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Jun 02, 2026 22:49
· 41:22
· English
· nvidia-canary
· 3 Speaker
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Speaker 1 (output)
hello hello hello how are you doing hi
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i'm okay how are you okay so thank you yeah
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am i the first person you've spoken to at class dojo or do you speak to the recruiter
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no the first person yeah okay okay
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great well welcome nice to meet you my name is brian thank you hi
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brian i'm lucas yeah here from brazil nice to
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meet you there's an artist that i work with in brazil so uh
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Yeah, love Brazil.
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I've never been there before,
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but hope to one day.
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Yeah,
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sure.
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It's going to be amazing.
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So I could give you a quick
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overview of what to expect in this interview.
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And yeah,
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I'll start with that.
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So we could do just some quick introductions for the first five minutes.
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And then we'll do about 35 minutes of questions.
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I see we're 45 minute interview.
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So we'll finish up at 10 a .m.
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Pacific time.
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So I want to leave you at least five minutes at the end to ask questions if you have any questions
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for me.
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How does that sound?
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Perfect.
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Yeah.
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Okay.
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Nice. Okay,
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great. So I could go first.
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My introduction.
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My name is Brian Cronin.
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I've been working on games for about 20 years or so.
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I've worked on a lot of smaller indie games,
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games up on Steam.
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The most popular one I've worked on,
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not a mega,
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mega big game,
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but some people know it.
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It's called Monster Train.
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It's a hard game.
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Worked on a lot of other,
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you know,
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strategy games,
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action games like that.
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And then I joined Class Dojo almost four years
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ago, and I work on Dojo Islands.
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So the game,
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have you seen much of the game yet?
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Did you get a chance to play it or see videos of it or anything?
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I did play it.
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I saw the Dojo Island game,
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yeah. Okay,
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great.
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Yeah, I've been working on that the whole time I've been here.
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We have a relatively small team.
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There's about,
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I think about 13 engineers and then,
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you know,
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some product managers and designers.
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There's probably about 20 or 25 people on the team,
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depending on how you count it.
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So relatively small.
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For Dojo Island, right?
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Yeah,
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for Dojo Island.
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ClassDojo as a company is bigger.
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I don't know the exact full -time headcount,
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but...
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Maybe around 160 or so is my guess.
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So still a relatively small company.
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Yeah,
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and the ClassDojo,
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it has a few businesses.
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It has its core app,
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which is used in schools to communicate.
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Parents and teachers communicate in schools using it.
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Very heavily used in the United States,
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used in other English -speaking languages,
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and slowly growing in other regions of the world.
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And then there's a tutoring system in ClassDojo.
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So it helps tutors link up with students for teaching.
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And there is a learning app called Sparks where kids can learn
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how to read.
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And then Dojo Islands is the other big one in there.
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Anyway, it gives you a very broad overview,
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but that's my introduction.
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I'm a software engineer,
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if that wasn't clear,
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but how about yourself?
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Yeah,
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so yeah, I've been working with Unity for the past,
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I think, like six years.
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And then I started with this small company here in Brazil,
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in my state,
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which we basically did like serious games for corporate training.
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So we used a bunch of AR,
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VR, mobile,
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WebGL.
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It was cool because we attacked this bunch of different areas,
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right? So basically more for this big companies for training
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their employees and get some data,
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how much they fail,
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how much time they spent and stuff like that.
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So because the place for...
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too hazardous like mold and steel or super confined
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space so it was uh better to simulate this this places instead
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of putting them at those risks uh also doing that
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and basically you know a small company like that you own everything right so
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we need this project this confined space simulation you do everything in build gameplay ui
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testing talking with clients so that i think this uh molded
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me a bit how and how i work like super
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generalist you always start like that even in a small company right yeah
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and then uh i moved on after
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some time to this entertainment more entertainment area not more
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basically entertainment area which was in this company called blue gravity studios
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uh there i worked at like two games one was a cookie clicker
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game called albert ark and the other was a football manager
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simulation called draft fever ball
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but i spent like one month at the albert ark i
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joined it like mostly at the end of it and then i
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spent like one month there let's just bug fixing stuff and then
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it entered
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It's hard to get on the hiatus, right?
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Then later it released,
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but it wasn't on there anymore.
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And then I joined this Dread Fever Ball,
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which I think was one of the coolest experiences that I
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had, because I could work with a bigger team,
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and like 3D people,
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testing people,
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like every role,
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like managers,
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because I didn't have this experience in the past,
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right? And it was really cool to work alongside these guys.
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So basically there...
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I spent most time UI and systems,
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so we need a UI for creating your team.
