Michael Marcin (@EscJaeger) profile picture

GameDev @ BGS, Programmer, has-been competitive gamer

Dallas, TX
Joined April 2013
Photo by Michael Marcin (@EscJaeger)Photo by Michael Marcin (@EscJaeger)Photo by Michael Marcin (@EscJaeger)Photo by Michael Marcin (@EscJaeger)Photo by Michael Marcin (@EscJaeger)Photo by Michael Marcin (@EscJaeger)Photo by Michael Marcin (@EscJaeger)Photo by Michael Marcin (@EscJaeger)Photo by Michael Marcin (@EscJaeger)Photo by Michael Marcin (@EscJaeger)
Michael Marcin retweeted
declaring a new term: A Bach Faucet is a situation where a generative system makes an endless supply of some content at or above the quality of some culturally-valued original, but the endless supply of it makes it no longer rare, and thus less valuable
23
244
66
1,144
Michael Marcin retweeted
Today's my last day at @IOInteractive and I got a cake. ❤️
2
2
1
102
4,423
Michael Marcin retweeted
Not being an insufferable asshole can take you far in life
1
2
123
Michael Marcin retweeted
Q&A and customer service workers should be viewed as a valid career path. It's not just the development fields like design, programming, audio and art that matter. ALL of it matters and all roles are important and should have career growth.
7
14
236
10,720
Michael Marcin retweeted
significant speed ups in some specific cases, but multi-core and GPU acceleration brought back the prospect of integer factor speed ups. With today’s CPU/GPU systems you can be 100x over scalar C++ code, or 10,000x over loops in python, but most apps work ok without the effort.
23
18
2
445
77,392
Michael Marcin retweeted
Dota 2 has been out for 12 years (starting from its unveil at Gamescom 2011). 7 billion matches over 12 years is approximately 18 matches per second over the entire life time of the game so far.
8
27
2
677
39,958
Michael Marcin retweeted
When I helped engineer the matchmaking for Dota 2 at Valve (aka Game Coordinator) I chose a 32 bit value (up to 4 billion) for the match-id. I estimated at one game per second, that's 126 years. I was wrong, Dota 2 quickly moved to more than 15 games per second. Oops.
Today, the 7000000000th (that's 7 billion!) game of Dota 2 was officially recorded. A turbo game with a first pick Pudge who built Eblade. They lost in 28minutes. Couldn't more emblematic. DOTA 2.
23
301
25
3,257
407,988
Michael Marcin retweeted
Classic WoW technical lead developer Brian Birmingham has left Blizzard Entertainment under protest, after refusing to give out an undeservedly low employee evaluation in order to fill competitive stack ranking quotas required by executive leadership. wowhead.com/news/classic-wow…
204
594
261
8,211
1,392,169
Michael Marcin retweeted
Another definition of the gamedev glossary included into the devteambook. Multiplayer: A small feature easy to integrate I mean come on you made the whole game every asset is already done!
3
3
45
2,602
Michael Marcin retweeted
A thread of AAA video game teams with multi-million dollar budgets failing at the task of creating a window to render into:
11
63
14
578
Tech companies are all just trying to do what the video game industry mastered decades ago. Facebook: virtual worlds Netflix: licensed games Twitter: forcing employees to work 16 hours a day
97
2,211
66
19,570
This painting is from 1833. It's by Thomas Cole, an artist of extraordinary imaginative power. But The Titan's Goblet isn't even his masterpiece...
158
5,337
357
48,922
Hey friends - we've open sourced the code to 1995's Microsoft 3D Movie Maker github.com/microsoft/Microso… Thanks to @jeffwilcox and the Microsoft OSS office as well our friends in legal and those who continue to put up with me being a nudzh. Thanks to @foone for the idea! Enjoy.
You’re unable to view this Post because this account owner limits who can view their Posts. Learn more
178
1,969
255
8,705
Replying to @DaveVoyles
It's a problem if the architecture isn't clear and there's no clearly defined interfaces between the systems. You want at least document the public interfaces of each system, so that teams on the other side understand it. Code comments are fine for implementation level details.
1
1
24
If you're interested in reading how we managed to go back to the original tapes, and the challenges encountered along the way, you can check it out in this article: bigfinishgames.com/tex-murph…
1
8
44
Michael Marcin retweeted
Another huge factor is that when these decisions are REALLY made, it's not an abstract weighing of pros and cons. It's "we have 50 individual fires and 40 buckets of water, CHOOSE WISELY, MOTHERFUCKER. CHOOSE NOW AND LIVE WITH IT." So, you know... it gets complicated.
3
1
2
212
Michael Marcin retweeted
Needed a good story to distract from ~things~ So I present to you: Mothman's little brother
401
14,898
460
51,849
It is with heavy hearts that we say RIP to one of the greatest WoW players of all time, Reckful. Our hearts go out to his mother, father, brother, and all his closest frineds. In honor of Reckful’s legacy, we will be dedicating our next events to mental health awareness. 💙
8
1
112
Michael Marcin retweeted
475
945
142
6,619
Michael Marcin retweeted
It's significantly cooler than "dumped," we manually reassembled the game from its source code, spread across 40ish dying floppy disks left forgotten in its programmer's basement for 30 years. Nobody has ever seen this game before, as it was never announced.
An NES Prototype NOBODY knew about has been found, the rom has been safely dumped and, this Sunday, you'll know the story and how you can play it for yourself.
80
1,277
68
4,976