48SPEAKERthat are on your team,
28:49SPEAKERbut also it wasn't the expensive mouths,
28:51SPEAKERit was the, it turns out writers and entry-level artists
28:55SPEAKERand stuff like that are relatively,
28:56SPEAKERlike in the game dev scale of who's cheap
28:59SPEAKERand who's expensive, they weren't the expensive people.
29:02SPEAKERSo you're not just replacing the thing
29:06SPEAKERthat's the least expensive part of your pipeline,
29:10SPEAKERyou're also killing off the jobs that let people go
29:13SPEAKERfrom being inexperienced to build mastery
29:16SPEAKERin their chosen fields.
29:19SPEAKERSo like getting rid of voice actors,
29:21SPEAKERwhich most games have like three days of voice acting,
29:25SPEAKERwhich is gonna cost like 30 or $40,000 at the outside.
29:29SPEAKERThey have a bunch of artists who are doing work
29:34SPEAKERthat is not expensive.
29:36SPEAKERThe artists are inexpensive, no knock against artists.
29:40SPEAKERIt's some stuff's not just.
29:44SPEAKERAnd so it didn't make a lot of sense is the TLDR
29:48SPEAKERand the copyright status of the whole thing
29:50SPEAKERis still up in the air.
29:51SPEAKERAnd like, if you build a $10 million game
29:53SPEAKERon assets that you probably don't own, that's good luck, man.
29:58SPEAKERSo nobody did anything with this stuff.
30:01SPEAKERAnd this year I've seen people looping back around
30:03SPEAKERand I saw a couple of things that were really interesting
30:06SPEAKERthat were like AI work that replaces
30:09SPEAKERa lot of the drudgery work of game dev.
30:12SPEAKER- Yeah, I mean, that seems like the ideal,
30:14SPEAKERespecially when you're talking about a funding
30:15SPEAKERand budgetary crisis in game production,
30:17SPEAKERlike there's something that increases the efficiency
30:20SPEAKERof the humans doing the work has got to come about.
30:23SPEAKERI mean, obviously those two tools have existed
30:24SPEAKERfor a long time, but something that can accelerate
30:26SPEAKERthat trend.
30:27SPEAKER- Well, yeah, and like we've seen stuff
30:30SPEAKERthat does this stuff before, like Houdini is a tool.
30:34SPEAKERIt's not an AI tool, but it's a tool that lets you
30:36SPEAKERprocedurally create procedural, create variations
30:41SPEAKERin stuff that is repeated often in video games
30:44SPEAKERso that it doesn't look so samey
30:45SPEAKER'cause human brains are really good at picking out things
30:47SPEAKERthat are the same.
30:49SPEAKERAnd it's been around for a long time.
30:50SPEAKERPeople, you know, it's a technical arts tool.
30:52SPEAKEREverybody loves it.
30:53SPEAKERYou, if you have a big, if you have a budget,
30:55SPEAKERyou get somebody who does Houdini stuff in your world
30:58SPEAKERand they make your, they make your stuff look more real
31:01SPEAKERjust by adding variations.
31:03SPEAKER- Yeah, I've wondered, I don't remember
31:04SPEAKERwhen the shift happened, but there was a,
31:05SPEAKERthere was a very pronounced point, 10, no more than 10,
31:09SPEAKERprobably pushing 15 years ago when the classic problem
31:12SPEAKERof you pull the camera too far out from a landscape
31:14SPEAKERand the grass texture has just tiled
31:16SPEAKERin the most obvious way.
31:17SPEAKER- Yeah.
31:18SPEAKER- That just kind of went away and I assume tools
31:20SPEAKERlike you're talking about are why.
31:22SPEAKER- Sometimes it's just that like the cards are more capable
31:25SPEAKERand there's more RAM on the cards.
31:26SPEAKERSo instead of having just one grid of, you know,
31:31SPEAKERvertex shaders applied to your terrain,
31:34SPEAKERyou put multiples on top so that the noise,
31:37SPEAKERso that like the interference patterns
31:38SPEAKERof the two things working together doesn't,
31:40SPEAKERisn't so immediately obvious.
31:42SPEAKER- Sure, or I guess like virtual texturing,
31:44SPEAKERlike, you know, the vaunted mega texture
31:46SPEAKERis probably also part of what solved that.
31:48SPEAKER- Yeah, that kind of stuff too.
31:50SPEAKERSo one of the things I saw, NVIDIA had this demo
31:53SPEAKERof a thing in their booth that we talked about
31:56SPEAKERa little bit on the full nerd this week,
31:58SPEAKERbut they had a procedurally generated animation tool
32:04SPEAKERor sorry, a text to AI, a text to animation tool
32:09SPEAKERthat used AI in Maya and Unreal.
32:14SPEAKERI believe they announced this at CES.
32:15SPEAKERThat was part of the 50 series reveal
32:17SPEAKERthat Jensen did on stage, right?
32:19SPEAKERLike I believe text to animation
32:20SPEAKERis something that popped up in that presentation.
32:23SPEAKER- I think they talked about it.
32:24SPEAKERI was a little skeptical if I recall at the time.
32:27SPEAKER- Yeah.
32:27SPEAKER- But so they, first off,
32:29SPEAKERthey licensed a library of mocap data,
32:31SPEAKERwhich is a thing that is, there's a bunch of them.
32:34SPEAKERYou can pay $50,000 and get access
32:36SPEAKERto an incredible amount of mocap data.
32:39SPEAKERThat's basically collected by putting,
32:42SPEAKERby paying people to put the mocap suits on
32:44SPEAKERand then do a bunch of tasks over and over and over again.
32:48SPEAKERWe used one of these for FUVR years ago.
32:52SPEAKERWe hooked it in as our legs.
32:56SPEAKERThe reason we had legs that animated better
32:57SPEAKERthan Zuckerberg's in Meta Horizons in 2017
33:02SPEAKERis that we were doing, we had multiple things happening,
33:10SPEAKERpushing and pulling against the joints
33:13SPEAKERto like make them be believably human.
33:15SPEAKERAnd one of them was we had a big giant library of mocap data
33:18SPEAKERthat we trained again on an early kind of AI library,
33:23SPEAKERAI technology to serve as a counter
33:27SPEAKERto the springiness of IK.
33:29SPEAKERSo we didn't have like chicken wings and stuff like that.
33:31SPEAKER- Can I, I'm gonna fill in some acronyms here,
33:34SPEAKERIK and inverse kinematics.
33:35SPEAKERAnd is that, is that a generative adversarial role?
33:38SPEAKER- Generative adversarial network, yeah.
33:40SPEAKER- Network, yeah, okay.
33:41SPEAKER- Yeah, good, yeah, I couldn't remember what GAN was.
33:44SPEAKERSo that was, it's good that you pulled that,
33:45SPEAKERgood that you had that one, Brad.
33:47SPEAKER- That's just rattling around up there.
