117. Dune the Game, Cyberpunk 2077 Mistakes, Next Gen Ray Tracing | Studio Director - podcast episode cover

117. Dune the Game, Cyberpunk 2077 Mistakes, Next Gen Ray Tracing | Studio Director

Sep 07, 20211 hr 26 minEp. 117
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Episode description

Paxton Galvanek is Operations Director at Funcom, who is currently building a AAA Online Survival Game set in the Dune universe. We discuss everything that goes into AAA game development, and the hardware that propels it.

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0:00 What is an Operations Director do for a studio?
3:50 Paxton's Gaming Origins - Atari, NES, PS1, World of Warcraft & Battlefield on PC
11:44 When do game studios upgrade their PCs? How are the shortages affecting them?
16:36 How did Funcom gain the rights to make a Dune Survival Game? Will it be good?
25:47 Why do games sometimes fail?
30:24 What makes a studio cancel a game mid-development?
35:30 Why did CyberPunk 2077 release buggy? Are rising AAA costs sustainable?
44:25 Early Access and Kickstarter Funding Models
53:52 Tencent funding Western games - Should we be worried about outside censorship?
58:56 Next Gen Motion Capture
1:02:35 How do people get into game development?
1:09:25 Game Development Misconceptions, thoughts on Crunch Culture
1:14:02 How will RDNA 3, Lovelace, Zen 4, & Raptor Lake help development? Ray Tracing?

Guest’s LinkedIn: https://www.linkedin.com/in/paxtongalvanek/
Funcom: https://www.funcom.com/
https://en.wikipedia.org/wiki/Tencent
https://en.wikipedia.org/wiki/Star_Citizen
https://www.bbc.com/news/world-asia-50093028

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