Ryan Da Fun

Ryan Da Fun

@animationmerc.bsky.social

25 years of GameDev and Animation. Station Wagon influencer on walkabout. Former Anim Director on SoD 3 and Perfect Dark. Animated on Battlefield 3/4/1/V, Alan Wake, Killzone 2, Treyarch's Spider-Man games and more.

859 followers404 following1.7K posts

I understand the point of alt text for the vision-impaired on Bsky but we are also essentially crowdsourcing the exact work you'd do to train machine vision/AI, and that feels kind of weird.

Now AI disclosures aren't apples to apples to sawdust added as filler to your bread. They are apples to apples for halal, kosher, vegetarian, vegan etc. "This doesn't matter to me, therefore it should not matter to anyone."

The unrealistic part is the vague and handwavey definition of "AI", which was quite intentional. "Everything is AI!" is a big shield. Can you say your game is "AI free" you used Photoshop? Procedural content generation? Motion matching? Technically no.

I wish I could reach through the screen and shake every one of you by the shoulders until you buy a ticket for #Wildwood. What an absolutely phenomenal film. A masterpiece, crafted with skill, love, and care. Going to see this is the closest thing you can do, to punching slop in the face.

I built another left-handed #bass guitar/finished a project I started 9 years ago. Lefties don't have great bass guitar options so in 2015, I said "screw you guys. I'll do it myself!" The second build was less urgent (obviously.)

This one was a real PITA and fought me every step of the way. Pick guard is 3d printed out of ABS to accommodate the extra pickup and weird knob layout Warmoth gave me.

This is a Tom Cruise movie that came out 2 weeks ago. Only showing of the day at the closest theater. The nature of this "flop" makes me both suspicious and excited to see #Digger

Ryan Da Fun reposted

a cartoon directed by ben "bugs" hardaway had a model sheet with a rabbit labeled [bug's bunny], and this eventually became the name "bugs bunny" so what i am saying is that technically "bugs bunny" is a term like "frankenstein's monster"

Last year we ran out of candy right around 9:30. The last trick or treaters were late teens, IN COSTUME (very important) and we gave them a bunch of our pizza. They were grateful. BUT YOU GOTTA DRESS UP. You don't get complain about the collapse of a society and not act like a part of it.

Richard Kadrey@richardkadrey.bsky.social

Let them have the damn candy

No, "costumes are not classist." You just gotta try. I am the king of shitty and recycled costumes. "Oh look: Ryan is Left Shark from that 2015 Katy Perry meme. AGAIN." The bar is real low.

OK, I had to look this up from a long ago, safe piece of history that I was there for: The Spider-man 2 Dev team at Treyarch was 70-90 full time developers, including myself. Mobygames credits 652 people (469 professional roles. 183 thanks.) #gamedev www.mobygames.com/game/13848/s...

mobygames.comSpider-Man 2 credits (PlayStation 2, 2004) - MobyGamesThe official game credits for Spider-Man 2 released on PlayStation 2 in 2004. The credits include 652 people.
Dean Jones@djcube.co.uk

The full team was 1,109 people.

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And yes, some (many!) studios get shady with co-dev "non employees" for "as long as we need them." That happens too and it's super shitty. But you need to understand every game needs people to ship, from the VO cast to the publisher support to the caterers and door dash folks.

But there is a big difference between that number and "the dev team." And that's not the injustice of greedy executives and shitty game devs: it's just the nature of some work. (/end)

OK, I had to look this up from a long ago, safe piece of history that I was there for: The Spider-man 2 Dev team at Treyarch was 70-90 full time developers, including myself. Mobygames credits 652 people (469 professional roles. 183 thanks.) #gamedev www.mobygames.com/game/13848/s...

mobygames.comSpider-Man 2 credits (PlayStation 2, 2004) - MobyGamesThe official game credits for Spider-Man 2 released on PlayStation 2 in 2004. The credits include 652 people.
Dean Jones@djcube.co.uk

The full team was 1,109 people.

View full thread

So yeah, 1100 people on a podracing game 16 years later seems like a lot but games, like every other creative industry, rely on a lot of specialized talent to get out the door. They're not chopped liver: they're specialists!