33:49SPEAKER- So yeah, they said they use a library,
33:50SPEAKERlicensed library of mocap data.
33:52SPEAKERThey showed this in what I kind of feel like
33:55SPEAKERis maybe the least interesting context.
33:57SPEAKERSo they were pitching it as, hey, you know,
34:00SPEAKERyou typically, if you're a studio,
34:02SPEAKERyou buy time in a mocap studio and obviously like Rockstar
34:06SPEAKERand Naughty Dog and studios that are enormous
34:09SPEAKERjust have full-time access, multiple mocap studios,
34:13SPEAKERthe whole deal, this isn't for them.
34:16SPEAKERThis is for the people like your big indies,
34:19SPEAKERyour $10 million indie game, or your small indies
34:23SPEAKERthat have one day of mocap or two days of mocap
34:25SPEAKERand then they get, you get back to the studio,
34:27SPEAKERyou're cleaning up all the data, you're putting it,
34:28SPEAKERyou're ingesting and you're like, oh shit,
34:30SPEAKERwe forgot to get a transition between point A and point B
34:33SPEAKERwhen we were in the mocap studio.
34:34SPEAKERAnd then the choice is do you spend another 10 grand
34:36SPEAKERgoing back in the mocap studio for another day
34:38SPEAKERto pick up the handful of things you've missed
34:40SPEAKERor is there some other better way?
34:41SPEAKEROr do you just do it by hand?
34:43SPEAKERWhich is what I think a lot of people often do in this case.
34:45SPEAKERI mean, the real answer is maybe try to be more organized
34:48SPEAKERand not put yourself in this situation.
34:50SPEAKERBut it's not always, sometimes things change.
34:54SPEAKERYou know, writers write something about
34:56SPEAKERyou're taking your glasses off your face
34:58SPEAKERand then you're like, oh God,
34:59SPEAKERwe gotta get an animation for that.
35:00SPEAKERAnd next thing you know, you spent $30,000
35:03SPEAKERtaking some of these glasses off.
35:07SPEAKERBut so they have a Maya plugin for this
35:09SPEAKERthat basically gives you a timeline and you can connect,
35:14SPEAKERyou can basically set key frames at the beginning and end
35:19SPEAKERof a motion and you can say, okay, I have a character,
35:24SPEAKERmostly where I think it works with bipedal characters
35:26SPEAKERonly right now, so no animals or whatever.
35:28SPEAKERBut you have a character and you say, okay,
35:29SPEAKERI want this character, start the character here
35:33SPEAKERand the character here.
35:34SPEAKERAnd then there's a text field that you can describe
35:36SPEAKERhow you want them to move.
35:37SPEAKERYou can say, I want them to run
35:38SPEAKERor I want them to do a big giant leap
35:40SPEAKERover a small obstacle, right?
35:42SPEAKERAnd then you hit the generate button.
35:46SPEAKERIt goes up to the cloud, uses some GPUs
35:49SPEAKERin a cloud someplace, and then spits out a number
35:52SPEAKERof variations on that animation you requested.
35:55SPEAKERAnd you can kind of spread them all out,
35:57SPEAKERsee which one you want to do, use, pick the one that you want
36:00SPEAKERand then you can make further adjustments to that.
36:02SPEAKERSo you can move individual joints on the model
36:06SPEAKERor you can change the starting and finishing locations.
36:10SPEAKERYou can change, you can lock down all sorts
36:12SPEAKERof different things at all sorts of different paths
36:14SPEAKERin this timeline, and then you generate it again
36:17SPEAKERand get four more variants based on that
36:19SPEAKERand you pick the one that you like and so on and so forth.
36:21SPEAKERAnd the demo that they had showed a cut scene type situation
36:25SPEAKERwhere a character jumps over a little bench
36:27SPEAKERand then sneaks around a fountain
36:31SPEAKERand then jumps up and transitions
36:33SPEAKERinto a mocapped animation that they had before.
36:36SPEAKERAnd it was very seamless.
36:39SPEAKERLike it was a really good demo
36:41SPEAKER'cause everybody I talked to who saw it was like,
36:43SPEAKERoh my God, I can't believe that thing.
36:44SPEAKERThat was really cool.
36:47SPEAKERThe neat thing I think about for this
36:49SPEAKERand the thing I asked them about,
36:50SPEAKERwhich they didn't have a great answer for him,
36:53SPEAKERis this seems like the kind of tool that could,
36:56SPEAKERlike that ability to generate five variants
36:58SPEAKERof the same animation very quickly is incredibly exciting
37:03SPEAKERfor generating things like hit reactions
37:06SPEAKERand like movements, gun anima, reload animations,
37:12SPEAKERall that kind of stuff.
37:13SPEAKER- Okay, 'cause I was waiting, I was sitting here waiting
37:15SPEAKERto ask what is always the fundamental question
37:18SPEAKERabout emerging AI tools?
37:20SPEAKERWhere does this fall on the spectrum
37:21SPEAKERbetween allows a worker to do more
37:24SPEAKERin their allotted work hours
37:26SPEAKERor just takes that person's job.
37:28SPEAKERAnd it sounds like maybe like,
37:29SPEAKER'cause the stuff you're describing, like hit reactions,
37:31SPEAKERlike you, I think you said this before we recorded,
37:34SPEAKERso I'm kind of stealing your line,
37:36SPEAKERbut also I absolutely agree with you.
37:37SPEAKERLike you can never have enough of those, right?
37:39SPEAKER- You can never have too many of those, yeah.
37:40SPEAKER- Like in a perfect world, you would have some way
37:42SPEAKERto somewhat randomize every single hit reaction
37:45SPEAKERthat ever occurs in your game
37:46SPEAKERbecause you want it to feel naturalistic
37:48SPEAKERand believable, right?
37:49SPEAKERAnd that's maybe not still not entirely feasible
37:51SPEAKERfor different reasons,
37:53SPEAKERbut to functionally be able to get closer to that
37:56SPEAKERby allowing, again, a human artist to sit there
37:58SPEAKERand curate and generate and tweak a much wider array
38:02SPEAKERof something that you've been kind of a gated on
38:04SPEAKERin the past in terms of quantity
38:05SPEAKERseems like probably a good thing.
38:07SPEAKER- Yeah, 'cause like hit reactions are an interesting,
38:10SPEAKERare a good example for this, right?
38:11SPEAKERBecause you have different types of,
38:14SPEAKERyou're gonna have, if you're making,
38:16SPEAKERI'm gonna talk about zombie games
38:17SPEAKER'cause I know about zombie games.
38:18SPEAKERIf you're making a game with zombies
38:20SPEAKERand they get shot in the head,
38:22SPEAKERthey're gonna have a different reaction
38:23SPEAKERthan if they get shot in the shoulder or the hand
38:26SPEAKERor the knee or the groin or whatever.