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So dragging cards,
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putting on the field and instantiating characters.
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And alongside this,
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saving this data,
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sending this data to the backend and stuff like that.
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And so we need this UI and doing the systems behind
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it. I think the coolest thing that I did there that I remember.
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It's like the character generator because the game was a
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simulation, realistic visuals,
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right? So neat random characters.
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So how to make it like believable,
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right? You had a bunch of land shapes,
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you have a bunch of skin tones,
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hair,
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high color,
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hair color,
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facial hair.
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so defining constraints for the generator was really
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cool so we need a black person so you have these constraints these blend shapes that
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you can randomize and these skin tones etc etc
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etc and it was really cool and the other thing cool was
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the customization i think two big responsibilities maybe
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big in
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important, I guess,
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the generator and the customization.
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So it could customize the helmets,
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jerseys,
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patterns,
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colors, everything to the characters and the whole
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team. You could do separated or in general.
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And it was really fun working with
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addressables.
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management managing this kind of generation and stuff like that and
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the UI as well and the systems everything alongside together and
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then to the my recent experience is like it's
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a nurture it's a mobile game it's an educational game it's
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more I don't know if it's maybe alongside the the
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lines of class Dojo or maybe Dojo Island because
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uh maybe not but it's like educational game but it's not like school subjects it's more like
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real life skills that they call right so sure if you're nervous uh
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take a deep breath or okay you did something you receive money for
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it so this is a job like real life stuff that they call and
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there i joined one in the beginning i did more of the mid games like drag
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and dropping creating a car like putting wheels putting spoilers
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drawing on the character
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mini games stuff like that so because the game is based on cinematics just
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like a cartoon that's like that but 3d right uh
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playable director stuff like that and then you have a mini game and then you watch again a
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mini game so basically these steps and then they wanted to
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like ah let's revamp the whole ui and then uh
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i took care of doing that so they had
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revamped visually and we took advantage to uh improve a
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bit of the systems using a bit of state machine based approach to the
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instantiation of the UIs and then uh
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we did that did like a breakpoint system as well because they want slightly
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different visuals for tablets and
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And widescreen fonts that Unity Scaler can't handle
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it because the sizes were somewhat different.
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Yeah, I'm familiar with that world.
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Yeah.
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So let's do a breakpoint system like they use in websites,
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right? You start decreasing the size and change abruptly.
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Something like that.
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It's different designs,
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right? Visuals.
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And then right now where
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I'm standing is like doing...
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implementation on Twitter for SMS,
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deep links,
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using apps flyer,
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revenue cash implementation,
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let's see,
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push notifications,
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sign in with Google,
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like these smaller systems.
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Yeah,
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I think I summarized it pretty well.
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Oh, yeah, yeah.
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No, that's more than enough.
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That gives me a good overview.
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Yeah.
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Okay,
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so.
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I guess if we were to focus on your most recent role,
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that's on Nurture.
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Yeah.
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What originally were you hired to
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do?
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What were you brought on to help out with?
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If you could give me some context of the team itself,
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like how many people,
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who were you working with?
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And then,
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you know, I guess you've been there for a
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little over a year.
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Yeah.
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Yeah.
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So how is your role?
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changed over time?
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How has your responsibility changed over time?
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If you could speak to that.
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Yeah,
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cool. They wanted like a Unity engineer and the
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blog,
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the posting was really big and it described everything possible in the
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world. And I was like,
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okay, let's try it.
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And then when they hired me,
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it's like just engineer,
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not like specifics like you do UI,
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you do gameplay.
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So I first asked in first months,
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I assigned to do this.
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gameplay so mini games and stuff like that and then it changes
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based on basically i think it's like the necessity oh
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this system's bugged or we need this system we have lucas available maybe
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he's finishing this so he can get that so this it's ui
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it's uh bug fixing an adventure that i never messed with so enter
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there and fix it
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and yeah pretty let's say random right something like that uh
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and yeah it started with gameplay then ui and then
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i'm thinking systems uh implementation of uh third -party tools
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and uh ui but as you asked about the team the
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team it was it was bigger before we had like counting me
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we had like four unity developers and and they lead
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we had two testers at some point 3d
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guys animators as well the
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technical more technical guys that implement particles stuff like that
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managers product managers
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so more closer to me two days like have counting
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me three developers one tester
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Out of these three developers,
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one is the lead,
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right, that do the planning,
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take the decisions,
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and a manager as
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well. Yeah,
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around me, this,
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and one QA,
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one tester.
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Okay.
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So it sounds like it started larger and it's scaled back since then.
