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Game Development: Harder Than You Think: Ten or twenty years ago it was all fun and games. Now it’s blood, sweat, and code.

Published:01 February 2004Publication History
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Abstract

The hardest part of making a game has always been the engineering. In times past, game engineering was mainly about low-level optimization—writing code that would run quickly on the target computer, leveraging clever little tricks whenever possible. But in the past ten years, games have ballooned in complexity. Now the primary technical challenge is simply getting the code to work to produce an end result that bears some semblance to the desired functionality. To the extent that we optimize, we are usually concerned with high-level algorithmic choices. There’s such a wide variety of algorithms to know about, so much experience required to implement them in a useful way, and so much work overall that just needs to be done, that we have a perpetual shortage of qualified people in the industry.

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  1. Game Development: Harder Than You Think: Ten or twenty years ago it was all fun and games. Now it’s blood, sweat, and code.

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        • Published in

          cover image Queue
          Queue  Volume 1, Issue 10
          Game Development
          February 2004
          78 pages
          ISSN:1542-7730
          EISSN:1542-7749
          DOI:10.1145/971564
          Issue’s Table of Contents

          Copyright © 2004 ACM

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          New York, NY, United States

          Publication History

          • Published: 1 February 2004

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