38:29SPEAKERAnd they're gonna have different reactions
38:32SPEAKERto different kinds of weapons.
38:33SPEAKERSo like, if you have a beam weapon,
38:35SPEAKERthat's gonna be less impactful,
38:37SPEAKERbut they're gonna kind of sizzle or shake or something.
38:39SPEAKERIf you have a small caliber handgun,
38:41SPEAKERthey're gonna have a different reaction
38:42SPEAKERthan if they're shot by a shotgun
38:43SPEAKERor a large caliber gun or a machine gun.
38:46SPEAKERAnd you ideally wanna do all of those,
38:49SPEAKERbut in the real world, what ends up happening
38:50SPEAKERis that your animator does as many as they can.
38:54SPEAKERAnd this is one of those forever jobs.
38:56SPEAKERAnytime your animator has some downtime,
38:57SPEAKERthey're gonna make some more hit reactions
38:59SPEAKERbecause it's money in the bank for all intents and purposes.
39:04SPEAKERAnd if you can speed that work up
39:08SPEAKERand use a tool like this that doesn't have,
39:11SPEAKERthis is one of the handfuls of AI demos that I've seen
39:15SPEAKERthat I was like, oh, this is actually worth
39:18SPEAKERbuying carbon credits to use, right?
39:23SPEAKER'Cause it is actually, it's going to let you,
39:25SPEAKERas somebody who's making a relatively low budget game,
39:29SPEAKERinstead of having to boomer shooter your game down
39:31SPEAKERso that your fidelity contract lines up
39:33SPEAKERwith the actual game that you're able to make,
39:35SPEAKERyou might actually be able to make
39:37SPEAKERbetter looking animations and better looking hit reactions
39:39SPEAKERand more, a wider variety of them
39:42SPEAKERbecause you have access to these tools.
39:44SPEAKERAnd that's really exciting.
39:45SPEAKER- Yeah, that sounds promising, honestly.
39:48SPEAKERDo you know, is it just taking those specific mocap sequences
39:52SPEAKERand inserting them?
39:53SPEAKERLike, it couldn't be, though.
39:54SPEAKERIt has to be customizing them.
39:56SPEAKERIs the model just trained on those animations?
39:58SPEAKERIt's not using those exact animation routines
40:00SPEAKERevery time it generates something, right?
40:02SPEAKERLike you're not gonna see the exact same walk cycle
40:04SPEAKERpopping up in multiple games
40:07SPEAKERbecause that cycle was utilized
40:08SPEAKERby a bunch of different prompts, I hope?
40:11SPEAKER- You shouldn't.
40:12SPEAKERI mean, if you give the same prompts,
40:14SPEAKERI asked if it was deterministic and they said no
40:16SPEAKER'cause nothing AI is ever deterministic.
40:18SPEAKER- Sure, yes, true.
40:20SPEAKER- The thing to remember is that the animations
40:23SPEAKERat this point coming out of the munged up data
40:27SPEAKERthat they use to train the AI is just a series of vectors.
40:31SPEAKERSo what the machine knows is that when you have this vector
40:34SPEAKERfollowed by this vector followed by this vector,
40:37SPEAKERwhen you have these three vectors in a row
40:38SPEAKERmoving in this direction, then usually the next one
40:41SPEAKERis one of these several different things.
40:43SPEAKERAnd it's giving you variants based on those.
40:45SPEAKERAnd at some point along the way,
40:47SPEAKERthey have a large language model that ties in
40:49SPEAKERand breaks down what a character running across a courtyard
40:56SPEAKERversus a character sneaking across the courtyard,
40:58SPEAKERhow those differ, which I assume probably is them going in
41:01SPEAKERand hand coding one of these paid data sets
41:04SPEAKERthat they bought, that they licensed.
41:07SPEAKERBut I don't, I should have asked about that,
41:09SPEAKERI didn't think about it.
41:09SPEAKERI didn't actually ask if they're training based on vectors.
41:14SPEAKERI have to imagine they're training based on vectors
41:15SPEAKERin skeleton, I can't imagine they're training
41:17SPEAKERbased on the point cloud data that you get from,
41:20SPEAKERor the ping pong ball tracking data
41:23SPEAKERthat you get from a mocap studio.
41:25SPEAKER- Sure.
41:26SPEAKER- But then, and then the other stuff that it,
41:27SPEAKERthis should let you do really easily,
41:29SPEAKERand we didn't talk about this at all
41:31SPEAKER'cause the person I asked didn't know the answer to this.
41:34SPEAKERBut a lot of like when you take a mocap,
41:37SPEAKERwhen you do a lot of mocap,
41:39SPEAKERone of the things you end up having to do
41:40SPEAKERis normalize your idle ins and outs
41:44SPEAKERthat when you blend those animations together,
41:46SPEAKERyou get the hands start in the same place
41:48SPEAKERand they're not skipping around.
41:50SPEAKERAnd I assume that this would let you do that pretty easily,
41:53SPEAKERbut I don't know for sure.
41:55SPEAKER- 'Cause you're always starting from those same points
41:56SPEAKERwhen you-
41:57SPEAKER- Yeah, you want to have basic starting,
41:59SPEAKERsame starting points as much as you can.
42:01SPEAKER- Use the same starting key frame or whatever.
42:03SPEAKER- Yeah.
42:03SPEAKER- Yep.
42:04SPEAKERThis all kind of reminds me of the debate
42:06SPEAKERthat's been going on.
42:07SPEAKERLike there's been a discourse taking place, let's say,
42:10SPEAKERover the last-
42:11SPEAKER- Oh, I love a discourse.
42:12SPEAKER- Yep, who doesn't?
42:13SPEAKEROver the last like a year, maybe, I don't know?
42:15SPEAKERLike this idea has emerged
42:16SPEAKERthat games look too good these days
42:18SPEAKERand that's what's killing the industry in a fiscal sense,
42:22SPEAKERwhich I increasingly think is kind of a fallacy
42:24SPEAKERor like the wrong target to direct your eye at.
42:27SPEAKERAnd like I've seen other developers comment on this
42:29SPEAKERin the last few months.
42:30SPEAKERLike I think the perspective might be shifting on this,
42:33SPEAKERbut I read this really good illustrative blog post
42:37SPEAKERby Joe Wintergreen, who is a long-time game developer,
42:40SPEAKERwho I had never heard of before.
42:42SPEAKERThis blog came across my feed, but it's about tools.
42:44SPEAKERIt's about tools and hardware.
42:46SPEAKER- Okay.
42:47SPEAKER- It's about like why better engines
42:49SPEAKERand also better hardware to run them on matter
42:51SPEAKERto game developers in ways that players will never see
42:54SPEAKERor imagine because they don't make the games.
42:55SPEAKER- Is this part of the why do games that came out in 2015
43:01SPEAKERlook the same as games that came out in 2025,
43:04SPEAKERbut they won't run on my 1080 Ti?