We bulked up the animation teams at the end of BF1 and BFV with contractors who had end dates from day one and generous, hourly salaries. They were amazing, awesome, talented people and we knew there wouldn't be work for them post launch. WTF else were we supposed to do?

OK, I had to look this up from a long ago, safe piece of history that I was there for: The Spider-man 2 Dev team at Treyarch was 70-90 full time developers, including myself. Mobygames credits 652 people (469 professional roles. 183 thanks.) #gamedev www.mobygames.com/game/13848/s...

mobygames.comSpider-Man 2 credits (PlayStation 2, 2004) - MobyGamesThe official game credits for Spider-Man 2 released on PlayStation 2 in 2004. The credits include 652 people.
Dean Jones@djcube.co.uk

The full team was 1,109 people.

Ryan Da Fun reposted

I'm a Bethesda veteran making a game where you are the HORROR VILLAIN -inspired by 80s horror flicks -solo or co-op stealth gameplay -stalk your victims -stay unnoticed & hunt in slasher locations -in the right/wrong hands everything is a weapon GONE FERAL, playtest ⬇️

Ryan Da Fun reposted

“Uh oh our chair on the mocap stage was too short! What do we do? Remodel the sofa? Re animate the characters??” Environment artist: “I got you”

There are a lot of people excited for a future of AI assisted indies and they actually be right. The problems I see here are 1)you think it was hard for investors to figure out who to fund before 1 billion people started prompting games? (1/x)

Dennis Detwiller@drgonzo123.bsky.social

I did 15 years in console dev. This is the correct answer. There will be no viable console ecosystem to support studios where every single project is simultaneously somehow the same old thing again and a moonshot at the same time.

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3)Gamedev might well become like music where it's pure discovery/marketing/popularity contest and very little money for almost everyone. Except that also fails because you can consume a lot more songs than games. (3/x)

4)AI has become the new version of "they failed because they're dumb but we'll succeed because we're smart." Everyone on earth with a computer has AI. If all bets are off, that's your competition. It's not an advantage if everyone has it. (4/4)

There are a lot of people excited for a future of AI assisted indies and they actually be right. The problems I see here are 1)you think it was hard for investors to figure out who to fund before 1 billion people started prompting games? (1/x)

Dennis Detwiller@drgonzo123.bsky.social

I did 15 years in console dev. This is the correct answer. There will be no viable console ecosystem to support studios where every single project is simultaneously somehow the same old thing again and a moonshot at the same time.

2)If everyone can make a game, what value do they actually have? If a non-garbage game becomes slightly more complicated than a Suno song (I think this pretty far off still) except takes 100x the amount of time to consume, who will pay money for that? (2/x)

Ryan Da Fun reposted

The price for inefficient and unoptimised generated code and art is always shouldered by the players. "This is next gen. Get better hardware". (The 3D hardware that is too expensive due to AI, sold to you by the company that makes the chips for AI.) It is a con that harms players and workers.

AI is a tool with some valid uses but a lot of folks don't get how tools work. "THE SNAP-ON TRUCK JUST SHOWED UP AND PROMISED THIS NEW HAMMER DOES EVERYTHING 10X BETTER AND FASTER! EVERYONE MUST USE THE NEW HAMMERS!" "Sir, we make glass bottles."

Marvel + Star Wars + an AI foie gras dev pipeline presents 'LATE STAGE CAPITALISM: THE GAME"

Shinobi602@shinobi602.bsky.social

Bloomberg: Epic Games is going all in on AI as an unannounced shooter featuring Marvel & Star Wars characters is implementing an "AI first" production model "generated with full AI workflows". "No more hand-written code", said one of the directors to staff. ➡️ www.bloomberg.com/news/article...

Some of these companies have been extremely predatory with their pricing over the years. Annual subs when the 10 year old versions do almost the same thing. WithAI being used to fuck over artists for several years now... they probably shouldn't be surprised when their tools get used against them.

I have mixed feelings about this. The weapon of the enemy etc. But if your software has had a hostile relationship with it's user base for years who are now getting robbed by LLMs and nickel-and-dimed monthly, I can't really find any pity for Adobe either.

James O'Malley@jamesomalley.co.uk

Holy shit. Someone has decompiled the Adobe suite, rebuilt it in Rust and released it as open source. Either all software is dead or the US copyright laws are about to receive an update. getartcraft.com/apps