this post was submitted on 27 Feb 2025
192 points (98.0% liked)

196

2281 readers
2724 users here now

Community Rules

You must post before you leave

Be nice. Assume others have good intent (within reason).

Block or ignore posts, comments, and users that irritate you in some way rather than engaging. Report if they are actually breaking community rules.

Use content warnings and/or mark as NSFW when appropriate. Most posts with content warnings likely need to be marked NSFW.

Most 196 posts are memes, shitposts, cute images, or even just recent things that happened, etc. There is no real theme, but try to avoid posts that are very inflammatory, offensive, very low quality, or very "off topic".

Bigotry is not allowed, this includes (but is not limited to): Homophobia, Transphobia, Racism, Sexism, Abelism, Classism, or discrimination based on things like Ethnicity, Nationality, Language, or Religion.

Avoid shilling for corporations, posting advertisements, or promoting exploitation of workers.

Proselytization, support, or defense of authoritarianism is not welcome. This includes but is not limited to: imperialism, nationalism, genocide denial, ethnic or racial supremacy, fascism, Nazism, Marxism-Leninism, Maoism, etc.

Avoid AI generated content.

Avoid misinformation.

Avoid incomprehensible posts.

No threats or personal attacks.

No spam.

Moderator Guidelines

Moderator Guidelines

  • Don’t be mean to users. Be gentle or neutral.
  • Most moderator actions which have a modlog message should include your username.
  • When in doubt about whether or not a user is problematic, send them a DM.
  • Don’t waste time debating/arguing with problematic users.
  • Assume the best, but don’t tolerate sealioning/just asking questions/concern trolling.
  • Ask another mod to take over cases you struggle with, if you get tired, or when things get personal.
  • Ask the other mods for advice when things get complicated.
  • Share everything you do in the mod matrix, both so several mods aren't unknowingly handling the same issues, but also so you can receive feedback on what you intend to do.
  • Don't rush mod actions. If a case doesn't need to be handled right away, consider taking a short break before getting to it. This is to say, cool down and make room for feedback.
  • Don’t perform too much moderation in the comments, except if you want a verdict to be public or to ask people to dial a convo down/stop. Single comment warnings are okay.
  • Send users concise DMs about verdicts about them, such as bans etc, except in cases where it is clear we don’t want them at all, such as obvious transphobes. No need to notify someone they haven’t been banned of course.
  • Explain to a user why their behavior is problematic and how it is distressing others rather than engage with whatever they are saying. Ask them to avoid this in the future and send them packing if they do not comply.
  • First warn users, then temp ban them, then finally perma ban them when they break the rules or act inappropriately. Skip steps if necessary.
  • Use neutral statements like “this statement can be considered transphobic” rather than “you are being transphobic”.
  • No large decisions or actions without community input (polls or meta posts f.ex.).
  • Large internal decisions (such as ousting a mod) might require a vote, needing more than 50% of the votes to pass. Also consider asking the community for feedback.
  • Remember you are a voluntary moderator. You don’t get paid. Take a break when you need one. Perhaps ask another moderator to step in if necessary.

founded 1 month ago
MODERATORS
 
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 18 points 4 days ago* (last edited 4 days ago) (5 children)

as a gamedev who doesnt play games

... ?

Why would you work in that field if you're not all that interested in games? Surely it can't be the pay (AFAIK the pay is usually shit).

[–] SkunkWorkz 24 points 4 days ago (1 children)

You’d be surprised with how many people in a large studio don’t play games. Not every job requires an understanding of games. Only a small amount of people work on gameplay. Like artists don’t need to like games to be good artists. A graphics programmer can build a great real time graphics renderer without having played any game. They just need to have a passion for programming graphics. The only people that should love games are the people that work on gameplay. Like the director, gameplay leads, QA etc.

Why work in games then you ask. Because many of those jobs only exist in the games and movie industry. Like 3D animators aren’t exactly in demand outside of those two industries.

[–] [email protected] 5 points 4 days ago

also yea this. though for me, my passion for games slowly died out as i became a gamedev. now almost a decade of work in it and minus a few indie games like hollow knight and deltarune, i dont play much. it feels wrong knowing everything and the industry so deeply

plus i work as a marketing and technical artist. most games i've worked on i havent played, i design their posters, covers, logos. i do play the games when i make trailers and in-game materials like screenshots and dev looks. but other than that i dont, and not really even by choice. most of the time the game isnt in a playable state when my work starts.

most professions under gamedev umbrella dont need and hence arent given the chance to play the games until after release anyways. for me atleast, i do love the work i do, it is fun to do that work. but playing the games i worked on is rarely as fun.

[–] [email protected] 8 points 4 days ago

i once again mistaked and forgot a word. meant 'doesnt play many games'. let me edit that

[–] [email protected] 3 points 3 days ago

engine, graphics, tooling, physics, and audio programming positions don't always require any artistic interest in the medium. unlike artistic work, they can also pay pretty well.

[–] [email protected] 3 points 4 days ago (1 children)

Here's my anecdote: I'm not a game dev but I dabble whenever I'm between jobs. I also don't really game very much, maybe 2 or 3 hours every couple weeks. So for awhile I sort of identified as a shade-tree gamedev and super-occasional gamer. I wish I gamed more, but honestly a lot the games that I'd like to play ... don't actually exist . So my motivation for making games was always to pull from those ideas to build something that hasn't been built before. Of course, having to blaze that trail is technically difficult, so though I've spent 100s of hours in unity I don't have much to show for it but a handful of janky demos collecting dust in my harddrive. I haven't done any gamedev in years now, you know cuz of life.

Another anecdote, when I followed the game dev subreddits back when I still used Reddit, I noticed that the hardcore-gamer gamedev's projects tended to be reflective of the games that they enjoyed. That's not strictly a problem, especially when learning, but it does make their ideas...derivative. A Zelda-clone, a souls-like, yet another puzzle platformer about depression. It's kind of no wonder to me that so few make it in indie gamedev; a huge portion of projects I saw were just a worse version of something that already exists.

[–] [email protected] 3 points 4 days ago* (last edited 4 days ago)

That's definitely an interesting perspective, thanks for sharing!

I noticed that the hardcore-gamer gamedev’s projects tended to be reflective of the games that they enjoyed. That’s not strictly a problem, especially when learning, but it does make their ideas…derivative.

As someone who dabbles in electronic music, guilty as charged. I like to think that the stuff I copy tends to be niche enough to still be somewhat fresh, but y'know. Plus I'm not actually that good at copying.

[–] [email protected] 1 points 4 days ago* (last edited 4 days ago)

As a gamedev who plays an ungodly amount of games, you'd be surprised. But most of my colleagues that I consider "non gamers" at least know the studios and the games they make