43:06SPEAKER- Yes, that's part of the, what he addresses in here.
43:08SPEAKERLike the title of the blog is kind of,
43:10SPEAKERit's a bit flippant of a blog,
43:12SPEAKERbut if you want shorter games with worse graphics
43:14SPEAKERmade by people who are paid more to work less,
43:17SPEAKERgraphics tech advancements should please you,
43:19SPEAKERis the title of the blog.
43:20SPEAKERI'll link it in the show notes.
43:21SPEAKERBut again, it's responding to this idea
43:24SPEAKERthat like the labor costs of making games look very good
43:27SPEAKERthese days are what is causing the funding
43:30SPEAKERand budgetary crisis in games.
43:31SPEAKERAnd his counter to that is it's never been easier
43:34SPEAKERto make games look as good as they do now.
43:37SPEAKERAnd that's a good thing because that allows developers
43:39SPEAKERto do more with the time they previously would have spent
43:41SPEAKERworking very hard to make games look better
43:43SPEAKERor make them load faster or X, Y, and Z things
43:46SPEAKERthat tech, that hardware and software have improved on.
43:49SPEAKER- Well, just making a game that runs now
43:51SPEAKERis easier than it ever has been before.
43:53SPEAKERLike literally you can download the shooter.exe template
43:57SPEAKERfor UE5 point, whatever the current version 5.3 or something
44:01SPEAKER5.5.3 and install that and then download some trees
44:06SPEAKERand free trees and free grass and free rocks
44:09SPEAKERthat are mega scans from the unreal asset store
44:13SPEAKERand put those in there and then put a path down the middle
44:16SPEAKERand you can have something that looks like a video game
44:19SPEAKERin like a couple hours pretty easily.
44:22SPEAKERIt won't do anything.
44:24SPEAKERThere's no logic, there's no game, there's no collision.
44:26SPEAKERLike you'll walk right through the trees,
44:27SPEAKERall of that stuff you have to build.
44:29SPEAKERBut the barrier to entry is very low.
44:33SPEAKERThe tricky thing is that the kind of third rails,
44:40SPEAKERthat like there's still as many or more third rails
44:42SPEAKERin video games now as there were before, right?
44:45SPEAKERLike you can make decisions the first day
44:46SPEAKERthat you start working on a project that will absolutely,
44:49SPEAKERthat will prevent you from ever shipping on a console
44:52SPEAKERif you don't know to avoid them, right?
44:54SPEAKEROr will cost a fortune to change,
44:56SPEAKERto go back and refactor everything to make them work.
45:01SPEAKERAnd it's not like this isn't one of those things
45:04SPEAKERwhere there's like a series of small choices.
45:06SPEAKERIt's literally every choice you make
45:08SPEAKERis gonna close some doors and open some others.
45:10SPEAKERSo it's hard.
45:13SPEAKERI love his point about the tool,
45:16SPEAKERthe writers needing better tools for this
45:17SPEAKER'cause like often the writers do their writing
45:22SPEAKERand then put everything into spreadsheets
45:24SPEAKERand then those spreadsheets get ingested into video games.
45:27SPEAKERAnd when I see games that do that
45:30SPEAKERversus when I see games like Firewatch,
45:33SPEAKERthey built a really cool database system
45:36SPEAKERfor lines of dialogue, the voice line,
45:40SPEAKERthat gave them a ton of voice acting for 2016,
45:43SPEAKERwhenever it came out.
45:45SPEAKERAnd they kept the assets, the original assets,
45:49SPEAKERthe munged up and ready to go in the game assets.
45:51SPEAKERAll that stuff was built in a tool that made it easy to run.
45:56SPEAKERSo there wasn't an enormous list of files
45:59SPEAKERon a server someplace that had the text line
46:02SPEAKERfor the subtitle and all the translation lines
46:05SPEAKERfor the different languages and the original audio
46:11SPEAKERand the generated audio,
46:13SPEAKERlike the file names in a spreadsheet someplace.
46:16SPEAKERIt was just a database that contained all the stuff you need
46:18SPEAKERand when they hit the compile button,
46:19SPEAKERit just got spat out in a way that the game engine
46:21SPEAKERcould understand.
46:22SPEAKERAnyway.
46:23SPEAKER- That's very neat.
46:24SPEAKERTools are neat.
46:25SPEAKER- Doing more work in less time with,
46:30SPEAKERto Joe's point, you can use that for good or for evil, right?
46:32SPEAKERIt can be a, hey, we're gonna fire half the people
46:36SPEAKERand then expect the people who remain to do double the work.
46:39SPEAKEROr you can, I mean, if you're starting off from scratch,
46:42SPEAKERyou could hire half the people
46:44SPEAKERand do twice as much work, I guess.
46:46SPEAKER- Yeah, I mean, that point is made
46:47SPEAKERvery explicitly here after two paragraphs
46:50SPEAKERof extolling the value of easier and better graphics.
46:54SPEAKERWhen you see a big company grind their workers into paste,
46:56SPEAKERforcing them to deliver more and more
46:58SPEAKERon tighter and tighter schedules,
47:00SPEAKERplease be aware it has nothing to do with graphics
47:01SPEAKERor hardware or gamers demands for anything
47:04SPEAKERand everything to do with the capitalist thinking that says,
47:06SPEAKERoh, you can work twice as fast now,
47:08SPEAKERI will give you half the time.
47:09SPEAKER- Yeah.
47:10SPEAKER- So anyway, the reason I bring this up
47:12SPEAKERis just because the type of tool you're describing,
47:15SPEAKERI mean, I was skeptical too at CES
47:18SPEAKERwhen the words text to animation popped on the screen,
47:20SPEAKERbut like the way you describe it
47:22SPEAKERthat still involves an artist
47:24SPEAKERwith like a functional working expertise
47:27SPEAKERin basic human locomotion and like kind of the ins and outs
47:30SPEAKERof what makes good animation and like a critical eye
47:33SPEAKERfor filtering good from bad and all that sort of thing,
47:35SPEAKERlike you said, like that's the type of thing that,
47:38SPEAKERI mean, I feel like the term force multiplier
47:40SPEAKERis kind of buzzwordy, but it does feel pretty applicable
47:44SPEAKERas something that lets somebody who already is good
47:46SPEAKERat their job and has expertise
47:48SPEAKERdo more with the time that they have
47:50SPEAKERand like the blog feels like it dovetails
47:53SPEAKERwith the type of tool you were talking about here
47:54SPEAKERpretty directly.
47:55SPEAKER- That's exactly it.
47:56SPEAKERI like, it's not gonna,
47:58SPEAKERlike this tool is not gonna make me into an animator
48:00SPEAKERthat can make tools, make animations for a video game, right?
48:03SPEAKEROr even for like a prototype
48:05SPEAKERthat I'm gonna use to sell a video game.
