I have been thinking of something that’s been troubling me recently.
We’re a small gamedev company in the Philippines and we’ve gotten intern applicants from schools offering gamedev and it’s just as we’ve experienced before, I feel like we’d need to spend time training them on things their schools should have taught them already.
Just to give you an idea: They don’t know what a resizable array or hashmap is, they don’t know what design patterns are, etc. Even they told me, they’re generally disappointed with their school experience.
The gamedev industry in my country isn’t much to speak of, so I certainly wanted to take steps in helping improve it.
I was just about to go and make a case to their school about the importance of teaching software engineering for gamedev, then I thought, “Wait, I wonder if indie game programmers out there really actually care about software engineering in the first place?”
Now when I say software engineering, a major part of it is software architecture: how you design organize your classes, which classes talk to which, do you group them into sub-systems, do you modularize? It’s that skill that I feel is important.
Other stuff about soft eng is how to measure feasibility (i.e. “is it worth the trouble to do this?”), being mindful of deadlines (i.e. when to cut corners, and which).
I am not into stuff like UML and lengthy documentation, although that is considered part of soft eng. I prefer Scrum.
For me, soft eng (excluding the bit about lengthy docs) is invaluable when making large complex systems interacting with each other (i.e. the moment you add RPG elements).
I was wondering if other devs really care about that, especially the successful ones. We’re from the Philippines so I don’t know the game dev culture there in the western world, which is why I wanted to ask you guys.
Does it really matter to you?
For example I’ve heard that Binding of Isaac had lots of bugs when it first came out, but hey, it sold well. Edmund concentrated his efforts on the theme the gameplay mechanics, and seems like it paid off that he did that.
I guess one way to look at it is, as long as the game is fun, and lots of people are buying it, the devs can afford to be (varying degrees of) sloppy and just fix the bugs afterwards? I mean, is that something you would impart to students and would-be game developers?
I personally don’t like that idea. But I do wonder how many do it that way.
I’m mainly referring to indies, because indie style development is what I know (mostly working solo, less on proprietary tech just use 3rd party libs/engines, etc.). But non-indies, feel free to share your opinions.
tl;dr just read this post’s title