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Originally,
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maybe there were 10 or 12 people,
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maybe?
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Yeah, around that.
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Something like that?
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Yeah,
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at some point it had like...
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50 % layoff.
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Good, right?
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And I was the one with was good.
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And then they brought me back as a freelance.
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So I'm there as a freelancer.
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I see.
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OK.
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So it
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sounds like you worked on a lot of different projects at this company.
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What's one thing you would highlight that you're most proud of just technically?
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Some challenge that you maybe
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It doesn't even need to be so technical.
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It could be like the polish you put in for the player.
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What's the thing that you'd highlight as the thing you're most proud of that you contributed to?
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At this company,
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it wasn't anything like super technical,
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super like,
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oh, this was super hard and I'm happy that I did it.
13:00
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But I think it could be the whole UI revamp because
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it was the whole game.
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and it was really cool to do it and took a bunch of time and testing
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as well because it's not like they added this new button here
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or moved stuff around and okay now this the ui can you
13:20
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can go here but if this happens this needs to happen like a bunch of branching
13:24
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Speaker 1 (output)
off right uh possible and this is for the football game you're
13:29
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referring to no no this is nurture so this is nurture if it's global can
13:33
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i say about like in all experience or just nurture
13:37
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Speaker 1 (output)
Yeah, I mean, if you have something that goes back prior to Nurture,
13:40
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you can highlight that if you want.
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Okay, okay.
13:42
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Yeah, I think it was the...
13:44
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Okay, if it's global,
13:45
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I think it's stuff that I did on Red Fever,
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on Blue Gravity.
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It was the generation.
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of character for sure because there you
13:55
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have to mess with they were using Unity's hair system which
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is like not really released and as the
14:03
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last time I saw it wasn't really updated they use it for I think Unity 6
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launch trailer
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uh it's there has system based on strengths and we started using
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that and it was really heavy you couldn't instantiate instantiate that all
14:17
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the strengths would be everywhere uh really
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heavy scene uh and then
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we need to really get around this and try to uh work
14:29
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around this part of generating the the hair system because if
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you you need to you need to test right because some things just happen on builds
14:37
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so instead of guy the guy having hair it was like a big magenta
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spot on his top of his head for some reason and then okay let's wait some frames
14:45
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let's try doing this this and that and that i think it was really
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complicated and cool at the same time that I was glad I
14:54
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could finish it.
14:56
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Speaker 1 (output)
What was something that you needed to do to...
15:00
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Sound like you had this hair system that wasn't quite ready for
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games that were going to ship with it.
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What were some things you did to constrain it or to make it
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work for you in the system?
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Yeah,
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I didn't.
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had to change the system itself.
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I need to learn and work around it,
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its limitations and learn about it and like seeing
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people having the same problem on issues,
15:26
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GitHub issues and don't have any answers.
15:29
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So,
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okay, I need to work around this.
15:32
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Let's wait a bit more.
15:33
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Let's see with these configurations how it's working out.
15:37
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Let's try to read.
15:38
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and anything that could give us an idea right so what's
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happening so it was in this case it was based more on the super
15:47
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like heavy testing like try and error full fully try an
15:51
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error uh to to get it it working
15:55
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and uh okay this get it working then documentate
15:59
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document this okay it needs to be used like that you really can change this
16:03
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because this is gonna happen and talking with directly with the 3d
16:07
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guys okay the we plant this hair here uh maybe
16:12
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you could decrease a bit of the strands because it's getting too heavy it's like that so
16:16
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yeah more trying there
16:20
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Okay, sounds like there were kind of physical properties of
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this hair that you could tweak.
16:25
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So a lot of it was about tweaking these properties until it was behaving the way you
16:29
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wanted. Yeah,
16:30
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and we need to use that to take
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the screenshots of the players as well.
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So I learned that on this part that...
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it was partially implemented so it was generating a texture
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and saving it to the hard drive generating textures for
16:50
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every screenshot okay we don't need to do that we can use just one and just keep uh
16:54
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reusing that that object right so not create a texture 2d every
16:58
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time so okay but why
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doing that we still have a texture on memory so
17:06
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even though we're not using that anymore we left that scene long ago
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so basically Unity doesn't clean
17:14
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I don't think it's the texture or anything that inherits from texture that
17:18
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it doesn't...
17:19
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For it to clean,
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you need to color destroy on it and then set it to no so C -Sharp can
17:24
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use the garbage collector and get everything.
17:26
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So it's another code thing to learn as well.