48:09SPEAKERBut if it makes the kind of, you know,
48:14SPEAKERthe hard heavy lifting work of building animations
48:18SPEAKERfor computer games easier,
48:19SPEAKERthen that's really interesting to me.
48:20SPEAKERAnd I think that's worth spending more time on.
48:23SPEAKER- Right, and that's just the nature of progress, right?
48:24SPEAKERTo have better tools that allow you to do more stuff.
48:26SPEAKERI mean, like frankly, it goes back to the SpeedTree example,
48:29SPEAKERlike SpeedTree is the same type of thing of,
48:32SPEAKERif there had been an industry of people making trees by hand
48:34SPEAKERand making good livings on it,
48:35SPEAKERSpeedTree would have put those people out of work.
48:37SPEAKERYou know, it's just that SpeedTree is algorithmic built
48:41SPEAKERby human hands and not by feeding datasets
48:44SPEAKERinto a weird computer black box
48:46SPEAKERand having it iterate on itself a million times.
48:48SPEAKER- Well, and just to be clear,
48:50SPEAKERso this was like trade show tech demo,
48:53SPEAKERnot something I could sit down and spend a lot of time with.
48:57SPEAKERSo we saw, the thing that they were demoing live
49:00SPEAKERwith the connection to the server
49:02SPEAKERwas making a model jump over a bench
49:05SPEAKERand then walk to the transition point for the next model.
49:08SPEAKERAnd then the rest of it was canned.
49:09SPEAKERSo who knows how well this actually works in real life?
49:12SPEAKERThey said it's tech preview maybe later this year.
49:14SPEAKERSo it's not actually a shipping thing right now.
49:15SPEAKER- Yeah, like I should also say,
49:17SPEAKERI'm not even bullish on this particular tool.
49:19SPEAKERLike maybe this tool is not it at all,
49:20SPEAKERbut like hardware is not going to slow down in improving.
49:24SPEAKER- Yeah.
49:25SPEAKER- So like we are going to have to have better tools
49:27SPEAKERthat meet the needs of new hardware capabilities.
49:29SPEAKERAnd so like some new types of tools are critical.
49:33SPEAKER- One of the things I heard,
49:35SPEAKERI had multiple conversations about this throughout the week
49:39SPEAKERis GTA 6 is going to cost Rockstar a billion dollars
49:43SPEAKERto make reportedly.
49:44SPEAKER- Oh, at least.
49:45SPEAKER- Plus marketing money and all the other stuff
49:47SPEAKERon top of that.
49:49SPEAKERBut like that's an unfeasible,
49:52SPEAKERthere's one game that can support that kind of investment.
49:54SPEAKERAnd people are a little skeptical that even GTA
49:57SPEAKERcan support that level of investment.
49:59SPEAKERThe conversations I had ranged from,
50:02SPEAKERI mean, look, I had some conversations
50:04SPEAKERthat were a little funny because people were like,
50:05SPEAKERoh, nobody's buying games that cost more than $10 on Steam.
50:08SPEAKERLike, yeah, so that's a problem for a lot of people.
50:11SPEAKERIt turns out, I think GTA should cost,
50:13SPEAKERthis is not me just to be clear.
50:14SPEAKERI think they should launch GTA way more than 60 bucks.
50:17SPEAKERI think it should be a hundred dollars
50:18SPEAKER'cause it's a billion dollar game.
50:19SPEAKERAnd I was like, okay, don't ever say that out loud
50:23SPEAKERwhere people will hear you person I was talking to
50:25SPEAKER'cause you'll get fired into the sun.
50:27SPEAKERBut like there's a lot of general concern
50:33SPEAKERabout what a billion dollar Grand Theft Auto
50:36SPEAKERis going to look like and what it's going to do
50:38SPEAKERin terms of player expectations for graphics
50:40SPEAKERand stuff like that.
50:41SPEAKERAnd we're already seeing it with like Indiana Jones
50:43SPEAKERand Outlaws and other stuff that really leans
50:45SPEAKERinto the modern hardware.
50:47SPEAKERBut anyway.
50:48SPEAKER- Or particularly these six games
50:50SPEAKERthat are making all the money, you know, like theater.
50:52SPEAKER- Yeah.
50:53SPEAKER- What are they?
50:54SPEAKERIt's Fortnite, Minecraft, League.
50:56SPEAKEROh yeah, League is still in there.
50:57SPEAKERFortnite, League, Minecraft, Roblox, Call of Duty.
51:00SPEAKER- Maybe Valorant or Counter-Strike, I don't know.
51:05SPEAKER- I mean, those are the games that make the kind of revenue
51:07SPEAKERthat allow legions of people to make them
51:09SPEAKERcontinue looking amazing, right?
51:10SPEAKERLike the smaller games and smaller teams of the world
51:13SPEAKERhave got to have some leg up to try to compete with that
51:17SPEAKERwithout the same level of funding, right?
51:19SPEAKER- Yeah, Counter-Strike 2 is the biggest thing
51:20SPEAKERon Steam right now by 3X.
51:23SPEAKERSo yeah, probably Counter-Strike and League and Valorant
51:26SPEAKERand Fortnite and not so much Apex these days, it seems.
51:34SPEAKER- The other thing I got to see was games that don't care
51:37SPEAKERabout graphics in many cases at all.
51:41SPEAKER- Or in, yes, like in a literal sense,
51:43SPEAKERI think some of these games barely have graphics, right?
51:46SPEAKERThey're much more tactile.
51:47SPEAKER- Some of these are only video games
51:49SPEAKERin the sense that a computer runs them.
51:52SPEAKERSo one of my favorite parts of GDC
51:54SPEAKERis always the alt control GDC section, which is-
51:57SPEAKER- Yeah, I've never heard of this before.
51:59SPEAKER- Oh, we've talked about it before.
52:00SPEAKER- Have we?
52:01SPEAKER- Oh yeah, it's fabulous.
52:02SPEAKERSo they've been doing it for quite a few years now.
52:04SPEAKERIt started before the pandemic, but it's student projects,
52:09SPEAKERbut mostly student projects that use weird,
52:15SPEAKERnon-traditional controllers to control games.
52:20SPEAKERAnd so there've been some bangers in the past.
52:23SPEAKEROne of my favorites was this game that was like a,
52:26SPEAKERyou had to solve a mystery by using a,
52:29SPEAKERlike an old school, old timey phone switchboard,
52:33SPEAKERthe kind that you plug a quarter inch jack
52:34SPEAKERand you pull it out and you plug it into a different one.
52:36SPEAKERYou're getting different messages each time
52:38SPEAKERyou plugged into a different jack.
52:40SPEAKEROver here, different parts of conversations and stuff.
52:42SPEAKERIt was amazing.
52:44SPEAKER- You know which one that was?
52:45SPEAKER- I can't, that was from years ago.
52:46SPEAKERI can't remember what it was called, unfortunately.
52:47SPEAKER- That was not this year.
52:48SPEAKER- That was not this year.
52:49SPEAKER- I was gonna say, I watched a bunch of these videos,
52:51SPEAKERbut I didn't see that one.
52:51SPEAKERWe'll link this, all videos for most of these are up.
52:54SPEAKERI'll put that in the show notes.
52:56SPEAKER- Yeah, on the GDC site.
52:58SPEAKERA lot of these go to festivals.
53:00SPEAKERLike a lot of these, if you have like indie game festivals
53:02SPEAKERin your neck of the woods,
53:03SPEAKERyou'll often see these folks bringing their games there.
53:06SPEAKERAnd they typically, like I said,
53:08SPEAKERthey typically use non-traditional controllers.
53:10SPEAKERSometimes it's just like a straight motion control
53:12SPEAKERor some buttons.
53:14SPEAKERLike there's badger, badger, badger
53:16SPEAKERis one of the things they had this year,
53:17SPEAKERwhich uses, I think NFC cards as the controllers.
53:22SPEAKERSo you have, there was just a big panel in front of players
53:26SPEAKERand they had to put their player badge
53:29SPEAKERon the thing that they wanted to do next and move it around.
53:32SPEAKERAnd it ended up being kind of frenetic and space teamy.
53:35SPEAKER- Sure, also maybe it's 'cause I've been watching
53:37SPEAKERa lot of severance lately,
53:39SPEAKERbut there's a lot of like corporate influence stuff
53:41SPEAKERat this thing, this one.
53:42SPEAKERAnd what was the other one?
53:44SPEAKER- Chroma Corp.
53:45SPEAKER- Like Chroma Corp is extremely severance.
53:47SPEAKER- There was a lot of severance.
53:48SPEAKERLike that's a new, relatively new development.
53:51SPEAKERThe severance vibes often,
53:53SPEAKERlike there were often like steampunky or kind of like,
53:57SPEAKERjust like often follows trends.
53:59SPEAKERThe old controlled GDC is what I'll say.
54:01SPEAKERBut I was surprised that there was so much
54:02SPEAKERseverance stuff this year.
54:05SPEAKERChroma Corp is, Chroma Corp kind of reminded me,
54:08SPEAKERI didn't actually get to play this,
54:10SPEAKERbut it kind of reminded me of,
54:12SPEAKERthere's a board game called Captain Sonar.
54:14SPEAKERThat's basically, it's kind of in between space team
54:18SPEAKERand Battleship, the old board game,
54:21SPEAKERwhere you have a bunch,
54:23SPEAKERlike you have a team of four or five people
54:25SPEAKERthat are all trying to pilot your submarine.
54:28SPEAKERAnd each person has a defined role.
54:30SPEAKERSo like one person is the sonar operator
54:32SPEAKERand listens to other players.
54:34SPEAKERAnd one person is the captain and tells everybody where to go.
54:36SPEAKERAnd one person is the engineer
54:38SPEAKERand controls the health of the ship.
54:40SPEAKERAnd one person is the torpedo operator
54:41SPEAKERand shoots the torpedoes.
54:43SPEAKERAnd while your submarine is playing,
54:46SPEAKERthere's another submarine that's playing too.
54:48SPEAKERSo you're listening,
54:49SPEAKERlike your sonar operator is actively listening
54:51SPEAKERfor the other team's captain so that they can map.
54:55SPEAKERIt makes me wish we still had offices
54:59SPEAKERso we could go play this
55:00SPEAKER'cause it would be such a fun stream.
55:01SPEAKER- That sounds rad.
55:03SPEAKER- But this is not at all like that in theme,
55:06SPEAKERbut it's the same kind of vibe.
55:07SPEAKERSo like there's four people or five people in the room.
55:10SPEAKERThey each have different specified tasks.
55:12SPEAKERThe tasks are very severance-y
55:14SPEAKERin that like you're sucking the color from the world.
55:17SPEAKERYou're like working at a company that owns all the color.
55:19SPEAKER- Yeah, I might say there's definitely
55:21SPEAKERsome like aperture science vibes
55:23SPEAKERto a lot of the visual design of this.
55:25SPEAKER- 100%, but the controller for this one was a,
55:30SPEAKERthey literally took a cubicle, a series of cubicles
55:34SPEAKERand like cel-shaded them by painting the corners
55:37SPEAKERso that they look cel-shaded.
55:39SPEAKERAnd they built a bunch of stuff out of foam core
55:41SPEAKERand cardboard and like all their controls are buttons
55:45SPEAKERjust in the world.
55:46SPEAKERThey're like normal ass buttons that you have to press
55:49SPEAKERand everybody sits down at the station
55:51SPEAKERand they all have to kind of do their stuff
55:52SPEAKERand communicate and work with each other.
55:54SPEAKERAnd it was really fun to watch.
55:55SPEAKER- Yeah, like they built these big,
55:57SPEAKERlike a custom kind of control surfaces, control decks.
56:00SPEAKERThat's just basically like three big light,
56:02SPEAKERor I have four big light-up buttons
56:03SPEAKERand a joystick basically.
56:04SPEAKERAnd there's this, again, very aperture looking
56:08SPEAKERcontrol box sort of interface on the wall
56:10SPEAKERwith these little like light-up tubes coming out of it
56:12SPEAKERthat they're having to, I would pay money.
56:14SPEAKERI would, I can't believe I'm saying this,
56:15SPEAKERbut I would probably pay money to go to a place
56:18SPEAKERand play a game that has you sitting in a cubicle farm.
56:22SPEAKER- To me, the thing on the wall looked almost
56:24SPEAKERlike an Among Us mission, like an Among Us task.
56:27SPEAKERLike there was definitely Among Us vibes
56:29SPEAKERis the vibe I got watching people play that.
56:31SPEAKER- Sure, I could see that or a little bit of Space Team.
56:34SPEAKER- A little bit of Space Team, yeah.
56:35SPEAKERI mean, I think Among Us tasks and Space Team tasks
56:37SPEAKERbasically the same, just it's the frequency and intensity.
56:40SPEAKER- Sure, there's almost, I don't know why this drifted
56:42SPEAKERinto my head when I was watching this,
56:44SPEAKERbut it almost reminded me of like,
56:45SPEAKERdid you ever go to a BattleTech center
56:47SPEAKERor do you remember those?
56:47SPEAKER- No, I always wanted to, but I never got to go to one.
56:50SPEAKER- I got to realize my dream when we went to Las Vegas,
56:53SPEAKERwhen we drove out West one summer, we went through Vegas
56:56SPEAKERand I got to go to the Vegas BattleTech center,
56:58SPEAKERbut it just, that was to be clear,
57:00SPEAKERthat was in the mid nineties, '95, '96.
57:04SPEAKER- Okay.