17:29
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So yeah,
17:30
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everything related to the generation was some challenge after
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the year. Yeah,
17:36
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there's no automatic garbage collection on the textures that you generate.
17:40
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Yeah.
17:40
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Yeah, yeah, yeah.
17:42
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Okay, great.
17:43
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All right,
17:44
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I wanted to move into a,
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so this question is,
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let me just get it up here on my screen.
17:48
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This is kind of a role play experiment.
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So it's pretend that I'm a designer and I'm coming to you.
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And I have this new project I want to work on.
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And I'm going to give you some somewhat vague idea of what I want.
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And I want you just to dig into like,
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ask me questions,
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start to,
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you know.
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theorize how you might technically design this project.
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We're not going to do any coding or anything.
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It's more just a conversation.
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And so that's the setup.
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Does that make sense?
18:15
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OK,
18:16
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OK.
18:16
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OK,
18:17
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so all right.
18:20
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So the game I want to build will allow players to control a character in a 3D space,
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kind of a third person game.
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They can interact with objects in the world and each other.
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They will be playing on phones and tablets primarily.
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And we want to ensure the game is fun for players and feels nice and it
18:39
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works in almost any networking environment.
18:40
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Some of our players will be in regions of the world that don't have
18:44
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the best networking.
18:45
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We also want players to be able to create content
18:50
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for the game.
18:50
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So that's the basic idea.
18:53
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If you want to write any of that down or if you have questions about any of that,
18:57
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if you want to repeat any of that,
18:58
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let me know.
18:58
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But what are some of the questions you might ask to help start the
19:02
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technical design of this?
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Yeah, I think I would ask if the character
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can do anything more than interacting if it has some fighting
19:12
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or traversal or verticality and
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then I would ask how does the gameplay feels
19:21
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because I don't have this much experience with networking just personal small
19:25
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projects but this can define
19:28
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the approach of the networking that we could use,
19:32
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right?
19:32
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So it's fast moving stuff or just basically a social hub,
19:36
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right?
19:37
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Speaker 1 (output)
Yeah,
19:38
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sure.
19:38
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Yeah.
19:39
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Speaker 2 (output)
Let me give you some answers to that so you have that context.
19:42
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Yeah, so the characters will be able to move around and see each other.
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They won't be able to collide with each other.
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There'll be some objects in the world they can interact with.
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So a good example would be a door that players can open and close and move
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through. They will not be moving too quickly.
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If you think about a normal character,
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walk speed or not even sprinting,
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maybe a light run.
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So they're not moving too quickly and they could jump and there's,
20:08
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you know, things they could jump on top of.
20:10
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So hopefully that helps you narrow down a little bit.
20:14
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Yeah. What other questions do you have?
20:17
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uh so okay that i imagine it's just like a more of a social thing
20:21
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that people can interact with each other so like if
20:26
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we have uh so the cards doesn't collide so this is easier because you don't need to
20:30
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worry about much of them colliding with each other or board blocking but
20:35
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maybe uh how is the environment maybe um
20:39
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let me think about it
20:43
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So you said something about they
20:47
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could play on mobile devices.
20:49
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Most targeted mobile devices.
20:52
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So let me think about it.
20:55
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What questions do they do?
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So what is the controls where I'd set it?
21:03
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Jumping, moving around,
21:04
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interacting.
21:05
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So not that many of buttons.
21:08
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Maybe we have some chat system or some reactions
21:12
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as well.
21:14
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So we could implement that.
21:15
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Yeah,
21:16
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we're definitely going to want some kind of just emojis players can display above their
21:20
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head. There's not going to be any free form chatting or voice chat,
21:23
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but there will be light communication players can do with emojis.
21:30
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So the situation is me asking a designer questions about
21:35
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how we could do this implementation,
21:38
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right? Yeah,
21:40
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Speaker 2 (output)
yeah. We're trying to,
21:41
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you know, like if you're considering what game engine to
21:45
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use, what technology,
21:46
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if anything related to networking,
21:48
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to, you know,
21:50
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physics.
21:51
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Speaker 2 (output)
There's any number of ways to explore this,
21:54
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but yeah,
21:56
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it's a pretty open -ended.
21:58
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question yeah uh maybe if it's a place
22:02
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and it needs to play it on uh on my devices how
22:07
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we're gonna could approach the visuals for example right the the
22:11
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graphics uh the the world situation is like a uh
22:15
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open world or based on on levels that players
22:19
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can switch between here and there so that maybe would be easier
22:24
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to to control uh
22:26
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to have this uh control of the graphics because you need to be worrying
22:31
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Speaker 1 (output)
about that so if the the place has a limitation for
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