57:05SPEAKER- '95-ish, it was basically a network land game,
57:09SPEAKERbut like, you know, with a bunch of BattleTech
57:10SPEAKERlike military robot trappings inside,
57:12SPEAKERyou were sitting in a big pod,
57:13SPEAKERbut it was basically just a networked kind of PC shooter
57:16SPEAKERthat was not available.
57:17SPEAKER- Back warrior two, right?
57:18SPEAKERNot a big projector screen.
57:20SPEAKER- Yeah, but not available commercially.
57:22SPEAKERYou can only play it against other people in these centers.
57:24SPEAKERI actually came across the score sheets from that visits
57:28SPEAKERin the basement a few months ago.
57:30SPEAKER- Wow.
57:30SPEAKER- But the point is it was a big location,
57:33SPEAKERdestination based multiplayer setup
57:35SPEAKERthat with a bunch of custom hardware
57:36SPEAKERand software built for it,
57:38SPEAKERthat you had to go to a thing to play with other people.
57:40SPEAKERAnd I look at something like this and think like,
57:42SPEAKERmaybe there's room for something like that to come back.
57:44SPEAKER- LBEs, man.
57:45SPEAKER- What is that?
57:46SPEAKER- Location based entertainment.
57:48SPEAKERPeople love, millennials love experience,
57:50SPEAKERthey don't like buying things.
57:51SPEAKER- Totally, totally.
57:52SPEAKERI mean, I know like escape rooms and rage rooms
57:54SPEAKERand all that stuff are big,
57:55SPEAKERbut you don't see a lot of like video game
57:57SPEAKERor like custom bespoke, you know,
57:58SPEAKERinteractive software type experiences like that.
58:02SPEAKER- There's VR stuff, but not really beyond that.
58:05SPEAKERAnd the escape rooms are often, like escape rooms are this,
58:08SPEAKERlike a good escape room is this.
58:09SPEAKERThe ones out at the Palace of Fine Arts
58:12SPEAKERare literally, you're inside a room that's all computerized
58:15SPEAKERand it's just, they just make it look not computerized.
58:18SPEAKER- Apparently I just need to go to an escape room.
58:20SPEAKER- You need to go to good escape rooms, yeah.
58:21SPEAKER- Yeah, yeah.
58:22SPEAKERI mean, this thing has very explicit
58:24SPEAKERcomputer trappings in it.
58:25SPEAKER- Yeah, this is a little different.
58:27SPEAKERI understand what you're asking for.
58:28SPEAKERThis is not exactly what you're,
58:29SPEAKERI mean, this is what you're asking for.
58:31SPEAKERI've never seen anything that's exactly like this before.
58:34SPEAKER- Yeah.
58:35SPEAKER- Let's see, should we talk about
58:36SPEAKERhow to pet your cat, Brad?
58:37SPEAKER- Yes, I saw actually, I saw other people posting videos
58:40SPEAKERfrom having played the game with a large cat butt controller.
58:45SPEAKER- Yeah, so the controller is like
58:46SPEAKERan enormous stuffed cat ass and you have to,
58:50SPEAKERyou have to, oh, I broke him finally.
58:56SPEAKERYou have to, you have to pet the cat.
58:58SPEAKERIt's really, it does like, on the bat.
59:01SPEAKERBut sometimes cats like being petted on the butt,
59:03SPEAKERapparently, sometimes they don't.
59:05SPEAKERI'm allergic to cats,
59:06SPEAKERso I don't really get this experience very often.
59:09SPEAKER- Yeah, I didn't see much in the video for that one
59:13SPEAKERabout what tech is driving that giant cat butt controller,
59:15SPEAKERbut-
59:16SPEAKER- I think it was just accelerometers
59:17SPEAKERand pressure sensors and stuff like that.
59:20SPEAKER- Some of the other videos on here
59:22SPEAKERhad a little more behind the scenes info
59:24SPEAKERon how they're doing things.
59:25SPEAKERThe pirate ship game, Back Off Me Booty.
59:29SPEAKER- Back Off Me Booty, yes.
59:30SPEAKER- Is a seesaw based game.
59:33SPEAKER- It's the first seesaw based controller I've ever seen.
59:36SPEAKERYou and your matey, I think it was how they pitched it,
59:40SPEAKERhave to sit on opposite sides of a seesaw
59:43SPEAKERand you rock the ship back and forth on the video game
59:46SPEAKERto aim and like have your cannons aimed at the right spot.
59:50SPEAKERSo it's basically a rail shooter on a ship,
59:52SPEAKERbut one person's looking on one side of the ship
59:54SPEAKERand one person's looking on the other side of the ship
59:56SPEAKERand you shoot when the angle of the ship
1:00:00SPEAKERis the right way to hit the target.
1:00:02SPEAKERLike when you get the lob on the cannonball
1:00:04SPEAKERto hit the target that you want.
1:00:06SPEAKER- So I presume you were constantly having to communicate
1:00:09SPEAKERwith your seesaw partner as to when to move up and down.
1:00:12SPEAKER- And when to slow down and when to go fast.
1:00:14SPEAKERAnd yeah, it was quite good.
1:00:16SPEAKER- And anyway, I bring that up because that video,
1:00:18SPEAKERthey actually do go into pretty extensive detail
1:00:21SPEAKERabout how they built the seesaw controller,
1:00:23SPEAKEReverything from the type of wood they use
1:00:25SPEAKERto like what sort of Arduino is in there.
1:00:27SPEAKERAnd they actually go into some specific detail about like,
1:00:32SPEAKERthey said, for example, the angles they are using
1:00:34SPEAKERfor that thing are narrow enough that they don't have
1:00:36SPEAKERto constantly recalibrate the accelerometer on the Arduino.
1:00:40SPEAKER- But that makes sense, yeah.
1:00:41SPEAKER- Because they don't need a very wide range of motion.
1:00:43SPEAKERSo like some pretty interesting detail.
1:00:45SPEAKERLike there's definitely a lot of like maker vibe
1:00:47SPEAKERto all this stuff.
1:00:48SPEAKER- I was gonna say the thing that happened when Arduinos,
1:00:52SPEAKERlike this all started to get really interesting
1:00:54SPEAKERwhen Arduinos and motors got cheap
1:00:55SPEAKERbecause people were able to do a lot more interesting things
1:00:58SPEAKERwith their projects than just being good
1:01:00SPEAKERat electronic circuits.
1:01:01SPEAKERIt becomes, you know, the power,
1:01:03SPEAKERsuperpower of the Arduino is it turns a physical world problem into a software problem if you know
1:01:10SPEAKERthe right sensors to use. Also, these are large teams for student projects. This one,
1:01:18SPEAKERback off me booty, is 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 people
1:01:27SPEAKERbetween producers, engineers, artists, tech artists, designers, user research person,
1:01:35SPEAKERand music editor. It's a lot. In fairness, a lot of these games are,
1:01:40SPEAKERand I say this lovingly, fairly bare bones on the software end, but that one is the most
1:01:45SPEAKERsort of professional looking. Well, many of these are senior projects or your thesis projects for
1:01:51SPEAKERyour game design program or game school program. All I mean is back off me booty probably had
1:01:57SPEAKERgreater art needs than some of these other projects.
1:01:59SPEAKERYeah, that makes sense. Let's see, do we want to talk about Clench the Stench?
1:02:07SPEAKERYes, that one was hard to get my head around until I finally realized what they're doing,
1:02:12SPEAKERbecause the controller for that is extremely not obvious.
1:02:16SPEAKERI walked up to this one and there were four people sitting in office chairs
1:02:19SPEAKERbehaving like absolute maniacs. I couldn't figure out what they were doing,
1:02:22SPEAKERbecause they were swiveling back and forth on the spinny part of the chair. They were slamming the
1:02:28SPEAKERarms. They were leaning back. They were doing all sorts of stuff. The upshot is they had hooked a
1:02:33SPEAKERbunch of sensors up to these office chairs, and they were the controllers for what looked like
1:02:38SPEAKERCrazy Taxi in an office chair. You accelerated by swiveling the chair back and forth in a little
1:02:45SPEAKERbit of a rhythm-y thing. Then you could attack other players by whacking either chair arm.
1:02:52SPEAKERThere was other stuff that I don't exactly understand what happened. It's a little crass.
1:02:57SPEAKERThe gist of the game is that you're working in an office and the only bathroom available
1:03:01SPEAKERis a single porta potty for the entire company. Yet again, another example of a game about the
1:03:12SPEAKERrigors of surviving capitalist employment. Yeah. Well, look, man, bathrooms are expensive
1:03:17SPEAKERand people can just hold it, right? But I think the idea is you ate something that maybe didn't
1:03:21SPEAKERagree with you and you're racing Jim from accounting to get to the portal at first.
1:03:27SPEAKERIt was fun. It looked like a lot of fun to watch people play. I did not wait in line to play that,
1:03:32SPEAKERunfortunately. Yeah. All controlled GDC is always fun. It's worth checking out the website. We'll
1:03:37SPEAKERput it in the show notes so that you can see the videos. I think these are probably people's
1:03:44SPEAKERsubmission trailers that they did for the project, for their projects when they were submitting them
1:03:51SPEAKERto GDC. Very cool. Brad, I think we should table the third topic.
1:03:57SPEAKERYeah, I think you're right. I think we were a little on the fence about looping it in the
1:04:01SPEAKERfirst place. I think it's interesting, but also it's a topic that's been discussed quite a bit
1:04:06SPEAKERover the years. Yeah. As Apple lost it. Well, but not just that it's specifically Apple has said,
1:04:12SPEAKERHey, we're they're delaying the Apple intelligence, LLM stuff, or maybe not doing it at all. It's
1:04:18SPEAKERunclear or I guess maybe, maybe to be more explicit, they announced the AI driven Siri
1:04:24SPEAKERupgrade last year with the phone or go close to the phones for launch on the new phones.
1:04:30SPEAKERAnd they have basically delayed it pretty dramatically into what it looks like next year.
1:04:34SPEAKERAt this point, I would describe it as indefinitely at this point is what it sounds like to me.
1:04:38SPEAKERRight. And like coming right off the heels of vision pro basically doing what they said it
1:04:43SPEAKERwould do, but not selling particularly at all. Like it's kind of it's, it's, it's incited a fresh
1:04:48SPEAKERwave of people going like, okay, what's going on with what happened to the old Apple? Where
1:04:52SPEAKERis the innovation? Is there a real problem here? I mean, we can talk about it maybe another time,
1:04:56SPEAKERbut I think I don't think Apple vision pro not selling, not changing the world at $3,500 a pop
1:05:04SPEAKERand a kilogram or whatever it weighs. Some enormous weight is a huge surprise, but I do
1:05:09SPEAKERthink delaying like the continual announcement and delay of features that are slated for fall and
1:05:16SPEAKERthen being delayed later for, for phones is, is I think that's the signal, not the, not the Apple
1:05:22SPEAKERvision pro thing, but we'll talk about that another time in the meantime, what we will talk
1:05:26SPEAKERabout. Well, first off next week is a patron is a, as a Q and a episode rather. So if you have
1:05:31SPEAKERquestions about stuff we've talked about or other things you can send them to techpot at content.town
1:05:35SPEAKERand we will, or post them in the questions seeking answers channel in the discord and we will do our
1:05:40SPEAKERdamndest to answer them next week. As always, if you want to find out how to get into that discord,
1:05:46SPEAKERyou can go to patreon.com/tech bod, where for five bucks a month, you get access to the discord,
1:05:51SPEAKERyou get access to the monthly patron exclusive episodes. You you help support Brad and I,
1:05:59SPEAKERso we keep making the show indefinitely, which we appreciate greatly. We absolutely do. And you
1:06:05SPEAKERknow, cause as, as we've said, we don't really take ads here. So if you want to, if you want to
1:06:09SPEAKERhelp support the show, if you want to make, if you want to make all of our podcasting dreams come
1:06:14SPEAKERtrue, consider checking five bucks a month at us at patreon.com/techpod. So a huge thank you
1:06:20SPEAKERto all of our patrons, but a very special thank you to our executive producer, dear patrons.
1:06:25SPEAKERWe thank every week, including Jason Lee, Andrew Slosky, Jordan Lippett,
1:06:30SPEAKERBunny Fiend, Twinkle Twinkie, David Allen, James Kamik, and Pantheon makers of the HS3
1:06:37SPEAKERhigh-speed 3d printer. Thank you all so, so much. Thank you. And I guess that will do it for us this
1:06:42SPEAKERweek. I will see you next week for a Q and a brand. I'll be there. And in the meantime, I'm sorry,
1:06:48SPEAKERwhy are you holding up a dental implement? I was, I had to scrape something off of a
1:06:53SPEAKERpiece of electronics the other day. So it's been sitting on my desk here for a while,
1:06:56SPEAKERa terrifying hook just entered the frame of your video. You don't look, I dental tools are so good
1:07:01SPEAKERfor like getting stuff out from under motherboards or, or like positioning positioning of SMT
1:07:09SPEAKERsoldered device on the board precisely. So you can hit it with the solder just, just a little bit.
1:07:14SPEAKERYeah, sure. I didn't know those were available to civilians though.
1:07:17SPEAKERLook on Amazon, anything's available to civilians. Fair. It is just metal. I guess they can make
1:07:21SPEAKERstuff out of metal. You don't have to get a prescription. You don't have to get a license
1:07:26SPEAKERto be a dentist. It's a, you know, Barbara's used to do it. It's yeah. So thanks everybody
1:07:31SPEAKERfor listening and we will see you next week. Please consider the environment before printing
1:07:35SPEAKERthis podcast.